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Nature Explorer 2 || A platformer (mobile friendly) | @Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop2 v)\n\nwhen I receive [intro_finished v]\nswitch backdrop to (backdrop1 v)\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\nwhen flag clicked\n\nbroadcast (Intro_finished v)\n\n@Figur9\n\nwhen flag clicked\nshow\ngo [backward v] (3) layers\nforever\n switch costume to (LEVEL)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [intro_finished 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@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@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\nwhen flag clicked\nhide\n\nwhen I receive [intro_finished v]\nshow\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 [intro_finished v]\nshow\n\nwhen flag clicked\nhide\n\nwhen I receive [instructions_closed v]\nshow\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: (-90) y: (-87)\n show\n else\n hide\n end\nend\n\nif <(LEVEL) = [9]> then\nelse\nend\n\nshow\nset x to (-70)\n\nwhen I start as a clone\nforever\n if then\n point in direction (90)\n show\n set y to ()\n set x to (40)\n else\n hide\n end\nend\n\nwhen flag clicked\ncreate clone of (_myself_ v)\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@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 change y by (4)\n end\n repeat (30)\n change x by (-5)\n change y by (-4)\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@Spikes\n\nwhen flag clicked\nforever\n if <(LEVEL) = [10]> then\n set x to (0)\n repeat (20)\n change x by (10)\n end\n repeat (20)\n change x by (-10)\n end\n else\n set x to (19)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [intro_finished v]\nforever\n switch costume to (LEVEL)\n if <not <(LEVEL) = [10]>> then\n set [ghost v] effect to (0)\n show\n set y to (-104)\n end\nend\n\nwhen I receive [enemy_killed v]\nif <(LEVEL) = [10]> then\n repeat (6)\n change y by (-10)\n end\n hide\nelse\n set [ghost v] effect to (0)\nend\n\nset [level v] to [10]\n\nglide (1.7) secs to x: (200) y: (-104)\nglide (1.7) secs to x: (0) y: (-104)\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)?> or <touching (another_danger v)?>> then\n if <not <(LEVEL) = [10]>> then\n broadcast (oof v)\n go to x: (-180) y: (0)\n set [xv v] to [0]\n set [yv v] to [0]\n else\n if <[-3] > (Yv)> then\n broadcast (enemy_killed v)\n wait (0.2) seconds\n else\n broadcast (oof v)\n go to x: (-180) y: (0)\n set [xv v] to [0]\n set [yv v] to [0]\n end\n end\nend\nif <(y position) < [-180]> then\n go to x: (-180) y: (0)\n set [xv v] to [0]\n set [yv v] to [0]\nend\nif <(x position) > [220]> then\n broadcast (LEVEL UP! v)\n change [level v] by (1)\n hide\n go to x: (-180) y: (0)\n wait (0.8) seconds\n show\nend\nif <touching (trampolins v)?> then\n set [yv v] to [25]\nend\n\nwhen flag clicked\nset [level v] to [4]\ngo to x: (107) y: (-83)\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 point in direction (90)\n end\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(x position) > (mouse x)>>>> then\n point in direction (-90)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\nset [level v] to [1]\ngo to x: (-180) y: (0)\nforever\n Platformer physics\nend\n\nwhen flag clicked\nforever\n set rotation style [left-right v]\n switch costume to (costume1 v)\n wait (pick random (2) to (5)) seconds\n repeat (8)\n next costume\n wait (0.001) seconds\n end\nend\n\npoint towards (mouse-pointer v)\n\npoint in direction (90)\n\n@ground\n\nwhen flag clicked\ngo [forward v] (1) layers\nforever\n switch costume to (LEVEL)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [intro_finished v]\nshow\n\n@another_danger\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nwait (1) seconds\nforever\n if <(LEVEL) = [3]> then\n show\n go to x: (90) y: (40)\n else\n if <(LEVEL) = [5]> then\n show\n go to x: (0) y: (-110)\n repeat (20)\n change x by (5)\n end\n repeat (20)\n change x by (-5)\n end\n else\n if <(LEVEL) = [11]> then\n show\n go to x: (20) y: (-50)\n else\n hide\n end\n end\n end\nend\n\nwhen I start as a clone\nwait (1) seconds\nforever\n if <(LEVEL) = [3]> then\n turn right (10) degrees\n show\n go to x: (-100) y: (-110)\n else\n if <(LEVEL) = [11]> then\n turn right (10) degrees\n show\n go to x: (160) y: (-50)\n else\n hide\n end\n end\nend\n\nwhen I receive [start v]\ncreate clone of (_myself_ v)\nforever\n turn right (10) degrees\nend\n\nwhen flag clicked\nforever\n if <not <<<(LEVEL) = [5]> or <(LEVEL) = [11]>> or <(LEVEL) = [3]>>> then\n hide\n set x to (0)\n end\nend\n\nwait (1) seconds\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 (220)\n change x by (2)\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 (110)\n change x by (-4)\n end\n hide\n wait (pick random (1) to (5)) seconds\n end\nend\n\n@Intro\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 flag clicked\nset [end? v] to [0]\nstart sound [Ampyx - LMAO \[Argofox\].mp4 v]\nhide\nset [uservanish v] to [0]\nset [sine v] to [0]\nset [id v] to [0]\ncreate clone of (_myself_ v)\nwait (0.01) seconds\nchange [id v] by (1)\nrepeat (3)\n switch costume to (slide v)\n create clone of (_myself_ v)\n wait (0.1) seconds\n switch costume to (slide2 v)\n create clone of (_myself_ v)\n wait (0.1) seconds\nend\nswitch costume to (background v)\ncreate clone of (_myself_ v)\nwait (0.8) seconds\nchange [id v] by (1)\ncreate clone of (_myself_ v)\nwait (0.1) seconds\nchange [id v] by (1)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(id) = [0]> then\n go to x: (0) y: (0)\n point in direction (90)\n show\n switch costume to (background v)\n go to [back v] layer\nend\nif <(id) = [1]> then\n go to x: (700) y: (0)\n show\n point in direction (90)\n go to [front v] layer\n Smooth Glide to x [0] y [0] Speed [4]\n hide\n delete this clone\nend\nif <(id) = [2]> then\n set size to (0) %\n show\n switch costume to (logo v)\n go to [front v] layer\n go to x: (0) y: (35)\n repeat (16)\n turn right (22.5) degrees\n change size by (6.25)\n end\n point in direction (90)\n set size to (100) %\n forever\n if <(end?) = [0]> then\n point in direction ((([cos v] of ((sine) * (18)) ) * (9)) + (90))\n change [sine v] by (1)\n else\n repeat (24)\n turn right (-16.875) degrees\n change size by (-4.6875)\n end\n broadcast (Intro_finished v)\n delete this clone\n end\n end\nend\nif <(id) = [3]> then\n point in direction (90)\n wait (0.5) seconds\n set [ghost v] effect to (0)\n switch costume to (username v)\n go to [front v] layer\n go [backward v] (1) layers\n show\n go to x: (700) y: (0)\n Smooth Glide to x [0] y [0] Speed [4]\n forever\n if <(uservanish) = [0]> then\n set [ghost v] effect to (0)\n switch costume to (username v)\n go to [front v] layer\n go [backward v] (1) layers\n show\n go to x: (0) y: (0)\n else\n Smooth Glide to x [0] y [25] Speed [3]\n Smooth Glide to x [0] y [-100] Speed [3]\n delete this clone\n end\n end\nend\n\nwhen I receive [instructions_closed v]\ndelete this clone\n\nwhen I receive [intro_finished v]\nhide\nrepeat (10)\n change volume by (-10)\nend\nstop all sounds\n\nwhen flag clicked\nset volume to (100) %\nwait (6) seconds\nset [end? v] to [1]\nset [uservanish v] to [1]\n\n@Sprite3\n\nwhen flag clicked\nforever\n if <(LEVEL) = [12]> then\n show\n point in direction ((([sin v] of ((timer) * (200)) ) * (3)) + (90))\n else\n hide\n end\nend\n\nwhen flag clicked\ngo [backward v] (1) layers\n\n@Sprite1\n\nwhen flag clicked\nhide\n\nwhen I receive [level up! v]\ngo [forward v] (1) layers\ngo to [front v] layer\nset x to (500)\nshow\nrepeat (6)\n change x by (-80)\nend\nchange x by (-15)\nwait (0.6) seconds\nrepeat (5)\n change x by (-80)\nend\nhide\n\n@Sprite4\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo [backward v] (15) layers\nhide\nset [ghost v] effect to (30)\n\nwhen I receive [intro_finished v]\nshow\ngo [backward v] (5) layers\nwait (1) seconds\n\nwhen I receive [oof v]\nif <(costume [number v]) = [1]> then\n play sound [ROBLOX Death Sound.mp3 v] until done\nend\n\nwhen this sprite clicked\nnext costume\nif <(costume [number v]) = [1]> then\n play sound [TheFatRat - Time Lapse v] until done\nelse\n if <(costume [number v]) = [2]> then\n stop all sounds\n end\nend\n\nplay sound [TheFatRat - Time Lapse v] until done\n\nwhen I receive [intro_finished v]\nshow\ngo [backward v] (5) layers\nwait (1) seconds\nrepeat until <(costume [number v]) = [2]>\n play sound [TheFatRat - Time Lapse v] until done\nend\n\n@Natureexplorerpart2\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n show\n set [ghost v] effect to (100)\n go to [front v] layer\nend\n\n | Wow, thanks for top-loved\n\n\nHey and welcome to part 2 of my most succesful game ever. Double click green flag to start.\nALL LEVELS ARE POSSIBLE \n-.--.--.--.--.--.--.--.--.--.--.--.--.--.--.--.--.--.--.--.--.--.--.--.--.--.\nStory: Welcome to the nature again!\nIn part 2 you are an explorer and you explore the nature. \nBut there are also many dangers. \nAvoid all dangers! \n-.--.--.--.--.--.--.--.--.--.--.--.--.--.--.--.--.--.--.--.--.--.--.--.--.--.\nInstructions:\n-Move with arrows, WASD or mobile controls\n-Avoid Spikes and other dangers\n-HAVE FUN\n-Please love, fave and follow\n |
Ninja - A Mobile 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 [Unknown Brain - Say Goodbye \(feat v] until done\nend\n\n@guy\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 flag clicked\nhide\n\nwhen I receive [done v]\nset [y v] to [0]\nset [x v] to [0]\ngo to x: (-210) y: (-80)\nswitch costume to (guyfront v)\n\nwhen I receive [before start v]\nset size to (23) %\npoint in direction (90)\nset rotation style [left-right v]\nset [x v] to [0]\nset [y v] to [0]\ngo to x: (-200) y: (-80)\nshow\nforever\n switch costume to (box v)\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 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) * (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 [12]\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 [13]\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]) = [20]>>> then\n broadcast (done v)\n wait until <not <key (p v) pressed?>>\n end\n if <<touching (spikes v)?> or <touching (bad guys v)?>> then\n broadcast (ded v)\n start sound [Crunch v]\n set [y v] to [0]\n set [x v] to [0]\n go to x: (-210) y: (0)\n point in direction (90)\n end\n set [direc v] to (direction)\n if <touching (tramps v)?> then\n set [y v] to [20]\n end\n if <<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> or <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>>> then\n switch costume to (guy v)\n end\n if <not <<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> or <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>>>> then\n switch costume to (guyfront v)\n end\nend\n\n@Levels\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\n\nwhen I receive [done v]\nnext costume\n\nwhen I receive [before start v]\nswitch costume to (costume1 v)\nshow\n\n@Spikes\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\n\nwhen I receive [done v]\nnext costume\n\nwhen I receive [before start v]\nswitch costume to (costume1 v)\nshow\n\n@deco and storyline\n\nwhen flag clicked\ngo to [front v] layer\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [done v]\nnext costume\n\nwhen I receive [before start v]\nshow\nswitch costume to (costume1 v)\n\n@Bad Guys\n\nwhen flag clicked\nhide\nwait (1) seconds\nwait until <([costume # v] of [levels v]) = [9]>\ninsert bninja at [120] [50]\ninsert bninja at [-90] [-30]\nwait until <([costume # v] of [levels v]) = [10]>\ninsert bninja at [0] [-89]\ninsert bninja at [0] [35]\ninsert bninja at [0] [157]\nwait until <([costume # v] of [levels v]) = [11]>\ninsert bninja at [-50] [120]\ninsert bninja at [180] [120]\nwait until <([costume # v] of [levels v]) = [12]>\ninsert bninja at [-140] [120]\ninsert bninja at [150] [120]\nwait until <([costume # v] of [levels v]) = [13]>\ninsert bninja at [-240] [157]\ninsert bninja at [0] [172]\nwait until <([costume # v] of [levels v]) = [14]>\ninsert bninja at [85] [172]\nwait until <([costume # v] of [levels v]) = [17]>\ninsert bninja at [85] [147]\ninsert bninja at [-30] [66]\ninsert bninja at [-145] [-16]\nwait until <([costume # v] of [levels v]) = [18]>\ninsert bninja at [-20] [169]\ninsert bninja at [90] [58]\ninsert bninja at [130] [-89]\ninsert bninja at [-70] [58]\n\ndefine insert bninja at (x) (y)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nset size to (23) %\npoint in direction (90)\nset rotation style [left-right v]\nforever\n repeat (20)\n point in direction (90)\n change x by (2)\n end\n wait (1) seconds\n repeat (20)\n point in direction (-90)\n change x by (-2)\n end\n wait (1) seconds\nend\n\nwhen I receive [done v]\ndelete this clone\n\nwhen I start as a clone\nforever\n if <touching (shuriken v)?> then\n start sound [Squish Pop v]\n delete this clone\n end\nend\n\nwhen I receive [ded v]\ndelete\nif <([costume # v] of [levels v]) = [9]> then\n insert bninja at [120] [50]\n insert bninja at [-90] [-30]\nend\nif <([costume # v] of [levels v]) = [10]> then\n insert bninja at [0] [-89]\n insert bninja at [0] [35]\n insert bninja at [0] [157]\nend\nif <([costume # v] of [levels v]) = [11]> then\n insert bninja at [-50] [120]\n insert bninja at [180] [120]\nend\nif <([costume # v] of [levels v]) = [12]> then\n insert bninja at [-140] [120]\n insert bninja at [150] [120]\nend\nif <([costume # v] of [levels v]) = [13]> then\n insert bninja at [-240] [157]\n insert bninja at [0] [172]\nend\nif <([costume # v] of [levels v]) = [14]> then\n insert bninja at [85] [172]\nend\nif <([costume # v] of [levels v]) = [17]> then\n insert bninja at [85] [147]\n insert bninja at [-30] [66]\n insert bninja at [-145] [-16]\nend\nif <([costume # v] of [levels v]) = [18]> then\n insert bninja at [-20] [169]\n insert bninja at [90] [58]\n insert bninja at [130] [-89]\n insert bninja at [-70] [58]\nend\n\ndefine delete\ndelete this clone\n\n@Tramps\n\ndefine insert bouncy at (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 (guy v)?> then\n start sound [Boing v]\n repeat (2)\n next costume\n end\n repeat (2)\n switch costume to ((costume [number v]) - (1))\n end\n end\nend\n\nwhen flag clicked\nhide\npoint in direction (90)\ngo to [back v] layer\nwait (1) seconds\nwait until <([costume # v] of [levels v]) = [8]>\ninsert bouncy at [-150] [-100]\nwait until <([costume # v] of [levels v]) = [10]>\ninsert bouncy at [-150] [-100]\nwait until <([costume # v] of [levels v]) = [11]>\ninsert bouncy at [-140] [-100]\ninsert bouncy at [80] [-100]\nwait until <([costume # v] of [levels v]) = [13]>\ninsert bouncy at [-110] [-100]\nwait until <([costume # v] of [levels v]) = [15]>\ninsert bouncy at [140] [-100]\ninsert bouncy at [-120] [-100]\ninsert bouncy at [10] [-100]\n\nwhen I receive [done v]\ndelete this clone\n\n@Rando Bando clouds\n\nwhen flag clicked\nhide\nforever\n set [side v] to (pick random (1) to (2))\n create clone of (_myself_ v)\n wait (pick random (5) to (10)) seconds\nend\n\nwhen I start as a clone\nset [ghost v] effect to (10)\nshow\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 (50))\n repeat until <(x position) < [-250]>\n change x by (-1)\n end\n delete this clone\nend\nif <(side) = [2]> then\n go to x: (-300) y: (pick random (150) to (50))\n repeat until <(x position) > [250]>\n change x by (1)\n end\n delete this clone\nend\n\n@Stuff\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\ngo to [back v] layer\nset [ghost v] effect to (pick random (30) to (70))\ngo to x: (270) y: (pick random (-100) to (180))\nset size to (pick random (40) to (100)) %\nglide (pick random (2) to (3)) secs to x: (-250) y: (pick random (-100) to (180))\ndelete this clone\n\nwhen I receive [before start v]\nforever\n create clone of (_myself_ v)\n wait (0.2) 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: (-145)\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)?> then\n broadcast (done v)\n end\n end\nend\n\nwhen I receive [before start v]\nforever\n if <([costume # v] of [levels v]) = [20]> then\n go to x: (4598234759234) y: (32453245234)\n hide\n stop [other scripts in sprite v]\n stop [this script v]\n else\n go to x: (-180) y: (-145)\n show\n end\nend\n\n@Shuriken\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\nset rotation style [all around v]\nswitch costume to (shuriken v)\nif <([direction v] of [guy v]) = [90]> then\n repeat until <(x position) > [240]>\n turn right (30) degrees\n change x by (30)\n end\n delete this clone\nend\nif <([direction v] of [guy v]) = [-90]> then\n repeat until <(x position) < [-240]>\n turn right (-30) degrees\n change x by (-30)\n end\n delete this clone\nend\n\nwhen I receive [before start v]\nforever\n go to (guy v)\n if <<key (space v) pressed?> or <<mouse down?> and <touching (mouse-pointer v)?>>> then\n start sound [sfx_wing v]\n set size to (100) %\n create clone of (_myself_ v)\n wait (0.5) seconds\n end\nend\n\n@trail\n\nwhen I start as a clone\nif <(size) = [23]> then\n show\n set [brightness v] effect to (100)\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [before start v]\ngo to (guy v)\ngo to [back v] layer\nset size to (23) %\nforever\n go to (guy v)\n set size to (23) %\n create clone of (_myself_ v)\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[Space] - Shoot |
Scrolling Platformer Engine | @Stage\n\nwhen flag clicked\nforever\n play sound [TheFatRat - Prelude \(Jackpot EP Track 3\) v] until done\nend\n\n@Platforms\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setip 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 switch backdrop to (backdrop1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n@Player\n\nwhen flag clicked\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 (Setip 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\nif <(Checkpoint) = [0]> then\n set [x v] to [0]\n set [y v] to [0]\n switch backdrop to (backdrop2 v)\nelse\n if <(Checkpoint) = [1]> then\n set [x v] to [1047]\n set [y v] to [0]\n else\n if <(Checkpoint) = [2]> then\n set [x v] to [2233]\n set [y v] to [144]\n else\n if <(Checkpoint) = [3]> then\n set [x v] to [3090]\n set [y v] to [0]\n else\n if <(Checkpoint) = [4]> then\n set [x v] to [4307]\n set [y v] to [-80]\n else\n set [x v] to [5347]\n set [y v] to [226]\n end\n end\n end\n end\nend\nset [speed y v] to [0]\nset [speed x v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nset size to (10) %\nclear graphic effects\nshow\n\ndefine Tick\nif <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [speed x v] by (-2)\n point in direction (-90)\nend\nif <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [speed x v] by (2)\n point in direction (90)\nend\nset [speed x v] to ((Speed x) * (0.8))\nif <([abs v] of (Speed x) ) > [0.9]> then\n Change player x by (round (Speed x))\nend\nif <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(in air) < [4]> then\n set [speed y v] to [16]\n end\nend\nif <(Speed y) > [-20]> then\n change [speed y v] by (-2)\nend\nChange player y by (Speed y)\nTest - Die\nset [scroll x v] to (x)\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nif <(SCROLL X) > [5761]> then\n set [scroll x v] to [5761]\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) < [-178]> then\n set [exit v] to [Die]\nend\n\ndefine Change player y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nPosition\nrepeat until <not <touching (platforms v)?>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [in air v] to [0]\n end\n Position\n set [speed y v] to [0]\nend\n\ndefine Position\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\ndefine Change player x by (sx)\nchange [x v] by (sx)\nPosition\nif <touching (platforms v)?> then\n repeat (12)\n change [y v] by (1)\n Position\n if <not <touching (platforms v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(sx) > [0]> then\n set [speed x v] to [-16]\n else\n set [speed x v] to [16]\n end\n set [in air v] to [0]\n else\n set [speed x v] to [0]\n end\n repeat until <not <touching (platforms v)?>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n Position\n end\nend\n\ndefine Game - Die\nset [exit v] to []\nrepeat (5)\n hide\n wait (0.1) seconds\n show\n wait (0.1) seconds\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 (-0.25)\n change [ghost v] effect by (2)\nend\nclear graphic effects\nwait (1) seconds\nbroadcast (END v)\nhide\n\ndefine Test - Die\n\n@Sprite2\n\nwhen flag clicked\nhide\n\n | Use arrow keys to move or W A S D or now MOBILE!!! \n\nEver wanted to make a platform but it was too hard?\nWell.. this will definitely help. Welcome to the Platform Engine, a remix-amble project, where YOU can create your own platform, without the hard coding part. \n\nAs you can see the platform in this project is very minimalist and basic. That's because when you remix this project change the backdrop, sprite color/ shape and change the spike and whatever you choose. You can also add cool music!\n |
Hercules Collab || 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 (2 v)\nplay sound [Deltarune Hip Shop \(LoFi Hip Hop Remix\) v] until done\n\nwhen I receive [begin v]\nset [brightness v] effect to (3)\nswitch backdrop to (1 v)\n\nwhen I receive [begin v]\nstop all sounds\nwait (0.25) seconds\nforever\n play sound [Vexento - Pixel Party v] until done\nend\n\n@Sprite\n\nwhen I receive [greenflah v]\ngo to [front v] layer\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 (1 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) > [-20]> 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)\nstart sound [Bonk v]\nset rotation style [all around v]\nset [y v v] to [15]\nrepeat until <(y position) < [-90]>\n switch costume to (1 v)\n go to [front v] layer\n turn right (10) degrees\n change y by (Y v)\n change [y v v] by (-1)\nend\nrepeat until <(y position) < [-178]>\n switch costume to (die v)\n change [ghost v] effect by (11)\n go to [front v] layer\n turn right (10) degrees\n change y by (Y v)\n change [y v v] by (-1)\nend\n\ndefine Die? I think so\nif <touching (sprite4 v)?> then\n set [exit v] to [Die \(other way\)]\nend\n\ndefine GameWinYOO\nrepeat (20)\n point towards (collectibles2 v)\n turn right (65) degrees\n move ((distance to [collectibles2 v]) / (2)) steps\n change size by (-2)\n change [ghost v] effect by (5)\nend\nhide\nset [ghost v] effect to (0)\nset size to (100) %\nchange [level v] by (1)\nwait (0.5) seconds\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 (lvl 3 5 v)\n Position x: [450] y: [0]\n Position x: [600] y: []\n else\n if <(LEVEL) = [5]> then\n switch costume to (costume11 v)\n Position x: [470] y: [60]\n Position x: [400] y: [60]\n Position x: [400] y: [60]\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\nwhen flag clicked\nhide\n\n@Collectibles\n\nwhen I start as a clone\nset size to (70) %\nforever\n switch costume to (1 v)\n wait (0.3) seconds\n repeat (7)\n next costume\n end\nend\n\nwhen I receive [greenflah v]\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 [Coin 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: [168] y: [10]\n Clone x: [480] y: [37]\n Clone x: [718] y: [25]\n Clone x: [1078] y: [12]\nelse\n if <(LEVEL) = [2]> then\n Clone x: [238] y: [20]\n Clone x: [817] y: [-118]\n Clone x: [897] y: [30]\n Clone x: [1050] y: [-30]\n else\n if <(LEVEL) = [3]> then\n Clone x: [210] y: [60]\n Clone x: [365] y: [140]\n Clone x: [780] y: [50]\n else\n if <(LEVEL) = [4]> then\n Clone x: [165] y: [160]\n Clone x: [408] y: [87]\n Clone x: [597] y: [140]\n Clone x: [922] y: [60]\n else\n if <(LEVEL) = [5]> then\n Clone x: [-53.5] y: [0]\n Clone x: [174] y: [165]\n end\n end\n end\n end\nend\nset [y v] to [-99999999999]\n\nClone x: [1301] y: [30]\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\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\nClone x: [408] y: [87]\nClone x: [597] y: [140]\nClone x: [922] y: [60]\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]) = [1]> 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 (2 v)\n Clone x: [1200] y: [30]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (2 v)\n Clone x: [1300] y: [0]\n else\n if <(LEVEL) = [3]> then\n switch costume to (2 v)\n Clone x: [890] y: [-40]\n else\n if <(LEVEL) = [4]> then\n switch costume to (2 v)\n Clone x: [1280] y: [210]\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 (1 v)\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nset size to (80) %\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: [700] 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: [1000] y: []\n else\n if <(LEVEL) = [4]> then\n switch costume to (lvl 3 3 v)\n Position x: [400] y: [0]\n else\n if <(LEVEL) = [5]> then\n switch costume to (costume5 v)\n Position x: [500] y: [0]\n Position x: [800] 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 [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\nswitch costume to (costume4 v)\n\nwhen flag clicked\nhide\n\nPosition x: [1000] y: []\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: [1000] y: [-30]\n Position x: [1000] 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) = [4]> then\n switch costume to (lvl 3 5 v)\n Position x: [150] y: [100]\n Position x: [300] y: [100]\n Position x: [500] y: [-130]\n else\n if <(LEVEL) = [5]> then\n switch costume to (lvl 2 v)\n Position x: [200] y: [-14]\n Position x: [400] y: [100]\n Position x: [530] y: [100]\n end\n end\n end\n end\nend\n\nPosition x: [0] y: [100]\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\n\nPosition x: [300] y: [100]\n\nPosition x: [500] y: [-130]\n\n@Home\n\nwhen flag clicked\nhide\nswitch costume to (name v)\ncreate clone of (_myself_ v)\nswitch costume to (name2 v)\ncreate clone of (_myself_ v)\nswitch costume to (button 1 v)\ncreate clone of (_myself_ v)\nswitch costume to (button 2 v)\ncreate clone of (_myself_ v)\nswitch costume to (collab v)\ncreate clone of (_myself_ v)\nswitch costume to (background v)\ncreate clone of (_myself_ v)\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 flag clicked\ngo to [front v] layer\ngo to x: (0) y: (0)\npoint in direction (90)\nhide\n\nwhen I start as a clone\nif <(costume [name v]) = [Name]> then\n set [ghost v] effect to (100)\n go to x: (0) y: (120)\n show\n repeat (10)\n change [ghost v] effect by (-9)\n end\n set [sine v] to [0]\n forever\n point in direction ((([sin v] of (sine) ) * (6)) + (90))\n change [sine v] by (10)\n end\nend\n\nwhen I start as a clone\nif <(costume [name v]) = [Name]> then\n forever\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (5)\n change size by (((110) - (size)) / (4))\n else\n set [ghost v] effect to (0)\n change size by (((100) - (size)) / (4))\n end\n end\nend\n\nwhen I start as a clone\nif <(costume [name v]) = [Name2]> then\n set [ghost v] effect to (100)\n go to x: (-7) y: (50)\n show\n point in direction (90)\n repeat (25)\n change [ghost v] effect by (-3.5)\n end\nend\n\nwhen I start as a clone\nif <(costume [name v]) = [Background]> then\n set [ghost v] effect to (40)\n go to [back v] layer\n go to x: (10) y: (-30)\n show\nend\n\nwhen I start as a clone\nif <(costume [name v]) = [Button 1]> then\n forever\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (5)\n change size by (((110) - (size)) / (4))\n else\n set [ghost v] effect to (0)\n change size by (((100) - (size)) / (4))\n end\n end\nend\n\nwhen I start as a clone\nif <(costume [name v]) = [Button 1]> then\n set size to (85) %\n show\n point in direction (90)\n go to x: (300) y: (-70)\n Smooth Glide to x [92] y [-70] Speed [6]\n forever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (Button 1 in v)\n end\n end\nend\n\nwhen I start as a clone\nif <(costume [name v]) = [Collab]> then\n set size to (70) %\n set [ghost v] effect to (100)\n go to x: (0) y: (-145)\n show\n point in direction (90)\n repeat (50)\n change [ghost v] effect by (-2)\n end\nend\n\nwhen I start as a clone\nif <(costume [name v]) = [Button 2]> then\n set size to (80) %\n show\n point in direction (90)\n go to x: (-300) y: (-70)\n Smooth Glide to x [-92] y [-70] Speed [6]\n forever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (Begin v)\n end\n end\nend\n\nwhen I start as a clone\nif <(costume [name v]) = [Button 2]> then\n forever\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (5)\n change size by (((110) - (size)) / (4))\n else\n set [ghost v] effect to (0)\n change size by (((100) - (size)) / (4))\n end\n end\nend\n\nbroadcast (Begin v)\n\nwhen I receive [begin v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\n@Home2\n\nwhen flag clicked\nset size to (90) %\nset [ghost v] effect to (100)\ngo to x: (0) y: (-50)\nshow\n\nwhen I receive [button 1 in v]\nshow\ngo to [front v] layer\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nforever\n if <mouse down?> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n end\nend\n\n@Tn\n\nwhen flag clicked\nswitch costume to (1 v)\ngo to x: (36) y: (-24)\nforever\n set [ghost v] effect to (100)\n go to [front v] layer\nend\n\n | Hey ! Welcome to Hercules || A Scrolling Platformer Mobile Friendly\nThis platformer is a collab of @kodiak77-77 and @Neutral_Skillet !!!\nhttps://scratch.mit.edu/projects/391061902/\n50% 50% work :D\nClick on the green flag =)\nPress the arrows to move !\nNo advertising !\n#2 on trending :DDD\nLoved by @levi_minecraft and @-RainbowGames-\n\nCredits : \n\nThanks to @griffpatch for the scrolling platformer\nThanks to the movie =)\nThanks to @DaBoomerSupreme for the ground idea\nThanks to coollogo\n\nTags : \n\n#kodiak77-77 #Neutral_Skillet #Hercules #Games #Art #Explore #Platformer #Scratch #Music #Popular #Recent #Love #Favorite #Follow |
☁ Multiplayer Platformer ☁ | @Stage\n\ndefine Create Character List\nset [characters v] to [`1234567890-=~!@#$%^&*\(\)_+qwertyuiop\[\]\{}|asdfghjkl;':"zxcvbnm,./<>? ]\ndelete all of [characters v]\nrepeat (9)\n add [] to [characters v]\nend\nset [stage: @character list v] to [0]\nrepeat (length of (Characters))\n change [stage: @character list v] by (1)\n add (letter (Stage: @Character List) of (Characters)) to [characters v]\nend\n\n@Empty\n\n@Player\n\ndefine Walk (direction) (speed)\nset [last costume v] to (costume [name v])\nif <not <(!Power Name) = [Moon Blob]>> then\n switch costume to (hitbox v)\nend\nchange x by (speed)\nif <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n if <<[Pigs] = [Fly]> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [wall jumpable? v] to [0]\n set [y movements v] to ((!JumpPower) * (.7))\n set [x movements v] to [0]\n else\n set [y movements v] to ((Y Movements) * (1))\n set [x movements v] to [0]\n end\n change x by ((-1) * (speed))\n change y by (-8)\n end\n end\n end\n end\n end\n end\n end\n end\nend\nswitch costume to (last costume)\n\ndefine ChangeY\nset [last costume v] to (costume [name v])\nif <not <(!Power Name) = [Moon Blob]>> then\n switch costume to (hitbox v)\nend\nif <not <<(!Power Name) = [UFO]> or <(!Power Name) = [Eaten Kitty]>>> then\n change y by (-1)\n if <((-1) * (Y Movements)) < [25]> then\n change [y movements v] by ((-1) * (!GravityPower))\n end\nend\nif <(rocket launch?) = [1]> then\n set [y movements v] to [30]\nend\nif <<(!Power Name) = [UFO]> or <(!Power Name) = [Eaten Kitty]>> then\n set [y movements v] to [0]\n if <<<key (s v) pressed?> or <key (down arrow v) pressed?>> and <<(!Power Name) = [UFO]> or <(!Power Name) = [Eaten Kitty]>>> then\n set [y movements v] to ((-1) * (!JumpPower))\n end\n if <<<key (w v) pressed?> or <key (up arrow v) pressed?>> and <<(!Power Name) = [UFO]> or <(!Power Name) = [Eaten Kitty]>>> then\n set [y movements v] to ((1) * (!JumpPower))\n end\nelse\n if <<<<key (w v) pressed?> or <key (up arrow v) pressed?>> and <touching (level v)?>> and <not <(!JumpPower) = [0]>>> then\n set [y movements v] to (!JumpPower)\n end\n if <<<key (w v) pressed?> or <key (up arrow v) pressed?>> and <(!Power Name) = [Flying Cat]>> then\n set [y movements v] to (!JumpPower)\n end\nend\nchange y by (Y Movements)\nif << or > or < or <<touching color (#04ff9e)?> or <touching color (#96ff62)?>>>> then\n if <touching color (#00ffc7)?> then\n Powerup [12]\n end\n if <touching color (#ffc000)?> then\n Powerup [11]\n end\n if <touching color (#3b3c77)?> then\n Powerup [9]\n end\n if <touching color (#ff0b0b)?> then\n Powerup [7]\n end\n if <touching color (#409fff)?> then\n Powerup [6]\n end\n if <touching color (#9966ff)?> then\n Powerup [5]\n end\n if <touching color (#ff7e7e)?> then\n Powerup [2]\n end\n if <touching color (#ffc908)?> then\n Powerup [1]\n end\n if <touching color (#96ff62)?> then\n Powerup [4]\n end\n if <touching color (#04ff9e)?> then\n Powerup [3]\n end\n if <touching color (#54ff00)?> then\n Powerup [8]\n end\nend\nif <touching (level v)?> then\n if <(Y Movements) < [0]> then\n repeat until <not <touching (level v)?>>\n change y by (1)\n set [y movements v] to [0]\n set [wall jumpable? v] to [1]\n end\n if <<(!Power Name) = [Frog]> and <([abs v] of (X Movements) ) > [0]>> then\n set [y movements v] to ((!JumpPower) * (.4))\n end\n else\n repeat until <not <touching (level v)?>>\n change y by (-1)\n set [y movements v] to [0]\n end\n end\nend\nif <(Player Y) < [-200]> then\n set [player x v] to [0]\n set [player y v] to [0]\nend\nswitch costume to (last costume)\n\nwhen I receive [start game v]\nset [my player inactive v] to [0]\nswitch costume to (stand_1 v)\nset [frames drawn v] to [0]\n\nwait (.01) seconds\n\ndefine Add (val) to "encoded"\nset [@encoding v] to [0]\nrepeat (length of (val))\n change [@encoding v] by (1)\n set [encoded v] to (join (encoded) (item # of (letter (@Encoding) of (val)) in [characters v]))\nend\nset [encoded v] to (join (encoded) [00])\n\ndefine P (p#) = (value)\nset [sendout different? v] to [1]\nif <(p#) = [1]> then\n if <(join [A] (value)) = (join [A] (☁ Player 1))> then\n set [sendout different? v] to [0]\n end\n set [☁ player 1 v] to (value)\nelse\n if <(p#) = [2]> then\n if <(join [A] (value)) = (join [A] (☁ Player 2))> then\n set [sendout different? v] to [0]\n end\n set [☁ player 2 v] to (value)\n else\n if <(p#) = [3]> then\n if <(join [A] (value)) = (join [A] (☁ Player 3))> then\n set [sendout different? v] to [0]\n end\n set [☁ player 3 v] to (value)\n else\n if <(p#) = [4]> then\n if <(join (value) [banana]) = (join [A] (☁ Player 4))> then\n set [sendout different? v] to [0]\n end\n set [☁ player 4 v] to (value)\n else\n if <(p#) = [5]> then\n if <(join [A] (value)) = (join [A] (☁ Player 5))> then\n set [sendout different? v] to [0]\n end\n set [☁ player 5 v] to (value)\n else\n if <(p#) = [6]> then\n if <(join [A] (☁ Player 6)) = (join [A] (value))> then\n set [sendout different? v] to [0]\n end\n set [☁ player 6 v] to (value)\n else\n if <(p#) = [7]> then\n if <(join [A] (☁ Player 7)) = (join [A] (value))> then\n set [sendout different? v] to [0]\n end\n set [☁ player 7 v] to (value)\n else\n if <(join [A] (value)) = (join [A] (☁ Player 8))> then\n set [sendout different? v] to [0]\n end\n set [☁ player 8 v] to (value)\n end\n end\n end\n end\n end\n end\nend\n\ndefine Read Next item from (encoded) to "Decoded"\nset [decoded v] to []\nforever\n set [char# v] to (join (letter (@Reading) of (encoded)) (letter ((@Reading) + (1)) of (encoded)))\n change [@reading v] by (2)\n if <(char#) < [1]> then\n stop [this script v]\n end\n set [decoded v] to (join (decoded) (item (char#) of [characters v]))\nend\n\ndefine Move\nChangeY\nWalk [] (X Movements)\nScroll\n\ndefine Handle Keys\nif <<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <<key (d v) pressed?> or <key (right arrow v) pressed?>>> then\n if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n set [x movements v] to ((-1) * (!SpeedPower))\n end\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n set [x movements v] to (!SpeedPower)\n end\n if <(!Power Name) = [Frog]> then\n set [x movements v] to ((2) * (X Movements))\n end\nelse\n set [x movements v] to [0]\nend\n\ndefine Update Cloud\nset [encoded v] to []\nchange [cloud updates v] by (1)\nset [decoded v] to [0]\nset [@reading v] to [1]\nAdd (Player X) to "encoded"\nAdd (Player Y) to "encoded"\nAdd (join (Username) []) to "encoded"\nsay []\nif <(Chat) = []> then\n Add [] to "encoded"\nelse\n Add (Chat) to "encoded"\n say (item (Chat) of [chat options v])\nend\nAdd (direction) to "encoded"\nAdd (costume [number v]) to "encoded"\nAdd (size) to "encoded"\nif <<(Y Movements) < [-25]> and <(!Power Name) = [Bowling Ball]>> then\n Add [1] to "encoded"\nelse\n Add [0] to "encoded"\nend\nAdd (COMPUTER CODE) to "encoded"\nAdd (round ((timer) * (10))) to "encoded"\nP (MY PLAYER#) = (encoded)\n\ndefine Powerup (power#)\nset [!power name v] to (item (power#) of [!powerup name v])\nset [!speedpower v] to (item (power#) of [!powerup speed v])\nset [!jumppower v] to (item (power#) of [!powerup jump v])\nset [!gravitypower v] to (item (power#) of [!powerup gravity v])\nset size to (item (power#) of [!powerup size v]) %\nif <(!Power Name) = [UFO]> then\n set [player x v] to [0]\n set [player y v] to [0]\nend\nif <(!Power Name) = [Bowling Ball]> then\n set [y movements v] to [0]\nend\n\nwhen flag clicked\nset [squished? v] to [0]\nset [bowling ball? v] to [0]\nhide variable [fuel v]\nPowerup [1]\n\ndefine Power Use?\nif <key (space v) pressed?> then\n if <<(!Power Name) = [Bowling Ball Cat]> or <(!Power Name) = [Bowling Ball]>> then\n if <(?Using power?) = [0]> then\n if <(Bowling Ball?) = [1]> then\n switch costume to (stand_1 v)\n set [bowling ball? v] to [0]\n Powerup [9]\n else\n set [bowling ball? v] to [1]\n Powerup [10]\n end\n set [?using power? v] to [1]\n end\n end\n if <(!Power Name) = [UFO]> then\n if <(Fuel) > [0]> then\n change [fuel v] by (-1)\n set [!speedpower v] to [10]\n else\n set [!speedpower v] to [6]\n end\n end\n if <(!Power Name) = [Gravity Scientist \(Press Space\)]> then\n set [!gravitypower v] to [.01]\n end\n if <(!Power Name) = [Size Transformer \(Press Space\)]> then\n if <(?Using power?) = [0]> then\n set [?using power? v] to [1]\n set size to ((45) - (size)) %\n set [!speedpower v] to ((10) - (!SpeedPower))\n set [!jumppower v] to ((25) - (!JumpPower))\n end\n end\nelse\n if <(!Power Name) = [UFO]> then\n if <(Fuel) < [100]> then\n change [fuel v] by (1)\n end\n set [!speedpower v] to [6]\n end\n if <(!Power Name) = [Gravity Scientist \(Press Space\)]> then\n set [!gravitypower v] to [1]\n end\n if <(!Power Name) = [Size Transformer \(Press Space\)]> then\n set [?using power? v] to [0]\n end\n if <<(!Power Name) = [Bowling Ball Cat]> or <(!Power Name) = [Bowling Ball]>> then\n set [?using power? v] to [0]\n end\nend\nif <(!Power Name) = [UFO]> then\n show variable [fuel v]\nelse\n hide variable [fuel v]\nend\nif <(!Power Name) = [Rocket]> then\n if <[520] < (Player Y)> then\n Powerup [2]\n end\nelse\n set [rocket launch? v] to [0]\nend\n\ndefine Handle Looks\nif <(X Movements) > [1]> then\n point in direction (90)\nend\nif <[-1] > (X Movements)> then\n point in direction (-90)\nend\nif <(!Power Name) = [Eaten Kitty]> then\n switch costume to (eyes v)\nelse\n if <(squished?) = [1]> then\nend\n\nwhen I receive [connect to game v]\nswitch backdrop to (joining v)\nhide\ngo to x: (0) y: (0)\nset [computer code v] to (pick random (1) to (1000000))\nset [my player# v] to [0]\nset [username v] to (username)\nset [x movements v] to [0]\nset [y movements v] to [0]\nset [player x v] to [0]\nset [player y v] to [0]\nbroadcast (Setup - Opponents v) and wait\nbroadcast (Find Open Slot v) and wait\n\nwhen I receive [thumbnail done v]\nshow\nswitch backdrop to (blank v)\nif <[0] < (MY PLAYER#)> then\n set [=myplayer v] to (MY PLAYER#)\n broadcast (Start Game v)\n set [chat# v] to [100]\n reset timer\nelse\n broadcast (Game Full v)\n switch backdrop to (not enough positons v)\n stop [all v]\nend\n\nwhen [x v] key pressed\nPowerup [1]\n\nwhen I receive [player flattened v]\nset [squished? v] to [1]\nswitch costume to (flattened v)\nset [!gravitypower v] to [1]\nset [!jumppower v] to [0]\nset [!speedpower v] to [0]\nset size to (30) %\nwait (3) seconds\nswitch costume to (stand_1 v)\nPowerup (item # of (!Power Name) in [!powerup name v])\nset [squished? v] to [0]\n\nwhen I receive [start game v]\nset [original player# v] to (MY PLAYER#)\n\ndefine Frame Tick\nMove\nif <<(join [A] (Player X)) = (last x)> and <(join [A] (Player Y)) = (last y)>> then\n change [my player inactive v] by (1)\nelse\n set [my player inactive v] to [0]\nend\nif <(MY PLAYER INACTIVE) = [1000]> then\n stop [all v]\nend\nset [last x v] to (join [A] (Player X))\nset [last y v] to (join [A] (Player Y))\n\nwhen I receive [player tick v]\nPower Use?\n\nwhen I receive [player tick v]\nHandle Keys\n\nwhen I receive [player tick v]\nHandle Looks\n\nwhen I receive [player tick v]\nchange [frames drawn v] by (1)\nFrame Tick\n\nwhen I receive [player tick v]\nset [public player x v] to (Player X)\nset [public player y v] to (Player Y)\n\nwhen I receive [player tick v]\nUpdate Cloud\n\nwhen I receive [start game v]\nPowerup [1]\n\nif <(!Power Name) = [Astronaut]> then\n\ndefine Get Chat Catagory (cat)\ndelete all of [chat: v]\nset [@getchat v] to (((cat) - (1)) * (9))\nrepeat (9)\n change [@getchat v] by (1)\n add (item (@getChat) of [chat options v]) to [chat: v]\nend\n\ndefine Chat\nwait until <not <key (any v) pressed?>>\nshow list [chat: v]\nShow Chat Catagories\nhide list [chat: v]\nset [number pressed v] to []\nrepeat until <not <(number pressed) = []>>\n Sense Number\nend\nGet Chat Catagory (number pressed)\nset [number pressed v] to []\nwait until <not <key (any v) pressed?>>\nrepeat until <not <(number pressed) = []>>\n Sense Number\nend\nshow list [chat: v]\nset [chat v] to (item # of (item (number pressed) of [chat: v]) in [chat options v])\nset [chat# v] to [0]\nset [@doing chat? v] to [0]\n\ndefine Sense Number\nset [number pressed v] to []\nset [@key sense v] to [0]\nrepeat (9)\n change [@key sense v] by (1)\n if <key ((@key sense) v) pressed?> then\n set [number pressed v] to (@key sense)\n end\n if <(@key sense) > [8]> then\n set [@key sense v] to [0]\n end\nend\n\ndefine Show Chat Catagories\ndelete all of [chat: v]\nset [@getchat v] to [0]\nrepeat (9)\n change [@getchat v] by (1)\n add (item (@getChat) of [chat catagories v]) to [chat: v]\nend\n\nwhen flag clicked\nset [chat v] to []\nshow list [chat: v]\nforever\n Check Chat\nend\n\nwhen [p v] key pressed\nif <(DevMode?) = [1]> then\n ask [Power Number:] and wait\n Powerup (answer)\nend\n\ndefine Check Chat\nif <key (t v) pressed?> then\n set [@doing chat? v] to [1]\n broadcast (do chat v)\nelse\n if <(@doing chat?) = [0]> then\n if <(Chat#) < [150]> then\n change [chat# v] by (1)\n else\n set [chat v] to []\n end\n end\nend\n\nwhen I receive [do chat v]\nChat\n\ndefine Scroll\nbroadcast (Reposition Level v)\nset [player x v] to ((Player X) + (x position))\nset [player y v] to ((Player Y) + (y position))\ngo to x: (0) y: (0)\n\n@Opponents\n\ndefine Add (val) to "encoded"\nset [@encoding v] to [0]\nrepeat (length of (val))\n change [@encoding v] by (1)\n set [encoded v] to (join (encoded) (item # of (letter (@Encoding) of (val)) in [characters v]))\nend\nset [encoded v] to (join (encoded) [00])\n\ndefine value# = P (p#)\nif <(p#) = [1]> then\n set [value# v] to (☁ Player 1)\nelse\n if <(p#) = [2]> then\n set [value# v] to (☁ Player 2)\n else\n if <(p#) = [3]> then\n set [value# v] to (☁ Player 3)\n else\n if <(p#) = [4]> then\n set [value# v] to (☁ Player 4)\n else\n if <(p#) = [5]> then\n set [value# v] to (☁ Player 5)\n else\n if <(p#) = [6]> then\n set [value# v] to (☁ Player 6)\n else\n if <(p#) = [7]> then\n set [value# v] to (☁ Player 7)\n else\n set [value# v] to (☁ Player 8)\n end\n end\n end\n end\n end\n end\nend\n\ndefine Set X (x)\nset x to ((x) - (Player X))\n\ndefine Set Y (y)\nset y to ((y) - (Player Y))\n\ndefine Read Next item from (encoded) to "Decoded"\nset [decoded v] to []\nforever\n set [char# v] to (join (letter (@Decoding) of (encoded)) (letter ((@Decoding) + (1)) of (encoded)))\n change [@decoding v] by (2)\n if <(char#) < [1]> then\n stop [this script v]\n end\n set [decoded v] to (join (decoded) (item (char#) of [characters v]))\nend\n\nwhen flag clicked\nset size to (30) %\nset [ghost v] effect to (0)\nhide\n\ndefine Create Opponents\nset [player# v] to [0]\nrepeat (8)\n change [player# v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen I receive [setup - opponents v]\nCreate Opponents\n\nwhen I receive [find open slot v]\nvalue# = P (player#)\nset [last value v] to (join [A] (value#))\nwait (3) seconds\nvalue# = P (player#)\nif <(join [A] (value#)) = (last value)> then\n set [my player# v] to (player#)\nend\n\nwhen I receive [start game v]\ndelete all of [x positions v]\ndelete all of [y positions v]\ndelete all of [costumes v]\nforever\n set rotation style [left-right v]\nend\n\ndefine Goto New Position\nGet Cloud Data\nif <<<(MY PLAYER#) = (player#)> or <(Original Player#) = (player#)>> or <(COMPUTER CODE) = (opponent code)>> then\n set [inactive? v] to [100]\n hide\nelse\n if <(inactive?) = [100]> then\n hide\n end\n if <(last value) = (join [A] (value#))> then\n change [inactive? v] by (1)\n if <(inactive?) > [100]> then\n set [inactive? v] to [100]\n end\n else\n show\n set [inactive? v] to [0]\n change [opponent's frames drawn v] by (1)\n set [last value v] to (join [A] (value#))\n end\n if <<not <((opponent X) - (Player X)) = (x position)>> or <not <((opponent Y) - (Player Y)) = (y position)>>> then\n switch costume to (players v)\n point towards (middle v)\n move (10) steps\n end\nend\n\ndefine Get Cloud Data\nvalue# = P (player#)\nset [@decoding v] to [1]\nRead Next item from (value#) to "Decoded"\nSet X (decoded)\nset [opponent x v] to (decoded)\ninsert (decoded) at (1) of [x positions v] \ndelete (3) of [x positions v]\nRead Next item from (value#) to "Decoded"\nSet Y (decoded)\nset [opponent y v] to (decoded)\ninsert (decoded) at (1) of [y positions v] \ndelete (3) of [y positions v]\nRead Next item from (value#) to "Decoded"\nif <touching (mouse-pointer v)?> then\n say (join (decoded) [])\n set [@username v] to [30]\nend\nif <not <touching (mouse-pointer v)?>> then\n if <(@username) > [0]> then\n change [@username v] by (-1)\n else\n say []\n end\nend\nset [opponentusername v] to (decoded)\nRead Next item from (value#) to "Decoded"\nif <not <(decoded) = []>> then\n say (item (decoded) of [chat options v])\nend\nRead Next item from (value#) to "Decoded"\npoint in direction (decoded)\nRead Next item from (value#) to "Decoded"\nswitch costume to (decoded)\ninsert (decoded) at (1) of [costumes v] \ndelete (3) of [costumes v]\nRead Next item from (value#) to "Decoded"\nset size to (decoded) %\nRead Next item from (value#) to "Decoded"\nif <<(decoded) = [1]> and <touching (player v)?>> then\n broadcast (Player Flattened v)\nend\nRead Next item from (value#) to "Decoded"\nset [opponent code v] to (decoded)\nRead Next item from (value#) to "Decoded"\n\nwhen I receive [count players v]\nif <(inactive?) < [100]> then\n change [playersincounting v] by (1)\n add (join (join (join (join (join (opponentUsername) [ | Inactivity Level: ]) (inactive?)) []) [ | ]) []) to [dev list in counting v]\nend\n\ndefine Update position (DO NOT CHANGE POSITION\nSet X (opponent X)\nSet Y (opponent Y)\n\ndefine Walk (direction) (speed)\nset [last costume v] to (costume [name v])\nswitch costume to (hitbox v)\nchange x by (speed)\nif <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n set [x movements v] to [0]\n change x by ((-1) * (speed))\n change y by (-8)\n end\n end\n end\n end\n end\n end\n end\n end\nend\nswitch costume to (last costume)\n\ndefine ChangeY\nset [last costume v] to (costume [name v])\nswitch costume to (hitbox v)\nchange y by (-1)\nchange y by (Y Movements)\nif <touching (level v)?> then\n if <(Y Movements) < [0]> then\n repeat until <not <touching (level v)?>>\n change y by (1)\n set [y movements v] to [0]\n end\n else\n change y by ((Y Movements) * (-1))\n set [y movements v] to [0]\n end\nend\nif <(Player Y) < [-200]> then\n set [player x v] to [0]\n set [player y v] to [0]\nend\nswitch costume to (last costume)\n\nwhen I receive [start game v]\nset [inactive? v] to [100]\nvalue# = P (player#)\nset [last value v] to (join [A] (value#))\nset [opponent's frames drawn v] to [0]\n\nwhen I receive [check opponents fps v]\nset [opponent fps v] to (opponent's frames drawn)\nset [opponent's frames drawn v] to [0]\n\ndefine check value (p#)\nif <(p#) = [1]> then\n set [checkvalue v] to (☁ Player 1)\nelse\n if <(p#) = [2]> then\n set [checkvalue v] to (☁ Player 2)\n else\n if <(p#) = [3]> then\n set [checkvalue v] to (☁ Player 3)\n else\n if <(p#) = [4]> then\n set [checkvalue v] to (☁ Player 4)\n else\n if <(p#) = [5]> then\n set [checkvalue v] to (☁ Player 5)\n else\n if <(p#) = [6]> then\n set [checkvalue v] to (☁ Player 6)\n else\n if <(p#) = [7]> then\n set [checkvalue v] to (☁ Player 7)\n else\n set [checkvalue v] to (☁ Player 8)\n end\n end\n end\n end\n end\n end\nend\n\nrepeat until <[.999] < ((timer) - (lastCloudGetter))>\n\nif <not <(opponent frames) = [0]>> then\n wait ((.1) / (opponent frames)) seconds\nend\n\nwhen I receive [reposition level v]\nGoto New Position\n\nRead Next item from (☁ Player 3) to "Decoded"\n\nset [@decoding v] to [1]\n\n@Level\n\nwhen I receive [setup - opponents v]\nset [level width v] to [14]\nset [total level v] to ((level width) * (6))\nMake Level\n\ndefine Make Level\nset size to (50) %\nset [level sector# v] to [0]\nswitch costume to ((total level) + (1))\nrepeat (total level)\n next costume\n change [level sector# v] by (1)\n set [scrollx v] to ((((Level Sector#) - (1)) mod (level width)) * (239))\n set [scrolly v] to (([floor v] of (((Level Sector#) - (1)) / (level width)) ) * (179))\n create clone of (_myself_ v)\nend\n\ndefine Goto X (x) Y (y) and Show\nswitch costume to (costume1 v)\ngo to x: ((x) - (Player X)) y: ((y) - (Player Y))\nif <<(round ((x) - (Player X))) = (round (x position))> and <(round ((y) - (Player Y))) = (round (y position))>> then\n show\nelse\n hide\nend\nswitch costume to (Level Sector#)\n\nwhen flag clicked\nset [total level clones v] to [0]\nhide\n\nwhen I receive [start game v]\ngo to x: (-999999999) y: (-9999999999)\nif <<(y position) = [-180]> and <(x position) = [-240]>> then\n delete this clone\nend\nchange [total level clones v] by (1)\nset size to (50) %\nshow\n\nwhen flag clicked\nset size to (50) %\n\nwhen I receive [reposition level v]\nGoto X (scrollx) Y (scrolly) and Show\n\n@Curtain\n\nwhen I receive [thumbnail done v]\ngo to x: (0) y: (0)\nshow\ngo [forward v] (010000000) layers\n\nwhen flag clicked\ngo to [front v] layer\nhide\n\n@Thumbnail\n\nwhen flag clicked\nswitch costume to (thumbnail v)\ngo to x: (0) y: (0)\ngo to [front v] layer\nbroadcast (Connect to game v) and wait\nset [ghost v] effect to (100)\ngo to [front v] layer\nbroadcast (Thumbnail Done v)\nforever\n go to [front v] layer\nend\n\n@Beginning anouncer\n\nwhen flag clicked\nshow\nrepeat (10)\n go to [front v] layer\nend\n\nwhen I receive [connect to game v]\ngo to [front v] layer\nshow\nset [devmode? v] to [0]\nif <<(username) = [mathNinja9]> or <(username) = [superfireninja9]>> then\n set [devmode? v] to [1]\nend\nsay [Your game should begin momentarily...]\n\nwhen I receive [start game v]\nhide\n\ndefine Read Next item from (encoded) to "Decoded"\nset [decoded v] to []\nforever\n set [char# v] to (join (letter (@Reading) of (encoded)) (letter ((@Reading) + (1)) of (encoded)))\n change [@reading v] by (2)\n if <(char#) < [1]> then\n stop [this script v]\n end\n set [decoded v] to (join (decoded) (item (char#) of [characters v]))\nend\n\nwhen [m v] key pressed\nif <(DevMode?) = [1]> then\n set [encoded v] to []\n ask [Set the GameCode variable to what?] and wait\n Add (answer) to "encoded"\n set [☁ gamecode v] to (encoded)\nend\n\ndefine Add (val) to "encoded"\nset [@encoding v] to [0]\nrepeat (length of (val))\n change [@encoding v] by (1)\n set [encoded v] to (join (encoded) (item # of (letter (@Encoding) of (val)) in [characters v]))\nend\nset [encoded v] to (join (encoded) [00])\n\nwhen flag clicked\nhide variable [my player fps v]\nforever\n wait (1) seconds\n delete all of [dev list in counting v]\n add (join (Username) [ \(Me\)]) to [dev list in counting v]\n set [playersincounting v] to [1]\n broadcast (Count Players v) and wait\n set [playersonline v] to (playersincounting)\n Update Dev List\nend\n\nwhen [n v] key pressed\nif <(DevMode?) = [1]> then\n ask [New Name?] and wait\n set [username v] to (answer)\nend\n\nwhen I receive [start game v]\nforever\n wait (1) seconds\n broadcast (check opponents FPS v)\nend\n\nwhen flag clicked\nhide variable [☁ gamecode v]\nforever\n if <<(DevMode?) = [1]> and <key (b v) pressed?>> then\n show variable [☁ gamecode v]\n else\n hide variable [☁ gamecode v]\n end\nend\n\nwhen I receive [game full v]\nsay [Sorry, but the game is full! Please come back soon!] for (2) seconds\nstop [all v]\n\ndefine Update Dev List\ndelete all of [developer list v]\nrepeat (length of [dev list in counting v])\n add (item (1) of [dev list in counting v]) to [developer list v]\n delete (1) of [dev list in counting v]\nend\n\nwhen flag clicked\nset [viewing dev list? v] to [0]\nshow list [developer list v]\n\nwhen [z v] key pressed\nif <(viewing dev list?) = [0]> then\n set [viewing dev list? v] to [1]\n hide list [developer list v]\nelse\n set [viewing dev list? v] to [0]\n show list [developer list v]\nend\n\nwhen [r v] key pressed\nif <(VIEWING FPS?) = [0]> then\n set [viewing fps? v] to [1]\n show variable [my player fps v]\nelse\n set [viewing fps? v] to [0]\n hide variable [my player fps v]\nend\n\nwhen I receive [start game v]\nset [lastfps check v] to [0]\nset [lastcloudreset v] to [0]\nforever\n change [frames drawn v] by (1)\n broadcast (Player Tick v)\n if <[.99] < ((timer) - (lastFPS check))> then\n set [my player fps v] to (join (Frames Drawn) [ FPS \(Local\)])\n set [frames drawn v] to [0]\n set [lastfps check v] to (timer)\n end\nend\n\n@Sounds\n\nwhen flag clicked\nforever\n play sound [TheFatRat+-+Prelude+\(VIP+Edit+feat.+JJD\).mp3 v] until done\nend\n\nwhen flag clicked\nset volume to (0) %\nrepeat (20)\n change volume by (5)\nend\n\n@ForeGround\n\nwhen flag clicked\nhide\n\ndefine create fore\nset [fore# v] to [0]\nrepeat (length of [foreground positions v])\n change [fore# v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\nswitch costume to (fore#)\ngo to [back v] layer\nforever\n if <(see foreground?) = [1]> then\n switch costume to (fore#)\n else\n switch costume to ((fore#) + (4))\n end\n Goto X ((((item (fore#) of [foreground positions v]) - (1)) mod (level width)) * (239)) Y (([floor v] of (((item (fore#) of [foreground positions v]) - (1)) / (level width)) ) * (179))\nend\n\ndefine Goto X (x) Y (y)\ngo to x: ((x) - (Player X)) y: ((y) - (Player Y))\nif <<((x) - (Player X)) = (x position)> and <((y) - (Player Y)) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [start game v]\ncreate fore\nforever\n set [touching fore v] to [0]\n broadcast (Check Touching Fore v) and wait\n if <(touching Fore) > [0]> then\n set [see foreground? v] to [0]\n else\n set [see foreground? v] to [1]\n end\nend\n\nwhen I receive [check touching fore v]\nif <touching (middle v)?> then\n change [touching fore v] by (1)\nend\n\n@Middle\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nrepeat (30)\n go to [back v] layer\nend\n\n@Yoshi Costumes\n\nshow\ngo to [front v] layer\nswitch costume to (yoshi_stand v)\nforever\n wait (.06) seconds\n next costume\n if <(costume [name v]) = [Yoshi_Walk_3]> then\n wait (.06) seconds\n switch costume to (yoshi_stand v)\n end\n if <key (space v) pressed?> then\n switch costume to (yoshi_tongue v)\n wait until <not <key (space v) pressed?>>\n switch costume to (yoshi_stand v)\n end\nend\n\n@Testing\n\n | ☁ Multiplayer Platformer ☁\nPlay with other players and enjoy upgrading by standing on different colored platforms!\n\nFirst 4k Viewed Project! Thank you so much :)\n\nControls:\nArrow keys or WASD keys - Move around\nX key - Dispose of your powerup\nSpace - Use your special power up\nZ - See a list with player names and other debug info\nR - See your LOCAL fps (This number does not apply to other players on your screen! They are much slower!)\n\nLoved by:\n@The-Green-Dragon\n@Game_M-A-K-E-R\n\nAnnouncement!\nAnybody playing on laptops or low-processing power devices may experience lag and strange physics. Sorry for the inconvenience, I am adding a solution into the game to fix this!\n\nCredits:\nMusic - TheFatRat (Prelude)\n@griffpatch - The Super Cool Catwalk cycle and the inspiration\n@Superfireninja9 (Myself) - Everything else!\n\nPlease leave a Love and a Favorite if you like this game. Could you please leave a comment if there are any bugs or requests for the game. :) Also, you'll never know if I am playing!\n\nUpdates: \n7/17/20 - Made some major changes to the scrolling, so now you don't see the parts of the level disappearing/reappearing, as they come into sight!\n7/17/20 - Changed some scripts to speed up the scrolling of the level, making the game less laggy!\n6/24/20 - Changed the Frog Physics to make it better (NOT FINISHED)\n6/24/20 - Added the Frog skin the the Frog Upgrade\n6/24/20 - Fixed Flat Cat through the floor glitch\n6/22/20 - Disabled Wall Sliding\n6/14/20 - Fixed a Bowling Ball Glitch\n6/09/20 - Re-Added the Predetermined chat with a ton of chat options :)\n6/07/20 - Added "Moon Blob" powerup!\n6/07/20 - Added EVEN MORE to the level. You might not see it, but it's there! :)\n6/06/20 - Added one more upgrade (Rocket), added more map!\n6/03/20 - Fixed the Flying Cat physics!\n5/28/20 - Disabled predetermined chat. Too many possible messages to try and add\n5/27/20 - Fixed Multiplayer!\n5/21/20 - Added Music (TheFatRat)\n5/20/20 - Added scripts to improve LOCAL fps. (30 fps). This means that YOUR player and your player only is moving at that speed. The players around you are moving at about 8 - 10 fps. (Due to cloud variable delay)\n5/03/20 - Added @C0D3r_n's script for making the chat better.\n5/03/20 - The Bowling Ball Cat can now smash you!\n5/03/20 - Added UFO and Bowling Ball Cat!\n5/02/20 - Added safe, predetermined chat!\n5/02/20 - New Thumbnail\n5/02/20 - Fixed flying cat glitch\n5/02/20 - Made the map much bigger\n5/02/20 - Recolored map and changed the background\n4/30/20 - Eight players can now join!\n4/30/20 - Added some more upgrades and made ground green\n4/29/20 - Initial release\n\nThings to fix:\n\nThe Heavy Astronaut glitch - This means that when there is an upgrade with a lower gravity value, then the ground shakes - Not fixed yet.\n\nFaster FPS on both ends - Your player on your screen is updating at 30 fps. But the players around you are updating at about 10 fps. (Due to Cloud Variable restrictions). I know how to make this much faster, but it will cost about 0.1 seconds of delay of cloud updating - UPDATE: I have created an amazing cloud multiplayer engine that can support 50+ players, and is 3 times smoother than this game. Check it out my other profile, @mathNinja9\n\n\nTags:\n\n#multiplayer #platformer #superfireninja9 #fun #upgrades #powerups #cloud-multiplayer\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n |
space platformer #games #all | @Stage\n\n@player\n\nwhen flag clicked\nforever\n if <key (right arrow v) pressed?> then\n change x by (10)\n end\n if <key (left arrow v) pressed?> then\n change x by (-10)\n end\n if <touching color (#000000)?> then\nend\n\nwhen [up arrow v] key pressed\nif <touching color (#000000)?> then\n repeat (10)\n change y by (20)\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#ff0000)?> then\n go to x: (-203) y: (-80)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (portal v)?> then\n go to x: (-203) y: (-80)\n next backdrop\n end\nend\n\nwhen flag clicked\nswitch backdrop to (arrière plan5 v)\ngo to x: (-203) y: (-80)\n\nwhen flag clicked\nforever\n repeat (3)\n play note (84) for (0.17) beats\n play note (91) for (0.17) beats\n end\n repeat (3)\n play note (79) for (0.17) beats\n play note (86) for (0.17) beats\n end\n repeat (3)\n play note (81) for (0.17) beats\n play note (88) for (0.17) beats\n end\n repeat (3)\n play note (77) for (0.17) beats\n play note (84) for (0.17) beats\n end\n play note (84) for (0.17) beats\nend\n\nwhen flag clicked\nforever\n if <touching color (#ff0000)?> then\n play drum (9 v) for (0.25) beats\n play drum (1 v) for (0.25) beats\n end\nend\n\nwhen flag clicked\nforever\n if <key (a v) pressed?> then\n go to x: (-203) y: (-80)\n next backdrop\n wait (10) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <key (2 v) pressed?> then\n set instrument to (2 v)\n end\nend\n\nwhen flag clicked\nforever\n if <key (1 v) pressed?> then\n set instrument to (16 v)\n end\nend\n\nwhen flag clicked\nforever\n if <key (3 v) pressed?> then\n set instrument to (3 v)\n end\nend\n\nwhen flag clicked\nforever\n if <key (4 v) pressed?> then\n set instrument to (12 v)\n end\nend\n\nwhen flag clicked\nforever\n if <key (5 v) pressed?> then\n set instrument to (5 v)\n end\nend\n\nwhen flag clicked\nforever\n if <key (6 v) pressed?> then\n set instrument to (15 v)\n end\nend\n\nwhen flag clicked\nforever\n if <key (7 v) pressed?> then\n set instrument to (17 v)\n end\nend\n\nwhen flag clicked\nforever\n if <key (8 v) pressed?> then\n set instrument to (21 v)\n end\nend\n\nwhen flag clicked\nforever\n if <key (9 v) pressed?> then\n set instrument to (18 v)\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#7aff00)?> then\n change y by (150)\n end\nend\n\nwhen flag clicked\npoint in direction (90)\n\nwhen flag clicked\nturn left (1) degrees\n\n@portal\n\n | ---------------------------space platformer-----------------------------\n\n\nfrançais un peu plus bas ;)\nEnglish:\n\narrow to move\nhardcore level\nand good games ;)\nplease put star and heart please\n\n\n1: play music with the vibraphone instrument\n2: play music with the electric piano instrument\n3: play music with the organ instrument\n4: play music with the flute instrument\n5: play music with the electric guitar instrument\n6: play music with the choral instrument\n7: play music with the music box instrument\n8: play music with the synthesizer pad instrument\n9: play music with the steel drum instrument\n\n\n\nfrançais:\nn’oubliez pas les instrument de musique si dessous!\nflèche pour se déplacer\nniveau hardcore\net bon jeux ;)\na pour skip le level 10 seconde entre les skip.\n\nmerci de mettre étoile et cœur s.v.p.\n1: jouer la musique avec l'instrument vibraphone\n2: jouer la musique avec l'instrument piano électrique\n3: jouer la musique avec l'instrument orgue\n4: jouer la musique avec l'instrument flûte\n5: jouer la musique avec l'instrument guitare électrique \n6: jouer la musique avec l'instrument chorale\n7: jouer la musique avec l'instrument boite à musique\n8: jouer la musique avec l'instrument pad synthétiste\n9: jouer la musique avec l'instrument steel drum\n\n\n\n\ntags : \n#games #all #space #platformer #minecraft #geometriedash #portal #english #french #francais\n#games #all #space #platformer #minecraft #geometriedash #portal #english #french #francais#games #all #space #platformer #minecraft #geometriedash #portal #english #french #francais#games #all #space #platformer #minecraft #geometriedash #portal #english #french #francais#games #all #space #platformer #minecraft #geometriedash #portal #english #french #francais#games #all #space #platformer #minecraft #geometriedash #portal #english #french #francais#games #all #space #platformer #minecraft #geometriedash #portal #english #french #francais#games #all #space #platformer #minecraft #geometriedash #portal #english #french #francais#games #all #space #platformer #minecraft #geometriedash #portal #english #french #francais#games #all #space #platformer #minecraft #geometriedash #portal #english #french #francais#games #all #space #platformer #minecraft #geometriedash #portal #english #french #francais#games #all #space #platformer #minecraft #geometriedash #portal #english #french #francais#games #all #space #platformer #minecraft #geometriedash #portal #english #french #francais#games #all #space #platformer #minecraft #geometriedash #portal #english #french #francais#games #all #space #platformer #minecraft #geometriedash #portal #english #french #francais#games #all #space #platformer #minecraft #geometriedash #portal #english #french #francais#games #all #space #platformer #minecraft #geometriedash #portal #english #french #francais#games #all #space #platformer #minecraft #geometriedash #portal #english #french #francais#games #all #space #platformer #minecraft #geometriedash #portal #english #french #francais#games #all #space #platformer #minecraft #geometriedash #portal #english #french #francais#games #all #space #platformer #minecraft #geometriedash #portal #english #french #francais#games #all #space #platformer #minecraft #geometriedash #portal #english #french #francais#games #all #space #platformer #minecraft #geometriedash #portal #english #french #francais#games #all #space #platformer #minecraft #geometriedash #portal #english #french #francais |
~Covid, the platformer~ | @Stage\n\nwhen flag clicked\nforever\n play sound [Alan Walker - Faded \(Instrumental Version\) v] until done\nend\n\nwhen flag clicked\nswitch backdrop to (backdrop13 v)\n\n@Player\n\nwhen flag clicked\ngo to x: (-214) y: (115)\nswitch costume to (costume1 v)\nswitch backdrop to (backdrop1 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 (#676767)?> then\n change y by (1)\n end\n if <touching color (#676767)?> then\n change y by (1)\n end\n if <touching color (#676767)?> then\n change y by (1)\n end\n if <touching color (#676767)?> then\n change y by (1)\n end\n if <touching color (#676767)?> 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 <([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 (#676767)?> 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 (#676767)?>> then\n set [y v] to [15]\n end\n change y by (1)\n if <touching color (#bdff77)?> 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 end\nend\n\nwhen [space v] key pressed\nnext costume\n\n@Thumbnail\n\nwhen flag clicked\nhide\n\n | New platformer: https://scratch.mit.edu/projects/480476555/\nPart 2: https://scratch.mit.edu/projects/515634606/\n\n~These are tough times for everyone, so go on a journey to learn more about the Coronavirus, in hopes of defeating it.\n~Press space to change character\n~Avoid green\n~Not mobile friendly (sorry)\n\nOMG I thought that the "add your projects to studios and they will get noticed" thing was a myth, but this already has more loves/favorites than any little scratcher like me could have dreamed of! THANK YOU SO MUCH!!!\nJust a little tip for all you people out there, add your projects to a hoard of studios and make a cool thumbnail. You shall be rewarded.\n\nUm... this actually only took about three hours to make, because I already had all of the code from my past platformer. I just had to do the art and music stuff. It's pretty short, but I think I did a good job. Enjoy!\n\nThank you to @-SapphireDemon- for proposing this to be featured!\n\n4/29/20- Shared\n5/18/20- Word collision is no more\n6/1/20- @Fluffymilkclouds helped me realize that I spelled distance wrong, so I fixed that\n6/15/20- Hit 150 loves! Thanks, @nachtfalter!\nSome time around 6/21/20-Reached 1k views!\n7/17/20- Got to 10 remixes! Thanks, @Bowcace019!\n7/24/20- Reached 175 loves! Thank you, @Fire998!\n8/6/20- 150 favorites! Thank you, @zacack!\n8/28/20- Hit 200 loves! Thanks, @olivix200!\n11/8/20- Reached 200 favorites! Thank you so much, @PrinceRemy!\n11/10/20- Got to 250 loves! Thank you, @Seonghyeokhan09\n12/19/20- Got to 300 loves! Thanks, @Typing_Cheetah!\n2/2/2021 - Woah. 3000 views\n1/3/2021 - @craddale was the 300th person to click the favorite button on this project\n5/14/2021 - 400 loves! Thanks, @ekim29wa\n6/2/2021 - 4000 views |
Titanic | A Mobile Platformer | @Stage\n\nwhen flag clicked\nforever\n switch backdrop to (Level)\nend\n\n@Hitbox\n\nwhen flag clicked\nset [level v] to [1]\nset [ghost v] effect to (100)\npoint in direction (90)\nhide\n\nwhen I receive [death v]\nstop [other scripts in sprite v]\nset [gravity v] to [-0.25]\nstart sound [Lost A Life v]\nrepeat (4)\n change y by (2)\nend\nrepeat until <(y position) < [-183]>\n change [gravity v] by (-1)\n change y by (Gravity)\nend\nwait (0.1) seconds\ngo to x: (-200) y: (0)\npoint in direction (90)\nbroadcast (Respawn v)\nstop [this script v]\n\nwhen I receive [restart v]\nset [y v] to [0]\nset [x v] to [0]\nshow\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) * (0.9))\n change x by (X)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change x by ((X) * (-1))\n change y by (-4)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <mouse down?>> then\n if <(X) > [0]> then\n set [x v] to [-5]\n else\n set [x v] to [5]\n end\n set [y v] to [10]\n else\n set [y v] to [0]\n end\n end\n end\n end\n end\n end\n change [y v] by (-1)\n change y by (Y)\n if <touching (level v)?> then\n change y by ((Y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n if <touching (level v)?> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <((mouse y) - (y position)) > [50]>>> then\n set [y v] to [15]\n end\n end\n change y by (1)\n if <(x position) > [238]> then\n go to x: (-200) y: (0)\n change [level v] by (1)\n point in direction (90)\n end\n if <<touching (water v)?> or <touching (danger v)?>> then\n broadcast (Death v)\n end\n if <touching (trampoline v)?> then\n set [y v] to [21]\n end\nend\n\nwhen I receive [end v]\nstop [other scripts in sprite v]\ngo to x: (-10) y: (-81)\ngo [backward v] (1) layers\nrepeat until <(x position) > [229]>\n change x by (4)\nend\nbroadcast (GameOver v)\nhide\n\n@Level\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nforever\n if <(Clone) = [1]> then\n show\n switch costume to (chair v)\n go to x: (-205) y: (-100)\n go to [back v] layer\n repeat until <(Level) > [1]>\n point in direction ((([cos v] of ((timer) * (100)) ) * (2)) + (90))\n end\n delete this clone\n else\n delete this clone\n end\nend\n\nwhen I receive [shake v]\nrepeat (2)\n change x by (-8)\n wait (0) seconds\n change x by (12)\n wait (0.06) seconds\n change x by (-6)\n wait (0.06) seconds\n change x by (3)\n wait (0.06) seconds\n change x by (-1)\n wait (0.06) seconds\nend\n\nwhen I receive [restart v]\ngo to [front v] layer\nset [clone v] to [1]\ncreate clone of (_myself_ v)\nshow\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\nend\n\nwhen I receive [end v]\nstop [other scripts in sprite v]\n\n@Player\n\nwhen flag clicked\nhide\n\nwhen I receive [restart v]\nshow\nset rotation style [left-right v]\nforever\n go to (hitbox v)\n go to [front v] layer\n point in direction ([direction v] of [hitbox v])\n if <(Level) > [4]> then\n switch costume to (player-2 v)\n if <(direction) = [90]> then\n switch costume to (player-2 v)\n else\n if <(direction) = [-90]> then\n switch costume to (player-3 v)\n end\n end\n else\n switch costume to (player-1 v)\n end\nend\n\nwhen I receive [gameover v]\nstop [other scripts in sprite v]\nhide\n\n@Water\n\nwhen flag clicked\nset volume to (100) %\nhide\n\nwhen I receive [restart v]\ngo to [front v] layer\nswitch costume to (water v)\ngo to x: (0) y: (0)\nshow\nset [ghost v] effect to (10)\n\n point in direction ((([cos v] of ((timer) * (100)) ) * (2)) + (90))\n go to [front v] layer\nend\n\nwhen I receive [restart v]\nforever\n play sound [River Noise v] until done\nend\n\nwhen I receive [end v]\nrepeat (10)\n change volume by (-10)\nend\n\nwhen I receive [gameover v]\nrepeat (40)\n go [backward v] (1) layers\nend\nhide\n\n@Darkness\n\nwhen flag clicked\nset [ghost v] effect to (0)\ngo to x: (0) y: (0)\nswitch costume to (darkness v)\nshow\nrepeat (10)\n go to [front v] layer\n change [ghost v] effect by (10)\nend\n\nwhen I receive [respawn v]\nset [ghost v] effect to (0)\ngo to x: (0) y: (0)\nswitch costume to (darkness v)\nshow\nrepeat (40)\n go to [front v] layer\n change [ghost v] effect by (2.5)\nend\nbroadcast (Restart v)\n\nwhen I receive [gameover v]\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\nswitch costume to (darkness v)\nshow\nrepeat (40)\n go to [front v] layer\n go to [front v] layer\n change [ghost v] effect by (-2.5)\nend\nwait (0.5) seconds\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nswitch costume to (end title v)\nshow\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nrepeat (20)\n go to [front v] layer\n change [ghost v] effect by (-2.5)\nend\nwait (2.7) seconds\nrepeat (20)\n go to [front v] layer\n change [ghost v] effect by (2.5)\nend\ndelete this clone\n\nwhen I receive [gameover v]\nforever\n play sound [Love v] until done\nend\n\n@Danger\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nforever\n switch costume to (Level)\nend\n\nwhen I receive [shake v]\nrepeat (2)\n change x by (-8)\n wait (0) seconds\n change x by (12)\n wait (0.06) seconds\n change x by (-6)\n wait (0.06) seconds\n change x by (3)\n wait (0.06) seconds\n change x by (-1)\n wait (0.06) seconds\nend\n\nwhen I receive [end v]\nstop [other scripts in sprite v]\n\n@Level Counter\n\nwhen flag clicked\nset [ghost v] effect to (0)\ngo to x: (-210) y: (148)\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [restart v]\nshow\nforever\n set size to ((([sin v] of ((timer) * ([atan v] of (timer) )) ) * (5)) + (70)) %\n point in direction ((([cos v] of ((timer) * ([atan v] of (timer) )) ) * (10)) + (90))\nend\n\nwhen I receive [end v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\n@Lights\n\nwhen flag clicked\nhide\n\nwhen I receive [restart v]\ngo to x: (0) y: (0)\nforever\n wait (pick random (12) to (22)) seconds\n broadcast (Shake v)\n start sound [Shake v]\n repeat (2)\n change x by (-8)\n wait (0) seconds\n change x by (12)\n wait (0.06) seconds\n change x by (-6)\n wait (0.06) seconds\n change x by (3)\n wait (0.06) seconds\n change x by (-1)\n wait (0.06) seconds\n end\nend\n\nwhen I receive [restart v]\nforever\n if <(Level) > [4]> then\n go to [front v] layer\n set [ghost v] effect to (85)\n switch costume to (steam v)\n go to x: (0) y: (0)\n show\n else\n switch costume to (lights v)\n show\n end\nend\n\nwhen I receive [end v]\nstop [other scripts in sprite v]\n\n@Shadow\n\nwhen flag clicked\nset [ghost v] effect to (86)\nshow\nforever\n go to [back v] layer\n go to (player v)\nend\n\nwhen I receive [end v]\nstop [other scripts in sprite v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\n@Main Screen\n\nwhen flag clicked\nshow\nswitch costume to (title v)\ngo to x: (0) y: (70)\nset [clone v] to [1]\ncreate clone of (_myself_ v)\nset [clone v] to [2]\ncreate clone of (_myself_ v)\nset [clone v] to [3]\ncreate clone of (_myself_ v)\nforever\n wait (pick random (0.5) to (1)) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(Clone) = [1]> then\n switch costume to (main screen v)\n go to [back v] layer\n go to x: (0) y: (0)\n show\n forever\n point in direction ((([cos v] of ((timer) * (100)) ) * (2)) + (90))\n end\nelse\n if <(Clone) = [2]> then\n go to [front v] layer\n show\n switch costume to (play button v)\n go to x: (0) y: (-80)\n forever\n point in direction ((([sin v] of ((timer) * (300)) ) * (3)) + (90))\n if <not <touching (mouse-pointer v)?>> then\n change size by (((90) - (size)) / (3))\n set [ghost v] effect to (20)\n else\n change size by (((110) - (size)) / (3))\n set [ghost v] effect to (10)\n if <mouse down?> then\n broadcast (Game v)\n delete this clone\n end\n end\n end\n else\n if <(Clone) = [3]> then\n clear graphic effects\n point in direction (pick random (1) to (360))\n set size to (pick random (50) to (80)) %\n switch costume to (bubbles v)\n go to x: (pick random (-200) to (200)) y: (-160)\n show\n repeat until <(y position) = [160]>\n change [ghost v] effect by (pick random (2) to (3))\n turn right (12) degrees\n change y by (8)\n end\n delete this clone\n end\n end\nend\n\nwhen I receive [game v]\nhide\nstop [other scripts in sprite v]\nrepeat (2)\n delete this clone\nend\nbroadcast (Restart v)\n\nwhen I receive [end v]\nstop [other scripts in sprite v]\n\nwhen flag clicked\nforever\n play sound [Jazzy Frenchy v] until done\nend\n\n@Rain\n\nwhen flag clicked\nset volume to (100) %\nhide\n\nwhen I receive [restart v]\nforever\n if <(Level) > [4]> then\n go to x: (0) y: (0)\n set [ghost v] effect to (60)\n show\n forever\n go to [back v] layer\n next costume\n wait (0.001) seconds\n end\n else\n hide\n end\nend\n\nwhen I receive [restart v]\nforever\n if <(Level) > [4]> then\n forever\n play sound [Rain v] until done\n end\n end\nend\n\nwhen I receive [end v]\nrepeat (10)\n change volume by (-10)\nend\n\n@Trampoline\n\nwhen flag clicked\npoint in direction (90)\nswitch costume to (trampoline-1 v)\nforever\n if <(Level) = [6]> then\n point in direction (90)\n go to x: (-180) y: (-82)\n show\n if <touching (player v)?> then\n switch costume to (trampoline-1 v)\n repeat (2)\n next costume\n wait (0.001) seconds\n end\n wait (0.001) seconds\n repeat (2)\n switch costume to ((costume [number v]) - (1))\n wait (0.001) seconds\n end\n wait until <not <touching (player v)?>>\n else\n switch costume to (trampoline-1 v)\n end\n else\n if <(Level) = [7]> then\n point in direction (80)\n go to x: (0) y: (-90)\n show\n if <touching (player v)?> then\n switch costume to (trampoline-1 v)\n repeat (2)\n next costume\n wait (0.001) seconds\n end\n wait (0.001) seconds\n repeat (2)\n switch costume to ((costume [number v]) - (1))\n wait (0.001) seconds\n end\n wait until <not <touching (player v)?>>\n else\n switch costume to (trampoline-1 v)\n end\n else\n hide\n end\n end\nend\n\n@Rescue Boat\n\nwhen flag clicked\nhide\n\nwhen I receive [restart v]\nforever\n if <(Level) = [8]> then\n show\n forever\n switch costume to (rescue boat v)\n set size to (65) %\n go to x: (0) y: (-100)\n point in direction ((([cos v] of ((timer) * (100)) ) * (2)) + (90))\n wait until <touching (player v)?>\n stop [other scripts in sprite v]\n broadcast (End v)\n go to [front v] layer\n repeat until <(x position) > [284]>\n change x by (4)\n end\n hide\n end\n else\n hide\n end\nend\n\nrepeat until <(x position) > [284]>\n change x by (4)\nend\nhide\n\n@Thumbnail\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 | ⬆ \n ENTER THIS CONTEST!\n================Instructions=================\n- Arrow keys\n- WASD\n- Mobile\n========================================= \n Try to get to the rescue boat and finish the game\n Avoid Spikes\n Wall Jump\n |
covid platformer | @Stage\n\nwhen flag clicked\nforever\n\nplay sound [yt1s v] until done\n\n@Player\n\nwhen flag clicked\ngo to x: (-214) y: (115)\npoint in direction (90)\nswitch costume to (costume1 v)\nswitch backdrop to (backdrop 1 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 (#676767)?> or <touching color (#131313)?>> then\n change y by (1)\n end\n if <<touching color (#676767)?> or <touching color (#131313)?>> then\n change y by (1)\n end\n if <<touching color (#676767)?> or <touching color (#131313)?>> then\n change y by (1)\n end\n if <<touching color (#676767)?> or <touching color (#131313)?>> then\n change y by (1)\n end\n if <<touching color (#676767)?> or <touching color (#131313)?>> 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 <([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 (#676767)?> 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 (#676767)?>> then\n set [y v] to [15]\n end\n change y by (1)\n if <touching color (#bdff77)?> 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 end\nend\n\nwhen [space v] key pressed\nnext costume\n\n@Thumbnail\n\nwhen flag clicked\nhide\n\n | Hello! make sure to check out the new version of covid platformer!!!!\nhttps://scratch.mit.edu/projects/534440062/\n- this is very outdated, thus I will be creating an updated version~ right now im focusing more on platformers although i tried to move on to animations, but this is from like 2021, so it is very very very very outdated- |
~Blossom~ A Platformer | @Stage\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 (#ffffff)?> then\n change y by (1)\nend\nif <touching color (#ffffff)?> then\n change y by (1)\nend\nif <touching color (#ffffff)?> then\n change y by (1)\nend\nif <touching (sprite1 v)?> then\n change y by (1)\nend\nif <touching color (#ffffff)?> 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 (#ffffff)?> 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 (#ffffff)?>> 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: (-207) y: (-112)\nend\nif <touching color (#ff8080)?> then\n set [yv v] to [26]\nend\nif <touching color (#f5a3a3)?> then\n set [yv v] to [26]\nend\nif <touching color (#ff0000)?> then\n go to x: (-207) y: (-112)\nend\n\nif <touching (lava v)?> then\n go to x: (-207) y: (-112)\nend\n\nwhen I receive [next level v]\nset [yv v] to [0]\ngo to x: (-207) y: (-112)\n\nwhen I receive [restart v]\nset [yv v] to [0]\ngo to x: (-207) y: (-112)\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: (-207) y: (-112)\nset size to (20) %\nforever\n Physics\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nhide\n\n@Sprite3\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (0)\nset size to (pick random (1) to (30)) %\nset [ghost v] effect to (pick random (20) to (70))\ngo to x: (500) y: (pick random (20) to (180))\nglide (pick random (1.07) to (5)) secs to x: (-240) y: (pick random (-100) to (180))\nrepeat (10)\n change [ghost v] effect by (0)\nend\ndelete this clone\n\nwhen flag clicked\nhide\nwait (0.03) seconds\nforever\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nforever\n next costume\nend\n\nwhen I receive [kid_1018 v]\nshow\n\nwhen flag clicked\nhide\n\n@Tree\n\nwhen flag clicked\ngo to x: (-130) y: (-17)\n\nwhen flag clicked\nhide\n\nwhen I receive [kid_1018 v]\nshow\n\n@Leaves\n\nwhen flag clicked\nhide\nforever\n go to (tree v)\n change x by (pick random (-10) to (80))\n switch costume to (pick random (1) to (2))\n create clone of (_myself_ v)\n wait (pick random (1) to (3)) seconds\nend\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (0)\nrepeat until <(y position) < [-100]>\n turn right (pick random (5) to (15)) degrees\n change y by (pick random (-2) to (-1))\nend\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen I receive [kid_1018 v]\nshow\n\nwhen flag clicked\nhide\n\n@Tree2\n\nwhen flag clicked\ngo to x: (142) y: (-22)\n\nwhen flag clicked\nhide\n\nwhen I receive [kid_1018 v]\nshow\n\n@Leaves2\n\nwhen flag clicked\nhide\nforever\n go to (tree2 v)\n change x by (pick random (70) to (80))\n switch costume to (pick random (1) to (2))\n create clone of (_myself_ v)\n wait (pick random (1) to (3)) seconds\nend\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (0)\nrepeat until <(y position) < [-100]>\n turn right (pick random (5) to (15)) degrees\n change y by (pick random (-2) to (-1))\nend\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen I receive [kid_1018 v]\nshow\n\nwhen flag clicked\nhide\n\n@Sprite1\n\nwhen I receive [next level v]\nnext costume\nif <(costume [number v]) = [13]> then\n broadcast (h v)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [kid_1018 v]\nshow\nswitch costume to (costume1 v)\n\n@music\n\nwhen flag clicked\nplay sound [Ji-Eun's Sunset v] until done\n\n@Thumbnail\n\nwhen flag clicked\nhide\n\nwait (0.1) seconds\n\nwhen I receive [kid_1018 v]\ngo to x: (-2) y: (112)\ngo to [front v] layer\nshow\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen I receive [kid_1018 v]\nshow\n\ngo to [front v] layer\n\nshow\n\n@hallenichole\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\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\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\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 (7))\ngo [backward v] (50) layers\nshow\n\nhide\n\nwhen I receive [h v]\nshow\ngo to x: (0) y: (-195)\nforever\n create clone of (_myself_ v)\n wait (0.5) seconds\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@lava\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nhide\n\nwhen I receive [kid_1018 v]\nshow\nswitch costume to (costume1 v)\n\n@Sprite2\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nhide\n\nwhen I receive [kid_1018 v]\nshow\nswitch costume to (costume1 v)\ngo to [front v] layer\n\n | |
Scratch Month 2020 Platformer | @Stage\n\nwhen [space v] key pressed\nset [mouse v] to (join [x, ] (join ((SCROLL X) + (mouse x)) (join [ y, ] ((SCROLL Y) + (mouse y)))))\nif <(mouse x) > [-240]> then\n show variable [mouse v]\nelse\n hide variable [mouse v]\nend\n\n@Splash\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\ngo to [front v] layer\nshow\n\n@Starting\n\nwhen flag clicked\ngo to x: (20) y: (20)\ngo to [front v] layer\nshow\nhide variable [time v]\nbroadcast (Button v)\nforever\n switch costume to (when click v)\n wait (pick random (1) to (4)) seconds\n repeat (3)\n next costume\n end\n repeat (3)\n switch costume to ((costume [number v]) - (1))\n end\nend\n\nwhen I receive [play game v]\nhide\nstop [other scripts in sprite v]\n\n@Play Buttons\n\nwhen I receive [button v]\nset [music? v] to [YES]\nset [sound? v] to [YES]\ngo to [front v] layer\nswitch costume to (p v)\nshow\ngo to x: (39) y: (45)\ncreate clone of (_myself_ v)\nswitch costume to (s v)\nchange y by (-40)\ncreate clone of (_myself_ v)\nchange y by (-40)\nswitch costume to (m v)\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (0)\n if <mouse down?> then\n if <(costume [number v]) = [1]> then\n switch costume to (m2 v)\n set [music? v] to [NO]\n else\n switch costume to (m v)\n set [music? v] to [YES]\n end\n wait until <not <mouse down?>>\n end\n else\n set [brightness v] effect to (-100)\n end\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [3]> then\n forever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (0)\n if <mouse down?> then\n if <(costume [number v]) = [3]> then\n switch costume to (s2 v)\n set [sound? v] to [NO]\n else\n switch costume to (s v)\n set [sound? v] to [YES]\n end\n wait until <not <mouse down?>>\n end\n else\n set [brightness v] effect to (-100)\n end\n end\nelse\n if <(costume [number v]) = [5]> then\n forever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (0)\n if <mouse down?> then\n broadcast (Play Game v) and wait\n end\n else\n set [brightness v] effect to (-100)\n end\n end\n end\nend\n\nwhen I receive [play game v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@Cat\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 broadcast (Out v) and wait\n repeat until <(END) > []>\n set [time v] to (round (timer))\n point in direction (90)\n broadcast (Enemy Tick v)\n Tick\n Get Scrolling\n Walk\n broadcast (Tick v) and wait\n end\n if <(END) = [win]> then\n Game ~ win\n broadcast (Check Time v) and wait\n else\n Game ~ die\n end\nend\n\ndefine Game On\nshow\nset [player sx v] to [0]\nset [player sy v] to [0]\nset [player x v] to [0]\nset [player y v] to [0]\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nset [player dir v] to [90]\nset [falling v] to [3]\nset [frame v] to [0]\nset [end v] to []\nset [sound 1 is done? v] to [0]\nset [time v] to [0]\nclear graphic effects\nCheck Collide\nGet Scrolling\nWalk\nreset timer\nbroadcast (Tick v) and wait\n\ndefine Tick\nswitch costume to (hitbox v)\nif <key (left arrow v) pressed?> then\n Momentum [-.7] [0]\n set [player dir v] to [-90]\nend\nif <key (right arrow v) pressed?> then\n Momentum [.7] [0]\n set [player dir v] to [90]\nend\nset [player sx v] to ((PLAYER SX) * (0.9))\nif <([abs v] of (PLAYER SX) ) > [0.9]> then\n Change player x by (round (PLAYER SX))\nend\nif <(PLAYER SY) > [-20]> then\n Momentum [0] [-1]\nend\nChange Player y by (PLAYER SY)\nif <key (up arrow v) pressed?> then\n if <(FALLING) < [3]> then\n set [player sy v] to [10]\n set [falling v] to [3]\n if <(SOUND?) = [YES]> then\n start sound [jump v]\n end\n end\nend\nCheck Collide\nif <(PLAYER Y) < [-180]> then\n set [end v] to [die]\nend\n\ndefine Change player x by (sx)\nchange [player x v] by (sx)\nchange [frame v] by (0.5)\nCheck Collide\nif <touching (level v)?> then\n repeat (10)\n change [player y v] by (1)\n Check Collide\n if <not <touching (level v)?>> then\n stop [this script v]\n end\n end\n change [player y v] by (-10)\n repeat until <not <touching (level v)?>>\n if <(sx) > [0]> then\n change [player x v] by (-1)\n else\n change [player x v] by (1)\n end\n set [player sx v] to [0]\n Check Collide\n end\nend\n\ndefine Momentum (dx) (dy)\nchange [player sx v] by (dx)\nchange [player sy v] by (dy)\nCheck Collide\n\ndefine Check Collide\ngo to x: ((PLAYER X) - (SCROLL X)) y: ((PLAYER Y) - (SCROLL Y))\n\ndefine Change Player y by (sy)\nset [slide? v] to [0]\nchange [player y v] by (sy)\nchange [falling v] by (1)\nCheck Collide\nif <touching (level v)?> then\n change [player x v] by (-1)\n Check Collide\n if <not <touching (level v)?>> then\n set [slide? v] to [1]\n end\n change [player x v] by (1)\n Check Collide\nend\nrepeat until <not <touching (level v)?>>\n if <(sy) > [0]> then\n change [player y v] by (-1)\n else\n change [player y v] by (1)\n set [falling v] to [0]\n end\n set [player sy v] to [0]\n Check Collide\nend\n\ndefine Get Scrolling\nchange [scroll x v] by (round ((((PLAYER X) + (center)) - (SCROLL X)) * (0.1)))\nif <(PLAYER DIR) > (center)> then\n change [center v] by (2)\nelse\n change [center v] by (-2)\nend\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nchange [scroll y v] by (round (((PLAYER Y) - (SCROLL Y)) * (0.1)))\nif <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\nend\nCheck Collide\n\nif <(Slide?) = <touching (_edge_ v)?>> then\n Momentum [-1] [-1]\nend\nset [slide? v] to [0]\n\nwhen [space v] key pressed\n\nGame On\n\ndefine Walk\npoint in direction (PLAYER DIR)\nset rotation style [left-right v]\nif <(FALLING) < [6]> then\n if <([abs v] of (PLAYER SX) ) > [1]> then\n switch costume to ([floor v] of ((2) + ((FRAME) mod (4))) )\n if <(SOUND?) = [YES]> then\n if <(Sound 1 is done?) = [0]> then\n broadcast (Foot v)\n end\n end\n else\n switch costume to (stand v)\n end\nelse\n if <(PLAYER SY) > [0]> then\n switch costume to (jump v)\n else\n switch costume to (fall v)\n end\nend\n\ndefine Game ~ win\nchange [level v] by (1)\nswitch costume to (win v)\nset [player sy v] to [0]\nrepeat until <(y position) > [180]>\n change [player sy v] by (.5)\n change [player y v] by (PLAYER SY)\n Check Collide\n change [brightness v] effect by (5)\n change volume by (-10)\nend\nif <(LEVEL) > [3]> then\n broadcast (Win Da Hole Game v) and wait\nend\nbroadcast (Level complete v) and wait\n\ndefine Game ~ die\nif <(SOUND?) = [YES]> then\n start sound [hurt v]\nend\nswitch costume to (die v)\nset [player sy v] to [15]\nset rotation style [all around v]\npoint in direction (90)\nchange [player y v] by (20)\nCheck Collide\nrepeat until <(y position) < [-180]>\n change [player sy v] by (-1)\n change [player y v] by (PLAYER SY)\n Check Collide\n turn right (15) degrees\n change volume by (-10)\nend\nclear sound effects\nhide\nwait (1) seconds\n\nshow variable [time v]\n\nwhen I receive [setup v]\nclear sound effects\nset volume to (100) %\nif <(MUSIC?) = [YES]> then\n broadcast (Music v)\nend\n\nstart sound [happy tech v]\n\nchange volume by (-10)\n\nstart sound [jump v]\n\nstart sound [footstep concrete v]\n\nwhen I receive [foot v]\nset [sound 1 is done? v] to [1]\nplay sound [WalkOnRocks2 v] until done\nset [sound 1 is done? v] to [0]\n\nwait (.001) seconds\n\nwhen I receive [music v]\nplay sound [happy tech v] until done\nplay sound [happy tech v] until done\nplay sound [happy tech v] until done\nplay sound [happy tech v] until done\nplay sound [happy tech v] until done\nplay sound [happy tech v] until done\n\n@Level\n\nwhen I receive [tick v]\nPosition of ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [setup v]\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Create Clone of [360] [0]\n Create Clone of [400] [0]\n Create Clone of [360] [0]\n Create Clone of [360] [0]\n Create Clone of [500] [0]\n Create Clone of [0] [360]\n Create Clone of [360] [100]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n Create Clone of [500] [0]\n Create Clone of [300] [0]\n Create Clone of [320] [0]\n Create Clone of [320] [0]\n Create Clone of [320] [0]\n else\n switch costume to (level 3 1 v)\n Create Clone of [360] [0]\n Create Clone of [360] [0]\n Create Clone of [360] [0]\n Create Clone of [600] [0]\n Create Clone of [500] [0]\n Create Clone of [500] [0]\n end\nend\n\ndefine Create Clone of (x) (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\ndefine Position of (x) (y)\ngo to x: (x) y: (y)\nset [is showing? v] to <<(x) = (x position)> and <(y) = (y position)>>\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\n@Paralax\n\nwhen I receive [tick v]\nPosition of ((((SCROLL X) * (-.5)) mod (478)) - (x)) ((((SCROLL Y) * (-.5)) mod (279)) - (y))\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [setup v]\ngo to [back v] layer\nshow\nswitch costume to (paralax2 v)\nset [x v] to [0]\nset [y v] to [0]\ncreate clone of (_myself_ v)\nset [x v] to [479]\nset [y v] to [0]\ncreate clone of (_myself_ v)\nset [x v] to [0]\nset [y v] to [280]\ncreate clone of (_myself_ v)\nset [x v] to [479]\nset [y v] to [280]\n\ndefine Position of (x) (y)\ngo to x: (x) y: (y)\nset [is showing? v] to <<(x) = (x position)> and <(y) = (y position)>>\nif <(LEVEL) = [1]> then\n if <<(x) = (x position)> and <(y) = (y position)>> then\n show\n else\n hide\n end\nelse\n hide\nend\n\n@Tiles&Tests\n\nwhen this sprite clicked\n\ngo to x: (0) y: (0)\n\nsay [Hello!] for (2) seconds\n\nset size to (100) %\n\nchange x by (10)\n\npoint towards (mouse-pointer v)\n\nchange y by (10)\n\nset [falling v] to [0]\n\nchange [player x v] by (1)\n\n@Enemy\n\nwhen I receive [enemy tick v]\n\nPosition of ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <(is showing?) = [true]> then\n if <(way) = [1]> then\n change [x v] by (-2)\n end\n if <(way) = [2]> then\n change [x v] by (2)\n end\n Position of ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n Slope\n Position of ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n change [sy v] by (-1)\n change [y v] by (sy)\n Position of ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n if <touching (level v)?> then\n change [y v] by ((0) - (sy))\n set [sy v] to [0]\n end\n Position of ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nend\nPosition of ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [tick v]\nPosition of ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine Position of (x) (y)\ngo to x: (x) y: (y)\nset [is showing? v] to <<(x) = (x position)> and <(y) = (y position)>>\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [setup v]\nset [x v] to [-9999999999999999]\n\nCreate clone of [Monster1] at x [1329] y [0] start going [1]\nCreate clone of [Monster1] at x [1350] y [0] start going [1]\n\ndefine Slope\nif <touching (level v)?> then\n repeat (10)\n change [y v] by (1)\n Position of ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n if <not <touching (level v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-10)\n if <(way) = [1]> then\n set [way v] to [2]\n change [x v] by (2)\n else\n if <(way) = [2]> then\n set [way v] to [1]\n change [x v] by (-2)\n end\n end\n Position of ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nend\n\ndefine Create clone of (monster) at x (x) y (y) start going (way)\nset [x v] to (x)\nset [y v] to (y)\nset [way v] to (way)\nset [is showing? v] to [false]\nset [sy v] to [0]\nswitch costume to (monster)\ncreate clone of (_myself_ v)\n\n@Story\n\nwhen flag clicked\nswitch costume to (1 v)\nrepeat (4)\n next costume\n wait (.05) seconds\nend\n\n@Collectables\n\nwhen I receive [tick v]\nPosition of ((x) - (SCROLL X)) (((y) + (([sin v] of ((frame) * (10)) ) * (20))) - (SCROLL Y))\nif <touching (cat v)?> then\n change [collected v] by (1)\n if <(SOUND?) = [YES]> then\n start sound [pop v]\n end\n if <(COLLECTED) = (COLLECTED MAX)> then\n set [end v] to [win]\n end\n delete this clone\nend\n\ndefine Position of (x) (y)\nchange [frame v] by (.5)\nswitch costume to ([floor v] of ((1) + ((frame) mod (7))) )\nset size to ((100) + (([sin v] of ((frame) * (20)) ) * (20))) %\ngo to x: (x) y: (y)\nset [is showing? v] to <<(x) = (x position)> and <(y) = (y position)>>\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nset [brightness v] effect to ((0) + (([sin v] of ((frame) * (20)) ) * (20)))\n\nwhen I receive [setup v]\nset [collected max v] to [0]\nset [collected v] to [0]\nswitch costume to (ani1 v)\nif <(LEVEL) = [1]> then\n Create Clone of [57] [19]\n Create Clone of [203] [66]\n Create Clone of [358] [173]\n Create Clone of [725] [125]\n Create Clone of [915] [138]\n Create Clone of [1488] [97]\n Create Clone of [2544] [587]\nelse\n if <(LEVEL) = [2]> then\n Create Clone of [135] [-8]\n Create Clone of [377] [31]\n Create Clone of [542] [49]\n Create Clone of [698] [6]\n Create Clone of [939] [37]\n Create Clone of [1198] [134]\n Create Clone of [1410] [141]\n Create Clone of [1442] [40]\n Create Clone of [1515] [-40]\n Create Clone of [1677] [-40]\n Create Clone of [1867] [-24]\n Create Clone of [1866] [162]\n else\n Create Clone of [132] [50]\n Create Clone of [291] [70]\n Create Clone of [470] [-17]\n Create Clone of [731] [84]\n Create Clone of [958] [23]\n Create Clone of [1291] [85]\n Create Clone of [1684] [119]\n Create Clone of [2153] [73]\n Create Clone of [2707] [47]\n Create Clone of [2960] [101]\n end\nend\nset [x v] to [-9999999999999999999999999999]\nset [y v] to [0]\n\ndefine Create Clone of (x) (y)\nset [x v] to (x)\nset [y v] to (y)\nset [frame v] to (pick random (1) to (200))\nchange [collected max v] by (1)\ncreate clone of (_myself_ v)\n\nwhen I receive [reset v]\ndelete this clone\n\n@0\n\nwhen I receive [level complete v]\nshow\ngo to [front v] layer\nhide variable [time v]\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nwait (1) seconds\n\nwhen I receive [setup v]\nhide\n\nwhen I receive [out v]\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\n\n@Scores\n\nwhen I receive [button v]\n\ngo to [front v] layer\nshow list [level 1 high score v]\nshow\nforever\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n wait until <not <mouse down?>>\n broadcast (See score v) and wait\n hide list [level 1 high score v]\n end\nend\n\nwhen I receive [play game v]\n\nhide\nstop [other scripts in sprite v]\nshow list [level 1 high score v]\n\n@Cloud Data\n\ndefine write (val) to encoded\nset [letter# v] to [1]\nrepeat (length of (val))\n set [encoded v] to (join (encoded) (item # of (letter (letter#) of (val)) in [code v]))\n change [letter# v] by (1)\nend\nset [encoded v] to (join (encoded) [00])\n\nwhen I receive [check time v]\nif <(TIME) < ((☁ High 1) + (5))> then\n set [☁ high 1 v] to (TIME)\n set [encoded v] to []\n write (join (username) (join [ at ] (join (☁ High 1) [ seconds]))) to encoded\n set [☁ cloud 1 v] to (encoded)\nend\nbroadcast (See score v) and wait\n\ndefine value = read from encoded\nset [value v] to []\nset [letter# v] to [1]\nforever\n set [idx v] to (join (letter (letter#) of (encoded)) (letter ((letter#) + (1)) of (encoded)))\n change [letter# v] by (2)\n if <(idx) < [1]> then\n stop [this script v]\n end\n set [value v] to (join (value) (item (idx) of [code v]))\nend\n\nset [☁ high 1 v] to [80808080]\nset [☁ high 2 v] to [80808080]\nset [encoded v] to []\nwrite (join (username) (join [ at ] (join (☁ High 1) [ seconds]))) to encoded\nset [☁ cloud 1 v] to (encoded)\n\nwhen I receive [see score v]\nset [encoded v] to (☁ CLOUD 1)\nvalue = read from encoded\ndelete all of [level 1 high score v]\nadd (value) to [level 1 high score v]\n\nset [encoded v] to (☁ CLOUD 1)\nvalue = read from encoded\ndelete all of [level 1 high score v]\nadd (value) to [level 1 high score v]\n\n@If level 2\n\nwhen I receive [setup v]\nif <(LEVEL) = [2]> then\n switch costume to (home page v)\n show\nelse\n if <(LEVEL) = [3]> then\n switch costume to (my profile v)\n show\n else\n switch costume to (the code v)\n show\n end\nend\n\nhide\n\n@End\n\nwhen I receive [win da hole game v]\ngo to [front v] layer\nset size to (0) %\nshow\nrepeat (10)\n change size by (10)\nend\nforever\n play sound [happy tech v] until done\nend\n\nwhen flag clicked\nhide\n\n | As you might know it's Scratch month 2020!\nSo happy scratch month!\n\nLeft and right arrow keys to move\nUp to jump\nCollect all the coins to go to the next level\n\nCreated by @skidsteerloader\nIf you take code or sprites please give credit\nThis was an old game that i started working on but never finshed. then I thought I should finish it up for scratch month!\nScratch on\n ~skidsteerloader |
Plains ~ A Platformer [Mobile Friendly] | @Stage\n\nwhen flag clicked\nset [pitch v] effect to (5)\nforever\n play sound [Masked Heroes v] until done\nend\n\n@ground\n\nwhen I receive [message1 v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\n@GRASS\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nforever\n switch costume to ([costume # v] of [ground v])\nend\n\nwhen [timer v] > (.001)\nhide\n\n@lava\n\nwhen flag clicked\nset [ghost v] effect to (20)\nforever\n repeat (7)\n change [my variable v] by (.07)\n end\n wait (1) seconds\n repeat (7)\n change [my variable v] by (-.07)\n end\n wait (1) seconds\nend\n\nwhen I start as a clone\nset [ghost v] effect to (((clone#) * (3)) + (30))\nswitch costume to ((clone#) + (1))\ngo [backward v] (clone#) layers\nforever\n change y by ((my variable) * (clone#))\nend\n\nwhen flag clicked\ngo to x: (0) y: (5)\nswitch costume to (backdrop1 v)\nset [clone# v] to [0]\nset [my variable v] to [0]\nbuild\nforever\n set [my variable v] to ((my variable) * (.92))\n change y by (my variable)\nend\n\ndefine build\nrepeat (2)\n change [clone# v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\nwhen I start as a clone\nforever\n go to [back v] layer\nend\n\n@Sprite1\n\nwhen flag clicked\ngo to [back v] layer\nset size to (100) %\ngo to x: (-217) y: (0)\nset rotation style [left-right v]\nset [yvel v] to [0]\nset [speed v] to [0]\nforever\n change [yvel v] by (-.9)\n if <<key (right arrow v) pressed?> or <<(mouse x) > (x position)> and <mouse down?>>> then\n point in direction (90)\n change [speed v] by (1)\n end\n if <<key (left arrow v) pressed?> or <<(x position) > (mouse x)> and <mouse down?>>> then\n point in direction (-90)\n change [speed v] by (-1)\n end\n set [speed v] to ((speed) * (.89))\n change x by (speed)\n if <touching (ground v)?> then\n change y by (2)\n if <touching (ground v)?> then\n change y by (2)\n if <touching (ground v)?> then\n change y by (2)\n if <touching (ground v)?> then\n change y by (2)\n if <touching (ground v)?> then\n change y by (-8)\n change x by ((speed) * (-1))\n if <<key (up arrow v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>> then\n if <(speed) > [0]> then\n start sound [Suction Cup v]\n set [yvel v] to (((speed) * (1.05)) + (4))\n set [speed v] to ((speed) * (-1.6))\n else\n start sound [Suction Cup v]\n set [yvel v] to (((speed) * (-1.05)) + (4))\n set [speed v] to ((speed) * (-1.6))\n end\n else\n set [speed v] to [0]\n end\n end\n end\n end\n end\n end\n change y by (yvel)\n if <touching (ground v)?> then\n change y by ((yvel) * (-1))\n set [yvel v] to [0]\n end\n change y by (-1)\n if <<<key (up arrow v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>> and <touching (ground v)?>> then\n start sound [Suction Cup v]\n set [yvel v] to [11]\n end\n change y by (1)\n if <(x position) > [235]> then\n start sound [Collect v]\n broadcast (message1 v)\n go to [back v] layer\n set size to (100) %\n go to x: (-217) y: (0)\n set rotation style [left-right v]\n set [yvel v] to [0]\n set [speed v] to [0]\n end\n if <touching (lava v)?> then\n start sound [Crunch v]\n go to [back v] layer\n set size to (100) %\n go to x: (-217) y: (0)\n set rotation style [left-right v]\n set [yvel v] to [0]\n set [speed v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n if <touching (grass v)?> then\n if <<key (left arrow v) pressed?> or <key (right arrow v) pressed?>> then\n play sound (pick random (1) to (2)) until done\n end\n end\nend\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\ngo to [back v] layer\nrepeat (8)\n change size by (-7)\n change [ghost v] effect by (12)\nend\ndelete this clone\n\n@thumb\n\nwhen flag clicked\nset [ghost v] effect to (100)\ngo to [front v] layer\nforever\n reset timer\nend\n\nwhen [timer v] > (.001)\ngo to x: (0) y: (-400)\nglide (.75) secs to x: (0) y: (0)\n\n | ~~Plains ~ A [Mobile Friendly] Realistic Platformer~~\nArrow keys to move.\nAvoid lava!\nYou can walljump!\nHave fun!!\n\n\nLets get this on trending!!\n800 views??!!!!!!! 80 loves and 60 favs??!!!\nWed 7 - 1000 views??!!!!!! 100 loves and favs???!!!\nSat 9 - 125 loves and 100 favs???!!!!\n |
Forest | A Platformer | @Stage\n\n@Sprite1\n\nwhen flag clicked\nset [ghost v] effect to (0)\nshow\nset [x velocity v] to [0]\nset [y velocity v] to [0]\ngo to x: (-214) y: (-90)\nforever\n if <key (right arrow v) pressed?> 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 color (#2dc600)?> then\n change y by (1)\n if <touching color (#2dc600)?> then\n change y by (1)\n if <touching color (#2dc600)?> then\n change y by (1)\n if <touching color (#2dc600)?> then\n change y by (1)\n if <touching color (#2dc600)?> then\n if <touching color (#2dc600)?> then\n change x by ((x velocity) * (-1))\n change x 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 change y by (1)\n end\n end\n end\n end\n end\n change [y velocity v] by (-1)\n change y by (y velocity)\n if <touching color (#2dc600)?> 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 color (#2dc600)?> 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 set [x velocity v] to [0]\n set [y velocity v] to [0]\n go to x: (-214) y: (-90)\n broadcast (next v)\n end\n if <touching color (#b8b8b8)?> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n set [ghost v] effect to (0)\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n go to x: (-214) y: (-90)\n end\n if <touching color (#969696)?> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n set [ghost v] effect to (0)\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n go to x: (-214) y: (-90)\n end\n if <touching color (#ff0000)?> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n set [ghost v] effect to (0)\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n go to x: (-205) y: (-78)\n end\nend\n\nwhen flag clicked\n\nwhen flag clicked\n\nwhen flag clicked\nforever\n play sound [Marshmello - Alone v] until done\nend\n\nhide\n\n@Sprite2\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (-0) y: (-0)\n\nwhen I receive [next v]\nnext costume\n\n@Sprite3\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [front v] layer\nhide\n\n | Part 2 :\nhttps://scratch.mit.edu/projects/393963394\nPart 3 :\nhttps://scratch.mit.edu/projects/398203635\nSalut ! Bienvenue dans ce platformer !\n Utiliser les fléches directionnelles pour bouger. \n18 level, tous sont possibles !\nPas de pub svp ! \nEnjoy !\nHello ! Welcome to this platformer! \nUse the arrow keys to move.\n 18 level, all are possible! \nNo add plz !\nEnjoy!\n |
Pudding Platformer | @Stage\n\nwhen I receive [次のステージ v]\nnext backdrop\nbroadcast (プレイヤーでプレイ v)\nif <(backdrop [name v]) = [Game Clear !!]> then\n broadcast (ゲームクリア v)\nend\n\nwhen I receive [ゲームクリア v]\nswitch backdrop to (game clear !! v)\n\nwhen I receive [ゲームスタート v]\nswitch backdrop to (stage1 v)\nbroadcast (プレイヤーでプレイ v)\n\nwhen I receive [タイトル画面 v]\nswitch backdrop to (title v)\nforever\n play sound [Vexento - We Are One v] until done\nend\n\nwhen flag clicked\nbroadcast (タイトル画面 v)\n\n@プレイヤー\n\nwhen I receive [プレイヤーでプレイ v]\ngo to x: (-210) y: (50)\nset [重力 v] to [0]\nset [速さ v] to [0]\nforever\n change [重力 v] by (-1)\n change y by (重力)\n if <touching color (#ff0000)?> then\n start sound [cymbal v]\n broadcast (プレイヤーでプレイ v)\n else\n if <touching color (#ff9400)?> then\n change y by ((0) - (重力))\n set [重力 v] to [0]\n if <touching color (#ff9400)?> then\n change y by (1)\n if <touching color (#ff9400)?> then\n change y by (1)\n if <touching color (#ff9400)?> then\n change y by (1)\n if <touching color (#ff9400)?> then\n change y by (1)\n if <touching color (#ff9400)?> then\n if <([abs v] of (速さ) ) = (速さ)> then\n set [速さ v] to [-10]\n else\n set [速さ v] to [10]\n end\n if <touching color (#ff9400)?> then\n change y by (-4)\n end\n end\n end\n end\n end\n end\n change y by (-1)\n if <<key (up arrow v) pressed?> and <touching color (#ff9400)?>> then\n start sound [water drop v]\n set [重力 v] to [14]\n end\n change y by (1)\n end\n set [速さ v] to ((速さ) * (0.895))\n change x by (速さ)\n if <key (right arrow v) pressed?> then\n change [速さ v] by (1)\n end\n if <key (left arrow v) pressed?> then\n change [速さ v] by (-1)\n end\n if <touching color (#ffff00)?> then\n if <not <(backdrop [name v]) = [Game Clear !!]>> then\n start sound [fairydust v]\n broadcast (次のステージ v)\n end\n end\n end\nend\n\nwhen I receive [プレイヤーでプレイ v]\nset [ぷるぷる v] to [0]\nswitch costume to (プリン v)\nshow\ngo to [front v] layer\nforever\n if <(ぷるぷる) = [0]> then\n switch costume to (プリン v)\n end\n if <key (down arrow v) pressed?> then\n switch costume to (しゃがむプリン v)\n if <key (right arrow v) pressed?> then\n point in direction (90)\n switch costume to (しゃがみながら動くプリン v)\n wait until <not <key (right arrow v) pressed?>>\n set [ぷるぷる v] to [1]\n broadcast (ぷるぷる2 v)\n end\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n switch costume to (しゃがみながら動くプリン v)\n wait until <not <key (left arrow v) pressed?>>\n set [ぷるぷる v] to [1]\n broadcast (ぷるぷる2 v)\n end\n else\n if <key (right arrow v) pressed?> then\n point in direction (90)\n switch costume to (動くプリン v)\n wait until <not <key (right arrow v) pressed?>>\n set [ぷるぷる v] to [1]\n broadcast (ぷるぷる v)\n end\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n switch costume to (動くプリン v)\n wait until <not <key (left arrow v) pressed?>>\n set [ぷるぷる v] to [1]\n broadcast (ぷるぷる v)\n end\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [ぷるぷる v]\nrepeat (2)\n switch costume to (プリン v)\n wait (0) seconds\n switch costume to (ぷるんぷるん1 v)\n wait (0) seconds\n switch costume to (プリン v)\n wait (0) seconds\n switch costume to (ぷるんぷるん2 v)\n wait (0) seconds\nend\nset [ぷるぷる v] to [0]\n\nwhen I receive [ぷるぷる2 v]\nrepeat (2)\n switch costume to (しゃがむプリン v)\n wait (0) seconds\n switch costume to (ぷるんぷるん3 v)\n wait (0) seconds\n switch costume to (しゃがむプリン v)\n wait (0) seconds\n switch costume to (ぷるんぷるん4 v)\n wait (0) seconds\nend\nset [ぷるぷる v] to [0]\n\n@ボタン\n\nwhen flag clicked\nhide\n\nwhen I receive [タイトル画面 v]\nswitch costume to (1 v)\ngo to x: (400) y: (-135)\ngo to [front v] layer\nset [ghost v] effect to (20)\nshow\nglide (0.4) secs to x: (100) y: (-135)\nwait (0.05) seconds\nset [1 v] to [12]\nrepeat (24)\n change x by (1)\n change [1 v] by (-1)\nend\nforever\n set [ghost v] effect to (20)\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (0)\n if <mouse down?> then\n start sound [pop v]\n broadcast (ゲームスタート v)\n hide\n stop [this script v]\n end\n end\nend\n\n@動く床\n\nwhen flag clicked\nhide\n\nwhen I receive [プレイヤーでプレイ v]\nif <(backdrop [name v]) = [Stage9]> then\n broadcast (動く床 v)\nend\nhide\n\nwhen I receive [動く床 v]\nset size to (200) %\npoint in direction (90)\ngo to x: (0) y: (0)\nshow\nrepeat until <(backdrop [name v]) = [Stage10]>\n repeat (20)\n turn left (0.6) degrees\n wait (0.01) seconds\n end\n repeat (40)\n turn right (0.6) degrees\n wait (0.01) seconds\n end\n repeat (20)\n turn left (0.6) degrees\n wait (0.01) seconds\n end\nend\n\n@さくらんぼ\n\nwhen flag clicked\nhide\n\nwhen I receive [ゲームクリア v]\nshow\ngo to x: (95) y: (-55)\n\n@Title\n\nwhen flag clicked\nhide\n\nwhen I receive [タイトル画面 v]\nswitch costume to (1 v)\ngo to x: (-400) y: (94)\ngo to [front v] layer\nshow\nglide (0.4) secs to x: (15) y: (94)\nwait (0.05) seconds\nset [1 v] to [-12]\nrepeat (24)\n change x by (1)\n change [1 v] by (1)\nend\n\nwhen I receive [ゲームスタート v]\nhide\n\n@動く床3\n\nwhen flag clicked\nhide\n\nwhen I receive [プレイヤーでプレイ v]\nif <(backdrop [name v]) = [Stage3]> then\n set size to (100) %\n point in direction (90)\n go to x: (100) y: (0)\n show\n repeat until <(backdrop [name v]) = [Stage4]>\n turn right (1) degrees\n wait (0.01) seconds\n end\nelse\n hide\nend\n\n | *:.。..:*: .゚.+ Story +.゚. :*:..。.:*\nIn the laboratory, pudding was born.\n*:.。..:*: .゚.+ おはなし +.゚. :*:..。.:*\n研究室でプリンが生まれました。 |
Journey a Scrolling Platformer | @Stage\n\nwhen flag clicked\nforever\n play sound [Avicii - Levels v] until done\nend\n\n@nothing\n\n@Check points\n\nwhen I receive [green flag clicked v]\nhide\n\ndefine Create Checkpoint (x) (y)\nchange [x v] by ((x) * (460))\nset [y v] to (y)\nswitch costume to (big ring grey v)\ncreate clone of (_myself_ v)\nswitch costume to (small ring grey v)\ncreate clone of (_myself_ v)\n\nwhen I receive [play game v]\nset [x v] to [0]\nset [y v] to [0]\nCreate Checkpoint [7.9] [155]\nCreate Checkpoint [2.85] [-40]\n\nwhen I receive [checkpoint v]\nif <<(costume [number v]) < [3]> and <(distance to [player v]) < [50]>> then\n switch costume to ((costume [number v]) + (2))\n set [last checkpoint x v] to (x)\n set [last checkpoint y v] to (y)\nend\n\nwhen I start as a clone\ngo to x: ((x) - (Scrollx)) y: ((y) - (Scrolly))\nshow\n\nwhen I receive [tick v]\nset size to (200) %\ngo to x: ((x) - (Scrollx)) y: ((y) - (Scrolly))\nSet size\n\ndefine Set size\nif <(costume [number v]) = [1]> then\n set size to ((50) + (([sin v] of ((sine timer) * (95)) ) * (10))) %\nelse\n if <(costume [number v]) = [2]> then\n set size to ((50) + (([cos v] of ((sine timer) * (95)) ) * (10))) %\n else\n if <(costume [number v]) = [3]> then\n set size to ((50) + (([sin v] of ((sine timer) * (95)) ) * (20))) %\n else\n if <(costume [number v]) = [4]> then\n set size to ((50) + (([cos v] of ((sine timer) * (95)) ) * (20))) %\n end\n end\n end\nend\n\nwhen I receive [end v]\ndelete this clone\n\n@Game\n\nwhen flag clicked\nbroadcast (Green Flag Clicked v) and wait\nbroadcast (Play Game v)\nset [timer v] to [0]\nforever\n wait (0.05) seconds\n change [timer v] by (0.1)\nend\n\nwhen I receive [end v]\nstop [other scripts in sprite v]\n\n@Player\n\ndefine Set Costume\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n switch costume to (right up v)\nelse\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n switch costume to (left up v)\n else\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> and <(ym) < [0]>> then\n switch costume to (left down v)\n else\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> and <(ym) < [0]>> then\n switch costume to (right down 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 if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n switch costume to (up v)\n else\n if <(ym) < [0]> then\n switch costume to (down v)\n else\n switch costume to (idle v)\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [play game v]\nbroadcast (Next Level v) and wait\nbroadcast (Re-write FPS v)\nset [counter v] to [0]\nshow\ngo to [front v] layer\nforever\n change [counter v] by (1)\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n X Movement: change x: [1]\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n X Movement: change x: [-1]\n end\n set [xm v] to ((xm) * (0.9))\n change x by (xm)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (-4)\n change x by ((0) - (xm))\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n Y Movement: set y: [14]\n if <(xm) > [0]> then\n X movement: set x: [-10]\n else\n X movement: set x: [10]\n end\n else\n set [xm v] to [0]\n end\n end\n end\n end\n end\n end\n Y movement: change y: [-1]\n change y by (ym)\n if <touching (ground v)?> then\n change y by ((0) - (ym))\n set [ym 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)?>>> then\n Y Movement: set y: [12]\n end\n change y by (1)\n if <<touching (spikes v)?> or <touching (traps/moving traps v)?>> then\n broadcast (Dead v) and wait\n Setup\n end\n if <(y position) < [-175]> then\n broadcast (Dead v) and wait\n Setup\n end\n change [x v] by (xm)\n change [y v] by (ym)\n set [scrollx v] to (x)\n if <(x) < [0]> then\n set [scrollx v] to [0]\n else\n if <(x) > [5450]> then\n set [scrollx v] to [5450]\n else\n set x to (0)\n end\n end\n set y to (y)\n if <touching (check points v)?> then\n broadcast (CheckPoint v)\n end\n if <(timer) > [1]> then\n reset timer\n set [fps v] to (counter)\n set [counter v] to [0]\n broadcast (Re-write FPS v)\n end\n if <(x position) > [240]> then\n broadcast (END v)\n end\n Set Costume\n broadcast (Tick v)\nend\n\nwhen I receive [green flag clicked v]\nset [last checkpoint x v] to [0]\nset [last checkpoint y v] to [0]\nset [level v] to [1]\nhide\nSetup\n\ndefine Setup\nset [xm v] to [0]\nset [ym v] to [0]\nset [x v] to (Last Checkpoint X)\nset [y v] to (Last Checkpoint Y)\nset [scrollx v] to [0]\nset [scrolly v] to [0]\nset [trap speed v] to [3]\ngo to x: (0) y: (0)\n\ndefine X Movement: change x: (x)\nif <touching (water v)?> then\n change [xm v] by ((x) / (3))\nelse\n change [xm v] by (x)\nend\n\ndefine X movement: set x: (x)\nif <touching (water v)?> then\n set [xm v] to ((x) / (3))\nelse\n set [xm v] to (x)\nend\n\ndefine Y movement: change y: (y)\nif <touching (water v)?> then\n change [ym v] by ((y) / (3))\nelse\n change [ym v] by (y)\nend\n\ndefine Y Movement: set y: (y)\nif <touching (water v)?> then\n set [ym v] to ((y) / (3))\nelse\n set [ym v] to (y)\nend\n\ndefine Get out of Ground\nrepeat until <not <touching (ground v)?>>\n if <(ym) > [0]> then\n change y by (-1)\n else\n change y by (1)\n end\nend\nset [ym v] to [0]\n\nwhen I receive [play game v]\nset [sine timer v] to [0]\nforever\n change [sine timer v] by (0.03)\nend\n\nhide\nchange [level v] by (1)\nSetup\nbroadcast (Next Level v) and wait\nshow\n\nwhen I receive [end v]\nhide\nstop [this script v]\n\nwhen I start as a clone\nswitch costume to (clone v)\nrepeat (25)\n go to x: ((x) - (Scrollx)) y: ((y) - (Scrolly))\n change [ghost v] effect by (4)\n change size by (-4)\nend\ndelete this clone\n\nwhen I receive [play game v]\nforever\n create clone of (_myself_ v)\n wait (0.05) seconds\nend\n\n@Ground\n\nwhen I receive [tick v]\nset size to (200) %\ngo to x: ((x) - (Scrollx)) y: ((y) - (Scrolly))\nset size to (100) %\n\ndefine Create Ground (x)\nchange [x v] by ((x) * (460))\nset [y v] to [0]\ncreate clone of (_myself_ v)\nnext costume\n\nwhen I receive [next level v]\nif <(Level) = [1]> then\n Create Ground [0]\n repeat (3)\n Create Ground [1]\n end\n Create Ground [0.7]\n repeat (5)\n Create Ground [1]\n end\n Create Ground [1.07]\n repeat (3)\n Create Ground [1]\n end\nend\n\nwhen I receive [green flag clicked v]\nhide\nswitch costume to (level 1 1 v)\nset [x v] to [0]\nset [y v] to [0]\n\nwhen I start as a clone\ngo to x: ((x) - (Scrollx)) y: ((y) - (Scrolly))\nshow\n\nwhen I receive [end v]\ndelete this clone\n\n@Detail\n\nwhen I receive [green flag clicked v]\nhide\ngo to [back v] layer\nswitch costume to (level 1 1 v)\nset [x v] to [0]\nset [y v] to [0]\n\nwhen I receive [tick v]\nset size to (200) %\ngo to x: ((x) - (Scrollx)) y: ((y) - (Scrolly))\nset size to (100) %\n\ndefine Create Ground (x)\nchange [x v] by ((x) * (460))\nset [y v] to [0]\ncreate clone of (_myself_ v)\nnext costume\n\nwhen I receive [next level v]\nif <(Level) = [1]> then\n Create Ground [0]\n repeat (3)\n Create Ground [1]\n end\n Create Ground [0.7]\n repeat (5)\n Create Ground [1]\n end\n Create Ground [1.07]\n repeat (2)\n Create Ground [1]\n end\nend\n\nwhen I start as a clone\ngo to x: ((x) - (Scrollx)) y: ((y) - (Scrolly))\nshow\n\nwhen I receive [end v]\ndelete this clone\n\n@Traps/Moving Traps\n\nwhen I receive [tick v]\nif <(id) = [clone]> then\n set size to (200) %\n go to x: ((x) - (Scrollx)) y: ((y) - (Scrolly))\n turn right ((Trap Speed) * (2)) degrees\n set size to (100) %\n change [x v] by ((((endX) - (starX)) / ([abs v] of ((endX) - (starX)) )) * (Trap Speed))\n change [y v] by ((((endY) - (startY)) / ([abs v] of ((endY) - (startY)) )) * (Trap Speed))\n if <<(x) = (endX)> or <<<(x) > (endX)> and <(left/right) = [1]>> or <<(x) < (endX)> and <(left/right) = [-1]>>>> then\n set [x v] to (endX)\n set [endx v] to (starX)\n set [starx v] to (x)\n if <(left/right) = [1]> then\n set [left/right v] to [-1]\n else\n set [left/right v] to [1]\n end\n end\n if <<(y) = (endY)> or <<<(y) > (endY)> and <(up/down) = [1]>> or <<(y) < (endY)> and <(up/down) = [-1]>>>> then\n set [y v] to (endY)\n set [endy v] to (startY)\n set [starty v] to (y)\n if <(up/down) = [1]> then\n set [up/down v] to [-1]\n else\n set [up/down v] to [1]\n end\n end\nend\n\ndefine Create Trap (x) (y) movement (xmove) (ymove)\nchange [x v] by ((x) * (460))\nset [y v] to (y)\nset [starx v] to (x)\nset [starty v] to (y)\nset [endx v] to ((x) + (xmove))\nset [endy v] to ((y) + (ymove))\nset [left/right v] to [0]\nset [up/down v] to [0]\nif <not <(xmove) = [0]>> then\n set [left/right v] to [1]\nend\nif <not <(ymove) = [0]>> then\n set [up/down v] to [1]\nend\nset [id v] to [clone]\ncreate clone of (_myself_ v)\nset [id v] to [sprite]\n\nwhen I receive [next level v]\nif <(Level) = [1]> then\n Create Trap [4.6] [-90] movement [0] [0]\n Create Trap [0.4] [-90] movement [0] [0]\n Create Trap [0.4] [-50] movement [0] [150]\n Create Trap [0.2] [-90] movement [200] [0]\n Create Trap [1.2] [80] movement [0] [0]\n Create Trap [0.3] [-80] movement [0] [0]\n Create Trap [0.3] [80] movement [0] [0]\n Create Trap [0.3] [-80] movement [0] [0]\n Create Trap [3.3] [-80] movement [0] [0]\nend\n\nwhen I receive [green flag clicked v]\nhide\nswitch costume to (trap v)\nset [x v] to [0]\nset [y v] to [0]\n\nwhen I start as a clone\ngo to x: ((x) - (Scrollx)) y: ((y) - (Scrolly))\nshow\n\nwhen [m v] key pressed\nset [mouse v] to (join ((((Scrollx) + (mouse x)) - (x)) / (460)) (join [, ] ((Scrolly) + (mouse y))))\n\nwhen I receive [end v]\ndelete this clone\n\n@Spikes\n\nwhen I receive [tick v]\nset size to (200) %\ngo to x: ((x) - (Scrollx)) y: ((y) - (Scrolly))\nset size to (100) %\n\ndefine Create Spikes (x)\nchange [x v] by ((x) * (460))\nset [y v] to [0]\ncreate clone of (_myself_ v)\nnext costume\n\nwhen I receive [next level v]\nif <(Level) = [1]> then\n Create Spikes [0]\n repeat (3)\n Create Spikes [1]\n end\n Create Spikes [0.7]\n repeat (5)\n Create Spikes [1]\n end\n Create Spikes [1.07]\n repeat (2)\n Create Spikes [1]\n end\nend\n\nwhen I receive [green flag clicked v]\nhide\nswitch costume to (level 1 1 v)\nset [x v] to [0]\nset [y v] to [0]\n\nwhen I start as a clone\ngo to x: ((x) - (Scrollx)) y: ((y) - (Scrolly))\nshow\n\nwhen I receive [end v]\ndelete this clone\n\n@Water\n\nwhen I receive [tick v]\nset size to (200) %\ngo to x: ((x) - (Scrollx)) y: (((y) + (([sin v] of (((sine timer) + (sine)) * (50)) ) * (25))) - (Scrolly))\ngo to [back v] layer\nset size to (100) %\n\ndefine Create Water (x)\nset [sine v] to [1]\nchange [x v] by ((x) * (460))\nset [y v] to [0]\ncreate clone of (_myself_ v)\nrepeat (2)\n change [sine v] by (0.5)\n go [forward v] (1) layers\n create clone of (_myself_ v)\nend\nnext costume\n\nwhen I receive [next level v]\nif <(Level) = [1]> then\n Create Water [6.7]\n Create Water [0.7]\nend\n\nwhen I receive [green flag clicked v]\nhide\nswitch costume to (level 1 1 v)\nset [x v] to [0]\nset [y v] to [0]\n\nwhen I start as a clone\ngo to x: ((x) - (Scrollx)) y: ((y) - (Scrolly))\nset [brightness v] effect to ((sine) * (10))\nshow\n\nwhen I receive [end v]\ndelete this clone\n\n@Effects\n\nwhen I receive [green flag clicked v]\nset [ghost v] effect to (100)\nset [brightness v] effect to (100)\ngo to x: (0) y: (0)\nshow\n\nwhen I receive [dead v]\ngo to [front v] layer\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nbroadcast (_Dead2 v)\n\nwhen I receive [_dead2 v]\nwait (0.5) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen I receive [play game v]\nset [ghost v] effect to (0)\nrepeat (50)\n change [ghost v] effect by (2)\n go to [front v] layer\nend\n\nwhen I receive [end v]\nhide\n\n@FPS\n\nwhen I receive [green flag clicked v]\nset [end v] to [false]\nerase all\nhide\nset [font width v] to [22]\nset [font height v] to [40]\nset [text.spacing v] to [20]\nset [text.left v] to [-240]\nset [text.right v] to [240]\nset [text.scale v] to [75]\nmeasure char widths\n\nwhen I receive [re-write fps v]\nRe-write FPS\n\nwhen I receive [delete previous fps v]\ndelete this clone\n\nwhen I start as a clone\nshow\n\ndefine Re-write FPS\nif <(end) = [false]> then\n broadcast (Delete Previous FPS v)\n Write text: (join [FPS: ] (FPS)) at: [-220] [160] with color of [Black]\nelse\n broadcast (Delete Previous FPS v)\nend\n\nwhen I receive [end v]\nset [end v] to [true]\nstop [other scripts in sprite v]\ndelete this clone\n\ndefine measure char widths\nset size to (Text.Scale) %\ndelete all of [char widths v]\nswitch costume to (char a v)\nshow\nset y to (0)\nforever\n set x to (240)\n repeat until <not <touching (_edge_ v)?>>\n change x by (-1)\n end\n add (((240) - (x position)) + (20)) to [char widths v]\n next costume\n if <(costume [name v]) = [end marker dot]> then\n hide\n stop [this script v]\n end\nend\n\ndefine Write text: (text) at: (x) (y) with color of (color)\nrepeat (2)\n go to x: (x) y: (y)\n set [i v] to [1]\n clear graphic effects\n if < (color) contains [Orange]?> then\n set [color v] effect to (15)\n else\n if < (color) contains [Lime Green]?> then\n set [color v] effect to (40)\n else\n if < (color) contains [Green]?> then\n set [color v] effect to (65)\n else\n if < (color) contains [Turquoise]?> then\n set [color v] effect to (80)\n else\n if < (color) contains [Blue]?> then\n set [color v] effect to (120)\n else\n if < (color) contains [Yellow]?> then\n set [color v] effect to (28)\n else\n if < (color) contains [Purple]?> then\n set [color v] effect to (150)\n else\n if < (color) contains [Pink]?> then\n set [color v] effect to (170)\n else\n if < (color) contains [Black]?> then\n set [brightness v] effect to (-100)\n else\n if < (color) contains [White]?> then\n set [brightness v] effect to (100)\n else\n if < (color) contains [Brown]?> then\n set [color v] effect to (20)\n set [brightness v] effect to (-25)\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n if < (color) contains [Dark]?> then\n change [brightness v] effect by (-50)\n end\n if < (color) contains [Light]?> then\n change [brightness v] effect by (50)\n end\n repeat (length of (text))\n set [letter v] to (letter (i) of (text))\n if <(letter) = [ ]> then\n change x by ((Text.Spacing) * (scale))\n change [i v] by (1)\n else\n set [x v] to (x position)\n set [j v] to (i)\n repeat until <<(letter (j) of (text)) = [ ]> or <(j) > (length of (text))>>\n switch costume to (join [char ] (letter (j) of (text)))\n change [x v] by ((item (costume [number v]) of [char widths v]) * (scale))\n change [j v] by (1)\n end\n if <(x) > [230]> then\n set x to (x)\n change y by ((0) - ((font height) * (scale)))\n end\n repeat until <(i) = (j)>\n set [letter v] to (letter (i) of (text))\n switch costume to (join [char ] (letter (i) of (text)))\n set size to (Text.Scale) %\n create clone of (_myself_ v)\n change x by ((item (costume [number v]) of [char widths v]) * (scale))\n change [i v] by (1)\n end\n end\n end\nend\n\n@World Record Button\n\ndefine Fancy to size (size)\nchange size by (((size) - (size)) / (10))\n\nwhen I receive [green flag clicked v]\nhide\ngo to x: (210) y: (150)\n\nwhen I receive [play game v]\n\nshow\nforever\n if <touching (mouse-pointer v)?> then\n Fancy to size [125]\n else\n Fancy to size [100]\n end\nend\n\nwhen this sprite clicked\nbroadcast (END v)\nhide\n\n@High Scores\n\nwhen I receive [green flag clicked v]\n\nwhen I receive [end v]\ndecode highscores\nset [i v] to [1]\nrepeat (high score length)\n if <(Timer) < (item (i) of [high scores v])> then\n insert (Timer) at (i) of [high scores v] \n insert (username) at (i) of [high score names v] \n set [i v] to [1]\n repeat (high score length)\n if <(item (i) of [high score names v]) = (username)> then\n delete (i) of [high score names v]\n delete (i) of [high scores v]\n encode highscores\n stop [this script v]\n end\n change [i v] by (1)\n end\n delete ((high score length) + (1)) of [high scores v]\n delete ((high score length) + (1)) of [high score names v]\n encode highscores\n stop [this script v]\n end\n change [i v] by (1)\nend\n\ndefine get username\nset [username v] to []\nset [i v] to [1]\nrepeat (10)\n set [username v] to (join (username) (letter (i) of (username)))\n change [i v] by (1)\n if <(i) > (length of (username))> then\n stop [this script v]\n end\nend\n\nget username\ndelete all of [all characters v]\nset [all characters v] to [ABCDEFGHIJKLMNOPQRSTUVWXYZ1234567890-_\[\]]\nset [i v] to [1]\nrepeat (length of (all characters))\n add (letter (i) of (all characters)) to [all characters v]\n change [i v] by (1)\nend\nset [high score length v] to [8]\ndelete all of [high scores v]\ndelete all of [high score names v]\nrepeat (high score length)\n add [999999] to [high scores v]\n add [\[BLANK\]] to [high score names v]\nend\ndecode highscores\n\ndefine encode highscores\nif <(connected?) = [true]> then\n set [cloud data v] to []\n set [counter v] to [1]\n repeat (high score length)\n encode name (item (counter) of [high score names v])\n encode score (item (counter) of [high scores v])\n change [counter v] by (1)\n end\n set [☁ highscores v] to (cloud data)\nend\n\ndefine encode name (name)\nset [i v] to [1]\nrepeat (length of (name))\n set [character number v] to (item # of (letter (i) of (name)) in [all characters v])\n if <(character number) < [10]> then\n set [character number v] to (join [0] (character number))\n end\n set [cloud data v] to (join (cloud data) (character number))\n change [i v] by (1)\nend\nrepeat ((10) - (length of (name)))\n set [cloud data v] to (join (cloud data) [00])\nend\n\ndefine encode score (score)\nset [time v] to (score)\nrepeat until <(length of (time)) = [5]>\n set [time v] to (join [0] (time))\nend\nset [cloud data v] to (join (cloud data) (time))\n\ndefine decode highscores\nif <(cloud data) = [0]> then\n set [connected? v] to [false]\nelse\n set [i v] to [1]\n set [connected? v] to [true]\n set [cloud data v] to (☁ Highscores)\n set [counter v] to [1]\n repeat (high score length)\n decode name\n decode score\n replace item (counter) of [high score names v] with (decoded name)\n replace item (counter) of [high scores v] with (decoded score)\n change [counter v] by (1)\n end\nend\n\ndefine decode name\nset [decoded name v] to []\nrepeat (10)\n set [character number v] to (join (letter (i) of (cloud data)) (letter ((i) + (1)) of (cloud data)))\n if <(character number) > [0]> then\n set [character v] to (item (character number) of [all characters v])\n set [decoded name v] to (join (decoded name) (character))\n end\n change [i v] by (2)\nend\n\ndefine decode score\nset [decoded score v] to []\nrepeat (5)\n set [decoded score v] to (join (decoded score) (letter (i) of (cloud data)))\n change [i v] by (1)\nend\n\ndelete all of [high scores v]\ndelete all of [high score names v]\nrepeat (high score length)\n add [99999] to [high scores v]\n add [\[BLANK\]] to [high score names v]\nend\nset [connected? v] to [true]\nencode highscores\n\n@High Score Display\n\nwhen I receive [end v]\n\nerase all\nhide\nset [font width v] to [22]\nset [font height v] to [40]\nset [text.spacing v] to [20]\nset [text.left v] to [-240]\nset [text.right v] to [240]\nset [text.scale v] to [75]\nmeasure char widths\nWrite text: [High Scores:] at: [-50] [160] with color of [Black]\nCreate HighScores\n\ndefine Create HighScores\nset [index v] to [1]\nset [text.scale v] to [65]\nrepeat ([high score length v] of [high scores v])\n Write text: (join (index) (join [. ] (join (item (index) of [high score names v]) (join [ ] (item (index) of [high scores v]))))) at: [-170] ((155) - ((index) * ((font height) - (8)))) with color of [Black]\n change [index v] by (1)\nend\n\ndefine measure char widths\nset size to (Text.Scale) %\ndelete all of [char widths v]\nswitch costume to (char a v)\nshow\nset y to (0)\nforever\n set x to (240)\n repeat until <not <touching (_edge_ v)?>>\n change x by (-1)\n end\n add (((240) - (x position)) + (12)) to [char widths v]\n next costume\n if <(costume [name v]) = [end marker dot]> then\n hide\n stop [this script v]\n end\nend\n\ndefine Write text: (text) at: (x) (y) with color of (color)\nrepeat (2)\n go to x: (x) y: (y)\n set [i v] to [1]\n clear graphic effects\n if < (color) contains [Orange]?> then\n set [color v] effect to (15)\n else\n if < (color) contains [Lime Green]?> then\n set [color v] effect to (40)\n else\n if < (color) contains [Green]?> then\n set [color v] effect to (65)\n else\n if < (color) contains [Turquoise]?> then\n set [color v] effect to (80)\n else\n if < (color) contains [Blue]?> then\n set [color v] effect to (120)\n else\n if < (color) contains [Yellow]?> then\n set [color v] effect to (28)\n else\n if < (color) contains [Purple]?> then\n set [color v] effect to (150)\n else\n if < (color) contains [Pink]?> then\n set [color v] effect to (170)\n else\n if < (color) contains [Black]?> then\n set [brightness v] effect to (-100)\n else\n if < (color) contains [White]?> then\n set [brightness v] effect to (100)\n else\n if < (color) contains [Grey]?> then\n set [brightness v] effect to (-30)\n else\n if < (color) contains [Brown]?> then\n set [color v] effect to (20)\n set [brightness v] effect to (-25)\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n if < (color) contains [Dark]?> then\n change [brightness v] effect by (-50)\n end\n if < (color) contains [Light]?> then\n change [brightness v] effect by (50)\n end\n repeat (length of (text))\n set [letter v] to (letter (i) of (text))\n if <(letter) = [ ]> then\n change x by ((Text.Spacing) * (scale))\n change [i v] by (1)\n else\n set [x v] to (x position)\n set [j v] to (i)\n repeat until <<(letter (j) of (text)) = [ ]> or <(j) > (length of (text))>>\n switch costume to (join [char ] (letter (j) of (text)))\n change [x v] by ((item (costume [number v]) of [char widths v]) * (scale))\n change [j v] by (1)\n end\n if <(x) > [230]> then\n set x to (x)\n change y by ((0) - ((font height) * (scale)))\n end\n repeat until <(i) = (j)>\n set [letter v] to (letter (i) of (text))\n switch costume to (join [char ] (letter (i) of (text)))\n set size to (Text.Scale) %\n stamp\n change x by ((item (costume [number v]) of [char widths v]) * (scale))\n change [i v] by (1)\n end\n end\n end\nend\n\n@END\n\nwhen flag clicked\nhide\n\nwhen I receive [end v]\nshow\nstop [all v]\n\n@Thumb\n\nwhen flag clicked\nset [ghost v] effect to (100)\ngo to [front v] layer\n\n | Woah... 1000+ views in a week!\n\nScrolling Platformer with my own Engine :D\n\nInstructions\n-Use the arrow keys to move\n-Avoid spikes and saws\n-Checkpoints are the weird circle things\n\n@krishtheking123 ❤️⭐\n@Benelem12 ❤️⭐\n@i_am_very_silly ❤️\n@Lazy_otter2_0 ❤️ |
❤ Platformer Extras Tutorial ❤ | @Stage\n\nwhen flag clicked\nswitch costume to (1 v)\nforever\n if <mouse down?> then\n wait until <not <mouse down?>>\n if <(mouse x) > [0]> then\n Transition From Page to Page Forward\n wait (0.01) seconds\n else\n Transition From Page to Page Backward\n wait (0.01) seconds\n end\n end\nend\n\nwhen flag clicked\nset [ghost v] effect to (100)\nswitch backdrop to (blank v)\n\nwhen I receive [start the tutorial v]\nswitch backdrop to (1 v)\nwait (0.2) seconds\nrepeat (20)\n change [ghost v] effect by (-5)\nend\n\nwhen I receive [next tutorial stuff v]\nset [brightness v] effect to (0)\nrepeat (10)\n change [brightness v] effect by (10)\nend\nnext backdrop\nwait (0.01) seconds\nset [brightness v] effect to (100)\nrepeat (10)\n change [brightness v] effect by (-10)\nend\n\nwhen I receive [start the tutorial v]\nforever\n if <key (right arrow v) pressed?> then\n Transition From Page to Page Forward\n wait (0.01) seconds\n end\nend\n\nwhen flag clicked\nset volume to (100) %\nforever\n play sound [Carefree - Kevin MacLeod v] until done\nend\n\nwhen I receive [start the tutorial v]\nforever\n if <key (left arrow v) pressed?> then\n Transition From Page to Page Backward\n wait (0.01) seconds\n end\nend\n\ndefine Transition From Page to Page Forward\nif <(backdrop [number v]) = [23]> then\n\ndefine Transition From Page to Page Backward\nif <(backdrop [number v]) = [2]> then\n\nwhen I receive [music off v]\nset volume to (0) %\n\nwhen I receive [music on v]\nset volume to (100) %\n\n@Gradient Thumbnail\n\nwhen flag clicked\nset [ghost v] effect to (0)\nshow\ngo to [front v] layer\nwait (1.5) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\nbroadcast (Start The Tutorial v)\n\nshow\ngo to [front v] layer\n\n@Awesome Particles\n\nwhen I start as a clone\nset [ghost v] effect to (65)\ngo to [back v] layer\nshow\nif <(size) > [99]> then\n glide (6) secs to x: (x position) y: (200)\n delete this clone\nend\nif <(size) > [80]> then\n glide (5) secs to x: (x position) y: (200)\n delete this clone\nend\nif <(size) > [65]> then\n glide (4) secs to x: (x position) y: (200)\n delete this clone\nend\nif <(size) > [50]> then\n glide (3) secs to x: (x position) y: (200)\n delete this clone\nend\nif <(size) > [40]> then\n glide (2.5) secs to x: (x position) y: (200)\n delete this clone\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start the tutorial v]\nforever\n set [brightness v] effect to (pick random (-10) to (10))\n set size to (pick random (41) to (90)) %\n go to x: (pick random (-200) to (200)) y: (-180)\n create clone of (_myself_ v)\n wait (pick random (0.2) to (0.6)) seconds\nend\n\nwhen I receive [stop all v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@Music On/Off Button\n\nwhen flag clicked\nswitch costume to (music yes v)\nset [music on? v] to [Yes]\nhide\n\nwhen this sprite clicked\nif <(Music On?) = [Yes]> then\n switch costume to (music no v)\n set [music on? v] to [No]\n broadcast (Music Off v)\nelse\n switch costume to (music yes v)\n set [music on? v] to [Yes]\n broadcast (Music On v)\nend\n\nwhen I receive [start the tutorial v]\nshow\n\nwhen [m v] key pressed\nif <(Music On?) = [Yes]> then\n switch costume to (music no v)\n set [music on? v] to [No]\n broadcast (Music Off v)\nelse\n switch costume to (music yes v)\n set [music on? v] to [Yes]\n broadcast (Music On v)\nend\n\n@Arrows (Backpack This)\n\nwhen flag clicked\nhide\n\nswitch costume to (right arrow v)\ncreate clone of (_myself_ v)\nswitch costume to (left arrow v)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nforever\n go to x: (62) y: (0)\n if <(costume [number v]) = [1]> then\n show\n if <touching (mouse-pointer v)?> then\n set size to (110) %\n else\n if <not <touching (mouse-pointer v)?>> then\n set size to (100) %\n end\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n wait until <not <mouse down?>>\n broadcast (Next Player Costume v)\n end\n if <(Start the Platformer?) = [Yes]> then\n delete this clone\n end\n else\n go to x: (-62) y: (0)\n if <(costume [number v]) = [2]> then\n show\n if <touching (mouse-pointer v)?> then\n set size to (110) %\n else\n if <not <touching (mouse-pointer v)?>> then\n set size to (100) %\n end\n end\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n wait until <not <mouse down?>>\n broadcast (Previous Player Costume v)\n end\n if <(Start the Platformer?) = [Yes]> then\n delete this clone\n end\n end\nend\n\n@Player Costume Display (Backpack This)\n\nwhen flag clicked\nset [start the platformer? v] to [No]\nset [colour chosen v] to []\nset size to (40) %\ngo to x: (0) y: (0)\nswitch costume to (1 v)\nhide\n\nwhen I receive [next player costume v]\nnext costume\n\nwhen I receive [previous player costume v]\nswitch costume to ((costume [number v]) - (1))\n\nwhen this sprite clicked\nif <(costume [number v]) = [1]> then\n set [colour chosen v] to [1]\nelse\n if <(costume [number v]) = [2]> then\n set [colour chosen v] to [2]\n else\n if <(costume [number v]) = [3]> then\n set [colour chosen v] to [3]\n else\n if <(costume [number v]) = [4]> then\n set [colour chosen v] to [4]\n else\n if <(costume [number v]) = [5]> then\n set [colour chosen v] to [5]\n end\n end\n end\n end\nend\nhide\nset [start the platformer? v] to [Yes]\nbroadcast (Start the Platformer v)\n\nwhen I receive [start the platformer v]\nif <(Colour Chosen) = [1]> then\n switch costume to (1 v)\nelse\n if <(Colour Chosen) = [2]> then\n switch costume to (2 v)\n else\n if <(Colour Chosen) = [3]> then\n switch costume to (3 v)\n else\n if <(Colour Chosen) = [4]> then\n switch costume to (4 v)\n else\n if <(Colour Chosen) = [5]> then\n switch costume to (5 v)\n end\n end\n end\n end\nend\n\n@Light (Backpack This)\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n forever\n switch costume to (light v)\n go to [back v] layer\n change [ghost v] effect by (-10)\n go to (player v)\n end\nend\n\n@Particles 1 (Backpack This)\n\nwhen I start as a clone\nset [ghost v] effect to (65)\ngo to [back v] layer\nshow\nif <(size) > [99]> then\n glide (4) secs to x: (x position) y: (200)\n delete this clone\nend\nif <(size) > [80]> then\n glide (3) secs to x: (x position) y: (200)\n delete this clone\nend\nif <(size) > [65]> then\n glide (2) secs to x: (x position) y: (200)\n delete this clone\nend\nif <(size) > [50]> then\n glide (1.5) secs to x: (x position) y: (200)\n delete this clone\nend\nif <(size) > [40]> then\n glide (1) secs to x: (x position) y: (200)\n delete this clone\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start the platformer v]\n\nforever\n set [brightness v] effect to (pick random (-10) to (10))\n set size to (pick random (41) to (90)) %\n go to x: (pick random (-200) to (200)) y: (-180)\n create clone of (_myself_ v)\n wait (0.01) seconds\nend\n\nwhen I start as a clone\n\nforever\n set [brightness v] effect to (pick random (-10) to (10))\n set size to (pick random (41) to (90)) %\n go to x: (pick random (-200) to (200)) y: (180)\n create clone of (_myself_ v)\n wait (0.01) seconds\nend\n\nwhen I receive [start the platformer v]\n\nset [ghost v] effect to (65)\ngo to [back v] layer\nshow\nif <(size) > [99]> then\n glide (4) secs to x: (x position) y: (-200)\n delete this clone\nend\nif <(size) > [80]> then\n glide (3) secs to x: (x position) y: (-200)\n delete this clone\nend\nif <(size) > [65]> then\n glide (2) secs to x: (x position) y: (-200)\n delete this clone\nend\nif <(size) > [50]> then\n glide (1.5) secs to x: (x position) y: (-200)\n delete this clone\nend\nif <(size) > [40]> then\n glide (1) secs to x: (x position) y: (-200)\n delete this clone\nend\n\n@Particles 2 (Backpack This)\n\nwhen I start as a clone\nshow\ngo to [back v] layer\npoint in direction (pick random (-70) to (-100))\ngo to x: (300) y: (pick random (-180) to (180))\nset size to (pick random (5) to (10)) %\nset [ghost v] effect to (pick random (50) to (70))\ngo to [back v] layer\nrepeat until <(x position) < [-220]>\n move (10) steps\nend\ndelete this clone\n\nwhen I receive [start the platformer v]\n\nswitch costume to (costume2 v)\nforever\n hide\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\n\nshow\ngo to [back v] layer\npoint in direction (pick random (70) to (100))\ngo to x: (-300) y: (pick random (-180) to (180))\nset size to (pick random (5) to (10)) %\nset [ghost v] effect to (pick random (50) to (70))\ngo to [back v] layer\nrepeat until <(x position) > [220]>\n move (10) steps\nend\ndelete this clone\n\n@Transition by @noodlebot743 (Backpack This)\n\nwhen I receive [transition v]\nswitch costume to (dark gray v)\ncreate clone of (_myself_ v)\nswitch costume to (gray v)\ncreate clone of (_myself_ v)\nstart sound [Level Completed v]\nhide\n\nwhen I start as a clone\nset [color v] effect to ((1) / (0))\nif <(costume [number v]) = [1]> then\n clear graphic effects\n set [trans. v] to [1]\n go to [front v] layer\n point in direction (90)\n show\n set x to (0)\n set y to (400)\n go to [front v] layer\n repeat (30)\n change y by (((0) - (y position)) / (4))\n end\n erase all\n go to [front v] layer\n repeat (30)\n turn right (((180) - (direction)) / (4)) degrees\n end\n repeat (20)\n change x by (((400) - (x position)) * (0.1))\n change [ghost v] effect by (8)\n if <(x position) > [225]> then\n show\n end\n end\n set [trans. v] to [0]\n delete this clone\nend\nif <(costume [number v]) = [2]> then\n clear graphic effects\n go to [front v] layer\n point in direction (90)\n show\n set x to (0)\n set y to (-400)\n go to [front v] layer\n repeat (30)\n change y by (((0) - (y position)) / (4))\n end\n go to [front v] layer\n repeat (30)\n turn right (((180) - (direction)) / (4)) degrees\n end\n repeat (20)\n change x by (((-400) - (x position)) * (0.1))\n change [ghost v] effect by (8)\n if <(x position) < [-225]> then\n show\n end\n end\n delete this clone\nend\n\nwhen flag clicked\nset [trans. v] to [0]\n\n@Transition by @cheekyscuola (Backpack This)\n\nwhen flag clicked\nhide\n\nwhen I receive [@cheekyscuola's transition v]\nshow\nglide (1) secs to x: (0) y: (0)\nwait (0.2) seconds\nglide (1) secs to x: (0) y: (345)\nhide\n\nwhen flag clicked\n\nclear graphic effects\nset [color v] effect to (0)\nforever\n change [color v] effect by (2)\nend\n\n@@cheekyscuola's 2nd Transition (Backpack This)\n\nwhen I receive [@cheekyscuola's 2nd transition v]\nswitch costume to (pink \(change colour\) v)\ncreate clone of (_myself_ v)\nswitch costume to (yellow \(change colour\) v)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(costume [number v]) = [1]> then\n go to x: (-250) y: (0)\n show\n glide (1) secs to x: (0) y: (0)\n wait (1) seconds\n show\n glide (1) secs to x: (-250) y: (0)\n hide\n delete this clone\nelse\n go to x: (250) y: (0)\n show\n glide (1) secs to x: (0) y: (0)\n wait (1) seconds\n show\n glide (1) secs to x: (250) y: (0)\n hide\n delete this clone\nend\n\nwhen flag clicked\nhide\n\n@Transition Button\n\nwhen flag clicked\nset size to (80) %\nhide\nforever\n if <(show transition button) = [Yes]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(backdrop [number v]) = [15]> then\n set [show transition button v] to [Yes]\n else\n set [show transition button v] to []\n end\nend\n\nwhen this sprite clicked\nbroadcast (Transition v)\n\n@Transition Button2\n\nwhen flag clicked\nset size to (80) %\nhide\nforever\n if <(show transition button2) = [Yes]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(backdrop [number v]) = [16]> then\n set [show transition button2 v] to [Yes]\n else\n set [show transition button2 v] to []\n end\nend\n\nwhen this sprite clicked\nbroadcast (@cheekyscuola's Transition v)\n\n@Transition Button3\n\nwhen flag clicked\nset size to (80) %\nhide\nforever\n if <(show transition button3) = [Yes]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(backdrop [number v]) = [18]> then\n set [show transition button3 v] to [Yes]\n else\n set [show transition button3 v] to []\n end\nend\n\nwhen this sprite clicked\nbroadcast (@cheekyscuola's 2nd Transition v)\n\n@Player Control Code (You will need this)\n\nwhen flag clicked\nhide\n\nif <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>> then\n Move Right - Example\nend\nif <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>>> then\n Move Left - Example\nend\n\nif <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <((mouse y) - (y position)) > [50]>>>> then\n Move Left - Example\nend\n\nif <key (right arrow v) pressed?> then\n Move Right - Example\nend\nif <key (left arrow v) pressed?> then\n Move Left - Example\nend\n\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n Move Right - Example\nend\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n Move Left - Example\nend\n\nif <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n Move Left - Example\nend\n\n@Link 1\n\nwhen flag clicked\nhide\nforever\n if <(backdrop [number v]) = [2]> then\n show\n else\n hide\n end\nend\n\nwhen this sprite clicked\nwait (0.5) seconds\nswitch backdrop to (2 v)\n\n@Link 2\n\nwhen flag clicked\nhide\nforever\n if <(backdrop [number v]) = [2]> then\n show\n else\n hide\n end\nend\n\nwhen this sprite clicked\nwait (0.5) seconds\nswitch backdrop to (4 v)\n\n@Link 3\n\nwhen flag clicked\nhide\nforever\n if <(backdrop [number v]) = [2]> then\n show\n else\n hide\n end\nend\n\nwhen this sprite clicked\nwait (0.5) seconds\nswitch backdrop to (8 v)\n\n@Link 4\n\nwhen flag clicked\nhide\nforever\n if <(backdrop [number v]) = [2]> then\n show\n else\n hide\n end\nend\n\nwhen this sprite clicked\nwait (0.5) seconds\nswitch backdrop to (14 v)\n\n@Link 5\n\nwhen flag clicked\nhide\nforever\n if <(backdrop [number v]) = [2]> then\n show\n else\n hide\n end\nend\n\nwhen this sprite clicked\nwait (0.5) seconds\nswitch backdrop to (18 v)\n\n | Welcome to my first Tutorial! :D\n\n❤--------------------------Controls-----------------------❤\n\n• Arrow keys or click to navigate the tutorial.\n• Press the music button to mute/unmute the music.\n• Press the buttons that say 'Press' on them to activate transitions.\n• Click the blue text/links to go to that specific part of the tutorial!\n |
The Cavern; a Platformer | @Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) = [7]> then\n broadcast (raining dagger v)\n end\nend\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) = [8]> then\n broadcast (messagestop v)\n end\nend\n\nwhen flag clicked\nforever\n if <(backdrop [name v]) = [3]> then\n broadcast (messageoutro1 v)\n end\nend\n\n@Sprite1\n\nwhen this sprite clicked\nbroadcast (messagenew v)\n\nwhen flag clicked\nhide\nwait (1) seconds\nshow\n\nwhen I receive [messageoutro1 v]\nhide\n\n@Sprite2\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [messagenew v]\nshow\nwait (1) seconds\nhide\n\nwhen I receive [message 2 v]\nnext costume\n\n@thumbnail\n\nwhen flag clicked\nshow\nwait (1) seconds\nhide\n\n@player\n\nwhen flag clicked\nset [ghost v] effect to (0)\nhide\nswitch costume to (costume1 v)\nwait (1) seconds\nshow\ngo to x: (-231) y: (0)\npoint in direction (90)\nset [level v] to [1]\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 if <key (d v) pressed?> then\n change [xv v] by (0.7)\n end\n if <key (a v) pressed?> then\n change [xv v] by (-0.7)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <<touching color (#363636)?> or <<touching color (#7f5500)?> or <<touching color (#c08000)?> or <touching color (#ff9700)?>>>> then\n change y by (1)\n if <<touching color (#363636)?> or <<touching color (#7f5500)?> or <<touching color (#c08000)?> or <touching color (#ff9700)?>>>> then\n change y by (1)\n if <<touching color (#363636)?> or <<touching color (#7f5500)?> or <<touching color (#c08000)?> or <touching color (#ff9700)?>>>> then\n change y by (1)\n if <<touching color (#363636)?> or <<touching color (#7f5500)?> or <<touching color (#c08000)?> or <touching color (#ff9700)?>>>> then\n change y by (1)\n if <<touching color (#363636)?> or <<touching color (#7f5500)?> or <<touching color (#c08000)?> or <touching color (#ff9700)?>>>> then\n change y by (1)\n if <<touching color (#363636)?> or <<touching color (#7f5500)?> or >> 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 (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 (#363636)?> or <<touching color (#7f5500)?> or <<touching color (#c08000)?> or <touching color (#ff9700)?>>>> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <<touching color (#363636)?> or <<touching color (#7f5500)?> or <<touching color (#c08000)?> or <touching color (#ff9700)?>>>> then\n if <key (up arrow v) pressed?> then\n set [yv v] to [10]\n end\n end\n if <<touching color (#7f0000)?> or <<touching color (#5a0000)?> or <touching color (#450000)?>>> then\n go to x: (-231) y: (0)\n set [xv v] to [0]\n set [yv v] to [0]\n point in direction (90)\n change [lives v] by (-1)\n end\n if <touching color (#420000)?> then\n change [yv v] by (1)\n end\n change y by (1)\nend\n\nwhen flag clicked\nforever\n if <touching color (#8f4848)?> then\n go to x: (-231) y: (0)\n broadcast (nextlevel v)\n broadcast (message 2 v)\n end\nend\n\nwhen I receive [nextlevel v]\nswitch backdrop to (next backdrop v)\nbroadcast (message 2 v)\n\nwhen flag clicked\nswitch backdrop to (backdrop9 v)\n\nwhen [down arrow v] key pressed\nswitch costume to (costume2 v)\nwait (1) seconds\nswitch costume to (costume1 v)\n\nwhen flag clicked\nif <touching (trampoline v)?> then\n broadcast (tramplevel1 v)\nend\n\nwhen I receive [messageoutro1 v]\nhide\n\nwhen I receive [onomonopia v]\ngo to x: (-231) y: (0)\n\nwhen flag clicked\nforever\n if <touching color (#387db2)?> then\n change [ghost v] effect by (75)\n wait (1) seconds\n change [ghost v] effect by (-75)\n end\nend\n\n@Sprite4\n\nwhen this sprite clicked\nswitch backdrop to (next backdrop v)\nbroadcast (onomonopia v)\nbroadcast (message 2 v)\n\nwhen flag clicked\nhide\nwait (1) seconds\nshow\n\nwhen I receive [messageoutro1 v]\nhide\n\n@Sprite3\n\nwhen flag clicked\nhide\ngo to x: (36) y: (28)\nforever\n glide (1.5) secs to x: (250) y: (28)\n glide (1.5) secs to x: (36) y: (28)\nend\n\nwhen I receive [raining dagger v]\nshow\n\nwhen I receive [messagestop v]\nhide\n\n | arrow keys to move, skip button to skip, and hint button for a hint, and just to let you all know, all levels are possible! and you may just possibly find a couple of hidden things :)\n-------------------------------------------------------------------------\nteclas de flecha para moverse, botón de salto para saltar, y botón de pista para una pista, y solo para que todos sepan, ¡todos los niveles son posibles! |
99 [Pen platformer] | @Stage\n\nwhen flag clicked\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\nset [ghost v] effect to (2)\nrepeat (10)\n change size by (-3)\n change [ghost v] effect by (4)\nend\nhide\ndelete this clone\n\nwhen flag clicked\nset [動いていい? v] to [0]\nset [ペーン♡ v] to [1]\nshow\nset size to (50) %\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 <(動いていい?) = [1]> then\n if <<<mouse down?> and <(x position) > (mouse x)>> or <key (left arrow v) pressed?>> then\n change [xv v] by (-1)\n if <touching color (#0042ff)?> then\n change [xv v] by (-3)\n end\n point in direction (-90)\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 if <touching color (#0042ff)?> then\n change [xv v] by (3)\n end\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 (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 color (#1fff00)?> then\n if <not <touching color (#bf00ff)?>> then\n if <<<mouse down?> and <(y position) < (mouse y)>> or <key (up arrow v) pressed?>> then\n set [yv v] to [15]\n start sound [Water Drop v]\n end\n end\n end\n change y by (1)\n change [yv v] by (-1)\n change y by (Yv)\n if <touching color (#1dfd00)?> 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 change [ペーン♡ v] by (1)\n broadcast (next level v)\n set [yv v] to [0]\n set [xv v] to [0]\n go to x: (-201) y: (-50)\n end\n if <(y position) < [-170]> then\n go to x: (-201) y: (-50)\n end\n if <touching color (#ff0000)?> then\n start sound [Rip v]\n go to x: (-201) y: (-50)\n set [yv v] to [0]\n set [xv v] to [0]\n end\n if <touching color (#ffe900)?> then\n set [yv v] to [21]\n end\n end\nend\n\nwhen flag clicked\nforever\n wait (0.000000001) seconds\n create clone of (_myself_ v)\nend\n\n@スプライト2\n\ndefine とりま地形?\nerase all\nset pen size to (50)\nset pen color to (#e5deff)\ngo to x: (240) y: (180)\npen down\ngo to x: (180) y: (180)\npen up\nset pen size to (50)\nset pen color to (#e5deff)\ngo to x: (230) y: (170)\npen down\ngo to x: (170) y: (170)\npen up\npen up\nset pen color to (#44ffff)\nset pen size to (15000000)\npen down\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\nset pen color to (#e8770d)\nset pen size to (30)\ngo to x: (-150) y: (-160)\npen down\ngo to x: (-150) y: (-160.4)\npen up\nset pen color to (#e8770d)\nset pen size to (30)\ngo to x: (-30) y: (-161)\npen down\ngo to x: (-30) y: (-161.5)\npen up\nset pen color to (#e8770d)\nset pen size to (30)\ngo to x: (150) y: (-171)\npen down\ngo to x: (150) y: (-171.5)\npen up\nset pen color to (#e8770d)\nset pen size to (30)\ngo to x: (-230) y: (-180)\npen down\ngo to x: (-230) y: (-180.5)\npen up\nset pen color to (#e8770d)\nset pen size to (30)\ngo to x: (240) y: (-160)\npen down\ngo to x: (240) y: (-160.5)\npen up\nset pen color to (#863200)\nset pen size to (20)\ngo to x: (-160) y: (-80)\npen down\ngo to x: (-160) y: (90)\npen up\nset pen color to (#863200)\nset pen size to (20)\ngo to x: (0) y: (-70)\npen down\ngo to x: (0) y: (110)\npen up\nset pen color to (#863200)\nset pen size to (20)\ngo to x: (160) y: (60)\npen down\ngo to x: (160) y: (-80)\npen up\nset pen color to (#8ff178)\nset pen size to (125)\ngo to x: (-160) y: (90)\npen down\ngo to x: (-160) y: (90.5)\npen up\nset pen color to (#8ef077)\nset pen size to (125)\ngo to x: (0) y: (105)\npen down\ngo to x: (0) y: (105.5)\npen up\nset pen color to (#8ef077)\nset pen size to (125)\ngo to x: (160) y: (80)\npen down\ngo to x: (160) y: (80.5)\npen up\n\ndefine 何ですか? (言い訳)\nforever\n 何ですか? (ペーン♡)\nend\n\ndefine コース作り (色) (ペンの太さ) (x\(始め\)) (y\(始め\)) (x\(終わり\)) (y\(終わり\))\nif <(色) = [赤]> then\n set pen color to (#ff0000)\nelse\n if <(色) = [黄]> then\n set pen color to (#ffe900)\n else\n if <(色) = [青]> then\n set pen color to (#0043ff)\n else\n if <(色) = [紫]> then\n set pen color to (#bf00ff)\n else\n if <(色) = [緑]> then\n set pen color to (#1dff00)\n end\n end\n end\n end\nend\nset pen size to (ペンの太さ)\ngo to x: (x\(始め\)) y: (y\(始め\))\npen down\ngo to x: (x\(終わり\)) y: (y\(終わり\))\npen up\n\ndefine ステージ作るゾ\nif <(ペーン♡) = [2]> then\n set [動いていい? v] to [0]\n とりま地形?\n コース作り [赤] [15] [-121] [-121] [31] [-121]\n set [動いていい? v] to [1]\nend\nif <(ペーン♡) = [3]> then\n set [動いていい? v] to [0]\n とりま地形?\n コース作り [緑] [15] [85] [-119] [85] [91]\n set [動いていい? v] to [1]\nend\nif <(ペーン♡) = [4]> then\n set [動いていい? v] to [0]\n とりま地形?\n コース作り [緑] [15] [111] [-119] [111] [91]\n コース作り [緑] [15] [-61] [-119] [-61] [11]\n set [動いていい? v] to [1]\nend\nif <(ペーン♡) = [5]> then\n set [動いていい? v] to [0]\n とりま地形?\n コース作り [黄] [12] [-61] [-121] [-91] [-121]\n set [動いていい? v] to [1]\nend\nif <(ペーン♡) = [6]> then\n set [動いていい? v] to [0]\n とりま地形?\n コース作り [黄] [12] [-61] [-121] [-91] [-121]\n コース作り [赤] [15] [65] [-111] [65] [71]\n set [動いていい? v] to [1]\nend\nif <(ペーン♡) = [7]> then\n set [動いていい? v] to [0]\n とりま地形?\n コース作り [黄] [12] [-61] [-121] [-91] [-121]\n コース作り [赤] [15] [-101] [91] [101] [91]\n コース作り [黄] [12] [61] [-121] [91] [-121]\n set [動いていい? v] to [1]\nend\nif <(ペーン♡) = [8]> then\n set [動いていい? v] to [0]\n とりま地形?\n コース作り [赤] [12] [-61] [-111] [-61] [-41]\n コース作り [赤] [12] [61] [-111] [61] [-41]\n set [動いていい? v] to [1]\nend\nif <(ペーン♡) = [9]> then\n set [動いていい? v] to [0]\n とりま地形?\n コース作り [緑] [12] [-250] [40] [250] [40]\n コース作り [黄] [12] [-61] [-121] [-91] [-121]\n コース作り [黄] [12] [81] [-121] [111] [-121]\n set [動いていい? v] to [1]\nend\nif <(ペーン♡) = [10]> then\n set [動いていい? v] to [0]\n とりま地形?\n コース作り [緑] [12] [-250] [-11] [250] [-11]\n コース作り [赤] [12] [-61] [-111] [-61] [-71]\n コース作り [赤] [12] [61] [-111] [61] [-71]\n set [動いていい? v] to [1]\nend\nif <(ペーン♡) = [11]> then\n set [動いていい? v] to [0]\n とりま地形?\n コース作り [黄] [12] [-69] [-121] [-39] [-121]\n コース作り [赤] [12] [21] [-111] [21] [31]\n コース作り [赤] [12] [169] [-111] [169] [41]\n コース作り [黄] [12] [99] [-121] [69] [-121]\n set [動いていい? v] to [1]\nend\nif <(ペーン♡) = [12]> then\n set [動いていい? v] to [0]\n とりま地形?\n コース作り [青] [12] [-39] [-111] [0] [-111]\n set [動いていい? v] to [1]\nend\nif <(ペーン♡) = [13]> then\n set [動いていい? v] to [0]\n とりま地形?\n コース作り [青] [12] [-39] [-111] [0] [-111]\n コース作り [赤] [12] [39] [-121] [209] [-121]\n set [動いていい? v] to [1]\nend\nif <(ペーン♡) = [14]> then\n set [動いていい? v] to [0]\n とりま地形?\n コース作り [青] [12] [-39] [-111] [0] [-111]\n コース作り [赤] [12] [39] [-121] [39] [-29]\n set [動いていい? v] to [1]\nend\nif <(ペーン♡) = [15]> then\n set [動いていい? v] to [0]\n とりま地形?\n コース作り [青] [12] [-99] [-111] [-69] [-111]\n コース作り [赤] [12] [-39] [-121] [-39] [-29]\n コース作り [青] [12] [99] [-111] [129] [-111]\n コース作り [赤] [12] [159] [-121] [159] [-29]\n set [動いていい? v] to [1]\nend\nif <(ペーン♡) = [15]> then\n set [動いていい? v] to [0]\n とりま地形?\n コース作り [青] [12] [-99] [-111] [-69] [-111]\n コース作り [赤] [12] [-39] [-121] [89] [-29]\n set [動いていい? v] to [1]\nend\nif <(ペーン♡) = [16]> then\n set [動いていい? v] to [0]\n とりま地形?\n コース作り [紫] [12] [-99] [-111] [-29] [-111]\n コース作り [赤] [12] [19] [-121] [19] [-59]\n set [動いていい? v] to [1]\nend\nif <(ペーン♡) = [17]> then\n set [動いていい? v] to [0]\n とりま地形?\n コース作り [紫] [12] [-99] [-111] [-29] [-111]\n コース作り [赤] [12] [19] [-111] [19] [-59]\n set [動いていい? v] to [1]\nend\nif <(ペーン♡) = [18]> then\n set [動いていい? v] to [0]\n とりま地形?\n コース作り [赤] [12] [-250] [-111] [250] [-111]\n コース作り [緑] [12] [-209] [-111] [-139] [-111]\n コース作り [緑] [12] [29] [-111] [99] [-111]\n set [動いていい? v] to [1]\nend\nif <(ペーン♡) = [19]> then\n set [動いていい? v] to [0]\n とりま地形?\n コース作り [緑] [12] [-99] [-111] [-99] [91]\n コース作り [赤] [12] [-250] [-111] [250] [-111]\n コース作り [緑] [12] [-209] [-111] [-139] [-111]\n コース作り [緑] [12] [29] [-111] [99] [-111]\n set [動いていい? v] to [1]\nend\nif <(ペーン♡) = [20]> then\n set [動いていい? v] to [0]\n とりま地形?\n コース作り [赤] [35] [-250] [180] [250] [180]\n コース作り [緑] [12] [-99] [-111] [-99] [91]\n コース作り [赤] [12] [-250] [-111] [250] [-111]\n コース作り [緑] [12] [-209] [-111] [-139] [-111]\n コース作り [緑] [12] [29] [-111] [99] [-111]\n set [動いていい? v] to [1]\nend\nif <(ペーン♡) = [21]> then\n set [動いていい? v] to [0]\n とりま地形?\n コース作り [赤] [75] [-250] [180] [250] [180]\n コース作り [緑] [12] [-99] [-111] [-99] [81]\n コース作り [赤] [12] [-250] [-111] [250] [-111]\n コース作り [緑] [12] [-209] [-111] [-139] [-111]\n コース作り [緑] [12] [29] [-111] [99] [-111]\n set [動いていい? v] to [1]\nend\nif <(ペーン♡) = [22]> then\n set [動いていい? v] to [0]\n とりま地形?\n コース作り [赤] [90] [-250] [180] [250] [180]\n コース作り [緑] [12] [-99] [-111] [-99] [81]\n コース作り [赤] [12] [-250] [-111] [250] [-111]\n コース作り [緑] [12] [-209] [-111] [-139] [-111]\n コース作り [緑] [12] [29] [-111] [99] [-111]\n コース作り [黄] [12] [69] [-111] [99] [-111]\n set [動いていい? v] to [1]\nend\nif <(ペーン♡) = [23]> then\n set [動いていい? v] to [0]\n とりま地形?\n コース作り [緑] [25] [240] [-111] [240] [180]\n コース作り [黄] [12] [-169] [109] [-69] [109]\n コース作り [黄] [12] [-69] [109] [-149] [34]\n コース作り [黄] [12] [-149] [34] [-119] [149]\n コース作り [黄] [12] [-119] [149] [-84] [34]\n コース作り [黄] [12] [-84] [34] [-165] [109]\n コース作り [青] [8] [-39] [34] [-29] [24]\n コース作り [赤] [10] [64] [34] [24] [74]\n コース作り [赤] [10] [24] [74] [24] [134]\n コース作り [赤] [10] [24] [134] [64] [94]\n コース作り [赤] [10] [64] [94] [104] [134]\n コース作り [赤] [10] [104] [134] [104] [74]\n コース作り [赤] [10] [104] [74] [64] [34]\n set [動いていい? v] to [1]\nend\n\nwhen flag clicked\nとりま地形?\nset [動いていい? v] to [1]\n\nwhen I receive [next level v]\nステージ作るゾ\n\nif <(色) = [赤]> then\n set pen color to (#ff0000)\nelse\n if <(色) = [黄]> then\n set pen color to (#ffe900)\n else\n if <(色) = [青]> then\n set pen color to (#0043ff)\n else\n if <(色) = [紫]> then\n set pen color to (#bf00ff)\n else\n if <(色) = [緑]> then\n set pen color to (#1dff00)\n end\n end\n end\n end\nend\nset pen size to (ペンの太さ)\ngo to x: (x\(始め\)) y: (y\(始め\))\npen down\ngo to x: (x\(終わり\)) y: (y\(終わり\))\npen up\n\ngo to x: (240) y: (180)\npen down\ngo to x: (180) y: (180)\npen up\nset pen size to (50)\nset pen color to (#e5deff)\ngo to x: (230) y: (170)\npen down\ngo to x: (170) y: (170)\npen up\npen up\nset pen color to (#44ffff)\nset pen size to (15000000)\npen down\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\nset pen color to (#e8770d)\nset pen size to (30)\ngo to x: (-150) y: (-160)\npen down\ngo to x: (-150) y: (-160.4)\npen up\nset pen color to (#e8770d)\nset pen size to (30)\ngo to x: (-30) y: (-161)\npen down\ngo to x: (-30) y: (-161.5)\npen up\nset pen color to (#e8770d)\nset pen size to (30)\ngo to x: (150) y: (-171)\npen down\ngo to x: (150) y: (-171.5)\npen up\nset pen color to (#e8770d)\nset pen size to (30)\ngo to x: (-230) y: (-180)\npen down\ngo to x: (-230) y: (-180.5)\npen up\nset pen color to (#e8770d)\nset pen size to (30)\ngo to x: (240) y: (-160)\npen down\ngo to x: (240) y: (-160.5)\npen up\nset pen color to (#863200)\nset pen size to (20)\ngo to x: (-160) y: (-80)\npen down\ngo to x: (-160) y: (90)\npen up\nset pen color to (#863200)\nset pen size to (20)\ngo to x: (0) y: (-70)\npen down\ngo to x: (0) y: (110)\npen up\nset pen color to (#863200)\nset pen size to (20)\ngo to x: (160) y: (60)\npen down\ngo to x: (160) y: (-80)\npen up\nset pen color to (#8ff178)\nset pen size to (125)\ngo to x: (-160) y: (90)\npen down\ngo to x: (-160) y: (90.5)\npen up\nset pen color to (#8ef077)\nset pen size to (125)\ngo to x: (0) y: (105)\npen down\ngo to x: (0) y: (105.5)\npen up\nset pen color to (#8ef077)\nset pen size to (125)\ngo to x: (160) y: (80)\npen down\ngo to x: (160) y: (80.5)\npen up\n\n@スプライト3\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\ngo to [front v] layer\n\n@スプライト4\n\nwhen flag clicked\nhide\nforever\n reset timer\nend\n\nwhen [timer v] > (0)\ngo to x: (0) y: (0)\nswitch costume to (nightm v)\nshow\ngo to [front v] layer\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 WELCOME TO MY GAMES!!!\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 If you touch yellow area, you can taller jump!\n If you touch blue area, you can faster move.\n If you touch purple area, you can't jump!! (OH no!)\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 黄色いところに触れると高いジャンプができます。\n 青いところに触れると早く動くことができます。\n 紫色のところに触れるとジャンプができなくなってしまいます…\n |
Journey || A Platformer [Art Fixes] | @Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop2 v)\nwait (10) seconds\nswitch backdrop to (backdrop1 v)\n\n@decor\n\nwhen flag clicked\ngo [backward v] (1) layers\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\nwait (10) seconds\nshow\n\nwhen I receive [next level v]\nnext costume\n\n@blank\n\n@player\n\nwhen flag clicked\nforever\n if <<key (any v) pressed?> or > then\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\nset size to (23) %\nset [ghost v] effect to (60)\nrepeat (10)\n change size by (-1)\n change [ghost v] effect by (2)\nend\ndelete this clone\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (-219) y: (2)\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 change [movement x v] by (-.7)\n switch costume to (costume1 v)\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(x position) < (mouse x)>>> then\n change [movement x v] by (.7)\n switch costume to (costume2 v)\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 wait (1) seconds\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\nend\n\nwhen flag clicked\nforever\n if <<touching (exit v)?> or <touching (exit2 v)?>> then\n repeat (3)\n change [pixelate v] effect by (100)\n end\n broadcast (next level v)\n go to x: (-191) y: (-16)\n end\nend\n\nwhen I receive [next level v]\ngo to x: (-209) y: (-10)\nwait (0.111) seconds\nset [whirl v] effect to (0)\nset [ghost v] effect to (0)\nset [pixelate v] effect to (0)\n\nwhen flag clicked\nhide\nwait (10) seconds\nshow\ngo to x: (-209) y: (-10)\n\nwhen flag clicked\nforever\n if <<touching (jump boost v)?> and <key (up arrow v) pressed?>> then\n set [movement y v] to [8]\n end\nend\n\nwhen flag clicked\nforever\n if <touching (spikes and lava v)?> then\n start sound [Roblox Death Sound - OOF Sound Effect v]\n broadcast (death v)\n wait (1) seconds\n end\nend\n\nwhen I receive [restart v]\ngo to x: (-209) y: (-38)\n\nwhen I start as a clone\nforever\n switch costume to (costume4 v)\nend\n\n@exit\n\nwhen flag clicked\nforever\n turn right (-10) degrees\nend\n\nwhen flag clicked\nforever\n if <(level) = [1]> then\n go to x: (174) y: (1)\n end\n if <(level) = [2]> then\n go to x: (238) y: (149)\n end\n if <(level) = [3]> then\n go to x: (238) y: (149)\n end\n if <(level) = [4]> then\n go to x: (146) y: (31)\n end\n if <(level) = [5]> then\n go to x: (202) y: (133)\n end\n if <(level) = [6]> then\n go to x: (219) y: (-1)\n end\n if <(level) = [7]> then\n go to x: (225) y: (119)\n end\n if <(level) = [8]> then\n go to x: (225) y: (119)\n end\n if <(level) = [9]> then\n go to x: (211) y: (-22)\n end\n if <(level) = [10]> then\n go to x: (225) y: (119)\n end\n if <(level) = [11]> then\n go to x: (215) y: (155)\n end\nend\n\nwhen flag clicked\nhide\nwait (10) seconds\nshow\n\nwhen flag clicked\nforever\n if <(level) = [15]> then\n hide\n end\nend\n\n@exit2\n\nwhen flag clicked\nforever\n go to (exit v)\n turn right (10) degrees\nend\n\nwhen flag clicked\nhide\nwait (10) seconds\nshow\n\nwhen flag clicked\nforever\n if <(level) = [15]> then\n hide\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 (costume1 v)\nforever\n go [backward v] (1) layers\nend\n\nwhen I receive [start v]\nshow\n\nwhen flag clicked\nhide\nwait (10) seconds\nshow\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 <([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: (-120) y: (-69)\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 show\n go to x: (-160) y: (-65)\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 show\n go to x: (37) y: (55)\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 go to x: (-73) y: (-67)\n else\n if <([costume # v] of [level v]) = [14]> 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\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@skip\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\nwhen flag clicked\nhide\nwait (10) seconds\nset size to (50) %\ngo [forward v] (1000000000000000) layers\nshow\n\nwhen this sprite clicked\nbroadcast (next level v)\n\n@redo\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (costume1 v)\n else\n switch costume to (costume2 v)\n end\nend\n\nwhen flag clicked\nhide\nwait (10) seconds\nset size to (50) %\ngo to x: (-43) y: (-189)\ngo [forward v] (10000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000) layers\nshow\n\nwhen this sprite clicked\nbroadcast (restart v)\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 [intro #2: 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 (Intro #2: Yv)\n change [intro #2: 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@jump boost\n\nwhen flag clicked\nhide\nforever\n if <(level) = [5]> then\n go to x: (156) y: (-37)\n show\n else\n hide\n end\nend\n\n@Sprite2\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\ngo to x: (0) y: (0)\ngo to [front v] layer\nshow\nrepeat until <(x position) > [600]>\n change x by (((1000) - (x position)) / (50))\nend\nhide\n\n@Sprite4\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\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 [timer v] > (0.01)\nshow\nbroadcast (stop button v)\n\n@mountains\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\nwait (10) seconds\nshow\n\nwhen I receive [next level v]\nnext costume\n\n@level\n\nwhen flag clicked\nset [level v] to [1]\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\nchange [level v] by (1)\n\nwhen flag clicked\nhide\nwait (10) seconds\nshow\n\nwhen flag clicked\nwait (10) seconds\nforever\n play sound [Vexento - We Are One v] until done\nend\n\nwhen [p v] key pressed\nrepeat until <key (u v) pressed?>\n stop all sounds\n if <key (u v) pressed?> then\n play sound [Vexento - We Are One v] until done\n end\nend\n\n | ~~~~~~~~~~~~~~~~~~~~~Controls~~~~~~~~~~~~~~~\n-arrow keys, wasd, and mobile to move\n-p to pause music u to unpause\n-you cannot crouch \n-press the skip button and redo button to skip and redo \n~~~~~~~~~~~~~~~~~obstacles~~~~~~~~~~~~~~~~~~\nwatch out for spikes and lava\ngo through the portal to go to the next level\npurple orbs give you a jump boost\n~~~~~~~~~~~~~~~~~~~Notes~~~~~~~~~~~~~~~~~~~\n100% possible I tried sooooo many times on each one\nso don't say it is impossible.\n~~~~~~~~~~~~~~~~~StoryLine~~~~~~~~~~~~~~~~~~\nyou are a young traveler that has come a long way to explore the valleys and surroundings of an ancient mountain range. you come across spikes and lava and know to avoid them or else certain death is an option.\nyour goal is to reach the end of this ancient place and claim it and become famous\n |
EXPLORE / a cloud multiplayer scrolling platformer | @Stage\n\nwhen flag clicked\nclear graphic effects\nerase all\nswitch backdrop to (arrière plan4 v)\nstamp\nswitch backdrop to (arrière plan1 v)\nforever\n repeat (50)\n change [brightness v] effect by (-1)\n end\n repeat (50)\n change [brightness v] effect by (1)\n end\nend\n\nwhen I receive [connected v]\nset [sound # v] to [1]\nforever\n play sound (sound #) until done\nend\n\nwhen I receive [connected v]\nset [sound # v] to [1]\nset volume to (100) %\nforever\n if <key (q v) pressed?> then\n set volume to (0) %\n wait until <not <key (q v) pressed?>>\n wait until <key (q v) pressed?>\n set volume to (100) %\n wait until <not <key (q v) pressed?>>\n end\n if <key (n v) pressed?> then\n change [sound # v] by (1)\n stop all sounds\n wait until <not <key (n v) pressed?>>\n end\nend\n\n@Level\n\nwhen I receive [respawn v]\nif <[-40] > (x position)> then\n go to x: (-100) y: (800)\n clear graphic effects\n set [y p v] to [800]\n set [x p v] to [-100]\n set [x v] to [0]\n set [y v] to [0]\n set [level v] to [1]\nend\nif <(x position) > [-41]> then\n go to x: (-50) y: (-50)\n clear graphic effects\n set [y p v] to [-50]\n set [x p v] to [-50]\n set [x v] to [0]\n set [y v] to [0]\n set [level v] to [1]\nend\n\nwhen I receive [connected v]\nforever\n if <<<[-1143] > (x p)> and <(x p) > [-1192]>> and <<[750] < (y p)> and <(y p) < [770]>>> then\n set [y v] to [-30]\n broadcast (TICK v)\n end\nend\n\nwhen I receive [connected v]\nswitch costume to (level v)\ngo to x: (-100) y: (800)\nclear graphic effects\nset [y p v] to [800]\nset [x p v] to [-100]\nset [x v] to [0]\nset [y v] to [0]\nset [level v] to [1]\nforever\n go to [front v] layer\n go [backward v] (26) layers\n if <(username) = [tabourettable]> then\n change [y v] by (.5)\n else\n change [y v] by (1)\n end\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < ([x position v] of [hitbox v])>>> then\n change [x v] by (1)\n end\n if <<key (right arrow v) pressed?> or <<mouse down?> and <([x position v] of [hitbox v]) < (mouse x)>>> then\n change [x v] by (-1)\n end\n set [x v] to ((x) * (.85))\n change x by (x)\n change [x p v] by (x)\n if <touching (hitbox v)?> then\n change y by (-1)\n change [y p v] by (-1)\n if <touching (hitbox v)?> then\n change y by (-1)\n change [y p v] by (-1)\n if <touching (hitbox v)?> then\n change [y p v] by (-1)\n change y by (-1)\n if <touching (hitbox v)?> then\n change [y p v] by (-1)\n change y by (-1)\n if <touching (hitbox v)?> then\n change [y p v] by (-1)\n change y by (-1)\n if <touching (hitbox v)?> then\n change [y p v] by (-1)\n change y by (-1)\n if <touching (hitbox v)?> then\n change [y p v] by (6)\n if <(username) = [tabourettable]> then\n if <key (g v) pressed?> then\n set [ghost v] effect to (25)\n else\n change [x p v] by ((x) * (-1))\n change x by ((x) * (-1))\n set [x v] to [0]\n set [ghost v] effect to (0)\n end\n else\n change x by ((x) * (-1))\n change [x p v] 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 change [y p v] by (y)\n if <touching (hitbox v)?> then\n if <(username) = [tabourettable]> then\n if <key (g v) pressed?> then\n else\n change y by ((y) * (-1))\n change [y p v] by ((y) * (-1))\n set [y v] to [0]\n end\n end\n change y by (1)\n change [y p v] by (1)\n if <(username) = [tabourettable]> then\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > ([y position v] of [hitbox v])>>> then\n change [y v] by (-1)\n end\n else\n if <<touching (hitbox v)?> and <<<mouse down?> and <(mouse y) > ([y position v] of [hitbox v])>> or <key (up arrow v) pressed?>>> then\n set [y v] to [-13]\n end\n end\n change y by (-10)\n change [y p v] by (-1)\n if <(y position) > [1400]> then\n broadcast (RESPAWN v)\n end\nend\n\nwhen I receive [connected v]\nforever\n wait (.1) seconds\n if <(tick) > [98]> then\n set [tick v] to [0]\n end\n change [tick v] by (1)\n if <(tick) < [10]> then\n set [tick v] to (join [0] (tick))\n end\nend\n\nwhen I receive [connected v]\nwait (1) seconds\nforever\n Is (☁ PLAYER 1) Alive?\n Is (☁ PLAYER 2) Alive?\n Is (☁ PLAYER 3) Alive?\n Is (☁ PLAYER 4) Alive?\nend\n\ndefine Is (who?) Alive?\nif <(who?) = (☁ PLAYER 1)> then\n if <not <[0] = (☁ PLAYER 1)>> then\n set [last val v] to (join [A] (☁ PLAYER 1))\n wait (.3) seconds\n if <(Last val) = (join [A] (☁ PLAYER 1))> then\n set [☁ player 1 v] to [0]\n end\n end\nend\nif <(who?) = (☁ PLAYER 2)> then\n if <not <[0] = (☁ PLAYER 2)>> then\n set [last val v] to (join [A] (☁ PLAYER 2))\n wait (.3) seconds\n if <(Last val) = (join [A] (☁ PLAYER 2))> then\n set [☁ player 2 v] to [0]\n end\n end\nend\nif <(who?) = (☁ PLAYER 3)> then\n if <not <[0] = (☁ PLAYER 3)>> then\n set [last val v] to (join [A] (☁ PLAYER 3))\n wait (.3) seconds\n if <(Last val) = (join [A] (☁ PLAYER 3))> then\n set [☁ player 3 v] to [0]\n end\n end\nend\nif <(who?) = (☁ PLAYER 4)> then\n if <not <[0] = (☁ PLAYER 4)>> then\n set [last val v] to (join [A] (☁ PLAYER 4))\n wait (.3) seconds\n if <(Last val) = (join [A] (☁ PLAYER 4))> then\n set [☁ player 4 v] to [0]\n end\n end\nend\n\nwhen flag clicked\nset [☁ booter v] to [0]\nhide variable [☁ player 1 v]\nhide variable [☁ player 2 v]\nhide variable [☁ player 3 v]\nhide variable [☁ booter v]\nforever\n if <(letter (1) of (☁ BOOTER)) = (PLAYER CONTROLLING)> then\n if <not <(username) = [tabourettable]>> then\n broadcast (BOOTED v)\n end\n end\n if <key (b v) pressed?> then\n if <(username) = [tabourettable]> then\n ask [WHO?] and wait\n if <(answer) = [all]> then\n show variable [☁ booter v]\n set [☁ booter v] to (join [1] (letter (2) of (☁ BOOTER)))\n wait (2) seconds\n set [☁ booter v] to (join [2] (letter (2) of (☁ BOOTER)))\n wait (2) seconds\n set [☁ booter v] to (join [3] (letter (2) of (☁ BOOTER)))\n wait (2) seconds\n set [☁ booter v] to (join [4] (letter (2) of (☁ BOOTER)))\n wait (2) seconds\n hide variable [☁ booter v]\n else\n set [☁ booter v] to (join (answer) (letter (2) of (☁ BOOTER)))\n end\n end\n end\n if <key (space v) pressed?> then\n if <(username) = [tabourettable]> then\n show variable [☁ player 1 v]\n show variable [☁ player 2 v]\n show variable [☁ player 3 v]\n show variable [☁ booter v]\n show variable [☁ player 4 v]\n wait until <not <key (space v) pressed?>>\n hide variable [☁ player 1 v]\n hide variable [☁ player 2 v]\n hide variable [☁ player 3 v]\n hide variable [☁ booter v]\n hide variable [☁ player 4 v]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <not <(item # of (username) in [skins users v]) = [0]>> then\n if <key (down arrow v) pressed?> then\n set [y v] to [-5]\n end\n if <key (f v) pressed?> then\n set [y v] to [-1]\n if <key (down arrow v) pressed?> then\n set [y v] to [-5]\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(username) = [tabourettable]> then\n if <key (g v) pressed?> then\n set [ghost v] effect to (25)\n else\n set [ghost v] effect to (0)\n end\n end\nend\n\nwhen I receive [connected v]\nforever\n go to x: ((x p) + ([x position v] of [parallax v])) y: ((y p) + ([y position v] of [parallax v]))\n set [x lv position v] to (x p)\n set [y lv position v] to (y p)\nend\n\n@Player\n\nwhen flag clicked\nhide\n\nwhen I receive [tick v]\nbounce pad\n\nwhen I receive [connected v]\ngo to x: () y: ()\npoint in direction (90)\ngo to [front v] layer\nset [brightness v] effect to (-20)\nforever\n if <key (t v) pressed?> then\n broadcast (CHAT v)\n end\n show\n go to [front v] layer\n go [backward v] (4) layers\n if <<[-.1] > (round (x))> and <[0] > (y)>> then\n switch costume to (4a v)\n else\n if <<(round (x)) > [.1]> and <[0] > (y)>> then\n switch costume to (5a v)\n else\n if <[-.1] > (round (x))> then\n switch costume to (2a v)\n else\n if <(round (x)) > [.1]> then\n switch costume to (1a v)\n else\n if <[0] > (y)> then\n switch costume to (6a v)\n else\n switch costume to (3a v)\n end\n end\n end\n end\n end\nend\n\nwhen I receive [connected v]\nforever\n go to x: (() + ([x position v] of [parallax v])) y: (() + ([y position v] of [parallax v]))\nend\n\ndefine bounce pad\nswitch costume to (6a v)\n\nwhen this sprite clicked\nbroadcast (CHAT v)\n\n@Hitbox\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\nwhen I receive [connected v]\nforever\n go to x: (() + ([x position v] of [parallax v])) y: (() + ([y position v] of [parallax v]))\nend\n\n@Other Players\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nset [clone v] to (PLAYER CLONING)\ncreate clone of (arrows v)\ngo to [front v] layer\nshow\nset [brightness v] effect to (0)\nif <(PLAYER CLONING) = [1]> then\n forever\n ALL OF (☁ PLAYER 1)\n end\nend\nif <(PLAYER CLONING) = [2]> then\n forever\n ALL OF (☁ PLAYER 2)\n end\nend\nif <(PLAYER CLONING) = [3]> then\n forever\n ALL OF (☁ PLAYER 3)\n end\nend\nif <(PLAYER CLONING) = [4]> then\n forever\n ALL OF (☁ PLAYER 4)\n end\nend\n\ndefine ALL OF (who?)\ngo to [front v] layer\nGO TO (who?)\nTake username from (who?)\ndecode (username)\nif <touching (_edge_ v)?> then\n set [ghost v] effect to (100)\n think []\nelse\n set [ghost v] effect to (0)\n think (decoded)\nend\n\ndefine decode (what?)\nset [decoded v] to []\nset [counter v] to [1]\nrepeat ((length of (what?)) / (2))\n set [join letter # v] to (join (letter (Counter) of (what?)) (letter ((Counter) + (1)) of (what?)))\n set [decoded v] to (join (decoded) (item (join letter #) of [code v]))\n change [counter v] by (2)\nend\n\ndefine Take username from (who?)\nset [counter v] to [16]\nset [username v] to []\nrepeat ((length of (who?)) - (15))\n set [username v] to (join (username) (letter (Counter) of (who?)))\n change [counter v] by (1)\nend\n\ndefine GO TO (player)\ngo to x: (((join (letter (3) of (player)) (join (letter (4) of (player)) (join (letter (5) of (player)) (letter (6) of (player))))) - (5000)) + ([x position v] of [level v])) y: (((join (letter (7) of (player)) (join (letter (8) of (player)) (join (letter (9) of (player)) (letter (10) of (player))))) - (5000)) + ([y position v] of [level v]))\nswitch costume to (join (letter (11) of (player)) (letter (12) of (player)))\npoint in direction ((join (letter (13) of (player)) (join (letter (14) of (player)) (letter (15) of (player)))) - (500))\n\n@Logger\n\nwhen flag clicked\nshow\nif <(item # of (username) in [banned users v]) = [0]> then\n if <(username) = []> then\n switch costume to (not connected v)\n else\n switch costume to (connecting v)\n set [p-1 v] to (join [A] (☁ PLAYER 1))\n set [p-2 v] to (join [A] (☁ PLAYER 2))\n set [p-3 v] to (join [A] (☁ PLAYER 3))\n set [p-4 v] to (join [A] (☁ PLAYER 4))\n go to [front v] layer\n wait (3) seconds\n if <(P-1) = (join [A] (☁ PLAYER 1))> then\n switch costume to (connected v)\n wait (1) seconds\n broadcast (CONNECTED v)\n hide\n set [player cloning v] to [2]\n create clone of (other players v)\n wait (.1) seconds\n set [player cloning v] to [3]\n create clone of (other players v)\n wait (.1) seconds\n set [player cloning v] to [4]\n create clone of (other players v)\n set [player controlling v] to [1]\n forever\n set [☁ player 1 v] to (join (tick) (join (((round (x lv position)) * (-1)) + (5000)) (join (((round (y lv position)) * (-1)) + (5000)) (join (join [0] ([costume # v] of [player v])) (join (([direction v] of [player v]) + (500)) (what to say))))))\n end\n end\n if <(P-2) = (join [A] (☁ PLAYER 2))> then\n switch costume to (connected v)\n wait (1) seconds\n broadcast (CONNECTED v)\n hide\n set [player cloning v] to [1]\n create clone of (other players v)\n wait (.1) seconds\n set [player cloning v] to [3]\n create clone of (other players v)\n wait (.1) seconds\n set [player cloning v] to [4]\n create clone of (other players v)\n set [player controlling v] to [2]\n forever\n set [☁ player 2 v] to (join (tick) (join (((round (x lv position)) * (-1)) + (5000)) (join (((round (y lv position)) * (-1)) + (5000)) (join (join [0] ([costume # v] of [player v])) (join (([direction v] of [player v]) + (500)) (what to say))))))\n end\n end\n if <(P-3) = (join [A] (☁ PLAYER 3))> then\n switch costume to (connected v)\n wait (1) seconds\n hide\n broadcast (CONNECTED v)\n set [player cloning v] to [1]\n create clone of (other players v)\n wait (.1) seconds\n set [player cloning v] to [2]\n create clone of (other players v)\n wait (.1) seconds\n set [player cloning v] to [4]\n create clone of (other players v)\n set [player controlling v] to [3]\n forever\n set [☁ player 3 v] to (join (tick) (join (((round (x lv position)) * (-1)) + (5000)) (join (((round (y lv position)) * (-1)) + (5000)) (join (join [0] ([costume # v] of [player v])) (join (([direction v] of [player v]) + (500)) (what to say))))))\n end\n end\n if <(P-4) = (join [A] (☁ PLAYER 4))> then\n switch costume to (connected v)\n wait (1) seconds\n hide\n broadcast (CONNECTED v)\n set [player cloning v] to [1]\n create clone of (other players v)\n wait (.1) seconds\n set [player cloning v] to [2]\n create clone of (other players v)\n wait (.1) seconds\n set [player cloning v] to [3]\n create clone of (other players v)\n set [player controlling v] to [4]\n forever\n set [☁ player 4 v] to (join (tick) (join (((round (x lv position)) * (-1)) + (5000)) (join (((round (y lv position)) * (-1)) + (5000)) (join (join [0] ([costume # v] of [player v])) (join (([direction v] of [player v]) + (500)) (what to say))))))\n end\n end\n switch costume to (costume3 v)\n wait (3) seconds\n hide\n broadcast (CONNECTED v)\n end\nelse\n switch costume to (banned v)\nend\n\ndefine encode (username)\nset [count v] to [1]\nset [val v] to []\nrepeat (length of (username))\n set [val v] to (join (val) (item # of (letter (count) of (username)) in [code v]))\n change [count v] by (1)\nend\n\nwhen I receive [booted v]\nshow\nswitch costume to (booted v)\ngo to [front v] layer\nstop [all v]\n\ndefine decode (what?)\nset [decoded v] to []\nset [counter v] to [1]\nrepeat ((length of (what?)) / (2))\n set [join letter # v] to (join (letter (Counter) of (what?)) (letter ((Counter) + (1)) of (what?)))\n set [decoded v] to (join (decoded) (item (join letter #) of [code v]))\n change [counter v] by (2)\nend\n\nwhen flag clicked\nshow list [what to say v]\n\nwhen I receive [turbo mode v]\nswitch costume to (turbo mode v)\ngo to [front v] layer\nshow\nstop [all v]\n\nwhen I receive [chat v]\nhide list [what to say v]\nask [] and wait\nif <(item (answer) of [what to say v]) = []> then\n encode (username)\nelse\n encode (join (username) (join [ : ] (item (answer) of [what to say v])))\nend\nshow list [what to say v]\n\n@Arrows\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\ngo to [front v] layer\nshow\nset [brightness v] effect to (0)\nif <(PLAYER CLONING) = [1]> then\n forever\n ALL OF (☁ PLAYER 1)\n end\nend\nif <(PLAYER CLONING) = [2]> then\n forever\n ALL OF (☁ PLAYER 2)\n end\nend\nif <(PLAYER CLONING) = [3]> then\n forever\n ALL OF (☁ PLAYER 3)\n end\nend\nif <(PLAYER CLONING) = [4]> then\n forever\n ALL OF (☁ PLAYER 4)\n end\nend\n\ndefine ALL OF (who?)\ngo to [front v] layer\ngo to x: (((join (letter (3) of (who?)) (join (letter (4) of (who?)) (join (letter (5) of (who?)) (letter (6) of (who?))))) - (5000)) + ([x position v] of [level v])) y: (((join (letter (7) of (who?)) (join (letter (8) of (who?)) (join (letter (9) of (who?)) (letter (10) of (who?))))) - (5000)) + ([y position v] of [level v]))\npoint towards (player v)\nturn right (180) degrees\nset [brightness v] effect to (-20)\nmove (-10) steps\nif <touching (_edge_ v)?> then\n set [ghost v] effect to (0)\n repeat until <not <touching (_edge_ v)?>>\n move (-10) steps\n end\n move (-35) steps\nelse\n set [ghost v] effect to (100)\nend\nif <(direction) < [0]> then\n switch costume to (costume2 v)\nelse\n switch costume to (costume1 v)\nend\nif <(who?) = [0]> then\n hide\nelse\n show\nend\n\n@Thumbail\n\nwhen I receive [booted v]\ngo to [back v] layer\n\nwhen I receive [connected v]\nforever\n go to x: (0) y: (0)\n go to [front v] layer\nend\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\nwhen I receive [turbo mode v]\ngo to [back v] layer\n\n@Clouds\n\nwhen flag clicked\nset [ghost v] effect to (25)\nhide\nforever\n if <(pick random (1) to (2)) = [1]> then\n go to x: (240) y: (pick random (100) to (175))\n else\n go to x: (-240) y: (pick random (100) to (175))\n end\n go to [back v] layer\n create clone of (_myself_ v)\n wait (pick random (1) to (3)) seconds\nend\n\nwhen I start as a clone\nset rotation style [left-right v]\nset size to (pick random (50) to (100)) %\nset [ghost v] effect to (pick random (25) to (75))\nset [brightness v] effect to (pick random (25) to (75))\npoint in direction (pick random (0) to (360))\nshow\nif <(x position) = [240]> then\n set [x_clouds v] to (x position)\n set [y_clouds v] to (y position)\n repeat until <(x position) < [-240]>\n change [x_clouds v] by (-3)\n change [y_clouds v] by (.1)\n end\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\nelse\n set [x_clouds v] to (x position)\n set [y_clouds v] to (y position)\n repeat until <[240] < (x position)>\n change [x_clouds v] by (3)\n change [y_clouds v] by (-.1)\n end\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\nend\n\nwhen I start as a clone\nwait (.1) seconds\nforever\n go to x: ((x_clouds) + ([x position v] of [parallax v])) y: ((y_clouds) + ([y position v] of [parallax v]))\nend\n\n@Parallax\n\nwhen flag clicked\nhide\nswitch costume to (costume3 v)\nrepeat (5)\n create clone of (_myself_ v)\n next costume\nend\nforever\n go to x: (((mouse x) / ((costume [number v]) * (4))) * (-1)) y: (((mouse y) / ((costume [number v]) * (4))) * (-1))\nend\n\nwhen I start as a clone\nshow\ngo to [back v] layer\nforever\n go to x: (((mouse x) / ((costume [number v]) * (7))) * (-1)) y: (((mouse y) / ((costume [number v]) * (7))) * (-1))\nend\n\n@Skins [ADMINS]\n\nwhen flag clicked\nhide\nset [clone count v] to [1]\nrepeat (length of [angels v])\n create clone of (_myself_ v)\n change [clone count v] by (1)\nend\nset [count v] to [1]\ndelete all of [skins users v]\nrepeat (length of [angels v])\n add (item (Count) of [angels v]) to [skins users v]\n change [count v] by (1)\nend\n\ndefine Take username from (who?)\nset [counter v] to [16]\nset [username v] to []\nrepeat ((length of (who?)) - (15))\n set [username v] to (join (username) (letter (Counter) of (who?)))\n change [counter v] by (1)\nend\n\ndefine GO TO (player)\ngo to x: (((join (letter (3) of (player)) (join (letter (4) of (player)) (join (letter (5) of (player)) (letter (6) of (player))))) - (5000)) + ([x position v] of [level v])) y: (((join (letter (7) of (player)) (join (letter (8) of (player)) (join (letter (9) of (player)) (letter (10) of (player))))) - (5000)) + ([y position v] of [level v]))\nif <touching (_edge_ v)?> then\n set [ghost v] effect to (100)\nelse\n set [ghost v] effect to (0)\nend\n\nwhen I start as a clone\nforever\n go to [front v] layer\n go [backward v] (1) layers\n if <(username) = (item (clone count) of [angels v])> then\n go to x: (() + ([x position v] of [parallax v])) y: (() + ([y position v] of [parallax v]))\n show\n else\n hide\n Take username from (☁ PLAYER 1)\n if <<(username) = (item (clone count) of [angels encoded v])> or < (username) contains (join (item (clone count) of [angels encoded v]) [ : ])?>> then\n show\n GO TO (☁ PLAYER 1)\n else\n hide\n Take username from (☁ PLAYER 2)\n if <<(username) = (item (clone count) of [angels encoded v])> or < (username) contains (join (item (clone count) of [angels encoded v]) [ : ])?>> then\n show\n GO TO (☁ PLAYER 2)\n else\n hide\n Take username from (☁ PLAYER 3)\n if <<(username) = (item (clone count) of [angels encoded v])> or < (username) contains (join (item (clone count) of [angels encoded v]) [ : ])?>> then\n show\n GO TO (☁ PLAYER 3)\n else\n hide\n Take username from (☁ PLAYER 4)\n if <<(username) = (item (clone count) of [angels encoded v])> or < (username) contains (join (item (clone count) of [angels encoded v]) [ : ])?>> then\n show\n GO TO (☁ PLAYER 4)\n else\n hide\n end\n end\n end\n end\n end\n if <<key (down arrow v) pressed?> or <key (f v) pressed?>> then\n switch costume to ((costume [number v]) - (1))\n else\n switch costume to (costume4 v)\n end\nend\n\n@Map of Level [ADMINS]\n\nwhen flag clicked\nforever\n if <key (m v) pressed?> then\n if <not <(item # of (username) in [skins users v]) = [0]>> then\n set [ghost v] effect to (0)\n go to [front v] layer\n end\n else\n set [ghost v] effect to (100)\n end\nend\n\nwhen I receive [turbo mode v]\ngo to [back v] layer\n\nwhen I receive [booted v]\ngo to [back v] layer\n\n@TURBO MODE DETECTOR\n\nwhen flag clicked\nforever\n reset timer\n set x to (0)\n repeat until <(timer) > [.1]>\n change x by (1)\n end\n if <(x position) > [10]> then\n broadcast (TURBO MODE v)\n end\nend\n\n@Sprite1\n\nwhen flag clicked\ndelete all of [lve+fav v]\nadd [0] to [lve+fav v]\nadd [0] to [lve+fav v]\nshow list [lve+fav v]\nhide\ngo to x: (0) y: (0)\nset [clones count v] to [1]\nswitch costume to (costume3 v)\nrepeat (2)\n create clone of (_myself_ v)\n next costume\n change [clones count v] by (1)\nend\nforever\n if <<(item (1) of [lve+fav v]) = [yes]> and <(item (2) of [lve+fav v]) = [yes]>> then\n create clone of (_myself_ v)\n wait (3) seconds\n end\nend\n\nwhen I start as a clone\nshow\nif <(clones count) = [3]> then\n go to x: (0) y: (300)\n repeat (3)\n set [x v] to [3]\n repeat (3)\n change y by (-10)\n change x by (X)\n turn right (X) degrees\n set [x v] to ((X) * (.85))\n end\n set [x v] to [-3]\n repeat (3)\n change y by (-10)\n change x by (X)\n turn right (X) degrees\n set [x v] to ((X) * (.85))\n end\n end\n wait (3) seconds\n repeat (3)\n set [x v] to [3]\n repeat (3)\n change y by (10)\n change x by (X)\n turn right (X) degrees\n set [x v] to ((X) * (.85))\n end\n set [x v] to [-3]\n repeat (3)\n change y by (10)\n change x by (X)\n turn right (X) degrees\n set [x v] to ((X) * (.85))\n end\n end\n delete this clone\nelse\n forever\n go to x: (0) y: (0)\n if <touching (mouse-pointer v)?> then\n replace item (clones count) of [lve+fav v] with [yes]\n wait (1.5) seconds\n else\n replace item (clones count) of [lve+fav v] with [no]\n end\n end\nend\n\nwhen I start as a clone\nforever\n DELETE\nend\n\ndefine DELETE\nrepeat (10)\n delete (3) of [lve+fav v]\nend\n\nwhen I start as a clone\nshow\nif <(clones count) = [3]> then\n forever\n go to [front v] layer\n end\nelse\nend\n\n | Probably broken, anyway \(._.)/\n\nPLEASE READ ALL THE DESCRIPTION, IT IS VERY SHORT!\n\nI AM NOT LOOKING FOR ADMIN ANYMORE\n\nALL ADS WILL BE REPORTED AND THE PEOPLE WHO POSTED IT WILL BE BAN OF THIS PROJECT!!!!\n\nYou move with the arrows, try to find the end of the level!\nI highly recommend you to play with your friends else there you'll ahve very few chances to find anyone on the server.\nFour players max.\nIT IS MULTIPLAYER!!!!!\n\n• Made with 1 100+ blocks\n• If you see a flying cat, it isn't a bug, it's an angel (admin). Only them can fly MUAHAHAHAHA\n\nAdmins :\n\n@tabourettable (creator)\n@Dbaric\n@kodiak77-77\n@SpaceCatandMe\n@IA-maker\n@Matji\n\nIMPORTANT : admins can fly by pressing down arrow, stop falling ("f") and they can also look at the map (press "m") I now can go through platforms. |
Scrolling Platformer | @Stage\n\nwhen I receive [start v]\nset volume to (70) %\nforever\n play sound (pick random (1) to (6)) until done\nend\n\nwhen I receive [\( start \) intro v]\nforever\n if <<key (q v) pressed?> and <key (r v) pressed?>> then\n set [exit v] to [die]\n wait until <<not <key (q v) pressed?>> and <not <key (r v) pressed?>>>\n end\nend\n\nwhen I receive [\( start \) intro v]\nforever\n if <<key (q v) pressed?> and <key (s v) pressed?>> then\n set [exit v] to [skip]\n wait until <<not <key (q v) pressed?>> and <not <key (s v) pressed?>>>\n end\nend\n\nwhen I receive [\( start \) intro v]\nforever\n if <(EASY / CHALLENGE) = [1]> then\n broadcast (EASY v)\n wait until <not <(EASY / CHALLENGE) = [1]>>\n else\n if <(EASY / CHALLENGE) = [2]> then\n broadcast (HARD v)\n wait until <not <(EASY / CHALLENGE) = [2]>>\n end\n end\nend\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [start v]\nforever\n if <key (m v) pressed?> then\n if <(volume) = [70]> then\n set volume to (0) %\n else\n set volume to (70) %\n end\n wait until <not <key (m v) pressed?>>\n end\nend\n\n@Blank\n\nwhen flag clicked\ngo to x: (0) y: (0)\n\n@Player\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\n\nwhen I receive [play game v]\nset [level v] to [0]\nforever\n set [is key pressed? v] to [0]\n broadcast (Reset v) and wait\n broadcast (Setup v) and wait\n broadcast (Coin!!! v) and wait\n broadcast (Tick v)\n Game on\n repeat until <(EXIT) > []>\n Tick\n broadcast (Tick v)\n if <<<touching (coins v)?> and <(item ((LEVEL) + (1)) of [coin v]) = [0]>> or <<touching (coins2 v)?> and <(item ((LEVEL) + (1)) of [coin2 v]) = [0]>>> then\n broadcast (Coin!!! v) and wait\n end\n end\n if <(EXIT) = [win]> then\n Game - Win\n else\n if <(EXIT) = [skip]> then\n Game - Win\n change [skip v] by (1)\n else\n Game - Die\n end\n end\nend\n\ndefine Game on\nset [x v] to [0]\nset [y v] to [0]\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nset [sx v] to [0]\nset [sy v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nset [friction x v] to [0.8]\nset [friction y v] to [1]\nset [is key pressed? v] to [0]\nset [is touching trampolines v] to [0]\nset [ghost v] effect to (0)\nset size to (100) %\nshow\n\ndefine Tick\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [sx v] by (-2)\nend\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(x position) < (mouse x)>>> then\n change [sx v] by (2)\nend\nset [sx v] to ((sx) * (FRICTION X))\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 [sy v] to [16]\n end\nend\nif <(sy) > [-18]> then\n change [sy v] by (-2)\nend\nset [sy v] to ((sy) * (FRICTION Y))\nChange player y by (sy)\nDie\nTrampolines\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)))\nchange [scroll x v] by (round (((x) - (SCROLL X)) / (10)))\nif <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\nend\nif <touching (water v)?> then\n set [friction x v] to [0.5]\n set [friction y v] to [0.5]\n set [in air v] to [0]\nelse\n set [friction x v] to [0.8]\n set [friction y v] to [1]\nend\nPosition\nif <(y) < [-180]> then\n set [exit v] to [die]\nend\n\ndefine Change player y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nPosition\nrepeat until <not <touching (platforms v)?>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [in air v] to [0]\n end\n Position\n set [sy v] to [0]\nend\n\ndefine Position\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\ndefine Change player x by (sx)\nchange [x v] by (sx)\nPosition\nif <touching (platforms v)?> then\n repeat (12)\n change [y v] by (1)\n Position\n if <not <touching (platforms v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n if <not <(LEVEL) = [5]>> then\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(y position) < (mouse y)>>> and <<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <(x position) < (mouse x)>> or <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <(mouse x) < (x position)>>>> then\n if <(sx) > [0]> then\n set [sx v] to [-16]\n else\n set [sx v] to [16]\n end\n set [in air v] to [0]\n else\n set [sx v] to [0]\n end\n end\n repeat until <not <touching (platforms v)?>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n Position\n end\nend\n\ndefine Game - Die\nstart sound [Die v]\nset [test v] to [STOP TIME]\nset [is key pressed? v] to [0]\nset [exit v] to []\nrepeat (5)\n hide\n wait (0.1) seconds\n show\n wait (0.1) seconds\nend\nhide\nwait (0.5) seconds\nbroadcast (TIME START v)\nset [test v] to [0]\n\ndefine 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\nchange [level v] by (1)\nwait (1) seconds\n\nwhen I receive [ready clicked v]\nbroadcast (Green Flag v) and wait\nbroadcast (Play Game v) and wait\n\nwhen I receive [hide all sprites v]\nhide\n\ndefine Trampolines\nif <touching (trampolines v)?> then\n if <not <(IS TOUCHING TRAMPOLINES) = [1]>> then\n set [is touching trampolines v] to [1]\n set [sy v] to [40]\n set [is touching trampolines v] to [0]\n stop [this script v]\n end\nend\n\nwhen I receive [tick v]\nset size to (100) %\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [ready clicked v]\nset [collected max v] to [0]\n\nwhen I receive [setup v]\nPosition\nset [collected max v] to [0]\n\nwhen I receive [\( start \) intro v]\nbroadcast (START v)\n\nwhen I receive [setup v]\nPosition\n\nwhen I receive [tick v]\nif <<(MIN) = [0]> and <(SEC) < [1]>> then\n set [exit v] to [die]\nend\n\ndefine Set (test)\n\nwhen flag clicked\nforever\n if <(LEVEL) = [5]> then\n set [x v] to [0]\n set [y v] to [0]\n set [scroll x v] to [0]\n set [scroll y v] to [0]\n set [sx v] to [0]\n set [sy v] to [0]\n set [in air v] to [0]\n set [exit v] to []\n set [friction x v] to [0.8]\n set [friction y v] to [1]\n set [is key pressed? v] to [0]\n set [is touching trampolines v] to [0]\n Tick\n broadcast (Tick v) and wait\n stop [this script v]\n end\nend\n\nwhen I receive [coin!!! v]\nwait (0) seconds\nif <not <(TEST) = [0]>> then\n repeat until <(TEST) = [1000]>\n broadcast (Tick v)\n end\nend\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 [reset v]\ndelete this clone\n\nwhen I receive [setup v]\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [0]> then\n switch costume to (level 0 1 v)\n Clone at x: [0] y: [350]\n Clone at x: [0] y: [350]\n Clone at x: [0] y: [350]\n Clone at x: [430] y: [380]\nelse\n if <(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 else\n if <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n Clone at x: [0] y: [350]\n Clone at x: [450] y: [350]\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: [480] y: [0]\n Clone at x: [450] y: [350]\n else\n if <(LEVEL) = [4]> then\n switch costume to (level 4 1 v)\n Clone at x: [500] y: [0]\n Clone at x: [360] y: [180]\n Clone at x: [-360] y: [45]\n Clone at x: [0] y: [160]\n else\n switch costume to (level 5 6 v)\n Clone at x: [0] y: [350]\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 at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I receive [hide all sprites v]\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 [reset v]\ndelete this clone\n\nwhen I receive [setup v]\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [0]> then\n switch costume to (level 0 1 v)\n Clone at x: [0] y: [350]\n Clone at x: [0] y: [350]\n Clone at x: [0] y: [350]\n Clone at x: [0] y: [350]\n Clone at x: [360] y: [0]\nelse\n if <(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 else\n if <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n Clone at x: [0] y: [350]\n Clone at x: [450] y: [350]\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: [480] y: [0]\n Clone at x: [450] y: [350]\n else\n if <(LEVEL) = [4]> then\n switch costume to (level 4 1 v)\n Clone at x: [500] y: [0]\n Clone at x: [360] y: [180]\n Clone at x: [-360] y: [45]\n Clone at x: [0] y: [160]\n else\n switch costume to (level 5 1 v)\n Clone at x: [0] y: [350]\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 at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I receive [hide all sprites v]\nhide\n\n@Water\n\nwhen I receive [green flag v]\ngo [backward v] (99) layers\nshow\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [setup v]\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [0]> then\n switch costume to (level 0 1 v)\n Clone at x: [0] y: [350]\n Clone at x: [0] y: [350]\n Clone at x: [0] y: [350]\n Clone at x: [0] y: [350]\n Clone at x: [360] y: [0]\nelse\n if <(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 else\n if <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n Clone at x: [0] y: [350]\n Clone at x: [450] y: [350]\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: [480] y: [0]\n Clone at x: [450] y: [350]\n else\n if <(LEVEL) = [4]> then\n switch costume to (level 4 1 v)\n Clone at x: [500] y: [0]\n Clone at x: [360] y: [180]\n Clone at x: [-360] y: [45]\n Clone at x: [0] y: [160]\n else\n switch costume to (level 5 1 v)\n Clone at x: [0] y: [350]\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 at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I receive [hide all sprites v]\nhide\n\n@Splash\n\nwhen flag clicked\nbroadcast (Hide all sprites v)\nset [skip v] to [0]\nset [level v] to [0]\nhide variable [your total skip is v]\nhide variable [your total time is v]\nhide variable [collected v]\nhide variable [record lvl 1 v]\nhide variable [record lvl 2 v]\nhide variable [timer v]\nhide variable [c / cm v]\nhide variable [skip v]\nhide variable [your time v]\nhide variable [mode show v]\ngo to [front v] layer\nhide\n\nwhen I receive [ready clicked v]\nshow variable [timer v]\nshow variable [c / cm v]\nshow variable [your time v]\n\nwhen I receive [ready clicked v]\nforever\n set [c / cm v] to (join (COLLECTED) (join [ / ] (COLLECTED MAX)))\nend\n\nwhen I receive [ready clicked v]\nreset timer\nrepeat until <(LEVEL) > [4]>\n set [your time v] to (join (Time Min) (join ['] (Time Sec)))\nend\n\nwhen flag clicked\nforever\n wait (1.5) seconds\n if <(LEVEL) > [4]> then\n hide variable [collected v]\n hide variable [record lvl 1 v]\n hide variable [record lvl 2 v]\n hide variable [timer v]\n hide variable [c / cm v]\n hide variable [skip v]\n hide variable [your time v]\n set [your total time is v] to (YOUR TIME)\n if <<(LEVEL) = [5]> and <(SKIP) = [0]>> then\n broadcast (decode v) and wait\n if <(YOUR TIME) < (_decoded)> then\n broadcast (Safe score! v) and wait\n end\n end\n end\nend\n\nwhen flag clicked\nstart sound [pop v]\nforever\n set [checktime v] to (timer)\nend\n\nwhen [timer v] > (checktime)\nbroadcast (Hide all sprites v)\nset [skip v] to [0]\nset [level v] to [0]\nhide variable [your total skip is v]\nhide variable [your total time is v]\nhide variable [collected v]\nhide variable [record lvl 1 v]\nhide variable [record lvl 2 v]\nhide variable [timer v]\nhide variable [c / cm v]\nhide variable [skip v]\nhide variable [your time v]\nhide variable [mode show v]\nstart sound [pop v]\nstop [this script v]\n\nwhen I receive [\( start \) intro v]\nbroadcast (Ready clicked v) and wait\n\nwhen [space v] key pressed\nif <key (q v) pressed?> then\n if <(username) = [DGRflash]> then\n set [skip v] to [0]\n set [level v] to [0]\n hide variable [your total skip is v]\n hide variable [your total time is v]\n hide variable [collected v]\n hide variable [record lvl 1 v]\n hide variable [record lvl 2 v]\n hide variable [timer v]\n hide variable [c / cm v]\n hide variable [skip v]\n hide variable [your time v]\n hide variable [mode show v]\n go to [front v] layer\n show\n end\nend\nif <<key (r v) pressed?> and <(username) = [DGRflash]>> then\n reset timer\nend\n\nwhen I receive [ready clicked v]\nrepeat until <(LEVEL) > [4]>\n if <(TurboWarp & Forkphorus) = [yes]> then\n show variable [c / cm v]\n show variable [your time v]\n show variable [timer v]\n end\nend\n\n@Collectables\n\nwhen I receive [green flag v]\nshow\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) (round (((([sin v] of (((timer) + (x)) * (200)) ) * (10)) + (y)) - (SCROLL Y)))\nset size to (round ((([cos v] of ((timer) * (700)) ) * (6)) + (65))) %\npoint in direction (round ((([cos v] of ((timer) * (200)) ) * (50)) + (90)))\nif <touching (player v)?> then\n start sound [coin v]\n switch costume to (collected v)\n change [collected v] by (1)\n delete this clone\nend\n\nwhen I receive [reset v]\nswitch costume to (collectable v)\ndelete this clone\n\nwhen I receive [setup v]\nset [x v] to [0]\nset [y v] to [0]\nset [collected v] to [0]\nset [collected max v] to [0]\nif <(LEVEL) = [0]> then\n switch costume to (collectable v)\n Clone at x: [130] y: [410]\n Clone at x: [-130] y: [350]\n Clone at x: [150] y: [1265]\n Clone at x: [62] y: [1210]\n Clone at x: [70] y: [905]\n Clone at x: [45] y: [1000]\n Clone at x: [40] y: [1240]\n Clone at x: [9] y: [1190]\n Clone at x: [-100] y: [1160]\n Clone at x: [-50] y: [1040]\n Clone at x: [5] y: [900]\n Clone at x: [75] y: [860]\n Clone at x: [100] y: [830]\n Clone at x: [131] y: [900]\n Clone at x: [-80] y: [750]\n Clone at x: [130] y: [525]\n Clone at x: [135] y: [700]\n Clone at x: [70] y: [515]\n Clone at x: [200] y: [190]\n Clone at x: [130] y: [250]\n Clone at x: [110] y: [25]\n Clone at x: [-125] y: [100]\n Clone at x: [-80] y: [410]\n Clone at x: [260] y: [20]\nelse\n if <(LEVEL) = [1]> then\n switch costume to (collectable v)\n Clone at x: [72] y: [-25]\n Clone at x: [124] y: [18]\n Clone at x: [187] y: [18]\n Clone at x: [238] y: [-25]\n Clone at x: [720] y: [21]\n Clone at x: [720] y: [77]\n else\n if <(LEVEL) = [2]> then\n Clone at x: [206] y: [100]\n Clone at x: [-130] y: [143]\n Clone at x: [-218] y: [210]\n Clone at x: [428] y: [737]\n Clone at x: [585] y: [797]\n Clone at x: [649] y: [830]\n else\n if <(LEVEL) = [3]> then\n Clone at x: [-162] y: [62]\n Clone at x: [119] y: [31]\n Clone at x: [211] y: [37]\n Clone at x: [244] y: [-19]\n Clone at x: [350] y: [-28]\n Clone at x: [355] y: [65]\n Clone at x: [468] y: [60]\n Clone at x: [606] y: [42]\n Clone at x: [723] y: [-15]\n Clone at x: [913] y: [2]\n Clone at x: [909] y: [42]\n Clone at x: [983] y: [317]\n Clone at x: [1063] y: [213]\n Clone at x: [1123] y: [336]\n Clone at x: [1215] y: [418]\n Clone at x: [1329] y: [525]\n Clone at x: [1510] y: [617]\n else\n if <(LEVEL) = [4]> then\n Clone at x: [0] y: [55]\n Clone at x: [118] y: [-17]\n Clone at x: [429] y: [3]\n Clone at x: [371] y: [-75]\n Clone at x: [540] y: [46]\n Clone at x: [623] y: [69]\n Clone at x: [666] y: [138]\n Clone at x: [737] y: [174]\n Clone at x: [677] y: [229]\n Clone at x: [841] y: [192]\n Clone at x: [979] y: [180]\n Clone at x: [988] y: [304]\n Clone at x: [946] y: [581]\n Clone at x: [626] y: [338]\n Clone at x: [477] y: [453]\n Clone at x: [348] y: [587]\n end\n end\n end\n end\n set [x v] to [-9999999]\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)\nswitch costume to (collectable v)\ncreate clone of (_myself_ v)\nchange [collected max v] by (1)\n\nwhen I receive [hide all sprites v]\nhide\n\n@coins\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) (round (((([sin v] of (((timer) + (x)) * (200)) ) * (10)) + (y)) - (SCROLL Y)))\n\nwhen I receive [setup v]\nclear graphic effects\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(Level) = [1]> then\n new coin @ [450] [1450]\nelse\n if <(Level) = [2]> then\n new coin @ [360] [59]\n else\n if <(Level) = [3]> then\n new coin @ [256] [122]\n else\n if <(Level) = [4]> then\n new coin @ [-210] [13]\n else\n if <(Level) = [5]> then\n new coin @ [-211] [14]\n end\n end\n end\n end\nend\nset [x v] to [100000000000000000]\n\ndefine position (x) (y)\nset size to (100) %\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine new coin @ (x) (y)\nset [x v] to (x)\nset [y v] to (y)\nswitch costume to (coin v)\nclear graphic effects\ncreate clone of (_myself_ v)\nchange [collected max v] by (1000)\n\nwhen flag clicked\ndelete all of [coin v]\nadd [0] to [coin v]\nadd [0] to [coin v]\nadd [0] to [coin v]\nadd [0] to [coin v]\nadd [0] to [coin v]\nadd [0] to [coin v]\n\nwhen I receive [coin!!! v]\nif <<touching (player v)?> and <not <(costume [number v]) = [19]>>> then\n start sound [Coin v]\n replace item (Level) of [coin v] with [1]\n repeat until <(TEST) > [999]>\n change [test v] by (125)\n change [collected v] by (125)\n wait (0) seconds\n end\n broadcast (TIME START v)\n set [test v] to [0]\n wait (0) seconds\nend\n\nwhen I receive [tick v]\nif <(item (Level) of [coin v]) = [0]> then\n next costume\n if <(costume [name v]) = [done]> then\n switch costume to (coin v)\n end\nelse\n switch costume to (done v)\nend\n\ndefine clone\nrepeat (2)\n change [id v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nset size to (50) %\nif <(mode) = [ao]> then\n if <(id) = [1]> then\n go to x: (195) y: (-165)\n end\n if <(id) = [2]> then\n go to x: (220) y: (-165)\n end\n show\n set [ghost v] effect to (80)\n switch costume to (coin v)\n if <(item (id) of [coin v]) = [1]> then\n set [ghost v] effect to (15)\n switch costume to (done v)\n end\n repeat until <not <(mode) = [ao]>>\n set size to (50) %\n set y to ((([cos v] of ((timer) * (100)) ) * (5)) + (-160))\n set [brightness v] effect to (<touching (mouse-pointer v)?> * (20))\n end\n delete this clone\nend\n\nwhen I receive [hide all sprites v]\ndelete this clone\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [hide all sprites v]\nhide\n\nwhen flag clicked\nset [test v] to [0]\nwait (1) seconds\nset [id v] to [0]\nclone\n\nwhen flag clicked\nforever\n if <(TEST) = [STOP TIME]> then\n delete all of [coin v]\n add [0] to [coin v]\n add [0] to [coin v]\n add [0] to [coin v]\n add [0] to [coin v]\n add [0] to [coin v]\n add [0] to [coin v]\n end\nend\n\nwhen I receive [reset v]\nset [test v] to [0]\n\nwhen flag clicked\nforever\n set [level v] to ((LEVEL) + (1))\nend\n\nwhen I receive [hide all sprites v]\nhide\n\n@coins2\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) (round (((([sin v] of (((timer) + (x)) * (200)) ) * (10)) + (y)) - (SCROLL Y)))\n\nwhen I receive [setup v]\nclear graphic effects\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(Level) = [1]> then\nset [x v] to [100000000000000000]\n\ndefine position (x) (y)\nset size to (100) %\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine new coin @ (x) (y)\nset [x v] to (x)\nset [y v] to (y)\nswitch costume to (coin v)\nclear graphic effects\ncreate clone of (_myself_ v)\nchange [collected max v] by (1000)\n\nwhen flag clicked\ndelete all of [coin2 v]\nadd [0] to [coin2 v]\nadd [0] to [coin2 v]\nadd [0] to [coin2 v]\nadd [0] to [coin2 v]\nadd [0] to [coin2 v]\n\nwhen I receive [coin!!! v]\nif <<touching (player v)?> and <not <(costume [number v]) = [19]>>> then\n start sound [Coin v]\n replace item (Level) of [coin2 v] with [1]\n repeat until <(TEST) > [999]>\n change [test v] by (125)\n change [collected v] by (125)\n wait (0) seconds\n end\n broadcast (TIME START v)\n set [test v] to [0]\n wait (0) seconds\nend\n\nwhen I receive [tick v]\nif <(item (Level) of [coin2 v]) = [0]> then\n next costume\n if <(costume [name v]) = [done]> then\n switch costume to (coin v)\n end\nelse\n switch costume to (done v)\nend\n\ndefine clone\nrepeat (2)\n change [id v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nset size to (50) %\nif <(mode) = [ao]> then\n if <(id) = [1]> then\n go to x: (195) y: (-165)\n end\n if <(id) = [2]> then\n go to x: (220) y: (-165)\n end\n show\n set [ghost v] effect to (80)\n switch costume to (coin v)\n if <(item (id) of [coin2 v]) = [1]> then\n set [ghost v] effect to (15)\n switch costume to (done v)\n end\n repeat until <not <(mode) = [ao]>>\n set size to (50) %\n set y to ((([cos v] of ((timer) * (100)) ) * (5)) + (-160))\n set [brightness v] effect to (<touching (mouse-pointer v)?> * (20))\n end\n delete this clone\nend\n\nwhen I receive [hide all sprites v]\ndelete this clone\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [hide all sprites v]\nhide\n\nwhen flag clicked\nset [test v] to [0]\nwait (1) seconds\nset [id v] to [0]\nclone\n\nwhen flag clicked\nforever\n if <(TEST) = [STOP TIME]> then\n delete all of [coin2 v]\n add [0] to [coin2 v]\n add [0] to [coin2 v]\n add [0] to [coin2 v]\n add [0] to [coin2 v]\n add [0] to [coin2 v]\n add [0] to [coin2 v]\n end\nend\n\nwhen I receive [reset v]\nset [test v] to [0]\n\nwhen flag clicked\nforever\n set [level v] to ((LEVEL) + (1))\nend\n\nwhen I receive [hide all sprites v]\nhide\n\n@Exit\n\nwhen I receive [green flag v]\nshow\n\nwhen I receive [tick v]\nset size to (250) %\nPosition ((x) - (SCROLL X)) ((round (([sin v] of ((timer) * (200)) ) * (12))) + ((y) - (SCROLL Y)))\nif <<(COLLECTED) = (COLLECTED MAX)> or <(COLLECTED) > (COLLECTED MAX)>> then\n switch costume to (open v)\n if <touching (player v)?> then\n set [exit v] to [win]\n end\nend\n\nwhen I receive [setup v]\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [0]> then\n switch costume to (closed v)\n Clone at x: [286] y: [0]\n set [min v] to [1]\n set [sec v] to [0]\n show\nelse\n if <(LEVEL) = [1]> then\n switch costume to (closed v)\n Clone at x: [1000] y: [30]\n set [min v] to [0]\n set [sec v] to [10]\n else\n if <(LEVEL) = [2]> then\n switch costume to (closed v)\n Clone at x: [728] y: [803]\n set [min v] to [0]\n set [sec v] to [22]\n else\n if <(LEVEL) = [3]> then\n switch costume to (closed v)\n Clone at x: [1606] y: [601]\n set [min v] to [0]\n set [sec v] to [19]\n else\n if <(LEVEL) = [4]> then\n switch costume to (closed v)\n Clone at x: [272] y: [600]\n set [min v] to [0]\n set [sec v] to [18]\n else\n set [min v] to [0]\n set [sec v] to [3]\n set [collected max v] to [0]\n hide\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 at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\n\nwhen I receive [hide all sprites v]\nhide\n\nwhen I receive [start v]\nforever\n repeat (100)\n change [whirl v] effect by (25)\n end\n repeat (100)\n change [whirl v] effect by (-25)\n end\nend\n\n@Trampolines\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 [reset v]\ndelete this clone\n\nwhen I receive [setup v]\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [0]> then\n switch costume to (level 0 1 v)\n Clone at x: [0] y: [350]\n Clone at x: [0] y: [350]\n Clone at x: [0] y: [350]\n Clone at x: [0] y: [350]\n Clone at x: [360] y: [0]\nelse\n if <(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 else\n if <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n Clone at x: [0] y: [350]\n Clone at x: [450] y: [350]\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: [480] y: [0]\n Clone at x: [450] y: [350]\n else\n if <(LEVEL) = [4]> then\n switch costume to (level 4 1 v)\n Clone at x: [500] y: [0]\n Clone at x: [360] y: [180]\n Clone at x: [-360] y: [180]\n Clone at x: [0] y: [160]\n else\n switch costume to (level 5 1 v)\n Clone at x: [0] y: [350]\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 at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I receive [hide all sprites v]\nhide\n\n@TIMER\n\nwhen flag clicked\nhide variable [' v]\nhide variable [min v]\nhide variable [sec v]\nhide variable [my variable v]\nhide variable [mode show v]\n\nwhen flag clicked\nforever\n set [' v] to [']\n if <<(MIN) < [10]> and <(SEC) > [9]>> then\n set [timer v] to (join [0] (join (MIN) (join (') (SEC))))\n end\n if <<(MIN) < [10]> and <(SEC) < [10]>> then\n set [timer v] to (join [0] (join (MIN) (join (') (join [0] (SEC)))))\n end\n if <<(MIN) > [9]> and <(SEC) > [9]>> then\n set [timer v] to (join (MIN) (join (') (SEC)))\n end\n if <<(MIN) > [9]> and <(SEC) < [10]>> then\n set [timer v] to (join (MIN) (join (') (join [0] (SEC))))\n end\nend\n\nwhen I receive [ready clicked v]\nforever\n if <(EASY / CHALLENGE MODE) = [1]> then\n hide variable [timer v]\n set [mode check v] to [2]\n else\n if <(MODE CHECK) = [2]> then\n set [mode check v] to [0]\n set [exit v] to [DIE]\n end\n if <not <(TEST) = [0]>> then\n stop [this script v]\n end\n wait (1) seconds\n change [sec v] by (-1)\n if <(SEC) < [0]> then\n set [sec v] to [59]\n change [min v] by (-1)\n end\n show variable [timer v]\n end\nend\n\nwhen I receive [win v]\nWIN\n\ndefine WIN\nset [min v] to [10]\nset [sec v] to [0]\n\nwhen I receive [time start v]\nforever\n if <(EASY / CHALLENGE MODE) = [1]> then\n hide variable [timer v]\n set [mode check v] to [2]\n else\n if <(MODE CHECK) = [2]> then\n set [mode check v] to [0]\n set [exit v] to [DIE]\n end\n if <<not <(TEST) = [0]>> or <<(MIN) = [0]> and <(SEC) < [1]>>> then\n stop [this script v]\n end\n wait (1) seconds\n change [sec v] by (-1)\n if <(SEC) < [0]> then\n set [sec v] to [59]\n change [min v] by (-1)\n end\n show variable [timer v]\n end\nend\n\nwhen I receive [easy v]\nif <(EASY / CHALLENGE) = [1]> then\n if <(EASY / CHALLENGE) = [2]> then\n stop [this script v]\n end\n set [mode show v] to [EASY MODE]\n wait (0) seconds\n repeat (3)\n if <(EASY / CHALLENGE) = [2]> then\n stop [this script v]\n end\n show variable [mode show v]\n wait (0.5) seconds\n if <(EASY / CHALLENGE) = [2]> then\n stop [this script v]\n end\n hide variable [mode show v]\n if <(EASY / CHALLENGE) = [2]> then\n stop [this script v]\n end\n wait (0.5) seconds\n end\nelse\n stop [this script v]\nend\n\nwhen I receive [hard v]\nif <(EASY / CHALLENGE) = [2]> then\n if <(EASY / CHALLENGE) = [1]> then\n stop [this script v]\n end\n set [mode show v] to [CHALLENGE MODE]\n wait (0) seconds\n repeat (3)\n if <(EASY / CHALLENGE) = [1]> then\n stop [this script v]\n end\n show variable [mode show v]\n wait (0.5) seconds\n if <(EASY / CHALLENGE) = [1]> then\n stop [this script v]\n end\n hide variable [mode show v]\n if <(EASY / CHALLENGE) = [1]> then\n stop [this script v]\n end\n wait (0.5) seconds\n end\nelse\n stop [this script v]\nend\n\nwhen I receive [setup v]\nif <(MODE CHECK) = [2]> then\n broadcast (TIME START v)\n stop [this script v]\nend\n\nwhen I receive [tick v]\nif <(LEVEL) < [5]> then\n if <<(mouse y) > [-180]> and <(mouse x) < [240]>> then\n if <(mouse x) > [50]> then\n show variable [easy / challenge v]\n else\n hide variable [easy / challenge v]\n end\n else\n hide variable [easy / challenge v]\n end\nelse\n hide variable [easy / challenge v]\nend\n\nwhen [timer v] > (checktime)\nhide variable [easy / challenge v]\n\n@Intro\n\ndefine Clone number (#)\nswitch costume to (#)\nshow\nif <(#) = [19]> then\n show\n switch costume to (costume13 v)\n go to [front v] layer\n set size to (50) %\n clear graphic effects\n go to x: (0) y: (0)\n repeat until <(round (y position)) = [150]>\n change y by (((150) - (y position)) / (4))\n end\n repeat until <(round (y position)) = [0]>\n change y by (((0) - (y position)) / (2))\n end\n repeat until <<(round (size)) = [1800]> and <(round (direction)) = [90]>>\n switch costume to (costume14 v)\n change size by (((1800) - (size)) / (4))\n switch costume to (costume13 v)\n end\n broadcast (Intro del clones v) and wait\n repeat (10)\n change [ghost v] effect by (10)\n end\nend\nif <(#) = [1]> then\n set rotation style [all around v]\n point in direction (60)\n set size to (80) %\n go to x: (352) y: (60)\n Smooth glide [0] [20] [90] [85] speed [4]\n set [@speed v] to [0]\n repeat (22)\n change [@speed v] by (-1)\n change x by (@Speed)\n change [ghost v] effect by ([abs v] of ((@Speed) / (2)) )\n end\n set [@speed v] to [12]\n wait (1) seconds\n clear graphic effects\n set rotation style [left-right v]\n set size to (85) %\n point in direction (-90)\n go to x: (-326) y: (20)\n repeat (26)\n change [@speed v] by (1)\n change x by (@Speed)\n end\n delete this clone\nend\nif <(#) = [2]> then\n set rotation style [all around v]\n point in direction (60)\n set size to (80) %\n go to x: (352) y: (60)\n Smooth glide [0] [20] [90] [85] speed [4]\n set [@speed v] to [0]\n switch costume to (pi2 v)\n set [clone# v] to [5]\n repeat (2)\n change [clone# v] by (1)\n create clone of (_myself_ v)\n end\n set [clone# v] to [14]\n repeat (2)\n change [clone# v] by (1)\n create clone of (_myself_ v)\n end\n point in direction (90)\n repeat (11)\n change [@speed v] by (-1)\n change y by (@Speed)\n change size by (([abs v] of (@Speed) ) / (0.7))\n end\nend\nif <(#) = [3]> then\n set size to (100) %\n point in direction (90)\n go to x: (0) y: (0)\n go to [front v] layer\nend\nif <(#) = [4]> then\n point in direction (90)\n set size to (100) %\n go to x: (0) y: (0)\n go to [back v] layer\nend\nif <(#) = [6]> then\n go to x: (0) y: (20)\n point in direction (-90)\n set rotation style [all around v]\n set size to (85) %\n clear graphic effects\n set [@speed v] to [0]\n go to [front v] layer\n forever\n change [@speed v] by (1)\n move ((@Speed) * (2)) steps\n turn right (() - (@Speed)) degrees\n change [ghost v] effect by ((@Speed) / (2))\n change size by ((@Speed) / (3))\n end\nend\nif <(#) = [7]> then\n go to x: (0) y: (20)\n point in direction (90)\n set rotation style [all around v]\n set size to (85) %\n clear graphic effects\n set [@speed v] to [0]\n go to [front v] layer\n forever\n change [@speed v] by (1)\n move ((@Speed) * (2)) steps\n turn right (@Speed) degrees\n change size by ((@Speed) / (3))\n change [ghost v] effect by ((@Speed) / (2))\n end\nend\nif <(#) = [8]> then\n go to x: (-160) y: (20)\nend\nif <(#) = [9]> then\n go to x: (-100) y: (20)\nend\nif <(#) = [10]> then\n go to x: (-40) y: (20)\nend\nif <(#) = [11]> then\n go to x: (23) y: (20)\nend\nif <(#) = [12]> then\n go to x: (66) y: (20)\nend\nif <(#) = [13]> then\n go to x: (112) y: (20)\nend\nif <(#) = [14]> then\n go to x: (172) y: (20)\nend\nif <<(#) > [7]> and <[15] > (#)>> then\n set size to (85) %\n point in direction (90)\nend\nif <(#) = [15]> then\n go to x: (-124) y: (0)\n Smooth glide [0] [0] [90] [90] speed [4]\nend\nif <(#) = [16]> then\n go to x: (124) y: (0)\n Smooth glide [0] [0] [90] [90] speed [4]\nend\nif <<(#) > [7]> and <[17] > (#)>> then\n set [@speed v] to [0]\n forever\n if <[15] > (#)> then\n set y to ((([cos v] of ((@Speed) * (2)) ) * (10)) + (20))\n else\n set y to ((([cos v] of ((@Speed) * (2)) ) * (10)) + (0))\n end\n point in direction ((90) + (([cos v] of (@Speed) ) * (3)))\n change [@speed v] by (11)\n end\nend\nif <(#) = [17]> then\n go to [back v] layer\n go [forward v] (1) layers\n point in direction (90)\n go to x: (-240) y: (180)\n set [ghost v] effect to (50)\n set [@speed v] to [0]\n forever\n set rotation style [all around v]\n set [@speed v] to [0]\n repeat (25)\n change [@speed v] by (0.25)\n turn right (@Speed) degrees\n end\n set [@speed v] to [0]\n repeat (25)\n change [@speed v] by (0.25)\n turn left (@Speed) degrees\n end\n end\nend\nif <(#) = [18]> then\n go to [back v] layer\n go [forward v] (1) layers\n point in direction (90)\n go to x: (240) y: (180)\n set [ghost v] effect to (50)\n forever\n set rotation style [all around v]\n set [@speed v] to [0]\n repeat (25)\n change [@speed v] by (0.25)\n turn left (@Speed) degrees\n end\n set [@speed v] to [0]\n repeat (25)\n change [@speed v] by (0.25)\n turn right (@Speed) degrees\n end\n end\nend\n\ndefine Create clones\nset [clone# v] to [0]\nrepeat (4)\n change [clone# v] by (1)\n create clone of (_myself_ v)\nend\nset [clone# v] to [17]\ncreate clone of (_myself_ v)\nset [clone# v] to [18]\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nCreate clones\n\nwhen I start as a clone\nClone number (Clone#)\n\ndefine Smooth glide (x) (y) (dir) (size) speed ()\nrepeat until <<<(round (x position)) = (x)> and <(round (y position)) = (y)>> and <<(round (direction)) = (dir)> and <(round (size)) = (size)>>>\n change x by (((x) - (x position)) / ())\n change y by (((y) - (y position)) / ())\n turn right (((dir) - (direction)) / (() / (0.5))) degrees\n change size by (((size) - (size)) / ())\nend\n\nwhen I start as a clone\nif <(Clone#) = [1]> then\n wait (1.782) seconds\n wait until <(x position) > [-150]>\n set [clone# v] to [8]\n create clone of (_myself_ v)\n wait until <(x position) > [-100]>\n set [clone# v] to [9]\n create clone of (_myself_ v)\n wait until <(x position) > [-50]>\n set [clone# v] to [10]\n create clone of (_myself_ v)\n wait until <(x position) > [0]>\n set [clone# v] to [11]\n create clone of (_myself_ v)\n wait until <(x position) > [50]>\n set [clone# v] to [12]\n create clone of (_myself_ v)\n wait until <(x position) > [100]>\n set [clone# v] to [13]\n create clone of (_myself_ v)\n wait until <(x position) > [150]>\n set [clone# v] to [14]\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nwait until <<<key (space v) pressed?> or <mouse down?>> and <not <(Clone#) = [19]>>>\nstart sound [Connect v]\nset [clone# v] to [19]\ncreate clone of (_myself_ v)\nwait (.3) seconds\nrepeat (50)\n change volume by (-2)\nend\nstop all sounds\nstop [other scripts in sprite v]\nbroadcast (\( START \) INTRO v)\ndelete this clone\n\nwhen flag clicked\nstart sound [Intro Music v]\nset volume to (100) %\nwait (5) seconds\nif <not <(Clone#) = [19]>> then\n set [clone# v] to [19]\n create clone of (_myself_ v)\n wait (.3) seconds\n repeat (50)\n change volume by (-2)\n end\n stop all sounds\n stop [other scripts in sprite v]\n broadcast (\( START \) INTRO v)\n delete this clone\nend\n\nwhen I receive [intro del clones v]\nif <not <(Clone#) = [19]>> then\n delete this clone\nend\n\n@Outro\n\nwhen I start as a clone\nshow\nif <(costume [number v]) = [2]> then\n set size to (1) %\n repeat until <(round (size)) = [120]>\n change size by (((120) - (size)) / (6))\n end\nelse\n if <(costume [number v]) = [3]> then\n go to x: (416) y: (-100)\n set size to (100) %\n repeat until <(round (x position)) = [0]>\n go to [front v] layer\n change x by (((0) - (x position)) / (6))\n end\n forever\n set y to (([y position v] of [outro v]) + (-120))\n point in direction ([direction v] of [outro v])\n end\n end\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [2]> then\n forever\n point in direction ((([tan v] of ((timer) * (90)) ) * (5)) + (90))\n go to (outro v)\n end\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [5]> then\n set [brightness v] effect to (3)\n if <(letter ((length of ((Background#) / (2))) - (1)) of ((Background#) / (2))) = [.]> then\n switch costume to (line1 v)\n else\n switch costume to (line2 v)\n end\n go to [back v] layer\n set size to (100) %\n go to x: ((Background#) - (((Background#) / (35)) - (1))) y: (345)\n repeat until <(round (y position)) = [0]>\n change y by (((0) - (y position)) / (4))\n end\nend\n\nwhen [timer v] > (checktime)\nbroadcast (\( START \) OUTRO v)\nswitch costume to (blank v)\npoint in direction (90)\nshow\nset size to (100) %\nset [thumbnail# v] to [15]\ngo to [front v] layer\nswitch costume to (thumbnail v)\nrepeat ((Thumbnail#) * (2))\n go to x: (pick random ((Thumbnail#) - ((Thumbnail#) * (2))) to (Thumbnail#)) y: (pick random ((Thumbnail#) - ((Thumbnail#) * (2))) to (Thumbnail#))\n change [thumbnail# v] by (-0.5)\n set [checktime v] to (timer)\nend\npoint in direction (90)\nhide\nset size to (90) %\nreset timer\nset [checktime v] to (timer)\nswitch costume to (line2 v)\nset [background# v] to [0]\nrepeat (14)\n create clone of (_myself_ v)\n change [background# v] by (35)\n set [checktime v] to (timer)\nend\nshow\nswitch costume to (logo v)\ncreate clone of (_myself_ v)\nswitch costume to (1 of intro v)\ngo to x: (-314) y: (10)\nrepeat until <(round (x position)) = [0]>\n change x by (((0) - (x position)) / (6))\n set [checktime v] to (timer)\nend\nswitch costume to (2 of intro v)\ncreate clone of (_myself_ v)\nswitch costume to (1 of intro v)\nreset timer\nforever\n set [checktime v] to (timer)\n set y to ((([cos v] of ((timer) * (200)) ) * (10)) + (20))\n point in direction ((([cos v] of ((timer) * (100)) ) * (5)) + (90))\nend\n\nwhen [timer v] > (checktime)\nset volume to (100) %\nwait until <(Thumbnail#) = [0]>\nforever\n wait (1) seconds\n play sound [Avicii - Levels v] until done\nend\n\nwhen flag clicked\nhide\nforever\n set [checktime v] to (timer)\nend\n\nwhen flag clicked\nforever\n if <(TurboWarp & Forkphorus) = [yes]> then\n stop [other scripts in sprite v]\n hide\n end\nend\n\n@Costume Text Engine\n\ndefine Say : (text) at x: (x) y: (y)\ngo to [front v] layer\nswitch costume to (text bubble v)\ngo to x: (x) y: ((y) - (50))\nset [ghost v] effect to (100)\nshow\nset [# v] to [0]\nbroadcast (Clear v) and wait\nrepeat until <(round (y position)) = (y)>\n change y by (((y) - (y position)) / (5))\n change [ghost v] effect by (-8)\nend\nrepeat (length of (text))\n change [# v] by (1)\n if <(letter (#) of (text)) > []> then\n set [asset v] to (letter (#) of (text))\n else\n set [asset v] to [space]\n end\n create clone of (_myself_ v)\nend\nwait until <key (space v) pressed?>\nwait until <not <key (space v) pressed?>>\nstart sound [Choose v]\nhide\nbroadcast (Clear v) and wait\nset [# v] to [0]\n\nwhen I start as a clone\nswitch costume to (asset)\nif <(costume [number v]) = [1]> then\n switch costume to (space v)\nend\nchange x by (-42)\nchange y by (22)\nset [org. x v] to (x position)\nrepeat (#)\n change x by (7)\n if <([abs v] of ((x position) - (org. x)) ) = [84]> then\n set x to ((org. x) + (7))\n change y by (-9)\n end\nend\nstart sound [Type v]\nshow\ngo to [front v] layer\n\nwhen I receive [clear v]\ndelete this clone\n\nwhen flag clicked\nhide\nforever\n if <(LEVEL) = [5]> then\n set [your total skip is v] to (SKIP)\n set [check v] to (YOUR TIME)\n set [check2 v] to (SKIP)\n wait (1.5) seconds\n broadcast (decode v)\n Say : [ you win ! ....... press space ] at x: [0] y: [90]\n Say : (join [your total time is : ] (YOUR TIME)) at x: [0] y: [90]\n if <<<(YOUR TIME) = (_decoded)> and <(username) = (_decoded2)>> and <(SKIP) = [0]>> then\n Say : [you got the world record :d] at x: [0] y: [90]\n Say : [congratulat ions !!!] at x: [0] y: [90]\n else\n Say : (join [ the world record is : ] (join (_decoded) (join [ by ] (_decoded2)))) at x: [0] y: [90]\n end\n Say : [thanks for playing !!!] at x: [0] y: [90]\n broadcast (Clear v) and wait\n stop [this script v]\n end\nend\n\n@Timer2\n\nwhen I receive [\( start \) intro v]\nset [time min v] to [00]\nset [time sec v] to [00]\nforever\n repeat (59)\n wait (1) seconds\n change [time sec v] by (01)\n if <(length of (Time Sec)) = [1]> then\n set [time sec v] to (join [0] (Time Sec))\n end\n end\n wait (1) seconds\n change [time min v] by (01)\n set [time sec v] to [00]\n if <(length of (Time Min)) = [1]> then\n set [time min v] to (join [0] (Time Min))\n end\nend\n\n@Custom Blocks\n\ndefine check case (string)\nswitch costume to (null v)\nswitch costume to (string)\nif <(costume [name v]) = [null]> then\n set [case v] to [l]\nelse\n set [case v] to [u]\nend\n\nwhen flag clicked\ndecode)) (☁ View User)\nif <not < (_decoded) contains (username)?>> then\n encode)) (join [ #] (username))\nend\n\nshow variable [_decoded v]\n\nhide variable [_decoded v]\n\ndefine decode)) (data)\nset [_chars v] to [abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789`,./;'\[\]\-=~!@#$%^&*\(\)_+{}|:"<>?\(\) ]\nset [### v] to []\nset [_decoded v] to []\nset [# v] to [1]\nrepeat ((length of (data)) / (2))\n set [### v] to (join (letter (#) of (data)) (letter ((#) + (1)) of (data)))\n change [# v] by (2)\n set [_decoded v] to (join (_decoded) (letter (###) of (_chars)))\nend\n\ndefine encode)) (data)\nset [_chars v] to [abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789`,./;'\[\]\-=~!@#$%^&*\(\)_+{}|:"<>?\(\) ]\nset [_encoded v] to []\nset [# v] to [1]\nrepeat (length of (data))\n check case (letter (#) of (data))\n set [## v] to [1]\n if <(case) = [u]> then\n set [## v] to [27]\n end\n repeat until <(letter (##) of (_chars)) = (letter (#) of (data))>\n change [## v] by (1)\n end\n if <(length of (##)) = [1]> then\n set [_encoded v] to (join (_encoded) (join [0] (##)))\n else\n set [_encoded v] to (join (_encoded) (##))\n end\n change [# v] by (1)\nend\nset [☁ view user v] to (join (☁ View User) (_encoded))\n\n@Custom Blocks3\n\nwhen I receive [decode v]\ndecode#)) (☁ e1)\ndecode (☁ e2)\n\nwhen I receive [safe score! v]\nencode#)) (YOUR TIME)\nencode (username)\n\ndefine encode#)) (data)\nset [_chars v] to [abcdefghijklmnopqrstuvwxyz0123456789`,./;'\[\]\-=~!@#$%^&*\(\)_+{}|:"<>?\(\) ]\nset [_encoded v] to []\nset [# v] to [1]\nrepeat (length of (data))\n set [## v] to [1]\n repeat until <(letter (##) of (_chars)) = (letter (#) of (data))>\n change [## v] by (1)\n end\n set [_encoded v] to (join (_encoded) ((##) + (9)))\n change [# v] by (1)\nend\nset [☁ e1 v] to (_encoded)\n\ndefine decode#)) (data)\nset [_chars v] to [abcdefghijklmnopqrstuvwxyz0123456789`,./;'\[\]\-=~!@#$%^&*\(\)_+{}|:"<>?\(\) ]\nset [#next_2_letters v] to []\nset [_decoded v] to []\nset [# v] to [1]\nrepeat ((length of (data)) / (2))\n set [#next_2_letters v] to (join (letter (#) of (data)) (letter ((#) + (1)) of (data)))\n change [# v] by (2)\n set [_decoded v] to (join (_decoded) (letter ((#next_2_letters) - (9)) of (_chars)))\nend\n\ndefine decode (data)\nset [_chars2 v] to [abcdefghijklmnopqrstuvwxyz0123456789`,./;'\[\]\-=~!@#$%^&*\(\)_+{}|:"<>?\(\) ]\nset [#next_2_letters2 v] to []\nset [_decoded2 v] to []\nset [#2 v] to [1]\nrepeat ((length of (data)) / (2))\n set [#next_2_letters2 v] to (join (letter (#2) of (data)) (letter ((#2) + (1)) of (data)))\n change [#2 v] by (2)\n set [_decoded2 v] to (join (_decoded2) (letter ((#next_2_letters2) - (9)) of (_chars2)))\nend\n\ndefine encode (data)\nset [_chars2 v] to [abcdefghijklmnopqrstuvwxyz0123456789`,./;'\[\]\-=~!@#$%^&*\(\)_+{}|:"<>?\(\) ]\nset [_encoded2 v] to []\nset [#2 v] to [1]\nrepeat (length of (data))\n set [##2 v] to [1]\n repeat until <(letter (##2) of (_chars2)) = (letter (#2) of (data))>\n change [##2 v] by (1)\n end\n set [_encoded2 v] to (join (_encoded2) ((##2) + (9)))\n change [#2 v] by (1)\nend\nset [☁ e2 v] to (_encoded2)\n\n@TurboWarp & Forkphorus detector\n\nwhen flag clicked\nif <is compiled?> then\n set [turbowarp & forkphorus v] to [yes]\nelse\n set [turbowarp & forkphorus v] to [no]\nend\n\ndefine block name <is compiled?>\n\n | ★★★ Project ★★★ \n\nA Scratch Recreation of "Scrolling Platformer" \nby DGRflash. \nThanks to Griffpatch for the original YT series! \n\n★★★ Instructions ★★★ \n\nBest played with your web browser in full screen mode (F11) to remove the title-bar - this interferes with the \n"UP, LEFT, RIGHT, DOWN AND W, A, S, D".\n(Q+S to skip level) \n(Q+R to reset level) \n\n★★★ Less Lag ★★★\n\nhttps://turbowarp.github.io/#390916403\n\n@0014049 for the intro |
Sticky: a platformer | @Stage\n\nwhen I receive [green flag v]\nforever\n play sound [Best Day of My Life - American Authors v] until done\nend\n\n@blank\n\n@player\n\nwhen flag clicked\nbroadcast (intro v) and wait\nwait (1) seconds\nbroadcast (green flag v) and wait\n\ndefine tick\nchange [sx v] by ((<key (right arrow v) pressed?> * (2)) - (<key (left arrow v) pressed?> * (2)))\nset [sx v] to ((sx) * (0.8))\nchange x by (sx)\nchange [sy v] by ((<key (up arrow v) pressed?> * (([abs v] of <[-1] < (in air)> ) * (20))) - (2))\nchange y by (sy)\n\ndefine change 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 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 [1]\n else\n change [x v] by ((sx) * (-1))\n set [sx v] to [0]\n end\nend\nposition\n\ndefine position\ngo to x: (x) y: (y)\nif <(y) > [190]> then\n set [y v] to [190]\nend\nif <(y position) = (y)> then\n show\nelse\n hide\nend\n\ndefine change y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (-1)\nposition\nif <touching (ground v)?> then\n repeat ([ceiling v] of ([abs v] of (sy) ) )\n set [in air v] to [0]\n change [y v] by ((sy) * (-1))\n set [sy v] to [0]\n position\n end\nend\n\n\n position\nend\n\nset [in air v] to [1]\n\nerase all\nswitch costume to (ground v)\nstamp\nswitch costume to (player v)\n\ngo to x: (0) y: (100)\n\nrepeat until <not <touching (ground v)?>>\n if <[0] < (sy)> then\n change [y v] by (-1)\n end\nend\n\ndefine game on\nset [x v] to [-220]\nset [y v] to [-60]\nset [in air v] to [-5]\nset [sx v] to [0]\nset [sy v] to [0]\nset [game v] to []\nshow\nclear graphic effects\nset [ghost v] effect to (0)\n\ngo to x: (0) y: (0)\n\nwhen I receive [green flag v]\nforever\n game on\n repeat until <(game) > []>\n tick\n position\n test-win/lose\n end\n if <(game) = [win]> then\n change [level v] by (1)\n wait until <not <key (s v) pressed?>>\n else\n repeat (10)\n change [ghost v] effect by (10)\n end\n end\nend\n\nwhen I receive [intro v]\nhide\n\ndefine test-win/lose\nif <<(x) > [240]> or <key (s v) pressed?>> then\n set [game v] to [win]\nend\nif <<touching (dangerous stuff v)?> or <key (r v) pressed?>> then\n set [game v] to [die]\nend\n\nchange [game v] by (1)\n\nset [in air v] to [0]\n\n@ground\n\nwhen I receive [intro v]\nhide\nset [level v] to [1]\ngo to x: (0) y: (0)\n\nwhen I receive [green flag v]\nshow\nforever\n switch costume to (LEVEL)\nend\n\nswitch backdrop to ( v)\n\n@dangerous stuff\n\nwhen I receive [intro v]\nhide\nset [level v] to [1]\ngo to x: (0) y: (0)\n\nwhen I receive [green flag v]\nshow\nforever\n switch costume to (LEVEL)\nend\n\nswitch backdrop to ( v)\n\n@text\n\ngo to x: (0) y: (0)\n\nwhen I receive [green flag v]\nshow\nforever\n switch costume to (LEVEL)\n change y by (([sin v] of (sin change) ) / (2))\n change [sin change v] by (5)\nend\n\nwhen I receive [intro v]\nhide\nset [level v] to [1]\nset [sin change v] to [0]\ngo to x: (0) y: (0)\n\nswitch backdrop to ( v)\n\n@Intro\n\nwhen I start as a clone\nswitch costume to (8 v)\nhide\ngo to x: (243) y: (0)\nshow\nrepeat until <[-1] < (x speed)>\n change x by (x speed)\n change [x speed v] by (1)\nend\nchange x by (-1)\nrepeat until <(y position) < [-336]>\n change [y speed v] by (-1)\n change y by (y speed)\nend\ndelete this clone\n\ndelete this clone\n\n\n\nwhen I receive [intro v]\nstart sound [Intro music - PaulRHJT v]\nset volume to (100) %\nset [x speed v] to [-21]\nset [y speed v] to [0]\ncreate clone of (_myself_ v)\nswitch costume to (s v)\nset [x speed v] to [21]\nset [y speed v] to [0]\ngo to x: (-240) y: (0)\nshow\nrepeat until <(x speed) < [1]>\n change x by (x speed)\n change [x speed v] by (-1)\n show\nend\nchange x by (1)\nrepeat until <(y position) < [-336]>\n change [y speed v] by (-1)\n change y by (y speed)\n show\nend\nbroadcast (Logo v)\nstop [other scripts in sprite v]\nstop [this script v]\n\nswitch costume to (8 v)\ngo to x: (0) y: (0)\nshow\n\n@Enjoy intro\n\nwhen I receive [intro v]\nhide\nset [x speed v] to [-21]\ngo to x: (263) y: (-125)\nset size to (300) %\n\nwhen I receive [enjoy v]\nshow\nrepeat until <[-2] < (x speed)>\n change x by (x speed)\n change [x speed v] by (1)\nend\nrepeat (3)\n change x by (x speed)\nend\nrepeat until <(x position) < [-262]>\n change x by (x speed)\n change [x speed v] by (-1)\nend\nhide\n\nchange [x speed v] by (1)\n\nrepeat (20)\n change x by (x speed)\nend\n\n@Logo intro\n\nwhen I receive [intro v]\ngo to x: (0) y: (296)\nswitch costume to (logo v)\nhide\nset [y speed v] to [-20]\n\nwhen I receive [logo v]\nshow\nrepeat until <[-2] < (y speed)>\n change [y speed v] by (1)\n change y by (y speed)\n show\nend\nbroadcast (enjoy v)\nrepeat (40)\n change y by (y speed)\nend\nrepeat until <(y position) < [-271]>\n change [y speed v] by (-1)\n change y by (y speed)\nend\nhide\nbroadcast (Close window v)\nstop [other scripts in sprite v]\nstop [this script v]\n\n@Close window intro\n\nwhen I receive [intro v]\nhide\ngo to x: (-225) y: (0)\nswitch costume to (costume1 v)\n\nwhen I receive [close window v]\ngo to [front v] layer\ncreate clone of (_myself_ v)\nshow\npoint in direction (90)\nrepeat until <(x position) = [0]>\n change x by (15)\nend\nwait (0.25) seconds\nrepeat (18)\n turn right (10) degrees\nend\nbroadcast (backdrop v)\nwait (0.25) seconds\nrepeat until <(x position) = [225]>\n change x by (15)\nend\nhide\n\nwhen I start as a clone\ngo to x: (225) y: (0)\nswitch costume to (costume2 v)\nshow\npoint in direction (90)\nrepeat until <(x position) = [0]>\n change x by (-15)\nend\nwait (0.25) seconds\nrepeat (18)\n turn right (10) degrees\nend\nwait (0.25) seconds\nrepeat until <(x position) = [-225]>\n change x by (-15)\nend\nhide\n\n@Boom intro\n\nwhen I receive [intro v]\nset [y speed v] to [0]\nhide\ngo to [back v] layer\nforever\n go to (random position v)\n Clone\n wait (0.1) seconds\nend\n\nwhen I start as a clone\nset [ghost v] effect to (0)\nset [y speed v] to [12]\npoint in direction (pick random (1) to (360))\nshow\nrepeat (100)\n change [ghost v] effect by (1)\n change [y speed v] by (-1)\n change y by (y speed)\n move (3) steps\n if <touching (_edge_ v)?> then\n delete this clone\n end\nend\ndelete this clone\n\nwhen I receive [close window v]\nstop [other scripts in sprite v]\ndelete this clone\n\ndefine Clone\nrepeat (10)\n create clone of (_myself_ v)\nend\n\n@thumbnail\n\nwhen flag clicked\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\nforever\n go to [front v] layer\nend\n\n@pen\n\nwhen flag clicked\nerase all\n\nadd [thing] to [particle x, y, speed, size v]\n\nwhen flag clicked\n\ndefine render\nerase all\nset [i v] to [1]\nrepeat ((length of [particle x, y, speed, size v]) / (3))\n pen up\n go to x: (item (i) of [particle x, y, speed, size v]) y: (item ((i) + (1)) of [particle x, y, speed, size v])\n set pen size to ((item ((i) + (2)) of [particle x, y, speed, size v]) * (2))\n set pen (transparency v) to (80)\n pen down\n pen up\n change [i v] by (3)\nend\n\nwait (0.1) seconds\n\ndefine change\nset [i v] to [1]\nrepeat ((length of [particle x, y, speed, size v]) / (3))\n if <(item (i) of [particle x, y, speed, size v]) > [-240]> then\n replace item (i) of [particle x, y, speed, size v] with ((item (i) of [particle x, y, speed, size v]) - (item ((i) + (2)) of [particle x, y, speed, size v]))\n else\n delete (i) of [particle x, y, speed, size v]\n delete ((i) + (1)) of [particle x, y, speed, size v]\n delete ((i) + (2)) of [particle x, y, speed, size v]\n end\n change [i v] by (3)\nend\n\nadd (pick random (10) to (30)) to [particle x, y, speed, size v]\n\nwhen I receive [green flag v]\nset pen color to (#8d8ce5)\ndelete all of [particle x, y, speed, size v]\nforever\n add [240] to [particle x, y, speed, size v]\n add (pick random (-180) to (180)) to [particle x, y, speed, size v]\n add (pick random (5) to (10)) to [particle x, y, speed, size v]\n wait (0.05) seconds\nend\n\nwhen I receive [green flag v]\nhide\nforever\n render\n change\nend\n\n | |
Hercules || 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 (2 v)\nplay sound [Deltarune Hip Shop \(LoFi Hip Hop Remix\) v] until done\n\nwhen I receive [begin v]\nset [brightness v] effect to (3)\nswitch backdrop to (1 v)\n\nwhen I receive [begin v]\nstop all sounds\nwait (0.25) seconds\nforever\n play sound [Vexento - Pixel Party v] until done\nend\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 (1 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) > [-20]> 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)\nstart sound [Bonk v]\nset rotation style [all around v]\nset [y v v] to [15]\nrepeat until <(y position) < [-90]>\n switch costume to (1 v)\n go to [front v] layer\n turn right (10) degrees\n change y by (Y v)\n change [y v v] by (-1)\nend\nrepeat until <(y position) < [-178]>\n switch costume to (die v)\n change [ghost v] effect by (11)\n go to [front v] layer\n turn right (10) degrees\n change y by (Y v)\n change [y v v] by (-1)\nend\n\ndefine Die? I think so\nif <touching (sprite4 v)?> then\n set [exit v] to [Die \(other way\)]\nend\n\ndefine GameWinYOO\nrepeat (20)\n point towards (collectibles2 v)\n turn right (65) degrees\n move ((distance to [collectibles2 v]) / (2)) steps\n change size by (-2)\n change [ghost v] effect by (5)\nend\nhide\nset [ghost v] effect to (0)\nset size to (100) %\nchange [level v] by (1)\nwait (0.5) seconds\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 (lvl 3 5 v)\n Position x: [450] y: [0]\n Position x: [600] y: []\n else\n if <(LEVEL) = [5]> then\n switch costume to (costume11 v)\n Position x: [470] y: [60]\n Position x: [400] y: [60]\n Position x: [400] y: [60]\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\nwhen flag clicked\nhide\n\n@Collectibles\n\nwhen I start as a clone\nset size to (70) %\nforever\n switch costume to (1 v)\n wait (0.3) seconds\n repeat (7)\n next costume\n end\nend\n\nwhen I receive [greenflah v]\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 [Coin 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: [168] y: [10]\n Clone x: [480] y: [37]\n Clone x: [718] y: [25]\n Clone x: [1078] y: [12]\nelse\n if <(LEVEL) = [2]> then\n Clone x: [238] y: [20]\n Clone x: [817] y: [-118]\n Clone x: [897] y: [30]\n Clone x: [1050] y: [-30]\n else\n if <(LEVEL) = [3]> then\n Clone x: [210] y: [60]\n Clone x: [365] y: [140]\n Clone x: [780] y: [50]\n else\n if <(LEVEL) = [4]> then\n Clone x: [165] y: [160]\n Clone x: [408] y: [87]\n Clone x: [597] y: [140]\n Clone x: [922] y: [60]\n else\n if <(LEVEL) = [5]> then\n Clone x: [-53.5] y: [0]\n Clone x: [174] y: [165]\n end\n end\n end\n end\nend\nset [y v] to [-99999999999]\n\nClone x: [1301] y: [30]\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\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\nClone x: [408] y: [87]\nClone x: [597] y: [140]\nClone x: [922] y: [60]\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]) = [1]> 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 (2 v)\n Clone x: [1200] y: [30]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (2 v)\n Clone x: [1300] y: [0]\n else\n if <(LEVEL) = [3]> then\n switch costume to (2 v)\n Clone x: [890] y: [-40]\n else\n if <(LEVEL) = [4]> then\n switch costume to (2 v)\n Clone x: [1280] y: [210]\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 (1 v)\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nset size to (80) %\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: [700] 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: [1000] y: []\n else\n if <(LEVEL) = [4]> then\n switch costume to (lvl 3 3 v)\n Position x: [400] y: [0]\n else\n if <(LEVEL) = [5]> then\n switch costume to (costume5 v)\n Position x: [500] y: [0]\n Position x: [800] 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 [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\nswitch costume to (costume4 v)\n\nwhen flag clicked\nhide\n\nPosition x: [1000] y: []\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: [1000] y: [-30]\n Position x: [1000] 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) = [4]> then\n switch costume to (lvl 3 5 v)\n Position x: [150] y: [100]\n Position x: [300] y: [100]\n Position x: [500] y: [-130]\n else\n if <(LEVEL) = [5]> then\n switch costume to (lvl 2 v)\n Position x: [200] y: [-14]\n Position x: [400] y: [100]\n Position x: [530] y: [100]\n end\n end\n end\n end\nend\n\nPosition x: [0] y: [100]\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\n\nPosition x: [300] y: [100]\n\nPosition x: [500] y: [-130]\n\n@Home\n\nwhen flag clicked\nhide\nswitch costume to (name v)\ncreate clone of (_myself_ v)\nswitch costume to (name2 v)\ncreate clone of (_myself_ v)\nswitch costume to (button 1 v)\ncreate clone of (_myself_ v)\nswitch costume to (button 2 v)\ncreate clone of (_myself_ v)\nswitch costume to (collab v)\ncreate clone of (_myself_ v)\nswitch costume to (background v)\ncreate clone of (_myself_ v)\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 flag clicked\ngo to [front v] layer\ngo to x: (0) y: (0)\npoint in direction (90)\nhide\n\nwhen I start as a clone\nif <(costume [name v]) = [Name]> then\n set [ghost v] effect to (100)\n go to x: (0) y: (120)\n show\n repeat (10)\n change [ghost v] effect by (-9)\n end\n set [sine v] to [0]\n forever\n point in direction ((([sin v] of (sine) ) * (6)) + (90))\n change [sine v] by (10)\n end\nend\n\nwhen I start as a clone\nif <(costume [name v]) = [Name]> then\n forever\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (5)\n change size by (((110) - (size)) / (4))\n else\n set [ghost v] effect to (0)\n change size by (((100) - (size)) / (4))\n end\n end\nend\n\nwhen I start as a clone\nif <(costume [name v]) = [Name2]> then\n set [ghost v] effect to (100)\n go to x: (-7) y: (50)\n show\n point in direction (90)\n repeat (25)\n change [ghost v] effect by (-3.5)\n end\nend\n\nwhen I start as a clone\nif <(costume [name v]) = [Background]> then\n set [ghost v] effect to (40)\n go to [back v] layer\n go to x: (10) y: (-30)\n show\nend\n\nwhen I start as a clone\nif <(costume [name v]) = [Button 1]> then\n forever\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (5)\n change size by (((110) - (size)) / (4))\n else\n set [ghost v] effect to (0)\n change size by (((100) - (size)) / (4))\n end\n end\nend\n\nwhen I start as a clone\nif <(costume [name v]) = [Button 1]> then\n set size to (85) %\n show\n point in direction (90)\n go to x: (300) y: (-70)\n Smooth Glide to x [92] y [-70] Speed [6]\n forever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (Button 1 in v)\n end\n end\nend\n\nwhen I start as a clone\nif <(costume [name v]) = [Collab]> then\n set size to (70) %\n set [ghost v] effect to (100)\n go to x: (0) y: (-145)\n show\n point in direction (90)\n repeat (50)\n change [ghost v] effect by (-2)\n end\nend\n\nwhen I start as a clone\nif <(costume [name v]) = [Button 2]> then\n set size to (80) %\n show\n point in direction (90)\n go to x: (-300) y: (-70)\n Smooth Glide to x [-92] y [-70] Speed [6]\n forever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (Begin v)\n end\n end\nend\n\nwhen I start as a clone\nif <(costume [name v]) = [Button 2]> then\n forever\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (5)\n change size by (((110) - (size)) / (4))\n else\n set [ghost v] effect to (0)\n change size by (((100) - (size)) / (4))\n end\n end\nend\n\nbroadcast (Begin v)\n\nwhen I receive [begin v]\nhide\nstop [this script v]\n\n@Home2\n\nwhen flag clicked\nset size to (90) %\nset [ghost v] effect to (100)\ngo to x: (0) y: (-50)\nshow\n\nwhen I receive [button 1 in v]\nshow\ngo to [front v] layer\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nforever\n if <mouse down?> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n end\nend\n\nwhen I receive [begin v]\nset [color v] effect to (100)\nhide\nforever\n stop [this script v]\nend\n\n@Tn\n\nwhen flag clicked\nswitch costume to (1 v)\ngo to x: (36) y: (-24)\nforever\n set [ghost v] effect to (100)\n go to [front v] layer\nend\n\n | This is a collab between @Neutral_Skillet and\n@Kodiak77-77 :D\nhttps://scratch.mit.edu/projects/389898755/\n@DaBoomerSupreme For Ground Inspiration\n\n@GriffPatch for some codes :P\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n50% 50% work :D\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n#Hurcules #Neutral_Skillet #Game #Platformer #Platform #Kodiak77-77 #Games #Ok #Bye #4 #Now |
2.5d platformer engine (remixable) | @Stage\n\n@Sprite2\n\nwhen flag clicked\nset [scrolly v] to [0]\nset [scrollx v] to [0]\nset [fd v] to [0]\ngo to x: (0) y: (0)\nset [yvel v] to [0]\n\ndefine land\nset [up v] to [0]\nrepeat until <<not <touching (hitbox v)?>> or >\n change y by ((0) - ((yvel) / ([abs v] of (yvel) )))\n change [up v] by (1)\nend\nset [yvel v] to [0]\n\ndefine wall\nchange x by ((xvel) / ([abs v] of (xvel) ))\nrepeat (8)\n change y by (1)\n if <not <touching (hitbox v)?>> then\n stop [this script v]\n end\nend\nchange y by (-8)\nchange y by (0)\nset [up v] to [0]\nrepeat until \n change x by ((0) - ((xvel) / ([abs v] of (xvel) )))\n change [up v] by (1)\nend\nif <key (up arrow v) pressed?> then\n set [yvel v] to [13]\n set [xvel v] to ((0) - (((xvel) / ([abs v] of (xvel) )) * (10)))\nelse\n set [xvel v] to [0]\nend\n\nwhen I receive [message1 v]\nchange [fd v] by (1)\nchange [yvel v] by (-1)\nchange y by (yvel)\nif <touching (hitbox v)?> then\n if <(yvel) < [0]> then\n set [fd v] to [0]\n end\n land\nend\nif <<key (up arrow v) pressed?> and <(fd) < [6]>> then\n set [yvel v] to [12]\nend\nset [xvel v] to ((xvel) * (0.9))\nif <key (right arrow v) pressed?> then\n change [xvel v] by (1)\nend\nif <key (left arrow v) pressed?> then\n change [xvel v] by (-1)\nend\nchange x by (round (xvel))\nif <touching (hitbox v)?> then\n wall\nend\nchange [scrolly v] by ((y position) - (0))\nchange [scrollx v] by (x position)\nset y to (0)\nset x to (0)\n\n@platforms\n\nwhen flag clicked\nforever\n erase all\n switch costume to (costume1 v)\n set size to (9999) %\n switch costume to (costume1 v)\n go to x: ((0) - (scrollx)) y: ((0) - (scrolly))\n xy\n set size to (100) %\n set [brightness v] effect to (-61)\n stamp\n change [brightness v] effect by (0)\n broadcast (message1 v)\nend\n\ndefine stamp\nrepeat (16)\n stamp\n change [brightness v] effect by (2)\n set size to ((size) * (1.01)) %\n set x to ((x position) * (1.01))\n set y to ((y position) * (1.01))\nend\nset [bot c v] to (x position)\nset [skin b v] to (y position)\nset [skin c v] to (size)\nrepeat (17)\n stamp\n change [brightness v] effect by (2)\n set size to ((size) * (1.01)) %\n set x to ((x position) * (1.01))\n set y to ((y position) * (1.01))\nend\n\nmove (10) steps\n\ndefine xy\nrepeat (16)\n set x to ((x position) / (1.01))\n set y to ((y position) / (1.01))\nend\n\n@hitbox\n\nwhen flag clicked\nforever\n switch costume to (cheat v)\n set size to (9999) %\n switch costume to (costume1 v)\n go to x: ((0) - (scrollx)) y: ((0) - (scrolly))\n change y by (0)\n set size to (116) %\n set [ghost v] effect to (100)\nend\n\n | Arrow keys to move, this is an engine, not a full game.\nPlease don't comment that you can fall forehttps://scratch.mit.edu/mystuff/ver. This is just an engine. I didn't know if the people who were going to remix this would actually want you to die if you fell, and it's quite simple to add. |
Catformer (a catblock platformer) | @Stage\n\ndefine Hi! I made a new block just to say hi!\n\n@thumbnail\n\nwhen flag clicked\ngo to [front v] layer\nshow\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen flag clicked\nforever\n reset timer\nend\n\n@player\n\nwhen I receive [go v]\n\nwhen flag clicked\nshow\n\nhide\n\nwhen I receive [go v]\n\nwhen flag clicked\nforever\n if <touching (spikes v)?> then\n play sound [Bonk v] until done\n broadcast (lol! v)\n end\n if <touching (bouncy v)?> then\n change [y velocity v] by (20)\n end\nend\n\nif <touching (next v)?> then\n broadcast (next_level_ v)\n go to x: (-209) y: (-50)\nend\n\nwhen flag clicked\nforever\n set volume to (25) %\n play sound ['Check Meowt!' Lyrics v] until done\n wait (3) seconds\nend\n\nwhen flag clicked\nset [kitten/cat v] to [kitten]\nswitch costume to (yellow flag v)\nclear graphic effects\nset size to (15) %\nshow\nswitch costume to (costume1 v)\nset [y velocity v] to [0]\nset [x velocity v] to [0]\ngo to x: (-214) y: (-90)\nforever\n erase all\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n switch costume to (costume1 v)\n change [x velocity v] by (1)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n switch costume to (costume2 v)\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 (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change x by ((x velocity) * (-1))\n change y by (-5)\n 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 change [y velocity v] by (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 (ground 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 (ground v)?> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n change [y velocity v] by (15)\n end\n end\n change y by (1)\n if <(x position) > [239]> then\n change [level v] by (1)\n broadcast (next level v)\n go to x: (-202) y: (-70)\n next costume\n end\n if <key (r v) pressed?> then\n go to x: (-202) y: (-70)\n end\n if <<(y position) = [-180]> or <(y position) < [-180]>> then\n play sound [Bonk v] until done\n broadcast (lol! v)\n change [y velocity v] by (30)\n end\nend\n\nwhen flag clicked\nset [level v] to [1]\nwait until <(LEVEL) = [14]>\nset [kitten/cat v] to [cat]\n\nwhen flag clicked\nforever\n if <(kitten/cat) = [kitten]> then\n set size to (15) %\n else\n set size to (20) %\n end\nend\n\nwhen [timer v] > (.1)\nset volume to (25) %\nforever\n play sound ['Check Meowt!' Lyrics v] until done\n wait (1) seconds\nend\n\nwhen [timer v] > (.1)\nforever\n if <key (m v) pressed?> then\n set volume to (0) %\n end\n if <key (n v) pressed?> then\n set volume to (25) %\n end\nend\n\nwhen flag clicked\nforever\n if <key (m v) pressed?> then\n set volume to (0) %\n end\n if <key (n v) pressed?> then\n set volume to (25) %\n end\nend\n\ngo to [back v] layer\nshow\n\nturn left (15) degrees\n\nwhen I receive [next level v]\ngo to x: (-202) y: (-70)\n\nwhen [s v] key pressed\nwait until <not <key (s v) pressed?>>\nchange [level v] by (1)\nbroadcast (next level v)\n\n@Ground\n\nwhen I receive [end v]\nhide\n\nwhen flag clicked\nforever\n if <<(costume [number v]) = [14]> and <(LEVEL) = [14]>> then\n next costume\n end\nend\n\nwhen flag clicked\ngo to x: (36) y: (15)\nswitch costume to (01 v)\ngo to [front v] layer\nshow\n\nwhen I receive [next level v]\nnext costume\n\nwhen [timer v] > (.1)\nhide\n\n@Spikes\n\nwhen flag clicked\ngo to x: (36) y: (15)\nwait until <<(kitten/cat) = [cat]> and <not <(LEVEL) = [14]>>>\ngo to [front v] layer\nshow\nswitch costume to (02 v)\n\nwhen [timer v] > (.1)\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nif <<(kitten/cat) = [cat]> and <not <(LEVEL) = [14]>>> then\n next costume\nend\n\n@LOL\n\nwhen flag clicked\nhide\ngo to x: (0) y: (100)\nset [lol v] to [0]\n\nwhen I receive [lol! v]\ngo to [front v] layer\nshow\nwait (3) seconds\nhide\nset [lol v] to [1]\n\n@end\n\nwhen flag clicked\nswitch costume to (end v)\nhide\ngo to x: (0) y: (50)\nwait until <(LEVEL) = [27]>\nif <(LOL) = [1]> then\n switch costume to (lol end v)\n show\nelse\n switch costume to (end v)\n show\nend\n\n | This is my first platformer! Arrow keys or WAD to move, do not touch spikes. S key to skip a level M key to mute music N to unmute. Catformer 2 is here: https://scratch.mit.edu/projects/400575334\n\nI'm not really updating this, but I will try to fix glitches if you comment them!\n\nIf you find an Easter egg DO NOT COMMENT IT it ruins the surprise!\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nI put comments in the project! Hopefully they are funny. (Some got mixed up into the wrong order, hopefully you can still tell what I meant.) |
COPY -A Puzzle Platformer | @Stage\n\nwhen flag clicked\nset volume to (50) %\nforever\n play sound [Dakota Rineer-Adventure v] until done\nend\n\n@Player\n\nwhen flag clicked\nset rotation style [left-right v]\nbroadcast (dont v)\nbroadcast (dont2 v)\nwait (0.05) seconds\ngo to [front v] layer\nset size to (200) %\nset volume to (70) %\nshow\ngo to x: (-212) y: (-92)\nset [clonecount v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nset [lvl v] to [1]\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 (-.7)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x v] by (.7)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching color (#6c6fb9)?> then\n change y by (1)\n end\n if <touching color (#6c6fb9)?> then\n change y by (1)\n end\n if <touching color (#6c6fb9)?> then\n change y by (1)\n end\n if <touching color (#6c6fb9)?> then\n change y by (1)\n end\n if <touching color (#6c6fb9)?> 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 if <([abs v] of (x) ) = (x)> then\n set [x v] to [-1]\n else\n set [x v] to [1]\n end\n else\n set [x v] to [0]\n end\n end\n change y by (y)\n if <touching color (#6c6fb9)?> 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 (#6c6fb9)?>> then\n start sound [Jump v]\n set [y v] to [9]\n end\n change y by (1)\n if <not <(clonecount) = [5]>> then\n if <<key (space v) pressed?> and <not <touching (noclonezone v)?>>> then\n wait until <not <key (space v) pressed?>>\n create clone of (_myself_ v)\n wait (0.05) seconds\n go to x: (-220) y: (-92)\n set [x v] to [0]\n set [y v] to [0]\n end\n end\n if <(x position) > [226]> then\n go to x: (-220) y: (-92)\n change [lvl v] by (1)\n set [x v] to [0]\n set [y v] to [0]\n set [clonecount v] to [0]\n broadcast (message1 v)\n end\n if <key (r v) pressed?> then\n wait until <not <key (r v) pressed?>>\n go to x: (-220) y: (-92)\n set [x v] to [0]\n set [y v] to [0]\n set [clonecount v] to [0]\n broadcast (message1 v)\n start sound [Crunch v]\n end\n if <[-173] > (y position)> then\n start sound [Crunch v]\n go to x: (-220) y: (-92)\n set [x v] to [0]\n set [y v] to [0]\n set [clonecount v] to [0]\n broadcast (message1 v)\n end\nend\n\nwhen I start as a clone\nstart sound [Disconnect v]\nswitch costume to (costume3 v)\nchange [clonecount v] by (1)\nforever\n if <(y position) > [-173]> then\n repeat until <touching color (#6c6fb9)?>\n change y by (-2)\n end\n end\n if <[-173] > (y position)> then\n go to x: (-220) y: (-92)\n set [x v] to [0]\n set [y v] to [0]\n set [clonecount v] to [0]\n broadcast (message1 v)\n end\n if <touching color (#66fff8)?> then\n repeat until <not <touching color (#66fff8)?>>\n broadcast (move v) and wait\n end\n broadcast (dont v)\n end\n if <touching color (#9bff00)?> then\n broadcast (door v)\n if <not <touching color (#9bff00)?>> then\n broadcast (dont2 v)\n end\n end\n if <touching color (#ff6d6d)?> then\n broadcast (door2 v)\n if <not <touching color (#ff6d6d)?>> then\n broadcast (dont2 v)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<key (left arrow v) pressed?> or <key (right arrow v) pressed?>> then\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n repeat until <not <key (left arrow v) pressed?>>\n switch costume to (costume1 v)\n wait (0.05) seconds\n switch costume to (costume2 v)\n wait (0.05) seconds\n end\n end\n if <key (right arrow v) pressed?> then\n point in direction (90)\n repeat until <not <key (right arrow v) pressed?>>\n switch costume to (costume1 v)\n wait (0.05) seconds\n switch costume to (costume2 v)\n wait (0.05) seconds\n end\n end\n end\nend\n\nwhen I receive [message1 v]\nbroadcast (dont v)\nbroadcast (dont2 v)\ndelete this clone\n\nwhen [2 v] key pressed\ngo to x: (-220) y: (-92)\nchange [lvl v] by (1)\nset [x v] to [0]\nset [y v] to [0]\nset [clonecount v] to [0]\nbroadcast (message1 v)\n\nset [lvl v] to [8]\n\nwhen I start as a clone\nforever\n if <[-173] > (y position)> then\n change [clonecount v] by (-1)\n start sound [Disconnect2 v]\n delete this clone\n end\nend\n\n@Level\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nforever\n switch costume to (lvl)\nend\n\nset [lvl v] to [8]\n\n@NoCloneZone\n\nwhen flag clicked\nforever\n set [ghost v] effect to (100)\n go to x: (-214) y: (-107)\nend\n\n@moving platform\n\nwhen I receive [move v]\nforever\n point in direction (90)\n go to x: (143) y: (-36)\n forever\n point in direction (90)\n repeat until <touching color (#6c6fb9)?>\n move (2) steps\n end\n if <touching color (#6c6fb9)?> then\n move (-2) steps\n end\n point in direction (-90)\n repeat until <touching color (#6c6fb9)?>\n move (2) steps\n end\n if <touching color (#6c6fb9)?> then\n move (-2) steps\n end\n end\nend\n\nwhen I receive [dont v]\nset rotation style [don't rotate v]\ngo to x: (143) y: (-36)\nstop [other scripts in sprite v]\nforever\n if <(lvl) = [6]> then\n show\n else\n hide\n end\nend\n\nset [lvl v] to [6]\n\n@door\n\nwhen I receive [dont2 v]\nhide\nset rotation style [all around v]\ngo to x: (223) y: (-21)\npoint in direction (90)\nstop [other scripts in sprite v]\nforever\n if <(lvl) = [8]> then\n show\n else\n hide\n end\nend\n\nwhen I receive [door v]\nif <not <<(direction) = [180]> or <(direction) > [180]>>> then\n repeat until <(direction) = [180]>\n repeat (18)\n turn right (5) degrees\n end\n end\nend\n\nset [lvl v] to [8]\n\n@moving platform2\n\nwhen I receive [move v]\nforever\n point in direction (90)\n go to x: (162) y: (-135)\n forever\n point in direction (90)\n repeat until <touching color (#6c6fb9)?>\n move (2) steps\n end\n if <touching color (#6c6fb9)?> then\n move (-2) steps\n end\n point in direction (-90)\n repeat until <touching color (#6c6fb9)?>\n move (2) steps\n end\n if <touching color (#6c6fb9)?> then\n move (-2) steps\n end\n end\nend\n\nwhen I receive [dont v]\nset rotation style [don't rotate v]\ngo to x: (162) y: (-135)\nstop [other scripts in sprite v]\nforever\n if <(lvl) = [8]> then\n show\n else\n hide\n end\nend\n\nset [lvl v] to [6]\n\nset [lvl v] to [8]\n\n@moving platform3\n\nwhen I receive [move v]\nforever\n point in direction (90)\n go to x: (150) y: (-125)\n forever\n point in direction (90)\n repeat until <touching color (#6c6fb9)?>\n move (2) steps\n end\n if <touching color (#6c6fb9)?> then\n move (-2) steps\n end\n point in direction (-90)\n repeat until <touching color (#6c6fb9)?>\n move (2) steps\n end\n if <touching color (#6c6fb9)?> then\n move (-2) steps\n end\n end\nend\n\nwhen I receive [dont v]\nset rotation style [don't rotate v]\ngo to x: (150) y: (-125)\nstop [other scripts in sprite v]\nforever\n if <(lvl) = [9]> then\n show\n else\n hide\n end\nend\n\nset [lvl v] to [6]\n\nset [lvl v] to [8]\n\nset [lvl v] to [9]\n\n@door2\n\nwhen I receive [dont2 v]\nhide\nset rotation style [all around v]\ngo to x: (0) y: (-19)\npoint in direction (90)\nstop [other scripts in sprite v]\nforever\n if <(lvl) = [9]> then\n show\n else\n hide\n end\nend\n\nwhen I receive [door v]\nif <not <<(y position) = [56]> or <[56] < (y position)>>> then\n repeat until <<(y position) = [56]> or <[56] < (y position)>>\n change y by (5)\n end\nend\n\nset [lvl v] to [9]\n\nbroadcast (door v)\n\nbroadcast (dont2 v)\n\nrepeat (22)\n\n@red door\n\nwhen I receive [dont2 v]\nhide\nset rotation style [all around v]\ngo to x: (-117) y: (-15)\npoint in direction (0)\nstop [other scripts in sprite v]\nforever\n if <(lvl) = [10]> then\n show\n else\n hide\n end\nend\n\nwhen I receive [door2 v]\nif <not <(direction) = [-90]>> then\n repeat until <(direction) = [-90]>\n repeat (18)\n turn left (5) degrees\n end\n end\nend\n\nset [lvl v] to [10]\n\ngo to x: (211) y: (-19)\n\nbroadcast (dont2 v)\n\nbroadcast (door2 v)\n\n@red door2\n\nwhen I receive [dont2 v]\nhide\nset rotation style [all around v]\ngo to x: (211) y: (-19)\npoint in direction (90)\nstop [other scripts in sprite v]\nforever\n if <(lvl) = [9]> then\n show\n else\n hide\n end\nend\n\nwhen I receive [door2 v]\nif <not <<(direction) = [180]> or <(direction) > [180]>>> then\n repeat until <(direction) = [180]>\n repeat (18)\n turn right (5) degrees\n end\n end\nend\n\nset [lvl v] to [8]\n\ngo to x: (211) y: (-19)\n\nbroadcast (dont2 v)\n\nbroadcast (door2 v)\n\nif <not <<(direction) = [180]> or <(direction) > [180]>>> then\n repeat until <(direction) = [180]>\n repeat (18)\n turn right (5) degrees\n end\n end\nend\n\n@moving platform4\n\nwhen I receive [move v]\nforever\n point in direction (0)\n go to x: (-65) y: (-135)\n forever\n point in direction (0)\n repeat until <touching color (#6c6fb9)?>\n move (2) steps\n end\n if <touching color (#6c6fb9)?> then\n move (-2) steps\n end\n point in direction (180)\n repeat until <touching color (#6c6fb9)?>\n move (2) steps\n end\n if <touching color (#6c6fb9)?> then\n move (-2) steps\n end\n end\nend\n\nwhen I receive [dont v]\nset rotation style [don't rotate v]\ngo to x: (-65) y: (-135)\nstop [other scripts in sprite v]\nforever\n if <(lvl) = [10]> then\n show\n else\n hide\n end\nend\n\nset [lvl v] to [6]\n\nset [lvl v] to [8]\n\nset [lvl v] to [10]\n\n@door3\n\nwhen I receive [dont2 v]\nhide\nset rotation style [all around v]\ngo to x: (169) y: (172)\npoint in direction (90)\nstop [other scripts in sprite v]\nforever\n if <(lvl) = [10]> then\n show\n else\n hide\n end\nend\n\nwhen I receive [door v]\nif <not <<(direction) = [180]> or <(direction) > [180]>>> then\n repeat until <(direction) = [180]>\n repeat (18)\n turn right (5) degrees\n end\n end\nend\n\nset [lvl v] to [10]\n\n@clone counter\n\nwhen flag clicked\nwait (0.1) seconds\ngo to [front v] layer\nforever\n if <(lvl) = [1]> then\n hide\n else\n show\n forever\n switch costume to ((clonecount) + (1))\n end\n end\nend\n\nshow\n\nhide\n\n@COPY Thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset size to (120) %\nhide\n\ngo to [front v] layer\nshow\n\n | Welcome to COPY. \nYou are a little robot going through a series of tests with one key ability. you can make COPIES!\nAll instructions are in the game.\n\nI'm glad this is getting a lot more attention, and if you like this, please check out some of my other games :) |
2.5D Pen Platformer hacked | @Stage\n\nwhen flag clicked\nforever\n if <(level) = [2]> then\n switch backdrop to (backdrop2 v)\n else\n switch backdrop to (backdrop1 v)\n end\nend\n\n@Pen Platformer \n\ndefine end\ncreate platform [-240] [-150] [10] [90] [480] [1] [33]\ncoin [200] [-60]\ncoin [150] [-60]\ncoin [100] [-60]\ncoin [-200] [-60]\ncoin [-150] [-60]\ncoin [-100] [-60]\ncoin [-50] [-60]\ncoin [0] [-60]\ncoin [50] [-60]\ncoin [200] []\ncoin [150] []\ncoin [100] []\ncoin [-200] []\ncoin [-150] []\ncoin [-100] []\ncoin [-50] []\ncoin [0] []\ncoin [50] []\n\ndefine level3\ncoin [720] [150]\ncoin [720] [50]\ncoin [720] [250]\ncoin [1350] [30]\ncoin [1150] [-150]\ncoin [1450] [-160]\ncreate platform [-240] [-100] [10] [90] [300] [1] [10]\ncreate platform [60] [-100] [10] [70] [230] [1] [15]\ncreate platform [280] [-60] [10] [80] [230] [1] [20]\ncreate platform [520] [-20] [10] [50] [230] [1] [25]\ncreate platform [700] [-100] [10] [90] [100] [2] [16]\ncreate platform [1000] [-100] [10] [90] [100] [1] [60]\ncreate platform [1100] [-100] [10] [0] [100] [1] [70]\ncreate platform [1100] [0] [10] [90] [100] [1] [80]\ncreate platform [1100] [-200] [10] [90] [200] [1] [90]\ncreate platform [1300] [-200] [10] [0] [100] [1] [10]\ncreate platform [1400] [-200] [10] [90] [100] [1] [10]\ncreate platform [1300] [0] [10] [0] [100] [1] [20]\ncreate platform [1300] [-100] [10] [90] [100] [1] [30]\ncreate platform [1300] [0] [10] [90] [100] [1] [40]\ncreate platform [1300] [100] [10] [90] [300] [1] [50]\ncreate platform [1600] [0] [10] [90] [100] [1] [60]\ncreate platform [1700] [100] [10] [90] [100] [1] [70]\ncreate platform [1900] [200] [10] [180] [100] [1] [10]\ncreate platform [1800] [100] [10] [0] [100] [1] [80]\ncreate platform [1800] [200] [10] [90] [100] [1] [90]\ncreate platform [1900] [100] [10] [90] [100] [1] [20]\ncreate platform [2000] [100] [10] [0] [100] [4] [30]\n\ndefine draw light\ngo to x: ((x) - (camx)) y: ((y) - (camy))\nset pen size to ((185) + ((18) * ([sin v] of (((timer) * (100)) + ((loops) * (30))) )))\nset pen color to (#f9ffdc)\npen down\npen up\nset pen size to ((150) + ((16) * ([sin v] of (((timer) * (100)) + ((loops) * (30))) )))\nset pen color to (#ffffff)\npen down\npen up\nset pen size to ((100) + ((10) * ([sin v] of (((timer) * (100)) + ((loops) * (30))) )))\nset pen color to (#ffdebb)\npen down\npen up\nset pen size to ((80) + ((8) * ([sin v] of (((timer) * (100)) + ((loops) * (30))) )))\nset pen color to (#ffcc94)\npen down\npen up\n\ndefine draw coins\nset [loops v] to [1]\nrepeat (length of [coin x v])\n go to x: ((item (loops) of [coin x v]) - (camx)) y: ((item (loops) of [coin y v]) - (camy))\n set pen size to ((35) + ((5) * ([sin v] of (((timer) * (100)) + ((loops) * (30))) )))\n set pen color to (#f9ffdc)\n pen down\n pen up\n set pen size to ((28) + ((5) * ([sin v] of (((timer) * (100)) + ((loops) * (30))) )))\n set pen color to (#ffffff)\n pen down\n pen up\n set pen size to ((15) + ((3) * ([sin v] of (((timer) * (100)) + ((loops) * (30))) )))\n set pen color to (#ffca8d)\n pen down\n pen up\n set pen size to ((10) + ((3) * ([sin v] of (((timer) * (100)) + ((loops) * (30))) )))\n set pen color to (#ffad52)\n pen down\n pen up\n if <<([abs v] of ((item (loops) of [coin x v]) - (x)) ) < [20]> and <([abs v] of ((item (loops) of [coin y v]) - (y)) ) < [35]>> then\n if <(level) < [4]> then\n change [coin v] by (1)\n end\n delete (loops) of [coin x v]\n delete (loops) of [coin y v]\n repeat (10)\n create clone of (_myself_ v)\n end\n end\n change [loops v] by (1)\nend\n\nif <(level) = [1]> then\n set [clouds - y v] to [120]\nelse\n set [clouds - y v] to [180]\nend\ncloud ((60) + (clouds - x)) (clouds - y)\ncloud ((600) + (clouds - x)) (clouds - y)\ncloud ((1000) + (clouds - x)) (clouds - y)\ncloud ((2000) + (clouds - x)) (clouds - y)\nchange [clouds - x v] by (-1)\n\ndefine create platform (x) (y) (size) (dir) (length) (type) (colors)\nadd (x) to [x v]\nadd (y) to [y v]\nadd (type) to [type v]\nadd (length) to [length v]\nadd (dir) to [dir v]\ncreate platform [] [] [] [] [] [] []\nadd (colors) to [color v]\nend\n\ndefine flag (y) (x) (type)\ncreate platform (x) ((y) + (100)) [12] [135] [40] (type) []\ncreate platform (x) (((y) + (100)) - ((80) / ([sqrt v] of (2) ))) [12] [45] [40] (type) []\ncreate platform (x) (y) [12] [0] [100] (type) []\n\ndefine load level\ndelete all of [coin x v]\ndelete all of [coin y v]\ndelete all of [color v]\ndelete all of [x v]\ndelete all of [y v]\ndelete all of [length v]\ndelete all of [dir v]\ndelete all of [type v]\ndelete all of [size v]\nif <(level) = [1]> then\n level1\nelse\n if <(level) = [2]> then\n level2\n else\n if <(level) = [3]> then\n level3\n else\n end\n end\n end\nend\n\ndefine special detections\nupdate\nif <[touching v] contains [2]?> then\n set [xv v] to (() - (([cos v] of (touching_dir) ) * (40)))\n if <([sin v] of (touching_dir) ) > [0]> then\n if <(yv) < [0]> then\n set [yv v] to [0]\n end\n change [yv v] by (23)\n change [y v] by (20)\n else\n if <[0] > ([sin v] of (touching_dir) )> then\n set [yv v] to [-40]\n end\n end\nend\nif <<[touching v] contains [3]?> or <(y) < [-300]>> then\n set [clouds - x v] to [0]\n set [x v] to [-100]\n set [y v] to [0]\n set [xv v] to [0]\n set [yv v] to [0]\n set [loops v] to [1]\n repeat (length of [moving platform v])\n replace item (item (loops) of [moving platform v]) of [x v] with ((item (item (loops) of [moving platform v]) of [x v]) - (move - x))\n change [loops v] by (1)\n end\n set [move - x v] to [0]\n set [move - xv v] to [4]\n delete all of [px v]\n delete all of [py v]\nend\nif <[touching v] contains [4]?> then\n win\nend\n\ndefine Hill detection\nupdate\nrepeat (10)\n if <[touching v] contains [1]?> then\n change [y v] by (1)\n update\n end\nend\nif <[touching v] contains [1]?> then\n change [y v] by (-10)\n change [x v] by ((xv) * (-1))\nend\n\nwhen I start as a clone\nset pen size to (14)\nset [clone-x v] to ((camx) + (x position))\nset [clone-y v] to ((camy) + (y position))\nset [clone - xv v] to (pick random (-7) to (7))\nset [clone - yv v] to (pick random (8) to (14))\nset pen color to (#ffe0bf)\nforever\n go to x: ((clone-x) - (camx)) y: ((clone-y) - (camy))\n change [clone-x v] by (clone - xv)\n change [clone-y v] by (clone - yv)\n change [clone - yv v] by (-1)\n pen down\n pen up\n if <(clone-y) < [-180]> then\n delete this clone\n end\nend\n\ndefine coin (x) (y)\nadd (x) to [coin x v]\nadd (y) to [coin y v]\n\ndefine update moving platform position \nchange [move - x v] by (move - xv)\nif <(move - x) < [0]> then\n set [move - xv v] to [4]\nend\nif <[240] < (move - x)> then\n set [move - xv v] to [-4]\nend\nset [loops v] to [1]\nrepeat (length of [moving platform v])\n replace item (item (loops) of [moving platform v]) of [x v] with ((item (item (loops) of [moving platform v]) of [x v]) + (move - xv))\n change [loops v] by (1)\nend\n\ndefine cloud (x) (y)\nset pen size to (15)\ngo to x: ((x) - (camx)) y: ((y) - (camy))\nset pen color to (#ffffff)\npen down\nchange x by (100)\npen up\nchange x by (-25)\npen down\nchange y by (30)\npen up\nchange x by (-30)\npen down\nchange x by (80)\npen up\n\ndefine clouds\n\ncreate platform [140] [-100] [10] [0] [200] [1] []\ncreate platform [240] [-88] [10] [90] [36] [2] []\ncreate platform [300] [-88] [10] [90] [200] [3] []\ncreate platform [600] [-100] [10] [0] [120] [1] []\ncreate platform [740] [-100] [10] [0] [120] [1] []\ncreate platform [600] [20] [10] [90] [140] [1] []\ncreate platform [800] [130] [8] [90] [100] [6] []\ncreate platform [800] [130] [8] [180] [30] [6] []\ncreate platform [800] [100] [8] [90] [100] [6] []\ncreate platform [900] [130] [8] [180] [30] [6] []\n\ndefine level2\ncoin [230] [-50]\ncoin [1065] [-45]\ncreate platform [-240] [-100] [10] [90] [940] [1] []\ncreate platform [160] [-100] [10] [0] [100] [1] []\ncreate platform [300] [-100] [10] [0] [100] [1] []\ncreate platform [800] [-40] [10] [90] [50] [1] []\ncreate platform [950] [0] [10] [90] [30] [1] []\ncreate platform [1100] [-90] [10] [90] [45] [1] []\ncreate platform [1260] [-160] [10] [90] [200] [1] []\ncreate platform [1500] [-100] [40] [90] [0] [4] []\n\ndefine level1\ncoin [2020] [50]\ncoin [2220] [50]\ncoin [-100] [100]\ncoin [223] [-100]\ncoin [323] [-20]\ncoin [423] [-100]\ncreate platform [-240] [-150] [10] [90] [800] [1] [33]\ncreate platform [-240] [-150] [10] [0] [600] [1] [33]\ncreate platform [160] [-150] [10] [0] [400] [1] [33]\ncreate platform [160] [-50] [10] [-90] [100] [1] [33]\ncreate platform [60] [50] [10] [-90] [100] [1] [33]\ncreate platform [160] [150] [10] [-90] [100] [1] [33]\ncreate platform [620] [-40] [80] [] [] [1] [9]\ncreate platform [770] [0] [60] [] [] [1] [9]\ncreate platform [900] [-70] [70] [] [] [1] [9]\ncreate platform [1060] [-140] [10] [90] [200] [1] [33]\ncreate platform [1260] [-140] [10] [60] [200] [1] [33]\ncreate platform [1460] [10] [10] [90] [200] [1] [33]\ncreate platform [1660] [10] [10] [90] [100] [3] [0]\ncreate platform [1770] [10] [10] [90] [100] [1] [33]\ncreate platform [1870] [10] [10] [0] [100] [1] [33]\ncreate platform [1970] [10] [10] [90] [100] [1] [33]\ncreate platform [1970] [10] [10] [0] [100] [1] [33]\ncreate platform [1870] [110] [10] [90] [100] [1] [33]\ncreate platform [2070] [10] [10] [0] [200] [1] [33]\ncreate platform [2170] [10] [10] [0] [200] [1] [33]\ncreate platform [2070] [210] [10] [90] [100] [1] [33]\ncreate platform [2170] [10] [10] [90] [100] [1] [33]\ncreate platform [2270] [10] [10] [0] [100] [1] [33]\ncreate platform [2370] [10] [10] [0] [100] [1] [33]\ncreate platform [2370] [10] [10] [90] [100] [1] [33]\ncreate platform [2270] [110] [10] [90] [100] [1] [33]\ncreate platform [2470] [10] [10] [0] [100] [4] [80]\n\ndefine win\nset [move - x v] to [0]\nset [move - xv v] to [4]\nset [clouds - x v] to [0]\nchange [level v] by (1)\nload level\nset [x v] to [-100]\nset [y v] to [0]\ndelete all of [px v]\ndelete all of [py v]\n\nwhen [s v] key pressed\nif <(level) < [4]> then\n win\nend\n\ndefine camera \nchange [camx v] by (((x) - (camx)) / (5))\nchange [camy v] by ((((y) - (camy)) - (-50)) / (5))\nif <(camy) < [-40]> then\n set [camy v] to [-40]\nend\nif <(camx) < [0]> then\n set [camx v] to [0]\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\nset size to (5000) %\nswitch costume to (costume2 v)\n\nwhen flag clicked\nshow variable [- v]\ndelete all of [color v]\ndelete all of [type v]\ndelete all of [x v]\ndelete all of [y v]\ndelete all of [length v]\ndelete all of [dir v]\ndelete all of [size v]\ndelete all of [moving platform v]\nset [coin v] to [0]\nset [camx v] to [0]\nset [camy v] to [0]\nset [level v] to [1]\nset [x v] to [-100]\nset [y v] to [0]\nset [yv v] to [0]\nset [done_create_line v] to [0]\nset [level v] to [0]\nwin\nforever\n clouds\n up-down movement\n Left-right movement\n special detections\n Hill detection\n camera \n draw player\n Make list\n update moving platform position \n if <(level) = [4]> then\n set [- v] to (join (coin) [/14 \(the end\)])\n else\n set [- v] to (join (coin) [/14])\n end\nend\n\ndefine draw player\nerase all\nif <(level) = [2]> then\n draw light\nend\nset [loops v] to [0]\nrepeat (length of [dir v])\n change [loops v] by (1)\n draw line (item (loops) of [x v]) (item (loops) of [y v]) (item (loops) of [length v]) (item (loops) of [dir v]) (item (loops) of [size v]) (item (loops) of [type v]) (item (loops) of [color v])\nend\nset pen color to (#ff9400)\nset pen size to (25)\nset [trail-pos v] to [1]\nset pen (saturation v) to (50)\nset pen (saturation v) to (50)\nrepeat (length of [px v])\n go to x: ((item (Trail-pos) of [px v]) - (camx)) y: ((item (Trail-pos) of [py v]) - (camy))\n change y by (4)\n pen down\n pen up\n change [trail-pos v] by (1)\n change pen (saturation v) by ((50) / (length of [px v]))\nend\ngo to x: ((x) - (camx)) y: ((y) - (camy))\nchange y by (4)\npen down\npen up\nchange x by ((5) + ((xv) / (2)))\nchange y by (5)\nset pen size to (8)\nset pen color to (#ffffff)\npen down\npen up\nset pen size to (4)\nset pen color to (#2b2b2b)\npen down\npen up\nchange x by (-10)\nset pen size to (8)\nset pen color to (#ffffff)\npen down\npen up\nset pen size to (4)\nset pen color to (#2b2b2b)\npen down\npen up\ndraw coins\n\ndefine update\ndelete all of [touching v]\nset [loops v] to [0]\nrepeat (length of [dir v])\n change [loops v] by (1)\n set [x2 v] to ((item (loops) of [x v]) + (([sin v] of (item (loops) of [dir v]) ) * (item (loops) of [length v])))\n set [y2 v] to ((item (loops) of [y v]) + (([cos v] of (item (loops) of [dir v]) ) * (item (loops) of [length v])))\n set [dot v] to (((((x) - (item (loops) of [x v])) * ((x2) - (item (loops) of [x v]))) + (((y) - (item (loops) of [y v])) * ((y2) - (item (loops) of [y v])))) / ((item (loops) of [length v]) * (item (loops) of [length v])))\n set [closestx v] to ((item (loops) of [x v]) + ((dot) * ((x2) - (item (loops) of [x v]))))\n set [closesty v] to ((item (loops) of [y v]) + ((dot) * ([abs v] of ((y2) - (item (loops) of [y v])) )))\n set [distx v] to ((x) - (closestx))\n set [disty v] to ((y) - (closesty))\n set [dotdist1 v] to ([sqrt v] of ((((closestx) - (item (loops) of [x v])) * ((closestx) - (item (loops) of [x v]))) + ([abs v] of (((closesty) - (item (loops) of [y v])) * ((closesty) - (item (loops) of [y v]))) )) )\n set [dotdist2 v] to ([sqrt v] of ((((closestx) - (x2)) * ((closestx) - (x2))) + (((closesty) - (y2)) * ((closesty) - (y2)))) )\n set [dotdist v] to ((dotdist1) + (dotdist2))\n if <<([sqrt v] of (((distx) * (distx)) + ((disty) * (disty))) ) < (((item (loops) of [size v]) * (0.3)) + (16))> and <([abs v] of ((dotdist) - (item (loops) of [length v])) ) < ((item (loops) of [size v]) * (2))>> then\n add (item (loops) of [type v]) to [touching v]\n if <(item (loops) of [type v]) = [2]> then\n set [touching_dir v] to (item (loops) of [dir v])\n end\n end\nend\n\ndefine Make list\nadd (x) to [px v]\nadd (y) to [py v]\nif <(length of [px v]) > [5]> then\n delete (1) of [px v]\nend\nif <(length of [py v]) > [5]> then\n delete (1) of [py v]\nend\n\ndefine up-down movement\nchange [y v] by (-1)\nupdate\nif <not <<[touching v] contains [1]?> or <[touching v] contains [6]?>>> then\n change [yv v] by (-1)\nend\nif <<[touching v] contains [1]?> or <[touching v] contains [6]?>> then\n change [y v] by (1)\n update\n if <<(yv) < [0]> or <(yv) = [0]>> then\n repeat until <not <<[touching v] contains [1]?> or <[touching v] contains [6]?>>>\n change [y v] by (1)\n update\n end\n set [yv v] to [0]\n change [y v] by (-1)\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > [50]>>> then\n set [yv v] to [15]\n change [y v] by (5)\n end\n else\n change [y v] by (-1)\n change [y v] by ((yv) * (-1))\n set [yv v] to [0]\n end\nend\nchange [y v] by (yv)\nupdate\n\ndefine draw line (x) (y) (len) (dir) (size) (type) (color)\nset pen (transparency v) to (0)\nset pen (brightness v) to (50)\nif <(level) = [2]> then\n set pen (brightness v) to (-100)\nend\nset pen (saturation v) to (100)\nset pen (color v) to (color)\nset [draw-y v] to [0.8]\nrepeat (10)\n go to x: (((x) - (camx)) * (draw-y)) y: (((y) - (camy)) * (draw-y))\n set pen size to (size)\n point in direction (dir)\n pen down\n move ((len) * (draw-y)) steps\n pen up\n change [draw-y v] by (0.02)\n change pen (brightness v) by (2)\n if <(level) = [2]> then\n change pen (brightness v) by (-2)\n end\nend\n\ndefine Left-right movement\nif <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < [-50]>>> then\n change [xv v] by (-1)\nend\nif <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > [50]>>> then\n change [xv v] by (1)\nend\nset [xv v] to ((xv) * (0.9))\nchange [x v] by (xv)\nupdate\n\n@Sprite1\n\nwhen flag clicked\nhide\n\n | |
第1回Platformer講座 | @Stage\n\ndefine 字幕 (なにを)\nset [どこ v] to [0]\nset [字幕 v] to []\nrepeat (length of (なにを))\n change [どこ v] by (1)\n set [字幕 v] to (join (字幕) (letter (どこ) of (なにを)))\n wait (0.06) seconds\nend\nwait until <<mouse down?> or <key (space v) pressed?>>\nwait until <<mouse down?> or <not <key (space v) pressed?>>>\n\nwhen flag clicked\nset [字幕 v] to []\n字幕 [動かしてみよう!]\nbroadcast (0 v)\n字幕 [こんなプログラムみんなつくってない?]\n字幕 [これじゃあ、なんか滑らかじゃないな~]\n字幕 [今日は滑らかな横の動きをつくるよ]\n字幕 [滑らかな動きにするには変数が必要だよ]\n字幕 [とりあえず変数xをつくろう!]\nbroadcast (1 v)\n字幕 [はい、できたね]\nbroadcast (2 v)\n字幕 [ここまで作ってみよう]\n字幕 [まあ、楽勝だね]\n字幕 [次に左右キー関係をつくるよ]\nbroadcast (3 v)\n字幕 [ここまで作ろう(がんばって!)]\n字幕 [なんかできたね]\nbroadcast (動かす v)\n字幕 [でもこのまま動かすと・・・(動かしてみて)]\n字幕 [あ~~~いっちゃった]\n字幕 [なにかxを小さくする方法はないかな~]\nbroadcast (5 v)\n字幕 [これだ!!!]\n字幕 [xを0.9倍ずつすればだんだん0になる!!!]\n字幕 [ここで問題]\nask [10×0.9は?] and wait\nif <<(answer) = [9]> or <(answer) = [9]>> then\n 字幕 [そう答えは9]\n 字幕 [0に近づいてるね]\nelse\n 字幕 [え?こたえは9だよ]\n 字幕 [0に近づいてるね]\nend\n字幕 [もう1問]\nask [-10×0.9は?] and wait\nif <<(answer) = [-9]> or <(answer) = [-9]>> then\n 字幕 [そう答えは-9]\n 字幕 [こっちも、0に近づいてるね]\nelse\n 字幕 [え?こたえは-9だよ]\n 字幕 [こっちも、0に近づいてるね]\nend\n字幕 [じゃあこれをさっきのプログラムにつけよう]\nbroadcast (6 v)\n字幕 [こんな感じになったね]\nbroadcast (動かす2 v)\n字幕 [動かしてみてね]\n字幕 [滑らかになったね!]\nbroadcast (動かす3 v)\n字幕 [比べてみよう(A,Dで最初のやつ、左右キーで滑らかなやつ)]\n字幕 [全然違うね!]\n字幕 [これで横の動きはできるよ]\n字幕 [これに向きをつけると・・・]\nbroadcast (7 v)\n字幕 [こうなるね(画質悪くてごめんね)]\nbroadcast (動かす5 v)\n字幕 [動かしてみよう]\n字幕 [でもこれはまだ壁貫通しちゃうからね]\n字幕 [次回は・・・]\n字幕 [つくるかも]\n字幕 [じゃーねー]\n\n@説明\n\nwhen I receive [1 v]\nswitch costume to (1 v)\ngo to x: (0) y: (0)\nshow\nset size to (200) %\n\nwhen flag clicked\nhide\n\nwhen I receive [2 v]\nswitch costume to (2 v)\ngo to x: (0) y: (0)\nshow\nset size to (120) %\n\nwhen I receive [3 v]\nswitch costume to (3 v)\ngo to x: (0) y: (5)\nshow\nset size to (100) %\n\nwhen I receive [0 v]\nswitch costume to (4 v)\ngo to x: (0) y: (0)\nshow\nset size to (100) %\n\nwhen I receive [5 v]\nswitch costume to (5 v)\ngo to x: (0) y: (0)\nshow\nset size to (150) %\n\nset [x v] to ((x) * (0.9))\n\nwhen I receive [6 v]\nswitch costume to (6 v)\ngo to x: (0) y: (0)\nshow\nset size to (180) %\n\nwhen I receive [7 v]\nswitch costume to (7 v)\ngo to x: (0) y: (0)\nshow\nset size to (130) %\n\n@スプライト1\n\nwhen flag clicked\ngo to x: (0) y: (-90)\ngo to [front v] layer\npoint in direction (90)\nforever\n if <key (left arrow v) pressed?> then\n change x by (-5)\n end\n if <key (right arrow v) pressed?> then\n change x by (5)\n end\nend\n\nwhen I receive [動かす v]\nstop [other scripts in sprite v]\nset [x v] to [0]\nforever\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 change x by (x)\nend\n\nwhen I receive [動かす2 v]\nstop [other scripts in sprite v]\nset [x v] to [0]\nforever\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 change x by (x)\n set [x v] to ((x) * (0.9))\nend\n\nwhen I receive [動かす3 v]\nstop [other scripts in sprite v]\nset [x v] to [0]\nforever\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 change x by (x)\n set [x v] to ((x) * (0.9))\n if <key (a v) pressed?> then\n change x by (-5)\n end\n if <key (d v) pressed?> then\n change x by (5)\n end\nend\n\nwhen I receive [動かす5 v]\nstop [other scripts in sprite v]\nset rotation style [left-right v]\nset [x v] to [0]\nforever\n if <key (left arrow v) pressed?> then\n change [x v] by (-1)\n point in direction (-90)\n end\n if <key (right arrow v) pressed?> then\n change [x v] by (1)\n point in direction (90)\n end\n change x by (x)\n set [x v] to ((x) * (0.9))\nend\n\n | クリックまたはスペースキーで進みます\n\nまあまあ頑張って作りました\n\nhttps://scratch.mit.edu/projects/391325958/\n☝第2回\nhttps://scratch.mit.edu/projects/391595275/\n☝第3回 |
Lost - A Mobile Platformer | Desert - 14 levels | @Stage\n\nwhen I receive [turn page v]\nswitch backdrop to (backdrop18 v)\n\n@This\n\n@is\n\nwhen I receive [turn page v]\nReset Level\nforever\n if <(dead?) = [0]> then\n set [x v] to (x position)\n set [y v] to (y position)\n switch costume to (hitbox v)\n end\n next level?\n Controls - Jump, Crouch\n Gravity\n Check Hit Ceiling / Floor <(speed y) > [0]>\n Spikes?\n if <(y position) < [-189]> then\n set [dead? v] to [1]\n Reset Level\n end\n Spikes?\n if <(wall jump) > [0]> then\n change [wall jump v] by (-1)\n else\n Controls - Left and Right\n end\n next level?\n Spikes?\n if <(speed x) < [-0.5]> then\n Walk (-90) (speed x) max step (([ceiling v] of ([abs v] of ((speed x) * (1.3)) ) ) + (1))\n else\n if <(speed x) > [0.5]> then\n Walk (90) (speed x) max step (([ceiling v] of ([abs v] of ((speed x) * (1.3)) ) ) + (1))\n else\n set [frame v] to [0]\n end\n end\n Spikes?\n Set Costume\n broadcast (tick v) and wait\nend\n\ndefine Reset Level\nset [dead? v] to [0]\nbroadcast (Background stop! v)\npoint in direction (90)\nset size to (25) %\nset rotation style [left-right v]\nif <(level) = [7]> then\n go to x: (-200) y: (130)\nelse\n if <(level) = [9]> then\n go to x: (-200) y: (-50)\n else\n go to x: (-200) y: (0)\n end\nend\nreset timer\nshow\nset [speed x v] to [0]\nset [speed y v] to [0]\nset [falling? v] to [10]\nset [in platforrm v] to [1]\nset [frame v] to [0]\nset [wall jump v] to [0]\n\ndefine Controls - Jump, Crouch\nSpikes?\nif <<(dead?) = [0]> or <<<key (w v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>> or <key (up arrow v) pressed?>>> then\n if <<<key (w v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>> or <key (up arrow v) pressed?>> then\n if <(jump key) = [0]> then\n if <(dead?) = [0]> then\n if <(falling?) < [3]> then\n set [speed y v] to [14]\n set [falling? v] to [6]\n set [jump key v] to [1]\n else\n if <<<touching (dragon v)?> or <touching (projects v)?>> or <touching (like v)?>> then\n set [speed y v] to [6]\n set [falling? v] to [3]\n set [jump key v] to [1]\n end\n end\n end\n end\n else\n set [jump key v] to [0]\n end\n if <<key (s v) pressed?> or <<key (down arrow v) pressed?> or <<mouse down?> and <(mouse y) < (y position)>>>> then\n set [in platforrm v] to [2]\n end\nend\n\ndefine Gravity\nif <<(speed y) < [4]> or <<<key (w v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>> or <key (up arrow v) pressed?>>> then\n if <not <<<touching (dragon v)?> or <touching (projects v)?>> or <touching (like v)?>>> then\n change [speed y v] by (-1)\n else\n change [speed y v] by (-0.1)\n end\nelse\n if <not <<<touching (dragon v)?> or <touching (projects v)?>> or <touching (like v)?>>> then\n change [speed y v] by (-2)\n else\n change [speed y v] by (-0.2)\n end\nend\nchange y by (speed y)\nchange [falling? v] by (1)\n\nif <touching (dragon v)?> then\n change [speed y v] by (-0.5)\nelse\n change [speed y v] by (-1)\nend\n\ndefine Check Hit Ceiling / Floor <up?>\nGet Touching \nif <(touch) = [0]> then\n set [in platforrm v] to [1]\nelse\n if <<up?> and <(touch) = [1]>> then\n set [in platforrm v] to [2]\n end\nend\nrepeat until <(touch) < (in platforrm)>\n if <up?> then\n change y by (-1)\n else\n change y by (1)\n set [falling? v] to [0]\n end\n Get Touching <not <up?>>\n set [speed y v] to [0]\nend\n\ndefine Walk (direction) (speed) max step (step)\npoint in direction (direction)\nchange x by (speed)\nchange [frame v] by (([abs v] of (speed) ) / (8))\nset [slope v] to [0]\nGet Touching <(in platforrm) = [1]>\nrepeat until <<(slope) = (step)> or <(touch) = [0]>>\n change y by (1)\n change [slope v] by (1)\n Get Touching <(in platforrm) = [1]>\nend\nif <(slope) = (step)> then\n change x by ((0) - (speed))\n change y by ((0) - (slope))\n if <<(touch) = [1]> and <(in platforrm) = [1]>> then\n set [in platforrm v] to [2]\n Walk (direction) (speed) max step (step)\n if <(speed x) = [0]> then\n set [in platforrm v] to [1]\n end\n else\n if <<<<<key (w v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>> or <key (up arrow v) pressed?>> and <([abs v] of (speed) ) > [3.5]>> and <(touch) > [1]>> then\n set [speed x v] to ((-1.2) * (speed))\n set [speed y v] to [11]\n set [falling? v] to [6]\n set [wall jump v] to [15]\n else\n set [speed x v] to [0]\n end\n end\nend\n\ndefine Controls - Left and Right\nset [speed x v] to ((speed x) * (0.7))\nif <<key (a v) pressed?> or <<<mouse down?> and <(mouse x) < (x position)>> or <key (left arrow v) pressed?>>> then\n if <not <<<touching (dragon v)?> or <touching (projects v)?>> or <touching (like v)?>>> then\n change [speed x v] by (-1.5)\n else\n change [speed x v] by (-0.3)\n end\nend\nif <<key (d v) pressed?> or <<<mouse down?> and <(x position) < (mouse x)>> or <key (right arrow v) pressed?>>> then\n if <not <<<touching (dragon v)?> or <touching (projects v)?>> or <touching (like v)?>>> then\n change [speed x v] by (1.5)\n else\n change [speed x v] by (.3)\n end\nend\n\ndefine Set Costume\nif <(falling?) < [6]> then\n if <(frame) = [0]> then\n switch costume to (stand_1 v)\n else\n switch costume to ([floor v] of ((4) + ((frame) mod (8))) )\n end\nelse\n if <(speed y) > [0]> then\n switch costume to (jump_1 v)\n else\n switch costume to (fall_1 v)\n end\nend\n\ndefine Get Touching <check platform?>\nif <touching (the v)?> then\n set [touch v] to [9]\nelse\n if <<check platform?> and <touching (easter v)?>> then\n set [touch v] to [1]\n else\n set [touch v] to [0]\n end\nend\n\nwhen flag clicked\nwait (1.5) seconds\nbroadcast (turn page v) and wait\n\ndefine Spikes?\nif <touching (egg v)?> then\n set [speed y v] to [0]\n set [dead? v] to [1]\n switch costume to (die1 v)\n repeat (5)\n Dying fall\n end\n positioning after the death\n Die\n wait (.5) seconds\n Reset Level\nend\n\ndefine Die\nrepeat until <touching (the v)?>\n go to [front v] layer\n Check Hit Ceiling / Floor <(speed y) > [0]>\n Dying gravity\nend\n\ndefine Dying gravity\nif <(speed y) < [4]> then\n change [speed y v] by (-0.1)\nelse\n change [speed y v] by (-0.05)\nend\nchange y by (speed y)\nchange [falling? v] by (1)\n\nwhen I receive [turn page v]\nset [level v] to [1]\n\ndefine next level?\nif <[230] < (x position)> then\n broadcast (next level v)\n change [level v] by (1)\n Reset Level\nend\n\nwhen I receive [reset v]\nReset Level\n\nwhen I receive [skip v]\nReset Level\n\nwhen I receive [green flag v]\nwait (1) seconds\ngo to x: (-200) y: (0)\n\ndefine Dying fall\nnext costume\nrepeat (7)\n if <not <touching (the v)?>> then\n Dying gravity\n end\nend\n\ndefine positioning after the death\nrepeat until <not <touching (the v)?>>\n change y by (3)\nend\nrepeat until <touching (the v)?>\n change y by (-1)\nend\n\nwhen I receive [turn page v]\ngo to [front v] layer\nforever\n if <<[0] = (dead?)> and <<touching (more v)?> and <not <touching (egg v)?>>>> then\n set [speed y v] to [17.1]\n end\nend\n\nif <[18] < (falling?)> then\n\n@the\n\nwhen I receive [green flag v]\ngo to x: (0) y: (0)\nforever\n switch costume to (level)\nend\n\n@Easter\n\nwhen I receive [green flag v]\ngo to x: (0) y: (0)\nforever\n show\n set [ghost v] effect to (100)\n switch costume to (level)\nend\n\n@egg\n\nwhen I receive [green flag v]\ngo to x: (0) y: (0)\nforever\n switch costume to (level)\nend\n\n@.\n\nwhen I receive [background stop! v]\nset size to (70) %\nshow\nswitch costume to (costume2 v)\ngo to [back v] layer\nset [ghost v] effect to (50)\nset x to (-91)\nset y to (-100)\nforever\n change y by ((() - (speed y)) / (7))\n if <<[-230] < (x)> and <(x) < [230]>> then\n change x by ((() - (speed x)) / (4))\n end\n if <(dead?) = [1]> then\n stop [this script v]\n end\nend\n\nwhen I receive [green flag v]\nset size to (70) %\nshow\nswitch costume to (costume2 v)\ngo to [back v] layer\nset [ghost v] effect to (50)\nset x to (-91)\nset y to (-80)\n\n@Please\n\nwhen I receive [background stop! v]\nset size to (70) %\nshow\nswitch costume to (costume3 v)\ngo to [back v] layer\nset [ghost v] effect to (50)\nset x to (245)\nset y to (-144)\nforever\n change y by ((() - (speed y)) / (7))\n if <<[-230] < (x)> and <(x) < [230]>> then\n change x by ((() - (speed x)) / (4))\n end\n if <(dead?) = [1]> then\n stop [this script v]\n end\nend\n\nwhen I receive [green flag v]\nset size to (70) %\nshow\nswitch costume to (costume2 v)\ngo to [back v] layer\nset [ghost v] effect to (50)\nset x to (-91)\nset y to (-124)\n\n@love\n\nwhen I receive [background stop! v]\nset size to (70) %\nshow\nswitch costume to (costume3 v)\ngo to [back v] layer\nset [ghost v] effect to (70)\nset x to (-81)\nset y to (-88)\nforever\n go to [back v] layer\n change y by ((() - (speed y)) / (14))\n if <<[-230] < (x)> and <(x) < [230]>> then\n change x by ((() - (speed x)) / (8))\n end\n if <(dead?) = [1]> then\n stop [this script v]\n end\nend\n\nwhen I receive [green flag v]\nset size to (70) %\nshow\nswitch costume to (costume2 v)\ngo to [back v] layer\nset [ghost v] effect to (50)\nset x to (-91)\nset y to (-88)\n\n@,\n\nwhen I receive [background stop! v]\nset size to (70) %\nshow\nswitch costume to (costume3 v)\ngo to [back v] layer\nset [ghost v] effect to (70)\nset x to (255)\nset y to (-77)\nforever\n go to [back v] layer\n change y by ((() - (speed y)) / (14))\n if <<[-230] < (x)> and <(x) < [230]>> then\n change x by ((() - (speed x)) / (8))\n end\n if <(dead?) = [1]> then\n stop [this script v]\n end\nend\n\nwhen I receive [green flag v]\nset size to (70) %\nshow\nswitch costume to (costume2 v)\ngo to [back v] layer\nset [ghost v] effect to (50)\nset x to (-91)\n\nset y to (-77)\n\n@favorite\n\nwhen I receive [turn page v]\nset [ghost v] effect to (70)\nset size to (60) %\nhide\n\nwhen I receive [turn page v]\ncreate clone of (_myself_ v)\n\n wait (pick random (3) to (7)) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nset x to (300)\nset y to (pick random (30) to (170))\nswitch costume to (costume1 v)\nrepeat (pick random (0) to (4))\n next costume\nend\nshow\nset [ghost v] effect to (pick random (60) to (80))\nset size to (pick random (55) to (65)) %\nset [cloud speed v] to (pick random (-0.8) to (-1.5))\nrepeat until <(x position) < [-280]>\n change x by (cloud speed)\nend\nhide\ndelete this clone\n\n@ ,\n\nwhen I start as a clone\nswitch costume to (costume5 v)\ngo to [back v] layer\nset [ghost v] effect to (pick random (75) to (90))\nset size to (pick random (20) to (50)) %\nset [rot v] to (pick random (-5) to (5))\nset [sub2twintrick v] to (pick random (-4) to (-5))\nshow\npoint in direction (pick random (-180) to (180))\nset y to (pick random (-92) to (160))\nset x to (240)\nrepeat until <[-230] > (x position)>\n turn right (Rotation) degrees\n change x by (Sub2TwinTrick)\nend\nhide\ndelete this clone\n\nwhen I receive [turn page v]\nhide\nforever\n create clone of (_myself_ v)\n go to [front v] layer\nend\n\n\n create clone of (_myself_ v)\nend\n\nset [speed v] to [0]\nset [rotation v] to [0]\n\n@and\n\nwhen I receive [green flag v]\ngo to x: (-2) y: (5)\nforever\n set size to (100) %\n switch costume to (level)\nend\n\n@follow\n\nwhen flag clicked\nbroadcast (Green Flag v)\ngo to [front v] layer\nset [ghost v] effect to (0)\nshow\nwait (1) seconds\nrepeat (25)\n change [ghost v] effect by (4)\nend\nforever\n switch costume to (actuall thumnail v)\n go to [front v] layer\n set [ghost v] effect to (100)\n show\nend\n\n@me\n\nwhen I receive [turn page v]\ngo to x: (-100) y: (-139)\nforever\n point in direction ((([sin v] of ((timer) * (300)) ) * (4)) + (90))\nend\n\n\n\nwhen I receive [turn page v]\nshow\ngo [forward v] (10000) layers\nforever\n if <touching (mouse-pointer v)?> then\n if <(level) < [14]> then\n show\n set [brightness v] effect to (10)\n set size to (130) %\n else\n set [brightness v] effect to (0)\n set size to (120) %\n end\n else\n set [brightness v] effect to (0)\n set size to (120) %\n end\nend\n\nchange [brightness v] effect by (25)\n\nwhen this sprite clicked\nif <(level) < [14]> then\n change [level v] by (1)\n broadcast (Skip v)\nend\n\n\n\nwhen I receive [turn page v]\nforever\n if <(level) < [14]> then\n show\n else\n hide\n end\nend\n\nwhen I receive [turn page v]\nrepeat until <[13] < (level)>\n if <key (s v) pressed?> then\n if <(level) < [14]> then\n change [level v] by (1)\n broadcast (Skip v)\n show\n set [brightness v] effect to (10)\n set size to (130) %\n wait (1) seconds\n end\n end\nend\n\ngo [forward v] (10000) layers\n\n@@\n\nwhen I receive [turn page v]\nforever\n point in direction ((([sin v] of ((timer) * (300)) ) * (4)) + (90))\nend\n\nwhen I receive [turn page v]\ngo [forward v] (10000) layers\ngo to x: (-190) y: (-139)\nforever\n if <<key (r v) pressed?> or <touching (mouse-pointer v)?>> then\n set [brightness v] effect to (15)\n set size to (130) %\n else\n set [brightness v] effect to (0)\n set size to (120) %\n end\nend\n\nwhen this sprite clicked\nbroadcast (reset v)\n\nwhen I receive [turn page 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@The-\n\nwhen I receive [green flag v]\ngo to x: (0) y: (0)\nforever\n set [ghost v] effect to (65)\n switch costume to (level)\nend\n\n@Green-\n\nwhen I receive [turn page v]\ngo to [front v] layer\ngo to x: (0) y: (0)\nforever\n switch costume to (level)\nend\n\n@Dragon\n\nwhen I start as a clone\nif <(costume) = [1]> then\n switch costume to (costume1 v)\n repeat until <[3] < (level)>\n repeat (10)\n change y by (0.9)\n end\n wait (0.2) seconds\n repeat (10)\n change y by (-0.9)\n end\n wait (0.2) seconds\n end\n delete this clone\nelse\n if <(costume) = [2]> then\n switch costume to (costume2 v)\n repeat until <[3] < (level)>\n repeat (10)\n change y by (0.75)\n end\n wait (0.2) seconds\n repeat (10)\n change y by (-.75)\n end\n wait (0.2) seconds\n end\n delete this clone\n else\n if <(costume) = [3]> then\n switch costume to (costume3 v)\n repeat until <[3] < (level)>\n repeat (10)\n change y by (.5)\n end\n wait (0.2) seconds\n repeat (10)\n change y by (-0.5)\n end\n wait (0.2) seconds\n end\n delete this clone\n end\n end\nend\n\nwhen I receive [green flag v]\ngo to x: (0) y: (-80)\nforever\n if <(level) = [3]> then\n go to [front v] layer\n go [backward v] (10) layers\n show\n else\n hide\n end\nend\n\nwhen I receive [green flag v]\nwait until <(level) = [3]>\nset [ghost v] effect to (50)\nshow\nset [costume v] to [1]\ncreate clone of (_myself_ v)\nset [costume v] to [2]\ncreate clone of (_myself_ v)\nset [costume v] to [3]\ncreate clone of (_myself_ v)\n\nstop [this script v]\n\n@for\n\nwhen flag clicked\nforever\n hide\nend\n\nwhen I receive [green flag v]\nforever\n hide\nend\n\n@more\n\nwhen I receive [green flag v]\ngo to x: (-60) y: (0)\nswitch costume to (costume1 v)\nforever\n if <touching (is v)?> then\n switch costume to (costume2 v)\n wait (0) seconds\n switch costume to (costume3 v)\n wait (0) seconds\n switch costume to (costume2 v)\n wait (0) seconds\n switch costume to (costume1 v)\n end\nend\n\nwhen I receive [green flag v]\nforever\n if <(level) = [6]> then\n go to x: (-60) y: (0)\n go to [front v] layer\n go [backward v] (10) layers\n show\n else\n if <(level) = [11]> then\n go to x: (-100) y: (0)\n go to [front v] layer\n go [backward v] (10) layers\n show\n else\n if <(level) = [14]> then\n go to x: (-100) y: (28)\n go to [front v] layer\n go [backward v] (10) layers\n show\n else\n hide\n end\n end\n end\nend\n\n@projects\n\nwhen I start as a clone\nif <(costume) = [1]> then\n switch costume to (costume1 v)\n repeat until <[10] < (level)>\n repeat (10)\n change y by (0.9)\n end\n wait (0.2) seconds\n repeat (10)\n change y by (-0.9)\n end\n wait (0.2) seconds\n end\n delete this clone\nelse\n if <(costume) = [2]> then\n switch costume to (costume2 v)\n repeat until <[10] < (level)>\n repeat (10)\n change y by (0.75)\n end\n wait (0.2) seconds\n repeat (10)\n change y by (-.75)\n end\n wait (0.2) seconds\n end\n delete this clone\n else\n if <(costume) = [3]> then\n switch costume to (costume3 v)\n repeat until <[10] < (level)>\n repeat (10)\n change y by (.5)\n end\n wait (0.2) seconds\n repeat (10)\n change y by (-0.5)\n end\n wait (0.2) seconds\n end\n delete this clone\n end\n end\nend\n\nwhen I receive [green flag v]\ngo to x: (0) y: (-80)\nforever\n if <(level) = [10]> then\n go to [front v] layer\n go [backward v] (10) layers\n show\n else\n hide\n end\nend\n\nwhen I receive [green flag v]\nwait until <(level) = [10]>\nset [ghost v] effect to (50)\nshow\nset [costume v] to [1]\ncreate clone of (_myself_ v)\nset [costume v] to [2]\ncreate clone of (_myself_ v)\nset [costume v] to [3]\ncreate clone of (_myself_ v)\n\nstop [this script v]\n\n@like\n\nwhen I start as a clone\nif <(costume) = [1]> then\n switch costume to (costume1 v)\n repeat until <[14] < (level)>\n repeat (10)\n change y by (0.9)\n end\n wait (0.2) seconds\n repeat (10)\n change y by (-0.9)\n end\n wait (0.2) seconds\n end\n delete this clone\nelse\n if <(costume) = [2]> then\n switch costume to (costume2 v)\n repeat until <[14] < (level)>\n repeat (10)\n change y by (0.75)\n end\n wait (0.2) seconds\n repeat (10)\n change y by (-.75)\n end\n wait (0.2) seconds\n end\n delete this clone\n else\n if <(costume) = [3]> then\n switch costume to (costume3 v)\n repeat until <[14] < (level)>\n repeat (10)\n change y by (.5)\n end\n wait (0.2) seconds\n repeat (10)\n change y by (-0.5)\n end\n wait (0.2) seconds\n end\n delete this clone\n end\n end\nend\n\nwhen I receive [green flag v]\ngo to x: (0) y: (-40)\nforever\n if <(level) = [14]> then\n go to [front v] layer\n go [backward v] (10) layers\n show\n else\n hide\n end\nend\n\nwhen I receive [green flag v]\nwait until <(level) = [14]>\nset [ghost v] effect to (50)\nshow\nset [costume v] to [1]\ncreate clone of (_myself_ v)\nset [costume v] to [2]\ncreate clone of (_myself_ v)\nset [costume v] to [3]\ncreate clone of (_myself_ v)\n\nstop [this script v]\n\n@this!\n\nwhen this sprite clicked\nnext costume\nwait (0.2) seconds\n\nwhen I receive [green flag v]\nswitch costume to (costume5 v)\nshow\n\n if <(costume [number v]) = [2]> then\n set [mute button on off v] to [1]\n set volume to (100) %\n end\nend\n\nwhen I receive [green flag v]\ngo to x: (-215) y: (160)\nset size to (35) %\n\n if <key (m v) pressed?> then\n next costume\n wait (0.2) seconds\n end\nend\n\nwhen I receive [green flag v]\nshow\n\n if <(costume [number v]) = [1]> then\n set [mute button on off v] to [0]\n set volume to (0) %\n end\nend\n\nwhen I receive [green flag v]\nforever\n play sound [bensound-anewbeginning v] until done\nend\n\n | Spam that green flag as many times as you have IQ points otherwise it may glitch or lag. (If there is water on the first level, then spam the green flag again)\n\nWelcome to Lost - A Mobile Platformer. \n\nThis may take a while to load because it has over 1700 blocks of code and a lot of costumes, so please be patient - it is worth the wait :P\n\nPlay here for less lag: https://forkphorus.github.io/#391398802\n\n–––––––––––––––––– Storyline ––––––––––––––––––––\nYou were on a train when it derailed and fell off the sides of the train tracks. You survive, but soon find out no one else is alive. You look around to see that you are in a desert, far from any known land. In this adventure, you must complete each level as you move on with your journey to find your home.\n\n–––––––––––––––––– Instructions –––––––––––––––––– \n• All levels are 100% possible on mobile and computer ( I have beat all the levels on both)\n• Arrow keys, WASD, or mobile controls to move \n• Press "S" to skip or pres the skip button\n• Press "R" to retry or press the retry button\n• Down arrow/ s key to drop through some platforms\n• Up arrow to climb ladders\n• Up arrow to swim\n• Bounce on mushrooms to jump higher\n• Get to the other side of the screen to advance to the next level\n• Don't touch the cacti or fall down\n• Water slows you down\n• You can jump through tree leaves, but not branches\n• Click on the mute button or press "M" to mute or unmute\n• And lastly, try to find the Easter egg! (Hint: you can find it if you click "see inside")\n |
Climate Change Platformer | @Stage\n\nwhen flag clicked\nforever\n switch backdrop to (Level)\nend\n\n@Level\n\nwhen flag clicked\nset [level v] to [1]\ngo to x: (0) y: (0)\ngo to [back v] layer\nswitch costume to (dungeon v)\nshow\nforever\n switch costume to (Level)\nend\n\n@Player\n\ndefine Laufsteuerung\nswitch costume to (kinetic body v)\nif <not <<<key (right arrow v) pressed?> or <key (d v) pressed?>> and <<key (left arrow v) pressed?> or <key (a v) pressed?>>>> then\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n point in direction (90)\n change [costume v] by (0.3)\n change x by (walk speed)\n if <touching (level v)?> then\n change x by (() - (walk speed))\n end\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n point in direction (-90)\n change [costume v] by (0.3)\n change x by (() - (walk speed))\n if <touching (level v)?> then\n change x by (walk speed)\n end\n end\n if <(costume) > [8]> then\n set [costume v] to [1]\n end\nend\nswitch costume to (costume)\n\ndefine Sprungsteuerung\nif <<key (space v) pressed?> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n switch costume to (kinetic body v)\n change y by (-3)\n if <<touching (level v)?> or <touching (figur3 v)?>> then\n set [y speed v] to (jumping force)\n end\n change y by (3)\nend\nswitch costume to (costume)\n\ndefine Simulation\nswitch costume to (kinetic body v)\nchange y by (y speed)\nif <touching color (#df0000)?> then\n go to x: (-200) y: (-130)\nend\nif <<touching (level v)?> or <touching (figur3 v)?>> then\n if <(y speed) < [0]> then\n set [back v] to [1]\n else\n set [back v] to [-1]\n end\n repeat until <not <<touching (level v)?> or <touching (figur3 v)?>>>\n change y by (back)\n end\n set [y speed v] to [-1]\nelse\n change [y speed v] by (Gravity)\nend\nswitch costume to (costume)\n\nwhen flag clicked\nshow\ngo to [front v] layer\nset size to (50) %\npoint in direction (90)\nset rotation style [left-right v]\ngo to x: (-175) y: (0)\nset [costume v] to [1]\nset [back v] to [-1]\nset [walk speed v] to [6.5]\nset [gravity v] to [-1]\nset [y speed v] to [0]\nset [jumping force v] to [16]\nforever\n Laufsteuerung\n Sprungsteuerung\n Simulation\n if <(Level) < [18]> then\n if <(x position) > [235]> then\n change [level v] by (1)\n go to x: (-175) y: (-25)\n end\n end\n if <(Level) > [1]> then\n if <(x position) < [-235]> then\n change [level v] by (-1)\n go to x: (175) y: (-25)\n end\n end\n if <(y position) < [-240]> then\n go to x: (-175) y: (-25)\n end\nend\n\n@Thumbnail\n\nwhen flag clicked\nhide\n\nshow\ngo to [front v] layer\n\n | Climate change has serious consequences for our planet!\nBut it's not too late! Some tips on how to protect the climate can be seen in the game!\n\nYou can find more information about the climate change here:\n\nhttps://friendsoftheearth.uk/climate-change/saving-planet-top-tips-help-climate-and-nature\n\nhttps://www.edenproject.com/make-the-change/what-you-can-do/11-tips-for-fighting-climate-change-and-biodiversity\n\nhttps://www.curbed.com/2017/6/7/15749900/how-to-stop-climate-change-actions |
Spot the Difference (Platformer Edition) | @Stage\n\nwhen flag clicked\nforever\n play sound [bensound-littleidea v] until done\nend\n\n@Thumbnail\n\nwhen I receive [thumbnail show v]\nshow\ngo to [front v] layer\nwait (2) seconds\nhide\n\nwhen I receive [play v]\nforever\n show\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\nwhen flag clicked\nhide\n\n@Level\n\nwhen I receive [play v]\nswitch costume to (1 v)\n\nwhen I receive [open door 1 v]\nnext costume\n\nwhen I receive [open door 2 v]\nnext costume\n\nwhen I receive [open door 3 v]\nnext costume\n\nwhen I receive [green v]\nnext costume\n\nwhen flag clicked\nshow\n\n@Obstacles\n\nwhen I receive [open door 1 v]\nshow\nnext costume\n\nwhen I receive [open door 2 v]\nshow\nnext costume\n\nwhen I receive [open door 3 v]\nshow\nnext costume\n\nwhen I receive [green v]\nhide\nnext costume\n\nwhen I receive [play v]\nswitch costume to (1 v)\nhide\n\n@Player\n\ndefine Place Player: (x) (y) Set Size To: (size)\ngo to x: (x) y: (y)\nset size to (size) %\n\ndefine Gravity, Platform Detection, Physics....\nforever\n change [y v] by (-1)\n if <<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [x v] by (-1)\n end\n if <<<key (d v) pressed?> or <key (right arrow v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [x v] by (1)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (-4)\n change x by ((x) * (-1))\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > [0]>>> then\n set [y v] to [11]\n if <(x) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n set [x v] to [0]\n end\n end\n change y by (y)\n if <touching (level v)?> then\n change y by ((y) - ((y) * (2)))\n set [y v] to [0]\n end\n change y by (-1)\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <((mouse y) - (y position)) > [50]>>> and <touching (level v)?>> then\n set [y v] to [11]\n end\n change y by (1)\n if <touching (obstacles v)?> then\n broadcast (play v)\n end\n if <touching (green v)?> then\n broadcast (Green v)\n end\nend\n\nwhen I receive [play v]\nset [level v] to [1]\nshow\nPlace Player: [-200] [-122] Set Size To: [40]\nhide variable [y v]\nhide variable [x v]\nset [y v] to [0]\nset [x v] to [0]\nforever\n Gravity, Platform Detection, Physics....\nend\n\nwhen I receive [play v]\nforever\n if <touching (trampoline v)?> then\n set [y v] to [22]\n end\nend\n\nwhen I receive [play v]\nswitch costume to (1 v)\nset [deaths v] to [0]\n\nwhen flag clicked\nhide\n\nwhen I receive [next planet v]\nnext costume\n\nwhen I receive [play v]\nforever\n if <touching (next planet v)?> then\n next costume\n end\nend\n\nwhen flag clicked\nbroadcast (play v)\n\nwhen flag clicked\nforever\n if <<touching (door 1 v)?> and <key (space v) pressed?>> then\n broadcast (Open Door 1 v)\n end\nend\n\nwhen flag clicked\nforever\n if <<touching (door 2 v)?> and <key (space v) pressed?>> then\n broadcast (Open Door 2 v)\n end\nend\n\nwhen flag clicked\nforever\n if <<touching (door 3 v)?> and <key (space v) pressed?>> then\n broadcast (Open Door 3 v)\n end\nend\n\nwhen flag clicked\nset [spike # v] to [0]\n\nwhen I receive [open door 1 v]\ngo to x: (-137) y: (21)\n\nwhen I receive [open door 2 v]\ngo to x: (-13) y: (90)\n\nwhen I receive [open door 3 v]\ngo to x: (122) y: (17)\n\nwhen I receive [green v]\ngo to x: (-199) y: (-114)\n\nwhen I receive [green v]\nchange [level v] by (1)\n\nwhen I receive [play v]\nset [level v] to [1]\n\n@Door 1\n\nwhen I receive [open door 1 v]\nbroadcast (Cue Da Spikes v)\nhide\n\nwhen I receive [open door 2 v]\nhide\n\nwhen I receive [open door 3 v]\nhide\n\nwhen I receive [play v]\nshow\n\nwhen I receive [green v]\nshow\n\nwhen I receive [end v]\nhide\n\n@Door 2\n\nwhen I receive [open door 2 v]\nhide\n\nwhen I receive [open door 2 v]\nbroadcast (Cue Da Spikes v)\nhide\n\nwhen I receive [open door 1 v]\nhide\n\nwhen I receive [open door 3 v]\nhide\n\nwhen I receive [play v]\nshow\n\nwhen I receive [green v]\nshow\n\nwhen I receive [end v]\nhide\n\n@Door 3\n\nwhen I receive [open door 3 v]\nbroadcast (Cue Da Spikes v)\nhide\n\nwhen I receive [open door 2 v]\nhide\n\nwhen I receive [open door 1 v]\nhide\n\nwhen I receive [play v]\nshow\n\nwhen I receive [green v]\nshow\n\nwhen I receive [end v]\nhide\n\n@Green\n\nwhen I receive [open door 1 v]\nshow\nnext costume\n\nwhen I receive [open door 2 v]\nshow\nnext costume\n\nwhen I receive [open door 3 v]\nshow\nnext costume\n\nwhen I receive [green v]\nhide\n\nwhen I receive [play v]\nswitch costume to (1 v)\nhide\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [11]> then\n broadcast (END v)\n end\nend\n\nwhen flag clicked\nshow\n\n | Arrow Keys or mouse to move.\nI would like feedback and maybe a heart and star =D\nAll levels are 100% possible! |
|| Revenge || Platformer || | @Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [start v]\nswitch backdrop to (backdrop2 v)\n\nwhen I receive [nextlevel v]\nnext backdrop\n\nwhen [x v] key pressed\nif <(username) = [Deathstriding]> then\n broadcast (NextLevel v)\nend\n\nwhen backdrop switches to [backdrop23 v]\nset [part v] to [2]\n\nwhen I receive [victory v]\nswitch backdrop to (backdrop24 v)\n\n@Strider\n\ndefine Run (times) times with delay (delay)\nrepeat (times)\n wait (delay) seconds\n switch costume to (striderrun v)\n wait (delay) seconds\n switch costume to (striderrun2 v)\n wait (delay) seconds\n switch costume to (striderrun3 v)\n wait (delay) seconds\n switch costume to (striderrun4 v)\n wait (delay) seconds\n switch costume to (striderrun5 v)\n wait (delay) seconds\n switch costume to (striderrun6 v)\nend\n\nwhen flag clicked\ngo to x: (-180) y: (-40)\nhide\nforever\n if <(x position) > [230]> then\n broadcast (NextLevel v)\n end\nend\n\nwhen I receive [start v]\nshow\n\nwhen I receive [start v]\nswitch costume to (strider v)\ngo to x: (-180) y: (-40)\nset [xv v] to [0]\nset [yv v] to [0]\nset rotation style [left-right v]\nforever\n if <<<(y position) < [-175]> or <touching color (#ff0000)?>> or <touching (sprite3 v)?>> then\n go to x: (-180) y: (-40)\n set [xv v] to [0]\n set [yv v] to [0]\n else\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n change [xv v] by (-1)\n else\n if <key (right arrow v) pressed?> then\n point in direction (90)\n change [xv v] by (1)\n else\n switch costume to (strider v)\n end\n end\n end\n set [xv v] to ((xv) * (.85))\n change x by (xv)\n if <touching color (#000008)?> then\n change y by (-2)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (-5)\n change x by ((-1) * (xv))\n if <<key (up arrow v) pressed?> and <not <(xv) = [0]>>> then\n set [mode v] to [walljump]\n set [yv v] to [8]\n set [xv v] to (((xv) / ([abs v] of (xv) )) * (-10))\n else\n set [mode v] to [wallslide]\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (2)\n end\n change y by (-3)\n if <touching color (#000008)?> then\n if <(yv) = [-3]> then\n if <<key (left arrow v) pressed?> or <key (right arrow v) pressed?>> then\n set [mode v] to [run]\n else\n if <([abs v] of (xv) ) > [.1]> then\n set [mode v] to [skid]\n else\n set [mode v] to [stand]\n end\n end\n end\n if <key (up arrow v) pressed?> then\n set [mode v] to [jump]\n set [yv v] to [9]\n end\n end\n if <<<<(mode) = [jump]> or <(mode) = [walljump]>> and <(yv) < [0]>> or <<<(mode) = [run]> or <(mode) = [skid]>> and <(yv) < [-3]>>> then\n set [mode v] to [fall]\n end\n change y by (3)\n if <(yv) > [-15]> then\n change [yv v] by (-0.5)\n end\n change y by (-2)\n if <not <touching color (#000008)?>> then\n change y by (-1)\n if <not <touching color (#000008)?>> then\n change y by (-1)\n if <not <touching color (#000008)?>> then\n change y by (-1)\n if <not <touching color (#000008)?>> then\n change y by (-1)\n if <not <touching color (#000008)?>> then\n change y by (-1)\n if <not <touching color (#000008)?>> then\n change y by (5)\n end\n end\n end\n end\n end\n end\n change y by (2)\n change y by (yv)\n if <touching color (#000008)?> then\n change y by (-2)\n if <touching color (#000008)?> then\n change y by ((-1) * (yv))\n set [yv v] to [-3]\n end\n change y by (2)\n end\nend\n\nwhen flag clicked\nstop all sounds\nset [part v] to [1]\nrepeat until <([backdrop # v] of [_stage_ v]) = [24]>\n play sound [1 v] until done\n play sound [2 v] until done\n play sound [3 v] until done\nend\n\nwhen flag clicked\nforever\n Run (1) times with delay (0.1)\nend\n\nwhen I receive [nextlevel v]\ngo to x: (-180) y: (-40)\n\nwhen flag clicked\nforever\n if <touching color (#2eff00)?> then\n set [yv v] to [20]\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#21ff00)?> then\n set [yv v] to [15]\n end\nend\n\nwhen I receive [victory v]\nstop [other scripts in sprite v]\nhide\nrepeat (100)\n change volume by (-1)\nend\nstop all sounds\nstart sound [5 v]\nrepeat (100)\n change volume by (1)\nend\n\nstop [this script v]\n\n@Backstory\n\nwhen flag clicked\nshow\nswitch costume to (1 v)\nrepeat (6)\n wait until <mouse down?>\n wait until <not <mouse down?>>\n set [ghost v] effect to (0)\n repeat (10)\n change [ghost v] effect by (10)\n end\n next costume\n repeat (10)\n change [ghost v] effect by (-10)\n end\nend\nwait until <mouse down?>\nhide\nbroadcast (Start v)\n\n@Sprite1\n\nwhen flag clicked\ngo to [front v] layer\nswitch costume to (costume4 v)\nset [ghost v] effect to (100)\n\nswitch costume to (revenge v)\n\n@art\n\n@Sprite2\n\nwhen flag clicked\nhide\nhide\ngo to [back v] layer\nwait until <(Part) = [2]>\nshow\nforever\n if <touching (sprite4 v)?> then\n broadcast (Victory v)\n end\nend\n\nwhen I receive [victory v]\nhide\n\n@Sprite3\n\nwhen flag clicked\nhide\nwait until <(Part) = [2]>\nrepeat until <(Part) = [3]>\n wait (pick random (0.01) to (1)) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nset rotation style [left-right v]\nshow\ngo to (sprite2 v)\npoint towards (strider v)\nrepeat until <<<touching (strider v)?> or <touching (sprite4 v)?>> or <touching (_edge_ v)?>>\n move (10) steps\nend\ndelete this clone\n\nwhen I receive [victory v]\nhide\nstop [other scripts in sprite v]\n\n@Sprite4\n\nwhen flag clicked\nhide\nforever\n go to x: (([x position v] of [strider v]) + (20)) y: (([y position v] of [strider v]) + (-3))\nend\n\nwhen [space v] key pressed\nshow\ngo to x: (([x position v] of [strider v]) + (20)) y: (([y position v] of [strider v]) + (-3))\nswitch costume to (sword2 v)\nrepeat (18)\n turn right (20) degrees\nend\nhide\n\nwhen I receive [victory v]\nstop [other scripts in sprite v]\nhide\n\n@Sprite5\n\nwhen I receive [victory v]\nshow\nswitch costume to (costume2 v)\nrepeat (6)\n wait until <mouse down?>\n wait until <not <mouse down?>>\n set [ghost v] effect to (0)\n repeat (10)\n change [ghost v] effect by (10)\n end\n next costume\n repeat (10)\n change [ghost v] effect by (-10)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [victory v]\nset [part v] to [3]\n\n | Dont die\n\n\n►If the music doesn't play when you start the project, double click the green flag.\n►Arrow keys to move\n►Touch red if you're smart\n\n►To reduce lag:\n1. Open a new window\n2. Click into my profile\n3. Follow. |
WORLDS 2 - a scrolling platformer | @Stage\n\nwhen [m v] key pressed\nshow variable [mouse v]\nset [mouse v] to (join ((mouse x) + (SCROLL X)) (join [, ] ((mouse y) + (SCROLL Y))))\n\nwhen flag clicked\nswitch backdrop to (blue sky 2 2 v)\nforever\n if <(LEVEL) = [3]> then\nend\n\nwhen I receive [level 3 v]\nset [brightness v] effect to (90)\n\nrepeat (10)\n\nwait (5) seconds\nswitch backdrop to (blue sky 2 2 v)\n\nforever\n\nwhen I receive [level 4 v]\nset [brightness v] effect to (-100)\n\nwhen I receive [level 5 v]\nswitch backdrop to (blue sky 2 2 v)\nset [brightness v] effect to (0)\n\nwhen I receive [level 2 v]\nswitch backdrop to (blue sky 2 v)\n\nwhen I receive [level 6 v]\nset [brightness v] effect to (0)\nswitch backdrop to (blue sky 2 3 v) and wait\n\nwhen flag clicked\nswitch backdrop to (blue sky 2 v)\nforever\n if <(LEVEL) = [1]> then\n switch backdrop to (blue sky 2 2 v)\n end\nend\n\n@blank\n\n@Cube\n\nwhen flag clicked\nbroadcast (Flag v) and wait\nbroadcast (Play game v) and wait\n\nwhen I receive [flag v]\nset size to (100) %\nhide\ngo to [front v] layer\n\nwhen I receive [play game v]\nset [level v] to (world)\nforever\n broadcast (reset v) and wait\n broadcast (setup v) and wait\n Game on\n repeat until <(EXIT) > []>\n broadcast (Tick v)\n Tick\n end\n if <(EXIT) = [win]> then\n broadcast (win 2 v)\n Game - win\n else\n Game - Die\n end\nend\n\ndefine Game on\nset size to (90) %\nset [sx v] to [0]\nset [x v] to [0]\nset [in air v] to [0]\nset [y v] to [0]\nset [sy v] to [0]\nset [exit v] to []\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nclear graphic effects\nshow\n\ndefine Tick\nif <<key (left arrow v) pressed?> or <<mouse down?> and <(x position) > (mouse x)>>> then\n Change Player x by [-8]\nend\nif <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n Change Player x by [8]\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 <<mouse down?> and <(mouse y) > ((y position) + (20))>>> then\n if <(in air) < [4]> then\n set [sy v] to [16]\n end\nend\nif <(sy) > [-20]> then\n change [sy v] by (-2)\nend\nChange player y by (sy)\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 [restart]\nend\nchange [x v] by (8)\nchange [x v] by (-8)\n\ndefine Change player y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nPosition\nTest Die\nrepeat until <not <touching (sprite1 v)?>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [in air v] to [0]\n end\n Position\n set [sy v] to [0]\nend\n\ndefine Position\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\ndefine Change Player x by (sx)\nchange [x v] by (sx)\nPosition\nTest Die\nif <touching (sprite1 v)?> then\n repeat (12)\n change [y v] by (1)\n Position\n if <not <touching (sprite1 v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>> then\n if <(sx) > [0]> then\n set [sx v] to [-16]\n else\n set [sx v] to [16]\n end\n set [in air v] to [0]\n else\n set [sx v] to [0]\n end\n repeat until <not <touching (sprite1 v)?>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n Position\n end\nend\n\ndefine Game - Die\nset [exit v] to []\nrepeat (5)\n hide\n wait (0.1) seconds\n show\n wait (0.1) seconds\nend\nhide\n\nwait (0.5) seconds\n\nshow\n\ndefine Test Die\nif <<touching (danger v)?> or <<touching (sprite5 v)?> and <(LEVEL) = [4]>>> then\n set [exit v] to [restart]\nend\n\nchange size by (-)\n\ndefine Game - win\nrepeat (50)\n point towards (sprite3 v)\n turn right (65) degrees\n move ((distance to [sprite3 v]) / (2)) steps\n change size by (-1)\n change [ghost v] effect by (1)\nend\nhide\nchange [level v] by (1)\n\nif <(in air) < [4]> then\n set [sy v] to [16]\nend\n\ndefine tick 2\n\nTick\n\nbroadcast (Tick v) and wait\n\nwait (0.02) seconds\n\nwhen flag clicked\nforever\n switch costume to (costume11 v)\n repeat (9)\n next costume\n end\n repeat (9)\n switch costume to ((costume [number v]) - (1))\n end\n wait (pick random (0) to (5)) seconds\nend\n\nswitch costume to (cu v)\n\nwhen flag clicked\nforever\n if <<<key (right arrow v) pressed?> or <key (left arrow v) pressed?>> or <<<mouse down?> and <(x position) > (mouse x)>> or <<mouse down?> and <(mouse x) > (x position)>>>> then\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n point in direction (90)\n end\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(x position) > (mouse x)>>> then\n point in direction (-90)\n end\n else\n point in direction (90)\n end\nend\n\nwhen I receive [hide home screen v]\nbroadcast (Flag v) and wait\nbroadcast (Play game v) and wait\n\nbroadcast (Tick v) and wait\nTick\n\ntick 2\n\ndefine win\nplay sound [Win v] until done\n\nwhen I receive [win 2 v]\nset volume to (20) %\nif <(EXIT) = [win]> then\n win\nend\n\nwhen I receive [crystal v]\nif <(sound effects) = [on]> then\n set volume to (40) %\n play sound [Collect v] until done\nend\n\nwhen flag clicked\nforever\n if <(EXIT) = [restart]> then\n play sound [Pew v] until done\n end\nend\n\n@Sprite3\n\nwhen I receive [flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <<(open portal?) = [yes]> and <touching (cube v)?>> then\n set [exit v] to [win]\nend\n\ndelete this clone\n\nbroadcast (Tick v) and wait\n\nwhen I receive [setup v]\nset [ghost v] effect to (50)\nset [brightness v] effect to (-100)\nswitch costume to (costume1 v)\nhide\nset [open portal? v] to [no]\nset [x v] to [0]\nset [coins v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [2458] y: [152]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 1 1 v)\n Clone at x: [3019] y: [1320]\n else\n if <(LEVEL) = [3]> then\n switch costume to (level 1 1 v)\n Clone at x: [7385] y: [314]\n else\n if <(LEVEL) = [4]> then\n Clone at x: [2750] y: [307]\n else\n if <(LEVEL) = [5]> then\n Clone at x: [3752] y: [243]\n else\n if <(LEVEL) = [6]> then\n Clone at x: [4313] y: [-29]\n end\n end\n end\n end\n end\nend\n\nClone at x: [240] y: [22]\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\nnext costume\n\nwhen I receive [open portal v]\nswitch costume to (costume1 v)\nset [open portal? v] to [yes]\nclear graphic effects\n\nwhen flag clicked\nforever\n turn right (10) degrees\n wait (0.05) seconds\nend\n\nrepeat (6)\n next costume\n wait (0.05) seconds\nend\n\nswitch costume to (costume1 v)\n\nwhen flag clicked\nforever\n if <<touching (cube v)?> and <(open portal?) = [no]>> then\n broadcast (portals is not opened v) and wait\n wait (1) seconds\n end\n wait (1) seconds\nend\n\nwhen flag clicked\nforever\n wait (1) seconds\n wait\nend\n\ndefine wait\nwait (1) seconds\nwait (0.1) seconds\n\n@Sprite1\n\nwhen I receive [flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nbroadcast (Tick v) and wait\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n broadcast (level 1 v)\n switch costume to (level 1 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n broadcast (level 2 v) and wait\n Clone at x: [370] y: [210]\n Clone at x: [370] y: [210]\n Clone at x: [100] y: [210]\n Clone at x: [100] y: [210]\n Clone at x: [100] y: [210]\n Clone at x: [150] y: [210]\n Clone at x: [350] y: [210]\n Clone at x: [350] y: [210]\n Clone at x: [600] y: [-200]\n Clone at x: [400] y: [-200]\n Clone at x: [20] y: [-230]\n else\n if <(LEVEL) = [3]> then\n broadcast (level 3 v)\n switch costume to (screen shot 2020-05-07 at 3 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: [600] 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: [0] y: [300]\n Clone at x: [600] y: [-300]\n Clone at x: [700] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n else\n if <(LEVEL) = [4]> then\n broadcast (level 4 v)\n switch costume to (costume2 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: [200]\n else\n if <(LEVEL) = [5]> then\n broadcast (level 5 v)\n switch costume to (costume10 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [100]\n Clone at x: [500] y: [0]\n Clone at x: [500] y: [100]\n Clone at x: [500] y: [0]\n Clone at x: [700] y: [0]\n Clone at x: [500] y: [0]\n else\n if <(LEVEL) = [6]> then\n broadcast (level 6 v)\n switch costume to (costume18 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [500] y: [0]\n Clone at x: [500] y: [0]\n Clone at x: [500] y: [0]\n else\n show\n end\n end\n end\n end\n end\nend\n\ngo [backward v] (4) layers\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: [100]\nClone at x: [360] y: [400]\n\nClone at x: [] y: []\n\nClone at x: [360] y: [0]\n\nrepeat (6)\n\nbroadcast (setup v)\n\nwhen I start as a clone\nforever\n go to [back v] layer\nend\n\nif <(LEVEL) = [5]> then\nend\n\n@Sprite2\n\nwhen I receive [flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <touching (cube v)?> then\n change [coins v] by (1)\n if <(coins) = (COLLECTED MAX)> then\n broadcast (Open portal v)\n end\n broadcast (crystal v)\n delete this clone\nend\n\nbroadcast (Tick v) and wait\n\nwhen I receive [setup v]\nclear sound effects\nhide\nset [x v] to [0]\nset [coins v] to [0]\nset [collected max v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n set size to (100) %\n switch costume to (crystal v)\n Clone at x: [410] y: [-66]\n Clone at x: [425] y: [-26]\n Clone at x: [457] y: [3]\n Clone at x: [502] y: [4]\n Clone at x: [592] y: [65]\n Clone at x: [700] y: [0]\n Clone at x: [723] y: [40]\n Clone at x: [768] y: [60]\n Clone at x: [818] y: [45]\n Clone at x: [901] y: [112]\n Clone at x: [1010] y: [128]\n Clone at x: [1117] y: [79]\n Clone at x: [1140] y: [110]\n Clone at x: [1181] y: [125]\n Clone at x: [1230] y: [110]\n Clone at x: [1684] y: [-40]\n Clone at x: [1700] y: [-10]\n Clone at x: [1740] y: [2]\n Clone at x: [1771] y: [-35]\n Clone at x: [1820] y: [-13]\n Clone at x: [1860] y: [0]\n Clone at x: [1900] y: [0]\n Clone at x: [1940] y: [0]\n Clone at x: [1980] y: [0]\n Clone at x: [2065] y: [120]\n Clone at x: [2065] y: [87]\n Clone at x: [2065] y: [52]\nelse\n if <(LEVEL) = [2]> then\n set size to (100) %\n switch costume to (crystal v)\n Clone at x: [200] y: [139]\n Clone at x: [460] y: [230]\n Clone at x: [420] y: [230]\n Clone at x: [380] y: [230]\n Clone at x: [340] y: [230]\n Clone at x: [598] y: [310]\n Clone at x: [614] y: [346]\n Clone at x: [614] y: [346]\n Clone at x: [650] y: [367]\n Clone at x: [893] y: [510]\n Clone at x: [885] y: [556]\n Clone at x: [849] y: [577]\n Clone at x: [1010] y: [1382]\n Clone at x: [1010] y: [1420]\n Clone at x: [1010] y: [1460]\n Clone at x: [2854] y: [1100]\n Clone at x: [2894] y: [1100]\n Clone at x: [2934] y: [1100]\n else\n if <(LEVEL) = [3]> then\n go to [back v] layer\n set size to (120) %\n switch costume to (crystal v)\n Clone at x: [484] y: [91]\n Clone at x: [604] y: [96]\n Clone at x: [854] y: [95]\n Clone at x: [1015] y: [151]\n Clone at x: [1243] y: [99]\n Clone at x: [1391] y: [307]\n Clone at x: [1833] y: [74]\n Clone at x: [1997] y: [151]\n Clone at x: [2146] y: [272]\n Clone at x: [2364] y: [117]\n Clone at x: [3306] y: [-87]\n Clone at x: [3498] y: [0]\n Clone at x: [3686] y: [50]\n Clone at x: [3854] y: [57]\n Clone at x: [4428] y: [366]\n Clone at x: [4549] y: [-154]\n Clone at x: [4597] y: [-132]\n Clone at x: [4637] y: [-128]\n Clone at x: [4677] y: [-124]\n Clone at x: [4707] y: [-120]\n Clone at x: [5423] y: [-88]\n Clone at x: [7420] y: [-56]\n else\n if <(LEVEL) = [4]> then\n go to [back v] layer\n set size to (120) %\n switch costume to (crystal2 v)\n Clone at x: [631 ] y: [72]\n Clone at x: [822] y: [75]\n Clone at x: [1337] y: [86]\n Clone at x: [1474] y: [135]\n Clone at x: [1617] y: [177]\n Clone at x: [1765] y: [50]\n Clone at x: [2206] y: [212]\n Clone at x: [2528] y: [413]\n else\n if <(LEVEL) = [5]> then\n go to [back v] layer\n set size to (120) %\n switch costume to (crystal v)\n Clone at x: [258] y: [-100]\n Clone at x: [258] y: [-50]\n Clone at x: [258] y: [0]\n Clone at x: [258] y: [50]\n Clone at x: [1037] y: [234]\n Clone at x: [1806] y: [327]\n Clone at x: [1998] y: [433]\n else\n if <(LEVEL) = [6]> then\n go to [back v] layer\n set size to (120) %\n switch costume to (crystal2 v)\n Clone at x: [1062] y: [-37]\n Clone at x: [1382] y: [-6]\n Clone at x: [1495] y: [85]\n Clone at x: [1753] y: [170]\n Clone at x: [1890] y: [125]\n Clone at x: [2012] y: [151]\n Clone at x: [2329] y: [47]\n Clone at x: [2492] y: [36]\n Clone at x: [2648] y: [-27]\n Clone at x: [2824] y: [-2]\n Clone at x: [2981] y: [-30]\n Clone at x: [3170] y: [-30]\n else\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)\nchange [collected max v] by (1)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nnext costume\n\nClone at x: [892] y: [538]\n\nClone at x: [650] y: [367]\nClone at x: [893] y: [510]\nClone at x: [885] y: [556]\n\nwhen flag clicked\n\nClone at x: [978] y: [210]\nClone at x: [997] y: [220]\nClone at x: [1020] y: [229]\nClone at x: [1050] y: [211]\nClone at x: [1092] y: [204]\n\nwhen I start as a clone\ngo to [front v] layer\nclear graphic effects\n\nwhen flag clicked\nforever\n if <(LEVEL) = [1]> then\n set [collected max v] to [27]\n else\n if <(LEVEL) = [2]> then\n set [collected max v] to [18]\n else\n if <(LEVEL) = [3]> then\n set [collected max v] to [22]\n else\n if <(LEVEL) = [4]> then\n set [collected max v] to [8]\n else\n if <(LEVEL) = [5]> then\n set [collected max v] to [7]\n else\n if <(LEVEL) = [6]> then\n set [collected max v] to [12]\n end\n end\n end\n end\n end\n end\nend\n\nwhen I start as a clone\nforever\n\ndelete this clone\n\nplay sound [Coin v] until done\n\nclear sound effects\n\nwhen flag clicked\nforever\n\n@Screen Shot 2020-05-07 at 3\n\n@Sprite5\n\nwhen I receive [level 3 v]\nshow\nset [ghost v] effect to (20)\n\nwhen flag clicked\nhide\n\ndefine position (y)\nset y to (y)\nif <<<(LEVEL) = [3]> or <(LEVEL) = [4]>> or <(LEVEL) = [6]>> then\n if <(home screen?) < [yes]> then\n if <(LEVEL) = [3]> then\n switch costume to (costume1 v)\n go to [front v] layer\n if <(y) = (y position)> then\n show\n else\n hide\n end\n else\n check level\n if <(y) = (y position)> then\n show\n else\n hide\n end\n end\n end\nend\n\nwhen I receive [tick v]\nposition (join [-] (SCROLL Y))\n\nchange [y v] by (y)\n\nwhen flag clicked\nforever\n check level\n wait (0.03) seconds\n waves\n wait (0.03) seconds\nend\n\ndefine waves\nset [ghost v] effect to (30)\nset [fisheye v] effect to (-5)\nset [whirl v] effect to (-250)\nrepeat (50)\n change [whirl v] effect by (12)\n change [fisheye v] effect by (1)\n wait (0.05) seconds\nend\nrepeat (50)\n change [whirl v] effect by (-12)\n change [fisheye v] effect by (-1)\n wait (0.05) seconds\nend\n\ndefine check level\nif then\n switch costume to (costume1 v)\n set [ghost v] effect to (20)\nelse\n if <(LEVEL) = [4]> then\n clear graphic effects\n switch costume to (costume2 v)\n go to [back v] layer\n else\n if <(LEVEL) = [5]> then\n switch costume to (costume3 v)\n end\n switch costume to (costume4 v)\n end\nend\n\nwhen flag clicked\nforever\n check level\nend\n\nwhen I receive [home screen v]\nset [home screen? v] to [yes]\n\nwhen I receive [hide home screen v]\nset [home screen? v] to []\n\nif <(LEVEL) = [3]> then\n wait (0.03) seconds\nend\n\nwhen flag clicked\nforever\n if <(LEVEL) = [5]> then\n switch costume to (costume3 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(LEVEL) = [6]> then\n switch costume to (costume4 v)\n show\n set [ghost v] effect to (30)\n end\nend\n\nwhen flag clicked\nforever\n if <<(LEVEL) = [1]> or <<(LEVEL) = [2]> or <(LEVEL) = [5]>>> then\n go to [back v] layer\n set [ghost v] effect to (1000000)\n hide\n else\n show\n end\nend\n\nwhen flag clicked\nforever\n if <(LEVEL) = [4]> then\n go to [back v] layer\n go to [back v] layer\n go [backward v] (1000000) layers\n end\nend\n\nwhen I receive [level 5 v]\nshow\nset [ghost v] effect to (100)\n\n@Sprite6\n\n@Sprite4\n\nwhen I receive [flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nbroadcast (Tick v) and wait\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [3]> then\n clear graphic effects\n switch costume to (screen shot 2020-05-07 at 9 v)\n Clone at x: [400] y: [0]\n Clone at x: [400] y: [0]\n Clone at x: [400] y: [0]\n Clone at x: [400] y: [0]\n Clone at x: [400] y: [0]\n Clone at x: [400] y: [0]\n Clone at x: [400] y: [0]\n Clone at x: [400] y: [0]\n Clone at x: [400] y: [0]\n Clone at x: [400] y: [0]\n Clone at x: [400] y: [0]\n Clone at x: [400] y: [0]\n Clone at x: [400] y: [0]\n Clone at x: [400] y: [0]\n Clone at x: [400] y: [0]\n Clone at x: [400] y: [0]\n Clone at x: [400] y: [0]\n Clone at x: [400] y: [0]\n Clone at x: [400] y: [0]\nelse\n if <(LEVEL) = [1]> then\n set [ghost v] effect to (100)\n hide\n delete this clone\n else\n if <(LEVEL) = [4]> then\n set [ghost v] effect to (100)\n hide\n delete this clone\n else\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)\nnext costume\nchange [x v] by (x)\nchange [y v] by (y)\n\nClone at x: [0] y: [0]\n\nwhen I receive [level 1 v]\nhide\n\nif <(LEVEL) = [4]> then\n set [ghost v] effect to (100)\n hide\n delete this clone\nend\n\nClone at x: [360] y: [100]\nClone at x: [360] y: [400]\n\n@Sprite9\n\nwhen I receive [flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <<(costume [number v]) = [2]> and <touching (cube v)?>> then\n set [exit v] to [win]\nend\ndelete this clone\n\nchange [coins v] by (1)\n\nbroadcast (Tick v) and wait\n\nwhen I receive [setup v]\nset [ghost v] effect to (50)\nset [brightness v] effect to (-100)\nswitch costume to (costume1 v)\nhide\nset [x v] to [0]\nset [coins v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [2458] y: [152]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 1 1 v)\n Clone at x: [3019] y: [1320]\n else\n if <(LEVEL) = [3]> then\n switch costume to (level 1 1 v)\n Clone at x: [7385] y: [314]\n else\n if <(LEVEL) = [4]> then\n switch costume to (costume1 v)\n Clone at x: [2750] y: [307]\n else\n if <(LEVEL) = [5]> then\n switch costume to (costume1 v)\n Clone at x: [3752] y: [243]\n else\n if <(LEVEL) = [6]> then\n switch costume to (costume1 v)\n Clone at x: [4313] y: [-29]\n end\n end\n end\n end\n end\nend\n\nClone at x: [240] y: [22]\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\nnext costume\n\nwhen I receive [open portal v]\nset volume to (100) %\nplay sound [Connect v] until done\nswitch costume to (costume1 v)\nclear graphic effects\n\nwhen flag clicked\nforever\n turn right (-10) degrees\n wait (0.05) seconds\nend\n\nswitch costume to (costume1 v)\n\nrepeat (6)\n next costume\n wait (0.05) seconds\nend\n\nClone at x: [7385] y: [314]\n\nwhen I start as a clone\n\n@Sprite10\n\nwhen flag clicked\nhide\ngo to x: (0) y: (180)\n\nwhen I receive [portals is not opened v]\nclear graphic effects\nset [ghost v] effect to (30)\ngo to x: (0) y: (180)\nshow\nrepeat (25)\n change y by (-3)\n go to [front v] layer\n go to [front v] layer\nend\ngo [forward v] (10000) layers\nwait (3) seconds\ngo to [front v] layer\ngo [forward v] (100000) layers\nrepeat (25)\n go to [front v] layer\n go to [front v] layer\n change y by (3)\nend\nhide\n\nset [brightness v] effect to (100)\ngo to [front v] layer\nshow\nwait (4) seconds\n\nwhen flag clicked\ngo to [front v] layer\nforever\n go to [front v] layer\n go to [front v] layer\nend\n\nwhen I receive [hide home screen v]\ngo to [front v] layer\nforever\n go to [front v] layer\n go to [front v] layer\nend\n\nwhen I receive [hide home screen v]\ngo to [front v] layer\nforever\n go to [front v] layer\n go to [front v] layer\nend\n\nwhen I receive [portals is not opened v]\nrepeat (10000)\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go [forward v] (1000000000) layers\n go to [front v] layer\n go to [front v] layer\nend\n\n@danger\n\nwhen I receive [flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nbroadcast (Tick v) and wait\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n broadcast (level 1 v)\n switch costume to (level 1 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n Clone at x: [370] y: [210]\n Clone at x: [370] y: [210]\n Clone at x: [100] y: [210]\n Clone at x: [100] y: [210]\n Clone at x: [100] y: [210]\n Clone at x: [150] y: [210]\n Clone at x: [350] y: [210]\n Clone at x: [350] y: [210]\n Clone at x: [600] y: [-200]\n Clone at x: [400] y: [-200]\n Clone at x: [20] y: [-230]\n else\n if <(LEVEL) = [3]> then\n broadcast (level 3 v)\n switch costume to (screen shot 2020-05-07 at 3 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: [600] 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: [0] y: [300]\n Clone at x: [600] y: [-300]\n Clone at x: [700] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n else\n if <(LEVEL) = [4]> then\n broadcast (level 4 v)\n switch costume to (costume2 v)\n else\n if <(LEVEL) = [5]> then\n clear graphic effects\n switch costume to (costume2 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n else\n if <(LEVEL) = [6]> then\n clear graphic effects\n switch costume to (costume3 v)\n end\n end\n end\n end\n end\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nClone at x: [360] y: [100]\nClone at x: [360] y: [400]\n\nClone at x: [0] y: [0]\n\n@light\n\nwhen flag clicked\nforever\n if <(LEVEL) = [4]> then\n show\n go to [back v] layer\n go [forward v] (1) layers\n set [ghost v] effect to (0)\n go to (cube v)\n wait (0.03) seconds\n else\n if <(LEVEL) = [6]> then\n show\n go to [back v] layer\n go [forward v] (1) layers\n go to (cube v)\n set [ghost v] effect to (49)\n wait (0.03) seconds\n else\n hide\n hide\n end\n end\nend\n\n@Sprite7\n\nwhen I receive [flag v]\nhide\n\nwhen I receive [tick v]\nif <not <(LEVEL) = [6]>> then\n position ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nelse\n position ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nend\n\nbroadcast (Tick v) and wait\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n set [ghost v] effect to (100)\n hide\n delete this clone\nelse\n if <(LEVEL) = [2]> then\n hide\n delete this clone\n else\n if <(LEVEL) = [3]> then\n hide\n delete this clone\n else\n if <(LEVEL) = [4]> then\n broadcast (level 4 v)\n show\n clear graphic effects\n switch costume to (costume2 v)\n go [backward v] (1) layers\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: [200]\n else\n if <(LEVEL) = [5]> then\n switch costume to (228-2282773_candy-cane-svg-cut-file-candy-cane-svg \(1\) v)\n clear graphic effects\n go to [back v] layer\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n else\n if <(LEVEL) = [6]> then\n switch costume to (istockphoto-165068447-612x4 v)\n clear graphic effects\n Clone at x: [475] y: [0]\n go to [back v] layer\n Clone at x: [475] y: [0]\n Clone at x: [475] y: [0]\n Clone at x: [475] y: [0]\n Clone at x: [475] y: [0]\n Clone at x: [475] y: [0]\n Clone at x: [475] y: [0]\n Clone at x: [475] y: [0]\n Clone at x: [475] y: [0]\n Clone at x: [475] y: [0]\n Clone at x: [360] y: [100]\n else\n end\n end\n end\n end\n end\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <not <(LEVEL) = [3]>> then\n if <<(x) = (x position)> and <(y) = (y position)>> then\n show\n else\n hide\n end\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nClone at x: [] y: []\n\nwhen I start as a clone\nforever\n if <not <(LEVEL) = [4]>> then\n go to [back v] layer\n go [backward v] (1) layers\n go [backward v] (1) layers\n go [backward v] (1) layers\n go [backward v] (1) layers\n else\n go to [back v] layer\n go [forward v] (10) layers\n end\nend\n\n@Sprite8\n\nwhen flag clicked\nhide\ngo to x: (0) y: (180)\n\nwhen I receive [open portal v]\nclear graphic effects\nset [ghost v] effect to (30)\ngo to x: (0) y: (180)\nshow\nrepeat (10)\n change y by (-2)\nend\nwait (3) seconds\nrepeat (10)\n change y by (2)\nend\nhide\n\nset [brightness v] effect to (100)\ngo to [front v] layer\nshow\nwait (4) seconds\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\n\nwhen I receive [open portal v]\nforever\n go to [front v] layer\n go to [front v] layer\n go [forward v] (100000000) layers\n go to [front v] layer\n go to [front v] layer\nend\n\n@Sprite11\n\nwhen flag clicked\nbroadcast (home screen v)\nshow\nforever\n go to [back v] layer\nend\n\ngo [backward v] (1) layers\ngo [backward v] (1) layers\ngo [backward v] (1) layers\ngo [backward v] (1) layers\ngo [backward v] (1) layers\ngo [backward v] (1) layers\ngo [backward v] (1) layers\ngo [backward v] (1) layers\ngo [backward v] (1) layers\ngo [backward v] (1) layers\ngo [backward v] (1) layers\ngo [backward v] (1) layers\ngo [backward v] (1) layers\ngo [backward v] (1) layers\ngo [backward v] (1) layers\ngo [backward v] (1) layers\n\nwhen I receive [hide home screen v]\nhide\n\nwhen flag clicked\nforever\n switch costume to (world)\nend\n\nwhen I receive [home screen v]\nshow\nforever\n go to [front v] layer\n go [backward v] (1) layers\n go [backward v] (1) layers\n go [backward v] (1) layers\n go [backward v] (1) layers\n go [backward v] (1) layers\n go [backward v] (1) layers\nend\n\ngo [backward v] (1) layers\ngo [backward v] (1) layers\ngo [backward v] (1) layers\n\ngo [backward v] (1) layers\n\n@Sprite16\n\nwhen flag clicked\nshow\nforever\n set [brightness v] effect to (100)\n set size to (120) %\n turn right (0.5) degrees\n go to [front v] layer\n go [backward v] (4) layers\nend\n\nwhen flag clicked\nshow\nforever\n if <(world) = [4]> then\n set [ghost v] effect to (80)\n else\n set [ghost v] effect to (60)\n end\nend\n\nwhen I receive [hide home screen v]\nhide\n\nwhen I receive [home screen v]\nshow\nforever\n set [brightness v] effect to (100)\n set size to (120) %\n turn right (0.5) degrees\n go to [front v] layer\n go [backward v] (4) layers\nend\n\n@Sprite12\n\nwhen flag clicked\nset [level v] to [1]\nswitch costume to (costume1 v)\nshow\nforever\n set size to (150) %\n go to x: (0) y: (03)\n go to [front v] layer\n set [ghost v] effect to (15)\n go to [front v] layer\n go [forward v] (10000) layers\nend\n\nwhen I receive [previous level v]\nswitch costume to ((costume [number v]) - (1))\n\nwhen I receive [next level v]\nswitch costume to ((costume [number v]) + (1))\n\nwhen flag clicked\nforever\n set [world v] to (costume [number v])\nend\n\nwhen I receive [hide home screen v]\nhide\n\nwhen I receive [home screen v]\nswitch costume to (LEVEL)\nshow\nforever\n set size to (150) %\n go to x: (0) y: (03)\n go to [front v] layer\n set [ghost v] effect to (15)\n go to [front v] layer\n go [forward v] (10000) layers\nend\n\ndefine front layer\ngo to [front v] layer\ngo to [front v] layer\ngo to [front v] layer\ngo to [front v] layer\ngo to [front v] layer\ngo to [front v] layer\ngo to [front v] layer\ngo to [front v] layer\n\nwhen flag clicked\nforever\n front layer\nend\n\n@previous\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\nforever\n set [ghost v] effect to (15)\n go to [front v] layer\n go [forward v] (1) layers\n go to [front v] layer\n go to x: (0) y: (3)\nend\n\nwhen this sprite clicked\nset volume to (10) %\nbroadcast (previous level v)\nif <(sound effects) = [on]> then\n play sound [click v] until done\nend\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\nwhen I receive [hide home screen v]\nhide\n\nwhen I receive [home screen v]\nshow\nswitch costume to (costume1 v)\nforever\n set [ghost v] effect to (15)\n go to [front v] layer\n go [forward v] (1) layers\n go to [front v] layer\n go to x: (0) y: (3)\nend\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\nforever\n set [ghost v] effect to (15)\n go to [front v] layer\n go [forward v] (1) layers\n go to [front v] layer\n go to x: (0) y: (3)\nend\n\nwhen I receive [front layer v]\nshow\nswitch costume to (costume1 v)\nforever\n set [ghost v] effect to (15)\n go to [front v] layer\n go [forward v] (1) layers\n go to [front v] layer\n go to x: (0) y: (3)\nend\n\nwhen I receive [front layer v]\nshow\nswitch costume to (costume1 v)\nforever\n if <(LEVEL) > []> then\n set [ghost v] effect to (15)\n go to [front v] layer\n go [forward v] (1) layers\n go to [front v] layer\n go to x: (0) y: (3)\n end\nend\n\ndefine front layer\ngo to [front v] layer\ngo to [front v] layer\ngo to [front v] layer\ngo to [front v] layer\ngo to [front v] layer\ngo to [front v] layer\ngo to [front v] layer\ngo to [front v] layer\n\nwhen flag clicked\nforever\n front layer\nend\n\n@next\n\nwhen flag clicked\nbroadcast (front layer v)\nshow\nset [ghost v] effect to (15)\nswitch costume to (costume1 v)\nforever\n go to [front v] layer\n go [forward v] (1) layers\n go to [front v] layer\n go to x: (0) y: (3)\nend\n\nwhen this sprite clicked\nbroadcast (next level v)\nset volume to (10) %\nif <(sound effects) = [on]> then\n play sound [click v] until done\nend\n\nwhen flag clicked\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 I receive [hide home screen v]\nhide\n\nwhen I receive [home screen v]\nshow\nset [ghost v] effect to (15)\nswitch costume to (costume1 v)\nforever\n go to [front v] layer\n go [forward v] (1) layers\n go to [front v] layer\n go to x: (0) y: (3)\nend\n\nwhen I receive [hide home screen v]\nhide\nforever\n go to [front v] layer\n go [forward v] (1) layers\n go to [front v] layer\n go to x: (0) y: (3)\nend\n\nwhen I receive [front layer v]\nforever\n go to [front v] layer\n go [forward v] (1) layers\n go to [front v] layer\n go to x: (0) y: (3)\nend\n\ndefine front layer\ngo to [front v] layer\ngo to [front v] layer\ngo to [front v] layer\ngo to [front v] layer\ngo to [front v] layer\ngo to [front v] layer\ngo to [front v] layer\ngo to [front v] layer\n\nwhen flag clicked\nforever\n front layer\nend\n\n@play?\n\nwhen flag clicked\nset [ghost v] effect to (15)\nshow\nswitch costume to (costume1 v)\nforever\n go to x: (0) y: (-80)\n go to [front v] layer\nend\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (costume2 v)\n set size to (110) %\n else\n switch costume to (costume1 v)\n set size to (100) %\n end\nend\n\nwhen this sprite clicked\nset [level v] to (world)\nhide\nbroadcast (hide home screen v)\nset volume to (10) %\nif <(sound effects) = [on]> then\n play sound [click v] until done\nend\n\nwhen I receive [home screen v]\nset [ghost v] effect to (15)\nshow\nswitch costume to (costume1 v)\nforever\n go to x: (0) y: (-80)\n go to [front v] layer\nend\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (costume2 v)\n set size to (110) %\n else\n switch costume to (costume1 v)\n set size to (100) %\n end\nend\n\nwhen I receive [front layer v]\nset [ghost v] effect to (15)\nshow\nswitch costume to (costume1 v)\nforever\n go to x: (0) y: (-80)\n go to [front v] layer\nend\n\ndefine front layer\ngo to [front v] layer\ngo to [front v] layer\ngo to [front v] layer\ngo to [front v] layer\ngo to [front v] layer\ngo to [front v] layer\ngo to [front v] layer\ngo to [front v] layer\n\nwhen flag clicked\nforever\n front layer\nend\n\n@home\n\nwhen flag clicked\nshow\ngo to x: (-216) y: (162)\n\nwhen I receive [hide home screen v]\ngo to [front v] layer\nshow\n\nwhen this sprite clicked\nbroadcast (home screen v)\nset volume to (10) %\nif <(sound effects) = [on]> then\n play sound [click v] until done\nend\n\nwhen I receive [hide home screen v]\nforever\n go to [front v] layer\n go [forward v] (1) layers\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\n go [forward v] (1) layers\nend\n\nwhen I receive [home screen v]\nhide\n\n@sound effects\n\nwhen flag clicked\nshow\ngo to x: (-176) y: (162)\n\nwhen I receive [hide home screen v]\ngo to [front v] layer\nshow\n\nwhen flag clicked\nswitch costume to (5_ \(1\) v)\n\nwhen this sprite clicked\nset volume to (10) %\nif <(sound effects) = [on]> then\n play sound [click v] until done\n set [sound effects v] to [off]\n next costume\nelse\n set [sound effects v] to [on]\n next costume\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\n go [forward v] (1) layers\nend\n\nwhen flag clicked\n\nwhen I receive [hide home screen v]\nforever\n go to [front v] layer\n go [forward v] (1) layers\nend\n\nwhen I receive [home screen v]\nhide\n\nwhen flag clicked\nset [sound effects v] to [on]\nswitch costume to (5_ \(1\)2 v)\nforever\n\n@restart\n\nwhen flag clicked\nshow\ngo to x: (-96) y: (162)\n\nwhen I receive [hide home screen v]\ngo to [front v] layer\nshow\n\nwhen flag clicked\nswitch costume to (5_ \(1\) v)\n\nwhen this sprite clicked\nset [exit v] to [restart]\nset volume to (10) %\nif <(sound effects) = [on]> then\n play sound [click v] until done\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\n go [forward v] (1) layers\nend\n\nwhen flag clicked\n\nwhen I receive [hide home screen v]\nforever\n go to [front v] layer\n go [forward v] (1) layers\nend\n\nwhen I receive [home screen v]\nhide\n\n@music\n\nwhen flag clicked\nshow\ngo to x: (-136) y: (162)\n\nwhen I receive [hide home screen v]\ngo to [front v] layer\nshow\n\nwhen flag clicked\nswitch costume to (5_ \(1\) v)\n\nwhen this sprite clicked\nif <(music) = [on]> then\n set [music v] to [off]\n next costume\nelse\n set [music v] to [on]\n next costume\nend\nset volume to (10) %\nif <(sound effects) = [on]> then\n play sound [click v] until done\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\n go [forward v] (1) layers\nend\n\nwhen I receive [hide home screen v]\nforever\n go to [front v] layer\n go [forward v] (1) layers\n go to [front v] layer\n go [forward v] (1) layers\nend\n\nwhen I receive [home screen v]\nhide\n\nwhen I receive [hide home screen v]\nforever\n go to [front v] layer\n go [forward v] (1) layers\n go to [front v] layer\n go [forward v] (1) layers\nend\n\nwhen flag clicked\nswitch costume to (5_ \(1\) v)\nset [music v] to [on]\n\n@Sprite18\n\nwhen flag clicked\nset [ghost v] effect to (30)\nforever\n if <(cursor) = [home]> then\n show\n clear graphic effects\n switch costume to (home v)\n go to [front v] layer\n end\n if <(cursor) = [restart]> then\n show\n clear graphic effects\n switch costume to (restart v)\n go to [front v] layer\n end\n if <(cursor) = [music]> then\n clear graphic effects\n show\n switch costume to (music v)\n end\n if <(cursor) = [sound effects]> then\n show\n clear graphic effects\n switch costume to (sound effects v)\n end\n if <(cursor) = [previous]> then\n show\n clear graphic effects\n switch costume to (previous v)\n end\n if <(cursor) = [next]> then\n show\n clear graphic effects\n switch costume to (next v)\n end\n if <(cursor) = [play]> then\n show\n clear graphic effects\n switch costume to (play? v)\n end\n if <(cursor) = []> then\n set [ghost v] effect to (100)\n show\n end\nend\n\n\n\nwhen flag clicked\nforever\n go to (mouse-pointer v)\nend\n\nhide\n\nwhen flag clicked\nforever\n go to [front v] layer\n go to [front v] layer\n go [forward v] (1000000000) layers\n go to [front v] layer\n go to [front v] layer\nend\n\nwhen flag clicked\n\nwhen I receive [hide home screen v]\nforever\n go to [front v] layer\n go to [front v] layer\n go [forward v] (1000000000) layers\n go to [front v] layer\n go to [front v] layer\nend\n\nwhen I receive [home screen v]\nforever\n go to [front v] layer\n go to [front v] layer\n go [forward v] (1000000000) layers\n go to [front v] layer\n go to [front v] layer\nend\n\nwhen I receive [front layer v]\nforever\n go to [front v] layer\n go to [front v] layer\n go [forward v] (1000000000) layers\n go to [front v] layer\n go to [front v] layer\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@Sprite17\n\nwhen flag clicked\nforever\n go to [front v] layer\n go [backward v] (3) layers\n if <not <(LEVEL) = [4]>> then\n set [brightness v] effect to (0)\n set [ghost v] effect to (70)\n else\n set [brightness v] effect to (-40)\n set [ghost v] effect to (85)\n end\nend\n\n@Sprite13\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n if <touching (previous v)?> then\n set [cursor v] to [previous]\n else\n if <touching (next v)?> then\n set [cursor v] to [next]\n else\n if <touching (play? v)?> then\n set [cursor v] to [play]\n else\n if <touching (home v)?> then\n set [cursor v] to [home]\n else\n if <touching (sound effects v)?> then\n set [cursor v] to [sound effects]\n else\n if <touching (restart v)?> then\n set [cursor v] to [restart]\n else\n if <touching (music v)?> then\n set [cursor v] to [music]\n else\n set [cursor v] to []\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n go to (mouse-pointer v)\nend\n\n@Sprite14\n\nwhen flag clicked\nforever\n if <(coins) = [0]> then\n switch costume to (costume1 v)\n else\n if <(coins) = [1]> then\n switch costume to (costume2 v)\n else\n if <(coins) = [2]> then\n switch costume to (costume3 v)\n else\n if <(coins) = [3]> then\n switch costume to (costume4 v)\n else\n if <(coins) = [4]> then\n switch costume to (costume5 v)\n else\n if <(coins) = [5]> then\n switch costume to (costume6 v)\n else\n if <(coins) = [6]> then\n switch costume to (costume7 v)\n else\n if <(coins) = [7]> then\n switch costume to (costume8 v)\n else\n if <(coins) = [8]> then\n switch costume to (costume9 v)\n else\n if <(coins) = [9]> then\n switch costume to (costume10 v)\n else\n if <(coins) = [10]> then\n switch costume to (costume11 v)\n else\n if <(coins) = [11]> then\n switch costume to (costume12 v)\n else\n if <(coins) = [12]> then\n switch costume to (costume13 v)\n else\n if <(coins) = [13]> then\n switch costume to (costume14 v)\n else\n if <(coins) = [14]> then\n switch costume to (costume15 v)\n else\n if <(coins) = [15]> then\n switch costume to (costume16 v)\n else\n if <(coins) = [16]> then\n switch costume to (costume17 v)\n else\n if <(coins) = [17]> then\n switch costume to (costume18 v)\n else\n if <(coins) = [18]> then\n switch costume to (costume19 v)\n else\n if <(coins) = [19]> then\n switch costume to (costume20 v)\n else\n if <(coins) = [20]> then\n switch costume to (costume21 v)\n else\n if <(coins) = [21]> then\n switch costume to (costume22 v)\n else\n if <(coins) = [22]> then\n switch costume to (costume23 v)\n else\n if <(coins) = [23]> then\n switch costume to (costume24 v)\n else\n if <(coins) = [24]> then\n switch costume to (costume25 v)\n else\n if <(coins) = [25]> then\n switch costume to (costume26 v)\n else\n if <(coins) = [26]> then\n switch costume to (costume27 v)\n else\n if <(coins) = [27]> then\n switch costume to (costume28 v)\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\n@Sprite15\n\nwhen flag clicked\nforever\n if <(LEVEL) = [1]> then\n switch costume to (costume1 v)\n else\n if <(LEVEL) = [2]> then\n switch costume to (costume2 v)\n else\n if <(LEVEL) = [3]> then\n switch costume to (costume3 v)\n else\n if <(LEVEL) = [4]> then\n switch costume to (costume4 v)\n else\n if <(LEVEL) = [5]> then\n switch costume to (costume5 v)\n else\n if <(LEVEL) = [6]> then\n switch costume to (costume6 v)\n end\n end\n end\n end\n end\n end\nend\n\n@Sprite19\n\nwhen I receive [flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <touching (cube v)?> then\n set [exit v] to [reset]\nend\n\nbroadcast (Tick v) and wait\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [coins v] to [0]\nset [collected max v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n set size to (100) %\n hide\nelse\n if <(LEVEL) = [2]> then\n hide\n else\n if <(LEVEL) = [3]> then\n hide\n else\n if <(LEVEL) = [4]> then\n hide\n else\n if <(LEVEL) = [5]> then\n hide\n else\n if <(LEVEL) = [6]> then\n show\n Clone at x: [360] y: [0]\n Clone at x: [3420] y: [16]\n Clone at x: [3600] y: [16]\n Clone at x: [3813] y: [16]\n Clone at x: [4026] y: [16]\n Clone at x: [4239] y: [16]\n Clone at x: [4652] y: [16]\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)\nchange [collected max v] by (1)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nnext costume\n\nClone at x: [892] y: [538]\n\nClone at x: [650] y: [367]\nClone at x: [893] y: [510]\nClone at x: [885] y: [556]\n\nwhen flag clicked\n\nClone at x: [978] y: [210]\nClone at x: [997] y: [220]\nClone at x: [1020] y: [229]\nClone at x: [1050] y: [211]\nClone at x: [1092] y: [204]\n\nwhen I start as a clone\ngo to [front v] layer\nclear graphic effects\n\nwhen I start as a clone\nset [color v] effect to (150)\nset [brightness v] effect to (0)\nset [ghost v] effect to (30)\nforever\n repeat (23)\n switch costume to ((costume [number v]) + (1))\n end\n switch costume to (costume24 v)\n repeat (23)\n switch costume to ((costume [number v]) - (1))\n end\nend\n\ndelete this clone\n\nrepeat (23)\nend\n\n@Sprite20\n\nwhen I receive [flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <touching (cube v)?> then\n set [exit v] to [reset]\nend\n\nbroadcast (Tick v) and wait\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [coins v] to [0]\nset [collected max v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n set size to (100) %\n hide\nelse\n if <(LEVEL) = [2]> then\n hide\n else\n if <(LEVEL) = [3]> then\n hide\n else\n if <(LEVEL) = [4]> then\n hide\n else\n if <(LEVEL) = [5]> then\n hide\n else\n if <(LEVEL) = [6]> then\n show\n Clone at x: [600] y: [0]\n Clone at x: [1555] y: [139]\n Clone at x: [3420] y: [16]\n Clone at x: [3600] y: [16]\n Clone at x: [3813] y: [16]\n Clone at x: [4026] y: [16]\n Clone at x: [4239] y: [16]\n Clone at x: [4652] y: [16]\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)\nchange [collected max v] by (1)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nnext costume\n\nClone at x: [892] y: [538]\n\nClone at x: [650] y: [367]\nClone at x: [893] y: [510]\nClone at x: [885] y: [556]\n\nwhen flag clicked\n\nClone at x: [978] y: [210]\nClone at x: [997] y: [220]\nClone at x: [1020] y: [229]\nClone at x: [1050] y: [211]\nClone at x: [1092] y: [204]\n\nwhen I start as a clone\ngo to [front v] layer\nclear graphic effects\n\nwhen I start as a clone\nset [ghost v] effect to (30)\nset [color v] effect to (150)\nforever\n switch costume to (costume24 v)\n repeat (23)\n switch costume to ((costume [number v]) - (1))\n end\n repeat (23)\n switch costume to ((costume [number v]) + (1))\n end\nend\n\ndelete this clone\n\nrepeat (23)\n\nif <(SCROLL X) > [3000]> then\n switch costume to (costume24 v)\n repeat (23)\n switch costume to ((costume [number v]) - (1))\n wait (0.015) seconds\n end\n repeat (23)\n wait (0.015) seconds\n switch costume to ((costume [number v]) + (1))\n end\nelse\nend\n\n@Sprite21\n\nwhen I receive [flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <touching (cube v)?> then\n set [exit v] to [reset]\nend\n\nbroadcast (Tick v) and wait\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [coins v] to [0]\nset [collected max v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n set size to (100) %\n hide\nelse\n if <(LEVEL) = [2]> then\n hide\n else\n if <(LEVEL) = [3]> then\n hide\n else\n if <(LEVEL) = [4]> then\n hide\n else\n if <(LEVEL) = [5]> then\n hide\n else\n if <(LEVEL) = [6]> then\n show\n Clone at x: [1070] y: [-200]\n Clone at x: [1390] y: [-200]\n Clone at x: [1650] y: [-200]\n Clone at x: [1895] y: [-200]\n Clone at x: [2423] y: [-200]\n Clone at x: [2579] y: [-200]\n Clone at x: [2751] y: [-200]\n Clone at x: [2915] y: [-200]\n Clone at x: [3080] y: [-200]\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)\nchange [collected max v] by (1)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nnext costume\n\nClone at x: [892] y: [538]\n\nClone at x: [650] y: [367]\nClone at x: [893] y: [510]\nClone at x: [885] y: [556]\n\nwhen flag clicked\n\nClone at x: [978] y: [210]\nClone at x: [997] y: [220]\nClone at x: [1020] y: [229]\nClone at x: [1050] y: [211]\nClone at x: [1092] y: [204]\n\nwhen I start as a clone\ngo to [front v] layer\nclear graphic effects\n\nwhen I start as a clone\nset [ghost v] effect to (30)\nset [color v] effect to (150)\nforever\n repeat (22)\n switch costume to ((costume [number v]) + (1))\n end\n switch costume to (costume23 v)\n repeat (22)\n switch costume to ((costume [number v]) - (1))\n end\n wait (pick random (0) to (1.5)) seconds\nend\n\ndelete this clone\n\nrepeat (23)\n\nClone at x: [2784] y: [-175]\nClone at x: [2717] y: [-150]\n\n@Sprite22\n\nwhen flag clicked\nforever\n \nend\n\nwhen flag clicked\nforever\n if <(music) = [on]> then\n set volume to (100) %\n play sound [music v] until done\n else\n set volume to (0) %\n end\nend\n\n@Sprite23\n\nwhen flag clicked\nhide\n\nwhen I receive [crystal v]\ncreate clone of (_myself_ v)\nwait (0.5) seconds\n\ngo to (cube v)\n\nwhen I start as a clone\nshow\ngo to [front v] layer\nset [ghost v] effect to (30)\ngo to x: (123) y: (180)\nglide (0.3) secs to x: (124) y: (161)\ndelete this clone\n\nwhen [space v] key pressed\nset [mouse pointer v] to (join (mouse x) (join [, ] (mouse y)))\n\n@Sprite24\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n front layer\nend\n\ndefine front layer\nforever\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\nend\n\n | WORLDS 2 - a scrolling platformer\n\nWelcome to WORLDS 2 - a scrolling platformer! Explore 6 different levels full of fun! GrassLand, Sky, ScratchLand, Crystal Cave, Candy Wonderland, and finally a challenging boss level! Which one is your favorite? Let me know in the comments!\n\nINSTRUCTIONS: \n▻ Arrow keys or tap to move (this is mobile friendly :D)\n▻ Avoid spikes, lava and enemies (falling also hurts you)\n▻ Collect all the diamond to open the portal \n▻ Get to the portal to go to next level\n▻ ❤︎, ☆ and follow! (if this gets 100 loves or 100 favorites, then I will definitely make a part 3!)\n\nAchievements: \n✓ Shared\n✓ 10 views\n✓ 10 loves\n✓ 10 favorites\n✓ 50 views\n✓ 50 loves\n✓ 50 favorites\n✓ 100 views\n✘ 100 loves\n✘ 100 favorites\n✓ 500 views\n✘ 500 loves\n✘ 500 favorites\n✘ 1000 views\n✘ 1000 loves\n✘ 1000 favorites\n\n\n\n\n\n\n\n\n\n\n |
NINJA PLATFORMER | @Stage\n\nwhen I receive [メッセージ1 v]\nset [ghost v] effect to (10)\nswitch backdrop to (背景4 v)\nset [brightness v] effect to (-100)\nrepeat (25)\n change [brightness v] effect by (4)\nend\nforever\n play sound [Xylo4 v] until done\n wait (0.4) seconds\nend\n\nwhen flag clicked\nset [ghost v] effect to (10)\nswitch backdrop to (背景1 v)\nforever\n if <(ステージ1) = [2]> then\n set volume to (0) %\n else\n if <(ステージ1) = [1]> then\n set volume to (70) %\n else\n set volume to (20) %\n end\n end\nend\n\nwhen I receive [1 v]\nset [ghost v] effect to (20)\nrepeat (25)\n change [brightness v] effect by (-4)\nend\nswitch backdrop to (backdrop1 v)\nrepeat (25)\n change [brightness v] effect by (4)\nend\n\nwhen I receive [2 v]\nset [ghost v] effect to (20)\nrepeat (25)\n change [brightness v] effect by (-4)\nend\nswitch backdrop to (backdrop4 v)\nrepeat (25)\n change [brightness v] effect by (4)\nend\n\nwhen I receive [4 v]\nset [ghost v] effect to (20)\nrepeat (25)\n change [brightness v] effect by (-4)\nend\nswitch backdrop to (backdrop2 v)\nrepeat (25)\n change [brightness v] effect by (4)\nend\n\nwhen I receive [3 v]\nset [ghost v] effect to (20)\nrepeat (25)\n change [brightness v] effect by (-4)\nend\nswitch backdrop to (背景3 v)\nrepeat (25)\n change [brightness v] effect by (4)\nend\n\nif <key (down arrow v) pressed?> then\n\nwhen I receive [step v]\nrepeat (25)\n change [brightness v] effect by (-4)\nend\nrepeat (25)\n change [brightness v] effect by (4)\nend\n\nrepeat until <(ステージ1) = [2]>\n\nstart sound [Xylo4 v]\n\n@スプライト1\n\nwhen flag clicked\nset [x v] to [0]\nset [y v] to [0]\nforever\n if <<(ステージ1) = [2]> and <(q) = [0]>> then\n if <key (left arrow v) pressed?> then\n change [x v] by (-1)\n point in direction (-90)\n end\n if <key (right arrow v) pressed?> then\n change [x v] by (1)\n point in direction (90)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n end\nend\n\nwhen I receive [メッセージ1 v]\nset [step v] to [0]\nset [ステージ1 v] to [1]\nset [q v] to [1]\nshow\nset size to (60) %\ngo to x: (-165) y: (-87)\nset [brightness v] effect to (-100)\nrepeat (25)\n change [brightness v] effect by (4)\nend\nforever\n if <(ステージ1) = [1]> then\n if <<not <touching color (#df1a1a)?>> and <<key (left arrow v) pressed?> or <<mouse down?> and <<(mouse x) < (x position)> and <[20] < (distance to [mouse-pointer v])>>>>> then\n point in direction (-90)\n repeat (27)\n move (4) steps\n end\n end\n if <<not <touching color (#7eff1a)?>> and <<key (right arrow v) pressed?> or <<mouse down?> and <<(x position) < (mouse x)> and <[20] < (distance to [mouse-pointer v])>>>>> then\n point in direction (90)\n repeat (27)\n move (4) steps\n end\n end\n if <touching color (#df1a1a)?> then\n set [world v] to [1]\n end\n if <touching color (#ff9a1a)?> then\n set [world v] to [2]\n end\n if <touching color (#fff61a)?> then\n set [world v] to [3]\n end\n if <touching color (#7eff1a)?> then\n set [world v] to [4]\n end\n if <<key (down arrow v) pressed?> or <<mouse down?> and <(distance to [mouse-pointer v]) < [20]>>> then\n say [Let’s go!] for (1) seconds\n if <touching color (#df1a1a)?> then\n broadcast (1 v)\n go to x: (-207) y: (-93)\n end\n if <touching color (#ff9a1a)?> then\n broadcast (2 v)\n go to x: (-207) y: (-93)\n end\n if <touching color (#fff61a)?> then\n broadcast (3 v)\n go to x: (-207) y: (-93)\n end\n if <touching color (#7eff1a)?> then\n broadcast (4 v)\n go to x: (-207) y: (-93)\n end\n end\n end\nend\n\nwhen I receive [1 v]\nset [x v] to [0]\nset [y v] to [0]\nset [step v] to [1]\nrepeat (25)\n change [brightness v] effect by (-4)\nend\nset size to (40) %\nrepeat (25)\n change [brightness v] effect by (4)\nend\ngo to x: (-207) y: (-93)\nset [q v] to [0]\nforever\n if <<touching (スプライト9 v)?> or <(y position) < [-175]>> then\n set volume to (100) %\n start sound [Suction Cup v]\n wait (0.1) seconds\n go to x: (-207) y: (-93)\n end\nend\n\nwhen flag clicked\nset rotation style [left-right v]\nset [ステージ1 v] to [0]\nhide variable [world v]\nhide\n\nrepeat until <(ステージ1) = [2]>\n\nwhen flag clicked\nforever\n if <<(ステージ1) = [2]> and <(q) = [0]>> then\n change [y v] by (-1)\n if <<touching (スプライト4 v)?> or <<touching (スプライト7 v)?> or <<touching (スプライト8 v)?> or <touching (スプライト13 v)?>>>> then\n change y by (1)\n if <<touching (スプライト4 v)?> or <<touching (スプライト7 v)?> or <<touching (スプライト8 v)?> or <touching (スプライト13 v)?>>>> then\n change y by (1)\n if <<touching (スプライト4 v)?> or <<touching (スプライト7 v)?> or <<touching (スプライト8 v)?> or <touching (スプライト13 v)?>>>> then\n change y by (1)\n if <<touching (スプライト4 v)?> or <<touching (スプライト7 v)?> or <<touching (スプライト8 v)?> or <touching (スプライト13 v)?>>>> then\n change y by (1)\n if <<touching (スプライト4 v)?> or <<touching (スプライト7 v)?> or <<touching (スプライト8 v)?> or <touching (スプライト13 v)?>>>> then\n change y by (1)\n if <<touching (スプライト4 v)?> or <<touching (スプライト7 v)?> or <<touching (スプライト8 v)?> or <touching (スプライト13 v)?>>>> then\n change y by (-4)\n change x by ((x) * (-1))\n if <key (up arrow v) pressed?> then\n set [y v] to [15]\n if <([abs v] of (x) ) = (x)> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (y)\n if <<touching (スプライト4 v)?> or <<touching (スプライト7 v)?> or <<touching (スプライト8 v)?> or <touching (スプライト13 v)?>>>> then\n change y by ((y) - ((y) * (2)))\n set [y v] to [0]\n end\n change y by (-1)\n if <<key (up arrow v) pressed?> and <<touching (スプライト4 v)?> or <<touching (スプライト7 v)?> or <<touching (スプライト8 v)?> or <touching (スプライト13 v)?>>>>> then\n set [y v] to [15]\n end\n change y by (1)\n end\nend\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (0) y: (0)\nforever\n if <[238] < (x position)> then\n broadcast (step v)\n wait (1) seconds\n end\nend\n\nwhen I receive [step v]\ngo to x: (-207) y: (-93)\nset [q v] to [1]\nset [x v] to [0]\nset [y v] to [0]\nrepeat (25)\n change [brightness v] effect by (-4)\nend\nset size to (40) %\nrepeat (25)\n change [brightness v] effect by (4)\nend\nset [q v] to [0]\n\nwhen I receive [2 v]\nset [x v] to [0]\nset [y v] to [0]\nset [step v] to [2]\nrepeat (25)\n change [brightness v] effect by (-4)\nend\nset size to (40) %\nrepeat (25)\n change [brightness v] effect by (4)\nend\ngo to x: (-207) y: (-93)\nset [q v] to [0]\nforever\n if <<touching (スプライト10 v)?> or <(y position) < [-175]>> then\n set volume to (100) %\n start sound [Suction Cup v]\n wait (0.1) seconds\n go to x: (-207) y: (-93)\n end\nend\n\nwhen I receive [3 v]\nset [x v] to [0]\nset [y v] to [0]\nset [step v] to [3]\nrepeat (25)\n change [brightness v] effect by (-4)\nend\nset size to (40) %\nrepeat (25)\n change [brightness v] effect by (4)\nend\ngo to x: (-207) y: (-93)\nset [q v] to [0]\nforever\n if <<touching (スプライト11 v)?> or <(y position) < [-175]>> then\n set volume to (100) %\n start sound [Suction Cup v]\n wait (0.1) seconds\n go to x: (-207) y: (-93)\n end\nend\n\nwhen I receive [4 v]\nset [x v] to [0]\nset [y v] to [0]\nset [step v] to [4]\nrepeat (25)\n change [brightness v] effect by (-4)\nend\nset size to (40) %\nrepeat (25)\n change [brightness v] effect by (4)\nend\ngo to x: (-207) y: (-93)\nset [q v] to [0]\nforever\n if <<touching (スプライト12 v)?> or <(y position) < [-175]>> then\n set volume to (100) %\n start sound [Suction Cup v]\n wait (0.1) seconds\n go to x: (-207) y: (-93)\n end\nend\n\nif <key (space v) pressed?> then\n go to x: (214) y: (154)\nend\n\nset [ステージ1 v] to [1]\nset [q v] to [1]\nshow\nset size to (60) %\ngo to x: (-165) y: (-87)\nset [brightness v] effect to (-100)\nrepeat (25)\n change [brightness v] effect by (4)\nend\n\nchange [step v] by (1)\n\n@スプライト2\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nset size to (100) %\n\nwhen I receive [メッセージ1 v]\nhide\n\n@スプライト3\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\ngo to x: (0) y: (-20)\nshow\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (コスチューム2 v)\n if <mouse down?> then\n wait (0.1) seconds\n broadcast (メッセージ1 v)\n hide\n end\n else\n switch costume to (コスチューム1 v)\n end\nend\n\nrepeat until <not <touching (mouse-pointer v)?>>\nend\n\nif <key (space v) pressed?> then\n switch costume to (コスチューム2 v)\n wait (0.1) seconds\n broadcast (メッセージ1 v)\n hide\nend\n\n@スプライト5\n\nwhen I receive [メッセージ1 v]\nset [brightness v] effect to (-100)\nrepeat (25)\n change [brightness v] effect by (4)\nend\nforever\n if <(ステージ1) = [1]> then\n if <key (down arrow v) pressed?> then\n repeat (25)\n change [brightness v] effect by (4)\n end\n end\n end\nend\n\nwhen I receive [メッセージ1 v]\nshow\nforever\n if <(World) = [1]> then\n switch costume to (コスチューム1 v)\n end\n if <(World) = [2]> then\n switch costume to (コスチューム2 v)\n end\n if <(World) = [3]> then\n switch costume to (コスチューム3 v)\n end\n if <(World) = [4]> then\n switch costume to (コスチューム4 v)\n end\nend\n\nwhen I receive [1 v]\nhide\nset [ステージ1 v] to [2]\n\nwhen I receive [2 v]\nhide\nset [ステージ1 v] to [2]\n\nwhen I receive [3 v]\nhide\nset [ステージ1 v] to [2]\n\nwhen I receive [4 v]\nhide\nset [ステージ1 v] to [2]\n\nwhen flag clicked\nhide\n\n@スプライト4\n\nwhen flag clicked\nset [回数 v] to [0]\nhide\nforever\n if <<(回数) = [1]> and <(you did it) = [1]>> then\n change [talalalalalalalala v] by (1)\n wait (1) seconds\n end\nend\n\nwhen I receive [メッセージ1 v]\nhide\n\nwhen I receive [1 v]\nset [ghost v] effect to (100)\nchange [回数 v] by (1)\ngo to x: (0) y: (0)\nswitch costume to (コスチューム1 v)\nset [brightness v] effect to (0)\nrepeat (25)\n change [brightness v] effect by (-4)\nend\nshow\nset [ghost v] effect to (0)\nrepeat (25)\n change [brightness v] effect by (4)\nend\n\nwhen I receive [step v]\nif <(step) = [1]> then\n go to x: (0) y: (0)\n set [brightness v] effect to (0)\n repeat (25)\n change [brightness v] effect by (-4)\n end\n show\n next costume\n repeat (25)\n change [brightness v] effect by (4)\n end\nend\n\nwhen flag clicked\nset [step v] to [0]\nforever\n show\n if <(step) = [0]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n hide\n if <(step) = [1]> then\n show\n end\nend\n\n@スプライト6\n\nwhen flag clicked\nset [you did it v] to [0]\nhide\n\nwhen I receive [メッセージ1 v]\nset [you did it v] to [0]\nhide\n\nwhen I receive [2 v]\nswitch costume to (コスチューム1 v)\nset [brightness v] effect to (0)\nrepeat (25)\n change [brightness v] effect by (-4)\nend\ngo to x: (0) y: (0)\nshow\nrepeat (25)\n change [brightness v] effect by (4)\nend\nforever\n if <touching (スプライト1 v)?> then\n set volume to (100) %\n start sound [Low Whoosh v]\n set [you did it v] to [1]\n broadcast (メッセージ1 v)\n wait (0.2) seconds\n end\nend\n\nwhen I receive [step v]\nnext costume\nset [brightness v] effect to (0)\nrepeat (25)\n change [brightness v] effect by (-4)\nend\ngo to x: (0) y: (0)\nshow\nrepeat (25)\n change [brightness v] effect by (4)\nend\n\nwhen I receive [4 v]\nswitch costume to (コスチューム1 v)\nset [brightness v] effect to (0)\nrepeat (25)\n change [brightness v] effect by (-4)\nend\ngo to x: (0) y: (0)\nshow\nrepeat (25)\n change [brightness v] effect by (4)\nend\nforever\n if <touching (スプライト1 v)?> then\n set volume to (100) %\n start sound [Low Whoosh v]\n set [you did it v] to [1]\n wait (0.2) seconds\n broadcast (メッセージ1 v)\n end\nend\n\nwhen I receive [1 v]\nswitch costume to (コスチューム1 v)\nset [brightness v] effect to (0)\nrepeat (25)\n change [brightness v] effect by (-4)\nend\ngo to x: (0) y: (0)\nshow\nrepeat (25)\n change [brightness v] effect by (4)\nend\nforever\n if <touching (スプライト1 v)?> then\n set volume to (100) %\n start sound [Low Whoosh v]\n set [you did it v] to [1]\n wait (0.2) seconds\n broadcast (メッセージ1 v)\n end\nend\n\nwhen I receive [3 v]\nswitch costume to (コスチューム1 v)\nset [brightness v] effect to (0)\nrepeat (25)\n change [brightness v] effect by (-4)\nend\ngo to x: (0) y: (0)\nshow\nrepeat (25)\n change [brightness v] effect by (4)\nend\nforever\n if <touching (スプライト1 v)?> then\n set volume to (100) %\n start sound [Low Whoosh v]\n set [you did it v] to [1]\n wait (0.2) seconds\n broadcast (メッセージ1 v)\n end\nend\n\n@スプライト9\n\nwhen flag clicked\nforever\n hide\n if <(step) = [1]> then\n show\n end\nend\n\nwhen flag clicked\ngo [forward v] (1) layers\nhide\n\nwhen I receive [メッセージ1 v]\nhide\n\nwhen I receive [1 v]\ngo to x: (0) y: (0)\nswitch costume to (コスチューム1 v)\nset [brightness v] effect to (0)\nset [ghost v] effect to (100)\nrepeat (25)\n change [brightness v] effect by (-4)\nend\nshow\nset [ghost v] effect to (0)\nrepeat (25)\n change [brightness v] effect by (4)\nend\n\nwhen I receive [step v]\nif <(step) = [1]> then\n go to x: (0) y: (0)\n set [brightness v] effect to (0)\n repeat (25)\n change [brightness v] effect by (-4)\n end\n show\n next costume\n repeat (25)\n change [brightness v] effect by (4)\n end\nelse\n hide\nend\n\n@スプライト7\n\nwhen flag clicked\nforever\n hide\n if <(step) = [2]> then\n show\n end\nend\n\nwhen flag clicked\nset [回数2 v] to [0]\nhide\nforever\n if <<(回数2) = [1]> and <(you did it) = [1]>> then\n change [talalalalalalalala v] by (1)\n wait (1) seconds\n end\nend\n\nwhen I receive [メッセージ1 v]\nhide\n\nwhen I receive [2 v]\nchange [回数2 v] by (1)\ngo to x: (0) y: (0)\nswitch costume to (コスチューム1 v)\nset [ghost v] effect to (100)\nset [brightness v] effect to (0)\nrepeat (25)\n change [brightness v] effect by (-4)\nend\nshow\nset [ghost v] effect to (0)\nrepeat (25)\n change [brightness v] effect by (4)\nend\n\nwhen I receive [step v]\nif <(step) = [2]> then\n go to x: (0) y: (0)\n set [brightness v] effect to (0)\n repeat (25)\n change [brightness v] effect by (-4)\n end\n show\n next costume\n repeat (25)\n change [brightness v] effect by (4)\n end\nend\n\n@スプライト10\n\nwhen flag clicked\nforever\n hide\n if <(step) = [2]> then\n show\n end\nend\n\nwhen flag clicked\ngo [forward v] (1) layers\nhide\n\nwhen I receive [メッセージ1 v]\nhide\n\nwhen I receive [2 v]\ngo to x: (0) y: (0)\nswitch costume to (コスチューム1 v)\nset [brightness v] effect to (0)\nset [ghost v] effect to (100)\nrepeat (25)\n change [brightness v] effect by (-4)\nend\nshow\nset [ghost v] effect to (0)\nrepeat (25)\n change [brightness v] effect by (4)\nend\n\nwhen I receive [step v]\nif <(step) = [2]> then\n go to x: (0) y: (0)\n set [brightness v] effect to (0)\n repeat (25)\n change [brightness v] effect by (-4)\n end\n show\n next costume\n repeat (25)\n change [brightness v] effect by (4)\n end\nelse\n hide\nend\n\n@スプライト8\n\nwhen flag clicked\nforever\n hide\n if <(step) = [3]> then\n show\n end\nend\n\nwhen flag clicked\nset [回数3 v] to [0]\nhide\nforever\n if <<(回数3) = [1]> and <(you did it) = [1]>> then\n change [talalalalalalalala v] by (1)\n wait (1) seconds\n end\nend\n\nwhen I receive [メッセージ1 v]\nhide\n\nwhen I receive [3 v]\nchange [回数3 v] by (1)\ngo to x: (0) y: (0)\nswitch costume to (コスチューム1 v)\nset [brightness v] effect to (0)\nset [ghost v] effect to (100)\nrepeat (25)\n change [brightness v] effect by (-4)\nend\nshow\nset [ghost v] effect to (0)\nrepeat (25)\n change [brightness v] effect by (4)\nend\n\nwhen I receive [step v]\nif <(World) = [3]> then\n go to x: (0) y: (0)\n set [brightness v] effect to (0)\n repeat (25)\n change [brightness v] effect by (-4)\n end\n show\n next costume\n repeat (25)\n change [brightness v] effect by (4)\n end\nend\n\n@スプライト11\n\nwhen flag clicked\nforever\n hide\n if <(step) = [3]> then\n show\n end\nend\n\nwhen flag clicked\ngo [forward v] (1) layers\nhide\n\nwhen I receive [メッセージ1 v]\nhide\n\nwhen I receive [3 v]\ngo to x: (0) y: (0)\nswitch costume to (コスチューム1 v)\nset [brightness v] effect to (0)\nset [ghost v] effect to (100)\nrepeat (25)\n change [brightness v] effect by (-4)\nend\nshow\nset [ghost v] effect to (0)\nrepeat (25)\n change [brightness v] effect by (4)\nend\n\nwhen I receive [step v]\nif <(step) = [3]> then\n go to x: (0) y: (0)\n set [brightness v] effect to (0)\n repeat (25)\n change [brightness v] effect by (-4)\n end\n show\n next costume\n repeat (25)\n change [brightness v] effect by (4)\n end\nelse\n hide\nend\n\n@スプライト13\n\nwhen flag clicked\nforever\n hide\n if <(step) = [4]> then\n show\n end\nend\n\nwhen flag clicked\nset [回数4 v] to [0]\nset [talalalalalalalala v] to [0]\nhide\nforever\n if <<(回数4) = [1]> and <(you did it) = [1]>> then\n change [talalalalalalalala v] by (1)\n wait (1) seconds\n end\nend\n\nwhen I receive [メッセージ1 v]\nhide\n\nwhen I receive [4 v]\nchange [回数4 v] by (1)\ngo to x: (0) y: (0)\nswitch costume to (コスチューム1 v)\nset [brightness v] effect to (0)\nset [ghost v] effect to (100)\nrepeat (25)\n change [brightness v] effect by (-4)\nend\nshow\nset [ghost v] effect to (0)\nrepeat (25)\n change [brightness v] effect by (4)\nend\n\nwhen I receive [step v]\nif <(World) = [4]> then\n go to x: (0) y: (0)\n set [brightness v] effect to (0)\n repeat (25)\n change [brightness v] effect by (-4)\n end\n show\n next costume\n repeat (25)\n change [brightness v] effect by (4)\n end\nend\n\n@スプライト12\n\nwhen flag clicked\nforever\n hide\n if <(step) = [4]> then\n show\n end\nend\n\nwhen flag clicked\ngo [forward v] (1) layers\nhide\n\nwhen I receive [メッセージ1 v]\nhide\n\nwhen I receive [4 v]\ngo to x: (0) y: (0)\nswitch costume to (コスチューム1 v)\nset [ghost v] effect to (100)\nset [brightness v] effect to (0)\nrepeat (25)\n change [brightness v] effect by (-4)\nend\nset [ghost v] effect to (0)\nshow\nrepeat (25)\n change [brightness v] effect by (4)\nend\n\nwhen I receive [step v]\nif <(step) = [4]> then\n go to x: (0) y: (0)\n set [brightness v] effect to (0)\n repeat (25)\n change [brightness v] effect by (-4)\n end\n show\n next costume\n repeat (25)\n change [brightness v] effect by (4)\n end\nelse\n hide\nend\n\n@スプライト14\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\n\nwhen I receive [1 v]\nrepeat (25)\n change [ghost v] effect by (-4)\nend\nrepeat (25)\n change [ghost v] effect by (4)\nend\n\nwhen I receive [2 v]\nrepeat (25)\n change [ghost v] effect by (-4)\nend\nrepeat (25)\n change [ghost v] effect by (4)\nend\n\nwhen I receive [3 v]\nrepeat (25)\n change [ghost v] effect by (-4)\nend\nrepeat (25)\n change [ghost v] effect by (4)\nend\n\nwhen I receive [4 v]\nrepeat (25)\n change [ghost v] effect by (-4)\nend\nrepeat (25)\n change [ghost v] effect by (4)\nend\n\n | -world selection-\n First, press → or ← to choose the world \nThen press ↓ to enter the world\n\nJump with ↑ key\n← → key to walk\n |
Wall Runner [3D] [Platformer] | @Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nforever\n play sound [ParagonX9 - HyperioxX.mp3 v] until done\nend\n\n@Sprite1\n\ndefine Triangle Filler X1 (x1) Y1 (y1) X2 (x2) Y2 (y2) X3 (x3) Y3 (y3)\nset [$4 v] to ([sqrt v] of ((((x3) - (x2)) * ((x3) - (x2))) + (((y3) - (y2)) * ((y3) - (y2)))) )\nset [$5 v] to ([sqrt v] of ((((x1) - (x3)) * ((x1) - (x3))) + (((y1) - (y3)) * ((y1) - (y3)))) )\nset [$6 v] to ([sqrt v] of ((((x2) - (x1)) * ((x2) - (x1))) + (((y2) - (y1)) * ((y2) - (y1)))) )\nset [$8 v] to (($4) + (($5) + ($6)))\nset [$2 v] to ((((x1) * ($4)) + (((x2) * ($5)) + ((x3) * ($6)))) / ($8))\nset [$3 v] to ((((y1) * ($4)) + (((y2) * ($5)) + ((y3) * ($6)))) / ($8))\nset [$7 v] to ((2) * ([sqrt v] of ((($8) / (2)) * (((($8) / (2)) - ($4)) * (((($8) / (2)) - ($5)) * ((($8) / (2)) - ($6))))) ))\npen up\nset [$9 v] to [1]\nrepeat until <<($9) = (Filling Quality)> or <((($7) / ($8)) / ([10 ^ v] of ((($9) - (1)) * ([log v] of (2) )) )) < ((15) / (Filling Quality))>>\n set pen size to (((($7) / ($8)) / ([10 ^ v] of ((($9) - (1)) * ([log v] of (2) )) )) * (1))\n go to x: (($2) + (((x3) - ($2)) * ((1) - ((1) / ([10 ^ v] of (($9) * ([log v] of (2) )) ))))) y: (($3) + (((y3) - ($3)) * ((1) - ((1) / ([10 ^ v] of (($9) * ([log v] of (2) )) )))))\n pen down\n go to x: (($2) + (((x1) - ($2)) * ((1) - ((1) / ([10 ^ v] of (($9) * ([log v] of (2) )) ))))) y: (($3) + (((y1) - ($3)) * ((1) - ((1) / ([10 ^ v] of (($9) * ([log v] of (2) )) )))))\n go to x: (($2) + (((x2) - ($2)) * ((1) - ((1) / ([10 ^ v] of (($9) * ([log v] of (2) )) ))))) y: (($3) + (((y2) - ($3)) * ((1) - ((1) / ([10 ^ v] of (($9) * ([log v] of (2) )) )))))\n go to x: (($2) + (((x3) - ($2)) * ((1) - ((1) / ([10 ^ v] of (($9) * ([log v] of (2) )) ))))) y: (($3) + (((y3) - ($3)) * ((1) - ((1) / ([10 ^ v] of (($9) * ([log v] of (2) )) )))))\n change [$9 v] by (1)\nend\npen up\n\ndefine Draw Cubes\nif <(length of [cube x v]) > [1]> then\n delete (all) of [cube distance v]\n set [cnt v] to [1]\n repeat (length of [cube x v])\n add ([sqrt v] of (([e ^ v] of ((2) * ([ln v] of ([abs v] of ((item (cnt) of [cube x v]) - (Cam X)) ) )) ) + (([e ^ v] of ((2) * ([ln v] of ([abs v] of ((item (cnt) of [cube z v]) - (Cam Z)) ) )) ) + ([e ^ v] of ((2) * ([ln v] of ([abs v] of ((item (cnt) of [cube y v]) - (Cam Y)) ) )) ))) ) to [cube distance v]\n change [cnt v] by (1)\n end\n Quick sort for Cube (1) to (length of [cube x v])\nend\nset [cnt v] to (length of [cube x v])\nrepeat (length of [cube x v])\n set pen size to (5)\n set [cube x v] to ((item (cnt) of [cube size v]) / (2))\n set [cube y v] to ((item (cnt) of [cube size v]) / (2))\n set [cube z v] to ((item (cnt) of [cube size v]) / (2))\n set pen color to (#ffffff)\n Draw line ((Cube x) + (item (cnt) of [cube x v])) ((Cube y) + (item (cnt) of [cube y v])) (((Cube z) * (-1)) + (item (cnt) of [cube z v])) to (((Cube x) * (-1)) + (item (cnt) of [cube x v])) ((Cube y) + (item (cnt) of [cube y v])) (((Cube z) * (-1)) + (item (cnt) of [cube z v]))\n Draw line (((Cube x) * (-1)) + (item (cnt) of [cube x v])) ((Cube y) + (item (cnt) of [cube y v])) (((Cube z) * (-1)) + (item (cnt) of [cube z v])) to (((Cube x) * (-1)) + (item (cnt) of [cube x v])) (((Cube y) * (-1)) + (item (cnt) of [cube y v])) (((Cube z) * (-1)) + (item (cnt) of [cube z v]))\n Draw line (((Cube x) * (-1)) + (item (cnt) of [cube x v])) (((Cube y) * (-1)) + (item (cnt) of [cube y v])) (((Cube z) * (-1)) + (item (cnt) of [cube z v])) to ((Cube x) + (item (cnt) of [cube x v])) (((Cube y) * (-1)) + (item (cnt) of [cube y v])) (((Cube z) * (-1)) + (item (cnt) of [cube z v]))\n Draw line ((Cube x) + (item (cnt) of [cube x v])) (((Cube y) * (-1)) + (item (cnt) of [cube y v])) (((Cube z) * (-1)) + (item (cnt) of [cube z v])) to ((Cube x) + (item (cnt) of [cube x v])) ((Cube y) + (item (cnt) of [cube y v])) (((Cube z) * (-1)) + (item (cnt) of [cube z v]))\n Draw line ((Cube x) + (item (cnt) of [cube x v])) ((Cube y) + (item (cnt) of [cube y v])) (((Cube z) * (-1)) + (item (cnt) of [cube z v])) to ((Cube x) + (item (cnt) of [cube x v])) ((Cube y) + (item (cnt) of [cube y v])) ((Cube z) + (item (cnt) of [cube z v]))\n Draw line ((Cube x) + (item (cnt) of [cube x v])) ((Cube y) + (item (cnt) of [cube y v])) ((Cube z) + (item (cnt) of [cube z v])) to ((Cube x) + (item (cnt) of [cube x v])) (((Cube y) * (-1)) + (item (cnt) of [cube y v])) ((Cube z) + (item (cnt) of [cube z v]))\n Draw line ((Cube x) + (item (cnt) of [cube x v])) (((Cube y) * (-1)) + (item (cnt) of [cube y v])) ((Cube z) + (item (cnt) of [cube z v])) to ((Cube x) + (item (cnt) of [cube x v])) (((Cube y) * (-1)) + (item (cnt) of [cube y v])) (((Cube z) * (-1)) + (item (cnt) of [cube z v]))\n Draw line (((Cube x) * (-1)) + (item (cnt) of [cube x v])) (((Cube y) * (-1)) + (item (cnt) of [cube y v])) ((Cube z) + (item (cnt) of [cube z v])) to (((Cube x) * (-1)) + (item (cnt) of [cube x v])) ((Cube y) + (item (cnt) of [cube y v])) ((Cube z) + (item (cnt) of [cube z v]))\n Draw line (((Cube x) * (-1)) + (item (cnt) of [cube x v])) ((Cube y) + (item (cnt) of [cube y v])) ((Cube z) + (item (cnt) of [cube z v])) to (((Cube x) * (-1)) + (item (cnt) of [cube x v])) ((Cube y) + (item (cnt) of [cube y v])) (((Cube z) * (-1)) + (item (cnt) of [cube z v]))\n Draw line (((Cube x) * (-1)) + (item (cnt) of [cube x v])) (((Cube y) * (-1)) + (item (cnt) of [cube y v])) ((Cube z) + (item (cnt) of [cube z v])) to (((Cube x) * (-1)) + (item (cnt) of [cube x v])) (((Cube y) * (-1)) + (item (cnt) of [cube y v])) (((Cube z) * (-1)) + (item (cnt) of [cube z v]))\n Draw line (((Cube x) * (-1)) + (item (cnt) of [cube x v])) (((Cube y) * (-1)) + (item (cnt) of [cube y v])) ((Cube z) + (item (cnt) of [cube z v])) to ((Cube x) + (item (cnt) of [cube x v])) (((Cube y) * (-1)) + (item (cnt) of [cube y v])) ((Cube z) + (item (cnt) of [cube z v]))\n Draw line (((Cube x) * (-1)) + (item (cnt) of [cube x v])) ((Cube y) + (item (cnt) of [cube y v])) ((Cube z) + (item (cnt) of [cube z v])) to ((Cube x) + (item (cnt) of [cube x v])) ((Cube y) + (item (cnt) of [cube y v])) ((Cube z) + (item (cnt) of [cube z v]))\n set pen color to (join [0x] (item ((1) + (((item (cnt) of [cube color type v]) - (1)) * (3))) of [color v]))\n Draw square (((Cube x) * (-1)) + (item (cnt) of [cube x v])) ((Cube y) + (item (cnt) of [cube y v])) ((Cube z) + (item (cnt) of [cube z v])) , ((Cube x) + (item (cnt) of [cube x v])) ((Cube y) + (item (cnt) of [cube y v])) ((Cube z) + (item (cnt) of [cube z v])) , ((Cube x) + (item (cnt) of [cube x v])) ((Cube y) + (item (cnt) of [cube y v])) (((Cube z) * (-1)) + (item (cnt) of [cube z v])) , (((Cube x) * (-1)) + (item (cnt) of [cube x v])) ((Cube y) + (item (cnt) of [cube y v])) (((Cube z) * (-1)) + (item (cnt) of [cube z v]))\n Draw square (((Cube x) * (-1)) + (item (cnt) of [cube x v])) (((Cube y) * (-1)) + (item (cnt) of [cube y v])) (((Cube z) * (-1)) + (item (cnt) of [cube z v])) , ((Cube x) + (item (cnt) of [cube x v])) (((Cube y) * (-1)) + (item (cnt) of [cube y v])) (((Cube z) * (-1)) + (item (cnt) of [cube z v])) , ((Cube x) + (item (cnt) of [cube x v])) (((Cube y) * (-1)) + (item (cnt) of [cube y v])) ((Cube z) + (item (cnt) of [cube z v])) , (((Cube x) * (-1)) + (item (cnt) of [cube x v])) (((Cube y) * (-1)) + (item (cnt) of [cube y v])) ((Cube z) + (item (cnt) of [cube z v]))\n set pen color to (join [0x] (item ((2) + (((item (cnt) of [cube color type v]) - (1)) * (3))) of [color v]))\n Draw square (((Cube x) * (-1)) + (item (cnt) of [cube x v])) ((Cube y) + (item (cnt) of [cube y v])) (((Cube z) * (-1)) + (item (cnt) of [cube z v])) , ((Cube x) + (item (cnt) of [cube x v])) ((Cube y) + (item (cnt) of [cube y v])) (((Cube z) * (-1)) + (item (cnt) of [cube z v])) , ((Cube x) + (item (cnt) of [cube x v])) (((Cube y) * (-1)) + (item (cnt) of [cube y v])) (((Cube z) * (-1)) + (item (cnt) of [cube z v])) , (((Cube x) * (-1)) + (item (cnt) of [cube x v])) (((Cube y) * (-1)) + (item (cnt) of [cube y v])) (((Cube z) * (-1)) + (item (cnt) of [cube z v]))\n Draw square (((Cube x) * (-1)) + (item (cnt) of [cube x v])) (((Cube y) * (-1)) + (item (cnt) of [cube y v])) ((Cube z) + (item (cnt) of [cube z v])) , ((Cube x) + (item (cnt) of [cube x v])) (((Cube y) * (-1)) + (item (cnt) of [cube y v])) ((Cube z) + (item (cnt) of [cube z v])) , ((Cube x) + (item (cnt) of [cube x v])) ((Cube y) + (item (cnt) of [cube y v])) ((Cube z) + (item (cnt) of [cube z v])) , (((Cube x) * (-1)) + (item (cnt) of [cube x v])) ((Cube y) + (item (cnt) of [cube y v])) ((Cube z) + (item (cnt) of [cube z v]))\n set pen color to (join [0x] (item ((3) + (((item (cnt) of [cube color type v]) - (1)) * (3))) of [color v]))\n Draw square (((Cube x) * (-1)) + (item (cnt) of [cube x v])) (((Cube y) * (-1)) + (item (cnt) of [cube y v])) ((Cube z) + (item (cnt) of [cube z v])) , (((Cube x) * (-1)) + (item (cnt) of [cube x v])) ((Cube y) + (item (cnt) of [cube y v])) ((Cube z) + (item (cnt) of [cube z v])) , (((Cube x) * (-1)) + (item (cnt) of [cube x v])) ((Cube y) + (item (cnt) of [cube y v])) (((Cube z) * (-1)) + (item (cnt) of [cube z v])) , (((Cube x) * (-1)) + (item (cnt) of [cube x v])) (((Cube y) * (-1)) + (item (cnt) of [cube y v])) (((Cube z) * (-1)) + (item (cnt) of [cube z v]))\n Draw square ((Cube x) + (item (cnt) of [cube x v])) (((Cube y) * (-1)) + (item (cnt) of [cube y v])) (((Cube z) * (-1)) + (item (cnt) of [cube z v])) , ((Cube x) + (item (cnt) of [cube x v])) ((Cube y) + (item (cnt) of [cube y v])) (((Cube z) * (-1)) + (item (cnt) of [cube z v])) , ((Cube x) + (item (cnt) of [cube x v])) ((Cube y) + (item (cnt) of [cube y v])) ((Cube z) + (item (cnt) of [cube z v])) , ((Cube x) + (item (cnt) of [cube x v])) (((Cube y) * (-1)) + (item (cnt) of [cube y v])) ((Cube z) + (item (cnt) of [cube z v]))\n change [cnt v] by (-1)\nend\n\ndefine Set point1 (x1) (y1) (z1)\nset [x1 v] to (x1)\nset [y1 v] to (y1)\nset [z1 v] to (z1)\n\nwhen flag clicked\ndelete (all) of [cube x v]\ndelete (all) of [cube y v]\ndelete (all) of [cube z v]\ndelete (all) of [cube size v]\ndelete (all) of [cube color type v]\nset [filling quality v] to [10]\nshow variable [level v]\nMake first map\nforever\n erase all\n Culculate tring values\n Draw Cubes\n if <(to VF) = [2500]> then\n Draw Mark\n else\n set pen size to (8)\n ARGB Alpha (255) Red (200) Green (200) Blue (200)\n pen up\n go to x: (0) y: (0)\n pen down\n pen up\n end\nend\n\ndefine Set point2 (x2) (y2) (z2)\nset [x2 v] to (x2)\nset [y2 v] to (y2)\nset [z2 v] to (z2)\n\ndefine Go up\nrepeat until <(Collision \(Cube\) Result) = [0]>\n Collision (Cube)\n change [p y v] by (1)\nend\n\ndefine Make first map\nMake a Cube (0) (0) (0) size: (200) Color: [1]\nMake a Cube (0) (0) (400) size: (200) Color: [1]\nMake a Cube (0) (0) (800) size: (200) Color: [1]\nMake a Cube (0) (0) (1200) size: (200) Color: [1]\nMake a Cube (0) (0) (1600) size: (200) Color: [4]\n\ndefine Draw Mark\nset pen size to (2)\nARGB Alpha (255) Red (200) Green (200) Blue (200)\npen up\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\nwhen flag clicked\nset [level v] to [1]\nset [rot x v] to [0]\nset [rot y v] to [0]\nset [p x v] to [0]\nset [p y v] to [100]\nset [p z v] to [0]\nset [near plane v] to [30]\nset [z speed v] to [0]\nset [x speed v] to [0]\nset [y speed v] to [0]\nset [to vf v] to [150]\nset [vf v] to (to VF)\nset [iswallrunning v] to [0]\nset [x boost v] to [0]\nset [z boost v] to [0]\nforever\n set [cam x v] to (P X)\n set [cam z v] to (P Z)\n set [cam y v] to ((P Y) + (120))\n set [rot y v] to ((rot Y) mod (360))\n set [rot x v] to ((rot X) mod (360))\n change [vf v] by (((to VF) - (VF)) * (0.5))\n if <(isWallRunning) = [0]> then\n set [to vf v] to [220]\n set [rot speed v] to ((600) / (VF))\n change [rot x v] by (rot X Speed)\n change [rot x v] by (Reaction)\n change [rot y v] by (rot Y Speed)\n set [rot x speed v] to ((rot X Speed) * (0.4))\n set [rot y speed v] to ((rot Y Speed) * (0.4))\n set [reaction v] to ((Reaction) * (0.6))\n if <key (up arrow v) pressed?> then\n change [rot x speed v] by (rot Speed)\n end\n if <key (down arrow v) pressed?> then\n change [rot x speed v] by ((rot Speed) * (-1))\n end\n if <key (right arrow v) pressed?> then\n change [rot y speed v] by ((rot Speed) * (-1))\n end\n if <key (left arrow v) pressed?> then\n change [rot y speed v] by (rot Speed)\n end\n change [p y v] by (Y Speed)\n Collision (Cube)\n if <(Collision \(Cube\) Result) = [1]> then\n if <(Y Speed) > [0]> then\n set [going up v] to [1]\n else\n set [going up v] to [0]\n end\n set [y speed v] to [0]\n if <(Going up) = [0]> then\n Go up\n if <(Collision Color Result) = [3]> then\n set [y speed v] to [60]\n broadcast (Play bounce sound v)\n else\n if <key (space v) pressed?> then\n set [y speed v] to [26]\n end\n end\n else\n Go down\n end\n set [x speed v] to ((X Speed) * (0.65))\n set [z speed v] to ((Z speed) * (0.65))\n set [x boost v] to ((X boost) * (0.3))\n set [z boost v] to ((Z boost) * (0.3))\n else\n set [x speed v] to ((X Speed) * (0.65))\n set [z speed v] to ((Z speed) * (0.65))\n set [x boost v] to ((X boost) * (0.95))\n set [z boost v] to ((Z boost) * (0.95))\n end\n if <key (a v) pressed?> then\n change [x speed v] by (([cos v] of (rot Y) ) * (-5))\n change [z speed v] by (([sin v] of (rot Y) ) * (-5))\n end\n if <key (d v) pressed?> then\n change [x speed v] by (([cos v] of (rot Y) ) * (5))\n change [z speed v] by (([sin v] of (rot Y) ) * (5))\n end\n if <key (w v) pressed?> then\n change [x speed v] by (([cos v] of ((rot Y) + (90)) ) * (5))\n change [z speed v] by (([sin v] of ((rot Y) + (90)) ) * (5))\n end\n if <key (s v) pressed?> then\n change [x speed v] by (([cos v] of ((rot Y) + (90)) ) * (-5))\n change [z speed v] by (([sin v] of ((rot Y) + (90)) ) * (-5))\n end\n change [p z v] by ((Z speed) + (Z boost))\n Collision (Cube)\n if <(Collision \(Cube\) Result) = [1]> then\n change [p z v] by (((Z speed) + (Z boost)) * (-1))\n if <([abs v] of ([cos v] of (rot Y) ) ) < [0.7]> then\n if <key (space v) pressed?> then\n set [spacepressedbeforecollision v] to [1]\n else\n set [spacepressedbeforecollision v] to [0]\n end\n set [iswallrunning v] to [x]\n broadcast (Play attach sound v)\n end\n end\n change [p x v] by ((X Speed) + (X boost))\n Collision (Cube)\n if <(Collision \(Cube\) Result) = [1]> then\n change [p x v] by (((X Speed) + (X boost)) * (-1))\n if <([abs v] of ([sin v] of (rot Y) ) ) < [0.7]> then\n if <key (space v) pressed?> then\n set [spacepressedbeforecollision v] to [1]\n else\n set [spacepressedbeforecollision v] to [0]\n end\n set [iswallrunning v] to [z]\n broadcast (Play attach sound v)\n end\n end\n change [y speed v] by (-2)\n if <(P Y) < [-4000]> then\n set [rot x v] to [0]\n set [rot y v] to [0]\n set [z speed v] to [0]\n set [x speed v] to [0]\n set [y speed v] to [0]\n set [p x v] to [0]\n set [p y v] to [100]\n set [p z v] to [0]\n end\n else\n set [to vf v] to [220]\n if <[0] > (rot X)> then\n set [rot x v] to ((360) + (rot X))\n end\n if <(rot X) < [180]> then\n if <(rot X) > [2]> then\n change [rot x v] by ((rot X) * (-0.2))\n end\n else\n if <[358] > (rot X)> then\n change [rot x v] by (((360) - (rot X)) * (0.2))\n end\n end\n if <(isWallRunning) = [z]> then\n if <([cos v] of (rot Y) ) > [0]> then\n change [p z v] by (Wall Run Speed)\n Collision (Cube)\n if <(Collision \(Cube\) Result) = [1]> then\n set [iswallrunning v] to [0]\n change [p z v] by ((Wall Run Speed) * (-1))\n end\n if <(rot Y) > [180]> then\n if <[358] > (rot Y)> then\n change [rot y v] by (((360) - (rot Y)) * (0.2))\n end\n else\n if <(rot Y) > [2]> then\n change [rot y v] by (((0) - (rot Y)) * (0.2))\n end\n end\n else\n change [p z v] by ((Wall Run Speed) * (-1))\n Collision (Cube)\n if <(Collision \(Cube\) Result) = [1]> then\n set [iswallrunning v] to [0]\n change [p z v] by (Wall Run Speed)\n end\n if <(rot Y) > [180]> then\n if <(rot Y) > [182]> then\n change [rot y v] by (((180) - (rot Y)) * (0.2))\n end\n else\n if <[178] > (rot Y)> then\n change [rot y v] by (((180) - (rot Y)) * (0.2))\n end\n end\n end\n change [p x v] by ((X Speed) + (X boost))\n Collision (Cube)\n change [p x v] by (((X Speed) + (X boost)) * (-1))\n if <(Collision \(Cube\) Result) = [0]> then\n set [iswallrunning v] to [0]\n set [x boost v] to ((([abs v] of ((X Speed) + (X boost)) ) / ((X Speed) + (X boost))) * (-20))\n if <([cos v] of (rot Y) ) > [0]> then\n set [z boost v] to [20]\n else\n set [z boost v] to [-20]\n end\n set [x speed v] to [0]\n set [z speed v] to [0]\n set [y speed v] to [5]\n broadcast (Play jump sound v)\n end\n if <key (space v) pressed?> then\n if <(SpacePressedBeforeCollision) = [0]> then\n set [iswallrunning v] to [0]\n set [x boost v] to ((([abs v] of ((X Speed) + (X boost)) ) / ((X Speed) + (X boost))) * (-40))\n if <([cos v] of (rot Y) ) > [0]> then\n set [z boost v] to [20]\n else\n set [z boost v] to [-20]\n end\n set [x speed v] to [0]\n set [z speed v] to [0]\n set [y speed v] to [11]\n broadcast (Play jump sound v)\n end\n else\n set [spacepressedbeforecollision v] to [0]\n end\n else\n if <([sin v] of (rot Y) ) > [0]> then\n change [p x v] by ((Wall Run Speed) * (-1))\n Collision (Cube)\n if <(Collision \(Cube\) Result) = [1]> then\n set [iswallrunning v] to [0]\n change [p x v] by (Wall Run Speed)\n end\n if <(rot Y) > [90]> then\n if <(rot Y) > [92]> then\n change [rot y v] by (((90) - (rot Y)) * (0.2))\n end\n else\n if <[88] > (rot Y)> then\n change [rot y v] by (((90) - (rot Y)) * (0.2))\n end\n end\n else\n change [p x v] by (Wall Run Speed)\n Collision (Cube)\n if <(Collision \(Cube\) Result) = [1]> then\n set [iswallrunning v] to [0]\n change [p x v] by ((Wall Run Speed) * (-1))\n end\n if <(rot Y) > [270]> then\n if <(rot Y) > [272]> then\n change [rot y v] by (((270) - (rot Y)) * (0.2))\n end\n else\n if <[268] > (rot Y)> then\n change [rot y v] by (((270) - (rot Y)) * (0.2))\n end\n end\n end\n change [p z v] by ((Z speed) + (Z boost))\n Collision (Cube)\n change [p z v] by (((Z speed) + (Z boost)) * (-1))\n if <(Collision \(Cube\) Result) = [0]> then\n set [iswallrunning v] to [0]\n set [z boost v] to ((([abs v] of ((Z speed) + (Z boost)) ) / ((Z speed) + (Z boost))) * (-20))\n if <([sin v] of (rot Y) ) > [0]> then\n set [x boost v] to [-20]\n else\n set [x boost v] to [20]\n end\n set [x speed v] to [0]\n set [z speed v] to [0]\n broadcast (Play jump sound v)\n end\n if <key (space v) pressed?> then\n if <(SpacePressedBeforeCollision) = [0]> then\n set [iswallrunning v] to [0]\n set [z boost v] to ((([abs v] of ((Z speed) + (Z boost)) ) / ((Z speed) + (Z boost))) * (-40))\n if <([sin v] of (rot Y) ) > [0]> then\n set [x boost v] to [-20]\n else\n set [x boost v] to [20]\n end\n set [x speed v] to [0]\n set [z speed v] to [0]\n set [y speed v] to [11]\n broadcast (Play jump sound v)\n end\n else\n set [spacepressedbeforecollision v] to [0]\n end\n end\n end\nend\n\n\n\ndefine Draw line (x1) (y1) (z1) to (x2) (y2) (z2)\nSet point1 ((x1) - (Cam X)) ((y1) - (Cam Y)) ((z1) - (Cam Z))\nSet point2 ((x2) - (Cam X)) ((y2) - (Cam Y)) ((z2) - (Cam Z))\nSet point1 (((Z1) * (sin Y)) + ((X1) * (cos Y))) (Y1) (((Z1) * (cos Y)) - ((X1) * (sin Y)))\nSet point2 (((Z2) * (sin Y)) + ((X2) * (cos Y))) (Y2) (((Z2) * (cos Y)) - ((X2) * (sin Y)))\nSet point1 (X1) (((Y1) * (cos X)) - ((Z1) * (sin X))) (((Y1) * (sin X)) + ((Z1) * (cos X)))\nSet point2 (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 (Line)\n Set screen point1 ((VF) * ((X1) / (Z1))) ((VF) * ((Y1) / (Z1)))\n Set screen point2 ((VF) * ((X2) / (Z2))) ((VF) * ((Y2) / (Z2)))\n if <[0] = [1]> then\n XY Clipping(Line)\n end\n go to x: (X1) y: (Y1)\n pen down\n go to x: (X2) y: (Y2)\n pen up\nend\n\ndefine Quick sort for Cube (start) to (end)\nset [qs:pivot v] to (item (start) of [cube distance v])\nset [qs:f v] to (start)\nset [qs:l v] to (end)\nset [qs:finished v] to [0]\nrepeat until <(QS:Finished) = [1]>\n repeat until <<not <(item (QS:F) of [cube distance v]) < (QS:Pivot)>> or <(QS:L) = ((QS:F) + (1))>>\n change [qs:f v] by (1)\n end\n repeat until <<(item (QS:L) of [cube distance v]) < (QS:Pivot)> or <(QS:L) = ((QS:F) + (1))>>\n change [qs:l v] by (-1)\n end\n if <(item (QS:L) of [cube distance v]) < (QS:Pivot)> then\n set [qs:temp v] to (item (QS:F) of [cube distance v])\n replace item (QS:F) of [cube distance v] with (item (QS:L) of [cube distance v])\n replace item (QS:L) of [cube distance v] with (QS:Temp)\n set [qs:temp v] to (item (QS:F) of [cube x v])\n replace item (QS:F) of [cube x v] with (item (QS:L) of [cube x v])\n replace item (QS:L) of [cube x v] with (QS:Temp)\n set [qs:temp v] to (item (QS:F) of [cube y v])\n replace item (QS:F) of [cube y v] with (item (QS:L) of [cube y v])\n replace item (QS:L) of [cube y v] with (QS:Temp)\n set [qs:temp v] to (item (QS:F) of [cube z v])\n replace item (QS:F) of [cube z v] with (item (QS:L) of [cube z v])\n replace item (QS:L) of [cube z v] with (QS:Temp)\n set [qs:temp v] to (item (QS:F) of [cube size v])\n replace item (QS:F) of [cube size v] with (item (QS:L) of [cube size v])\n replace item (QS:L) of [cube size v] with (QS:Temp)\n set [qs:temp v] to (item (QS:F) of [cube color type v])\n replace item (QS:F) of [cube color type v] with (item (QS:L) of [cube color type v])\n replace item (QS:L) of [cube color type v] with (QS:Temp)\n end\n if <(QS:L) = ((QS:F) + (1))> then\n set [qs:finished v] to [1]\n end\nend\nif <((QS:F) - (start)) > [0]> then\n Quick sort for Cube (start) to (QS:F)\nend\nif <((end) - (QS:L)) > [0]> then\n Quick sort for Cube (QS:L) to (end)\nend\n\ndefine Set screen point1 (x1) (y1)\nset [x1 v] to (x1)\nset [y1 v] to (y1)\n\ndefine Z Clipping (Line)\nset [percent v] to (((near plane) - (Z1)) / ((Z2) - (Z1)))\nif <(Z1) < (near plane)> then\n Set point1 ((X1) + (((X2) - (X1)) * (percent))) ((Y1) + (((Y2) - (Y1)) * (percent))) (near plane)\nelse\n if <(Z2) < (near plane)> then\n Set point2 ((X1) + (((X2) - (X1)) * (percent))) ((Y1) + (((Y2) - (Y1)) * (percent))) (near plane)\n end\nend\n\ndefine Culculate tring values\nset [sin x v] to ([sin v] of (rot X) )\nset [cos x v] to ([cos v] of (rot X) )\nset [sin y v] to ([sin v] of (rot Y) )\nset [cos y v] to ([cos v] of (rot Y) )\n\ndefine Make a Cube (x) (y) (z) size: (s) Color: (color)\nadd (x) to [cube x v]\nadd (y) to [cube y v]\nadd (z) to [cube z v]\nadd (s) to [cube size v]\nadd (color) to [cube color type v]\n\ndefine Set screen point2 (x2) (y2)\nset [x2 v] to (x2)\nset [y2 v] to (y2)\n\ndefine Set point3 (x3) (y3) (z3)\nset [x3 v] to (x3)\nset [y3 v] to (y3)\nset [z3 v] to (z3)\n\ndefine Set screen point3 (x3) (y3)\nset [x3 v] to (x3)\nset [y3 v] to (y3)\n\ndefine Set temp on screen (x) (y)\nset [tempx v] to (x)\nset [tempy v] to (y)\n\ndefine ARGB Alpha (number1) Red (number2) Green (number3) Blue (number4)\nset pen color to (((((number1) * (16777216)) + ((number2) * (65536))) + ((number3) * (256))) + (number4))\n\ndefine Set temp in 3D (x) (y) (z)\nset [tempx v] to (x)\nset [tempy v] to (y)\nset [tempz v] to (z)\n\ndefine XY Clipping(Line)\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 if <(temp) = [0]> then\n Set screen point1 (240) ((Y1) + (((240) - (X1)) * (m)))\n else\n Set screen tempCrd (240) ((Y1) + (((240) - (X1)) * (m)))\n end\n end\nend\nif <(Y1) > [180]> then\n if <(Y2) > [180]> then\n stop [this script v]\n else\n if <(temp) = [0]> then\n Set screen point1 ((X1) + (((180) - (Y1)) / (m))) (180)\n else\n Set screen tempCrd ((X1) + (((180) - (Y1)) / (m))) (180)\n end\n end\nend\nif <(X1) < [-240]> then\n if <(X2) < [-240]> then\n stop [this script v]\n else\n if <(temp) = [0]> then\n Set screen point1 (-240) ((Y1) + (((-240) - (X1)) * (m)))\n else\n Set screen tempCrd (-240) ((Y1) + (((-240) - (X1)) * (m)))\n end\n end\nend\nif <(Y1) < [-180]> then\n if <(Y2) < [-180]> then\n stop [this script v]\n else\n if <(temp) = [0]> then\n Set screen point1 ((X1) + (((-180) - (Y1)) / (m))) (-180)\n else\n Set screen tempCrd ((X1) + (((-180) - (Y1)) / (m))) (-180)\n end\n end\nend\nif <(X2) > [240]> then\n if <(temp) = [0]> then\n Set screen point2 (240) ((Y1) + (((240) - (X1)) * (m)))\n else\n Set temp on screen (240) ((Y1) + (((240) - (X1)) * (m)))\n end\nend\nif <(Y2) > [180]> then\n if <(temp) = [0]> then\n Set screen point2 ((X1) + (((180) - (Y1)) / (m))) (180)\n else\n Set temp on screen ((X1) + (((180) - (Y1)) / (m))) (180)\n end\nend\nif <(X2) < [-240]> then\n if <(temp) = [0]> then\n Set screen point2 (-240) ((Y1) + (((-240) - (X1)) * (m)))\n else\n Set temp on screen (-240) ((Y1) + (((-240) - (X1)) * (m)))\n end\nend\nif <(Y2) < [-180]> then\n if <(temp) = [0]> then\n Set screen point2 ((X1) + (((-180) - (Y1)) / (m))) (-180)\n else\n Set temp on screen ((X1) + (((-180) - (Y1)) / (m))) (-180)\n end\nend\n\ndefine Collision (Cube)\nset [collision \(cube\) result v] to [0]\nset [cnt v] to (length of [cube x v])\nrepeat (length of [cube x v])\n if <<([abs v] of ((P X) - (item (cnt) of [cube x v])) ) < (((item (cnt) of [cube size v]) / (2)) + (50))> and <<([abs v] of ((P Z) - (item (cnt) of [cube z v])) ) < (((item (cnt) of [cube size v]) / (2)) + (50))> and <<<(item (cnt) of [cube y v]) < (P Y)> and <((P Y) - ((item (cnt) of [cube y v]) + ((item (cnt) of [cube size v]) / (2)))) < [0]>> or <<(P Y) < (item (cnt) of [cube y v])> and <((item (cnt) of [cube y v]) - ((item (cnt) of [cube size v]) / (2))) < ((P Y) + (180))>>>>> then\n set [collision \(cube\) result v] to [1]\n set [collision color result v] to (item (cnt) of [cube color type v])\n if <(Collision Color Result) = [4]> then\n broadcast (Next level v)\n end\n if <(Collision Color Result) = [2]> then\n set [rot x v] to [0]\n set [rot y v] to [0]\n set [p x v] to [0]\n set [p y v] to [100]\n set [p z v] to [0]\n set [z speed v] to [0]\n set [x speed v] to [0]\n set [y speed v] to [0]\n set [x boost v] to [0]\n set [z boost v] to [0]\n end\n stop [this script v]\n end\n change [cnt v] by (-1)\nend\n\nARGB Alpha (256) Red (255) Green (255) Blue (255)\n\nTriangle Filler X1 (-100) Y1 (-100) X2 (0) Y2 (100) X3 (100) Y3 (-100)\n\ndefine Draw triangle 3D (x1) (y1) (z1) , (x2) (y2) (z2) , (x3) (y3) (z3)\nSet point1 ((x1) - (Cam X)) ((y1) - (Cam Y)) ((z1) - (Cam Z))\nSet point2 ((x2) - (Cam X)) ((y2) - (Cam Y)) ((z2) - (Cam Z))\nSet point3 ((x3) - (Cam X)) ((y3) - (Cam Y)) ((z3) - (Cam Z))\nSet point1 (((Z1) * (sin Y)) + ((X1) * (cos Y))) (Y1) (((Z1) * (cos Y)) - ((X1) * (sin Y)))\nSet point2 (((Z2) * (sin Y)) + ((X2) * (cos Y))) (Y2) (((Z2) * (cos Y)) - ((X2) * (sin Y)))\nSet point3 (((Z3) * (sin Y)) + ((X3) * (cos Y))) (Y3) (((Z3) * (cos Y)) - ((X3) * (sin Y)))\nSet point1 (X1) (((Y1) * (cos X)) - ((Z1) * (sin X))) (((Y1) * (sin X)) + ((Z1) * (cos X)))\nSet point2 (X2) (((Y2) * (cos X)) - ((Z2) * (sin X))) (((Y2) * (sin X)) + ((Z2) * (cos X)))\nSet point3 (X3) (((Y3) * (cos X)) - ((Z3) * (sin X))) (((Y3) * (sin X)) + ((Z3) * (cos X)))\nif <<(Z1) < (near plane)> and <<(Z2) < (near plane)> and <(Z3) < (near plane)>>> then\n stop [this script v]\nend\nif <<(near plane) < (Z1)> and <<(near plane) < (Z2)> and <(near plane) < (Z3)>>> then\n Set screen point1 ((VF) * ((X1) / (Z1))) ((VF) * ((Y1) / (Z1)))\n Set screen point2 ((VF) * ((X2) / (Z2))) ((VF) * ((Y2) / (Z2)))\n Set screen point3 ((VF) * ((X3) / (Z3))) ((VF) * ((Y3) / (Z3)))\n Triangle Filler X1 (X1) Y1 (Y1) X2 (X2) Y2 (Y2) X3 (X3) Y3 (Y3)\n stop [this script v]\nend\ndelete all of [3d tri back x v]\ndelete all of [3d tri back y v]\ndelete all of [3d tri back z v]\ndelete all of [3d tri front x v]\ndelete all of [3d tri front y v]\ndelete all of [3d tri front z v]\nif <(Z1) < (near plane)> then\n add (X1) to [3d tri back x v]\n add (Y1) to [3d tri back y v]\n add (Z1) to [3d tri back z v]\nelse\n add (X1) to [3d tri front x v]\n add (Y1) to [3d tri front y v]\n add (Z1) to [3d tri front z v]\nend\nif <(Z2) < (near plane)> then\n add (X2) to [3d tri back x v]\n add (Y2) to [3d tri back y v]\n add (Z2) to [3d tri back z v]\nelse\n add (X2) to [3d tri front x v]\n add (Y2) to [3d tri front y v]\n add (Z2) to [3d tri front z v]\nend\nif <(Z3) < (near plane)> then\n add (X3) to [3d tri back x v]\n add (Y3) to [3d tri back y v]\n add (Z3) to [3d tri back z v]\nelse\n add (X3) to [3d tri front x v]\n add (Y3) to [3d tri front y v]\n add (Z3) to [3d tri front z v]\nend\nif <(length of [3d tri front x v]) = [1]> then\n set [percent v] to (((near plane) - (item (1) of [3d tri front z v])) / ((item (1) of [3d tri back z v]) - (item (1) of [3d tri front z v])))\n Set temp in 3D ((item (1) of [3d tri front x v]) + (((item (1) of [3d tri back x v]) - (item (1) of [3d tri front x v])) * (percent))) ((item (1) of [3d tri front y v]) + (((item (1) of [3d tri back y v]) - (item (1) of [3d tri front y v])) * (percent))) (near plane)\n set [percent v] to (((near plane) - (item (1) of [3d tri front z v])) / ((item (2) of [3d tri back z v]) - (item (1) of [3d tri front z v])))\n Set temp2 in 3D ((item (1) of [3d tri front x v]) + (((item (2) of [3d tri back x v]) - (item (1) of [3d tri front x v])) * (percent))) ((item (1) of [3d tri front y v]) + (((item (2) of [3d tri back y v]) - (item (1) of [3d tri front y v])) * (percent))) (near plane)\n Set temp on screen ((VF) * ((tempX) / (tempZ))) ((VF) * ((tempY) / (tempZ)))\n Set temp2 on screen ((VF) * ((tempX2) / (tempZ2))) ((VF) * ((tempY2) / (tempZ2)))\n Set screen point1 ((VF) * ((item (1) of [3d tri front x v]) / (item (1) of [3d tri front z v]))) ((VF) * ((item (1) of [3d tri front y v]) / (item (1) of [3d tri front z v])))\n Triangle Filler X1 (tempX) Y1 (tempY) X2 (tempX2) Y2 (tempY2) X3 (X1) Y3 (Y1)\nelse\n set [percent v] to (((near plane) - (item (1) of [3d tri front z v])) / ((item (1) of [3d tri back z v]) - (item (1) of [3d tri front z v])))\n Set temp in 3D ((item (1) of [3d tri front x v]) + (((item (1) of [3d tri back x v]) - (item (1) of [3d tri front x v])) * (percent))) ((item (1) of [3d tri front y v]) + (((item (1) of [3d tri back y v]) - (item (1) of [3d tri front y v])) * (percent))) (near plane)\n set [percent v] to (((near plane) - (item (2) of [3d tri front z v])) / ((item (1) of [3d tri back z v]) - (item (2) of [3d tri front z v])))\n Set temp2 in 3D ((item (2) of [3d tri front x v]) + (((item (1) of [3d tri back x v]) - (item (2) of [3d tri front x v])) * (percent))) ((item (2) of [3d tri front y v]) + (((item (1) of [3d tri back y v]) - (item (2) of [3d tri front y v])) * (percent))) (near plane)\n Set temp on screen ((VF) * ((tempX) / (tempZ))) ((VF) * ((tempY) / (tempZ)))\n Set temp2 on screen ((VF) * ((tempX2) / (tempZ2))) ((VF) * ((tempY2) / (tempZ2)))\n Set screen point1 ((VF) * ((item (1) of [3d tri front x v]) / (item (1) of [3d tri front z v]))) ((VF) * ((item (1) of [3d tri front y v]) / (item (1) of [3d tri front z v])))\n Set screen point2 ((VF) * ((item (2) of [3d tri front x v]) / (item (2) of [3d tri front z v]))) ((VF) * ((item (2) of [3d tri front y v]) / (item (2) of [3d tri front z v])))\n Triangle Filler X1 (tempX2) Y1 (tempY2) X2 (tempX) Y2 (tempY) X3 (X2) Y3 (Y2)\n Triangle Filler X1 (tempX) Y1 (tempY) X2 (X2) Y2 (Y2) X3 (X1) Y3 (Y1)\nend\n\nif <(Z1) < (near plane)> then\n if <(Z2) < (near plane)> then\n set [percent v] to (((near plane) - (Z2)) / ((Z3) - (Z2)))\n Set temp in 3D ((X2) + (((X3) - (X2)) * (percent))) ((Y2) + (((Y3) - (Y2)) * (percent))) (near plane)\n set [percent v] to (((near plane) - (Z1)) / ((Z3) - (Z1)))\n Set temp2 in 3D ((X1) + (((X3) - (X1)) * (percent))) ((Y1) + (((Y3) - (Y1)) * (percent))) (near plane)\n Set screen point3 ((VF) * ((X3) / (Z3))) ((VF) * ((Y3) / (Z3)))\n Set temp on screen ((VF) * ((tempX) / (tempZ))) ((VF) * ((tempY) / (tempZ)))\n Set temp2 on screen ((VF) * ((tempX2) / (tempZ2))) ((VF) * ((tempY2) / (tempZ2)))\n Triangle Filler X1 (tempX2) Y1 (tempY2) X2 (tempX) Y2 (tempY) X3 (X3) Y3 (Y3)\n else\n if <(Z3) < (near plane)> then\n set [percent v] to (((near plane) - (Z1)) / ((Z2) - (Z1)))\n Set temp in 3D ((X1) + (((X2) - (X1)) * (percent))) ((Y1) + (((Y2) - (Y1)) * (percent))) (near plane)\n set [percent v] to (((near plane) - (Z3)) / ((Z2) - (Z3)))\n Set temp2 in 3D ((X3) + (((X2) - (X3)) * (percent))) ((Y3) + (((Y2) - (Y3)) * (percent))) (near plane)\n Set temp on screen ((VF) * ((tempX) / (tempZ))) ((VF) * ((tempY) / (tempZ)))\n Set screen point2 ((VF) * ((X2) / (Z2))) ((VF) * ((Y2) / (Z2)))\n if <<([abs v] of (X2) ) < [240]> and <([abs v] of (Y2) ) < [180]>> then\n Triangle Filler X1 (tempX2) Y1 (tempY2) X2 (tempX) Y2 (tempY) X3 (X2) Y3 (Y2)\n end\n else\n set [percent v] to (((near plane) - (Z1)) / ((Z2) - (Z1)))\n Set temp in 3D ((X1) + (((X2) - (X1)) * (percent))) ((Y1) + (((Y2) - (Y1)) * (percent))) (near plane)\n set [percent v] to (((near plane) - (Z1)) / ((Z3) - (Z1)))\n Set temp2 in 3D ((X1) + (((X3) - (X1)) * (percent))) ((Y1) + (((Y3) - (Y1)) * (percent))) (near plane)\n Set screen point3 ((VF) * ((X3) / (Z3))) ((VF) * ((Y3) / (Z3)))\n Set screen point2 ((VF) * ((X2) / (Z2))) ((VF) * ((Y2) / (Z2)))\n Set temp on screen ((VF) * ((tempX) / (tempZ))) ((VF) * ((tempY) / (tempZ)))\n Set temp2 on screen ((VF) * ((tempX2) / (tempZ2))) ((VF) * ((tempY2) / (tempZ2)))\n Triangle Filler X1 (X2) Y1 (Y2) X2 (X3) Y2 (Y3) X3 (tempX) Y3 (tempY)\n Triangle Filler X1 (tempX2) Y1 (tempY2) X2 (tempX) Y2 (tempY) X3 (X3) Y3 (Y3)\n end\n end\nelse\n if <(Z2) < (near plane)> then\n if <(Z3) < (near plane)> then\n set [percent v] to (((near plane) - (Z2)) / ((Z1) - (Z2)))\n Set temp in 3D ((X2) + (((X1) - (X2)) * (percent))) ((Y2) + (((Y1) - (Y2)) * (percent))) (near plane)\n set [percent v] to (((near plane) - (Z3)) / ((Z1) - (Z3)))\n Set temp2 in 3D ((X3) + (((X1) - (X3)) * (percent))) ((Y3) + (((Y1) - (Y3)) * (percent))) (near plane)\n Set screen point1 ((VF) * ((X1) / (Z1))) ((VF) * ((Y1) / (Z1)))\n Set temp on screen ((VF) * ((tempX) / (tempZ))) ((VF) * ((tempY) / (tempZ)))\n Set temp2 on screen ((VF) * ((tempX2) / (tempZ2))) ((VF) * ((tempY2) / (tempZ2)))\n Triangle Filler X1 (X1) Y1 (Y1) X2 (tempX) Y2 (tempY) X3 (tempX2) Y3 (tempY2)\n else\n set [percent v] to (((near plane) - (Z2)) / ((Z3) - (Z2)))\n Set temp in 3D ((X2) + (((X3) - (X2)) * (percent))) ((Y2) + (((Y3) - (Y2)) * (percent))) (near plane)\n set [percent v] to (((near plane) - (Z1)) / ((Z3) - (Z1)))\n Set temp2 in 3D ((X1) + (((X3) - (X1)) * (percent))) ((Y1) + (((Y3) - (Y1)) * (percent))) (near plane)\n Set screen point2 ((VF) * ((X2) / (Z2))) ((VF) * ((Y2) / (Z2)))\n Set screen point1 ((VF) * ((X1) / (Z1))) ((VF) * ((Y1) / (Z1)))\n Set temp on screen ((VF) * ((tempX) / (tempZ))) ((VF) * ((tempY) / (tempZ)))\n Set temp2 on screen ((VF) * ((tempX2) / (tempZ2))) ((VF) * ((tempY2) / (tempZ2)))\n Triangle Filler X1 (tempX2) Y1 (tempY2) X2 (tempX) Y2 (tempY) X3 (X3) Y3 (Y3)\n Triangle Filler X1 (X1) Y1 (Y1) X2 (tempX) Y2 (tempY) X3 (tempX2) Y3 (tempY2)\n end\n else\n if <(Z3) < (near plane)> then\n set [percent v] to (((near plane) - (Z2)) / ((Z3) - (Z2)))\n Set temp in 3D ((X2) + (((X3) - (X2)) * (percent))) ((Y2) + (((Y3) - (Y2)) * (percent))) (near plane)\n set [percent v] to (((near plane) - (Z1)) / ((Z3) - (Z1)))\n Set temp2 in 3D ((X1) + (((X3) - (X1)) * (percent))) ((Y1) + (((Y3) - (Y1)) * (percent))) (near plane)\n Set screen point2 ((VF) * ((X2) / (Z2))) ((VF) * ((Y2) / (Z2)))\n Set screen point1 ((VF) * ((X1) / (Z1))) ((VF) * ((Y1) / (Z1)))\n Triangle Filler X1 (tempX2) Y1 (tempY2) X2 (tempX) Y2 (tempY) X3 (X1) Y3 (Y1)\n Triangle Filler X1 (X2) Y1 (Y2) X2 (tempX) Y2 (tempY) X3 (X1) Y3 (Y1)\n else\n Set screen point1 ((VF) * ((X1) / (Z1))) ((VF) * ((Y1) / (Z1)))\n Set screen point2 ((VF) * ((X2) / (Z2))) ((VF) * ((Y2) / (Z2)))\n Set screen point3 ((VF) * ((X3) / (Z3))) ((VF) * ((Y3) / (Z3)))\n Triangle Filler X1 (X1) Y1 (Y1) X2 (X2) Y2 (Y2) X3 (X3) Y3 (Y3)\n end\n end\nend\n\ndefine Project a vertex on screen (x) (y) (z)\nSet point1 ((x) - (Cam X)) ((y) - (Cam Y)) ((z) - (Cam Z))\nSet point1 (((Z1) * (sin Y)) + ((X1) * (cos Y))) (Y1) (((Z1) * (cos Y)) - ((X1) * (sin Y)))\nSet point1 (X1) (((Y1) * (cos X)) - ((Z1) * (sin X))) (((Y1) * (sin X)) + ((Z1) * (cos X)))\nSet screen point1 ((VF) * ((X1) / (Z1))) ((VF) * ((Y1) / (Z1)))\nadd (X1) to [cube vertices on screen x v]\nadd (Y1) to [cube vertices on screen y v]\n\ndefine Draw square (x1) (y1) (z1) , (x2) (y2) (z2) , (x3) (y3) (z3) , (x4) (y4) (z4)\nif <[0] < ((((Cam X) - (x1)) * ((((y2) - (y1)) * ((z3) - (z1))) - (((z2) - (z1)) * ((y3) - (y1))))) + ((((Cam Y) - (y1)) * ((((z2) - (z1)) * ((x3) - (x1))) - (((x2) - (x1)) * ((z3) - (z1))))) + (((Cam Z) - (z1)) * ((((x2) - (x1)) * ((y3) - (y1))) - (((y2) - (y1)) * ((x3) - (x1)))))))> then\n Draw triangle 3D (x1) (y1) (z1) , (x2) (y2) (z2) , (x3) (y3) (z3)\n Draw triangle 3D (x1) (y1) (z1) , (x3) (y3) (z3) , (x4) (y4) (z4)\nend\n\nset [near plane v] to [30]\n\ndefine Set temp2 in 3D (x) (y) (z)\nset [tempx2 v] to (x)\nset [tempy2 v] to (y)\nset [tempz2 v] to (z)\n\ndefine Set temp2 on screen (x) (y)\nset [tempx2 v] to (x)\nset [tempy2 v] to (y)\n\nSet screen point3 ((VF) * ((X3) / (Z3))) ((VF) * ((Y3) / (Z3)))\n\npen up\ngo to x: (x1) y: (y1)\npen down\ngo to x: (x2) y: (y2)\ngo to x: (x3) y: (y3)\ngo to x: (x1) y: (y1)\n\nSet screen point3 ((VF) * ((X3) / (Z3))) ((VF) * ((Y3) / (Z3)))\n\nSet temp on screen ((VF) * ((tempX) / (tempZ))) ((VF) * ((tempY) / (tempZ)))\nSet temp2 on screen ((VF) * ((tempX2) / (tempZ2))) ((VF) * ((tempY2) / (tempZ2)))\n\nif <<([abs v] of (X2) ) < [240]> and <([abs v] of (Y2) ) < [180]>> then\n\nset [percent v] to (((near plane) - (Z1)) / ((Z2) - (Z1)))\nif <(Z1) < (near plane)> then\n Set point1 ((X1) + (((X2) - (X1)) * (percent))) ((Y1) + (((Y2) - (Y1)) * (percent))) (near plane)\nelse\n if <(Z2) < (near plane)> then\n Set point2 ((X1) + (((X2) - (X1)) * (percent))) ((Y1) + (((Y2) - (Y1)) * (percent))) (near plane)\n end\nend\n\ndefine Set screen tempCrd (x) (y)\nset [tempx v] to (x)\nset [tempy v] to (y)\n\nset [filling quality v] to [30]\n\ndefine Go down\nrepeat until <(Collision \(Cube\) Result) = [0]>\n Collision (Cube)\n change [p y v] by (-1)\nend\n\nwhen flag clicked\nforever\n set [test v] to ([cos v] of (rot Y) )\nend\n\nset [iswallrunning v] to [0]\n\nif <([abs v] of ([sin v] of (rot Y) ) ) < [1.41]> then\n\n\n\nchange [p x v] by ((X Speed) * (-1))\nif <(Collision \(Cube\) Result) = [0]> then\n set [iswallrunning v] to [0]\n set [x boost v] to ((([abs v] of (X Speed) ) / (X Speed)) * (-20))\nend\nchange [p x v] by (X Speed)\n\nset [test v] to [0]\n\nCollision (Cube)\nif <[] = [0]> then\n set [iswallrunning v] to [0]\n change [p z v] by (15)\nend\n\nCollision (Cube)\nif <(Collision \(Cube\) Result) = [0]> then\n set [iswallrunning v] to [0]\n change [p z v] by (-15)\nend\n\nif <[] = [red]> then\n ARGB Alpha (256) Red (240) Green (0) Blue (0)\nelse\n if <(item (cnt) of [cube color type v]) = [green]> then\n ARGB Alpha (256) Red (0) Green (240) Blue (0)\n else\n ARGB Alpha (256) Red (0) Green (0) Blue (240)\n end\nend\n\nif <(item (cnt) of [cube color type v]) = [red]> then\n ARGB Alpha (256) Red (210) Green (0) Blue (0)\nelse\n if <(item (cnt) of [cube color type v]) = [green]> then\n ARGB Alpha (256) Red (0) Green (210) Blue (0)\n else\n ARGB Alpha (256) Red (0) Green (0) Blue (210)\n end\nend\n\nif <(item (cnt) of [cube color type v]) = [red]> then\n ARGB Alpha (256) Red (255) Green (60) Blue (60)\nelse\n if <(item (cnt) of [cube color type v]) = [green]> then\n ARGB Alpha (256) Red (60) Green (255) Blue (60)\n else\n ARGB Alpha (256) Red (60) Green (60) Blue (255)\n end\nend\n\nwhen I receive [play jump sound v]\nplay sound [High Whoosh v] until done\n\n\n\nwhen I receive [next level v]\ndelete (all) of [cube x v]\ndelete (all) of [cube y v]\ndelete (all) of [cube z v]\ndelete (all) of [cube size v]\ndelete (all) of [cube color type v]\nchange [level v] by (1)\nset [rot x v] to [0]\nset [rot y v] to [0]\nset [p x v] to [0]\nset [p y v] to [100]\nset [p z v] to [0]\nset [z speed v] to [0]\nset [x speed v] to [0]\nset [y speed v] to [0]\nset [x boost v] to [0]\nset [z boost v] to [0]\nbroadcast (join [Make ] (Level))\n\nwhen I receive [make 2 v]\nMake a Cube (0) (0) (0) size: (200) Color: [1]\nMake a Cube (0) (0) (400) size: (200) Color: [1]\nMake a Cube (400) (200) (900) size: (400) Color: [1]\nMake a Cube (400) (200) (1300) size: (400) Color: [1]\nMake a Cube (0) (-200) (1800) size: (400) Color: [1]\nMake a Cube (0) (0) (2300) size: (200) Color: [4]\n\nMake a Cube (900) (200) (400) size: (400) Color: [red]\nMake a Cube (1300) (200) (400) size: (400) Color: [red]\nMake a Cube (1700) (200) (400) size: (400) Color: [red]\nMake a Cube (900) (200) (-400) size: (400) Color: [red]\nMake a Cube (1300) (200) (-400) size: (400) Color: [red]\nMake a Cube (1700) (200) (-400) size: (400) Color: [red]\nMake a Cube (2200) (0) (0) size: (200) Color: [green]\n\nMake a Cube (500) (0) (0) size: (200) Color: [green]\n\nMake a Cube (-400) (200) (900) size: (400) Color: [2]\nMake a Cube (-400) (200) (1300) size: (400) Color: [2]\nMake a Cube (-400) (200) (1700) size: (400) Color: [2]\nMake a Cube (0) (0) (2200) size: (200) Color: [4]\n\nwhen I receive [next level v]\n\nset [level v] to [13]\nbroadcast (Next level v)\n\nwhen I receive [make 3 v]\nMake a Cube (0) (0) (0) size: (200) Color: [1]\nMake a Cube (0) (0) (400) size: (200) Color: [1]\nMake a Cube (400) (200) (900) size: (400) Color: [1]\nMake a Cube (400) (200) (1300) size: (400) Color: [1]\nMake a Cube (400) (200) (1700) size: (400) Color: [1]\nMake a Cube (-400) (200) (1700) size: (400) Color: [1]\nMake a Cube (-400) (200) (2100) size: (400) Color: [1]\nMake a Cube (-400) (200) (2500) size: (400) Color: [1]\nMake a Cube (0) (-200) (2900) size: (400) Color: [1]\nMake a Cube (0) (-100) (3400) size: (200) Color: [4]\n\nwhen I receive [make 4 v]\nMake a Cube (0) (0) (0) size: (200) Color: [1]\nMake a Cube (0) (0) (500) size: (200) Color: [1]\nMake a Cube (400) (200) (900) size: (400) Color: [1]\nMake a Cube (-400) (200) (1300) size: (400) Color: [1]\nMake a Cube (400) (200) (1700) size: (400) Color: [1]\nMake a Cube (-400) (200) (2100) size: (400) Color: [1]\nMake a Cube (400) (200) (2500) size: (400) Color: [1]\nMake a Cube (0) (-200) (3000) size: (400) Color: [1]\nMake a Cube (0) (-200) (3500) size: (400) Color: [4]\n\nMake a Cube (0) (-100) (3400) size: (200) Color: [4]\n\nwhen I receive [make 5 v]\nMake a Cube (0) (0) (0) size: (200) Color: [1]\nMake a Cube (0) (0) (500) size: (200) Color: [3]\nMake a Cube (0) (600) (900) size: (200) Color: [1]\nMake a Cube (0) (600) (1300) size: (200) Color: [4]\n\nwhen I receive [make 6 v]\nMake a Cube (0) (0) (0) size: (200) Color: [1]\nMake a Cube (0) (0) (300) size: (200) Color: [2]\nMake a Cube (0) (0) (600) size: (200) Color: [1]\nMake a Cube (0) (0) (900) size: (200) Color: [2]\nMake a Cube (0) (0) (1200) size: (200) Color: [1]\nMake a Cube (0) (0) (1500) size: (200) Color: [4]\n\nMake a Cube (0) (600) (900) size: (200) Color: [1]\nMake a Cube (0) (600) (1300) size: (200) Color: [4]\n\nwhen I receive [make 7 v]\nMake a Cube (0) (0) (0) size: (200) Color: [1]\nMake a Cube (0) (0) (500) size: (200) Color: [3]\nMake a Cube (0) (1000) (900) size: (200) Color: [1]\nMake a Cube (200) (1000) (900) size: (200) Color: [1]\nMake a Cube (400) (1000) (900) size: (200) Color: [1]\nMake a Cube (600) (1000) (900) size: (200) Color: [1]\nMake a Cube (900) (700) (600) size: (200) Color: [1]\nMake a Cube (600) (1000) (1100) size: (200) Color: [1]\nMake a Cube (600) (1000) (1300) size: (200) Color: [1]\nMake a Cube (600) (1000) (1300) size: (200) Color: [1]\nMake a Cube (900) (300) (1600) size: (400) Color: [3]\nMake a Cube (-250) (1000) (900) size: (200) Color: [2]\nMake a Cube (-500) (1000) (900) size: (200) Color: [1]\nMake a Cube (-750) (1300) (900) size: (200) Color: [4]\n\nwhen I receive [make 8 v]\nMake a Cube (0) (0) (0) size: (200) Color: [1]\nMake a Cube (0) (0) (400) size: (200) Color: [1]\nMake a Cube (400) (200) (900) size: (400) Color: [1]\nMake a Cube (400) (200) (1300) size: (400) Color: [2]\nMake a Cube (400) (200) (1700) size: (400) Color: [1]\nMake a Cube (400) (200) (2100) size: (400) Color: [1]\nMake a Cube (400) (200) (2500) size: (400) Color: [1]\nMake a Cube (400) (200) (2900) size: (400) Color: [2]\nMake a Cube (400) (200) (3300) size: (400) Color: [1]\nMake a Cube (-400) (200) (900) size: (400) Color: [2]\nMake a Cube (-400) (200) (1300) size: (400) Color: [1]\nMake a Cube (-400) (200) (1700) size: (400) Color: [1]\nMake a Cube (-400) (200) (2100) size: (400) Color: [2]\nMake a Cube (-400) (200) (2500) size: (400) Color: [1]\nMake a Cube (-400) (200) (2900) size: (400) Color: [1]\nMake a Cube (-400) (200) (3300) size: (400) Color: [1]\nMake a Cube (0) (-200) (3800) size: (400) Color: [1]\nMake a Cube (0) (-200) (4500) size: (400) Color: [4]\n\nwhen I receive [fast render on v]\nset [filling quality v] to [3]\n\nwhen I receive [fast render off v]\nset [filling quality v] to [10]\n\nwhen I receive [play attach sound v]\nplay sound [Toy Zing v] until done\n\nwhen [p v] key pressed\nbroadcast (Next level v)\n\nwhen I receive [make 9 v]\nMake a Cube (0) (0) (0) size: (200) Color: [1]\nMake a Cube (400) (200) (500) size: (400) Color: [1]\nMake a Cube (400) (200) (900) size: (400) Color: [1]\nMake a Cube (0) (200) (1300) size: (400) Color: [1]\nMake a Cube (-400) (200) (1300) size: (400) Color: [1]\nMake a Cube (-800) (200) (1300) size: (400) Color: [1]\nMake a Cube (-1200) (200) (1300) size: (400) Color: [1]\nMake a Cube (-1600) (200) (900) size: (400) Color: [1]\nMake a Cube (-1600) (200) (500) size: (400) Color: [1]\nMake a Cube (-1600) (200) (100) size: (400) Color: [4]\n\nwhen I receive [make 10 v]\nMake a Cube (0) (0) (0) size: (200) Color: [1]\nMake a Cube (0) (-200) (500) size: (400) Color: [3]\nMake a Cube (400) (1000) (900) size: (400) Color: [1]\nMake a Cube (400) (1000) (1300) size: (400) Color: [1]\nMake a Cube (400) (1000) (1700) size: (400) Color: [1]\nMake a Cube (0) (600) (2300) size: (400) Color: [3]\nMake a Cube (900) (1300) (300) size: (400) Color: [1]\nMake a Cube (0) (1300) (-200) size: (400) Color: [1]\nMake a Cube (900) (1300) (-700) size: (400) Color: [1]\nMake a Cube (0) (1300) (-1200) size: (400) Color: [4]\n\n\n\nwhen I receive [make 11 v]\nMake a Cube (0) (0) (0) size: (200) Color: [1]\nMake a Cube (500) (0) (500) size: (400) Color: [1]\nMake a Cube (-500) (0) (1500) size: (400) Color: [1]\nMake a Cube (500) (0) (2500) size: (400) Color: [1]\nMake a Cube (-500) (0) (3500) size: (400) Color: [1]\nMake a Cube (500) (0) (4500) size: (400) Color: [1]\nMake a Cube (-500) (0) (5500) size: (400) Color: [1]\nMake a Cube (0) (-1000) (1000) size: (400) Color: [3]\nMake a Cube (0) (-1000) (2000) size: (400) Color: [3]\nMake a Cube (0) (-1000) (3000) size: (400) Color: [3]\nMake a Cube (0) (-1000) (4000) size: (400) Color: [3]\nMake a Cube (0) (-1000) (5000) size: (400) Color: [3]\nMake a Cube (0) (-1000) (6000) size: (400) Color: [4]\n\nwhen I receive [make 12 v]\nMake a Cube (0) (0) (0) size: (200) Color: [1]\nMake a Cube (0) (-4000) (500) size: (200) Color: [4]\nMake a Cube (300) (-900) (400) size: (200) Color: [2]\nMake a Cube (-300) (-900) (100) size: (200) Color: [2]\nMake a Cube (0) (-2000) (400) size: (200) Color: [2]\nMake a Cube (0) (-3000) (0) size: (200) Color: [2]\n\nwhen I receive [play bounce sound v]\nplay sound [Teleport2 v] until done\n\nerase all\n\nwhen I receive [make 13 v]\nMake a Cube (0) (0) (0) size: (200) Color: [1]\nMake a Cube (300) (300) (200) size: (200) Color: [1]\nMake a Cube (300) (300) (400) size: (200) Color: [1]\nMake a Cube (0) (0) (800) size: (200) Color: [3]\nMake a Cube (300) (1000) (200) size: (200) Color: [1]\nMake a Cube (300) (1000) (400) size: (200) Color: [1]\nMake a Cube (0) (700) (-200) size: (200) Color: [3]\nMake a Cube (300) (1700) (200) size: (200) Color: [1]\nMake a Cube (300) (1700) (400) size: (200) Color: [1]\nMake a Cube (0) (1400) (800) size: (200) Color: [3]\nMake a Cube (300) (2400) (200) size: (200) Color: [1]\nMake a Cube (300) (2400) (400) size: (200) Color: [1]\nMake a Cube (0) (2100) (-200) size: (200) Color: [4]\n\nMake a Cube (400) (300) (400) size: (400) Color: [1]\nMake a Cube (400) (400) (800) size: (400) Color: [1]\nMake a Cube (400) (500) (1200) size: (400) Color: [1]\nMake a Cube (400) (600) (1600) size: (400) Color: [1]\nMake a Cube (400) (700) (2000) size: (400) Color: [1]\nMake a Cube (-400) (300) (400) size: (400) Color: [1]\nMake a Cube (-400) (400) (800) size: (400) Color: [1]\nMake a Cube (-400) (500) (1200) size: (400) Color: [1]\nMake a Cube (-400) (600) (1600) size: (400) Color: [1]\nMake a Cube (-400) (700) (2000) size: (400) Color: [1]\n\nset [rot speed v] to [60]\n\nset [wall run speed v] to [25]\n\nwhen I receive [make 14 v]\nMake a Cube (0) (0) (0) size: (200) Color: [1]\nMake a Cube (-200) (200) (400) size: (200) Color: [1]\nMake a Cube (0) (200) (400) size: (200) Color: [1]\nMake a Cube (200) (200) (400) size: (200) Color: [1]\nMake a Cube (400) (200) (-200) size: (200) Color: [1]\nMake a Cube (400) (200) (0) size: (200) Color: [1]\nMake a Cube (400) (200) (200) size: (200) Color: [1]\nMake a Cube (-400) (200) (-200) size: (200) Color: [1]\nMake a Cube (-400) (200) (0) size: (200) Color: [1]\nMake a Cube (-400) (200) (200) size: (200) Color: [1]\nMake a Cube (200) (-600) (200) size: (200) Color: [3]\nMake a Cube (200) (-600) (-200) size: (200) Color: [3]\nMake a Cube (-200) (-600) (200) size: (200) Color: [3]\nMake a Cube (-200) (-600) (-200) size: (200) Color: [3]\n\nMake a Cube (0) (0) (800) size: (200) Color: [3]\n\nMake a Cube (300) (1000) (200) size: (200) Color: [1]\nMake a Cube (300) (1000) (400) size: (200) Color: [1]\nMake a Cube (0) (700) (-200) size: (200) Color: [3]\nMake a Cube (300) (1700) (200) size: (200) Color: [1]\nMake a Cube (300) (1700) (400) size: (200) Color: [1]\nMake a Cube (0) (1400) (800) size: (200) Color: [3]\nMake a Cube (300) (2400) (200) size: (200) Color: [1]\nMake a Cube (300) (2400) (400) size: (200) Color: [1]\nMake a Cube (0) (2100) (-200) size: (200) Color: [4]\n\nMake a Cube (300) (-900) (400) size: (200) Color: [2]\n\n@FPS\n\ndefine FPS\nif <[1] < (timer)> then\n set [fps v] to (Count)\n set [count v] to [0]\n reset timer\nend\n\nwait (0) seconds\n\nwhen flag clicked\nshow variable [fps v]\nset [count v] to [0]\nreset timer\nforever\n change [count v] by (1)\n FPS\nend\n\n@スプライト1\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (コスチューム1 v)\nset [istipshown v] to [1]\nset [tipnum v] to [1]\nshow\n\nwhen I receive [next level v]\nchange [tipnum v] by (1)\nswitch costume to (tipNum)\n\nwhen [h v] key pressed\nif <(isTipShown) = [1]> then\n set [istipshown v] to [0]\n switch costume to (コスチューム15 v)\nelse\n switch costume to (tipNum)\n set [istipshown v] to [1]\nend\n\n@スプライト2\n\nwhen this sprite clicked\nif <(costume [number v]) = [1]> then\n broadcast (Fast render off v)\nend\nif <(costume [number v]) = [2]> then\n broadcast (Fast render on v)\nend\nnext costume\n\nwhen flag clicked\nshow\nswitch costume to (off v)\n\nhide\n\nerase all\n\n@スプライト3\n\nwhen flag clicked\nhide\n\nshow\n\n | 日本語の説明は下です。\nRuns a lot faster on Turbowarp.\nhttps://turbowarp.org/391677846\n\nWASD to move, arrow keys to look around and space to jump. P to skip a level if it's too hard.\nRun into walls to wallrun.\nPress space while wallrunning to jump off the wall.\nIf you have any suggestions, comment here or post in the topic. https://scratch.mit.edu/discuss/topic/403563/\n\nWASDで移動、矢印キーで見渡す。\nスペースでジャンプ。\n壁走り中にスペースを押すと壁を蹴って大きくジャンプできます。 |
Colorless || A PLATFORMER | @Stage\n\n@Ground\n\nwhen flag clicked\nshow\nclear graphic effects\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\n\nwhen flag clicked\nwait (.5) seconds\nforever\n play sound [Sunshine v] until done\nend\n\n@spikes\n\nwhen flag clicked\nshow\nclear graphic effects\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\nend\n\nwhen flag clicked\nforever\n if <touching (player2 v)?> then\n broadcast (death' v)\n end\nend\n\nhide\n\nshow\n\nwhen flag clicked\nswitch costume to (costume21 v)\n\n@Sprite1\n\nwhen flag clicked\nforever\n if <touching (player2 v)?> then\n switch costume to (level)\n end\nend\n\nwhen flag clicked\nforever\n switch costume to (level)\nend\n\n@Player\n\ndefine PlatformerPhysics (jumpheight) (gravity) (friction) (movementspeed)\nswitch costume to (hitbox v)\nchange y by (Yv)\nif <touching (ground v)?> then\n repeat ([abs v] of (Yv) )\n if <touching (ground v)?> then\n change y by ((-1) * (([abs v] of (Yv) ) / (Yv)))\n end\n end\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <not <(Yv) > [0]>>> then\n start sound [High Whoosh v]\n set [yv v] to (jumpheight)\n else\n set [yv v] to [0]\n end\nelse\n change [yv v] by (gravity)\nend\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xv v] by (movementspeed)\n point in direction (90)\nend\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xv v] by ((-1) * (movementspeed))\n point in direction (-90)\nend\nchange x by (Xv)\nif <touching (ground v)?> then\n repeat ([abs v] of (Xv) )\n if <touching (ground v)?> then\n change y by (1)\n end\n end\n if <touching (ground v)?> then\n repeat ([ceiling v] of ([abs v] of (Xv) ) )\n if <touching (ground v)?> then\n change x by ((-1) * (([abs v] of (Xv) ) / (Xv)))\n end\n end\n set [xv v] to [0]\n end\nend\nset [xv v] to ((Xv) * (friction))\nswitch costume to (idle v)\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n switch costume to (WalkCycle)\nend\nif <(Yv) > [1]> then\n switch costume to (jump v)\nend\nif <(Yv) < [-3]> then\n switch costume to (fall v)\nend\n\nwhen flag clicked\nset rotation style [left-right v]\ngo to x: (-228) y: (-90)\nset [level v] to [1]\nforever\n if <touching (portal v)?> then\n repeat (50)\n switch costume to (idle v)\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 broadcast (ClosePortal v) and wait\n end\n if <touching (flag v)?> then\n start sound [Ding \(CinemaSins\) - Sound Effect.mp3 v]\n change [level v] by (1)\n go to x: (-228) y: (10)\n end\n if <touching (obstacles v)?> then\n start sound [Bone Breaking Sound EffectNon Copyrighted Sound Effects.mp3 v]\n go to x: (-228) y: (10)\n end\n if <touching (trampoline v)?> then\n start sound [Cartoon Sound Effect - Bounce.mp3 v]\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [yv v] to [20]\n else\n set [yv v] to [15]\n end\n end\n PlatformerPhysics [10] [-1] [0.7] [2]\nend\n\nwhen I receive [portal v]\nset [end v] to [19]\nstop [other scripts in sprite v]\nbroadcast (Walk v)\nset size to (50) %\nclear graphic effects\ngo to x: (-228) y: (-154)\nrepeat (25)\n change [brightness v] effect by (-4)\nend\nrepeat (25)\n change [brightness v] effect by (4)\nend\nforever\n if <touching (slide v)?> then\n start sound [High Whoosh v]\n if <([costume name v] of [slide v]) = [Left]> then\n change [xv v] by (-20)\n else\n change [xv v] by (20)\n end\n end\n if <touching (portal v)?> then\n repeat (50)\n switch costume to (idle v)\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 broadcast (ClosePortal v) and wait\n end\n if <touching (flag v)?> then\n start sound [Ding \(CinemaSins\) - Sound Effect.mp3 v]\n change [level v] by (1)\n go to x: (-228) y: (10)\n end\n if <touching (obstacles v)?> then\n start sound [Bone Breaking Sound EffectNon Copyrighted Sound Effects.mp3 v]\n go to x: (-228) y: (-154)\n end\n if <touching (trampoline v)?> then\n start sound [Slide Whistle v]\n set [yv v] to [20]\n end\n if <touching (spikes v)?> then\n set [xv v] to [0]\n set [yv v] to [0]\n end\n if <touching (water v)?> then\n WaterPhysics\n else\n PlatformerPhysics [10] [-1] [0.7] [2]\n end\n if <touching (zoomin v)?> then\n set size to (70) %\n end\n if <(Level) = (End)> then\n broadcast (End v)\n end\nend\n\ndefine WaterPhysics\nif <touching (ground v)?> then\n repeat ([ceiling v] of ([abs v] of (Xv) ) )\n if <touching (ground v)?> then\n change x by ((-1) * (([abs v] of (Xv) ) / (Xv)))\n end\n end\n change y by (1)\nend\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xv v] by (-1)\n point in direction (-90)\n switch costume to (WalkCycle)\nend\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xv v] by (1)\n point in direction (90)\n switch costume to (WalkCycle)\nend\nif <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n change [yv v] by (-1.5)\n switch costume to (fall v)\nend\nif <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n change [yv v] by (0.5)\n switch costume to (jump v)\nend\nset [yv v] to ((Yv) * (0.8))\nchange [yv v] by (((Yv) / (15)) + (0.5))\nset [xv v] to ((Xv) * (0.7))\nchange x by (Xv)\nchange y by (Yv)\n\nwhen flag clicked\nshow\nclear graphic effects\nset size to (50) %\nset [walkcycle v] to [3]\nforever\n change [walkcycle v] by (1)\n if <(WalkCycle) > [6]> then\n set [walkcycle v] to [3]\n end\n wait (0.05) seconds\nend\n\nwhen I receive [walk v]\nwait (1) seconds\nset size to (50) %\nset [walkcycle v] to [3]\nforever\n change [walkcycle v] by (1)\n if <(WalkCycle) > [6]> then\n set [walkcycle v] to [3]\n end\n wait (0.05) seconds\nend\n\nwhen I receive [end v]\nhide\nbroadcast (End v) and wait\nstop [other scripts in sprite v]\nstop [all v]\n\nwhen flag clicked\nforever\n set size to (75) %\nend\n\nwhen flag clicked\nforever\n if <touching (spikes v)?> then\n broadcast (death' v)\n end\nend\n\nwhen I receive [death' v]\ngo to x: (-228) y: (-90)\n\nforever\n\nwhen flag clicked\nforever\n if <touching (goo v)?> then\n broadcast (death' v)\n end\nend\n\nwhen I receive [restart v]\ngo to x: (-228) y: (-90)\n\n@Flag\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n switch costume to (Ground)\n end\nend\n\n@Trampoline\n\nwhen flag clicked\nshow\nclear graphic effects\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\ngo to x: (0) y: (0)\n\n@Goo\n\nwhen flag clicked\nshow\nclear graphic effects\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nswitch costume to (costume9 v)\n\n@RESTART\n\nwhen flag clicked\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nstart sound [Connect v]\nbroadcast (Restart v)\n\nwhen backdrop switches to [backdrop17 v]\nhide\n\nwhen flag clicked\ngo to x: (-150) y: (-170)\nforever\n change [oi v] by (20)\n point in direction ((([sin v] of (Oi) ) * (3)) + (90))\nend\n\nwhen flag clicked\nshow\nswitch costume to (costume2 v)\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (costume3 v)\n else\n switch costume to (costume2 v)\n end\nend\n\n@Thumbnail\n\nwhen flag clicked\nshow\nwait (.5) seconds\ngo to [front v] layer\nset [ghost v] effect to (100)\n\nhide\n\n | a-w-d or arrow keys to move | when on a trampoline hold up to go higher | get past the twenty levels | don't touch the spikes or the sneaky gray goo | If you get stuck in the ground (happens a lot) push the restart button | get to the other side of the screen | \n\nNUMBER 2 IS OUT. go check it out.\nhttps://scratch.mit.edu/projects/395821872\n\nyou must reach the end of your long colorless journey to bring all the light and colors back to the world! (there is a second one coming out soon maybe you will see the color then maybe not)\n\n\n\n2nd ever platformer that I have made. :)\n\n\nHave fun! |
tutorial-pen platformer (tutorial+pen platformer) | @Stage\n\nwhen flag clicked\nforever\n play sound [Vexento - Pixel Party v] until done\nend\n\n@player\n\nwhen flag clicked\nset [level v] to [1]\nforever\n set [exit v] to []\n set [x vel v] to [0]\n set [y vel v] to [0]\n go to x: (-215) y: (10)\n broadcast (setup v)\n show\n repeat until <[] < (EXIT)>\n platformer\n end\n if <(EXIT) = [die]> then\n repeat (3)\n show\n wait (0.3) seconds\n hide\n wait (0.3) seconds\n end\n else\n change [level v] by (1)\n end\n if <(LEVEL) = [25]> then\n set [level v] to [1]\n end\nend\n\ndefine platformer\ntest-die\ntest-win\nset rotation style [left-right v]\nchange y by (y vel)\ntouch ground <[0] < (y vel)>\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x vel v] by (3)\nend\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x vel v] by (-3)\nend\nif <[0.5] < (x vel)> then\n move (x vel)\n point in direction (90)\nend\nif <[-0.5] > (x vel)> then\n move (x vel)\n point in direction (-90)\nend\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <(falling) < [4]>> then\n set [y vel v] to [15]\nend\nif <touching color (#ffe900)?> then\n set [y vel v] to [25]\nend\nchange [y vel v] by (-1.5)\n\ndefine touch ground <up>\nchange [falling v] by (1)\nrepeat until <not <touching color (#32ff00)?>>\n set [y vel v] to [0]\n if <up> then\n change y by (-1)\n else\n change y by (1)\n set [falling v] to [0]\n end\nend\n\ndefine move (step)\nset [slope v] to [0]\nchange x by (step)\nrepeat until <<(slope) = [8]> or <not <touching color (#32ff00)?>>>\n change [slope v] by (1)\n change y by (1)\nend\nif <(slope) = [8]> then\n change x by (() - (step))\n change y by (() - (slope))\nend\nset [x vel v] to ((x vel) * (0.73))\n\ndefine test-die\nif <(y position) < [-170]> then\n set [exit v] to [die]\nend\nif <touching color (#ff0000)?> then\n set [exit v] to [die]\nend\n\ndefine test-win\nif <[240] < (x position)> then\n set [exit v] to [win]\nend\n\nwhen [x v] key pressed\nset [exit v] to [win]\n\nwhen [c v] key pressed\nif <not <(LEVEL) = [1]>> then\n change [level v] by (-2)\n set [exit v] to [win]\nend\n\nwhen [r v] key pressed\nset [exit v] to [die]\n\n@pen\n\ndefine draw line from x: (x) y: (y) to x: (x2) y: (y2) type: (type)\nif <(type) = [floor]> then\n set pen color to (#33ff00)\nelse\n if <(type) = [lava]> then\n set pen color to (#ff0000)\n else\n if <(type) = [bounce]> then\n set pen color to (#ffe900)\n end\n end\nend\ngo to x: (x) y: (y)\npen down\ngo to x: (x2) y: (y2)\npen up\n\nwhen I receive [setup v]\nstop [other scripts in sprite v]\npen up\nerase all\nset pen size to (5)\nset pen color to (#34ff00)\nforever\n erase all\n if <(LEVEL) = [1]> then\n draw line from x: [-240] y: [-90] to x: [240] y: [-90] type: [floor]\n else\n if <(LEVEL) = [2]> then\n draw line from x: [-240] y: [-90] to x: [-50] y: [-90] type: [floor]\n draw line from x: [-50] y: [-90] to x: [-50] y: [0] type: [floor]\n draw line from x: [-50] y: [0] to x: [50] y: [0] type: [floor]\n draw line from x: [50] y: [0] to x: [50] y: [-90] type: [floor]\n draw line from x: [50] y: [-90] to x: [240] y: [-90] type: [floor]\n else\n if <(LEVEL) = [3]> then\n draw line from x: [-240] y: [-90] to x: [-200] y: [-90] type: [floor]\n draw line from x: [-50] y: [-90] to x: [50] y: [-90] type: [bounce]\n else\n if <(LEVEL) = [4]> then\n draw line from x: [-240] y: [-90] to x: [-100] y: [-90] type: [floor]\n draw line from x: [-50] y: [-90] to x: [50] y: [-90] type: [lava]\n draw line from x: [100] y: [-90] to x: [240] y: [-90] type: [floor]\n else\n if <(LEVEL) = [5]> then\n draw line from x: [-240] y: [-90] to x: [-100] y: [-90] type: [floor]\n draw line from x: [-50] y: [-140] to x: [100] y: [-140] type: [floor]\n draw line from x: [160] y: [-90] to x: [160] y: [-120] type: [lava]\n else\n if <(LEVEL) = [6]> then\n draw line from x: [-240] y: [-90] to x: [-100] y: [0] type: [floor]\n else\n if <(LEVEL) = [7]> then\n draw line from x: [-240] y: [-90] to x: [240] y: [-90] type: [floor]\n draw line from x: [-100] y: [100] to x: [50] y: [100] type: [lava]\n draw line from x: [-80] y: [-85] to x: [-50] y: [-85] type: [bounce]\n draw line from x: [0] y: [-85] to x: [30] y: [-85] type: [bounce]\n else\n if <(LEVEL) = [8]> then\n draw line from x: [-240] y: [-90] to x: [-200] y: [-90] type: [floor]\n draw line from x: [-160] y: [0] to x: [-100] y: [0] type: [floor]\n draw line from x: [-50] y: [80] to x: [0] y: [80] type: [floor]\n draw line from x: [50] y: [130] to x: [200] y: [130] type: [floor]\n else\n if <(LEVEL) = [9]> then\n draw line from x: [-240] y: [-90] to x: [-200] y: [-90] type: [floor]\n draw line from x: [0] y: [-180] to x: [50] y: [-180] type: [bounce]\n else\n if <(LEVEL) = [10]> then\n draw line from x: [-240] y: [-90] to x: [240] y: [-90] type: [floor]\n draw line from x: [-150] y: [-90] to x: [-130] y: [-50] type: [lava]\n draw line from x: [-130] y: [-50] to x: [-110] y: [-90] type: [lava]\n draw line from x: [0] y: [-90] to x: [20] y: [-50] type: [lava]\n draw line from x: [20] y: [-50] to x: [40] y: [-90] type: [lava]\n draw line from x: [150] y: [-90] to x: [170] y: [-50] type: [lava]\n draw line from x: [170] y: [-50] to x: [190] y: [-90] type: [lava]\n else\n if <(LEVEL) = [11]> then\n draw line from x: [-240] y: [-90] to x: [240] y: [-90] type: [floor]\n else\n if <(LEVEL) = [12]> then\n draw line from x: [-240] y: [-90] to x: [240] y: [160] type: [floor]\n else\n if <(LEVEL) = [13]> then\n draw line from x: [-240] y: [-90] to x: [-200] y: [-90] type: [floor]\n else\n if <(LEVEL) = [14]> then\n draw line from x: [-240] y: [-90] to x: [120] y: [50] type: [floor]\n else\n if <(LEVEL) = [15]> then\n draw line from x: [-240] y: [-90] to x: [-200] y: [-90] type: [floor]\n draw line from x: [-100] y: [-50] to x: [-60] y: [-50] type: [bounce]\n else\n if <(LEVEL) = [16]> then\n draw line from x: [-240] y: [-90] to x: [-200] y: [-90] type: [floor]\n draw line from x: [30] y: [10] to x: [] y: [] type: [floor]\n draw line from x: [] y: [1] to x: [] y: [] type: [lava]\n else\n if <(LEVEL) = [17]> then\n draw line from x: [-240] y: [-50] to x: [-200] y: [-50] type: [floor]\n draw line from x: [-240] y: [30] to x: [-200] y: [30] type: [floor]\n draw line from x: [-240] y: [100] to x: [-200] y: [100] type: [floor]\n draw line from x: [-170] y: [140] to x: [240] y: [140] type: []\n else\n if <(LEVEL) = [18]> then\n draw line from x: [-240] y: [-90] to x: [-200] y: [-90] type: [floor]\n draw line from x: [240] y: [-90] to x: [-200] y: [-90] type: [lava]\n draw line from x: [-170] y: [0] to x: [-170] y: [0] type: [floor]\n draw line from x: [-60] y: [40] to x: [-60] y: [40] type: [floor]\n else\n if <(LEVEL) = [19]> then\n draw line from x: [-240] y: [-90] to x: [-200] y: [-90] type: [floor]\n draw line from x: [-20] y: [] to x: [] y: [] type: []\n else\n if <(LEVEL) = [20]> then\n draw line from x: [-240] y: [-90] to x: [-200] y: [-90] type: [floor]\n else\n if <(LEVEL) = [21]> then\n draw line from x: [-240] y: [-90] to x: [-200] y: [-90] type: [floor]\n draw line from x: [-210] y: [0] to x: [240] y: [] type: [floor]\n else\n if <(LEVEL) = [22]> then\n draw line from x: [-240] y: [-40] to x: [240] y: [-40] type: [floor]\n else\n if <(LEVEL) = [23]> then\n draw line from x: [-240] y: [0] to x: [240] y: [0] type: [floor]\n else\n if <(LEVEL) = [24]> then\n draw line from x: [-240] y: [-90] to x: [240] y: [-90] type: [floor]\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\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@tutor\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n go to [back v] layer\n switch costume to (LEVEL)\nend\n\n@picturs\n\n@thum\n\nshow\ngo to [front v] layer\ngo to x: (0) y: (0)\n\nwhen flag clicked\nhide\n\n | wsad or arrow keys to move \nx to skip level\nc to go back a level\nr to restart a level\n\nplatformer basics:\nhttps://scratch.mit.edu/projects/391302780 |
Canvas __ platformer MOBILE FRIENDLY | @Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop2 v)\nwait (1) seconds\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [win v]\nstart sound [Winning-sound-effect v]\nswitch backdrop to (backdrop3 v)\nhide variable [time v]\nstop [all v]\n\n@Player\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nrepeat (20)\n change [ghost v] effect by (5)\n change size by (-5)\nend\ndelete this clone\n\nwhen [left arrow v] key pressed\nswitch costume to (costume2 v)\n\nwhen [right arrow v] key pressed\nswitch costume to (costume1 v)\n\nwhen flag clicked\nhide\nwait (1) seconds\nshow\n\nwhen I receive [estop v]\nhide\nstop [other scripts in sprite 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 pen color to (pick random (1) to (200))\npen down\npoint in direction (90)\nset [xvel v] to [0]\nset [yvel v] to [0]\nforever\n set size to (size) %\n set [size v] to [100]\n show\n set rotation style [all around v]\n if <<<mouse down?> and <(x position) > (mouse x)>> or <key (left arrow v) pressed?>> then\n change [xv v] by (-1)\n end\n if <<<mouse down?> and <(x position) < (mouse x)>> or <key (right arrow v) pressed?>> then\n change [xv v] by (1)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching (levels v)?> then\n change y by (1)\n if <touching (levels v)?> then\n change y by (1)\n if <touching (levels v)?> then\n change y by (1)\n if <touching (levels v)?> then\n change y by (1)\n if <touching (levels v)?> then\n change y by (1)\n if <touching (levels v)?> then\n change 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 [17]\n end\n end\n change y by (1)\n change [yv v] by (-1)\n set [yv v] to ((Yv) * (0.99))\n change y by (Yv)\n if <touching (levels v)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n hide variable [xv v]\n if <(x position) > [230]> then\n broadcast (next level v)\n pen up\n erase all\n wait (0.1) seconds\n pen down\n end\n if <(y position) < [-170]> then\n go to x: (-200) y: (0)\n end\n if touching\nend\n\nwhen flag clicked\nwait (1) seconds\ngo to x: (-200) y: (0)\nerase all\n\ndefine if touching\nif <touching (bad v)?> then\n broadcast (Red v)\n repeat (10)\n turn right (5) degrees\n change [size v] by (-10)\n set size to (size) %\n erase all\n pen up\n wait (0.01) seconds\n pen down\n end\n set [yv v] to [0]\n set [xv v] to [0]\n set size to (100) %\n set [ghost v] effect to (0)\n go to x: (-200) y: (0)\n point in direction (90)\nend\nif <touching (bounce v)?> then\n set [yv v] to [20]\nend\nif <touching (rapidness v)?> then\n set [xv v] to [21]\nend\n\nwhen I receive [win v]\ntechnoblade12455\n\ndefine technoblade12455\nrepeat (20)\n delete this clone\nend\nhide\nforever\n erase all\nend\n\n@Levels\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nswitch costume to (lvl1 v)\n\nwhen I receive [next level v]\nerase all\nnext costume\n\nwhen I receive [red v]\nerase all\n\nwhen I receive [win v]\nhide\n\n@Bad\n\nwhen flag clicked\nswitch costume to (lvl1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@Bounce\n\n@Sanic\n\n@Sprite1\n\nwhen flag clicked\nhide variable [☁ best time v]\nhide variable [display_time v]\nswitch costume to (costume2 v)\nshow variable [time v]\nreset timer\nrepeat until <([costume # v] of [levels v]) = [11]>\n set [time v] to ((round ((timer) * (100))) / (100))\nend\npepe123\n\nwhen flag clicked\nforever\n play sound [Dutty v] until done\nend\n\nset [☁ best time v] to [999]\n\ndefine pepe123\nbroadcast (win v)\nset [display_time v] to (time)\nif <(☁ best time) > (time)> then\n set [☁ best time v] to (time)\nend\nshow variable [☁ best time v]\nshow variable [display_time v]\n\n | Reshared because you need to DOUBLE CLICK THE GREEN FLAG\n\nWHOA! I WOKE UP WITH 250 MESSAGES! \nThanks to the great @CosmicKiwi for curating this! T u T\n\n\nFinally, after lots of invested effort, @bluegummybear123 and @Yingkai_Shao bring to you...\n\n ==Canvas==\nArrow keys to move\n\n\nDraw patterns! |
Taco Wizard 3 || A Mobile Platformer | @Stage\n\nwhen flag clicked\nswitch backdrop to (intro/win v)\n\nwhen I receive [start animation v]\nswitch backdrop to (secret corndog cutscene v)\n\nwhen I receive [end you win v]\nswitch backdrop to (intro/win v)\nforever\n play sound [Honeycomb Highway - Sonic Lost World \[OST\] v] until done\nend\n\nwhen I receive [before start v]\nswitch backdrop to (mountains v)\nrepeat (5)\n play sound [Vexento - Pixel Party v] until done\nend\n\nwhen I receive [before start v]\nrepeat (5)\n play sound [Sounds of the Boreal Forest.mp3 v] until done\nend\n\n@guy\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\nset [brightness v] effect to (100)\nset size to (35) %\nswitch costume to (trail v)\nrepeat (10)\n change [ghost v] effect by (10)\n change size by (-1)\nend\ndelete this clone\n\nwhen I receive [done v]\npoint in direction (90)\ngo to x: (-210) y: (-50)\nset [x v] to [0]\nset [y v] to [0]\nif <(prowiz?) = [1]> then\n switch costume to (prowiz v)\nelse\n switch costume to (wiz v)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [before start v]\nforever\n if <key (p v) pressed?> then\n if <(prowiz?) = [1]> then\n switch costume to (prowiz v)\n else\n switch costume to (wiz v)\n end\n else\n switch costume to (jank hitbox v)\n end\n if <<touching (bouncy v)?> and <(costume [number v]) = [2]>> then\n set [bounce v] to [1]\n set [y v] to [20]\n if <(prowiz?) = [1]> then\n switch costume to (prowiz v)\n else\n switch costume to (wiz v)\n end\n wait () seconds\n set [bounce v] to [0]\n end\nend\n\nwhen I receive [before start v]\ngo to [front v] layer\nset [prowiz? v] to [0]\nset [bounce v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nset rotation style [left-right v]\ngo to x: (-210) y: (-50)\nset size to (35) %\npoint in direction (90)\nshow\nforever\n switch costume to (jank hitbox v)\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 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 <(x position) > (mouse x)>>> then\n point in direction (-90)\n change [x v] by (-1)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching (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 [14]\n else\n set [y v] to [0]\n end\n end\n if <touching (bad stuff v)?> then\n point in direction (90)\n start sound [Crunch v]\n set [y v] to [0]\n set [x v] to [0]\n go to x: (-210) y: (-50)\n end\n if <<<(x position) > [250]> or <key (p v) pressed?>> and <not <([costume # v] of [levels v]) = [20]>>> then\n broadcast (done v)\n wait until <not <key (p v) pressed?>>\n end\n if <<(x position) > [-20]> and <([costume # v] of [levels v]) = [20]>> then\n stop [other scripts in sprite v]\n if <(prowiz?) = [1]> then\n switch costume to (prowiz v)\n else\n switch costume to (wiz v)\n end\n repeat (5)\n stop all sounds\n wait () seconds\n end\n glide (0.5) secs to x: (0) y: (-50)\n repeat (10)\n change [ghost v] effect by (10)\n end\n wait (1) seconds\n broadcast (start animation v)\n hide\n stop [this script v]\n end\n if <(prowiz?) = [1]> then\n switch costume to (prowiz v)\n else\n switch costume to (wiz v)\n end\nend\n\n@levels\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [done v]\nnext costume\n\nwhen I receive [start animation v]\nhide\n\nwhen I receive [before start v]\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nshow\n\n@Bad stuff\n\nwhen flag clicked\nhide\n\nwhen I receive [done v]\nnext costume\n\nwhen I receive [start animation v]\nhide\n\nwhen I receive [before start v]\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nshow\n\n@Level shadow\n\nwhen flag clicked\nhide\n\nwhen I receive [done v]\nnext costume\n\nwhen I receive [start animation v]\nhide\n\nwhen I receive [before start v]\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\ngo to [back v] layer\nset [ghost v] effect to (50)\nshow\n\n@bouncy\n\nwhen flag clicked\nhide\nwait (1) seconds\nwait until <([costume # v] of [levels v]) = [7]>\ninsert bouncy at [-140] [-50]\nwait until <([costume # v] of [levels v]) = [8]>\ninsert bouncy at [-155] [-50]\nwait until <([costume # v] of [levels v]) = [10]>\ninsert bouncy at [-120] [30]\nwait until <([costume # v] of [levels v]) = [13]>\ninsert bouncy at [-155] [-50]\nwait until <([costume # v] of [levels v]) = [15]>\ninsert bouncy at [-155] [-50]\ninsert bouncy at [15] [40]\nwait until <([costume # v] of [levels v]) = [18]>\ninsert bouncy at [-150] [-50]\ninsert bouncy at [30] [-50]\n\ndefine insert bouncy at (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 <<(bounce) = [1]> and <touching (guy v)?>> then\n start sound [Big Boing v]\n repeat (5)\n next costume\n end\n repeat (5)\n switch costume to ((costume [number v]) - (1))\n end\n wait (0.2) seconds\n end\nend\n\nwhen I receive [done v]\ndelete this clone\n\n@deco\n\nwhen flag clicked\nhide\n\nwhen I receive [done v]\nnext costume\n\nwhen I receive [start animation v]\nhide\n\nwhen I receive [before start v]\ngo to [back v] layer\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nshow\ngo [forward v] (1) layers\n\n@storyline\n\nwhen flag clicked\nhide\n\nwhen I receive [done v]\nnext costume\n\nwhen I receive [start animation v]\nhide\n\nwhen I receive [before start v]\ngo to x: (0) y: (0)\nshow\nswitch costume to (costume1 v)\nrepeat (3)\n go to [front v] layer\nend\nforever\n if <touching (guy v)?> then\n set [ghost v] effect to (70)\n else\n set [ghost v] effect to (0)\n end\nend\n\n@skip\n\nwhen flag clicked\nhide\n\nwhen I receive [start animation v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [before start v]\nshow\nset size to (100) %\nset [zine v] to [0]\ngo to x: (-180) y: (-140)\nwait (0) seconds\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\nwhen I receive [before start v]\nwait (1) seconds\nwait until <([costume # v] of [levels v]) = [20]>\ngo to x: (4598234759234) y: (32453245234)\nhide\nstop [other scripts in sprite v]\n\n@Rando Bando clouds\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nset size to (pick random (50) to (80)) %\nshow\ngo to [back v] layer\nset [ghost v] effect to (5)\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) < [-250]>\n change x by (-1)\n end\n delete this clone\nend\nif <(side) = [2]> then\n go to x: (-300) y: (pick random (150) to (100))\n repeat until <(x position) > [250]>\n change x by (1)\n end\n delete this clone\nend\n\nwhen I receive [start animation v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [before start v]\nforever\n set [side v] to (pick random (1) to (2))\n create clone of (_myself_ v)\n wait (pick random (5) to (10)) seconds\nend\n\n@cornboss\n\nwhen flag clicked\nhide\n\nwhen I receive [cdtalk v]\nswitch costume to (corn dog v)\nset size to (120) %\nset rotation style [all around v]\ngo to x: (300) y: (0)\npoint in direction (90)\nshow\nglide (1) secs to x: (140) y: (0)\nsay [Haha, Taco Wizard. I see you have come for your powers?]\nset voice to (tenor v)::tts\nspeak [Haha, Taco Wizard. I see you have come for your powers?]::tts\nsay []\nsay [Well, you better get outta here, because I'm not giving them.]\nset voice to (tenor v)::tts\nspeak [Well, you better get outta here, because I'm not giving them.]::tts\nsay []\nbroadcast (twtalkback v)\n\nwhen I receive [cdtalkback v]\nswitch costume to (surprised v)\nsay [w-w-w-what?]\nset voice to (tenor v)::tts\nspeak [w-w-w-what?]::tts\nsay []\nsay [o-o-ok, you can have them back.]\nset voice to (tenor v)::tts\nspeak [o-o-ok, you can have them back.]::tts\nsay []\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nswitch costume to (costume1 v)\ngo to [back v] layer\npoint towards (animation wiz v)\nglide (0.3) secs to (animation wiz v)\nstart sound [Magic Spell v]\nbroadcast (twtb2 v)\ndelete this clone\n\nwhen I receive [cdfunny v]\nswitch costume to (sad v)\nsay [Dang it, I was using those powers to fry my eggs.]\nset voice to (tenor v)::tts\nspeak [Dang it, I was using those powers to fry my eggs.]::tts\nwait (1) seconds\nsay []\nbroadcast (end you win v)\nhide\n\n@Animation Wiz\n\nwhen flag clicked\nhide\n\nwhen I receive [start animation v]\nsay []\nset size to (90) %\ngo to x: (-300) y: (-60)\npoint in direction (90)\nshow\nglide (1) secs to x: (-160) y: (-60)\nsay [Dang it, narrator. What am I supposed to do?]\nset voice to (giant v)::tts\nspeak [Dang it, narrator. What am I supposed to do?]::tts\nsay []\nsay [I came all the way here to get my powers back, and you tell me we have no plan?]\nset voice to (giant v)::tts\nspeak [I came all the way here to get my powers back, and you tell me we have no plan?]::tts\nsay []\nbroadcast (cdtalk v)\n\nwhen I receive [twtalkback v]\nwait (1) seconds\nsay [Oh yeah? Well if you don't give them back...]\nset voice to (giant v)::tts\nspeak [Oh yeah? Well if you don't give them back...]::tts\nsay []\nsay [I'll step 1 foot closer, and we'll only be 5 feet away!]\nset voice to (giant v)::tts\nspeak [I'll step 1 foot closer, and we'll only be 5 feet away!]::tts\nsay []\nplay sound [Dun Dun Dunnn v] until done\nwait (1) seconds\nbroadcast (cdtalkback v)\n\nwhen I receive [twtb2 v]\npoint in direction (90)\nsay [Well, thank you. Imma head out.]\nset voice to (giant v)::tts\nspeak [Well, thank you. Imma head out.]::tts\nsay []\nset rotation style [left-right v]\npoint in direction (-90)\nstart sound [Ricochet v]\nglide (0.1) secs to x: (-300) y: (-60)\nhide\nwait (2) seconds\nbroadcast (cdfunny v)\n\n@You got your powers back\n\nwhen flag clicked\nhide\n\nwhen I receive [end you win v]\nset [bine v] to [0]\ngo to x: (0) y: (0)\nshow\nforever\n point in direction ((90) + (([sin v] of ((bine) * (10)) ) * (3)))\n set size to ((90) + (([sin v] of ((bine) * (15)) ) * (5))) %\n set y to (([sin v] of ((bine) * (15)) ) * (10))\n change [bine v] by (1)\nend\n\n@thumb\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\n show\n set [ghost v] effect to (100)\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 | First, play Taco Wizard 1 and 2 (They're worse quality but explain some things):\nhttps://scratch.mit.edu/projects/376978480/\nhttps://scratch.mit.edu/projects/379937853/\n\n[Arrows] or [WASD] - Move\n[P] - Skip Level\n\nTry to find the easter egg, it's very COOL |
Potatoanimator - A platformer | @Stage\n\n@potato\n\nwhen I receive [start v]\ngo to [front v] layer\nshow\n\nwhen flag clicked\nset [level v] to [1]\nshow variable [timer v]\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]\n\nwhen I receive [next level v]\nset [movement x v] to [0]\nset [movement y v] to [0]\ngo to x: (-192) y: (-35)\npoint in direction (90)\n\nwhen flag clicked\ngo to x: (-192) y: (-35)\n\nwhen I receive [start v]\nshow\ngo to x: (-192) y: (-35)\n\nwhen flag clicked\nwait (0.1) seconds\nforever\n play sound [Cool and Inspiring Indie Rock Background Music For Videos 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: (-192) y: (-35)\npoint in direction (90)\n\nwhen flag clicked\nswitch costume to (1 v)\nforever\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\n\ndefine player movement\nshow\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 if <key (space v) pressed?> then\n set rotation style [left-right v]\n point in direction (-90)\n change [movement x v] by (-2)\n else\n set rotation style [left-right v]\n point in direction (-90)\n change [movement x v] by (-.7)\n end\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(x position) < (mouse x)>>> then\n if <key (space v) pressed?> then\n point in direction (90)\n change [movement x v] by (2)\n else\n point in direction (90)\n change [movement x v] by (.7)\n end\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 if <key (space v) pressed?> then\n set [movement y v] to [10]\n if <(Movement X) > [0]> then\n set [movement x v] to [-10]\n else\n set [movement x v] to [10]\n end\n set [movement y v] to [10]\n else\n if <(Movement X) > [0]> then\n set [movement x v] to [-5]\n else\n set [movement x v] to [5]\n end\n set [movement y v] to [5]\n end\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 if <key (space v) pressed?> then\n set [movement y v] to [10.3]\n else\n set [movement y v] to [8]\n end\n end\n if <key (space v) pressed?> then\n change y by (1.5)\n else\n change y by (0.5)\n end\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 change [color v] effect by (0)\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 change [color v] effect by (0)\n end\n end\n if <touching (bouncy stuff v)?> then\n if <key (space v) pressed?> then\n set [movement y v] to [15]\n else\n set [movement y v] to [10]\n end\n end\n if <<(x position) = [210]> or <(x position) > [210]>> then\n start sound [Anime wow - sound effect v]\n broadcast (next level v)\n go to x: (-206) y: (-88)\n end\nend\n\nwhen flag clicked\nhide variable [ur time lol v]\nshow variable [timer v]\nset [timer v] to [0]\nforever\n wait (1) seconds\n change [timer v] by (1)\nend\n\nwhen flag clicked\nshow variable [timer v]\n\nwhen I receive [end. v]\nhide variable [timer v]\nset [ur time lol v] to ((Timer) + (1))\nshow variable [ur time lol v]\n\nwhen I receive [end. v]\nhide variable [timer v]\n\nwhen flag clicked\nforever\n switch costume to (1 v)\nend\n\nwhen I start as a clone\nif <(CRAZY mode?) = [1]> then\n repeat (20)\n change size by (-0.6)\n change [ghost v] effect by (5)\n set [color v] effect to (0)\n end\n delete this clone\nelse\n repeat (50)\n change [color v] effect by (pick random (1) to (10))\n change size by (1)\n change [ghost v] effect by (2)\n end\n delete this clone\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\nshow\nforever\n if <(CRAZY mode?) = [1]> then\n set [color v] effect to (0)\n else\n repeat until <(CRAZY mode?) = [1]>\n change [color v] effect by (pick random (1) to (20))\n end\n end\nend\n\nwhen flag clicked\nforever\n hide variable [timer v]\nend\n\nwhen I receive [next level v]\nif <(costume [number v]) = [11]> then\n broadcast (end. v)\nend\n\n@spikes\n\nwhen flag clicked\nshow\nhide variable [timer v]\ngo to [front v] layer\nswitch costume to (1 v)\n\nwhen I receive [start v]\ngo to x: (0) y: (0)\nshow\nforever\n if <(CRAZY mode?) = [1]> then\n set size to (100) %\n set [color v] effect to (0)\n else\n repeat until <(CRAZY mode?) = [1]>\n change [color v] effect by (pick random (2) to (20))\n wait (.1) seconds\n set size to (pick random (80) to (120)) %\n end\n end\nend\n\nwhen I receive [next level v]\ngo to [front v] layer\nnext costume\n\n@Cloud\n\nwhen flag clicked\nset [crazy mode? v] to [1]\ngo to [back v] layer\nhide\nforever\n create clone of (_myself_ v)\n wait (1.5) seconds\nend\n\nwhen I start as a clone\nshow\nif <(CRAZY mode?) = [1]> then\n if <(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\n else\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\n end\nelse\n if <(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 (3) to (4))\n repeat until <(x position) = [250]>\n change x by (1)\n end\n delete this clone\n else\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\n end\nend\n\nforever\n\n@bouncy stuff\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nswitch costume to (1 v)\nforever\n if <(CRAZY mode?) = [1]> then\n set size to (100) %\n set [color v] effect to (0)\n else\n repeat until <(CRAZY mode?) = [1]>\n change [color v] effect by (pick random (1) to (999))\n wait (.1) seconds\n set size to (pick random (30) to (200)) %\n end\n end\nend\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\nbroadcast (Start v)\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 [timer v] > (timer)\nif <(endy) = [0]> then\n switch costume to (1 v)\n show\n set [ghost v] effect to (100)\n go to [front v] layer\n start sound [Manea v]\n repeat (20)\n change [ghost v] effect by (-5)\n go to [front v] layer\n end\nelse\n switch costume to (1 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 (-5)\n go to [front v] layer\n end\nend\n\nwhen flag clicked\nset size to (200) %\nswitch costume to (1 v)\npoint in direction (90)\ngo to x: (0) y: (0)\nset size to (100) %\nhide\nforever\n set [timer v] to (timer)\nend\n\n | ✌️PσƚαƚσAɳιɱαƚσɾ - A ρʅαƚϝσɾɱҽɾ✌️\nʜᴏɪ, ᴡᴇʟᴄᴏᴍᴇ ᴛᴏ ᴍʏ ᴍᴏꜱᴛ ᴘᴏᴘᴜʟᴀʀ ᴘʀᴏᴊᴇᴄᴛ :3\n ᴀᴅᴍɪᴛ ɪᴛ, ʏᴏᴜ ꜰᴏᴜɴᴅ ᴛʜɪꜱ ʙʏ ꜱᴇᴀʀᴄʜɪɴɢ ᴜᴘ \n 'ᴘᴏᴛᴀᴛᴏᴀɴɪᴍᴀᴛᴏʀ' ;-;\n\n✩Aɾɾσɯ ƙҽყʂ σɾ ԃɾαɠ ƚσ ɱσʋҽ\n✩'Sƙιρ' ƚσ ʂƙιρ\n✩'↻' ƚσ ɠσ Ⴆαƈƙ ƚσ ƚԋҽ ʂƚαɾƚ σϝ ƚԋҽ ʅҽʋҽʅ\n\n✎ Hit 10 Views!\n✎ Hit 10 loves!\n✎ Hit 50 Views!\n✎ Hit 10 Faves!\n✎ Hit 100 Views!\n✎ Hit 50 Loves!\n✎ Hit 5 Remix'!\n✎ Hit 50 Faves!\n✎ Hit 100 Loves!\n✎ Hit 10 Remix'!\n✎ Hit 100 Faves!\n✎ Hit 1k Views!\n✎ Hit 200 Loves!\n✎ Hit 150 Faves!\n✎ Hit 1.5k Views!\n✎ Hit 250 Loves!\n✎ Hit 200 Faves!\n✎ Hit 15 Remix'!\n✎ Hit 2k Views!\n✎ Hit 300 Loves!\n✎ Hit 20 Remix'!\n✎ Hit 250 Faves!\nᴄᴏᴅᴇ: ᴍᴇ\nᴀʀᴛ: ᴍᴇ\nᴇᴠᴇʀʏᴛʜɪɴɢ: ᴍᴇ \nꜱᴏɴɢ: *ɪ ꜰᴏʀɢᴏᴛ ᴡʜᴀᴛ ɪᴛꜱ ᴄᴀʟʟᴇᴅ ;-;*\n\n\n\n\n\n\n█▀▀ █▄ █ █ █▀█ █▄█ █ █\n██▄ █ ▀█ █▄█ █▄█ █ ▄ ▄\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nᴍʏ ʜɪɢʜꜱᴄᴏʀᴇ: 27 (no skips!)\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n*omg it's so frikin' popular XDDDD* |
Block-a scrolling platformer | @Stage\n\n@Boden\n\nwhen I receive [setup level v]\nset [counter v] to [0]\nsetup clone at x,y: (0) (0)\n\ndefine setup clone at x,y: (x) (y)\nswitch costume to (1 1 v)\nset [temp v] to [0]\nrepeat (70)\n go to x: (0) y: (0)\n hide\n set [showing v] to [0]\n set [x v] to (round ((temp) * (460)))\n set [y v] to [0]\n create clone of (_myself_ v)\n next costume\n change [temp v] by (1)\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n if <(showing) = [0]> then\n set [showing v] to [1]\n show\n end\nelse\n if <(showing) = [1]> then\n set [showing v] to [0]\n hide\n end\nend\n\nwhen I receive [game loop tick v]\ngo to [back v] layer\ngo [forward v] (1) layers\nif <(showing) > [-1]> then\n position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\nend\n\nwhen I receive [dend v]\nhide\nstop [other scripts in sprite v]\n\n@Spieler\n\nwhen I receive [setup level v]\nshow\ngo to [front v] layer\n\nwhen I receive [game loop tick v]\nswitch costume to (spieler v)\ngo to x: (round ((@Player X) - (@Scroll X))) y: (round ((@Player Y) - (@Scroll Y)))\ngo to [front v] layer\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n switch costume to (links v)\nend\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n switch costume to (rechts v)\nend\nif <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n switch costume to (oben v)\nend\nif <(@Player Die) = [0]> then\n if <(Lastdie) > [0]> then\n set size to (100) %\n set [ghost v] effect to (0)\n end\nelse\n if <<<(@Player Die) > [10]> and <(Lastdie) = [0]>> or <<touching (spikes v)?> and <(@Falling) > [0]>>> then\n set size to ((size) + (10)) %\n change [ghost v] effect by (4)\n change [@player y v] by (0)\n else\n change [ghost v] effect by (100)\n end\nend\nset [lastdie v] to [1]\n\nwhen I receive [game loop tick v]\nif <(@Scroll X) > [11189]> then\n broadcast (Dend v)\nend\n\nwhen I receive [dend v]\nhide\nstop [other scripts in sprite v]\n\n@Spiel\n\ndefine Move Out Of Collision dir x,y: (dx) (dy) limit: (limit)\nset [lim v] to [1]\nrepeat until <<(lim) > (limit)> or <(touch) < [100]>>\n change [@player x v] by (dx)\n change [@player y v] by (dy)\n change [lim v] by (1)\n Check Collide\nend\nif <(lim) > (limit)> then\n change [@player x v] by ((0) - ((dx) * (limit)))\n change [@player y v] by ((0) - ((dy) * (limit)))\n if <(@Player SX) = [0]> then\n set [@player die v] to [1]\n else\n Check Collide\n if <(@Player SX) > [0]> then\n Move Out Of Collision dir x,y: (-1) (0) limit: (999)\n else\n Move Out Of Collision dir x,y: (1) (0) limit: (999)\n end\n set [@player sx v] to [0]\n end\nend\n\ndefine Check Collide\ngo to x: (round ((@Player X) - (@Scroll X))) y: (round ((@Player Y) - (@Scroll Y)))\nif <<<touching (block v)?> or <<<<touching color (#00ff1d)?> or <touching color (#d8d8d8)?>> or <touching color (#c8c8c8)?>> or <touching color (#e4cf3d)?>>> or <<touching color (#996060)?> or <touching color (#ffff37)?>>> then\n set [touch v] to [101]\nelse\n if <touching (moving platform v)?> then\n set [touch v] to [102]\n else\n set [touch v] to [0]\n end\nend\n\ndefine Scroll Level\nchange [@scroll x v] by (round (((@Player X) - (@Scroll X)) * (0.1)))\nif <(@Scroll X) < [0]> then\n set [@scroll x v] to [0]\nend\nchange [@scroll y v] by (round (((@Player Y) - (@Scroll Y)) * (0.1)))\nif <(@Scroll Y) < [0]> then\n set [@scroll y v] to [0]\nend\nbroadcast (aktu x v)\n\ndefine Player Tick\nset [pushed sx v] to [0]\nif <(on platform) = []> then\n Check Collide\n if <(touch) = [102]> then\n set [pushed sx v] to ((@Platform SX) - (@Player SX))\n change [@player x v] by (@Platform SX)\n set [@player sx v] to [0]\n Check Collide\n if <<(touch) > [100]> and <not <(touch) = [102]>>> then\n Move Out Of Collision dir x,y: (0) (1) limit: (([abs v] of (@Platform SX) ) + (2))\n if <(@Player Die) > [0]> then\n stop [this script v]\n end\n set [@player sy v] to [0]\n set [@falling v] to [0]\n end\n end\nend\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <(@Falling) < [3]>> then\n set [@falling v] to [3]\n set [@player sy v] to [14]\nend\nif <(@Player SY) > [-16]> then\n change [@player sy v] by (-1.2)\nend\nchange [@player y v] by (@Player SY)\nif <not <(on platform) = []>> then\n change [@player y v] by (-5)\n Check Collide\n if <not <(touch) = [102]>> then\n change [@player y v] by (5)\n end\nend\nset [on platform v] to [0]\nCheck Collide\nif <(touch) = [102]> then\n set [on platform v] to (@Platform SX)\nelse\n set [on platform v] to []\nend\nif <(touch) > [100]> then\n if <(@Player SY) > [0]> then\n Move Out Of Collision dir x,y: (0) (-1) limit: (999)\n set [@falling v] to [3]\n set [@player sy v] to [0]\n else\n Move Out Of Collision dir x,y: (0) (1) limit: (999)\n set [@player sy v] to ((@Player SY) / (2))\n set [@falling v] to [0]\n end\nelse\n change [@falling v] by (1)\nend\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n set [@player dir v] to [-90]\n change [@player sx v] by ((((-7) + (on platform)) - (@Player SX)) * (0.2))\n change [@walking v] by (1)\n broadcast (aktu x v)\nelse\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n set [@player dir v] to [90]\n change [@player sx v] by ((((7) + (on platform)) - (@Player SX)) * (0.2))\n change [@walking v] by (1)\n broadcast (aktu x v)\n else\n set [@walking v] to [-1]\n if <([abs v] of ((@Player SX) - (on platform)) ) > [1]> then\n change [@player sx v] by (((on platform) - (@Player SX)) * (0.35))\n else\n set [@player sx v] to (on platform)\n end\n end\nend\nchange [@player x v] by (@Player SX)\nCheck Collide\nif <(touch) > [100]> then\n Move Out Of Collision dir x,y: (0) (1) limit: (round ((([abs v] of (@Player SX) ) * (2)) + (2)))\n if <(lim) > [2]> then\n set [@player sx v] to ((@Player SX) * (0.6))\n end\nend\nif <not <(pushed sx) = [0]>> then\n change [@player sx v] by (pushed sx)\nend\n\ndefine Reset Player\nset [@player x v] to (@Spawn X)\nset [@player y v] to (@Spawn Y)\nset [@scroll x v] to (@Player X)\nset [@scroll y v] to (@Player Y)\nset [@player sx v] to [0]\nset [@player sy v] to [0]\nset [@falling v] to [0]\nset [@walking v] to [-1]\nset [@player die v] to [0]\nset [lastdie v] to [0]\nScroll Level\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\nset [@level v] to [1]\nset [@totalflags v] to [0]\nset [@timer v] to [0]\nset [@player dir v] to [90]\nset [@spawn x v] to [0]\nset [@spawn y v] to [32]\nReset Player\nbroadcast (setup level v) and wait\nbroadcast (game loop tick v) and wait\nbroadcast (Clouds...I love Clouds!xD v)\nbroadcast (f v)\nforever\n change [@timer v] by (1)\n if <(@Player Die) = [0]> then\n Player Tick\n if <<(@Player Y) < [-200]> or <touching (spikes v)?>> then\n set [@player die v] to [25]\n start sound [Crunch v]\n end\n else\n change [@player die v] by (1)\n if <(@Player Die) > [60]> then\n Reset Player\n end\n end\n Scroll Level\n broadcast (game loop tick v) and wait\nend\n\nwhen I receive [dend v]\nhide\nstop [other scripts in sprite v]\n\n@Block\n\nwhen flag clicked\nset drag mode [draggable v]\nset [which costum? v] to [0]\nset [old v] to [100]\nset [chceck v] to [0]\nif <(Chceck) = [0]> then\n change [@timer v] by (1)\n forever\n go to [front v] layer\n wait (1) seconds\n end\nend\n\nwhen I receive [aktu x v]\ngo to [front v] layer\nif <(blocklocked?) = [0]> then\n show\n set x to ((old) - (@Scroll X))\n set [old v] to ((x position) + (@Scroll X))\n set y to ((oldy) - (@Scroll Y))\n set [oldy v] to ((y position) + (@Scroll Y))\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [which costum? v] to [1]\n set [counter v] to [20]\n set [ghost v] effect to (30)\n else\n change [counter v] by (-1)\n set [ghost v] effect to (0)\n end\nelse\n hide\n if <(@Scroll X) > [3900]> then\n set [blocklocked? v] to [0]\n set [old v] to ((300) + (3870))\n set [oldy v] to [-27]\n end\nend\n\nwhen I receive [setup level v]\nset [blocklocked? v] to [1]\n\nwhen I receive [aktu x v]\nswitch costume to (block 2 v)\nif <(which costum?) = [1]> then\n switch costume to (block 1 v)\nend\n\nwhen I receive [dend v]\nhide\nstop [other scripts in sprite v]\n\n@Music\n\nwhen flag clicked\nshow\ngo to x: (189) y: (150)\nset size to (60) %\nset [geht es? v] to [0]\nswitch costume to (musik an v)\nstart sound [langsam v]\n\nwhen I receive [game loop tick v]\nif <touching (mouse-pointer v)?> then\n set size to (70) %\nelse\n set size to (60) %\nend\nset [ghost v] effect to (30)\n\nwhen this sprite clicked\nif <(geht es?) = [0]> then\n stop all sounds\n next costume\n set [geht es? v] to [1]\nelse\n if <(geht es?) = [1]> then\n set [geht es? v] to [0]\n next costume\n start sound [langsam v]\n end\nend\n\nwhen I receive [dend v]\nstop all sounds\nhide\n\n@Checkpunkt\n\ndefine setup clone at x,y: (x) (y)\ngo to x: (0) y: (0)\nset [color v] effect to (4)\nhide\nset [showing v] to [0]\nset [x v] to (x)\nset [y v] to (y)\nchange [@totalflags v] by (1)\ncreate clone of (_myself_ v)\n\nwhen I receive [game loop tick v]\nif <(showing) > [-1]> then\n position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\n if <(showing) > [25]> then\n delete this clone\n end\nend\n\nwhen I receive [setup level v]\nswitch costume to (hitbox v)\nsetup clone at x,y: (1900) (-49)\nsetup clone at x,y: (4400) (-45)\nsetup clone at x,y: (5930) (-49)\nsetup clone at x,y: (7100) (-45)\nsetup clone at x,y: (10639) (0)\n\ndefine on screen\nif <((@timer) mod (5)) = [0]> then\n next costume\nend\nif <touching (spiel v)?> then\n set [showing v] to [2]\n set [@spawn x v] to (x)\n set [@spawn y v] to (y)\n change [@totalflags v] by (-1)\n start sound [Magic Spell v]\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <(showing) < [2]> then\n if <<(x) = (x position)> and <(y) = (y position)>> then\n if <(showing) = [0]> then\n set [showing v] to [1]\n show\n end\n on screen\n else\n if <(showing) = [1]> then\n set [showing v] to [0]\n hide\n end\n end\nelse\n set size to ((size) + (15)) %\n change [ghost v] effect by (4)\n change [y v] by (5)\n change [showing v] by (1)\nend\n\nwhen flag clicked\nset size to (100) %\nswitch costume to (hitbox v)\n\n@Münzen\n\ndefine setup clone at x,y: (x) (y)\ngo to x: (0) y: (0)\nhide\nset [showing v] to [0]\nset [x v] to (x)\nset [y v] to (y)\nchange [@totalflags v] by (1)\ncreate clone of (_myself_ v)\n\nwhen I receive [game loop tick v]\nif <(showing) > [-1]> then\n position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\n if <(showing) > [25]> then\n delete this clone\n end\nend\nif <(Coins) > [15]> then\n set [genug coins um zu öffnen? v] to [14]\nend\n\nwhen I receive [setup level v]\nswitch costume to (l1 x0 y0 v)\nsetup clone at x,y: (100) (-30)\nsetup clone at x,y: (200) (-30)\nsetup clone at x,y: (300) (-30)\nsetup clone at x,y: (1000) (-30)\nsetup clone at x,y: (1500) (-70)\nsetup clone at x,y: (2500) (50)\nsetup clone at x,y: (3468) (-10)\nsetup clone at x,y: (4750) (160)\nsetup clone at x,y: (5480) (120)\nsetup clone at x,y: (5480) (-30)\nsetup clone at x,y: (5580) (-30)\nsetup clone at x,y: (6600) (80)\nsetup clone at x,y: (6700) (80)\nsetup clone at x,y: (6800) (80)\nsetup clone at x,y: (8777) (140)\nsetup clone at x,y: (9637) (105)\nsetup clone at x,y: (9737) (105)\nsetup clone at x,y: (10038) (170)\nsetup clone at x,y: (10137) (170)\n\ndefine on screen\nif <((@timer) mod (3)) = [0]> then\n next costume\nend\nif <touching (spiel v)?> then\n start sound [Collect v]\n set [showing v] to [2]\n broadcast (Coin v)\n change [coins v] by (1)\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <(showing) < [2]> then\n if <<(x) = (x position)> and <(y) = (y position)>> then\n if <(showing) = [0]> then\n set [showing v] to [1]\n show\n end\n on screen\n else\n if <(showing) = [1]> then\n set [showing v] to [0]\n hide\n end\n end\nelse\n switch costume to (kostüm1 v)\n set size to ((size) + (15)) %\n change [ghost v] effect by (4)\n change [y v] by (5)\n change [showing v] by (1)\nend\n\nwhen flag clicked\nset size to (100) %\nset [coins v] to [0]\nset [genug coins um zu öffnen? v] to [0]\n\n@Spikes\n\ndefine setup clone at x,y: (x) (y) (c)\ngo to x: (0) y: (0)\nswitch costume to (c)\nhide\nset [showing v] to [0]\nset [x v] to (x)\nset [y v] to (y)\nchange [@totalflags v] by (1)\ncreate clone of (_myself_ v)\n\nwhen I receive [game loop tick v]\nif <(showing) > [-1]> then\n position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\n if <(showing) > [25]> then\n delete this clone\n end\nend\n\nwhen I receive [setup level v]\nswitch costume to (l1 x0 y0 v)\nsetup clone at x,y: (1000) (-66) [1]\nsetup clone at x,y: (2550) (46) [1]\nsetup clone at x,y: (2600) (46) [1]\nsetup clone at x,y: (2780) (90) [2]\nsetup clone at x,y: (2850) (46) [1]\nsetup clone at x,y: (3170) (46) [1]\nsetup clone at x,y: (6600) (47) [1]\nsetup clone at x,y: (6700) (47) [1]\nsetup clone at x,y: (6850) (47) [1]\nsetup clone at x,y: [8727] [128] [1]\nsetup clone at x,y: [8827] [128] [1]\nsetup clone at x,y: [9993] [145] [1]\nsetup clone at x,y: [10093] [145] [1]\nsetup clone at x,y: [10193] [145] [1]\nsetup clone at x,y: [10230] [145] [1]\n\ndefine on screen\nif <((@timer) mod (5)) = [0]> then\nif <touching (spiel v)?> then\n set [lastdie v] to [0]\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <(showing) < [2]> then\n if <<(x) = (x position)> and <(y) = (y position)>> then\n if <(showing) = [0]> then\n set [showing v] to [1]\n show\n end\n on screen\n else\n if <(showing) = [1]> then\n set [showing v] to [0]\n hide\n end\n end\nelse\n set size to ((size) + (15)) %\n change [ghost v] effect by (4)\n change [y v] by (5)\n change [showing v] by (1)\nend\n\n@Zähler\n\nwhen flag clicked\nshow\nswitch costume to (0 v)\n\nwhen I receive [coin v]\nnext costume\n\nwhen I receive [dend v]\nhide\n\n@Anzeige\n\nwhen flag clicked\nshow\n\nwhen I receive [dend v]\nhide\n\n@Anzeige 2\n\nwhen flag clicked\nshow\n\nwhen I receive [dend v]\nhide\n\n@Confetti\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\nset size to (pick random (18) to (40)) %\ngo to [back v] layer\nset y to (220)\nset x to (pick random (-220) to (220))\nrepeat (50)\n change y by (-8)\n next costume\n change [color v] effect by (pick random (1) to (4))\n turn right (pick random (-10) to (10)) degrees\nend\ndelete this clone\n\nwhen I receive [dend v]\nforever\n create clone of (_myself_ v)\nend\n\n@Deko\n\nwhen I receive [setup level v]\nset [cost v] to [1]\nset [counter v] to [0]\nsetup clone at x,y: (0) (0)\n\ndefine setup clone at x,y: (x) (y)\nswitch costume to (1 1 v)\nset [temp v] to [0]\nrepeat (17)\n go to x: (0) y: (0)\n hide\n set [showing v] to [0]\n set [x v] to (round ((temp) * (460)))\n set [y v] to [0]\n create clone of (_myself_ v)\n next costume\n next costume\n change [cost v] by (2)\n change [temp v] by (1)\nend\nhide\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n if <(showing) = [0]> then\n set [showing v] to [1]\n show\n end\nelse\n if <(showing) = [1]> then\n set [showing v] to [0]\n hide\n end\nend\n\nwhen I receive [game loop tick v]\ngo to [back v] layer\ngo [backward v] (1) layers\nif <(showing) > [-1]> then\n position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\nend\nif <((@timer) mod (20)) = [1]> then\n set [switch v] to ((switch) * (-1))\nend\nif <(switch) = [1]> then\n switch costume to (cost)\nelse\n switch costume to ((cost) + (1))\nend\n\n@Gitterstäbe\n\ndefine setup clone at x,y: (x) (y) (c)\ngo to x: (0) y: (0)\nswitch costume to (c)\nhide\nset [showing v] to [0]\nset [x v] to (x)\nset [y v] to (y)\nchange [@totalflags v] by (1)\ncreate clone of (_myself_ v)\n\nwhen I receive [game loop tick v]\ngo to [back v] layer\nif <(showing) > [-1]> then\n position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\n if <(showing) > [25]> then\n delete this clone\n end\nend\n\nwhen I receive [setup level v]\nswitch costume to (l1 x0 y0 v)\nsetup clone at x,y: (7300) (-50) [1]\n\ndefine on screen\nif <((@timer) mod (5)) = [0]> then\nif <(Genug coins um zu öffnen?) = [0]> then\n set [showing v] to [2]\nend\nif <touching (spieler v)?> then\n say [You have to collect all coins to open this.]\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <(showing) < [2]> then\n if <<(x) = (x position)> and <(y) = (y position)>> then\n if <(showing) = [0]> then\n set [showing v] to [1]\n show\n end\n on screen\n else\n if <(showing) = [1]> then\n set [showing v] to [0]\n hide\n end\n end\nelse\n hide\nend\n\nwhen flag clicked\nset size to (80) %\n\n@thumbnail2\n\nwhen flag clicked\nset [ghost v] effect to (100)\ngo to [front v] layer\n\n@Sprite2\n\nwhen flag clicked\nhide\n\nwhen I receive [dend v]\nshow\nset [brightness v] effect to (0)\nswitch costume to (costume10 v)\nwait (0.8) seconds\nrepeat (11)\n wait (4) seconds\n repeat (2)\n change [brightness v] effect by (30)\n end\n next costume\n set [brightness v] effect to (0)\nend\nbroadcast (message1 v)\n\nwhen I receive [dend v]\nplay sound [TheFatRat - Time Lapse v] until done\n\n | Play my new project here: https://scratch.mit.edu/projects/710939600/\n\n\nWelcome to this collab game:Block-a scrolling platformer\nCollabteam: I and @zuocr\nWe work three weeks on it,so a heart,a star and a follow would be very nice!^.^\nControls:Arrow keys or WAD.Avoid holes and spikes!If you get the block,use it by draging it.Collect the coins to\nopen the door.Find your family.\n\nStory:Your family got lost.Find them!\n |
Plains 2.5 Mini Platformer (Mobile Friendly) #games | @Stage\n\n@TEXT&other\n\nwhen flag clicked\nforever\n go to (ground v)\nend\n\nwhen flag clicked\nhide\nwait (1) seconds\nshow\ngo [backward v] (1) layers\nforever\n switch costume to (LEVEL)\nend\n\n@ground\n\nwhen flag clicked\nhide\nwait (2) seconds\nshow\ngo [forward v] (1) layers\nforever\n switch costume to (LEVEL)\nend\n\nwhen I receive [message1 v]\nchange [level v] by (1)\n\n@Danger\n\nwhen flag clicked\nforever\n go to (ground v)\nend\n\nwhen flag clicked\nshow\ngo [forward v] (1) layers\nforever\n switch costume to (LEVEL)\nend\n\n@clouds\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 (2))\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 (220)\n change x by (2)\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 (110)\n change x by (-4)\n end\n hide\n wait (pick random (1) to (5)) seconds\n end\nend\n\n@player\n\nwhen flag clicked\nset size to (15) %\nswitch costume to (costume2 v)\nshow\ngo to x: (-208) y: (-77)\npoint in direction (90)\nset [level v] to [1]\nset [yv v] to [0]\nset [xv v] to [0]\nforever\n create clone of (_myself_ v)\n if <<key (down arrow v) pressed?> or <<(y position) > (mouse y)> and <mouse down?>>> then\n point in direction (90)\n change [yv v] by (-0.7)\n end\n change [yv v] by (-0.5)\n if <<key (right arrow v) pressed?> or <<(mouse x) > (x position)> and <mouse down?>>> then\n switch costume to (costume2 v)\n point in direction (90)\n change [xv v] by (0.7)\n end\n if <<key (left arrow v) pressed?> or <<(mouse x) < (x position)> and <mouse down?>>> then\n switch costume to (costume1 v)\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 (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change x by ((xv) * (-1))\n change x by (-1)\n change x by (-5)\n change x by (1)\n if <<key (up arrow v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>> then\n if <(xv) > [0]> then\n set [xv v] to [-8]\n else\n set [xv v] to [8]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (yv)\n if <touching (ground v)?> then\n change y by ((yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching (ground v)?> then\n if <<key (up arrow v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>> then\n set [yv v] to [10]\n end\n end\n if <touching (danger v)?> then\n turn left (50) degrees\n say [Oh, Noo!] for (1) seconds\n wait (1) seconds\n turn right (50) degrees\n point in direction (90)\n go to x: (-190) y: (-77)\n set [yv v] to [0]\n set [xv v] to [0]\n broadcast (dead v)\n end\n if <(x position) > [230]> then\n broadcast (message1 v)\n go to x: (-208) y: (-77)\n end\n if <touching (bounce v)?> then\n change [yv v] by (7)\n end\n change y by (1)\nend\n\nwhen I start as a clone\nrepeat (10)\n change size by (-.8)\n change [color v] effect by (10)\nend\ndelete this clone\n\n@bcdp2 (2)\n\nwhen flag clicked\nshow\nclear graphic effects\ngo to [front v] layer\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\n wait (0.11) seconds\nend\n\nclear graphic effects\n\n | Welcome to Plains 2.5 Mini Platformer!\n\nThis is short, easy and mobile friendly \n\nLava Plains 3rd Part - https://scratch.mit.edu/projects/396651098\n\nPlains - https://scratch.mit.edu/projects/390272486\n\nPlains 2 - https://scratch.mit.edu/projects/391239663\n\nPlay with Arrow keys or Tap aroud on Mobile. \n\n\n\n###\n#games #platformer #sushi10000 #plains |
Vibrant || A Mobile Platformer #Games | @Stage\n\n@Player\n\ndefine reset\nclear graphic effects\ngo to x: (-200) y: (-50)\npoint in direction (90)\nset [dead? v] to [0]\nset [x v v] to [0]\nset [y v v] to [0]\nset size to (100) %\nshow\nif <(Level) = [15]> then\n go to x: (-200) y: (-119)\nelse\n go to x: (-200) y: (-50)\nend\n\nwhen I receive [next level v]\nstart sound [\[another deltarune noise\] v]\nset [change? v] to [1]\nreset\nset [change? v] to [0]\n\nwhen I receive [alright bros let's go v]\nset [level v] to [1]\nset [dead? v] to [0]\nset size to (100) %\nreset\nforever\n go to [front v] layer\n if <<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> and <(dead?) = [0]>> then\n change [x v v] by (.9)\n end\n if <<<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> and <(dead?) = [0]>> then\n change [x v v] by (-.9)\n end\n set [x v v] to ((X v) * (0.9))\n change x by (X v)\n if <touching (level v)?> then\n change y by (2)\n if <touching (level v)?> then\n change y by (2)\n if <touching (level v)?> then\n change y by (2)\n if <touching (level v)?> then\n change y by <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<<mouse down?> and <((mouse y) - (y position)) > [50]>> and <touching (level v)?>>>\n if <touching (level v)?> then\n change y by (2)\n if <touching (level v)?> then\n change x by ((X v) * (-2))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>>> then\n if <(X v) > [0]> then\n set [x v v] to [-5]\n else\n set [x v v] to [5]\n end\n set [y v v] to [13]\n else\n set [x v v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [y v v] by (-0.8)\n change y by (Y v)\n if <touching (level 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)?> 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 (killer wheel v)?> or <touching (spikes v)?>> or <touching (big killer wheel v)?>> or <touching (lightning v)?>> and <(dead?) = [0]>> then\n Spin off screen\n end\n if <touching (jump pad v)?> then\n set [y v v] to [20]\n end\n if <<touching (pulse pad v)?> and <<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <mouse down?>>> then\n set [y v v] to [15]\n end\nend\n\nwhen I receive [alright bros let's go v]\nforever\n set [direction v] to (direction)\nend\n\nwhen I receive [alright bros let's go v]\nset [change? v] to [0]\nforever\n if <<(x position) = [240]> and <(dead?) = [0]>> then\n broadcast (NEXT LEVEL v)\n change [level v] by (1)\n end\nend\n\nwhen I receive [alright bros let's go v]\nforever\n if <(y position) = [-179]> then\n switch costume to (oof v)\n Spin off screen\n hide\n wait (1) seconds\n go to x: (-200) y: (0)\n show\n end\nend\n\nwhen [r v] key pressed\nif <(dead?) = [0]> then\n reset\nend\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen I receive [alright bros let's go v]\nshow\n\ndefine Spin off screen\nset [dead? v] to [1]\nchange [player death v] by (1)\nstart sound [\[deltarune noise\] v]\nshow\nwait (0.2) seconds\nhide\nwait (0.2) seconds\nshow\nwait (0.2) seconds\nhide\nwait (0.2) seconds\nshow\nwait (0.2) seconds\nhide\nreset\n\nwhen I receive [alright bros let's go v]\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nrepeat (10)\n change [ghost v] effect by (5)\n change size by (-5)\nend\ndelete this clone\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\nwhen flag clicked\ngo to x: (43) y: (20)\nforever\n \nend\n\n@sun\n\nwhen flag clicked\nforever\n go to [back v] layer\n if <<(Level) = [4]> or <(Level) = [12]>> then\n hide\n else\n show\n end\nend\n\n@sun aura\n\nwhen flag clicked\nforever\n if <<(Level) = [4]> or <(Level) = [12]>> then\n hide\n else\n show\n end\nend\n\nwhen I receive [alright bros let's go v]\nset size to (150) %\nset [ghost v] effect to (50)\nshow\nforever\n repeat (15)\n change size by (2)\n end\n repeat (15)\n change size by (-2)\n end\nend\n\n@Thumbnail\n\nwhen flag clicked\nshow\nwait (2) seconds\nhide\nbroadcast (alright bros let's go v)\n\n@Jump Pad\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@Pulse Pad\n\nwhen flag clicked\nforever\n set [whirl v] effect to (500)\n turn right (5) degrees\n go to [back v] layer\n if <(Level) = [11]> then\n show\n else\n hide\n end\nend\n\n@text\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [alright bros let's go v]\nshow\n\n | Heya, welcome to Vibrant! You are stuck in a bright colored world, and you must escape! Good luck!\nNo skips.\nR to restart.\nArrows, Mobile, WAD to move.\nThats it. |
PLATFORMER | @Stage\n\n@Player\n\nwhen flag clicked\nhide\ngo to x: (-211) y: (-50)\nset [speedx v] to [0]\nset [speedy v] to [0]\n\nwhen backdrop switches to [bühnenbild2 v]\nshow\nforever\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>> then\n change [speedx v] by (2)\n end\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(x position) > (mouse x)>>>> then\n change [speedx v] by (-2)\n end\n change x by (speedX)\n if <touching (platforms v)?> then\n change x by ((speedX) * (-1))\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n if <(speedX) > [0]> then\n change [speedx v] by (-15)\n else\n change [speedx v] by (15)\n end\n set [speedy v] to [15]\n else\n set [speedx v] to [0]\n end\n else\n set [speedx v] to ((speedX) * (0.8))\n end\n change y by (speedY)\n if <touching (platforms v)?> then\n change y by ((speedY) * (-1))\n set [speedy v] to [0]\n if <(lock) = [0]> then\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n set [speedy v] to [13]\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\n if <(x position) > [239]> then\n go to x: (-211) y: (-50)\n broadcast (nl v)\n end\n if <touching (danger v)?> then\n go to x: (-211) y: (-50)\n end\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nrepeat (10)\n change [ghost v] effect by (10)\n change size by (-5)\nend\ndelete this clone\n\n@platforms\n\nwhen flag clicked\nswitch costume to (level 1 v)\n\nwhen I receive [nl v]\nnext costume\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [8]> then\n broadcast (End v)\n play sound [Revenge - A Minecraft Parody of Usher's DJ Got Us Fallin' In Love \(Music Video\) v] until done\n end\nend\n\nwhen backdrop switches to [bühnenbild2 v]\nshow\n\n@Intro\n\nwhen flag clicked\nswitch backdrop to (bühnenbild1 v)\nerase all\npen up\ngo to x: (-80) y: (100)\nwait (0.1) seconds\ngo to [front v] layer\nstart sound [UNSPEAKABLEGAMING-INTRO-SONG-FULL-SOUNDTRACK- v]\npen down\nset pen size to (45)\nset pen color to (#ffffff)\nrepeat (16)\n change x by (10)\nend\nrepeat (8)\n change x by (-10)\nend\nrepeat (20)\n change y by (-10)\nend\nwait (4.6) seconds\nstop all sounds\nstart sound [Tada v]\nswitch backdrop to (bühnenbild2 v)\nhide\nerase all\n\nwhen [space v] key pressed\nif <not <(backdrop [number v]) = [2]>> then\n erase all\n switch backdrop to (bühnenbild2 v)\n stop all sounds\n stop all sounds\n stop all sounds\n stop all sounds\n stop [other scripts in sprite v]\n stop [this script v]\nend\n\n@bild\n\nwhen flag clicked\nhide\n\ngo to [front v] layer\nshow\n\n@Danger\n\nwhen flag clicked\nswitch costume to (level 1 v)\nforever\n go to [back v] layer\nend\n\nwhen I receive [nl v]\nnext costume\n\n@Sprite1\n\nwhen flag clicked\nreset timer\nhide\n\nwhen I receive [end v]\nshow\nforever\n point in direction ((([sin v] of ((timer) * (150)) ) * (7)) + (90))\nend\n\nshow\nforever\n point in direction ((([sin v] of ((timer) * (150)) ) * (8)) + (80))\nend\n\n | UPDATE!!!!\n\nMORE LEVELS CLONE TRAIL DANGER AND MORE \n\nPRESS SPACE TO SKIP INTRO!!!\n\nWALLJUMP!!!!!!!!!!!!!!!\n\n–––––––––––––––––––––––––––––––––––––––––––––––––\n\nPfeil Tasten\n\n---------------------------------------------------------\n\nArrow Keys\n__________________________________________________________________________________________________\n\nNext update coming soon.\n\n-----------------------------------------------------\n\nDas nexte update kommt bald. |
Shrunk || A scrolling platformer | @Stage\n\nwhen [m v] key pressed\n\nset [mouse v] to (join ((mouse x) + (SCROLL X)) (join [, ] ((mouse y) + (SCROLL Y))))\nshow variable [mouse v]\n\nwhen I receive [tick v]\n\nif <not <(Level:) = [3]>> then\nelse\n switch backdrop to (cave v)\nend\n\nswitch backdrop to (day v)\n\n@Blank\n\n@Player\n\nwhen I receive [play game v]\nset [blink time v] to [0]\nforever\n wait (1) seconds\n change [blink time v] by (1)\nend\n\ndefine Costume Control\nif <not <(Blink time) > [9]>> then\n if <not <<<mouse down?> and <(mouse y) < [-100]>> or <<key (down arrow v) pressed?> or <key (s v) pressed?>>>> then\n if <<<key (up arrow v) pressed?> or <<<mouse down?> and <(mouse y) < [0]>> or <key (w v) pressed?>>> and <not <<<key (d v) pressed?> or <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > [0]>>>> or <<key (left arrow v) pressed?> or <<<mouse down?> and <(mouse x) < [0]>> or <key (a v) pressed?>>>>>> then\n switch costume to (3 v)\n end\n if <not <<<<key (d v) pressed?> or <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > [0]>>>> or <<key (left arrow v) pressed?> or <<<mouse down?> and <(mouse x) < [0]>> or <key (a v) pressed?>>>> or <<<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) < [0]>>> or <key (w v) pressed?>>>> then\n switch costume to (2 v)\n end\n if <<<key (up arrow v) pressed?> or <<<mouse down?> and <(mouse y) < [0]>> or <key (w v) pressed?>>> and <<key (left arrow v) pressed?> or <<<mouse down?> and <(mouse x) < [0]>> or <key (a v) pressed?>>>> then\n switch costume to (4 v)\n end\n if <<key (up arrow v) pressed?> and <key (right arrow v) pressed?>> then\n switch costume to (4 v)\n end\n if <<<key (right arrow v) pressed?> or <key (left arrow v) pressed?>> and <not <key (up arrow v) pressed?>>> then\n switch costume to (1 v)\n end\n else\n switch costume to (15 v)\n end\nelse\n if <(Blink time) > [9]> then\n if <not <<<mouse down?> and <(mouse y) < [-100]>> or <<key (down arrow v) pressed?> or <key (s v) pressed?>>>> then\n switch costume to (5 v)\n wait (0.05) seconds\n switch costume to (6 v)\n wait (0.05) seconds\n switch costume to (7 v)\n wait (0.05) seconds\n switch costume to (8 v)\n wait (0.05) seconds\n switch costume to (9 v)\n wait (0.05) seconds\n switch costume to (10 v)\n wait (0.05) seconds\n switch costume to (11 v)\n wait (0.05) seconds\n switch costume to (12 v)\n wait (0.05) seconds\n switch costume to (13 v)\n wait (0.05) seconds\n switch costume to (14 v)\n wait (0.05) seconds\n switch costume to (13 v)\n wait (0.05) seconds\n switch costume to (12 v)\n wait (0.05) seconds\n switch costume to (11 v)\n wait (0.05) seconds\n switch costume to (10 v)\n wait (0.05) seconds\n switch costume to (9 v)\n wait (0.05) seconds\n switch costume to (8 v)\n wait (0.05) seconds\n switch costume to (7 v)\n wait (0.05) seconds\n switch costume to (6 v)\n wait (0.05) seconds\n switch costume to (5 v)\n wait (0.05) seconds\n set [blink time v] to [0]\n end\n set [blink time v] to [0]\n end\nend\n\nwhen flag clicked\nbroadcast (Green Flag v) and wait\nbroadcast (START SCREEN v) and wait\nbroadcast (Play Game v)\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 [death switch v] to [on]\nset [move switch v] to [on]\nset [level: v] to [1]\nset [checkpiont v] to [0]\ndelete all of [check piont x v]\ndelete all of [check point y v]\nif <(Level:) = [1]> then\n add [3490] to [check piont x v]\n add [-70] to [check point y v]\nelse\n if <(Level:) = [2]> then\n add [2865] to [check piont x v]\n add [200] to [check point y v]\n add [2610] to [check piont x v]\n add [650] to [check point y v]\n else\n if <(Level:) = [3]> then\n delete all of [check piont x v]\n delete all of [check point y v]\n add [2510] to [check piont x v]\n add [-75] to [check point y v]\n add [8400] to [check piont x v]\n add [-75] to [check point y v]\n add [6460] to [check piont x v]\n add [-140] to [check point y v]\n else\n if <(Level:) = [4]> then\n delete all of [check piont x v]\n delete all of [check point y v]\n add [2350] to [check piont x v]\n add [65] to [check point y v]\n end\n end\n end\nend\nforever\n broadcast (RESET v)\n broadcast (Set up v)\n Game On\n repeat until <(EXIT) > []>\n Tick\n if <(toggle lag ON/OFF) = [on]> then\n broadcast (Tick v)\n else\n broadcast (Tick v) and wait\n end\n end\n if <(EXIT) = [win]> then\n Game - win\n else\n if <(EXIT) = [die]> then\n Game - Die\n else\n Reset pls\n end\n end\nend\n\ndefine Game On\nif <(CHECKPIONT) = [0]> then\n set [x v] to [0]\n set [y v] to [0]\nelse\n set [x v] to (item (CHECKPIONT) of [check piont x v])\n set [y v] to (item (CHECKPIONT) of [check point y v])\n broadcast (game on\(flag\) 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 (65) %\nset [ghost v] effect to (0)\nshow\n\ndefine Tick\nif <(move switch) = [on]> then\n if <<<mouse down?> and <(mouse x) < [0]>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n set rotation style [left-right v]\n point in direction (-90)\n change [sx v] by (-3)\n end\n if <<<mouse down?> and <(mouse x) > [0]>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n set rotation style [left-right v]\n point in direction (90)\n change [sx v] by (3)\n end\n set [sx v] to ((sx) * (0.8))\n if <([abs v] of (sx) ) > [0.9]> then\n Change Player X by (round (sx))\n end\n if <<<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\n end\n if <(Speed y) > [-15]> then\n change [speed y v] by (-2)\n end\n Test-bouce\n Change Player y by (Speed y)\n Test - die\n set [scroll x v] to (x)\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 set [exit v] to [die]\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 (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 hide\n wait (0.1) seconds\n show\n broadcast (flash v)\n wait (0.1) seconds\nend\nhide\nwait (0.5) seconds\nchange [deaths: v] by (1)\n\ndefine Test - die\nif <(death switch) = [on]> then\n if <touching (danger\( lava spikes etc\) v)?> then\n set [exit v] to [die]\n end\nend\n\ndefine Game - win\nset [checkpiont v] to [0]\nset rotation style [all around v]\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\nset rotation style [left-right v]\nhide\nchange [level: v] by (1)\nif <(Level:) = [2]> then\n delete all of [check piont x v]\n delete all of [check point y v]\n add [2865] to [check piont x v]\n add [200] to [check point y v]\n add [2610] to [check piont x v]\n add [650] to [check point y v]\nelse\n if <(Level:) = [3]> then\n delete all of [check piont x v]\n delete all of [check point y v]\n add [2510] to [check piont x v]\n add [-75] to [check point y v]\n add [8400] to [check piont x v]\n add [-75] to [check point y v]\n add [6460] to [check piont x v]\n add [-140] to [check point y v]\n else\n if <(Level:) = [4]> then\n delete all of [check piont x v]\n delete all of [check point y v]\n add [2350] to [check piont x v]\n add [65] to [check point y v]\n end\n end\nend\n\nwhen flag clicked\nset [blink time v] to [0]\nforever\n Costume Control\nend\n\ndefine Position\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\ndefine Test-bouce\nif <<<touching (boing v)?> or <touching (boing2 v)?>> or <<touching (boing3 v)?> or <touching (boing4 v)?>>> then\n set [speed y v] to [25]\nend\n\nreplace item (1) of [check piont x v] with [thing]\n\nset [blink motion v] to [16]\nrepeat until <(costume [name v]) = [20]>\n switch costume to (Blink motion)\n wait (0.05) seconds\n change [blink motion v] by (1)\nend\nrepeat until <(costume [name v]) = [15]>\n switch costume to (Blink motion)\n wait (0.05) seconds\n change [blink motion v] by (-1)\nend\n\nset [blink motion v] to [5]\n\nchange [blink motion v] by (1)\n\nrepeat until <(costume [number v]) = [13]>\n switch costume to (Blink motion)\nend\nrepeat until <(costume [number v]) = [5]>\n switch costume to (Blink motion)\n wait (0.05) seconds\n change [blink motion v] by (-1)\nend\nset [blink time v] to [0]\n\ndefine Reset pls\nset [exit v] to []\nrepeat (50)\n change [ghost v] effect by (2)\nend\nset [ghost v] effect to (0)\n\nwhen I receive [play game v]\nforever\n Costume Control\nend\n\nwhen flag clicked\npoint in direction (90)\n\nadd [2350] to [check piont x v]\nadd [65] to [check point y v]\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]\nif <(Level:) = [1]> then\n go to [front v] layer\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]\nelse\n if <(Level:) = [2]> then\n switch costume to (level 2 1 v)\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [550] 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: [0] y: [350]\n Clone at x: [0] y: [350]\n Clone at x: [0] y: [350]\n else\n if <(Level:) = [3]> then\n switch costume to (level 3 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: [550] 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: [0] y: [350]\n Clone at x: [0] y: [350]\n Clone at x: [0] y: [350]\n Clone at x: [1000] y: []\n else\n if <(Level:) = [4]> then\n switch costume to (level 4 1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [0] y: [350]\n Clone at x: [350] y: [100]\n Clone at x: [1000] y: [-400]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [350] y: [0]\n else\n switch costume to (level 4 18 v)\n end\n end\n end\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n@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 go to [front v] layer\n Clone at x: [450] y: [0]\nelse\n if <(Level:) = [2]> then\n switch costume to (level 2 1 v)\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [550] 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: [0] y: [350]\n Clone at x: [0] y: [350]\n Clone at x: [0] y: [350]\n else\n if <(Level:) = [3]> then\n switch costume to (level 3 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: [550] 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: [0] y: [350]\n Clone at x: [0] y: [350]\n Clone at x: [0] y: [350]\n Clone at x: [1000] y: []\n else\n if <(Level:) = [4]> then\n switch costume to (level 4 1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [0] y: [350]\n Clone at x: [350] y: [100]\n Clone at x: [1000] y: [-400]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n else\n switch costume to (level 4 16 v)\n end\n end\n end\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I start as a clone\nif <<(costume [number v]) = [54]> or <(costume [number v]) = [52]>> then\n forever\n repeat (20)\n change [y v] by (0.5)\n end\n repeat (20)\n change [y v] by (-0.5)\n end\n end\nend\n\nwait (0.01) seconds\nwait (0.01) seconds\n\nwhen [space v] key pressed\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]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n go to [back v] layer\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\nelse\n if <(Level:) = [2]> then\n switch costume to (level 2 1 v)\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [550] 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: [0] y: [350]\n Clone at x: [0] y: [350]\n Clone at x: [0] y: [350]\n else\n if <(Level:) = [3]> then\n switch costume to (level 3 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: [550] 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: [0] y: [350]\n Clone at x: [0] y: [350]\n Clone at x: [0] y: [350]\n Clone at x: [1000] y: []\n else\n if <(Level:) = [4]> then\n switch costume to (level 4 1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [0] y: [350]\n Clone at x: [350] y: [100]\n Clone at x: [1000] y: [-400]\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\n if <(Level:) = [3]> then\n go to [back v] layer\n end\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n@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]\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: [4520] y: [-35]\nelse\n if <(Level:) = [2]> then\n Clone at x: [2709] y: [1288]\n else\n if <(Level:) = [3]> then\n Clone at x: [9700] y: [1000]\n else\n if <(Level:) = [4]> then\n Clone at x: [7700] y: [55]\n else\n if <(Level:) = [5]> then\n Clone at x: [7700] y: [2000000000000000]\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\n@clouds\n\nwhen flag clicked\nchange [ghost v] effect by (15)\nhide\nforever\n if <not <(Level:) = [3]>> then\n create clone of (_myself_ v)\n wait (2) seconds\n create clone of (_myself_ v)\n wait (6) seconds\n end\nend\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\n@music\n\nwhen I receive [play game v]\nstop all sounds\nforever\n play sound [Music v] until done\n wait (3) seconds\nend\n\nwhen I receive [play game v]\nset volume to (100) %\nforever\n wait until <key (m v) pressed?>\n set volume to (0) %\n wait until <not <key (m v) pressed?>>\n wait until <key (m v) pressed?>\n set volume to (100) %\n wait until <not <key (m v) pressed?>>\nend\n\n@Collectibles\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <touching (player v)?> then\n start sound [Collect v]\n change [coins:2 v] by (1)\n delete this clone\nend\n\nwhen I receive [set up v]\nhide\nset [coins:2 v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nif <(Level:) = [1]> then\n switch costume to (coin1 v)\n Clone at x: [168] y: [-49]\n Clone at x: [235] y: [-49]\n Clone at x: [520] y: [27]\n Clone at x: [382] y: [120]\n Clone at x: [560] y: [200]\n Clone at x: [1827] y: [-50]\n Clone at x: [1900] y: [-50]\nelse\n if <(Level:) = [2]> then\n switch costume to (coin1 v)\n Clone at x: [478] y: [42]\n Clone at x: [673] y: [118]\n Clone at x: [990] y: [125]\n Clone at x: [965] y: [-75]\n Clone at x: [1387] y: [75]\n Clone at x: [1453] y: [40]\n Clone at x: [2020] y: [100]\n Clone at x: [2586] y: [0]\n Clone at x: [2586] y: [65]\n Clone at x: [2586] y: [150]\n Clone at x: [2783] y: [210]\n Clone at x: [2770] y: [335]\n Clone at x: [2763] y: [448]\n Clone at x: [2760] y: [560]\n else\n if <(Level:) = [3]> then\n Clone at x: [859] y: [-50]\n Clone at x: [940] y: [-55]\n Clone at x: [1020] y: [-50]\n Clone at x: [1393] y: [5]\n Clone at x: [1546] y: [5]\n Clone at x: [1696] y: [5]\n Clone at x: [1978] y: [-52]\n Clone at x: [2035] y: [-70]\n Clone at x: [2100] y: [-77]\n Clone at x: [2345] y: [-65]\n Clone at x: [2638] y: [-65]\n Clone at x: [3145] y: [-50]\n Clone at x: [3215] y: [-20]\n Clone at x: [3278] y: [-50]\n end\n end\n set [x v] to [-99999]\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 [a-base y v] to (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nforever\n next costume\n wait (0.05) seconds\nend\n\nif <(Level:) = [1]> then\n\nwhen I start as a clone\nforever\n set [y v] to ((A-base Y) + (([cos v] of (((timer) - (3)) * (100)) ) * (10)))\nend\n\nnext costume\nwait (0.05) seconds\n\n@DONT DELETE ME\n\nwhen I receive [tick v]\nPosition (round (((x) - (SCROLL X)) / (5))) (round (((y) - (SCROLL Y)) / (2)))\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n go to [back v] layer\n show\nelse\n hide\nend\n\nwhen I receive [play game v]\nforever\n go to [back v] layer\nend\n\nwhen I receive [play game v]\nforever\n if <(Level:) = [1]> then\n switch costume to (costume2 v)\n else\n if <(Level:) = [2]> then\n switch costume to (costume3 v)\n else\n if <(Level:) = [3]> then\n switch costume to (costume3 v)\n else\n if <(Level:) = [4]> then\n switch costume to (costume4 v)\n end\n end\n end\n end\nend\n\nshow\nshow\nhide\n\n@Sprite2\n\nwhen I receive [flash v]\ngo to [front v] layer\nshow\nwait (0.05) seconds\nhide\n\nwhen flag clicked\nhide\n\nwhen [l v] key pressed\nif <(toggle lag ON/OFF) = [on]> then\n set [toggle lag on/off v] to [off]\nelse\n set [toggle lag on/off v] to [on]\nend\n\n@goombs@#@$!%%@!\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\n\nset [x v] to [0]\nset [y v] to [0]\nif <(Level:) = [1]> then\n switch costume to (open v)\n Clone at x: [2500] y: [0]\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\n\nwhen I receive [set up v]\n\nforever\n if <not <(costume [number v]) > [26]>> then\n next costume\n wait (0.1) seconds\n else\n switch costume to (costume1 v)\n end\nend\n\nwhen I receive [gooms b gone v]\n\nstop [other scripts in sprite v]\nhide\nstop [this script v]\n\n@boing\n\ndefine boing\nwait (0.05) seconds\nswitch costume to (costume2 v)\nwait (0.05) seconds\nswitch costume to (costume3 v)\nwait (0.05) seconds\nswitch costume to (costume2 v)\nwait (0.05) seconds\nswitch costume to (costume1 v)\n\nwhen I receive [play game v]\nforever\n if <touching (player v)?> then\n boing\n else\n switch costume to (costume1 v)\n end\nend\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: [2200] y: [-70]\nelse\n if <(Level:) = [2]> then\n Clone at x: [2590] y: [-70]\n else\n if <(Level:) = [3]> then\n Clone at x: [1400] y: [-70]\n else\n if <(Level:) = [4]> then\n Clone at x: [30000] y: [-70]\n end\n end\n end\nend\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine Clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\n@Checkpoint #1\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]\nswitch costume to (flag v)\nif <(Level:) = [1]> then\n Clone at x: [3500] y: [-60]\nelse\n if <(Level:) = [2]> then\n Clone at x: [2890] y: [205]\n else\n if <(Level:) = [3]> then\n Clone at x: [2509] y: [-65]\n else\n if <(Level:) = [4]> then\n Clone at x: [2335] y: [75]\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\ndefine Raise the flag\nswitch costume to (flag2 v)\nwait (0.01) seconds\nswitch costume to (flag3 v)\nwait (0.01) seconds\nswitch costume to (flag4 v)\nwait (0.01) seconds\nswitch costume to (flag5 v)\nwait (0.01) seconds\nswitch costume to (flag6 v)\nwait (0.01) seconds\nswitch costume to (flag7 v)\nwait (0.01) seconds\nswitch costume to (flag8 v)\nwait (0.01) seconds\nswitch costume to (flag9 v)\nwait (0.01) seconds\nswitch costume to (flag10 v)\nwait (0.01) seconds\nswitch costume to (flag11 v)\nwait (0.01) seconds\n\nwhen I receive [play game v]\nforever\n if <touching (player v)?> then\n if <not <(costume [number v]) > [1]>> then\n start sound [Connect v]\n set [checkpiont v] to [1]\n Raise the flag\n end\n end\nend\n\nstop [this script v]\n\nwhen I receive [game on\(flag\) v]\nif <(CHECKPIONT) > [0]> then\n switch costume to (flag11 v)\nend\n\n@exit portal3\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]\nswitch costume to (flag v)\nif <(Level:) = [1]> then\n Clone at x: [3500] y: [3000]\nelse\n if <(Level:) = [2]> then\n Clone at x: [2585] y: [300000]\n else\n if <(Level:) = [3]> then\n Clone at x: [8418] y: [-55]\n else\n if <(Level:) = [4]> then\n Clone at x: [8418] y: [-55]\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\ndefine Raise the flag\nswitch costume to (flag2 v)\nwait (0.01) seconds\nswitch costume to (flag3 v)\nwait (0.01) seconds\nswitch costume to (flag4 v)\nwait (0.01) seconds\nswitch costume to (flag5 v)\nwait (0.01) seconds\nswitch costume to (flag6 v)\nwait (0.01) seconds\nswitch costume to (flag7 v)\nwait (0.01) seconds\nswitch costume to (flag8 v)\nwait (0.01) seconds\nswitch costume to (flag9 v)\nwait (0.01) seconds\nswitch costume to (flag10 v)\nwait (0.01) seconds\nswitch costume to (flag11 v)\nwait (0.01) seconds\n\nwhen I receive [play game v]\nforever\n if <(Level:) = [2]> then\n point in direction (-90)\n else\n point in direction (90)\n end\n if <touching (player v)?> then\n start sound [Connect v]\n set [checkpiont v] to [2]\n Raise the flag\n stop [this script v]\n end\nend\n\nwhen I receive [game on\(flag\) v]\nif <(CHECKPIONT) > [1]> then\n switch costume to (flag11 v)\nend\n\n@boing2\n\ndefine boing\nwait (0.05) seconds\nswitch costume to (costume2 v)\nwait (0.05) seconds\nswitch costume to (costume3 v)\nwait (0.05) seconds\nswitch costume to (costume2 v)\nwait (0.05) seconds\nswitch costume to (costume1 v)\n\nwhen I receive [play game v]\nforever\n if <touching (player v)?> then\n boing\n else\n switch costume to (costume1 v)\n end\nend\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: [2200] y: [2000000]\nelse\n if <(Level:) = [2]> then\n Clone at x: [2590] y: [20000000]\n else\n if <(Level:) = [3]> then\n Clone at x: [1700] y: [-70]\n else\n Clone at x: [0] y: [3000]\n end\n end\nend\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine Clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\n@boing3\n\ndefine boing\nwait (0.05) seconds\nswitch costume to (costume2 v)\nwait (0.05) seconds\nswitch costume to (costume3 v)\nwait (0.05) seconds\nswitch costume to (costume2 v)\nwait (0.05) seconds\nswitch costume to (costume1 v)\n\nwhen I receive [play game v]\nforever\n if <touching (player v)?> then\n boing\n else\n switch costume to (costume1 v)\n end\nend\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: [2200] y: [20000000]\nelse\n if <(Level:) = [2]> then\n Clone at x: [2590] y: [200000000]\n else\n if <(Level:) = [3]> then\n Clone at x: [1550] y: [-70]\n else\n Clone at x: [0] y: [30000]\n end\n end\nend\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine Clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\n@boing4\n\ndefine boing\nwait (0.05) seconds\nswitch costume to (costume2 v)\nwait (0.05) seconds\nswitch costume to (costume3 v)\nwait (0.05) seconds\nswitch costume to (costume2 v)\nwait (0.05) seconds\nswitch costume to (costume1 v)\n\nwhen I receive [play game v]\nforever\n if <touching (player v)?> then\n boing\n else\n switch costume to (costume1 v)\n end\nend\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: [2200] y: [20000000]\nelse\n if <(Level:) = [2]> then\n Clone at x: [2590] y: [200000000]\n else\n if <(Level:) = [3]> then\n Clone at x: [3700] y: [-80]\n else\n Clone at x: [0] y: [30000]\n end\n end\nend\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine Clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\n@easter egg\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]\nswitch costume to (flag v)\nif <(Level:) = [1]> then\n Clone at x: [3500] y: [3000]\nelse\n if <(Level:) = [2]> then\n Clone at x: [3500] y: [3000]\n else\n if <(Level:) = [3]> then\n Clone at x: [6480] y: [-122]\n else\n if <(Level:) = [4]> then\n Clone at x: [0] y: [3000]\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\ndefine Raise the flag\nswitch costume to (flag2 v)\nwait (0.01) seconds\nswitch costume to (flag3 v)\nwait (0.01) seconds\nswitch costume to (flag4 v)\nwait (0.01) seconds\nswitch costume to (flag5 v)\nwait (0.01) seconds\nswitch costume to (flag6 v)\nwait (0.01) seconds\nswitch costume to (flag7 v)\nwait (0.01) seconds\nswitch costume to (flag8 v)\nwait (0.01) seconds\nswitch costume to (flag9 v)\nwait (0.01) seconds\nswitch costume to (flag10 v)\nwait (0.01) seconds\nswitch costume to (flag11 v)\nwait (0.01) seconds\n\nwhen I receive [play game v]\nforever\n if <touching (player v)?> then\n if <not <(costume [number v]) > [1]>> then\n start sound [Connect v]\n set [checkpiont v] to [3]\n broadcast (easter egg! v)\n Raise the flag\n end\n end\nend\n\nwhen I receive [game on\(flag\) v]\nif <(CHECKPIONT) > [2]> then\n switch costume to (flag11 v)\nelse\n switch costume to (flag v)\nend\n\nstop [this script v]\n\n@Sprite3\n\nwhen I receive [easter egg! v]\nshow\ngo to [front v] layer\nset rotation style [left-right v]\nforever\n if <not <key (down arrow v) pressed?>> then\n go to (player v)\n else\n go to (player v)\n change y by (-13)\n end\n if <<key (right arrow v) pressed?> or <key (left arrow v) pressed?>> then\n if <key (right arrow v) pressed?> then\n point in direction (90)\n switch costume to (costume2 v)\n end\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n switch costume to (costume2 v)\n end\n else\n switch costume to (costume1 v)\n end\nend\n\nwhen flag clicked\nhide\n\n@Sprite1\n\nwhen flag clicked\ngo to x: (200) y: (-162)\nforever\n go to [front v] layer\n point in direction ((([sin v] of ((30) + ((timer) * (100))) ) * (7)) + (90))\n if <touching (mouse-pointer v)?> then\n change size by (((100) - (size)) / (3))\n set [brightness v] effect to (-50)\n set [ghost v] effect to (50)\n else\n change size by (((90) - (size)) / (3))\n set [brightness v] effect to (0)\n set [ghost v] effect to (0)\n end\n if <(Level:) < [5]> then\n show\n else\n hide\n end\nend\n\nwhen this sprite clicked\nset [level: v] to ((Level:) + (1))\nset [checkpiont v] to [0]\nset [exit v] to [reset]\n\n@Sprite4\n\nwhen flag clicked\nshow\ngo to [front v] layer\n\nwhen I receive [start screen v]\nclear graphic effects\nreset timer\nshow\ngo to [front v] layer\nwait until <<mouse down?> or <<key (any v) pressed?> or <(timer) > [3]>>>\nrepeat (20)\n change [ghost v] effect by (5)\nend\n\nwhen I receive [play game v]\nforever\n show\n go to [front v] layer\nend\n\n | JUST CLICK OR PRESS ANY KEY TO START GEESE\n--------------------------------------------------------------------------\nThis is a game i made a long time ago but never finished.... so its not 100% perfect i fixed it up a bunch though!\n-----------------------------------------------------------------------\nControls\nArrow keys, WASD, or mobile. (animations are only for arrow keys)\nCOINS ARE NOT NECESSARY\n----------------------------------------------------------------------\nCredits\n@raymanworkshop idk how to spell that but for the music!\n@toadfanstool for coins!\n@griffpatch for scrolling engine!\n@XXX_FIRE_XXX (me) for the rest! |
moonlight - pixel platformer | @Stage\n\n@Tileset\n\n@Ground\n\ngo to x: (0) y: (0)\n\nset drag mode [not draggable v]\n\nwhen flag clicked\nforever\n switch costume to (level)\nend\n\n@Decor\n\ngo to x: (0) y: (0)\ngo to [back v] layer\n\nwhen flag clicked\nforever\n switch costume to (level)\nend\n\n@Water\n\nwhen flag clicked\ngo to x: (-10) y: (-50)\nforever\n erase all\n set [ghost v] effect to (75)\n set y to ((-150) + ((([sin v] of ((timer) * (100)) ) * (20)) + (-10)))\n stamp\n set y to ((-150) + ((([sin v] of ((timer) * (100)) ) * (15)) + (-30)))\n stamp\n set y to ((-150) + ((([sin v] of ((timer) * (100)) ) * (10)) + (-50)))\n stamp\n set [ghost v] effect to (100)\n set y to ((-150) + ((([sin v] of ((timer) * (100)) ) * (5)) + (-80)))\n stamp\nend\n\nhide\n\nwhen flag clicked\nforever\n switch costume to (level)\nend\n\n@PixelMan\n\ndefine Y Collisions (y)\nrepeat until <not <touching (ground v)?>>\n if <(y) > [0]> then\n change y by (-1)\n else\n change y by (1)\n set [falling v] to [0]\n end\n set [y v] to [0]\nend\n\ndefine X Collisions (x) (s) (h) (l)\nif <touching (ground v)?> then\n repeat (s)\n change y by (1)\n if <not <touching (ground v)?>> then\n stop [this script v]\n end\n end\n change y by (() - (s))\n repeat until <not <touching (ground v)?>>\n if <(x) > [0]> then\n change x by (-1)\n else\n change x by (1)\n end\n end\nend\nif <<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n if <(x) > [0]> then\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n if <not <<(l) < [3]> or <<(l) = [0]> or <(l) = []>>>> then\n set [x v] to ((l) * (-1))\n end\n end\n else\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n if <not <<(l) < [3]> or <<(l) = [0]> or <(l) = []>>>> then\n set [x v] to (l)\n end\n end\n end\n if <not <<(h) < [3]> or <<(h) = [0]> or <(h) = []>>>> then\n set [y v] to (h)\n end\nelse\n set [x v] to [0]\nend\n\nwhen flag clicked\nset rotation style [left-right v]\ngo to x: (-175) y: (20)\nset [level v] to [1]\nset [x v] to [0]\nset [y v] to [0]\nforever\n Platformer || X speed: [2] Y speed: [10] Jump time: [1] Slope: [8] Gravity: [-1] Friction: [.7] WJ Height: [0] WJ Length: [0]\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n point in direction (90)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n point in direction (-90)\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n change [frame v] by (0.5)\n else\n set [frame v] to [0]\n end\n if <(x position) = [240]> then\n go to x: (-175) y: (20)\n change [level v] by (1)\n set [x v] to [0]\n set [y v] to [0]\n end\n if <(y position) = [-186]> then\n go to x: (-175) y: (20)\n set [x v] to [0]\n set [y v] to [0]\n end\nend\n\ndefine Platformer || X speed: (x) Y speed: (y) Jump time: (t) Slope: (s) Gravity: (g) Friction: (f) WJ Height: (h) WJ Length: (l)\nswitch costume to (hitbox v)\nchange [falling v] by (1)\nchange [y v] by (g)\nif <not <(x) > [8]>> then\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x v] by (x)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x v] by ((x) * (-1))\n end\nend\nchange x by (x)\nif <touching (ground v)?> then\n X Collisions (x) (s) (h) (l)\nend\nchange y by (y)\nif <touching (ground v)?> then\n Y Collisions (y)\nend\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <(falling) < (t)>> then\n set [y v] to (y)\nend\nset [x v] to ((x) * (f))\nSet Costume\n\ndefine Set Costume\nif <(falling) < [6]> then\n if <(frame) = [0]> then\n switch costume to (idle1 v)\n else\n switch costume to ([floor v] of ((2) + ((frame) mod (6))) )\n end\nelse\n if <(y) > [0]> then\n switch costume to (pixelman7 v)\n else\n switch costume to (pixelman6 v)\n end\nend\n\n | wasd or arrow keys\n3 levels so far |
7Sofa - A Platformer | @Stage\n\n@SOFA\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 (12)\n change [pixelate v] effect by (20)\nend\ndelete this clone\n\nwhen I receive [start v]\ngo to [front v] layer\nshow\n\nwhen flag clicked\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 (12) %\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]\n\nwhen I receive [next level v]\nset [movement x v] to [0]\nset [movement y v] to [0]\ngo to x: (-192) y: (-35)\npoint in direction (90)\n\nwhen flag clicked\ngo to x: (-192) y: (-35)\n\nwhen I receive [start v]\nshow\ngo to x: (-192) y: (-35)\n\nwhen flag clicked\nwait (0.1) 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: (-192) y: (-35)\npoint in direction (90)\n\nwhen flag clicked\nswitch costume to (1 v)\nforever\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nshow\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\ndefine player movement\n\nwhen I receive [replay v]\ngo to x: (-192) y: (-35)\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\nshow\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [11]> then\n broadcast (end. v)\n end\nend\n\nwhen I receive [skip v]\nnext costume\nbroadcast (next level v)\n\n@spikes\n\nwhen flag clicked\nshow\ngo to [front v] layer\nswitch costume to (1 v)\nforever\n switch costume to ([costume # v] of [level v])\nend\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 (0.1) 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\nshow\ngo to x: (0) y: (0)\nswitch costume to (1 v)\nforever\n switch costume to ([costume # v] of [level v])\nend\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: (-217) y: (158)\nshow\n\nwhen I receive [end. v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\nstop [this script v]\n\nwhen this sprite clicked\nbroadcast (SKIP 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: (-173) y: (158)\nshow\n\nwhen I receive [end. v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\nstop [this script v]\n\nwhen this sprite clicked\nbroadcast (REPLAY v)\n\n@1\n\nwhen [timer v] > (timer)\nif <(endy) = [0]> then\n switch costume to (1 v)\n show\n set [ghost v] effect to (100)\n go to [front v] layer\n start sound [Manea v]\n repeat (20)\n change [ghost v] effect by (-5)\n go to [front v] layer\n end\nelse\n switch costume to (1 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 (-5)\n go to [front v] layer\n end\nend\n\nwhen flag clicked\nset size to (200) %\nswitch costume to (1 v)\npoint in direction (90)\ngo to x: (0) y: (0)\nset size to (100) %\nhide\nforever\n set [timer v] to (timer)\nend\n\n | hai peeps!\nfor @7Sofa , well, its a platformer called, 7sofa- A platformer!!\n\nOk, so my Potatoanimator platformer was popular, so why not maker this? Im prob gonna make more, but here it is :)\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nomg stop why does this have views |
Simple Platformer | @Stage\n\nwhen flag clicked\nset volume to (50) %\nforever\n play sound [12707 v] until done\nend\n\n@キャラ\n\nwhen I receive [死亡 v]\nstart sound [しょげる v]\n\nwhen I start as a clone\nif <(costume [number v]) = [1]> then\n switch costume to (キャラ1残像 v)\nelse\n switch costume to (キャラ2残像 v)\nend\nclear graphic effects\nset size to (50) %\nrepeat (5)\n change [ghost v] effect by (10)\n change size by (-5)\nend\ndelete this clone\n\nwhen [timer v] > (0)\nhide\n\nwhen I receive [大ジャンプ v]\nstart sound [大ジャンプ v]\n\nwhen flag clicked\nforever\n if <<key (down arrow v) pressed?> or <<mouse down?> and <(mouse y) < [-105]>>> then\n switch costume to (キャラ2 v)\n else\n switch costume to (キャラ1 v)\n end\nend\n\nwhen flag clicked\nset [ghost v] effect to (0)\ngo to [front v] layer\nset [ステージ v] to [1]\nswitch costume to (キャラ1 v)\nset size to (50) %\nset rotation style [left-right v]\nshow\ngo to x: (-220) y: (-50)\nset [速度x v] to [0]\nset [速度y v] to [0]\nrepeat until <(ステージ) = [10]>\n show\n create clone of (_myself_ v)\n change [速度y v] by (-0.8)\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n point in direction (-90)\n change [速度x v] by (-1)\n end\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>> then\n point in direction (90)\n change [速度x v] by (1)\n end\n set [速度x v] to ((速度x) * (0.9))\n change x by (速度x)\n if <touching color (#1aff00)?> then\n change y by (1)\n end\n if <touching color (#1aff00)?> then\n change y by (1)\n end\n if <touching color (#1aff00)?> then\n change y by (1)\n end\n if <touching color (#1aff00)?> then\n change y by (1)\n end\n if <touching color (#1aff00)?> then\n change y by (-4)\n change x by ((速度x) * (-1))\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>> then\n set [速度y v] to [10]\n broadcast (ジャンプ v)\n if <([abs v] of (速度x) ) = (速度x)> then\n set [速度x v] to [-10]\n else\n set [速度x v] to [10]\n end\n else\n set [速度x v] to [0]\n end\n end\n change y by (速度y)\n if <touching color (#1aff00)?> then\n change y by ((0) - (速度y))\n set [速度y v] to [0]\n end\n change y by (-1)\n if <<<key (up arrow v) pressed?> and <touching color (#1aff00)?>> or <<<mouse down?> and <(y position) < (mouse y)>> and <touching color (#1aff00)?>>> then\n set [速度y v] to [13]\n broadcast (ジャンプ v)\n end\n change y by (1)\n if <[239] < (x position)> then\n change [ステージ v] by (1)\n go to x: (-220) y: (-50)\n end\n if <<<(y position) < [-178]> or <touching color (#ff6464)?>> or <touching (敵 v)?>> then\n go to x: (-220) y: (-50)\n broadcast (死亡 v)\n end\n if <<(costume [number v]) = [3]> and <(y position) < [-172]>> then\n go to x: (-220) y: (-50)\n broadcast (死亡 v)\n end\n if <touching color (#63a5ff)?> then\n set [速度y v] to [15]\n broadcast (大ジャンプ v)\n end\nend\nstop [all v]\n\nwhen I receive [ジャンプ v]\nstart sound [ジャンプ v]\n\n@地形\n\nwhen flag clicked\nshow\nforever\n switch costume to (ステージ)\nend\n\n@敵\n\nwhen I receive [大ジャンプ v]\nstart sound [大ジャンプ v]\n\nwhen [timer v] > (0)\nhide\n\nwhen flag clicked\nswitch costume to (キャラ1 v)\nhide\ngo to x: (14) y: (-130)\nforever\n create clone of (_myself_ v)\n if <(ステージ) = [7]> then\n show\n if on edge, bounce\n move (8) steps\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <<key (down arrow v) pressed?> or <<mouse down?> and <(mouse y) < [-105]>>> then\n switch costume to (キャラ2 v)\n else\n switch costume to (キャラ1 v)\n end\nend\n\nwhen I receive [死亡 v]\nstart sound [しょげる v]\n\nwhen I start as a clone\nswitch costume to (キャラ2 v)\nclear graphic effects\nset size to (50) %\nrepeat (5)\n change [ghost v] effect by (10)\n change size by (-5)\nend\ndelete this clone\n\nwhen I receive [ジャンプ v]\nstart sound [ジャンプ v]\n\n@スプライト1\n\nwhen flag clicked\npoint in direction (90)\nhide\nforever\n reset timer\nend\n\nwhen [timer v] > (0)\ngo to [front v] layer\nshow\nset [ghost v] effect to (100)\nswitch backdrop to (背景2 v)\nshow\npoint in direction (120)\nrepeat (10)\n change [ghost v] effect by (-10)\n turn left (3) degrees\nend\n\n | ________________________\n-----------------日本語の説明は下にあります----------------\n ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄\n【English】\n=≪how to play≫=================\nUse the left key to move to the left and the right key to move to the right.\nJump with the up key. Crouch down. When it hits red, you go back to the beginning of the stage...\nTouch the blue and jump!\n========================\n【日本語】\n=≪遊び方≫===================\n左キーで左、右キーで右に動きます。\n上キーでジャンプ。下ーでしゃがみます。赤色に当たると、そのステージの初めに戻ります...\n青に触れると大ジャンプ!\n======================== |
Seasons- A Mobile friendly platformer | @Stage\n\nwhen I receive [play v]\nswitch backdrop to (backdrop2 v)\n\nwhen I receive [next v]\nnext backdrop\n\nwhen flag clicked\nset [special v] to [0]\nswitch backdrop to (backdrop1 v)\n\nwhen backdrop switches to [backdrop6 v]\nset [special v] to [234]\n\nwhen I receive [start v]\nset [special v] to [0]\nswitch backdrop to (backdrop1 v)\n\n@Platformer Boi\n\nwhen I receive [play v]\nforever\n if <(x position) > [239]> then\n broadcast (Next v)\n set [x v] to [0]\n set [y v] to [0]\n set [yv v] to [0]\n go to x: (-190) y: (0)\n end\nend\n\nwhen I start as a clone\nshow\nrepeat (15)\n change size by (-3)\n change [ghost v] effect by (7)\nend\ndelete this clone\n\nwhen I receive [play v]\ngo to x: (-190) y: (0)\nrepeat until <(complete) > [1]>\n wait (1) seconds\n change [your time v] by (1)\nend\nif <(your time) < (☁ time)> then\n set [☁ time v] to (your time)\n insert (username) at (1) of [times v] \nend\nshow variable [☁ time v]\nshow variable [your time v]\n\nwhen I receive [start v]\nset rotation style [left-right v]\nshow\ngo to x: (0) y: (-90)\nset [x v] to [0]\nset [y v] to [0]\nforever\n change [y v] by (-0.5)\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>>> then\n point in direction (90)\n if <[4] < (costume [number v])> then\n change [x v] by (1)\n else\n change [x v] by (1)\n end\n end\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>>> then\n set rotation style [left-right v]\n point in direction (-90)\n if <[4] < (costume [number v])> then\n change [x v] by (-1)\n else\n switch costume to (hello3 v)\n change [x v] by (-1)\n end\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <<touching (level v)?> or <<touching (level4 v)?> or <touching (moving platform v)?>>> then\n change y by (1)\n if <<touching (level v)?> or <<touching (level4 v)?> or <touching (moving platform v)?>>> then\n change y by (1)\n if <<touching (level v)?> or <<touching (level4 v)?> or <touching (moving platform v)?>>> then\n change y by (1)\n if <<touching (level v)?> or <<touching (level4 v)?> or <touching (moving platform v)?>>> then\n change y by (1)\n if <<touching (level v)?> or <<touching (level4 v)?> or <touching (moving platform v)?>>> then\n change y by (1)\n if <<touching (level v)?> or <<touching (level4 v)?> or <touching (moving platform v)?>>> then\n change y by (1)\n if <<touching (level v)?> or <<touching (level4 v)?> or <touching (moving platform v)?>>> then\n change y by (-6)\n if <key (up arrow v) pressed?> then\n set [y v] to [10]\n if <(x) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n change x by ((x) * (-1))\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n change y by (y)\n if <<touching (level v)?> or <<touching (level4 v)?> or <touching (moving platform v)?>>> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n change y by (-0.5)\n if <<<touching (level v)?> or <<touching (level4 v)?> or <touching (moving platform v)?>>> and <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>>>> then\n if <[4] < (costume [number v])> then\n set [y v] to [10]\n else\n set [y v] to [10]\n switch costume to (hello4 v)\n end\n end\n change y by (0.5)\n if <<touching (spikes v)?> or <<touching (bew missiile v)?> or <<[-175] > (y position)> or <<touching (spiketrap v)?> or <<touching color (#ff0000)?> or <<touching (lazar v)?> or <<touching (boss v)?> or <<touching (lazar2 v)?> or <<touching (bomb v)?> or >>>>>>>>> then\n change [your time v] by (3)\n start sound [Pew v]\n repeat (10)\n change [ghost v] effect by (10)\n wait (0.01) seconds\n end\n set [pixelate v] effect to (0)\n set [ghost v] effect to (0)\n set [x v] to [0]\n set [yv v] to [0]\n set [y v] to [0]\n if <(Hardness) < [1]> then\n go to x: (-216) y: (0)\n show\n end\n if <(Hardness) > [2]> then\n broadcast (start v)\n end\n end\nend\n\nwhen I receive [start v]\nforever\n if <<touching (0 v)?> or <touching (sprite1 v)?>> then\n set [y v] to [17]\n end\nend\n\nwhen I receive [options v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen I receive [start v]\nhide\nforever\n wait (0.005) seconds\n create clone of (_myself_ v)\nend\n\nwhen I receive [next v]\nset [x v] to [0]\nset [y v] to [0]\nset [yv v] to [0]\ngo to x: (-190) y: (0)\n\nwhen flag clicked\nshow list [times v]\nwait until <(complete) > [1]>\nif <(your time) < [300]> then\n set [☁ time v] to (your time)\n insert (username) at (1) of [test v] \nend\nshow variable [☁ time v]\nshow variable [your time v]\n\nwhen flag clicked\nshow list [test v]\nshow list [times v]\nhide variable [☁ time v]\nhide variable [your time v]\n\n@Level\n\nwhen flag clicked\nbroadcast (start v)\n\nwhen I receive [play v]\nhide\n\nwhen I receive [music toggle off v]\nforever\n stop all sounds\n stop all sounds\nend\n\nwhen I receive [start v]\ngo to x: (-2) y: (-7)\nshow\nswitch costume to (costume1 v)\nclear graphic effects\nstart sound [City Lights2 v]\n\n wait (75) seconds\n start sound [City Lights v]\nend\n\nwhen I receive [options v]\nhide\n\n@Level2\n\nwhen I start as a clone\nshow\nforever\n go to x: (35) y: (32)\n if <touching (mouse-pointer v)?> then\n set size to (110) %\n if <mouse down?> then\n broadcast (Play v)\n stop [other scripts in sprite v]\n delete this clone\n end\n else\n set size to (100) %\n end\nend\n\nwhen I receive [play v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\nforever\n go to x: (35) y: (32)\n if <touching (mouse-pointer v)?> then\n set size to (110) %\n if <mouse down?> then\n broadcast (Play v)\n stop [other scripts in sprite v]\n delete this clone\n end\n else\n set size to (100) %\n end\nend\n\nwhen I receive [start v]\nbroadcast (Music toggle on v)\nshow\nswitch costume to (costume2 v)\ncreate clone of (_myself_ v)\nswitch costume to (costume1 v)\nforever\n go to x: (-79) y: (32)\n if <touching (mouse-pointer v)?> then\n set size to (110) %\n if <mouse down?> then\n switch costume to (costume3 v)\n broadcast (Music toggle off v)\n set size to (100) %\n stop [this script v]\n end\n else\n set size to (100) %\n end\nend\n\nwhen I receive [options v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen I receive [options v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\n@Level3\n\nwhen I receive [play v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen I receive [start v]\nshow\ngo to x: (152) y: (32)\nforever\n go to x: (152) y: (32)\n if <touching (mouse-pointer v)?> then\n set size to (110) %\n else\n set size to (100) %\n end\nend\n\nwhen I receive [options v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen this sprite clicked\nif <(Hardness) > [2]> then\n set [hardness v] to [0]\n switch costume to (costume3 v)\nelse\n if <(Hardness) < [1]> then\n set [hardness v] to [5]\n switch costume to (costume2 v)\n wait (1) seconds\n end\nend\n\nswitch costume to (costume2 v)\nset [hardness v] to [5]\n\nwhen flag clicked\nswitch costume to (costume3 v)\n\n@Moving Platform\n\nwhen I receive [play v]\nswitch costume to (costume1 v)\nshow\n\nwhen I receive [next v]\nshow\nnext costume\n\nwhen I receive [start v]\nset [complete v] to [0]\nhide\nforever\n go to x: (-7) y: (-34)\nend\n\nwhen I receive [next v]\nforever\n if <(costume [number v]) = [26]> then\n set [complete v] to [5]\n broadcast (game complete v)\n end\nend\n\nset [your time v] to [0]\n\n@Level4\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\ngo to x: (36) y: (8)\nhide\nforever\n if <(backdrop [number v]) = [1]> then\n hide\n go to x: (36) y: (28)\n switch costume to (costume1 v)\n end\n if <(backdrop [number v]) = [5]> then\n show\n go to x: (36) y: (28)\n switch costume to (costume1 v)\n if <(distance to [platformer boi v]) > [1]> then\n wait (0.5) seconds\n glide (3) secs to x: (300) y: (200)\n wait (1) seconds\n glide (3) secs to x: (36) y: (28)\n end\n end\n if <(backdrop [number v]) = [6]> then\n hide\n go to x: (36) y: (28)\n switch costume to (costume1 v)\n end\n if <(backdrop [number v]) = [7]> then\n hide\n go to x: (36) y: (28)\n switch costume to (costume1 v)\n end\n if <(backdrop [number v]) = [8]> then\n hide\n go to x: (36) y: (28)\n switch costume to (costume1 v)\n end\n if <(backdrop [number v]) = [13]> then\n hide\n show\n go to x: (170) y: (0)\n switch costume to (costume2 v)\n if <(distance to [platformer boi v]) > [1]> then\n wait (0.5) seconds\n glide (3) secs to x: (-170) y: (0)\n wait (1) seconds\n glide (3) secs to x: (170) y: (0)\n end\n end\nend\n\nwhen I receive [start v]\nforever\n if <(special) > [50]> then\n hide\n set [special v] to [0]\n end\nend\n\nwhen I receive [start v]\nhide\n\n@Spikes\n\nwhen I receive [start v]\nhide\nforever\n if <(backdrop [number v]) = [1]> then\n switch costume to (costume1 v)\n go to x: (36) y: (28)\n hide\n end\n if <(backdrop [number v]) = [2]> then\n switch costume to (costume1 v)\n go to x: (36) y: (28)\n show\n end\n if <(backdrop [number v]) = [3]> then\n go to x: (36) y: (28)\n switch costume to (costume2 v)\n end\n if <(backdrop [number v]) = [4]> then\n go to x: (36) y: (28)\n switch costume to (costume3 v)\n end\n if <(backdrop [number v]) = [5]> then\n go to x: (36) y: (28)\n switch costume to (costume4 v)\n end\n if <(backdrop [number v]) = [6]> then\n go to x: (36) y: (28)\n switch costume to (costume5 v)\n end\n if <(backdrop [number v]) = [7]> then\n go to x: (36) y: (28)\n switch costume to (costume6 v)\n end\n if <(backdrop [number v]) = [8]> then\n go to x: (36) y: (111)\n switch costume to (costume7 v)\n end\n if <(backdrop [number v]) = [9]> then\n go to x: (36) y: (50)\n switch costume to (costume8 v)\n end\n if <(backdrop [number v]) = [10]> then\n hide\n go to x: (36) y: (50)\n switch costume to (costume8 v)\n end\n if <(backdrop [number v]) = [12]> then\n hide\n show\n go to x: (36) y: (50)\n switch costume to (costume9 v)\n end\n if <(backdrop [number v]) = [13]> then\n hide\n show\n go to x: (36) y: (50)\n switch costume to (costume10 v)\n end\n if <(backdrop [number v]) = [13]> then\n hide\n show\n go to x: (10) y: (50)\n switch costume to (costume12 v)\n end\n if <(backdrop [number v]) = [14]> then\n show\n set [special v] to [100]\n go to x: (10) y: (50)\n switch costume to (costume13 v)\n end\n if <(backdrop [number v]) = [15]> then\n show\n set [special v] to [100]\n go to x: (40) y: (30)\n switch costume to (costume14 v)\n end\n if <(backdrop [number v]) = [16]> then\n show\n set [special v] to [100]\n go to x: (40) y: (30)\n switch costume to (costume11 v)\n end\n if <(backdrop [number v]) = [17]> then\n hide\n end\n if <(backdrop [number v]) = [19]> then\n show\n go to x: (40) y: (30)\n switch costume to (costume15 v)\n end\n if <(backdrop [number v]) = [20]> then\n show\n go to x: (40) y: (30)\n switch costume to (costume17 v)\n end\n if <(backdrop [number v]) = [21]> then\n show\n go to x: (40) y: (30)\n switch costume to (costume16 v)\n end\n if <(backdrop [number v]) = [22]> then\n hide\n end\n if <(backdrop [number v]) = [26]> then\n switch costume to (costume18 v)\n show\n end\n if <(backdrop [number v]) = [27]> then\n hide\n end\nend\n\nwhen I receive [start v]\nhide\n\nhide\n\n@Sprite1\n\nwhen I receive [start v]\nforever\n if <touching (platformer boi v)?> then\n switch costume to (costume2 v)\n wait (1) seconds\n else\n switch costume to (costume1 v)\n end\nend\n\nwhen I receive [start v]\nhide\nforever\n if <(backdrop [number v]) = [1]> then\n switch costume to (costume1 v)\n go to x: (36) y: (28)\n hide\n end\n if <(backdrop [number v]) = [6]> then\n show\n go to x: (-15) y: (20)\n switch costume to (costume1 v)\n end\n if <(backdrop [number v]) = [7]> then\n show\n go to x: (100) y: (20)\n switch costume to (costume1 v)\n end\n if <(backdrop [number v]) = [9]> then\n hide\n end\n if <(backdrop [number v]) = [13]> then\n go to x: (-20) y: (24)\n show\n end\n if <(backdrop [number v]) = [14]> then\n go to x: (80) y: (24)\n show\n end\n if <(backdrop [number v]) = [15]> then\n hide\n end\n if <(backdrop [number v]) = [16]> then\n show\n go to x: (30) y: (22)\n end\n if <(backdrop [number v]) = [17]> then\n hide\n delete this clone\n end\nend\n\nwhen I start as a clone\ngo to x: (-200) y: (20)\nshow\nforever\n go to x: (-100) y: (20)\n if <(backdrop [number v]) = [15]> then\n delete this clone\n end\nend\n\nwhen I receive [start v]\nforever\n if <(backdrop [number v]) = [14]> then\n create clone of (_myself_ v)\n show\n go to x: (-200) y: (20)\n switch costume to (costume1 v)\n stop [this script v]\n end\n if <(backdrop [number v]) = [17]> then\n hide\n delete this clone\n end\nend\n\nwhen I receive [start v]\nhide\n\nwhen I receive [start v]\nforever\n if <touching (platformer boi v)?> then\n switch costume to (costume2 v)\n wait (1) seconds\n else\n switch costume to (costume1 v)\n end\nend\n\nwhen I receive [next v]\nforever\n if <touching (platformer boi v)?> then\n switch costume to (costume2 v)\n wait (1) seconds\n else\n switch costume to (costume1 v)\n end\nend\n\nif <(backdrop [number v]) = [9]> then\n hide\nend\n\ngo to x: (-100) y: (22)\nshow\ndelete this clone\n\nshow\ngo to x: (30) y: (22)\n\n@Sprite2\n\nwhen flag clicked\nset [hardness v] to [0]\nhide\n\nwhen I receive [start v]\nhide\n\nwhen I receive [options v]\nshow\ngo to x: (0) y: (7)\n\n@Sprite3\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [options v]\nshow\ngo to x: (36) y: (28)\n\nwhen this sprite clicked\nbroadcast (start v)\n\n@Backdrop\n\nwhen flag clicked\nshow\nset size to (100) %\ngo to [back v] layer\nforever\n set x to (([x position v] of [platformer boi v]) * (-0.07))\nend\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\nwhen flag clicked\ngo to x: (15) y: (100)\nswitch costume to (city v)\nforever\n go to x: (15) y: (60)\n if <(backdrop [number v]) = [10]> then\n switch costume to (city2 v)\n end\n if <(backdrop [number v]) = [17]> then\n switch costume to (city3 v)\n end\n if <(backdrop [number v]) = [27]> then\n if <(Hardness) < [1]> then\n switch costume to (city4 v)\n else\n switch costume to (city5 v)\n end\n end\n if <(backdrop [number v]) = [22]> then\n switch costume to (costume1 v)\n end\nend\n\nwhen I receive [next v]\nforever\n set x to (([x position v] of [platformer boi v]) * (-0.07))\nend\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) = [1]> then\n switch costume to (city v)\n end\nend\n\n@Sprite5\n\nwhen I receive [start v]\nswitch costume to (costume5 v)\nhide\nforever\n if <(backdrop [number v]) = [22]> then\n go to x: (-90) y: (-43)\n show\n if <touching (platformer boi v)?> then\n repeat until <(costume [number v]) = [4]>\n next costume\n wait (0.2) seconds\n end\n wait (2) seconds\n end\n end\n if <(backdrop [number v]) = [23]> then\n switch costume to (costume5 v)\n go to x: (120) y: (-43)\n show\n if <touching (platformer boi v)?> then\n repeat until <(costume [number v]) = [4]>\n next costume\n wait (0.2) seconds\n end\n wait (2) seconds\n end\n end\n if <(backdrop [number v]) = [24]> then\n switch costume to (costume5 v)\n go to x: (120) y: (-43)\n show\n if <touching (platformer boi v)?> then\n repeat until <(costume [number v]) = [4]>\n next costume\n wait (0.2) seconds\n end\n wait (2) seconds\n end\n end\n if <(backdrop [number v]) = [25]> then\n switch costume to (costume5 v)\n go to x: (10) y: (120)\n show\n if <touching (platformer boi v)?> then\n repeat until <(costume [number v]) = [4]>\n next costume\n wait (0.2) seconds\n end\n wait (2) seconds\n end\n end\n if <(backdrop [number v]) = [26]> then\n switch costume to (costume5 v)\n go to x: (0) y: (-40)\n show\n if <touching (platformer boi v)?> then\n repeat until <(costume [number v]) = [4]>\n next costume\n wait (0.2) seconds\n end\n wait (2) seconds\n end\n end\n if <(backdrop [number v]) = [26]> then\n switch costume to (costume5 v)\n go to x: (0) y: (-40)\n show\n if <touching (platformer boi v)?> then\n repeat until <(costume [number v]) = [4]>\n next costume\n wait (0.2) seconds\n end\n wait (2) seconds\n end\n end\n if <(backdrop [number v]) = [27]> then\n switch costume to (costume5 v)\n go to x: (0) y: (-40)\n show\n if <touching (platformer boi v)?> then\n repeat until <(costume [number v]) = [4]>\n next costume\n wait (0.2) seconds\n end\n wait (2) seconds\n end\n end\nend\n\n@clouds\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\nforever\n wait (pick random (1) to (4)) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\ngo to [back v] layer\nshow\nswitch costume to (pick random (1) to (5))\ngo to x: (200) y: (pick random (190) to (40))\nset [ghost v] effect to (pick random (20) to (50))\nchange size by (pick random (-10) to (-20))\nrepeat until <(x position) < [-200]>\n change x by (pick random (-3) to (-1))\nend\ndelete this clone\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) = [27]> then\n hide\n stop [other scripts in sprite v]\n end\nend\n\n@Sprite6\n\nwhen flag clicked\nhide\nforever\n if <<(backdrop [number v]) = [11]> or <(backdrop [number v]) = [10]>> then\n switch costume to (pick random (1) to (2))\n wait (1) seconds\n repeat (7)\n create clone of (_myself_ v)\n end\n end\n if <<(backdrop [number v]) = [14]> or <(backdrop [number v]) = [15]>> then\n switch costume to (pick random (1) to (2))\n wait (1) seconds\n repeat (7)\n create clone of (_myself_ v)\n end\n end\nend\n\nwhen I start as a clone\nwait (pick random (1) to (3)) seconds\ngo to [back v] layer\nshow\ngo to x: (230) y: (pick random (-40) to (165))\nforever\n if <(x position) < [-235]> then\n delete this clone\n else\n turn left (pick random (10) to (25)) degrees\n change x by (pick random (-1) to (-4))\n change y by (pick random (-1) to (-2))\n end\nend\n\n@Sprite8\n\nwhen I receive [play v]\nshow\ngo to [front v] layer\nforever\n if <touching (mouse-pointer v)?> then\n go to [front v] layer\n set [ghost v] effect to (10)\n else\n go to x: (206) y: (72)\n set [ghost v] effect to (70)\n go to [front v] layer\n end\nend\n\nwhen this sprite clicked\nbroadcast (Next v)\nchange [your time v] by (10)\n\nwhen flag clicked\nhide variable [your time v]\nhide variable [☁ time v]\nset [your time v] to [0]\nhide\nforever\n if <(backdrop [number v]) = [27]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\nend\n\nwhen flag clicked\nforever\n set [☁ time v] to [125]\nend\n\n@Sprite4\n\nwhen flag clicked\nhide\nforever\n if <<(backdrop [number v]) = [17]> or <(backdrop [number v]) = [18]>> then\n switch costume to (pick random (1) to (2))\n wait (1) seconds\n repeat (7)\n create clone of (_myself_ v)\n end\n end\n if <<(backdrop [number v]) = [19]> or <(backdrop [number v]) = [20]>> then\n switch costume to (pick random (1) to (2))\n wait (1) seconds\n repeat (7)\n create clone of (_myself_ v)\n end\n end\nend\n\nwhen I start as a clone\nwait (pick random (1) to (3)) seconds\ngo to [back v] layer\nshow\ngo to x: (pick random (210) to (-210)) y: (190)\nforever\n if <(y position) < [-150]> then\n delete this clone\n else\n change y by (-7)\n end\nend\n\n | https://scratch.mit.edu/projects/398762817/\nJUST ADDED TIMER. TRY AND BEAT THE WORLD RECORD!\nCURRENT LEADER BOARD 25/05/20\n1.@XxAzzylandxX \n2.@cutekittensmew\n3.@ChristosK11\n4.@4aidken944\n5.@TheMainPenguinGuy\npress the green flag lots of times (4) to line up scripts\nUse arrow keys or WASD to move. Tap the screen on mobile.\nif the level is to hard press the skip button in the top right corner\nhard-When you die go back to the start\nEasy when you die go back to the level\nThere are 25 levels\nSummer-spring.\nPlease love and star if you liked it.\n |
Youtube Platformer | @Stage\n\n@Sprite1\n\nwhen I receive [next level v]\ngo to x: (-196) y: (-17)\n\nwhen flag clicked\nhide\nwait (1.5) seconds\ngo to x: (-196) y: (-17)\nshow\nset [x v] to [0]\nset [y v] to [0]\nforever\n change [y v] by (-1)\n if <key (left arrow v) pressed?> then\n change [x v] by (-1)\n end\n if <key (right arrow v) pressed?> then\n change [x v] by (1)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching color (#750000)?> then\n change y by (1)\n end\n if <touching color (#750000)?> then\n change y by (1)\n end\n if <touching color (#750000)?> then\n change y by (1)\n end\n if <touching color (#750000)?> then\n change y by (1)\n end\n if <touching color (#750000)?> then\n change y by (-4)\n change x by ((x) * (-1))\n if <key (up arrow v) pressed?> then\n set [y v] to [15]\n if <([abs v] of (x) ) = (x)> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n set [x v] to [0]\n end\n end\n change y by (y)\n if <touching color (#750000)?> 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 (#750000)?>> then\n set [y v] to [15]\n end\n change y by (1)\n if <touching color (#ff9b9b)?> then\n go to x: (-196) y: (-17)\n end\n if <<(x position) = [240]> or <(x position) > [240]>> then\n broadcast (next level v)\n end\nend\n\nwhen [s v] key pressed\ngo to x: (-196) y: (-17)\n\nwhen [r v] key pressed\ngo to x: (-196) y: (-17)\n\nwhen flag clicked\nforever\n play sound [Flying by Bubblebee3 v] until done\nend\n\n@Sprite2\n\nwhen I receive [next level v]\nnext costume\n\nwhen [s v] key pressed\nnext costume\n\n@Sprite3\n\nwhen flag clicked\nhide\n\n | INSTRUCTIONS\n\nArrow keys to move\nS to skip a level\nR to restart |
Gloom~(A Platformer) #Games #Animation #Stories #All | @Stage\n\n@Dude\n\nwhen I receive [next level v]\nif <not <(level) = [26]>> then\n starting position\n broadcast (nexxxxtttttttt v)\n wait (0.2) seconds\nend\n\nwhen I receive [restart v]\nstarting position\nwait (0.2) seconds\n\ndefine restart/back/next\nif <key (b v) pressed?> then\n if <not <(level) = [1]>> then\n change [level v] by (-1)\n starting position\n wait (0.2) seconds\n end\nend\n\ndefine starting position\nset [fallspeed v] to [0]\nset [runspeed v] to [0]\ngo to x: (-220) y: (0)\n\nwhen flag clicked\n\nwhen flag clicked\nwait (0.2) seconds\nbroadcast (start v)\n\nwhen flag clicked\nforever\n switch costume to (costume4 v)\n repeat (13)\n next costume\n end\n wait (pick random (1) to (5)) seconds\nend\n\nwhen I receive [nexxxxtttttttt v]\nstarting position\nchange [level v] by (1)\nset [end v] to [1]\n\nwhen I receive [bigboybounce v]\nset [fallspeed v] to [18]\n\nwhen I receive [bext v]\n\nwhen I receive [home v]\ngo to x: (0) y: (0)\nhide\nshow\nset [ghost v] effect to (0)\nset [level v] to [1]\nset [takeoffspeed v] to [12]\nset [runspeed v] to [0]\nset [fallspeed v] to [0]\ngo to x: (0) y: (0)\nforever\n change [fallspeed v] by (-1)\n set [runspeed v] to ((runspeed) * (0.9))\n if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n change [runspeed v] by (-1)\n end\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n change [runspeed v] by (1)\n end\n if <touching (water v)?> then\n change x by ((runspeed) / (3))\n else\n change x by (runspeed)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (-4)\n change x by ((runspeed) * (-1))\n if <<<key (w v) pressed?> or <key (w v) pressed?>> or <<key (up arrow v) pressed?> or <key (up arrow v) pressed?>>> then\n set [fallspeed v] to [12]\n if <([abs v] of (runspeed) ) = (runspeed)> then\n set [runspeed v] to [-4]\n else\n set [runspeed v] to [4]\n end\n else\n set [runspeed v] to [0]\n end\n end\n if <touching (water v)?> then\n change y by ((fallspeed) / (3))\n else\n change y by (fallspeed)\n end\n set [y v] to (y position)\n if <touching (ground v)?> then\n change y by ((fallspeed) - ((fallspeed) * (2)))\n set [fallspeed v] to [0]\n end\n change y by (-1)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <touching (ground v)?>> then\n set [fallspeed v] to [12]\n end\n change y by (1)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <touching (water v)?>> then\n set [fallspeed v] to [5]\n end\n if <(x position) > [220]> then\n set [end v] to [0]\n broadcast (nexxxxtttttttt v)\n wait until <(end) = [1]>\n end\n if <touching (snapper v)?> then\n set [pause v] to [1]\n glide (0.2) secs to x: (x snao) y: (y)\n if <not <touching (snapper v)?>> then\n repeat until <touching (snapper v)?>\n change y by (-5)\n end\n end\n wait until <(dead) = [1]>\n starting position\n set [pause v] to [0]\n end\n if <(y position) < [-180]> then\n starting position\n play sound [Crunch v] until done\n end\n if <touching (buzz saw v)?> then\n starting position\n play sound [Crunch v] until done\n end\n if <touching (spikes v)?> then\n starting position\n play sound [Crunch v] until done\n end\n if <touching (snapper2 v)?> then\n set [pause v] to [1]\n glide (0.2) secs to x: (x snao2) y: (y)\n if <not <touching (snapper2 v)?>> then\n repeat until <touching (snapper2 v)?>\n change y by (-5)\n end\n end\n wait until <(dead) = [1]>\n starting position\n play sound [Crunch v] until done\n set [pause v] to [0]\n end\n restart/back/next\n if <touching (buzz saw v)?> then\n starting position\n play sound [Crunch v] until done\n end\n if <touching (spikes v)?> then\n starting position\n play sound [Crunch v] until done\n end\n if <(y position) < [-178]> then\n starting position\n play sound [Crunch v] until done\n end\n if <touching (wraith v)?> then\n starting position\n play sound [Crunch v] until done\n end\nend\n\nwhen flag clicked\nset [level v] to [1]\nhide\n\n@Ground\n\nwhen flag clicked\n\nwhen I receive [home v]\nshow\nforever\n switch costume to (level)\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [11]> then\n broadcast (Win v)\n end\nend\n\nwhen flag clicked\nset [level v] to [1]\nhide\n\n@decor\n\nwhen flag clicked\n\nwhen I receive [home v]\ngo to [back v] layer\nforever\n show\n switch costume to (level)\nend\n\nwhen flag clicked\nset [level v] to [1]\nhide\n\n@Intro\n\nwhen flag clicked\nset [finished v] to [0]\nshow\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\ncreate clone of (_myself_ v)\nwait (1) seconds\nswitch costume to (background v)\nset [ghost v] effect to (100)\nwait (3) seconds\nrepeat (20)\n change [ghost v] effect by (-5)\nend\ncreate clone of (_myself_ v)\nwait (1) seconds\nswitch costume to (convivial v)\ngo to x: (0) y: (1000)\nrepeat (15)\n change y by (((0) - (y position)) * (0.3))\nend\ngo to x: (0) y: (0)\ncreate clone of (_myself_ v)\nstart sound [Sword Slash - Sound Effect \[HD\] v]\nswitch costume to (gloss v)\ngo to x: (-1000) y: (0)\nrepeat (15)\n change x by (((0) - (x position)) * (0.3))\nend\ngo to x: (0) y: (0)\ncreate clone of (_myself_ v)\nhide\nset [finished v] to [1]\nbroadcast (home v)\n\nwhen I start as a clone\nforever\n if <(Finished) = [1]> then\n repeat until <(y position) > [344]>\n change y by (((345) - (y position)) * (0.3))\n change [ghost v] effect by (11)\n end\n delete this clone\n end\nend\n\n@Trampoline\n\nwhen flag clicked\nshow\nforever\n if <touching (dude v)?> then\n broadcast (bigboybounce v)\n end\n go to [back v] layer\n if <(level) = [1]> then\n hide\n end\n if <(level) = [2]> then\n go to x: (-40) y: (29)\n show\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 go to x: (-70) y: (40)\n show\n end\n if <(level) = [6]> then\n go to x: (110) y: (50)\n show\n end\n if <(level) = [7]> then\n hide\n end\n if <(level) = [8]> then\n go to x: (-30) y: (35)\n show\n end\n if <(level) = [9]> then\n hide\n end\n if <(level) = [10]> then\n hide\n end\nend\n\nwhen I receive [bigboybounce v]\nswitch costume to (costume1 v)\nrepeat (11)\n next costume\nend\nswitch costume to (costume1 v)\n\n@Spikes\n\nwhen flag clicked\n\nwhen I receive [home v]\ngo to [back v] layer\nforever\n switch costume to (level)\n show\nend\n\nwhen flag clicked\nset [level v] to [1]\nhide\n\n@Tumbnail\n\nwhen flag clicked\ngo to [front v] layer\nshow\ngo to x: (0) y: (0)\nchange [ghost v] effect by (200)\n\n@fog\n\nwhen flag clicked\nset [sound v] to [0]\nset [level v] to [1]\nwait until <(level) = [9]>\ngo to x: (0) y: (0)\nhide\nforever\n create clone of (_myself_ v)\n wait (pick random (1) to (2)) seconds\nend\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (75)\nset [x travel v] to (pick random (-2) to (-3))\ngo to x: (465) y: (pick random (-180) to (180))\nrepeat (450)\n change x by (x travel)\nend\ndelete this clone\n\nwhen backdrop switches to [backdrop3 v]\n\nwhen flag clicked\n\nwhen backdrop switches to [backdrop1 v]\nif <(sound) = [0]> then\n set [sound v] to [1]\n forever\n play sound [wind01 v] until done\n end\nend\n\nwhen flag clicked\nset [level v] to [1]\nhide\n\n@Buzz saw\n\nwhen flag clicked\nset [direction v] to [10]\nforever\n repeat until <(direction) = [-10]>\n turn right (direction) degrees\n change [direction v] by (-0.25)\n end\n repeat until <(direction) = [10]>\n turn right (direction) degrees\n change [direction v] by (0.25)\n end\nend\n\npoint in direction (90)\n\nwhen flag clicked\nforever\n go to [back 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 show\n go to x: (230) y: (14)\n end\n if <(level) = [5]> then\n go to x: (40) y: (-120)\n show\n end\n if <(level) = [6]> then\n show\n go to x: (180) y: (-124)\n end\n if <(level) = [7]> then\n go to x: (175) y: (-90)\n show\n end\n if <(level) = [8]> then\n go to x: (160) y: (68)\n show\n end\n if <(level) = [9]> then\n hide\n end\n if <(level) = [10]> then\n go to x: (70) y: (-130)\n show\n end\n if <(level) = [11]> then\n hide\n end\nend\n\n@Skip\n\nwhen flag clicked\n\nwhen this sprite clicked\nbroadcast (next level v)\n\nwhen I receive [home v]\nshow\ngo to x: (-220) y: (120)\n\nwhen flag clicked\nhide\n\nhide\n\nwhen I receive [home v]\nswitch costume to (cookie2 v)\nset [my variable v] to [0]\nforever\n point in direction ((90) + (([cos v] of (((timer) - (3)) * (500)) ) * (10)))\n if <(distance to [mouse-pointer v]) < [50]> then\n set size to ((size) + (((120) - (size)) / (3))) %\n else\n set size to ((size) + (((100) - (size)) / (3))) %\n end\nend\n\nwhen I receive [win v]\nhide\n\n@Reset\n\nwhen this sprite clicked\nbroadcast (restart v)\n\nwhen flag clicked\n\nwhen I receive [home v]\nshow\ngo to x: (-220) y: (160)\n\nwhen flag clicked\nhide\n\nwhen I receive [home v]\nshow\ngo to x: (-220) y: (160)\n\nhide\n\nwhen I receive [home v]\nswitch costume to (cookie2 v)\nset [digit v] to [0]\nforever\n point in direction ((90) + (([cos v] of (((timer) - (3)) * (500)) ) * (10)))\n if <(distance to [mouse-pointer v]) < [50]> then\n set size to ((size) + (((120) - (size)) / (3))) %\n else\n set size to ((size) + (((100) - (size)) / (3))) %\n end\nend\n\n@muteButton\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nif <(volume) = [100]> then\n switch costume to (mute v)\n set volume to (0) %\nelse\n switch costume to (sound v)\n set volume to (100) %\nend\n\nhide\n\nwhen I receive [home v]\nswitch costume to (cookie2 v)\nset [my variable v] to [0]\nforever\n point in direction ((90) + (([cos v] of (((timer) - (3)) * (500)) ) * (10)))\n if <(distance to [mouse-pointer v]) < [50]> then\n set size to ((size) + (((50) - (size)) / (3))) %\n else\n set size to ((size) + (((35) - (size)) / (3))) %\n end\nend\n\nwhen I receive [home v]\nshow\ngo to x: (210) y: (135)\nset size to (35) %\nset volume to (100) %\nswitch costume to (sound v)\nforever\n play sound [Block by bubblebee3 v] until done\nend\n\n@Particles\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\ngo to x: (240) y: (pick random (220) to (-140))\nset [ghost v] effect to (pick random (70) to (80))\nshow\nglide (1.5) secs to x: (-240) y: (pick random (220) to (-140))\ndelete this clone\n\nwhen I receive [home v]\nforever\n create clone of (_myself_ v)\n wait (pick random (0.05) to (0.07)) seconds\nend\n\n@Trampoline2\n\nwhen flag clicked\nshow\nforever\n if <touching (dude v)?> then\n broadcast (bigboybounce v)\n end\n go to [back v] layer\n if <(level) = [1]> then\n hide\n end\n if <(level) = [2]> then\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 end\n if <(level) = [6]> then\n go to x: (-70) y: (50)\n show\n end\n if <(level) = [7]> then\n hide\n end\n if <(level) = [8]> then\n go to x: (250) y: (-50)\n show\n end\n if <(level) = [9]> then\n hide\n end\n if <(level) = [10]> then\n hide\n end\nend\n\nwhen I receive [bigboybounce v]\nswitch costume to (costume1 v)\nrepeat (11)\n next costume\nend\nswitch costume to (costume1 v)\n\ngo to x: (20) y: (40)\nshow\n\n@Logo\n\nwhen I receive [home v]\nset size to (50) %\ngo to x: (200) y: (-140)\nchange [ghost v] effect by (50)\nshow\n\nwhen flag clicked\nclear graphic effects\ngo to x: (-175) y: (111)\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 | ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬\nDouble click the green flag when you start or restart. (Keep doing it until the skip button shows up in the top left corner)\n▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬\n-Arrow keys to move\n-Dont touch spikes or spinning saws\n-Black table looking things bounce you\n-Skip button to skip (Sometimes wont work if background effect is in the way)\n-Reset button to reset\n▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬\nThis project took HOURS so please love fav and maybe even follow! @Alpha301\n▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬\nPLEASE DON'T REMIX WITHOUT CHANGING ANYTHING\n▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ |
Evgen Platformer Demo | @Stage\n\n@Игрок\n\ndefine Касание земли\nchange [высота v] by (1)\nrepeat until <not <touching (платформы v)?>>\n if <(Гравитация) = [0]> then\n if <(Скорость падения) > [0]> then\n change y by (-1)\n else\n change y by (1)\n set [скорость падения v] to [0]\n end\n else\n if <(Скорость падения) < [0]> then\n change y by (1)\n else\n change y by (-1)\n set [скорость падения v] to [0]\n end\n end\n set [высота v] to [0]\nend\n\ndefine Управление\nif <key (right arrow v) pressed?> then\n if <(Гравитация) = [0]> then\n switch costume to (cube3 v)\n else\n switch costume to (cube5 v)\n end\n point in direction (90)\n move (9) steps\n if <touching (платформы v)?> then\n change x by (-9)\n end\nend\nif <key (left arrow v) pressed?> then\n if <(Гравитация) = [0]> then\n switch costume to (cube3 v)\n else\n switch costume to (cube5 v)\n end\n point in direction (-90)\n move (9) steps\n if <touching (платформы v)?> then\n change x by (9)\n end\nend\nif <not <<key (left arrow v) pressed?> or <key (right arrow v) pressed?>>> then\n if <(Гравитация) = [0]> then\n switch costume to (cube v)\n else\n switch costume to (cube4 v)\n end\nend\nif <key (up arrow v) pressed?> then\n if <(Первый прыжок?) = [0]> then\n if <(Гравитация) = [0]> then\n if <(Высота) < [3]> then\n set [скорость падения v] to [12]\n set [первый прыжок? v] to [1]\n broadcast ("прыжок" v)\n end\n if <touching (сферы v)?> then\n set [скорость падения v] to [10]\n set [первый прыжок? v] to [1]\n broadcast ("прыжок" v)\n end\n else\n if <(Высота) < [3]> then\n set [скорость падения v] to [-12]\n set [первый прыжок? v] to [1]\n broadcast ("прыжок" v)\n end\n if <touching (сферы v)?> then\n set [скорость падения v] to [-10]\n set [первый прыжок? v] to [1]\n broadcast ("прыжок" v)\n end\n end\n end\nelse\n set [первый прыжок? v] to [0]\nend\n\ndefine Гравитация\nif <(Гравитация) = [0]> then\n change [скорость падения v] by (-1)\nend\nif <(Гравитация) = [1]> then\n change [скорость падения v] by (1)\nend\nchange y by (Скорость падения)\n\nwhen flag clicked\ngo to [back v] layer\nbroadcast (Гравитации v)\nbroadcast (Батуты v)\nbroadcast (Шипы v)\nbroadcast (Платформы v)\nbroadcast (Сферы v)\nset [гравитация v] to [0]\nswitch costume to (cube v)\nset size to (80) %\nswitch backdrop to (уровень 1 v)\nset [скорость падения v] to [0]\npoint in direction (90)\ngo to x: (-150) y: (-100)\nset rotation style [left-right v]\nif on edge, bounce\nshow\nforever\n if <(Пауза) = [0]> then\n Анимация\n Гравитация\n Касание земли\n Управление\n Уровень\n Шипы\n Порталы гравитации\n Батуты\n end\nend\n\ndefine Уровень\nif <(x position) > [240]> then\n broadcast (след. ур. v)\n broadcast ("уровень" v)\n next backdrop\n set [скорость падения v] to [0]\n point in direction (90)\n if <(Гравитация) = [0]> then\n go to x: (-150) y: (-100)\n else\n go to x: (-150) y: (100)\n end\n set rotation style [left-right v]\n if on edge, bounce\nend\n\ndefine Шипы\nif <touching (шипы v)?> then\n broadcast ("в шипы" v)\n set [скорость падения v] to [0]\n point in direction (90)\n if <(Гравитация) = [0]> then\n go to x: (-150) y: (-100)\n else\n go to x: (-150) y: (100)\n end\n set rotation style [left-right v]\n if on edge, bounce\nend\n\ndefine Батуты\nif <touching (батуты v)?> then\n if <(Гравитация) = [0]> then\n set [скорость падения v] to [15]\n else\n set [скорость падения v] to [-15]\n end\n broadcast ("батут" v)\nend\n\nwhen I start as a clone\nswitch costume to ((costume [number v]) + (4))\nshow\nclear graphic effects\nrepeat (10)\n change [ghost v] effect by (10)\n change size by (-5)\nend\ndelete this clone\n\ndefine Анимация\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nforever\n reset timer\nend\n\nwhen [timer v] > (0.1)\nswitch backdrop to (картинка v)\nhide\n\ndefine Порталы гравитации\nif <touching (порталы гравитации вверх v)?> then\n set [гравитация v] to [1]\n broadcast ("гравитация вверх" v)\nend\nif <touching (порталы гравитации вниз v)?> then\n set [гравитация v] to [0]\n broadcast ("гравитация вниз" v)\nend\n\nwhen I receive [уровень v]\nbroadcast ("пропуск" v)\npoint in direction (90)\nif <(Гравитация) = [0]> then\n go to x: (-150) y: (-100)\nelse\n go to x: (-150) y: (100)\nend\nset rotation style [left-right v]\nif on edge, bounce\n\n@Платформы\n\nwhen flag clicked\nswitch costume to (уровень 1 v)\ngo to x: (0) y: (0)\nset size to (100) %\nshow\n\nwhen I receive [след. ур. v]\nnext costume\n\nwhen [timer v] > (0.1)\nhide\n\nwhen I receive [платформы v]\ngo to [back v] layer\n\n@Шипы\n\nwhen flag clicked\nswitch costume to (уровень 1 v)\ngo to x: (0) y: (0)\nset size to (100) %\ngo to [front v] layer\nshow\n\nwhen I receive [след. ур. v]\nnext costume\n\nwhen [timer v] > (0.1)\nhide\n\nwhen I receive [шипы v]\ngo to [back v] layer\n\n@Батуты\n\nwhen flag clicked\nswitch costume to (уровень 1 v)\ngo to x: (0) y: (0)\nset size to (100) %\ngo to [front v] layer\nshow\n\nwhen I receive [след. ур. v]\nnext costume\n\nwhen [timer v] > (0.1)\nhide\n\nwhen I receive [батуты v]\ngo to [back v] layer\n\n@Сферы\n\nwhen flag clicked\nswitch costume to (уровень 1 v)\ngo to x: (0) y: (0)\nset size to (100) %\ngo to [front v] layer\nshow\n\nwhen I receive [след. ур. v]\nnext costume\n\nwhen [timer v] > (0.1)\nhide\n\nwhen I receive [сферы v]\ngo to [back v] layer\n\n@Порталы гравитации вверх\n\nwhen flag clicked\nswitch costume to (уровень 1 v)\ngo to x: (0) y: (0)\nset size to (100) %\ngo to [front v] layer\nshow\n\nwhen I receive [след. ур. v]\nnext costume\n\nwhen [timer v] > (0.1)\nhide\n\nwhen I receive [гравитации v]\ngo to [back v] layer\n\n@Порталы гравитации вниз\n\nwhen flag clicked\nswitch costume to (уровень 1 v)\ngo to x: (0) y: (0)\nset size to (100) %\ngo to [front v] layer\nshow\n\nwhen I receive [след. ур. v]\nnext costume\n\nwhen [timer v] > (0.1)\nhide\n\nwhen I receive [гравитации v]\ngo to [back v] layer\n\n@Пропустить\n\nwhen flag clicked\nswitch backdrop to (уровень 1 v)\nswitch costume to (костюм 1 v)\ngo to x: (-200) y: (140)\nset size to (100) %\ngo to [front v] layer\nshow\nrepeat until <(backdrop [name v]) = [конец]>\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n if <<<(backdrop [number v]) = [16]> or <(backdrop [number v]) = [17]>> or <(backdrop [number v]) = [18]>> then\n set [гравитация v] to [1]\n else\n set [гравитация v] to [0]\n end\n broadcast (след. ур. v)\n next backdrop\n set [скорость падения v] to [0]\n broadcast (Уровень v)\n wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\n end\nend\nhide\n\nwhen [timer v] > (0.1)\nhide\n\n@Пауза\n\nwhen flag clicked\nset [пауза v] to [0]\nswitch backdrop to (уровень 1 v)\nswitch costume to (костюм 1 v)\ngo to x: (100) y: (140)\nset size to (100) %\ngo to [front v] layer\nshow\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n if <(Пауза) = [0]> then\n set [пауза v] to [1]\n switch costume to (костюм 2 v)\n else\n set [пауза v] to [0]\n switch costume to (костюм 1 v)\n end\n wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\n end\nend\n\nwhen [timer v] > (0.1)\nhide\n\n@Музыка\n\nwhen flag clicked\nset volume to (100) %\nswitch backdrop to (уровень 1 v)\nswitch costume to (костюм 1 v)\ngo to x: (150) y: (140)\nset size to (100) %\ngo to [front v] layer\nshow\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n if <(volume) = [0]> then\n set volume to (100) %\n switch costume to (костюм 1 v)\n else\n set volume to (0) %\n switch costume to (костюм 2 v)\n end\n wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\n end\nend\n\nwhen [timer v] > (0.1)\nhide\n\nwhen flag clicked\nforever\n play sound [Музыка Обычный мир v] until done\nend\n\nwhen flag clicked\nwait until <(backdrop [number v]) > [11]>\nstop [other scripts in sprite v]\nstop all sounds\nbroadcast (Ад v)\nforever\n play sound [Музыка А Д v] until done\nend\n\nwhen I receive [ад v]\ngo to x: (150) y: (140)\nset size to (100) %\ngo to [front v] layer\nshow\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n if <(volume) = [0]> then\n set volume to (100) %\n switch costume to (костюм 1 v)\n else\n set volume to (0) %\n switch costume to (костюм 2 v)\n end\n wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\n end\nend\n\n@Звуки\n\nwhen flag clicked\nset volume to (100) %\nswitch backdrop to (уровень 1 v)\nswitch costume to (костюм 1 v)\ngo to x: (200) y: (140)\nset size to (100) %\ngo to [front v] layer\nshow\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n if <(volume) = [0]> then\n set volume to (100) %\n switch costume to (костюм 1 v)\n else\n set volume to (0) %\n switch costume to (костюм 2 v)\n end\n wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\n end\nend\n\nwhen [timer v] > (0.1)\nhide\n\nwhen I receive ["уровень" v]\nstart sound [уровень v]\n\nwhen I receive ["прыжок" v]\nstart sound [прыжок v]\n\nwhen I receive ["в шипы" v]\nstart sound [в шипы v]\n\nwhen I receive ["пропуск" v]\nstart sound [пропуск v]\n\nwhen I receive ["батут" v]\nstart sound [батут v]\n\nwhen I receive ["гравитация вверх" v]\nstart sound [гравитация вверх v]\n\nwhen I receive ["гравитация вниз" v]\nstart sound [гравитация вниз v]\n\n | Стрелки |
Grasslands a (Platformer) | @Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nwait (3) seconds\nnext backdrop\n\nwhen flag clicked\nwait (6) seconds\nforever\n play sound [Vexento - Masked Heroes \(1\) v] until done\nend\n\n@goggle man\n\nwhen [left arrow v] key pressed\nrepeat until <not <key (left arrow v) pressed?>>\n switch costume to (costume3 v)\nend\n\nwhen [left arrow v] key pressed\nforever\n if <not <key (left arrow v) pressed?>> then\n switch costume to (costume1 v)\n else\n switch costume to (costume3 v)\n end\nend\n\nwhen [right arrow v] key pressed\nforever\n if <not <key (right arrow v) pressed?>> then\n switch costume to (costume1 v)\n else\n switch costume to (costume2 v)\n end\nend\n\nwhen [right arrow v] key pressed\nrepeat until <not <key (right arrow v) pressed?>>\n if <<key (right arrow v) pressed?> and <key (down arrow v) pressed?>> then\n switch costume to (costume4 v)\n else\n switch costume to (costume2 v)\n end\nend\n\ndefine run\nrepeat until <not <touching color (#00ff08)?>>\n change y by (1)\n set [speed y v] to [0]\nend\n\nwhen flag clicked\nhide variable [speed y v]\nhide\nwait (3) seconds\ngo to x: (112) y: (-35)\nshow\nset size to (100) %\nwait (3) seconds\nset size to (40) %\ngo to x: (-186) y: (-101)\nset [speed y v] to [1]\nforever\n change [speed y v] by (-01)\n change y by (speed Y)\n run\n block name\n 1\n set rotation style [left-right v]\n if <key (right arrow v) pressed?> then\n change x by (10)\n end\n if <key (left arrow v) pressed?> then\n change x by (-10)\n end\n if <key (up arrow v) pressed?> then\n change y by (13)\n end\n if <touching color (#ff0000)?> then\n go to x: (-188) y: (-56)\n start sound [Crunch v]\n end\nend\n\nchange [speed y v] by (-3)\n\ndefine block name\nrepeat until <not <touching color (#000000)?>>\n change y by ((200) + <(direction) = <(speed Y) = [50]>>)\n set [speed y v] to [0]\n change [speed y v] by (-1)\nend\n\nwhen flag clicked\nforever\n if <touching color (#22f0ff)?> then\n next backdrop\n go to x: (-186) y: (-70)\n broadcast (4 v)\n end\nend\n\ndefine 1\nrepeat until <not <touching color (#b96600)?>>\n change y by (1)\n set [speed y v] to [0]\nend\n\nwhen [down arrow v] key pressed\nrepeat until <not <key (down arrow v) pressed?>>\n switch costume to (costume4 v)\nend\n\nwhen [left arrow v] key pressed\nrepeat until <not <key (left arrow v) pressed?>>\n if <<key (left arrow v) pressed?> and <key (down arrow v) pressed?>> then\n switch costume to (costume4 v)\n else\n switch costume to (costume3 v)\n end\nend\n\nwhen I receive [2 v]\ngo to x: (-198) y: (-68)\n\nwhen flag clicked\nforever\n if <touching color (#a55a00)?> then\n next backdrop\n go to x: (-186) y: (-70)\n broadcast (4 v)\n end\nend\n\n@cooltext356785970131225\n\nwhen flag clicked\nhide\nwait (3) seconds\nshow\nwait (3) seconds\nhide\n\n@thumbnail\n\nwhen flag clicked\nshow\nforever\n next costume\n change [ghost v] effect by (1)\nend\n\nwhen flag clicked\nplay sound [Boom Cloud v] until done\n\n@sun\n\nwhen flag clicked\nhide\nwait (6) seconds\nshow\nforever\n wait (0.05) seconds\n next costume\n wait (0.05) seconds\nend\n\nchange [ghost v] effect by (10)\n\nclear graphic effects\n\nwhen flag clicked\nwait (6) seconds\nshow\nforever\n if <(backdrop [name v]) = [backdrop5]> then\n hide\n else\n if <(backdrop [name v]) = [backdrop11]> then\n hide\n else\n show\n end\n end\nend\n\n@clouds1\n\nwhen flag clicked\nhide\nwait (6) seconds\nshow\n\nset rotation style [left-right v]\n\nchange [ghost v] effect by (10)\n\nwhen flag clicked\nforever\n glide (10) secs to x: (-231) y: (13)\n glide (10) secs to x: (231) y: (13)\nend\n\nwhen flag clicked\nhide\nwait (6) seconds\nforever\n if <[backdrop5] = (backdrop [name v])> then\n hide\n else\n if <[backdrop11] = (backdrop [name v])> then\n hide\n else\n show\n end\n end\nend\n\n@clouds2\n\nwhen flag clicked\nhide\nwait (6) seconds\nshow\n\nwhen flag clicked\nforever\n glide (10) secs to x: (231) y: (13)\n glide (10) secs to x: (-231) y: (13)\nend\n\nwhen flag clicked\nwait (6) seconds\nforever\n if <[backdrop5] = (backdrop [name v])> then\n hide\n else\n if <[backdrop11] = (backdrop [name v])> then\n hide\n else\n show\n end\n end\nend\n\nwhen flag clicked\nwait (6) seconds\nforever\n if <[backdrop5] = (backdrop [name v])> then\n hide\n else\n if <[backdrop11] = (backdrop [name v])> then\n hide\n else\n show\n end\n end\nend\n\nwhen flag clicked\nwait (6) seconds\nforever\n if <[backdrop5] = (backdrop [name v])> then\n hide\n else\n if <[backdrop11] = (backdrop [name v])> then\n hide\n else\n show\n end\n end\nend\n\nwhen flag clicked\nwait (6) seconds\nforever\n if <[backdrop5] = (backdrop [name v])> then\n hide\n else\n if <[backdrop11] = (backdrop [name v])> then\n hide\n else\n show\n end\n end\nend\n\nwhen flag clicked\nwait (6) seconds\nforever\n if <[backdrop5] = (backdrop [name v])> then\n hide\n else\n if <[backdrop11] = (backdrop [name v])> then\n hide\n else\n show\n end\n end\nend\n\n@Sprite1\n\nwhen flag clicked\nhide\nwait (6) seconds\nshow\n\nwhen flag clicked\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n wait (0.2) seconds\n broadcast (3 v)\n next backdrop\n end\nend\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\nchange size by (-10)\n\nchange size by (10)\n\nwhen flag clicked\nforever\n \nend\n\n@Sprite2\n\nwhen flag clicked\nhide\nwait (6) seconds\nshow\n\nwhen flag clicked\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (2 v)\n end\nend\n\nnext backdrop\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@Sprite3\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\nwait (6) seconds\nshow\n\nwhen I receive [4 v]\nnext costume\n\n | OMG 500 views thankyou guys so much\nPLEASE SHARE\nLike and Fav\nArrow keys to control\ndown key to crouch\nUp key while on a trampoline to boost up higher\navoid the lava and the spikes\ni wish this was more popular\npls share\n |
BoyMcBoy - A Platformer | @Stage\n\n@boymcboy\n\nwhen I start as a clone\nswitch costume to (2 v)\nwait (0) seconds\nrepeat (10)\n change size by (-2)\n change [ghost v] effect by (9)\nend\nwait (0.3) seconds\ndelete this clone\n\nwhen I receive [start v]\ngo to [front v] layer\nshow\n\nwhen flag clicked\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]\n\nwhen I receive [next level v]\nset [movement x v] to [0]\nset [movement y v] to [0]\ngo to x: (-192) y: (-35)\npoint in direction (90)\n\nwhen flag clicked\nshow\ngo to x: (-192) y: (-35)\n\nwhen I receive [start v]\nshow\ngo to x: (-192) y: (-35)\n\nwhen flag clicked\nwait (0.1) 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: (-192) y: (-35)\npoint in direction (90)\n\nwhen flag clicked\nswitch costume to (1 v)\nforever\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nshow\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 (lava 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\ndefine player movement\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\nshow\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [11]> then\n broadcast (end. v)\n end\nend\n\n@lava\n\nwhen flag clicked\nshow\ngo to [front v] layer\nswitch costume to (1 v)\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\nwhen flag clicked\nforever\n play sound [Short Meditation Music - 3 Minute Relaxation, Calming v] until done\nend\n\n@Cloud\n\nwhen flag clicked\ngo to [back v] layer\nhide\nwait (0.1) 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\nshow\ngo to x: (0) y: (0)\nswitch costume to (1 v)\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 flag clicked\nshow\nswitch costume to (1 v)\ngo to x: (-216) y: (-158)\nset size to (80) %\ngo [forward v] (345321345321) layers\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 I receive [end. v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\nstop [this script v]\n\n@replay\n\nwhen flag clicked\ngo [forward v] (345321345321) layers\nswitch costume to (1 v)\ngo to x: (-180) y: (-158)\nhide\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 I receive [end. v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\nstop [this script v]\n\n@1\n\nwhen [timer v] > (timer)\nif <(endy) = [0]> then\n switch costume to (1 v)\n show\n set [ghost v] effect to (100)\n go to [front v] layer\n start sound [Manea v]\n repeat (20)\n change [ghost v] effect by (-5)\n go to [front v] layer\n end\nelse\n switch costume to (1 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 (-5)\n go to [front v] layer\n end\nend\n\nwhen flag clicked\nset size to (200) %\nswitch costume to (1 v)\npoint in direction (90)\ngo to x: (0) y: (0)\nset size to (100) %\nhide\nforever\n set [timer v] to (timer)\nend\n\n | for @-BoyMcBoy-\nHope yall like it!\nI guess I tryed a new style ;-;\nDOTS!\nTell me if you liked this style more than the others or not :) also please tell me who to do next <3\n:)\n\nwoohoo! 100 + views! and 30+ loves and 20+ favesssssss! |
Scroll Platformer | @Stage\n\nwhen flag clicked\nset volume to (50) %\nforever\n play sound [BGM v] until done\nend\n\n@サムネイル\n\nwhen flag clicked\nhide\ngo to [front v] layer\nforever\n reset timer\nend\n\nwhen [timer v] > (0)\nshow\n\n@横の何か(?)\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\n\n@キャラ\n\nwhen I receive [大ジャンプ v]\nstart sound [ニュッ2 v]\n\nwhen flag clicked\ngo to [front v] layer\nswitch costume to (キャラ1 v)\nset size to (50) %\nset rotation style [left-right v]\nshow\ngo to x: (-145) y: (-36)\nset [距離 v] to [0]\nset [速度x v] to [0]\nset [速度y v] to [0]\nforever\n create clone of (_myself_ v)\n create clone of (キャラ2 v)\n change [速度y v] by (-1)\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n point in direction (-90)\n if <touching color (#000000)?> then\n end\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>> then\n point in direction (90)\n if <touching color (#000000)?> then\n end\n if <touching color (#000000)?> then\n if <touching color (#bd6602)?> then\n change y by (1)\n end\n if <touching color (#bd6602)?> then\n change y by (1)\n end\n if <touching color (#bd6602)?> then\n change y by (1)\n end\n if <touching color (#bd6602)?> then\n change y by (1)\n end\n if <touching color (#bd6602)?> then\n change y by (-4)\n change x by ((速度x) * (-1))\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>> then\n set [速度y v] to [15]\n if <([abs v] of (速度x) ) = (速度x)> then\n set [速度x v] to [-10]\n else\n set [速度x v] to [10]\n end\n else\n set [速度x v] to [0]\n end\n end\n change y by (速度y)\n if <touching color (#bd6602)?> then\n change y by ((0) - (速度y))\n set [速度y v] to [0]\n end\n change y by (-1)\n if <<<key (up arrow v) pressed?> and <touching color (#bd6602)?>> or <<<mouse down?> and <(y position) < (mouse y)>> and <touching color (#bd6602)?>>> then\n set [速度y v] to [15]\n broadcast (ジャンプ v)\n end\n change y by (1)\n if <[750] < (距離)> then\n go to x: (-145) y: (-36)\n set [距離 v] to [0]\n end\n if <touching color (#ff4747)?> then\n go to x: (-145) y: (-36)\n set [距離 v] to [0]\n broadcast (死亡 v)\n end\n if <touching color (#4769ff)?> then\n set [速度y v] to [15]\n go to x: (-145) y: (-36)\n broadcast (大ジャンプ v)\n end\n if <touching color (#ef00ff)?> then\n broadcast (クリア v)\n hide\n end\nend\n\nwhen I start as a clone\nclear graphic effects\nset size to (50) %\nrepeat (5)\n change [ghost v] effect by (10)\n change size by (-5)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n if <<key (down arrow v) pressed?> or <<mouse down?> and <(mouse y) < [-105]>>> then\n switch costume to (キャラ2 v)\n else\n switch costume to (キャラ1 v)\n end\nend\n\nwhen I receive [死亡 v]\nstart sound [しょげる v]\n\nwhen [timer v] > (0)\nhide\n\nwhen I receive [ジャンプ v]\nstart sound [jump13 v]\n\n@地形奥1\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nforever\n go to x: ((距離) - (680)) y: (0)\nend\n\n@地形奥2\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nforever\n go to x: ((距離) - (200)) y: (0)\nend\n\n@地形A\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nforever\n go to x: ((距離) + (100)) y: (0)\nend\n\n@地形B\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nforever\n go to x: ((距離) + (400)) y: (0)\nend\n\n@地形C\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nforever\n go to x: ((距離) + (700)) y: (0)\nend\n\n@地形D\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nforever\n go to x: ((距離) + (1000)) y: (0)\nend\n\n@地形E\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nforever\n go to x: ((距離) + (1300)) y: (0)\nend\n\n@地形F\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nforever\n go to x: ((距離) + (1600)) y: (0)\nend\n\n@地形手前1\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nforever\n go to x: ((距離) + (1600)) y: (0)\nend\n\n@地形手前2\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nforever\n go to x: ((距離) + (1600)) y: (0)\nend\n\n@スプライト1\n\nwhen flag clicked\nset [ghost v] effect to (0)\ngo to [front v] layer\nhide\n\nwhen I receive [クリア v]\nshow\ngo to [front v] layer\n\nwhen [timer v] > (0)\nclear graphic effects\ngo to [back v] layer\nhide\n\n | ________________________\n-----------------日本語の説明は下にあります----------------\n ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄\n【English】\n=≪how to play≫=================\nUse the left key to move to the left and the right key to move to the right.\nJump with the up key. Crouch down. When it hits red, you go back to the beginning of the stage...\nTouch the blue and jump!\n========================\n【日本語】\n=≪遊び方≫===================\n左キーで左、右キーで右に動きます。\n上キーでジャンプ。下キーでしゃがみます。赤色に当たると、ステージの初めに戻ります...\n青に触れると大ジャンプ!\n======================== |
Grayscale Superstorm - A Platformer | @Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nforever\n if <<(Effect) = [1]> or <(Effect) = [4]>> then\n switch backdrop to (backdrop1 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(Effect) = [3]> then\n switch backdrop to (backdrop3 v)\n wait (0.3) seconds\n repeat (3)\n change [brightness v] effect by (-5)\n end\n repeat (3)\n change [brightness v] effect by (5)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Effect) = [2]> then\n broadcast (Bg1 v)\n change [brightness v] effect by (25)\n wait (0.1) seconds\n change [brightness v] effect by (25)\n wait (0.1) seconds\n change [brightness v] effect by (-25)\n wait (0.1) seconds\n change [brightness v] effect by (-25)\n wait (5) seconds\n broadcast (Bg2 v)\n change [brightness v] effect by (25)\n wait (0.1) seconds\n change [brightness v] effect by (25)\n wait (0.1) seconds\n change [brightness v] effect by (-25)\n wait (0.1) seconds\n change [brightness v] effect by (-25)\n wait (5) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <(Effect) = [5]> then\n switch backdrop to (backdrop1 v)\n wait (0.2) seconds\n repeat (3)\n change [brightness v] effect by (8)\n end\n repeat (6)\n change [brightness v] effect by (-4)\n end\n end\nend\n\nwhen flag clicked\nset [effect v] to [1]\nwait (1) seconds\nforever\n if <<(slide) > [4]> and <(slide) < [8]>> then\n set [effect v] to [2]\n end\n if <<(slide) > [8]> and <(slide) < [12]>> then\n set [effect v] to [3]\n end\n if <<(slide) > [12]> and <(slide) < [16]>> then\n set [effect v] to [4]\n end\n if <(slide) > [16]> then\n set [effect v] to [5]\n end\nend\n\n@Cube\n\nwhen flag clicked\nset volume to (100) %\ngo to x: (-185) y: (-30)\nset rotation style [left-right v]\nset [x velocity v] to [0]\nset [y velocity v] to [0]\nswitch costume to (cube v)\ngo to [back v] layer\nclear graphic effects\ngo [forward v] (8) layers\nset size to (48) %\nshow\nforever\n if <<key (r v) pressed?> or <<touching (spikes v)?> or <<touching (_edge_ v)?> and <(y position) < [-178]>>>> then\n switch costume to (die v)\n repeat (5)\n change [ghost v] effect by (20)\n change size by (10)\n wait (0.01) seconds\n end\n go to x: (-200) y: (-30)\n set size to (48) %\n switch costume to (cube v)\n set [ghost v] effect to (0)\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n end\n if <<touching (_edge_ v)?> and <[230] < (x position)>> then\n if <(slide) = [20]> then\n hide\n broadcast (Game Win v)\n stop [this script v]\n else\n go to x: (-200) y: (-30)\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n broadcast (Next Slide v)\n wait until <not <touching (_edge_ v)?>>\n end\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<(mouse x) > ((x position) + (10))> and <mouse down?>>> then\n point in direction (90)\n set [direction v] to [1]\n change [x velocity v] by (3.3)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<(mouse x) < ((x position) - (10))> and <mouse down?>>> then\n point in direction (-90)\n set [direction v] to [0]\n change [x velocity v] by (-3.3)\n end\n set [x velocity v] to ((x velocity) * (0.67))\n change x by (x velocity)\n if <touching (platforms v)?> then\n change y by (-2)\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 (-5)\n change x by ((-1) * (x velocity))\n set [x velocity v] to [0]\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 (platforms v)?> then\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <key (space v) pressed?>> or <<(mouse y) > ((y position) + (20))> and <mouse down?>>> then\n set [y velocity v] to [12.3]\n end\n end\n change y by (3)\n if <(y velocity) > [-15]> then\n change [y velocity v] by (-1)\n end\n change y by (-2)\n if <not <touching (platforms v)?>> then\n change y by (-1)\n if <not <touching (platforms v)?>> then\n change y by (-1)\n if <not <touching (platforms v)?>> then\n change y by (-1)\n if <not <touching (platforms v)?>> then\n change y by (-1)\n if <not <touching (platforms v)?>> then\n change y by (-1)\n if <not <touching (platforms v)?>> then\n change y by (5)\n end\n end\n end\n end\n end\n end\n change y by (2)\n change y by (y velocity)\n if <touching (platforms v)?> then\n change y by (-2)\n if <touching (platforms v)?> then\n change y by ((-1) * (y velocity))\n set [y velocity v] to [-3]\n end\n change y by (2)\n end\nend\n\nwhen flag clicked\nforever\n play sound [Creo - Dimension v] until done\nend\n\nwhen flag clicked\nforever\n if <key (c v) pressed?> then\n if <<(heart) = [1]> and <(star) = [1]>> then\n change [color v] effect by (2)\n else\n if <(message) = [0]> then\n create clone of (message v)\n end\n wait until <not <key (c v) pressed?>>\n end\n end\nend\n\nwhen [m v] key pressed\nif <(volume) = [0]> then\n set volume to (100) %\nelse\n set volume to (0) %\nend\n\n@Dust Effect 1\n\nwhen flag clicked\ngo to [back v] layer\ngo [forward v] (9) layers\nhide\nrepeat (2)\n do the thingy\n wait (0.5) seconds\n Do the other thingy\n wait (0.5) seconds\nend\ndo the thingy\n\nif <(Effect) = [1]> then\nend\n\nwhen I start as a clone\nshow\nset y to (180)\nrepeat until <not <touching (_edge_ v)?>>\n change y by (-4)\nend\nrepeat until <touching (_edge_ v)?>\n change y by (-4)\nend\nif <(Effect) = [1]> then\n create clone of (_myself_ v)\nend\ndelete this clone\n\ndefine do the thingy\ngo to x: (-200) y: (180)\nrepeat (6)\n create clone of (_myself_ v)\n change x by (80)\nend\n\ndefine Do the other thingy\ngo to x: (-160) y: (180)\nrepeat (5)\n create clone of (_myself_ v)\n change x by (80)\nend\n\nwhen I start as a clone\nforever\n if <not <(Effect) = [1]>> then\n delete this clone\n end\nend\n\n@Line Effect 1\n\nwhen flag clicked\nset [ghost v] effect to (50)\nhide\nforever\n if <(Effect) = [2]> then\n wait (pick random (0.5) to (3)) seconds\n show\n go to x: (0) y: (200)\n glide (4) secs to x: (0) y: (-200)\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <not <(Effect) = [2]>> then\n hide\n end\nend\n\n@Line Effect 2\n\nwhen flag clicked\ngo to [back v] layer\ngo [forward v] (11) layers\nhide\nforever\n if <(Effect) = [2]> then\n wait (2) seconds\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\nset [ghost v] effect to (30)\ngo to x: (300) y: (pick random (180) to (-180))\nshow\nglide (3) secs to x: (-300) y: (y position)\ndelete this clone\n\nwhen I start as a clone\nforever\n if <not <(Effect) = [2]>> then\n delete this clone\n end\nend\n\n@Background Effect 1\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nset size to (130) %\nswitch costume to (costume2 v)\nset [ghost v] effect to (90)\ngo to [back v] layer\nforever\n if <(Effect) = [2]> then\n show\n else\n hide\n end\nend\n\nwhen I receive [bg1 v]\nrepeat (6)\n change [ghost v] effect by (-10)\n wait (0.1) seconds\nend\n\nwhen I receive [bg2 v]\nrepeat (6)\n change [ghost v] effect by (10)\n wait (0.1) seconds\nend\n\nwhen flag clicked\nforever\n glide (0.75) secs to x: (-30) y: (0)\n glide (0.75) secs to x: (-20) y: (-20)\n glide (0.75) secs to x: (0) y: (-30)\n glide (0.75) secs to x: (20) y: (-20)\n glide (0.75) secs to x: (30) y: (0)\n glide (0.75) secs to x: (20) y: (20)\n glide (0.75) secs to x: (0) y: (30)\n glide (0.75) secs to x: (-20) y: (20)\nend\n\n@Background Effect 2\n\nwhen I receive [bg1 v]\nrepeat (6)\n change [ghost v] effect by (5)\n wait (0.1) seconds\nend\n\nwhen I receive [bg2 v]\nrepeat (6)\n change [ghost v] effect by (-5)\n wait (0.1) seconds\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\nset [ghost v] effect to (30)\nforever\n if <(Effect) = [2]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n glide (0.75) secs to x: (30) y: (0)\n glide (0.75) secs to x: (20) y: (20)\n glide (0.75) secs to x: (0) y: (30)\n glide (0.75) secs to x: (-20) y: (20)\n glide (0.75) secs to x: (-30) y: (0)\n glide (0.75) secs to x: (-20) y: (-20)\n glide (0.75) secs to x: (0) y: (-30)\n glide (0.75) secs to x: (20) y: (-20)\nend\n\n@Dust Effect 2\n\nwhen flag clicked\ngo to [back v] layer\ngo [forward v] (10) layers\nhide\nforever\n if <(Effect) = [2]> then\n wait (0.3) seconds\n create clone of (_myself_ v)\n end\n if <(Effect) = [1]> then\n wait (pick random (0.1) to (0.3)) seconds\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\nif <(Effect) = [2]> then\n go to x: (240) y: (pick random (180) to (-180))\n clear graphic effects\n show\n glide (2) secs to x: (-240) y: (y position)\n delete this clone\nend\nif <(Effect) = [1]> then\n go to x: (240) y: (pick random (-10) to (-90))\n set [ghost v] effect to (85)\n show\n glide (4) secs to x: (-240) y: (y position)\n delete this clone\nend\n\nwhen I start as a clone\nforever\n if <<not <(Effect) = [1]>> and <not <(Effect) = [2]>>> then\n delete this clone\n end\nend\n\n@Background Effect 3N\n\nwhen flag clicked\ngo to [back v] layer\nforever\n if <(Effect) = [3]> then\n switch costume to (costume1 v)\n show\n else\n if <(Effect) = [4]> then\n switch costume to (costume2 v)\n show\n else\n hide\n end\n end\nend\n\n@Particle Effect 1\n\nwhen flag clicked\nhide\nforever\n if <<(Effect) = [3]> or <(Effect) = [4]>> then\n Create Clones\n end\nend\n\nwhen I start as a clone\nshow\ngo to (random position v)\nwait (0.03) seconds\ndelete this clone\n\ndefine Create Clones\nrepeat (20)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nforever\n if <<not <(Effect) = [4]>> and <not <(Effect) = [3]>>> then\n delete this clone\n end\nend\n\n@Tornado\n\nwhen flag clicked\ngo to [back v] layer\ngo to x: (0) y: (0)\nforever\n if <(Effect) = [3]> then\n show\n glide (0.2) secs to x: ((x position) + ((15) * (Direction))) y: ((y position) + (131))\n change y by (-131)\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(Direction) = [-1]> then\n set [direction v] to [1]\n else\n set [direction v] to [-1]\n end\n wait (pick random (3) to (4)) seconds\nend\n\n@Lights\n\nwhen flag clicked\nhide\nforever\n if <(Effect) = [4]> then\n Create Clones\n end\nend\n\ndefine Create Clones\nset [clone chance v] to (pick random (1) to (100))\nif <<[25] < (clone chance)> and <[100] > (clone chance)>> then\n create clone of (_myself_ v)\nend\nturn right (25) degrees\nwait (0.01) seconds\n\nwhen I start as a clone\nset [ghost v] effect to (pick random (50) to (65))\nshow\nrepeat (5)\n turn right (2) degrees\n change [ghost v] effect by (-2)\nend\nrepeat (15)\n turn right (2) degrees\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I start as a clone\nforever\n if <not <(Effect) = [4]>> then\n delete this clone\n end\nend\n\n@Wheel Effect\n\nwhen flag clicked\ngo to [back v] layer\nset [position v] to [1]\nset size to (90) %\ngo to x: (-1) y: (25)\nset [ghost v] effect to (50)\nrepeat (2)\n create clone of (_myself_ v)\n change [position v] by (1)\nend\nforever\n if <(Effect) = [4]> then\n show\n turn right (2) degrees\n else\n hide\n end\nend\n\nwhen I start as a clone\nif <(position) = [1]> then\n go to x: (-188.7) y: (-41)\nelse\n go to x: (199) y: (-36)\nend\nset size to (60) %\nset [ghost v] effect to (50)\nforever\n if <(Effect) = [4]> then\n show\n turn right (2) degrees\n else\n hide\n end\nend\n\n@Flash Effect\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n if <(Effect) = [4]> then\n show\n wait (0.3) seconds\n repeat (3)\n change [ghost v] effect by (-15)\n end\n repeat (3)\n change [ghost v] effect by (15)\n end\n else\n hide\n end\nend\n\n@Particle Effect 2\n\nwhen flag clicked\nhide\nset [ghost v] effect to (30)\nforever\n if <(Effect) = [4]> then\n create clone of (_myself_ v)\n wait (pick random (0.8) to (1)) seconds\n else\n hide\n end\nend\n\nwhen I start as a clone\nset [i v] to (pick random (0) to (1))\nif <(i) = [1]> then\n go to x: (pick random (240) to (-190)) y: (180)\nelse\n go to x: (240) y: (pick random (180) to (-100))\nend\nturn right (pick random (1) to (360)) degrees\nset size to (40) %\nshow\nrepeat until <not <touching (_edge_ v)?>>\n change y by (-2)\n change x by (-2)\nend\nrepeat until <touching (_edge_ v)?>\n change y by (-2)\n change x by (-2)\nend\ndelete this clone\n\nwhen I start as a clone\nforever\n if <not <(Effect) = [4]>> then\n delete this clone\n end\nend\n\n@Lines\n\nwhen flag clicked\ngo to x: (0) y: (-50)\ngo to [back v] layer\nset [ghost v] effect to (25)\ngo [forward v] (8) layers\nforever\n glide (3) secs to x: (0) y: (51)\n glide (3) secs to x: (0) y: (-51)\nend\n\nwhen flag clicked\nforever\n if <(Effect) = [5]> then\n show\n else\n hide\n end\nend\n\n@Particle Effect 3\n\nwhen flag clicked\nhide\nforever\n if <(Effect) = [5]> then\n create clone of (_myself_ v)\n wait (0.01) seconds\n else\n hide\n end\nend\n\nwhen I start as a clone\nset [i v] to (pick random (0) to (1))\nif <(i) = [1]> then\n go to x: (pick random (240) to (-190)) y: (180)\nelse\n go to x: (240) y: (pick random (180) to (-100))\nend\nturn right (pick random (1) to (360)) degrees\nset size to (pick random (40) to (120)) %\nshow\nrepeat until <not <touching (_edge_ v)?>>\n change y by (-3)\n change x by (-3)\nend\nrepeat until <touching (_edge_ v)?>\n change y by (-3)\n change x by (-3)\nend\ndelete this clone\n\nwhen I start as a clone\nforever\n if <not <(Effect) = [5]>> then\n delete this clone\n end\nend\n\nwhen I start as a clone\nforever\n if <not <(Effect) = [5]>> then\n delete this clone\n end\nend\n\n@Wave Effect\n\nwhen flag clicked\nhide\ngo to [back v] layer\ngo to x: (-210) y: (0)\nrepeat (8)\n create clone of (_myself_ v)\n wait (0.5) seconds\n change x by (60)\nend\n\nwhen I start as a clone\nset y to (-50)\nshow\nforever\n glide (2) secs to x: (x position) y: (40)\n glide (0.5) secs to x: (x position) y: (50)\n glide (2) secs to x: (x position) y: (-40)\n glide (0.5) secs to x: (x position) y: (-50)\nend\n\nwhen I start as a clone\nset [ghost v] effect to (100)\nforever\n repeat (10)\n change [ghost v] effect by (6)\n wait (0.1) seconds\n end\n wait (0.4) seconds\n repeat (10)\n change [ghost v] effect by (-6)\n wait (0.1) seconds\n end\nend\n\nwhen I start as a clone\nforever\n if <(Effect) = [5]> then\n show\n else\n hide\n end\nend\n\n@Platforms\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [slide v] to [1]\nswitch costume to (costume1 v)\ngo to [back v] layer\ngo [forward v] (7) layers\nforever\n if <(Effect) = [3]> then\n wait (0.3) seconds\n repeat (3)\n change [brightness v] effect by (20)\n end\n repeat (3)\n change [brightness v] effect by (-20)\n end\n end\n clear graphic effects\nend\n\nwhen I receive [next slide v]\nchange [slide v] by (1)\nnext costume\n\n@Spikes\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\ngo to [back v] layer\ngo [forward v] (6) layers\nforever\n if <(Effect) = [3]> then\n wait (0.3) seconds\n repeat (3)\n change [brightness v] effect by (20)\n end\n repeat (3)\n change [brightness v] effect by (-20)\n end\n end\n clear graphic effects\nend\n\nwhen I receive [next slide v]\nnext costume\n\nset [effect v] to [3]\nset [slide v] to [9]\n\n@Deco\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\ngo to [back v] layer\ngo [forward v] (5) layers\nforever\n if <<(Effect) = [2]> or <(Effect) = [3]>> then\n set [ghost v] effect to (45)\n end\nend\n\nwhen I receive [next slide v]\nnext costume\n\n@End Screen\n\ndefine Decode (e)\ncount zeroes\nset [letter v] to [1]\nset [high score holder v] to []\nset [row v] to [0]\nset [char num v] to [0]\ndelete all of [char nums v]\nrepeat ((zeroes) + (1))\n set [row v] to []\n repeat until <(letter (letter) of (☁ Cloud Data)) = [0]>\n set [row v] to (join (row) (letter (letter) of (☁ Cloud Data)))\n change [letter v] by (1)\n end\n add (row) to [char nums v]\n change [letter v] by (1)\nend\nset [letter v] to [1]\nrepeat (length of [char nums v])\n set [high score holder v] to (join (High Score Holder) (item (item (letter) of [char nums v]) of [chars v]))\n change [letter v] by (1)\nend\n\ndefine Encode (e)\nset [☁ cloud data v] to [0]\nset [letter v] to [1]\nrepeat (length of (e))\n set [row v] to [1]\n repeat (length of [chars v])\n if <(item (row) of [chars v]) = (letter (letter) of (e))> then\n set [☁ cloud data v] to (join (☁ Cloud Data) (row))\n set [☁ cloud data v] to (join (☁ Cloud Data) [0])\n end\n change [row v] by (1)\n end\n change [letter v] by (1)\nend\nset [encoded username v] to (☁ Cloud Data)\n\ndefine count zeroes\nset [zeroes v] to [0]\nset [letter v] to [0]\nrepeat (length of (☁ Cloud Data))\n if <(letter (letter) of (☁ Cloud Data)) = [0]> then\n change [zeroes v] by (1)\n end\n change [letter v] by (1)\nend\n\nwhen flag clicked\nhide\nhide variable [time v]\nhide variable [high score holder v]\nhide variable [☁ high score v]\nreset timer\n\nwhen I receive [game win v]\ngo to [front v] layer\nset [time v] to (round (timer))\nif <(Time) < (☁ High Score)> then\n set [☁ high score v] to (Time)\n Encode (username)\n Decode (☁ Cloud Data)\nend\nshow variable [time v]\nshow variable [high score holder v]\nshow variable [☁ high score v]\nshow\n\n@Thumbnail\n\nwhen flag clicked\ngo to [front v] layer\nset [ghost v] effect to (100)\n\n@Favorite\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set [star v] to [1]\n end\nend\n\n@Love\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set [heart v] to [1]\n end\nend\n\n@Message\n\nwhen I start as a clone\nset [message v] to [1]\ngo to [front v] layer\nshow\nwait (3) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\nset [message v] to [0]\ndelete this clone\n\nwhen flag clicked\nset [message v] to [0]\nhide\n\n | Use [W] [A] [D] or arrow keys to move.\nAvoid the spikes and try to get to the right side of the screen.\nLove and favorite this project to unlock the ability to change the player's color, then press [C] to change color.\nPress [R] to reset your position in case you get stuck.\nBeat the game quickly to get the high score.*\nHave fun! :)\n\n*You must have full scratcher status in order for your highscore to appear. |
Color platformer 1! | @Stage\n\nwhen stage clicked\nbroadcast (сховати v)\n\n@Спрайт2\n\nwhen flag clicked\nshow\nset [start v] to [0]\nwait (1) seconds\nchange [start v] by (1)\nhide\n\n@player\n\ndefine Earth\nchange [height v] by (1)\nrepeat until <not <touching color (#000000)?>>\n if <(fall) > [0]> then\n change y by (-1)\n else\n change y by (1)\n set [fall v] to [0]\n end\n set [height v] to [0]\nend\n\ndefine walking\nif <<<<mouse down?> and <(x position) < (mouse x)>> or <key (right arrow v) pressed?>> or <key (d v) pressed?>> then\n point in direction (90)\n move (7) steps\n if <touching color (#000000)?> then\n change x by (-7)\n end\nend\nif <<<<mouse down?> and <(x position) > (mouse x)>> or <key (left arrow v) pressed?>> or <key (a v) pressed?>> then\n point in direction (-90)\n move (7) steps\n if <touching color (#000000)?> then\n change x by (7)\n end\nend\nif <<<<mouse down?> and <(y position) < (mouse y)>> or <key (up arrow v) pressed?>> or <key (w v) pressed?>> then\n if <<(height) < [3]> and <(jump) = [0]>> then\n set [fall v] to [14]\n set [jump v] to [1]\n end\nelse\n set [jump v] to [0]\nend\n\ndefine fall\nchange [fall v] by (-1)\nchange y by (fall)\n\nwhen flag clicked\npoint in direction (90)\nset rotation style [left-right v]\ngo to x: (-200) y: (0)\nif on edge, bounce\nshow\nforever\n fall\n Earth\n walking\nend\n\nwhen flag clicked\nforever\n wait until <(x position) > [230]>\n broadcast (новий рівень v)\n go to (spavn v)\nend\n\nwhen flag clicked\nhide\nforever\n if <touching color (#ff0000)?> then\n go to (spavn v)\n end\nend\n\nwhen flag clicked\nswitch costume to (player v)\nforever\n if <(Start) = [1]> then\n show\n play sound [Music v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <(skin) = [0]> then\n switch costume to (player v)\n end\n if <(skin) = [1]> then\n switch costume to (player2 v)\n end\n if <(skin) = [2]> then\n switch costume to (player3 v)\n end\n if <(skin) = [3]> then\n switch costume to (player4 v)\n end\n if <(skin) = [4]> then\n switch costume to (player5 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(skin) = [-1]> then\n switch costume to (player5 v)\n end\n if <(skin) = [-2]> then\n switch costume to (player4 v)\n end\n if <(skin) = [-3]> then\n switch costume to (player3 v)\n end\n if <(skin) = [-4]> then\n switch costume to (player2 v)\n end\nend\n\nwhen this sprite clicked\nbroadcast (ntktajy v)\n\n@player2\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nif <(Start) = [1]> then\n show\nend\nforever\n if <key (space v) pressed?> then\n show\n end\n if <key (z v) pressed?> then\n hide\n end\nend\n\nwhen flag clicked\nset size to (50) %\nforever\n if <touching (mouse-pointer v)?> then\n set size to (60) %\n end\n if <not <touching (mouse-pointer v)?>> then\n set size to (50) %\n end\nend\n\nwhen flag clicked\nforever\n if <(skin) = [0]> then\n switch costume to (player v)\n end\n if <(skin) = [1]> then\n switch costume to (player2 v)\n end\n if <(skin) = [2]> then\n switch costume to (player3 v)\n end\n if <(skin) = [3]> then\n switch costume to (player4 v)\n end\n if <(skin) = [4]> then\n switch costume to (player5 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(skin) = [-1]> then\n switch costume to (player5 v)\n end\n if <(skin) = [-2]> then\n switch costume to (player4 v)\n end\n if <(skin) = [-3]> then\n switch costume to (player3 v)\n end\n if <(skin) = [-4]> then\n switch costume to (player2 v)\n end\nend\n\nwhen I receive [ntktajy v]\nshow\n\nwhen I receive [сховати v]\nhide\n\n@arrow1\n\nwhen flag clicked\nset [skin v] to [0]\ngo to x: (-60) y: (0)\nhide\nif <(Start) = [1]> then\n show\nend\nforever\n if <key (space v) pressed?> then\n show\n end\n if <key (z v) pressed?> then\n hide\n end\nend\n\nwhen this sprite clicked\nchange [skin v] by (-1)\nforever\n if <<(skin) = [5]> or <(skin) = [-5]>> then\n set [skin v] to [0]\n end\nend\n\nwhen flag clicked\nset size to (150) %\nforever\n if <touching (mouse-pointer v)?> then\n set size to (170) %\n end\n if <not <touching (mouse-pointer v)?>> then\n set size to (150) %\n end\nend\n\nwhen I receive [ntktajy v]\nshow\n\nwhen I receive [сховати v]\nhide\n\n@arrow2\n\nwhen flag clicked\ngo to x: (60) y: (0)\nhide\nif <(Start) = [1]> then\n show\nend\nforever\n if <key (space v) pressed?> then\n show\n end\n if <key (z v) pressed?> then\n hide\n end\nend\n\nwhen this sprite clicked\nchange [skin v] by (1)\nforever\n if <<(skin) = [5]> or <(skin) = [-5]>> then\n set [skin v] to [0]\n end\nend\n\nwhen flag clicked\nset size to (150) %\nforever\n if <touching (mouse-pointer v)?> then\n set size to (170) %\n end\n if <not <touching (mouse-pointer v)?>> then\n set size to (150) %\n end\nend\n\nwhen I receive [ntktajy v]\nshow\n\nwhen I receive [сховати v]\nhide\n\n@Спрайт4\n\nwhen flag clicked\ngo to x: (0) y: (-50)\nhide\nif <(Start) = [1]> then\n show\nend\nforever\n if <key (space v) pressed?> then\n show\n end\n if <key (z v) pressed?> then\n hide\n end\nend\n\nwhen I receive [ntktajy v]\nshow\n\nwhen I receive [сховати v]\nhide\n\n@Спрайт5\n\nwhen flag clicked\ngo to x: (0) y: (-50)\nhide\nif <(Start) = [1]> then\n show\nend\nwait (5) seconds\nhide\n\n@animation\n\nwhen flag clicked\nswitch costume to (animation v)\nhide\nforever\n go to (player v)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\ngo to [back v] layer\nshow\nclear graphic effects\nrepeat (20)\n change [ghost v] effect by (5)\n change size by (-2)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n if <(Start) = [1]> then\n show\n end\nend\n\nwhen flag clicked\nforever\n if <(skin) = [0]> then\n switch costume to (animation v)\n end\n if <(skin) = [1]> then\n switch costume to (animation2 v)\n end\n if <(skin) = [2]> then\n switch costume to (animation3 v)\n end\n if <(skin) = [3]> then\n switch costume to (animation4 v)\n end\n if <(skin) = [4]> then\n switch costume to (animation5 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(skin) = [-1]> then\n switch costume to (animation5 v)\n end\n if <(skin) = [-2]> then\n switch costume to (animation4 v)\n end\n if <(skin) = [-3]> then\n switch costume to (animation3 v)\n end\n if <(skin) = [-4]> then\n switch costume to (animation2 v)\n end\nend\n\n@levels\n\nwhen I receive [новий рівень v]\nchange [lvl v] by (1)\nnext costume\n\nwhen flag clicked\nhide\nset [lvl v] to [0]\nswitch costume to (образ1 v)\n\nwhen flag clicked\nforever\n if <(Start) = [1]> then\n show\n end\nend\n\n@spavn\n\n@Star\n\nwhen flag clicked\nhide\nforever\n if <(LVL) = [12]> then\n show\n end\nend\n\n@Heart\n\nwhen flag clicked\nhide\nforever\n if <(LVL) = [12]> then\n show\n end\nend\n\n@Folow\n\nwhen flag clicked\nhide\nforever\n if <(LVL) = [12]> then\n show\n end\nend\n\n@Спрайт1\n\nwhen flag clicked\nshow\nwait (1) seconds\nhide\n\n@Спрайт3\n\n | Press green flag!\nMy studios - https://scratch.mit.edu/studios/26473902\n—————————————————————————\nThis is a color platformer!\n<Move> and <jump> - arrows or W,D,S (w - jump)\nIf you play from the phone, control your fingers\nClick on the <player> or <space> to change the skin\nGood luck!\n |
-Minecraft- A Platformer (Mobile Friendly) | @Stage\n\n@Thumbnail\n\nwhen flag clicked\ngo [forward v] (100) layers\nset [ghost v] to [0]\ngo to x: (0) y: (0)\nset size to (100) %\nset [start v] to [0]\nbroadcast (LaunchMinecraftSign v)\nshow\nwait until <(start) = [1]>\nbroadcast (InstructionsPage v)\n\nwhen I receive [instructionspage v]\nchange [ghost v] by (1)\nrepeat until <(ghost) = [100]>\n change [ghost v] effect by (ghost)\nend\n\n@TNT border\n\nwhen flag clicked\ngo [backward v] (2) layers\nhide\n\nwhen I receive [red v]\nshow\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (0.05) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\n@Potion Of Swiftness\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen flag clicked\ngo to x: (-115) y: (-70)\nhide\n\nwhen flag clicked\nwait (1) seconds\nshow\n\n@Cactus\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\ngo to [back v] layer\nswitch costume to (costume1 v)\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nwait (1) seconds\nshow\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\nshow\n\nwhen flag clicked\nwait (1) seconds\nshow\n\n@Backdrop\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nset size to (115) %\ngo to [back v] layer\nforever\n set y to (([y position v] of [skin v]) * (-0.1))\n set x to (([x position v] of [skin v]) * (0.1))\nend\n\n@Skin\n\nwhen I receive [estop v]\nhide\nstop [other scripts in sprite 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\npoint in direction (90)\nset [xvel v] to [0]\nset [yvel v] to [0]\nforever\n set size to (size) %\n set [size v] to [55]\n show\n set rotation style [all around v]\n if <<<mouse down?> and <(x position) > (mouse x)>> or <key (left arrow v) pressed?>> then\n change [xv v] by (-1)\n end\n if <<<mouse down?> and <(x position) < (mouse x)>> or <key (right arrow v) pressed?>> then\n change [xv v] by (1)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching (levels v)?> then\n change y by (1)\n if <touching (levels v)?> then\n change y by (1)\n if <touching (levels v)?> then\n change y by (1)\n if <touching (levels v)?> then\n change y by (1)\n if <touching (levels v)?> then\n change y by (1)\n if <touching (levels v)?> then\n change 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 [17]\n end\n end\n change y by (1)\n change [yv v] by (-1)\n set [yv v] to ((Yv) * (0.99))\n change y by (Yv)\n if <touching (levels v)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n hide variable [xv v]\n if <(x position) > [230]> then\n broadcast (next level v)\n end\n if <(y position) < [-170]> then\n go to x: (-200) y: (0)\n end\n if touching\nend\n\nwhen flag clicked\nwait (1) seconds\ngo to x: (-200) y: (0)\n\ndefine if touching\nif <touching (cactus v)?> then\n broadcast (Red v)\n repeat (10)\n turn right (5) degrees\n change [size v] by (-10)\n set size to (size) %\n end\n set [yv v] to [0]\n set [xv v] to [0]\n set size to (100) %\n set [ghost v] effect to (0)\n go to x: (-200) y: (0)\n point in direction (90)\nend\nif <touching (bounce v)?> then\n set [yv v] to [20]\nend\nif <touching (potion of swiftness v)?> then\n set [xv v] to [21]\nend\n\nwhen [c v] key pressed\nnext costume\n\nwhen this sprite clicked\nnext costume\n\n@MinecraftPlatformer\n\nwhen I receive [instructionspage v]\nrepeat until <(size) = [2]>\n change size by (-1)\nend\nhide\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nset size to (80) %\ngo to x: (0) y: (-300)\ngo to [front v] layer\nswitch costume to (platformer v)\nshow\nglide (1) secs to x: (0) y: (50)\nbroadcast (Bump v)\nwait (0.1) seconds\n\nwhen I receive [bump v]\nif <(costume [number v]) = [1]> then\n set [bump v] to [5]\n repeat (11)\n change y by (Bump)\n change [bump v] by (-1)\n end\n set [start v] to [1]\nend\n\nwhen I receive [bumpleft v]\nif <(costume [number v]) = [1]> then\n set [bump v] to [7]\n repeat (5)\n change x by ((0) - (Bump))\n change [bump v] by (-1)\n end\nelse\n set [bump v] to [7]\n repeat (5)\n change x by ((0) - (Bump))\n change [bump v] by (-1)\n end\nend\n\nwhen I receive [launchminecraftsign v]\nswitch costume to (minecraft v)\nwait (0.4) seconds\ngo to x: (0) y: (300)\nset size to (80) %\ngo to [front v] layer\nshow\nglide (1) secs to x: (0) y: (50)\ncreate clone of (_myself_ v)\n\nwhen I receive [start v]\nhide\ndelete this clone\n\nwhen I receive [gameover v]\nhide\n\n | Liked by: @0014049 and @leo889 :-0\n\nHi friends,\n\nPress the arrows or click where you want to move and get to know some COVID-19 facts too!\nPress C or click the player to change skin!\n\nHave Fun!! |
Rage platformer 2 (2.5D) | @Stage\n\nwhen flag clicked\nswitch backdrop to (neon tunnel v)\n\nwhen I receive [message1 v]\nswitch backdrop to (refinewjump v)\n\n@játékos\n\ndefine render stage\nerase all\nswitch costume to (stage2 v)\nset [ghost v] effect to (70)\nset size to (méret) %\nswitch costume to (level)\nrepeat (10)\n go to x: ((x) * ((size) / (100))) y: ((y) * ((size) / (100)))\n change size by (3)\n change [ghost v] effect by (-8)\n stamp\nend\nclear graphic effects\nstamp\n\nwhen I receive [message1 v]\nshow\ngo to x: (0) y: (0)\nset [x v] to [0]\nset [y v] to [6]\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n render stage\n go to x: (0) y: (0)\n switch costume to (costume1 v)\n if <<[300] < (y)> or <touching color (#ff0000)?>> then\n broadcast (message1 v)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xv v] by (-1)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xv v] by (1)\n end\n set [xv v] to ((xv) * (0.85))\n change x by (xv)\n if <touching color (#000008)?> then\n change y by (-2)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (-5)\n change x by ((-1) * (xv))\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <not <(xv) = [0]>>> then\n set [mode v] to [walljump]\n set [yv v] to [8]\n set [xv v] to (((xv) / ([abs v] of (xv) )) * (-10))\n else\n set [mode v] to [wallslide]\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (2)\n end\n change y by (-3)\n if <touching color (#000008)?> then\n if <(yv) = [-3]> then\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n set [mode v] to [run]\n else\n if <([abs v] of (xv) ) > [.1]> then\n set [mode v] to [skid]\n else\n set [mode v] to [stand]\n end\n end\n end\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [mode v] to [jump]\n set [yv v] to [9]\n end\n end\n if <<<<(mode) = [jump]> or <(mode) = [walljump]>> and <(yv) < [0]>> or <<<(mode) = [run]> or <(mode) = [skid]>> and <(yv) < [-3]>>> then\n set [mode v] to [fall]\n end\n change y by (3)\n if <(yv) > [-15]> then\n change [yv v] by (-0.5)\n end\n change y by (-2)\n if <not <touching color (#000008)?>> then\n change y by (-1)\n if <not <touching color (#000008)?>> then\n change y by (-1)\n if <not <touching color (#000008)?>> then\n change y by (-1)\n if <not <touching color (#000008)?>> then\n change y by (-1)\n if <not <touching color (#000008)?>> then\n change y by (-1)\n if <not <touching color (#000008)?>> then\n change y by (5)\n end\n end\n end\n end\n end\n end\n change y by (2)\n change y by (yv)\n if <touching color (#000008)?> then\n change y by (-2)\n if <touching color (#000008)?> then\n change y by ((-1) * (yv))\n set [yv v] to [-3]\n end\n change y by (2)\n end\n change [x v] by ((-1) * (x position))\n change [y v] by ((-1) * (y position))\n go to x: (0) y: (0)\n if <touching color (#66c0ff)?> then\n set [mode v] to [jump]\n set [yv v] to [11]\n end\nend\n\nwhen [r v] key pressed\nbroadcast (message1 v)\n\nwhen flag clicked\nset [pixelate v] effect to (0)\nerase all\nhide\nset [méret v] to [100]\nset [level v] to [2]\nforever\n if <<key (space v) pressed?> or <touching color (#2aff00)?>> then\n repeat (20)\n change [méret v] by (-5)\n end\n change [level v] by (1)\n broadcast (message1 v)\n repeat (20)\n change [méret v] by (5)\n end\n end\nend\n\n@platform\n\nwhen flag clicked\nset size to (120) %\nshow\ngo to x: (0) y: (70)\npoint in direction (90)\nforever\n repeat (30)\n change y by (-1)\n end\n repeat (30)\n change y by (1)\n end\nend\n\nwhen flag clicked\nforever\n wait (0.01) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nforever\n change [brightness v] effect by (25)\n wait (0.3) seconds\n delete this clone\nend\n\nwhen I receive [message1 v]\nhide\n\nplay sound [hello guys v] until done\n\n@hang\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (-224) y: (-162)\nset [zene v] to [2]\nforever\n if <(zene) = [1]> then\n play sound [Video Game 2 v] until done\n end\n if <(zene) = [2]> then\n play sound [Emotional Piano v] until done\n end\nend\n\nwhen [r v] key pressed\nstop all sounds\nset [zene v] to [1]\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 end\n if <(costume [number v]) = [2]> then\n set volume to (65) %\n end\n if <(costume [number v]) = [3]> then\n set volume to (35) %\n end\n if <(costume [number v]) = [4]> then\n set volume to (0) %\n end\nend\n\n@Számláló\n\nwhen I receive [message1 v]\nwait until <key (any v) pressed?>\nforever\n repeat until <(level) = [9]>\n wait (0.1) seconds\n change [time v] by (0.1)\n end\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [time v] to [0]\nforever\n if <key (space v) pressed?> then\n change [time v] by (100)\n end\n if <[8] < (level)> then\n say [Try agine?] for <key (any v) pressed?> seconds\n wait until <key (any v) pressed?>\n set [level v] to [2]\n set [time v] to [0]\n end\nend\n\n | Check out Rage platformer 1: https://scratch.mit.edu/projects/315866157\nMove with arrow keys or W,A,S,D\nPress "R" to restert\nPress "Space" to skip the level\nRed = death\nBlue = bounce\nGreen = next level\nLEVELS ARE POSSIBLE\nMy best is 54.1! |
99% Pen Scrolling Platformer (Mobile) | @Stage\n\n@Thumbnail\n\nwhen flag clicked\nhide\nset [ghost v] effect to (100)\nforever\n set [aatimer2 v] to (timer)\nend\n\nwhen [timer v] > (AAtimer2)\ngo to [front v] layer\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\n@Game End\n\nwhen flag clicked\nhide\n\nwhen I receive [end game v]\nshow\nforever\n go to [front v] layer\nend\n\n@Game\n\ndefine Do physics\nchange [yv v] by (-1)\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> 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) * (.9))\nchange x by (Xv)\nif <touching color (#a2a2a2)?> then\n change y by (1)\nend\nif <touching color (#a2a2a2)?> then\n change y by (1)\nend\nif <touching color (#a2a2a2)?> then\n change y by (1)\nend\nif <touching color (#a2a2a2)?> then\n change y by (1)\nend\nif <touching color (#a2a2a2)?> 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) > [0]>>> then\n set [yv v] to [17]\n if <(Xv) > [0]> then\n set [xv v] to [-10]\n else\n set [xv v] to [10]\n end\n else\n set [xv v] to [0]\n end\nend\nchange y by (Yv)\nif <touching color (#a2a2a2)?> 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) > [0]>>> and <touching color (#a2a2a2)?>> then\n set [yv v] to [15]\nend\nchange y by (1)\n\ndefine Draw line from (x1) (y1) to (x2) (y2) with offset (ox) (oy)\ngo to x: ((x1) + (ox)) y: ((y1) + (oy))\npen down\ngo to x: ((x2) + (ox)) y: ((y2) + (oy))\npen up\n\ndefine Draw level collision with offset (ox) (oy)\nif <(Level) = [1]> then\n set pen size to (32)\n set pen color to (#a2a2a2)\n Draw line from [-240] [-100] to [240] [-100] with offset (ox) (oy)\n set pen size to (8)\n set pen color to (#ff9400)\n Draw square at [200] [-25] and size [50] with offset (ox) (oy)\n set pen color to (#ff6151)\n Draw line from [0] [-100] to [0] [-25] with offset (ox) (oy)\nend\nif <(Level) = [2]> then\n set pen size to (32)\n set pen color to (#a2a2a2)\n Draw line from [-240] [-100] to [350] [-100] with offset (ox) (oy)\n set pen size to (8)\n set pen color to (#ff9400)\n Draw square at [320] [-25] and size [50] with offset (ox) (oy)\n set pen size to (20)\n set pen size to (20)\n set pen color to (#a2a2a2)\n Draw line from [-95] [-15] to [100] [-15] with offset (ox) (oy)\n set pen color to (#ff6151)\n Draw line from [0] [0] to [0] [50] with offset (ox) (oy)\n set pen size to (15)\n set pen color to (#ff6151)\n Draw line from [-100] [-75] to [105] [-75] with offset (ox) (oy)\nend\nif <(Level) = [3]> then\n set pen size to (32)\n set pen color to (#a2a2a2)\n Draw line from [-240] [-100] to [500] [-100] with offset (ox) (oy)\n set pen size to (8)\n set pen color to (#ff9400)\n Draw square at [450] [-25] and size [50] with offset (ox) (oy)\n set pen color to (#ff6151)\n Draw line from [0] [0] to [0] [50] with offset (ox) (oy)\n set pen color to (#ff6151)\n Draw line from [120] [90] to [120] [120] with offset (ox) (oy)\n set pen color to (#ff6151)\n Draw line from [300] [90] to [300] [-80] with offset (ox) (oy)\n set pen size to (20)\n set pen size to (20)\n set pen size to (20)\n set pen size to (20)\n set pen color to (#a2a2a2)\n Draw line from [-95] [-15] to [100] [-15] with offset (ox) (oy)\n set pen size to (20)\n set pen color to (#a2a2a2)\n Draw line from [50] [75] to [200] [75] with offset (ox) (oy)\nend\nif <(Level) = [4]> then\n set pen color to (#a2a2a2)\n Draw line from [-250] [-90] to [-100] [-90] with offset (ox) (oy)\n Draw line from [-50] [20] to [100] [20] with offset (ox) (oy)\n Draw line from [150] [-90] to [300] [-90] with offset (ox) (oy)\n set pen size to (32)\n set pen size to (8)\n set pen color to (#ff9400)\n Draw square at [450] [-25] and size [50] with offset (ox) (oy)\n set pen size to (20)\n set pen size to (20)\n set pen size to (5)\n set pen size to (5)\n set pen color to (#ff6151)\n Draw line from [-50] [30] to [0] [30] with offset (ox) (oy)\n set pen size to (5)\n set pen color to (#ff6151)\n Draw line from [50] [30] to [100] [30] with offset (ox) (oy)\n set pen size to (5)\n set pen color to (#ff6151)\n Draw line from [250] [-80] to [200] [-80] with offset (ox) (oy)\nend\nif <(Level) = [5]> then\n set pen color to (#a2a2a2)\n Draw line from [-250] [-90] to [-100] [-90] with offset (ox) (oy)\n Draw line from [-100] [30] to [50] [30] with offset (ox) (oy)\n Draw line from [-250] [150] to [-100] [150] with offset (ox) (oy)\n Draw line from [-190] [270] to [50] [270] with offset (ox) (oy)\n set pen size to (32)\n set pen size to (8)\n set pen color to (#ff9400)\n Draw square at [27] [300] and size [20] with offset (ox) (oy)\n set pen size to (20)\n set pen size to (20)\n set pen size to (5)\n set pen color to (#ff6151)\n Draw line from [-180] [-80] to [-100] [-80] with offset (ox) (oy)\n set pen size to (5)\n set pen color to (#ff6151)\n Draw line from [-50] [30] to [0] [30] with offset (ox) (oy)\n set pen size to (5)\n set pen color to (#ff6151)\n Draw line from [50] [30] to [100] [30] with offset (ox) (oy)\n set pen size to (5)\n set pen color to (#ff6151)\n Draw line from [250] [-80] to [200] [-80] with offset (ox) (oy)\n Draw line from [-60] [40] to [20] [40] with offset (ox) (oy)\n Draw line from [-180] [-80] to [-100] [-80] with offset (ox) (oy)\n Draw line from [-200] [160] to [-140] [160] with offset (ox) (oy)\n Draw line from [20] [40] to [50] [40] with offset (ox) (oy)\nend\n\nset pen color to (#ff6151)\nDraw line from [-180] [-80] to [-100] [-80] with offset (ox) (oy)\n\nset pen color to (#ff6151)\nDraw line from [0] [0] to [0] [50] with offset (ox) (oy)\nset pen color to (#ff6151)\nDraw line from [120] [90] to [120] [120] with offset (ox) (oy)\nset pen color to (#ff6151)\nDraw line from [300] [90] to [300] [-80] with offset (ox) (oy)\n\nset pen size to (20)\n\nDraw line from [-95] [-15] to [100] [-15] with offset (ox) (oy)\nDraw line from [50] [75] to [200] [75] with offset (ox) (oy)\nset pen size to (20)\n\ndefine Draw square at (center x) (center y) and size (side length) with offset (ox) (oy)\ngo to x: (((center x) + (ox)) + ((side length) / (2))) y: (((center y) + (oy)) + ((side length) / (2)))\npen down\ngo to x: (((center x) + (ox)) + ((side length) / (-2))) y: (((center y) + (oy)) + ((side length) / (2)))\ngo to x: (((center x) + (ox)) + ((side length) / (-2))) y: (((center y) + (oy)) + ((side length) / (-2)))\ngo to x: (((center x) + (ox)) + ((side length) / (2))) y: (((center y) + (oy)) + ((side length) / (-2)))\ngo to x: (((center x) + (ox)) + ((side length) / (2))) y: (((center y) + (oy)) + ((side length) / (2)))\npen up\n\ndefine Draw player\nset pen color to (#ff4516)\nset pen size to (10)\nDraw square at [0] [0] and size [13] with offset [0] [0]\nDraw square at [0] [0] and size [12] with offset [0] [0]\nDraw square at [0] [0] and size [11] with offset [0] [0]\nDraw square at [0] [0] and size [10] with offset [0] [0]\nset pen color to (#ffffff)\nDraw square at [0] [0] and size [3] with offset [0] [0]\nif <not <<key (any v) pressed?> or <mouse down?>>> then\n set pen color to (#000000)\n Draw square at [0] [0] and size [0.1] with offset [0] [0]\nend\nif <<<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> and <not <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > [0]>>>>> then\n set pen color to (#000000)\n Draw square at [0] [0] and size [0.1] with offset [-2] [0]\nend\nif <<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> and <not <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > [0]>>> or <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>>>>> then\n set pen color to (#000000)\n Draw square at [0] [0] and size [0.1] with offset [2] [0]\nend\nif <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > [0]>>> and <not <<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> or <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>>>>> then\n set pen color to (#000000)\n Draw square at [0] [0] and size [0.1] with offset [0] [2]\nend\nif <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > [0]>>> and <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>>> then\n set pen color to (#000000)\n Draw square at [0] [0] and size [0.1] with offset [2] [2]\nend\nif <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > [0]>>> and <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>>> then\n set pen color to (#000000)\n Draw square at [0] [0] and size [0.1] with offset [-2] [2]\nend\n\ndefine Do special collision\nif <<touching color (#ff6151)?> or <(Player Y) < [-200]>> then\n Reset player\nend\nif <touching color (#ff9400)?> then\n if <(Level) = [5]> then\n broadcast (END GAME v) and wait\n stop [other scripts in sprite v]\n else\n change [level v] by (1)\n Reset player\n end\nend\n\ndefine Reset player\nset [player x v] to [-200]\nset [player y v] to [0]\nset [xv v] to [0]\nset [yv v] to [0]\n\ndefine Collision\nerase all\nDraw level collision with offset (() - (Player X)) (() - (Player Y))\ngo to x: (0) y: (0)\nDo physics\nchange [player x v] by (x position)\nchange [player y v] by (y position)\nDo special collision\n\ndefine Drawing\nset size to (10000) %\nerase all\nDraw level visual with offset (() - (Player X)) (() - (Player Y))\nDraw player\nset size to (100) %\n\ndefine Draw level visual with offset (ox) (oy)\nif <(Level) = [1]> then\n set pen size to (3)\n set pen size to (20)\n set pen size to (10)\n set pen color to (#a4f313)\n Draw square at [200] [-25] and size [58] with offset (ox) (oy)\n set pen size to (20)\n set pen color to (#ff6151)\n Draw line from [0] [-85] to [0] [-25] with offset (ox) (oy)\n set pen size to (20)\n set pen color to (#317996)\n Draw line from [-250] [-90] to [250] [-90] with offset (ox) (oy)\nend\nif <(Level) = [2]> then\n set pen size to (3)\n set pen size to (20)\n set pen size to (10)\n set pen color to (#a4f313)\n Draw square at [320] [-25] and size [58] with offset (ox) (oy)\n set pen size to (20)\n set pen color to (#713196)\n Draw line from [-250] [-90] to [350] [-90] with offset (ox) (oy)\n set pen size to (28)\n set pen color to (#ff6151)\n Draw line from [0] [0] to [0] [50] with offset (ox) (oy)\n set pen size to (15)\n set pen color to (#ff6151)\n Draw line from [-100] [-75] to [105] [-75] with offset (ox) (oy)\n set pen size to (20)\n set pen size to (20)\n set pen size to (28)\n set pen color to (#723196)\n Draw line from [-95] [-15] to [100] [-15] with offset (ox) (oy)\nend\nif <(Level) = [3]> then\n set pen size to (3)\n set pen size to (20)\n set pen size to (10)\n set pen color to (#a4f313)\n Draw square at [450] [-25] and size [58] with offset (ox) (oy)\n set pen color to (#ff6151)\n Draw line from [0] [0] to [0] [50] with offset (ox) (oy)\n set pen size to (20)\n set pen color to (#ff6151)\n Draw line from [120] [90] to [120] [120] with offset (ox) (oy)\n set pen color to (#ff6151)\n Draw line from [300] [90] to [300] [-80] with offset (ox) (oy)\n set pen size to (20)\n set pen size to (20)\n set pen color to (#31963e)\n Draw line from [-250] [-90] to [500] [-90] with offset (ox) (oy)\n set pen size to (28)\n set pen color to (#31963e)\n Draw line from [-95] [-15] to [100] [-15] with offset (ox) (oy)\n set pen size to (28)\n set pen color to (#31963e)\n Draw line from [50] [75] to [200] [75] with offset (ox) (oy)\nend\nif <(Level) = [4]> then\n set pen size to (3)\n set pen size to (20)\n set pen size to (10)\n set pen color to (#a4f313)\n Draw square at [450] [-25] and size [58] with offset (ox) (oy)\n set pen size to (20)\n set pen size to (20)\n set pen color to (#f9e568)\n Draw line from [-250] [-90] to [-100] [-90] with offset (ox) (oy)\n set pen color to (#f9e568)\n Draw line from [-50] [20] to [100] [20] with offset (ox) (oy)\n set pen color to (#f9e568)\n Draw line from [150] [-90] to [300] [-90] with offset (ox) (oy)\n set pen size to (5)\n set pen size to (5)\n set pen color to (#ff6151)\n Draw line from [-50] [30] to [0] [30] with offset (ox) (oy)\n set pen size to (5)\n set pen color to (#ff6151)\n Draw line from [50] [30] to [100] [30] with offset (ox) (oy)\n set pen size to (5)\n set pen color to (#ff6151)\n Draw line from [250] [-80] to [200] [-80] with offset (ox) (oy)\nend\nif <(Level) = [5]> then\n set pen size to (3)\n set pen size to (20)\n set pen size to (10)\n set pen color to (#a4f313)\n Draw square at [27] [300] and size [20] with offset (ox) (oy)\n set pen size to (20)\n set pen size to (20)\n set pen color to (#f9ae68)\n Draw line from [-250] [-90] to [-100] [-90] with offset (ox) (oy)\n set pen color to (#9860ff)\n Draw line from [-100] [30] to [50] [30] with offset (ox) (oy)\n set pen color to (#8cf968)\n Draw line from [-250] [150] to [-100] [150] with offset (ox) (oy)\n set pen color to (#60dfff)\n Draw line from [-190] [270] to [50] [270] with offset (ox) (oy)\n set pen size to (5)\n set pen color to (#ff6151)\n Draw line from [-180] [-80] to [-100] [-80] with offset (ox) (oy)\n set pen size to (5)\n set pen color to (#ff6151)\n Draw line from [-60] [40] to [20] [40] with offset (ox) (oy)\n set pen size to (5)\n set pen color to (#ff6151)\n Draw line from [20] [40] to [50] [40] with offset (ox) (oy)\n set pen size to (5)\n set pen color to (#ff6151)\n Draw line from [-210] [160] to [-140] [160] with offset (ox) (oy)\nend\n\nwhen flag clicked\nset [level v] to [1]\nReset player\nforever\n Collision\n Drawing\nend\n\nset pen color to (#ff6151)\nDraw line from [300] [90] to [300] [90] with offset (ox) (oy)\n\nset pen size to (20)\nset pen color to (#f9e568)\n\nset pen color to (#f9e568)\n\nDraw line from [-250] [-90] to [-100] [-90] with offset (ox) (oy)\nDraw line from [-50] [20] to [100] [20] with offset (ox) (oy)\nDraw line from [150] [-90] to [300] [-90] with offset (ox) (oy)\n\nset pen color to (#f9ae68)\n\nset pen color to (#ff6151)\n\nset pen size to (5)\nset pen color to (#ff6151)\n\nset pen color to (#ff6151)\n\nset pen size to (5)\nset pen color to (#ff6151)\n\nset pen size to (5)\n\n | Arrow / WASD / Mobile (I doubt someone could do it, but I added it) \nCheck out: https://scratch.mit.edu/projects/427343175\nMy friend made it :) |
TEST - MMO Platformer v0.7 | @Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop2 v)\n\nwhen I receive [test v]\nswitch backdrop to (artboard 1 copy@2x v)\n\nwhen I receive [message - show v]\nswitch backdrop to (reload v)\n\n@Blank\n\n@Game\n\ndefine fix player\nset [t v] to [1]\nrepeat (8)\n change [@player x v] by (item (t) of [fix v])\n change [t v] by (1)\n change [@player y v] by (item (t) of [fix v])\n change [t v] by (1)\n Check Collide\n if <(touch) = [0]> then\n stop [this script v]\n end\nend\nchange [@player x v] by (item (t) of [fix v])\nchange [t v] by (1)\nchange [@player y v] by (item (t) of [fix v])\nset [t v] to [1]\nrepeat (8)\n change [@player x v] by ((item (t) of [fix v]) * (2))\n change [t v] by (1)\n change [@player y v] by ((item (t) of [fix v]) * (2))\n change [t v] by (1)\n Check Collide\n if <(touch) = [0]> then\n stop [this script v]\n end\nend\nchange [@player x v] by ((item (t) of [fix v]) * (2))\nchange [t v] by (1)\nchange [@player y v] by (((item (t) of [fix v]) * (2)) - (1))\n\ndefine Move Out Of Collision dir x,y: (dx) (dy) limit: (limit)\nset [lim v] to [1]\nrepeat until <<(lim) > (limit)> or <(touch) < [100]>>\n change [@player x v] by (dx)\n change [@player y v] by (dy)\n change [lim v] by (1)\n Check Collide\nend\nif <(lim) > (limit)> then\n change [@player x v] by ((0) - ((dx) * (limit)))\n change [@player y v] by ((0) - ((dy) * (limit)))\n if <<(@Player SX) = [0]> or <not <(dx) = [0]>>> then\n set [@player die v] to [1]\n else\n Check Collide\n if <(@Player SX) > []> then\n if <(@Player SX) > [0.01]> then\n Move Out Of Collision dir x,y: (-1) (0) limit: (24)\n else\n if <(@Player SX) < [-0.01]> then\n Move Out Of Collision dir x,y: (1) (0) limit: (24)\n end\n end\n end\n set [@player sx v] to [0]\n end\n set [lim v] to [999]\nend\n\ndefine Check Collide\ngo to x: (round ((@Player X) - (@Scroll X))) y: (round ((@Player Y) - (@Scroll Y)))\nif <touching (level v)?> then\n set [touch v] to [101]\nelse\n if <touching (moving platform v)?> then\n set [touch v] to [102]\n else\n set [touch v] to [0]\n end\nend\n\ndefine Scroll Level\nchange [@scroll x v] by (round (((@Player X) - (@Scroll X)) * (0.1)))\nif <(@Scroll X) < [0]> then\n set [@scroll x v] to [0]\nend\nchange [@scroll y v] by (round (((@Player Y) - (@Scroll Y)) * (0.1)))\nif <(@Scroll Y) < [0]> then\n set [@scroll y v] to [0]\nend\n\ndefine Player Tick\nif <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <key (space v) pressed?>>> then\n change [jump key v] by (1)\nelse\n set [jump key v] to [0]\nend\nset [pushed sx v] to [0]\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n set [key left right v] to [1]\nelse\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n set [key left right v] to [-1]\n else\n set [key left right v] to [0]\n end\nend\nPlayer Tick - Fix Up\nPlayer Tick - Crouch / Jump Key\nPlayer Tick - Up / Down\nPlayer Tick - Left / Right\n\ndefine Reset Player\nset [@player x v] to (@Spawn X)\nset [@player y v] to (@Spawn Y)\nset [@scroll x v] to (@Player X)\nset [@scroll y v] to (@Player Y)\nset [@player sx v] to [0]\nset [@player sy v] to [0]\nset [@falling v] to [0]\nset [@walking v] to [-1]\nset [@player die v] to [0]\nset [@player mode v] to [0]\nset [onground v] to [100]\nScroll Level\n\nwhen flag clicked\nset [debug v] to [0]\ndelete all of [emoji spawn v]\nif <<(username) = [griffpatch_tutor]> or <(username) = [griffpatch]>> then\n set [reload v] to [26]\n set [☁ online v] to (reload)\nelse\n if <not <(reload) = (☁ ONLINE)>> then\n broadcast (Message - Show v) and wait\n end\nend\nbroadcast (Green Flag v) and wait\nbroadcast (Cloud - Setup v) and wait\nset [frame v] to [0]\nset [fps time v] to [1]\nset [ghost v] effect to (100)\nset [@level v] to [1]\nset [@totalflags v] to [0]\nset [@timer v] to [0]\nset [@player dir v] to [90]\nset [@spawn x v] to [-180]\nset [@spawn y v] to [32]\nset [clock v] to [0]\nReset Player\nbroadcast (setup level v) and wait\nbroadcast (game loop tick v) and wait\ngo to [front v] layer\nbroadcast (pre game loop v)\nrepeat until <not <(reload) = (☁ ONLINE)>>\n broadcast (Player - pre-move v)\n broadcast (Player - Begin Frame v)\n broadcast (game loop tick v)\n broadcast (Cloud - tick v)\n broadcast (Players - Tick v)\nend\nbroadcast (Message - Show v) and wait\n\nwhen I receive [player - pre-move v]\nset [active players v] to [1]\nset [@platform sx v] to []\nset [@platform sy v] to []\nchange [@timer v] by (1)\nif <<not <(@Player X) = [-180]>> and <(FLAG COUNT) > [0]>> then\n change [clock v] by (1)\nend\nShow Time (clock)\nchange [mouse inactive v] by (1)\nif <not <<(mouse x) = (mouse x)> and <(mouse y) = (mouse y)>>> then\n set [mouse x v] to (mouse x)\n set [mouse y v] to (mouse y)\n set [mouse inactive v] to [0]\nend\n\nwhen I receive [player - begin frame v]\nswitch costume to (hitbox v)\nif <(@Player Die) = [0]> then\n Player Tick\n if <(@Player Y) < [-200]> then\n set [@player die v] to [25]\n end\nelse\n change [@player die v] by (1)\n if <(@Player Die) > [60]> then\n Reset Player\n end\nend\nif <<key (q v) pressed?> and <key (r v) pressed?>> then\n set [@spawn x v] to [-180]\n set [@spawn y v] to [32]\n set [clock v] to [0]\n Reset Player\n broadcast (Reset v)\nend\nif <(@crouching) = [2]> then\n Check Slide []\nelse\n Slope Detect\nend\nScroll Level\n\ndefine Show Time (frame)\nset [t v] to ([floor v] of (((frame) / (30)) * (10)) )\nset [time v] to ((t) mod (10))\nset [t v] to ([floor v] of ((t) / (10)) )\nset [time v] to (join [.] (TIME))\nset [time v] to (join ((t) mod (10)) (TIME))\nset [t v] to ([floor v] of ((t) / (10)) )\nset [time v] to (join ((t) mod (6)) (TIME))\nset [t v] to ([floor v] of ((t) / (6)) )\nset [time v] to (join ['] (TIME))\nset [time v] to (join ((t) mod (10)) (TIME))\nset [t v] to ([floor v] of ((t) / (10)) )\nset [time v] to (join ((t) mod (10)) (TIME))\nif <(t) = [0]> then\n stop [this script v]\nend\nset [time v] to (join [:] (TIME))\nset [time v] to (join ((t) mod (10)) (TIME))\nset [t v] to ([floor v] of ((t) / (10)) )\nset [time v] to (join ((t) mod (10)) (TIME))\n\ndefine Slope Detect\ngo to x: (round ((@Player X) - (@Scroll X))) y: (round ((@Player Y) - (@Scroll Y)))\nif <<(@Falling) > [1]> or <(@walking) > [-1]>> then\n set [@slope v] to [0]\nelse\n switch costume to (slope0 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [0]\n else\n switch costume to (slope-4 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-4]\n else\n switch costume to (slope4 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [4]\n else\n switch costume to (slope-3 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-3]\n else\n switch costume to (slope3 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [3]\n else\n switch costume to (slope-2 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-2]\n else\n switch costume to (slope2 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [2]\n else\n switch costume to (slope-1 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-1]\n else\n switch costume to (slope1 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [1]\n else\n set [@slope v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\nswitch costume to (hitbox v)\n\ndefine Player Tick - Fix Up\nif <(on platform) = []> then\n Check Collide\n if <(touch) = [102]> then\n set [pushed sx v] to (@Player X)\n change [@player x v] by (@Platform SX)\n Check Collide\n if <(touch) > [100]> then\n if <(touch) = [102]> then\n fix player\n else\n Move Out Of Collision dir x,y: (0) (1) limit: (([abs v] of (@Platform SX) ) + (2))\n if <(@Player Die) > [0]> then\n set [pushed sx v] to [0]\n stop [this script v]\n end\n set [@player sy v] to [0]\n set [@falling v] to [0]\n end\n end\n set [pushed sx v] to ((@Player X) - (pushed sx))\n set [@platform sx v] to [0]\n end\nend\n\ndefine Player Tick - Crouch / Jump Key\nset [t v] to <<key (down arrow v) pressed?> or <<key (s v) pressed?> or <key (z v) pressed?>>>\nif <<(t) = [true]> and <<(@Falling) < [3]> or <(@crouching) > [1]>>> then\n set [@on wall v] to [0]\n Check Slide ((@Player SX) / ([abs v] of (@Player SX) ))\n if <<not <(key left right) = [0]>> and <([abs v] of (@Player SX) ) > [2]>> then\n if <([abs v] of (@Slope) ) > [1]> then\n if <<(@Slope) < [0]> = <(@Player SX) < [0]>> then\n set [@crouching v] to [2]\n end\n end\n end\n if <(@crouching) < [2]> then\n if <([abs v] of (@Slope) ) < [2]> then\n set [@crouching v] to [1]\n else\n if <(@crouching) > [0]> then\n set [@crouching v] to [-3]\n end\n if <(@crouching) < [0]> then\n change [@crouching v] by (1)\n end\n end\n end\nelse\n if <(@crouching) > [0]> then\n set [@crouching v] to [-3]\n end\n if <(@crouching) < [0]> then\n change [@crouching v] by (1)\n end\n if <<(t) = [true]> and <(@On Wall) > [0]>> then\n set [@on wall v] to [0]\n end\nend\nif <<(JUMP KEY) > [0]> and <(@Falling) < [3]>> then\n set [@falling v] to [3]\n set [onground v] to [0]\n if <<not <(@crouching) = [0]>> and <(JUMP KEY) < [2]>> then\n if <<not <(key left right) = [0]>> and <([abs v] of (@Player SX) ) > [1]>> then\n accelerate ((7) * ((@Player SX) / ([abs v] of (@Player SX) ))) percent [1]\n set [@player sy v] to [10]\n set [@player mode v] to [long jump]\n else\n set [@player sy v] to [17]\n set [@player mode v] to [High jump]\n end\n else\n set [@player sy v] to [14]\n set [@player mode v] to [jump]\n end\nelse\n if <(@On Wall) > [0]> then\n if <(JUMP KEY) = [1]> then\n Wall Kick / Jump\n else\n if <<(JUMP KEY) > [0]> and <((key left right) * (-90)) = (@Player Dir)>> then\n Wall Kick / Jump\n end\n end\n end\nend\n\ndefine Player Tick - Up / Down\nif <(@Player SY) > [-16]> then\n if <<(@Player Mode) = [long jump]> and <(@Player SY) > [-10]>> then\n change [@player sy v] by (-0.6)\n else\n if <<(@On Wall) > [0]> and <(@Player SY) < [1]>> then\n change [@player sy v] by (((-5) - (@Player SY)) * (0.1))\n else\n change [@player sy v] by (-1.2)\n end\n end\nend\nif <<(@Player SY) < [-8]> and <<key (space v) pressed?> and <(FLAG COUNT) < [1]>>> then\n set [@player mode v] to [Parachute]\nend\nif <(@Player Mode) = [Parachute]> then\n set [@player sy v] to ((@Player SY) * (0.6))\n if <not <key (space v) pressed?>> then\n set [@player mode v] to []\n end\nend\nchange [@player y v] by (@Player SY)\nif <not <(on platform) = []>> then\n change [@player y v] by (-5)\n Check Collide\n if <not <(touch) = [102]>> then\n change [@player y v] by (5)\n end\nend\nset [on platform v] to [0]\nCheck Collide\nif <(touch) = [102]> then\n set [on platform v] to (@Platform SX)\nelse\n set [on platform v] to []\nend\nchange [onground v] by (1)\nif <(onGround) > [4]> then\n set [@player mode v] to []\nend\nif <(touch) > [100]> then\n if <<(@Player Mode) = [Long Jump]> or <(@Player Mode) = [Wall Jump]>> then\n set [@player mode v] to []\n end\n if <(@Player SY) > [0]> then\n Move Out Of Collision dir x,y: (0) (-1) limit: (22)\n if <(@Player Die) > [0]> then\n set [@player die v] to [0]\n Move Out Of Collision dir x,y: (0) (1) limit: (22)\n set [@player sy v] to ((@Player SY) / (2))\n set [@falling v] to [0]\n else\n set [@falling v] to [3]\n set [@player sy v] to [0]\n end\n set [onground v] to [0]\n else\n if <(@Player Mode) = [Parachute]> then\n set [@player mode v] to []\n end\n Move Out Of Collision dir x,y: (0) (1) limit: (22)\n if <(@Player Die) > [0]> then\n set [@player die v] to [0]\n Move Out Of Collision dir x,y: (0) (-1) limit: (22)\n set [@falling v] to [3]\n set [@player sy v] to ((@Platform SY) - (2))\n else\n set [@player sy v] to ((@Player SY) / (2))\n set [@falling v] to [0]\n end\n end\nelse\n set [onground v] to [0]\n change [@falling v] by (1)\nend\n\ndefine Player Tick - Left / Right\nif <<<(@Player Mode) = [long jump]> or <(@Player Mode) = [Wall jump]>> and <(@Player SY) > [5]>> then\nchange [@player x v] by (@Player SX)\nCheck Collide\nif <(touch) > [100]> then\n if <<(@Player Mode) = [Long Jump]> or <(@Player Mode) = [Wall Jump]>> then\n set [@player mode v] to []\n end\n Move Out Of Collision dir x,y: (0) (1) limit: (round ((([abs v] of (@Player SX) ) * (2)) + (2)))\n if <<(lim) > [2]> and <(lim) < [999]>> then\n set [@player sx v] to ((@Player SX) * (0.6))\n Check Still On Wall\n else\n if <<(@Falling) > [2]> and <(@Player SY) < [6]>> then\n if <not <(@Player Mode) = [Parachute]>> then\n change [@on wall v] by (1)\n set [@player mode v] to []\n end\n else\n set [@on wall v] to [0]\n end\n end\nelse\n Check Still On Wall\nend\nif <not <(pushed sx) = [0]>> then\n accelerate (pushed sx) percent [0.5]\nend\n\ndefine Check Still On Wall\nif <(@On Wall) = [0]> then\n stop [this script v]\nend\nif <(@Falling) < [1]> then\n set [@on wall v] to [0]\n stop [this script v]\nend\nchange [@player x v] by ((@Player Dir) / (45))\nCheck Collide\nchange [@player x v] by ((@Player Dir) / (-45))\nif <(touch) = [0]> then\n set [@on wall v] to [0]\n stop [this script v]\nend\n\ndefine Wall Kick / Jump\nset [@falling v] to [3]\nset [onground v] to [0]\nset [@player dir v] to ((-1) * (@Player Dir))\nset [@player sx v] to ((7) * ((@Player Dir) / ([abs v] of (@Player Dir) )))\nset [@player sy v] to [14]\nset [@player mode v] to [wall jump]\nset [@crouching v] to [0]\nset [@on wall v] to [0]\n\ndefine Check Slide (dir1)\nswitch costume to (hitbox v)\nset [t v] to (@Player Y)\ngo to x: (round ((@Player X) - (@Scroll X))) y: (round ((@Player Y) - (@Scroll Y)))\nrepeat ((4) + ([abs v] of (@Player SX) ))\n change [@player y v] by (-1)\n change y by (-1)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n change y by (1)\n change [@player y v] by (1)\n switch costume to (slope0 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [0]\n set [@crouching v] to [0]\n else\n switch costume to (slope-8 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [0]\n set [@crouching v] to [0]\n else\n switch costume to (slope8 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [0]\n set [@crouching v] to [0]\n else\n switch costume to (slope-4 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-4]\n else\n switch costume to (slope4 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [4]\n else\n switch costume to (slope-3 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-3]\n else\n switch costume to (slope3 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [3]\n else\n switch costume to (slope-2 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-2]\n else\n switch costume to (slope2 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [2]\n else\n switch costume to (slope-1 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-1]\n else\n switch costume to (slope1 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [1]\n else\n set [@slope v] to [0]\n set [@crouching v] to [0]\n set [@player y v] to (t)\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n switch costume to (hitbox v)\n if <not <(t) = (@Player Y)>> then\n set [@falling v] to [0]\n end\n stop [this script v]\n end\nend\nset [@slope v] to [0]\nset [@player y v] to (t)\n\nif <not <(@Slope) = [0]>> then\n stop [this script v]\nend\n\ndefine accelerate (target) percent (friction)\nset [lim v] to (((target) - (@Player SX)) * (friction))\nif <<(@Falling) < [3]> or <(key left right) = [0]>> then\n change [@player sx v] by (lim)\n stop [this script v]\nend\nif <<(key left right) > [0]> = <(lim) > [0]>> then\n change [@player sx v] by (lim)\n stop [this script v]\nend\n\nchange [@player sx v] by (((((key left right) * (7)) + (on platform)) - (@Player SX)) * (0.02))\n\nchange [@player sx v] by (((10) - (@Player SX)) * (0.02))\n\nchange [@player sx v] by (((10) - (@Player SX)) * (0.1))\n\nchange [@player sx v] by (((10) - (@Player SX)) * (0.35))\n\n@Player\n\ndefine Set Costume (costume#)\nif <not <(costume#) = (costume [number v])>> then\n switch costume to (costume#)\n if <(costume#) = [14]> then\n point in direction (90)\n set rotation style [all around v]\n else\n set rotation style [left-right v]\n end\nend\n\nwhen I receive [setup level v]\nset rotation style [left-right v]\ndelete all of [record v]\nshow\nwait (0.1) seconds\ngo to [front v] layer\n\nwhen I receive [game loop tick v]\ngo to x: (round ((@Player X) - (@Scroll X))) y: (round ((@Player Y) - (@Scroll Y)))\nif <(@Player Die) = [0]> then\n if <(last Die) > [0]> then\n set size to (100) %\n set [ghost v] effect to (0)\n end\n if <<(@Player Mode) = [Long Jump]> or <(@Player Mode) = [Wall Jump]>> then\n Set Costume (14)\n turn right ((20) * ((@Player SX) / ([abs v] of (@Player SX) ))) degrees\n change y by (12)\n else\n if <<(@Player Mode) = [High Jump]> and <(@Falling) > [2]>> then\n if <(@Player SY) > [12]> then\n Set Costume (2)\n else\n set [t v] to (item ((round (((12) - (@Player SY)) / (1.3))) + (1)) of [flip costumes v])\n if <(t) > []> then\n Set Costume (t)\n else\n Set Costume (4)\n end\n end\n else\n if <(@On Wall) > [0]> then\n Set Costume (20)\n else\n if <(@Player Mode) = [Parachute]> then\n Set Costume (13)\n else\n if <(@crouching) > [0]> then\n if <(@crouching) = [2]> then\n Set Costume (21)\n else\n Set Costume (8)\n end\n else\n if <(@Falling) > [2]> then\n if <(@Player SY) > [0]> then\n Set Costume (2)\n else\n if <(@Player SY) > [-2]> then\n Set Costume (3)\n else\n Set Costume (4)\n end\n end\n else\n if <(@walking) < [0]> then\n if <(@Slope) = [0]> then\n Set Costume (1)\n else\n if <(@Slope) < [0]> then\n set [@player dir v] to [90]\n Set Costume ((8) + ([abs v] of (@Slope) ))\n else\n set [@player dir v] to [-90]\n Set Costume ((8) + ([abs v] of (@Slope) ))\n end\n end\n else\n if <((@walking) mod (9)) < [3]> then\n Set Costume (5)\n else\n if <((@walking) mod (9)) < [6]> then\n Set Costume (6)\n else\n Set Costume (7)\n end\n end\n end\n end\n end\n end\n end\n end\n if <not <(@Player Dir) = (direction)>> then\n point in direction (@Player Dir)\n end\n end\nelse\n if <(@Player Die) < [25]> then\n set size to ((size) + (10)) %\n change [ghost v] effect by (4)\n change [@player y v] by (-1)\n else\n change [ghost v] effect by (100)\n end\n set [last die v] to [1]\nend\nif <((@timer) mod (2)) = [0]> then\n add (round (@Player X)) to [record v]\n add (round (@Player Y)) to [record v]\n if <(@Player Die) > [0]> then\n add [0] to [record v]\n else\n if <(@Player Emoji) > [0]> then\n add ((@Player Emoji) + (100)) to [record v]\n set [@player emoji v] to []\n else\n if <(direction) < [0]> then\n add ((0) - (costume [number v])) to [record v]\n else\n add (costume [number v]) to [record v]\n end\n end\n end\nend\n\n@Cloud Players\n\nwhen I receive [players - tick v]\nif <(pid) > [0]> then\n Player Tick (item (pid) of [player names v])\nend\n\ndefine Player Tick (name)\nif <not <(name) = (username)>> then\n set [username v] to (name)\n set [¬inactive v] to [0]\n delete all of [parsenext v]\n set [parsestr v] to []\n set [lastframestart v] to []\n if <(name) = []> then\n hide\n else\n init\n end\nend\nif <(name) = []> then\n stop [this script v]\nend\nchange [active players v] by (1)\nif <(item (pid) of [pdata v]) > []> then\n if <not <(skip) < [7]>> then\n set [parsestr v] to []\n end\n set [skip v] to [0]\n set [¬inactive v] to [0]\n add (item (pid) of [pdata v]) to [parsenext v]\n add (item (pid) of [pidx v]) to [parsenext v]\n replace item (pid) of [pdata v] with []\n if <(length of [parsenext v]) > [12]> then\n repeat until <(length of [parsenext v]) < [7]>\n delete (1) of [parsenext v]\n delete (1) of [parsenext v]\n end\n if <((((¬frame) - (@timer)) + (0)) mod (SYNC FRAMES)) = [0]> then\n skip forward (¬frame)\n else\n set [parsestr v] to []\n end\n end\n if <(parseStr) = []> then\n Catch up\n end\nend\nif <(parseStr) > []> then\n if <((((¬frame) - (@timer)) + (0)) mod (SYNC FRAMES)) = [0]> then\n change [¬frame v] by (1)\n if <(skip) < [7]> then\n if <((¬frame) mod (2)) = [0]> then\n Process Tick [2]\n else\n change [~x v] by (sx)\n change [~y v] by (sy)\n end\n else\n change [parseidx v] by (3)\n end\n end\nelse\n change [¬inactive v] by (1)\n if <(¬inactive) > [30]> then\n replace item (pid) of [player names v] with []\n hide\n stop [this script v]\n end\nend\nif <(costume) = [0]> then\n set size to ((size) + (10)) %\n change [ghost v] effect by (4)\n position ((~x) - (@Scroll X)) ((~y) - (@Scroll Y))\nelse\n Set Costume ([abs v] of (costume) )\n set [ghost v] effect to (0)\n if <(costume [number v]) = [14]> then\n turn right ((20) * ((sx) / ([abs v] of (sx) ))) degrees\n position ((~x) - (@Scroll X)) (((~y) - (@Scroll Y)) + (12))\n else\n if <<(costume) < [0]> = <(direction) > [0]>> then\n point in direction ((0) - (direction))\n end\n position ((~x) - (@Scroll X)) ((~y) - (@Scroll Y))\n end\nend\n\nwhen I start as a clone\nchange [clones v] by (1)\nset [pid v] to (CLONES)\nset [x v] to [0]\nset [y v] to [0]\nset [action v] to []\nset [team v] to []\nset [color v] to [0xff7000]\nset [immune v] to [0]\nset [costume v] to [1]\n\nwhen I receive [green flag v]\nset [color v] effect to (-110)\nhide\nset [show names v] to [2]\nset [pid v] to [0]\nset [clones v] to [0]\nset [username v] to (username)\nset [action v] to []\nset [team v] to []\nset [lastcmd v] to []\nset [immune v] to [0]\ninit\n\ndefine init\nset [¬frame v] to [0]\nset [skip v] to [0]\nif <<(username) = [griffpatch]> or <(username) = [griffpatch_tutor]>> then\n set [color v] effect to (15)\nelse\n set [color v] effect to (-110)\nend\n\ndefine Read Number\nset [?val v] to []\nrepeat (letter (parseIdx) of (parseStr))\n change [parseidx v] by (1)\n set [?val v] to (join (?Val) (letter (parseIdx) of (parseStr)))\nend\nif <(letter (1) of (?Val)) = [0]> then\n set [?val v] to ((0) - (?Val))\nend\nchange [parseidx v] by (1)\n\ndefine Read Change\nset [?val v] to (join (letter (parseIdx) of (parseStr)) (letter ((parseIdx) + (1)) of (parseStr)))\nchange [parseidx v] by (2)\nif <(?Val) = [0]> then\n Read Number\nelse\n change [?val v] by (-50)\nend\n\ndefine position (x) (y)\nshow\nif <<([abs v] of (x) ) > [250]> or <([abs v] of (y) ) > [190]>> then\n if <(skip) < [1]> then\n set [skip v] to ([ceiling v] of ((([abs v] of (x) ) + ([abs v] of (y) )) / (180)) )\n end\n switch costume to (offscreen v)\n set rotation style [left-right v]\n set size to (100) %\n set [_i v] to (((y) / ([abs v] of (x) )) * (235))\n if <([abs v] of (_i) ) < [175]> then\n go to x: ((235) * ((x) / ([abs v] of (x) ))) y: (_i)\n else\n set [_i v] to (((x) / ([abs v] of (y) )) * (175))\n go to x: (_i) y: ((175) * ((y) / ([abs v] of (y) )))\n end\nelse\n set [skip v] to [0]\n if <(costume) = [0]> then\n go to x: (round (x)) y: (round (y))\n else\n go to x: (round (x)) y: (round (y))\n if <not <(size) = [100]>> then\n set size to (100) %\n end\n end\n if <<(distance to [mouse-pointer v]) < [50]> and <(MOUSE INACTIVE) < [45]>> then\n if <(name time) < [1]> then\n say (username)\n end\n set [name time v] to [30]\n end\nend\nif <(name time) > [0]> then\n change [name time v] by (-1)\n if <not <(name time) > [0]>> then\n say []\n end\nend\n\ndefine Process Tick (rate)\nrepeat until <(parseIdx) < (length of (parseStr))>\n if <(length of [parsenext v]) = [0]> then\n set [parsestr v] to []\n stop [this script v]\n end\n Catch up\nend\nRead Change\nset [sx v] to ((?Val) / (rate))\nchange [~x v] by (sx)\nRead Change\nset [sy v] to ((?Val) / (rate))\nchange [~y v] by (sy)\nRead Change\nif <(?Val) > [100]> then\n add (?Val) to [emoji spawn v]\n add (~x) to [emoji spawn v]\n add (~y) to [emoji spawn v]\nelse\n set [costume v] to (?Val)\nend\n\ndefine Catch up\nset [parsestr v] to (item (3) of [parsenext v])\nset [parseidx v] to (item (4) of [parsenext v])\nRead Number\nrepeat until <<(?Val) > (¬frame)> or <(?Val) = []>>\n delete (1) of [parsenext v]\n delete (1) of [parsenext v]\n set [parsestr v] to (item (3) of [parsenext v])\n set [parseidx v] to (item (4) of [parsenext v])\n Read Number\nend\nset [parsestr v] to (item (1) of [parsenext v])\nset [parseidx v] to (item (2) of [parsenext v])\ndelete (1) of [parsenext v]\ndelete (1) of [parsenext v]\nRead Number\nif <not <(lastFrameStart) < (?Val)>> then\n set [parsestr v] to []\n stop [this script v]\nend\nset [lastframestart v] to (?Val)\nif <(?Val) < (¬frame)> then\n set [_i v] to ((¬frame) - (?Val))\n Read Number\n set [~x v] to (?Val)\n Read Number\n set [~y v] to (?Val)\n Read Change\n repeat ([floor v] of (((_i) / (2)) - (1)) )\n Read Change\n if <(?Val) = []> then\n Catch up\n stop [this script v]\n end\n change [~x v] by (?Val)\n Read Change\n change [~y v] by (?Val)\n Read Change\n end\n set [costume v] to (?Val)\n set [sx v] to [0]\n set [sy v] to [0]\nelse\n set [¬frame v] to (?Val)\n Read Number\n set [~x v] to (?Val)\n Read Number\n set [~y v] to (?Val)\n Read Change\n set [costume v] to (?Val)\n set [sx v] to [0]\n set [sy v] to [0]\nend\n\ndefine skip forward (from frame)\nCatch up\nset [¬frame v] to ((lastFrameStart) + ((from frame) mod (SYNC FRAMES)))\n\nwhen I receive [setup level v]\nwait (0.05) seconds\ngo to [front v] layer\n\ndefine Set Costume (costume#)\nif <not <(costume#) = (costume [number v])>> then\n switch costume to (costume#)\n if <(costume#) = [14]> then\n point in direction (90)\n set rotation style [all around v]\n else\n set rotation style [left-right v]\n end\nend\n\n@Level\n\nwhen I receive [setup level v]\ngo to [front v] layer\nswitch costume to (l1 x0 y0 v)\nsetup clone at x,y: (0) (0)\nswitch costume to (l1 x1 y0 v)\nsetup clone at x,y: (1) (0)\nswitch costume to (l1 x1b y0 v)\nsetup clone at x,y: (2) (0)\nswitch costume to (l1 x2 y0 v)\nsetup clone at x,y: (3) (0)\nswitch costume to (l1 x2 y1 v)\nsetup clone at x,y: (2) (1)\nswitch costume to (l1 x1 y4 v)\nsetup clone at x,y: (2) (2)\nswitch costume to (l1 x3 y0 v)\nsetup clone at x,y: (3.7) (0.5)\nswitch costume to (l1 x4 y0 v)\nsetup clone at x,y: (4.9) (0.5)\nswitch costume to (l1 x5 y0 v)\nsetup clone at x,y: (5.6) (0)\nswitch costume to (l1 x6 y0 v)\nsetup clone at x,y: (6.6) (0)\nswitch costume to (l1 x6 y0 b v)\nsetup clone at x,y: (7.7) (0)\nswitch costume to (l1 x7 y0 v)\nsetup clone at x,y: (8.5) (0)\nswitch costume to (l1 x7 y0 v)\nsetup clone at x,y: (8.5) (0.84)\nswitch costume to (l1 x4 y0 v)\nsetup clone at x,y: (9.35) (0.88)\nswitch costume to (l1 x5 y0 v)\nsetup clone at x,y: (10.0) (0.4)\nswitch costume to (end v)\nsetup clone at x,y: (10.7) (0.4)\nswitch costume to (l0x0x v)\nSetup2 [12] [0]\nswitch costume to (l0x1x v)\nSetup2 [13] [0]\nswitch costume to (02.07.00 v)\nSetup2 [14] [0]\nswitch costume to (02.08.00 v)\nSetup2 [15] [0]\nset [showing v] to [-1]\n\ndefine setup clone at x,y: (x) (y)\ngo to x: (0) y: (0)\nhide\nset [showing v] to [0]\nset [x v] to (round ((x) * (460)))\nset [y v] to (round ((y) * (340)))\ncreate clone of (_myself_ v)\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n if <(showing) = [0]> then\n set [showing v] to [1]\n show\n end\nelse\n if <(showing) = [1]> then\n set [showing v] to [0]\n hide\n end\nend\n\nwhen I receive [game loop tick v]\nif <(showing) > [-1]> then\n position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\nend\n\nwhen I receive [test v]\nset [@player x v] to ((13) * (460))\nset [@scroll x v] to (@Player X)\n\nwhen [t v] key pressed\nbroadcast (Test v)\n\ndefine Setup2 (x) (y)\ngo to x: (0) y: (0)\nhide\nset [showing v] to [0]\nset [x v] to (round ((x) * (464)))\nset [y v] to (round ((y) * (344)))\ncreate clone of (_myself_ v)\n\n@moving platform\n\nwhen I receive [setup level v]\nswitch costume to (barrier v)\nsetup clone at x,y: (50) (14) typ [1] width [20] time [0]\nsetup clone at x,y: (110) (14) typ [1] width [20] time [0.5]\nsetup clone at x,y: (540) (200) typ [3] width [60] time [0.2]\nsetup clone at x,y: (540) (200) typ [3] width [60] time [0.7]\nsetup clone at x,y: (1046) (0) typ [10] width [40] time [0.08]\nsetup clone at x,y: (3414) (14) typ [4] width [60] time [0.8]\nsetup clone at x,y: (3912) (0) typ [11] width [40] time [0.8]\nset [showing v] to [-1]\n\ndefine move to (x) (y)\nif <([abs v] of ((@Player X) - (x)) ) < (width)> then\n if <([abs v] of ((@Player Y) - (y)) ) < (height)> then\n set [@platform sx v] to ((x) - (x))\n set [@platform sy v] to ((y) - (y))\n end\nend\nset [x v] to (x)\nset [y v] to (y)\n\ndefine setup clone at x,y: (x) (y) typ (typ) width (width) time (time)\ngo to x: (0) y: (0)\nhide\nset [typ v] to (typ)\nset [time iterations v] to [1]\nset [width v] to (width)\nset [ox v] to (x)\nset [oy v] to (y)\nset [x v] to (x)\nset [y v] to (y)\nset [time v] to (time)\nset [showing v] to [0]\nset [height v] to [48]\nif <(typ) < [10]> then\n if <(typ) = [1]> then\n switch costume to (barrier v)\n else\n switch costume to (barrier2 v)\n if <(typ) = [3]> then\n set [time iterations v] to [2]\n else\n if <(typ) = [4]> then\n switch costume to (stomper v)\n end\n end\n end\nelse\n switch costume to (lift1 v)\n set [height v] to [1000]\nend\npre move (@timer)\ncreate clone of (_myself_ v)\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n if <(showing) = [0]> then\n set [showing v] to [1]\n show\n end\nelse\n if <(showing) = [1]> then\n set [showing v] to [0]\n hide\n end\nend\n\nwhen I receive [player - pre-move v]\nif <(showing) > [-1]> then\n pre move ((((@timer) / ((SYNC FRAMES) * (time iterations))) + (time)) mod (1))\n position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\nend\n\ndefine moving platform? (timer)\nif <(typ) = [1]> then\n move to (ox) (round ((oy) + ((20) + ((20) * ([sin v] of (([sin v] of ((timer) * (360)) ) * (90)) )))))\nelse\n if <(typ) = [2]> then\n move to (round ((ox) + ((64) + (([sin v] of ((timer) * (360)) ) * (64))))) (oy)\n else\n if <(typ) = [3]> then\n move to (round ((ox) + ((128) + (([sin v] of ((timer) * (360)) ) * (128))))) (round ((oy) + ((0) + (([cos v] of ((timer) * (360)) ) * (90)))))\n else\n if <(typ) = [4]> then\n move to (ox) (round ((oy) + ((24) + ((24) * ([sin v] of (([sin v] of ((timer) * (360)) ) * (90)) )))))\n end\n end\n end\nend\n\n move to (ox) (round ((oy) + (([abs v] of ((timer) - (0.5)) ) * (80))))\nend\n\ndefine barrier (percent) run length (len)\nif <(percent) < [0.15]> then\n move to (round ((ox) + ((percent) * (len)))) (round ((oy) - (((0.15) - (percent)) * (800))))\nelse\n if <(percent) > [0.85]> then\n move to (round ((ox) + ((percent) * (len)))) (round ((oy) - (((percent) - (0.85)) * (800))))\n else\n move to (round ((ox) + ((percent) * (len)))) (round (oy))\n end\nend\nset [ox v] to (round ((7.9) * (460)))\n\nwhen I receive [game loop tick v]\nif <(showing) > [-1]> then\n position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\nend\n\ndefine move lift (timer)\nif <(typ) = [10]> then\n move to (ox) ((round ((oy) + ((timer) * (96)))) + ((96) * ([floor v] of ((@Scroll Y) / (96)) )))\nelse\n move to (ox) ((round ((oy) + ((48) + ((48) * ([sin v] of ((timer) * (360)) ))))) + ((96) * ([floor v] of ((@Scroll Y) / (96)) )))\nend\n\ndefine pre move (time)\nif <(typ) > [0]> then\n if <(typ) < [10]> then\n moving platform? (time)\n else\n if <(typ) < [20]> then\n move lift (time)\n end\n end\nend\n\nmove to (ox) (round ((oy) + ((20) + ((20) * ([sin v] of (([sin v] of ((timer) * (360)) ) * (90)) )))))\n\nsetup clone at x,y: (3414) (14) typ [4] width [60] time [0.92]\nsetup clone at x,y: (3912) (0) typ [11] width [40] time [0.92]\n\n@YouTube\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\ngo to [front v] layer\nwait (0.06) seconds\ngo to [front v] layer\nwait (0.06) seconds\ngo to [front v] layer\nwait (10) seconds\nhide\n\n@Music\n\nwhen flag clicked\nset [sync frames v] to [63]\nif <not <(username) = [griffpatch]>> then\n forever\n play sound [y2mate v] until done\n end\nend\n\n@background\n\nwhen I receive [setup level v]\ngo [backward v] (1000) layers\nswitch costume to (costume1 v)\nset [x v] to [0]\nset [showing v] to [0]\nshow\ncreate clone of (_myself_ v)\nset [x v] to [470]\n\nwhen I receive [game loop tick v]\nif <(showing) = [0]> then\n position (round ((x) - (((@Scroll X) * (0.75)) mod (470)))) ((0) - ((@Scroll Y) * (0.75)))\nelse\n position (round ((0) - (((@Scroll X) * (0.75)) mod (192)))) ((0) - (((@Scroll Y) * (0.75)) mod (192)))\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\n\nwhen I receive [test v]\nif then\n delete this clone\nend\nset [showing v] to [1]\nswitch costume to (artboard 1 copy 3 v)\n\n@Edge Fade\n\nwhen I receive [setup level v]\ngo to x: (0) y: (0)\ngo to [front v] layer\nshow\n\nwhen I receive [test v]\nhide\n\n@Check Points\n\ndefine setup clone at x,y: (x) (y)\ngo to x: (0) y: (0)\nhide\nset [showing v] to [0]\nset [x v] to (x)\nset [y v] to (y)\nset [spawn y v] to (y)\nchange [@totalflags v] by (1)\nchange [flag count v] by (1)\nset [flag id v] to (FLAG COUNT)\ncreate clone of (_myself_ v)\n\nwhen I receive [game loop tick v]\nif <(showing) > [-1]> then\n position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\n if <(showing) > [25]> then\n set [showing v] to [-2]\n hide\n end\nend\n\nwhen I receive [setup level v]\nsetup\n\ndefine on screen\nif <((@timer) mod (5)) = [0]> then\n next costume\nend\nif <touching (game v)?> then\n set [showing v] to [2]\n set [@spawn x v] to (x)\n set [@spawn y v] to (y)\n change [@totalflags v] by (-1)\n if <(flag id) = [1]> then\n set [flag count v] to [0]\n end\n if <(flag id) = (FLAG COUNT)> then\n set [flag count v] to [1]\n end\nend\n\ndefine position (x) (y)\nif <<(flag id) = [1]> and <(FLAG COUNT) > [1]>> then\n stop [this script v]\nend\ngo to x: (x) y: (y)\nif <(showing) < [2]> then\n if <<(x) = (x position)> and <(y) = (y position)>> then\n if <(showing) = [0]> then\n set [showing v] to [1]\n show\n end\n on screen\n else\n if <(showing) = [1]> then\n set [showing v] to [0]\n hide\n end\n end\nelse\n set size to ((size) + (15)) %\n change [ghost v] effect by (4)\n change [y v] by (5)\n change [showing v] by (1)\nend\n\nwhen I receive [reset v]\nif <(showing) = [-1]> then\n setup\nelse\n delete this clone\nend\n\ndefine setup\nswitch costume to (l1 x0 y0 v)\nset [flag count v] to [0]\nsetup clone at x,y: (-137) (32)\nsetup clone at x,y: (457) (-54)\nsetup clone at x,y: (1198) (63)\nsetup clone at x,y: (2483) (62)\nsetup clone at x,y: (3705) (-54)\nsetup clone at x,y: (4779) (48)\nset [showing v] to [-1]\n\n@Emoji\n\nwhen flag clicked\nset size to (40) %\nhide\nset [id v] to []\nset [e frame v] to [0]\nset [@player emoji v] to []\n\nwhen I receive [pre game loop v]\nforever\n wait until <<key (e v) pressed?> or <key (r v) pressed?>>\n set [@player emoji v] to [0]\n if <key (r v) pressed?> then\n spawn ui [34] [60]\n else\n spawn ui [1] [33]\n end\n hide\n wait until <not <<key (e v) pressed?> or <key (r v) pressed?>>>\n set [@player emoji v] to []\n wait (0.4) seconds\nend\n\ndefine spawn ui (from) (to)\nset [id v] to [0]\nset size to (40) %\nclear graphic effects\nset y to (-75)\ngo to [front v] layer\nshow\nswitch costume to (from)\nset [ghost v] effect to (100)\nrepeat (3)\n set x to (((11) - (1)) * (-20))\n repeat (11)\n create clone of (_myself_ v)\n if <(costume [number v]) = (to)> then\n set [id v] to []\n stop [this script v]\n end\n change x by (40)\n next costume\n end\n change y by (-40)\nend\nset [id v] to []\n\nwhen I start as a clone\nif <(id) = [0]> then\n UI\nelse\n set size to (20) %\n change [y v] by (22)\n position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\n repeat (5)\n change [ghost v] effect by (-20)\n change size by (4)\n end\n wait (1.5) seconds\n repeat (10)\n change [ghost v] effect by (10)\n change size by (-5)\n end\n delete this clone\nend\n\ndefine UI\nset size to (40) %\nrepeat (5)\n change size by (4)\n change y by (1)\n change [ghost v] effect by (-20)\nend\nrepeat until <not <(@Player Emoji) = [0]>>\n if <(distance to [mouse-pointer v]) < [20]> then\n if <(size) < [90]> then\n change size by (10)\n end\n else\n if <(size) > [60]> then\n change size by (-5)\n end\n end\nend\nif <(distance to [mouse-pointer v]) < [20]> then\n set [@player emoji v] to (costume [number v])\n set [id v] to [1]\n set [x v] to (@Player X)\n set [y v] to (@Player Y)\n create clone of (_myself_ v)\n set [id v] to []\nend\nrepeat (5)\n change [ghost v] effect by (10)\n change y by (-1)\n change size by (-4)\nend\ndelete this clone\n\nwhen I receive [game loop tick v]\nif <(id) > [0]> then\n change [y v] by (1)\n position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\nelse\n if <(id) = []> then\n spawn emoji\n end\nend\n\ndefine spawn emoji\nset [id v] to [1]\nrepeat until <(length of [emoji spawn v]) = [0]>\n set [x v] to (item (2) of [emoji spawn v])\n set [y v] to (item (3) of [emoji spawn v])\n if <<([abs v] of ((x) - (@Scroll X)) ) < [280]> and <([abs v] of ((y) - (@Scroll Y)) ) < [200]>> then\n switch costume to ((item (1) of [emoji spawn v]) - (100))\n create clone of (_myself_ v)\n end\n delete (1) of [emoji spawn v]\n delete (1) of [emoji spawn v]\n delete (1) of [emoji spawn v]\nend\nset [id v] to []\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n if <(showing) = [0]> then\n set [showing v] to [1]\n show\n end\nelse\n if <(showing) = [1]> then\n set [showing v] to [0]\n hide\n end\nend\n\n@Cloud\n\ndefine Cloud Tick\nProcess Cloud [1] (join [=] (☁ CLOUD1))\nProcess Cloud [2] (join [=] (☁ CLOUD2))\nProcess Cloud [3] (join [=] (☁ CLOUD3))\nProcess Cloud [4] (join [=] (☁ CLOUD4))\nProcess Cloud [5] (join [=] (☁ CLOUD5))\nProcess Cloud [6] (join [=] (☁ CLOUD6))\nProcess Cloud [7] (join [=] (☁ CLOUD7))\nProcess Cloud [8] (join [=] (☁ CLOUD8))\nProcess Cloud [9] (join [=] (☁ CLOUD9))\nif <<(timer) < (next post)> or <((@timer) mod (2)) = [1]>> then\n stop [this script v]\nend\nset [next post v] to ((timer) + (pick random (0.5) to (0.7)))\nEncode Player\nset [_i v] to (pick random (1) to (length of [cloud data v]))\nif <(_i) < [5]> then\n if <(_i) < [3]> then\n if <(_i) < [2]> then\n set [☁ cloud1 v] to (parseStr)\n else\n set [☁ cloud2 v] to (parseStr)\n end\n else\n if <(_i) < [4]> then\n set [☁ cloud3 v] to (parseStr)\n else\n set [☁ cloud4 v] to (parseStr)\n end\n end\nelse\n if <(_i) < [7]> then\n if <(_i) < [6]> then\n set [☁ cloud5 v] to (parseStr)\n else\n set [☁ cloud6 v] to (parseStr)\n end\n else\n if <(_i) < [8]> then\n set [☁ cloud7 v] to (parseStr)\n else\n if <(_i) < [9]> then\n set [☁ cloud8 v] to (parseStr)\n else\n set [☁ cloud9 v] to (parseStr)\n end\n end\n end\nend\n\ndefine Write Number (val)\nif <(val) < [0]> then\n if <(val) < [-99999999]> then\n set [?val v] to [0]\n else\n set [?val v] to (join [0] ([abs v] of (round (val)) ))\n end\nelse\n if <(val) > [99999999]> then\n set [?val v] to [0]\n else\n set [?val v] to (round (val))\n end\nend\nset [parsestr v] to (join (parseStr) (join (length of (?Val)) (?Val)))\n\ndefine Init Reader (text)\nset [parsestr v] to (text)\nset [parseidx v] to [1]\n\ndefine Write String (txt)\nWrite Number (length of (txt))\nset [?val v] to []\nset [i3 v] to [1]\nrepeat (length of (txt))\n set [i2 v] to (item # of (letter (i3) of (txt)) in [_encode v])\n if <(i2) < [10]> then\n set [?val v] to (join (?Val) (join [0] (i2)))\n else\n set [?val v] to (join (?Val) (i2))\n end\n change [i3 v] by (1)\nend\nset [parsestr v] to (join (parseStr) (?Val))\n\ndefine Skip String\nRead Number\nchange [parseidx v] by ((?Val) * (2))\n\ndefine Read String\nRead Number\nif <((parseIdx) + ((?Val) * (2))) > ((length of (parseStr)) + (1))> then\n set [i2 v] to ((((length of (parseStr)) + (1)) - (parseIdx)) / (2))\nelse\n set [i2 v] to (?Val)\nend\nset [?val v] to []\nrepeat (i2)\n set [i2 v] to (join (letter (parseIdx) of (parseStr)) (letter ((parseIdx) + (1)) of (parseStr)))\n set [?val v] to (join (?Val) (item (i2) of [_encode v]))\n change [parseidx v] by (2)\nend\n\nset [_chars v] to [ !"#$%&'\(\)*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ\[\\]^_`abcdefghijklmnopqrstuvwxyz{|}~]\n\ndefine Read Number\nset [?val v] to []\nrepeat (letter (parseIdx) of (parseStr))\n change [parseidx v] by (1)\n set [?val v] to (join (?Val) (letter (parseIdx) of (parseStr)))\nend\nif <(letter (1) of (?Val)) = [0]> then\n set [?val v] to ((0) - (?Val))\nend\nchange [parseidx v] by (1)\n\nwhen I receive [cloud - setup v]\nhide variable [tag player v]\nset [show names v] to [0]\nshow list [player names v]\ndelete all of [player names v]\ndelete all of [pidx v]\ndelete all of [pdata v]\ndelete all of [say v]\nInit Reader []\nWrite String (username)\nset [encoded name v] to (parseStr)\nset [next post v] to ((timer) + (0.2))\nInit Cloud Data\nif <(TEST) > [0]> then\n add (username) to [player names v]\n add [] to [pidx v]\n add [] to [pdata v]\nend\n\ndefine Process Cloud (id) (var)\nif <(var) = (item (id) of [cloud data v])> then\n stop [this script v]\nend\nreplace item (id) of [cloud data v] with (var)\nInit Reader (var)\nchange [parseidx v] by (1)\nRead String\nif <(?Val) = (username)> then\n stop [this script v]\nend\nset [pid v] to (item # of (?Val) in [player names v])\nif <(pid) = [0]> then\n set [pid v] to (item # of [] in [player names v])\n if <(pid) = [0]> then\n add (?Val) to [player names v]\n add [] to [pidx v]\n add [] to [pdata v]\n set [pid v] to (length of [player names v])\n create clone of (cloud players v)\n else\n replace item (pid) of [player names v] with (?Val)\n end\nend\nreplace item (pid) of [pidx v] with (parseIdx)\nreplace item (pid) of [pdata v] with (parseStr)\n\nwhen I receive [cloud - tick v]\nCloud Tick\n\ndefine Init Cloud Data\ndelete all of [cloud data v]\nadd (join [=] (☁ CLOUD1)) to [cloud data v]\nadd (join [=] (☁ CLOUD2)) to [cloud data v]\nadd (join [=] (☁ CLOUD3)) to [cloud data v]\nadd (join [=] (☁ CLOUD4)) to [cloud data v]\nadd (join [=] (☁ CLOUD5)) to [cloud data v]\nadd (join [=] (☁ CLOUD6)) to [cloud data v]\nadd (join [=] (☁ CLOUD7)) to [cloud data v]\nadd (join [=] (☁ CLOUD8)) to [cloud data v]\nadd (join [=] (☁ CLOUD9)) to [cloud data v]\n\ndefine Encode Player\nInit Reader (Encoded Name)\nset [i2 v] to (((length of [record v]) / (3)) - (1))\nWrite Number ((@timer) - ((i2) * (2)))\nset [nx v] to (item (1) of [record v])\nset [ny v] to (item (2) of [record v])\nWrite Number (nx)\nWrite Number (ny)\nWrite Change (item (3) of [record v])\nset [_i v] to [4]\nrepeat (i2)\n set [lx v] to (nx)\n set [ly v] to (ny)\n set [nx v] to (item (_i) of [record v])\n set [ny v] to (item ((_i) + (1)) of [record v])\n Write Change ((nx) - (lx))\n Write Change ((ny) - (ly))\n Write Change (item ((_i) + (2)) of [record v])\n change [_i v] by (3)\nend\nrepeat ((length of [record v]) - ((3) * (15)))\n delete (1) of [record v]\nend\n\ndefine Write Change (val)\nif <([abs v] of (val) ) < [50]> then\n if <(val) < [-40]> then\n set [parsestr v] to (join (parseStr) (join [0] ((val) + (50))))\n else\n set [parsestr v] to (join (parseStr) ((val) + (50)))\n end\nelse\n set [parsestr v] to (join (parseStr) [00])\n Write Number (val)\nend\n\nwhen [n v] key pressed\nif <(show names) > [0]> then\n set [show names v] to [0]\n show list [player names v]\nelse\n set [show names v] to [1]\n hide list [player names v]\nend\n\n@001\n\nwhen I receive [setup level v]\ngo to [back v] layer\nswitch costume to (02.07.05 v)\nSetup2 [14] [0]\nswitch costume to (02.08.00 v)\nSetup2 [15] [0]\nset [showing v] to [-1]\n\nwhen I receive [test v]\nset [@player x v] to ((13) * (460))\nset [@scroll x v] to (@Player X)\n\nwhen [t v] key pressed\nbroadcast (Test v)\n\ndefine setup clone at x,y: (x) (y)\ngo to x: (0) y: (0)\nhide\nset [showing v] to [0]\nset [x v] to (round ((x) * (460)))\nset [y v] to (round ((y) * (340)))\ncreate clone of (_myself_ v)\n\nwhen I receive [game loop tick v]\nif <(showing) > [-1]> then\n position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n if <(showing) = [0]> then\n set [showing v] to [1]\n show\n end\nelse\n if <(showing) = [1]> then\n set [showing v] to [0]\n hide\n end\nend\n\ndefine Setup2 (x) (y)\ngo to x: (0) y: (0)\nhide\nset [showing v] to [0]\nset [x v] to (round ((x) * (464)))\nset [y v] to (round ((y) * (344)))\ncreate clone of (_myself_ v)\n\n | |
Island (Platformer) | @Stage\n\nwhen flag clicked\nforever\n if <<(Area) = [1]> or <<(Area) = [2]> or <(Area) = [3]>>> then\n switch backdrop to (n/a v)\n end\nend\n\nwhen flag clicked\nforever\n if <<(Area) = [N/A]> and <(Worldmapshowing?) = [0]>> then\n if <(timer) < [230]> then\n switch backdrop to (title v)\n else\n repeat (100)\n change [ghost v] effect by (1)\n end\n switch backdrop to (title2 v)\n repeat (100)\n change [ghost v] effect by (-1)\n end\n stop [this script v]\n end\n end\nend\n\n@Guy\n\nwhen flag clicked\nhide\n\ndefine Die\nbroadcast (dead v)\nwait (.1) seconds\ngo to x: (-180) y: (-40)\nset [y v] to [0]\nset [x v] to [0]\n\ndefine Jump (height)\nset [y v] to (height)\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nset size to (100) %\nset [ghost v] effect to (0)\nrepeat (5)\n change size by (-3)\n change [ghost v] effect by (20)\nend\ndelete this clone\n\ndefine Walljump (left/right)\nset [x v] to (left/right)\n\ndefine Bounce ()\nset [y v] to (() * (-1))\n\nwhen I receive [start v]\ngo to x: (-180) y: (-40)\nwait (2) seconds\nset [y v] to [0]\nset [x v] to [0]\nset [move v] to [1]\nshow\nset size to (100) %\ngo to [front v] layer\nforever\n if <(move) = [1]> then\n if <key (left arrow v) pressed?> then\n change [x v] by (-0.75)\n end\n if <key (right arrow v) pressed?> then\n change [x v] by (0.75)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <<touching color (#57b744)?> or <touching color (#f4ff5e)?>> then\n change y by (1)\n if <<touching color (#57b744)?> or <touching color (#f4ff5e)?>> then\n change y by (1)\n if <<touching color (#57b744)?> or <touching color (#f4ff5e)?>> then\n change y by (1)\n if <<touching color (#57b744)?> or <touching color (#f4ff5e)?>> then\n change y by (1)\n if <<touching color (#57b744)?> or <touching color (#f4ff5e)?>> then\n change y by (1)\n if <<touching color (#57b744)?> or <touching color (#f4ff5e)?>> then\n change y by (1)\n if <<touching color (#57b744)?> or <touching color (#f4ff5e)?>> then\n change y by (1)\n if <<touching color (#57b744)?> or <touching color (#f4ff5e)?>> 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 Walljump [-5]\n else\n Walljump [5]\n end\n Jump [10]\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 <key (up arrow v) pressed?> then\n if <<touching color (#57b744)?> or <touching color (#f4ff5e)?>> then\n Jump [10]\n end\n end\n change y by (1)\n if <not <touching color (#6bd8ff)?>> then\n if <key (up arrow v) pressed?> then\n change [y v] by (-0.7)\n else\n change [y v] by (-1)\n end\n else\n change [y v] by (1)\n if <key (up arrow v) pressed?> then\n change [y v] by (1)\n else\n if <key (down arrow v) pressed?> then\n change [y v] by (-1)\n end\n end\n end\n set [y v] to ((y) * (1))\n change y by (y)\n if <<touching color (#57b744)?> or <touching color (#f4ff5e)?>> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n if <[-175] > (y position)> then\n if <(Worldmapshowing?) = [0]> then\n Die\n end\n end\n if <<<touching color (#535353)?> or <touching color (#787878)?>> or <touching color (#ff5555)?>> then\n if <(Worldmapshowing?) = [0]> then\n Die\n end\n end\n if <touching color (#67b857)?> then\n broadcast (trololol v)\n end\n if <(x position) > [236]> then\n broadcast (next v)\n go to x: (-180) y: (-40)\n end\n if <touching color (#9966ff)?> then\n Die\n end\n change y by (-1)\n if <touching (gizmos? v)?> then\n if <([costume # v] of [gizmos? v]) = [1]> then\n change [y v] by (0)\n if <(Waterspout: Yv) > [4]> then\n change y by ((Waterspout: Yv) * (2))\n else\n change y by ((Waterspout: Yv) * (-0.5))\n end\n if <key (up arrow v) pressed?> then\n Jump [10]\n end\n end\n end\n if <touching (gizmos? v)?> then\n if <<([costume # v] of [gizmos? v]) = [2]> or <([costume # v] of [gizmos? v]) = [4]>> then\n change y by (([sin v] of (sine1) ) + ([abs v] of ([sin v] of (sine1) ) ))\n end\n end\n if <touching (gizmos? v)?> then\n if <([costume # v] of [gizmos? v]) = [3]> then\n change [y v] by (0)\n if <(Waterspout: Yv) > [4]> then\n change y by ((Waterspout: Yv) * (2))\n else\n change y by ((Waterspout: Yv) * (-0.5))\n change y by (1)\n end\n if <key (up arrow v) pressed?> then\n Jump [10]\n end\n end\n end\n if <touching (gizmos? v)?> then\n if <([costume # v] of [gizmos? v]) = [6]> then\n change x by ([sin v] of (sine1) )\n end\n end\n if <touching (gizmos? v)?> then\n if <([costume # v] of [gizmos? v]) = [9]> then\n change x by ([sin v] of (sine1) )\n end\n end\n change y by (1)\n end\nend\n\nwhen I receive [end v]\nhide\n\nwhen I receive [fail v]\nstart sound [down v]\nplay sound [down v] until done\nstart sound [down v]\nstart sound [down v]\nplay sound [down v] until done\nstart sound [down v]\nplay sound [down v] until done\n\nwhen flag clicked\nforever\n if <[0.1] > (HP)> then\n Freeze at: (x position) (y position)\n end\nend\n\ndefine Freeze at: (x) (y)\ngo to x: (x) y: (y)\n\npoint in direction (90)\n\nwhen I receive [skip\(for real\) v]\nhide\n\nwhen I receive [die. v]\nDie\n\nwhen I receive [secretexitbefore\(setup\) v]\nhide\nrepeat (35)\n Freeze at: [250] [250]\nend\n\nwhen flag clicked\nset [colour\(canadian spelling\) v] to [Blue]\nforever\n if <(Colour\(canadian spelling\)) = [Blue]> then\n switch costume to (5 v)\n else\n if <(Colour\(canadian spelling\)) = [Orange]> then\n switch costume to (3 v)\n else\n if <(Colour\(canadian spelling\)) = [Pink]> then\n switch costume to (2 v)\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Canplayerchangecolor?) = [1]> then\n if <key (1 v) pressed?> then\n set [colour\(canadian spelling\) v] to [Orange]\n end\n if <key (2 v) pressed?> then\n set [colour\(canadian spelling\) v] to [Pink]\n end\n if <key (3 v) pressed?> then\n set [colour\(canadian spelling\) v] to [Blue]\n end\n end\nend\n\nchange y by (10)\n\nchange y by ((Waterspout: Yv) * (-0.5))\n\nchange y by ((Waterspout: Yv) * (1))\n\nwhen I receive [next v]\nset [x v] to [0]\nset [y v] to [0]\nhide\nwait (.3) seconds\nshow\nset [x v] to [0]\nset [y v] to [0]\n\n@World Map\n\nwhen flag clicked\nset [worldmapshowing? v] to [0]\nhide\n\nwhen I receive [play v]\ngo to [front v] layer\ngo [backward v] (2) layers\ngo to [back v] layer\nset [worldmapshowing? v] to [1]\nshow\nforever\n if <[-220] > ([x position v] of [world map guy v])> then\n if <([x position v] of [world map guy v]) = (round (-202))> then\nend\n\nwhen I receive [start v]\nset [worldmapshowing? v] to [0]\nhide\n\nwhen I receive [start v]\nstart sound [Throw v]\n\nwhen I receive [end v]\nset [worldmapshowing? v] to [1]\nshow\n\nwhen I receive [secretexit! v]\nset [worldmapshowing? v] to [1]\nshow\n\nwhen I receive [game end v]\nset [worldmapshowing? v] to [0]\nhide\n\nwhen I receive [outro done v]\nset [worldmapshowing? v] to [1]\nstop all sounds\nshow\nwait (1) seconds\nstop all sounds\n\n@World map guy\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\nswitch costume to (costume1 v)\ngo to [front v] layer\nset [areascompleted v] to [0]\nset size to (50) %\ngo to x: (-228) y: (-25)\nshow\nforever\n go to [front v] layer\n if <(WorldMapNavigationClosed?) = [0]> then\n if <<[-220] > (x position)> and <key (right arrow v) pressed?>> then\n wait until <not <key (right arrow v) pressed?>>\n if <(Worldmapshowing?) = [1]> then\n start sound [Throw v]\n glide (0.3) secs to x: (-202) y: (-26)\n end\n end\n if <<(x position) = (round (-202))> and <key (right arrow v) pressed?>> then\n if <<(Areascompleted) = [1]> or <(Areascompleted) > [1]>> then\n wait until <not <key (right arrow v) pressed?>>\n if <(Worldmapshowing?) = [1]> then\n start sound [Throw v]\n glide (0.3) secs to x: (-135) y: (-25)\n glide (0.3) secs to x: (-109) y: (13)\n end\n end\n end\n if <<(x position) = (round (-202))> and <key (left arrow v) pressed?>> then\n wait until <not <key (left arrow v) pressed?>>\n if <(Worldmapshowing?) = [1]> then\n start sound [Throw v]\n glide (0.3) secs to x: (-228) y: (-25)\n end\n end\n if <<<(x position) = [-109]> and <(y position) = [13]>> and <key (left arrow v) pressed?>> then\n wait until <not <key (left arrow v) pressed?>>\n if <<(Areascompleted) = [1]> or <(Areascompleted) > [1]>> then\n if <(Worldmapshowing?) = [1]> then\n start sound [Throw v]\n glide (0.3) secs to x: (-135) y: (-25)\n glide (0.3) secs to x: (-202) y: (-26)\n end\n end\n end\n if <<<(x position) = [-109]> and <(y position) = [13]>> and <key (right arrow v) pressed?>> then\n wait until <not <key (right arrow v) pressed?>>\n if <<(Areascompleted) = [2]> or <(Areascompleted) > [2]>> then\n if <(Worldmapshowing?) = [1]> then\n start sound [Throw v]\n glide (0.3) secs to x: (-64) y: (4)\n glide (0.3) secs to x: (-46) y: (-49)\n end\n end\n end\n if <<<(x position) = [-46]> and <(y position) = [-49]>> and <key (left arrow v) pressed?>> then\n wait until <not <key (left arrow v) pressed?>>\n if <<(Areascompleted) = [2]> or <(Areascompleted) > [2]>> then\n if <(Worldmapshowing?) = [1]> then\n start sound [Throw v]\n glide (0.3) secs to x: (-64) y: (4)\n glide (0.3) secs to x: (-109) y: (13)\n end\n end\n end\n if <<<(x position) = [-46]> and <(y position) = [-49]>> and <key (right arrow v) pressed?>> then\n wait until <not <key (left arrow v) pressed?>>\n if <<(Areascompleted) = [3]> or <(Areascompleted) > [3]>> then\n if <(Worldmapshowing?) = [1]> then\n start sound [Throw v]\n glide (0.3) secs to x: (37) y: (-132)\n glide (.04) secs to x: (46) y: (-129)\n end\n end\n end\n if <<<(x position) = [46]> and <(y position) = [-129]>> and <key (left arrow v) pressed?>> then\n wait until <not <key (left arrow v) pressed?>>\n if <<(Areascompleted) = [3]> or <(Areascompleted) > [3]>> then\n if <(Worldmapshowing?) = [1]> then\n start sound [Throw v]\n glide (.04) secs to x: (37) y: (-132)\n glide (0.3) secs to x: (-46) y: (-49)\n end\n end\n end\n if <<<(x position) = [-109]> and <(y position) = [13]>> and <key (up arrow v) pressed?>> then\n wait until <not <key (up arrow v) pressed?>>\n if <(SecretExitFound?) = [1]> then\n if <(Worldmapshowing?) = [1]> then\n start sound [Throw v]\n glide (.4) secs to x: (-108) y: (125)\n glide (.03) secs to x: (-125) y: (139)\n end\n end\n end\n if <<<(x position) = [-125]> and <(y position) = [139]>> and <key (down arrow v) pressed?>> then\n wait until <not <key (down arrow v) pressed?>>\n if <(SecretExitFound?) = [1]> then\n if <(Worldmapshowing?) = [1]> then\n start sound [Throw v]\n glide (.03) secs to x: (-108) y: (125)\n glide (.4) secs to x: (-109) y: (13)\n end\n end\n end\n end\n if <<<(x position) = [46]> and <(y position) = [-129]>> and <key (down arrow v) pressed?>> then\n wait until <not <key (down arrow v) pressed?>>\n if <<(Areascompleted) = [3]> or <(Areascompleted) > [3]>> then\n if <(Worldmapshowing?) = [1]> then\n start sound [Throw v]\n glide (.2) secs to x: (39) y: (-171)\n glide (.4) secs to x: (-49) y: (-155)\n end\n end\n end\n if <<<(x position) = [-49]> and <(y position) = [-155]>> and <key (right arrow v) pressed?>> then\n wait until <not <key (right arrow v) pressed?>>\n if <<(Areascompleted) = [3]> or <(Areascompleted) > [3]>> then\n if <(Worldmapshowing?) = [1]> then\n start sound [Throw v]\n glide (.4) secs to x: (39) y: (-171)\n glide (.2) secs to x: (46) y: (-129)\n end\n end\n end\n if <<<(x position) = [46]> and <(y position) = [-129]>> and <key (right arrow v) pressed?>> then\n wait until <not <key (right arrow v) pressed?>>\n if <<(Areascompleted) = [4]> or <(Areascompleted) > [4]>> then\n if <(Worldmapshowing?) = [1]> then\n start sound [Throw v]\n glide (.1) secs to x: (77) y: (-124)\n glide (.4) secs to x: (164) y: (-26)\n end\n end\n end\n if <<<(x position) = [164]> and <(y position) = [-26]>> and <key (left arrow v) pressed?>> then\n wait until <not <key (left arrow v) pressed?>>\n if <<(Areascompleted) = [4]> or <(Areascompleted) > [4]>> then\n if <(Worldmapshowing?) = [1]> then\n start sound [Throw v]\n glide (.4) secs to x: (77) y: (-124)\n glide (.1) secs to x: (46) y: (-129)\n end\n end\n end\nend\n\nwhen I receive [play v]\nset size to (50) %\ngo to x: (-228) y: (-25)\nshow\nforever\n if <(WorldMapNavigationClosed?) = [0]> then\n if <<(x position) = [-202]> and <(y position) = [-26]>> then\n if <key (space v) pressed?> then\n if <(Worldmapshowing?) = [1]> then\n set [area v] to [1]\n Befeffect\n play sound [enter level v] until done\n broadcast (A1: Start v)\n broadcast (Start v)\n end\n end\n end\n if <<(x position) = [-109]> and <(y position) = [13]>> then\n if <key (space v) pressed?> then\n if <(Worldmapshowing?) = [1]> then\n set [area v] to [2]\n Befeffect\n play sound [enter level v] until done\n broadcast (A2:start v)\n broadcast (Start v)\n end\n end\n end\n if <<(x position) = [-46]> and <(y position) = [-49]>> then\n if <key (space v) pressed?> then\n if <(Worldmapshowing?) = [1]> then\n set [area v] to [3]\n Befeffect\n play sound [enter level v] until done\n broadcast (A3:Start v)\n broadcast (Start v)\n end\n end\n end\n if <<(x position) = [46]> and <(y position) = [-129]>> then\n if <key (space v) pressed?> then\n if <(Worldmapshowing?) = [1]> then\n set [area v] to [4]\n Befeffect\n play sound [enter level v] until done\n broadcast (A4:Start v)\n broadcast (Start v)\n end\n end\n end\n end\n if <<(x position) = [-49]> and <(y position) = [-155]>> then\n if <key (space v) pressed?> then\n if <(Worldmapshowing?) = [1]> then\n if <(WorldMapNavigationClosed?) = [0]> then\n broadcast (shop v)\n end\n end\n end\n end\n if <<(x position) = [164]> and <(y position) = [-26]>> then\n if <key (space v) pressed?> then\n if <(Worldmapshowing?) = [1]> then\n set [area v] to [5]\n Befeffect\n play sound [enter level v] until done\n broadcast (A5:Start v)\n broadcast (Start v)\n end\n end\n end\nend\n\nwhen I receive [start v]\nhide\n\nwhen flag clicked\nreset timer\npoint in direction (90)\nforever\n change x by (0.1)\n wait (0) seconds\n change x by (-0.1)\n wait (0) seconds\nend\n\nturn right (0.1) degrees\n\ndefine Befeffect\nbroadcast (trans v)\n\nwhen I receive [end v]\nshow\n\nwhen I receive [secretexit! v]\nrepeat (10)\n show\nend\n\nset [shopopen? v] to [1]\n\nwhen flag clicked\nset [colour\(canadian spelling\) v] to [Blue]\nforever\n if <(Colour\(canadian spelling\)) = [Blue]> then\n switch costume to (costume1 v)\n else\n if <(Colour\(canadian spelling\)) = [Orange]> then\n switch costume to (costume2 v)\n else\n if <(Colour\(canadian spelling\)) = [Pink]> then\n switch costume to (costume3 v)\n end\n end\n end\nend\n\nwhen I receive [game end v]\nhide\nset [worldmapnavigationclosed? v] to [Closed]\n\nwhen I receive [outro done v]\nshow\nset [worldmapnavigationclosed? v] to [0]\n\nwhen I receive [outro done v]\nswitch backdrop to (n/a v)\n\n@Playbutton\n\nwhen flag clicked\nswitch costume to (costume2 v)\ngo to x: (0) y: (0)\nshow\nset size to (100) %\nforever\n if <touching (mouse-pointer v)?> then\n set size to (102) %\n wait (0) seconds\n set size to (104) %\n wait (0) seconds\n set size to (106) %\n wait (0) seconds\n set size to (108) %\n wait (0) seconds\n set size to (110) %\n wait (0) seconds\n set size to (112) %\n wait (0) seconds\n set size to (114) %\n wait (0) seconds\n set size to (116) %\n wait (0) seconds\n set size to (118) %\n wait until <<<mouse down?> and <touching (mouse-pointer v)?>> or <not <touching (mouse-pointer v)?>>>\n if <not <touching (mouse-pointer v)?>> then\n set size to (100) %\n else\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n start sound [beep v]\n wait (.01) seconds\n broadcast (Play v)\n stop [this script v]\n end\n end\n end\nend\n\nwhen I receive [play v]\nhide\n\nstart sound [beep v]\n\nstart sound [beep v]\n\nwhen flag clicked\nwait (238.23) seconds\nswitch costume to (costume3 v)\n\n@muusic\n\nwhen flag clicked\nhide\n\nwhen I receive [a1: start v]\nwait (0.1) seconds\nstop all sounds\nrepeat until <(Worldmapshowing?) = [1]>\n if <(Area) = [1]> then\n play sound [Nebula v] until done\n else\n stop all sounds\n stop [this script v]\n end\nend\n\nwhen I receive [a2:start v]\nwait (0.1) seconds\nstop all sounds\nrepeat until <(Worldmapshowing?) = [1]>\n if <(Area) = [2]> then\n play sound [vexento-lonely-dance v] until done\n else\n stop all sounds\n stop [this script v]\n end\nend\n\nwhen I receive [a3:start v]\nwait (0.1) seconds\nstop all sounds\nrepeat until <(Worldmapshowing?) = [1]>\n if <(Area) = [3]> then\n play sound [Vexento_-_Tevo.mp3 v] until done\n else\n stop all sounds\n stop [this script v]\n end\nend\n\nwhen I receive [a4:start v]\nwait (0.1) seconds\nstop all sounds\nrepeat until <(Worldmapshowing?) = [1]>\n if <(Area) = [4]> then\n play sound [Vexento - Across The Ocean.mp3 v] until done\n else\n stop all sounds\n stop [this script v]\n end\nend\n\nwhen I receive [start v]\nstop all sounds\n\nwhen I receive [a5:start v]\nwait (0.1) seconds\nstop all sounds\nrepeat until <(Worldmapshowing?) = [1]>\n if <(Area) = [5]> then\n play sound [Inferno v] until done\n else\n stop all sounds\n stop [this script v]\n end\nend\n\n@Lines-49\n\nwhen I receive [success! v]\nchange [areascompleted v] by (1)\nif <(Areascompleted) = [1]> then\n go to [front v] layer\n go [backward v] (1) layers\n show\nelse\n if <(Areascompleted) = [2]> then\n go to [front v] layer\n go [backward v] (1) layers\n show\n else\n if <(Areascompleted) = [3]> then\n go to [front v] layer\n go [backward v] (1) layers\n show\n else\n if <(Areascompleted) = [4]> then\n end\n end\nend\n\nwhen flag clicked\nswitch costume to (0 v)\nset [isarea1complete? v] to [0]\nset [isarea2complete? v] to [0]\nset [isarea3complete? v] to [0]\nset [isarea4complete? v] to [0]\nset [isarea5complete? v] to [0]\n\nwhen flag clicked\nforever\n set [areascompleted v] to ((Isarea1complete?) + ((IsArea2Complete?) + ((IsArea3Complete?) + ((IsArea4Complete?) + (IsArea5Complete?)))))\nend\n\nwhen flag clicked\nforever\n if <(Worldmapshowing?) = [1]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n switch costume to ((Areascompleted) + (1))\n if <(Areascompleted) = [0]> then\n hide\n end\nend\n\nwhen I receive [game end v]\nrepeat until <(Worldmapshowing?) = [1]>\n hide\nend\n\nset [areascompleted v] to [5]\n\n@HP\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\npoint in direction (90)\nset [hp v] to (HealthCap)\nswitch costume to ((HealthCap) + (1))\nshow\ngo to x: (0) y: (0)\nset size to (80) %\nglide (0.5) secs to x: (-200) y: (143)\nrepeat (10)\n change size by (-3)\nend\nset size to (50) %\n\nwhen I receive [dead v]\nset size to (70) %\ngo to x: (0) y: (0)\ngo to (guy v)\nchange y by (55)\nwait (.3) seconds\nchange [hp v] by (-1)\nwait (.1) seconds\nglide (0.5) secs to x: (-200) y: (143)\nset size to (70) %\nrepeat (5)\n change size by (-4)\nend\nset size to (50) %\npoint in direction (90)\nif <(HP) = [1]> then\n broadcast (Flash v)\nend\nif <(HP) = [0]> then\n switch costume to (hp0 v)\n broadcast (downe v)\n broadcast (Fail v)\n broadcast (End v)\n switch costume to (hp0 v)\nend\n\nwhen flag clicked\nforever\n switch costume to ((HP) + (1))\nend\n\nwhen I receive [flash v]\nrepeat (5)\n start sound [Pickup_Coin3 v]\n hide\n wait (.1) seconds\n show\n wait (0.5) seconds\nend\n\nwhen I receive [end v]\nstop all sounds\nhide\n\nwhen I receive [yeeayaa v]\nrepeat until <not <showing?>>\n hide\nend\n\nwhen flag clicked\nforever\n if <(Worldmapshowing?) = [1]> then\n hide\n end\nend\n\nwhen I receive [end v]\nset [hp v] to [-500]\n\nwhen I receive [dead v]\nif <(HP) = [0]> then\n switch costume to (hp0 v)\n broadcast (downe v)\n broadcast (Fail v)\n broadcast (End v)\n switch costume to (hp0 v)\nend\n\nwhen I receive [secretexitbefore\(setup\) v]\nstop all sounds\nhide\n\nchange [hp v] by (1)\n\n@Sprite1\n\nwhen flag clicked\nhide\n\nwhen I receive [trans v]\nif <(Worldmapshowing?) = [1]> then\n set y to (0)\n go to [front v] layer\n switch costume to (costume1 v)\n clear graphic effects\n show\n set size to (50) %\n go to (world map guy v)\n point in direction (90)\n go to x: (0) y: (0)\n repeat (20)\n change size by (150)\n end\n set x to (0)\n repeat (5)\n set size to (100) %\n if <(Area) = [1]> then\n switch costume to (area=1? v)\n else\n if <(Area) = [2]> then\n switch costume to (area=2? v)\n else\n if <(Area) = [3]> then\n switch costume to (area=3? v)\n else\n if <(Area) = [4]> then\n switch costume to (area=4? v)\n else\n if <(Area) = [5]> then\n switch costume to (area=5? v)\n end\n end\n end\n end\n end\n end\n point in direction (90)\n set size to (80) %\n repeat (70)\n change size by (0.05)\n turn right (.03) degrees\n change [pixelate v] effect by (.5)\n end\n repeat (10)\n change [pixelate v] effect by (10)\n change [brightness v] effect by (2)\n end\n hide\n clear graphic effects\nend\n\nwhen I receive [fail v]\nbroadcast (Yeeayaa v)\ngo to [front v] layer\ngo to x: (0) y: (0)\nset size to (100) %\nif <not <(my wariable) = [1]>> then\n switch costume to (costume2 v)\nelse\n switch costume to (costume3 v)\nend\nclear graphic effects\nshow\nplay sound [down v] until done\nplay sound [down v] until done\nplay sound [down v] until done\nrepeat (60)\n change [ghost v] effect by (1.8)\nend\nhide\nclear graphic effects\n\nwhen I receive [outro done v]\nwait (5) seconds\nstop all sounds\n\n@A1: Levels\n\nwhen flag clicked\nset [area v] to [N/A]\nshow\nswitch costume to (level 1 v)\n\nwhen I receive [a1: start v]\nswitch costume to (level 1 v)\nset [area v] to [1]\nshow\n\nwhen I receive [play v]\nhide\n\nwhen I receive [next v]\nnext costume\nif <(costume [number v]) = [6]> then\n if <(Area) = [1]> then\n wait (0.3) seconds\n broadcast (End v)\n broadcast (Success! v)\n set [isarea1complete? v] to [1]\n end\nend\n\nwhen I receive [end v]\nhide\n\nwhen [y v] key pressed\nif <(Area) = [1]> then\n if <(Worldmapshowing?) = [0]> then\n broadcast (Skip v)\n end\nend\n\nwhen I receive [skip\(for real\) v]\nswitch costume to (level 5 v)\nbroadcast (next v)\n\n@A2: Levels\n\nwhen flag clicked\nset [area v] to [N/A]\nhide\nswitch costume to (level 1 v)\n\nwhen I receive [a2:start v]\ngo to x: (0) y: (0)\nswitch costume to (level 1 v)\nset [area v] to [2]\nshow\n\nwhen I receive [play v]\nhide\n\nwhen I receive [next v]\nnext costume\nif <(costume [number v]) = [11]> then\n if <(Area) = [2]> then\n wait (0.3) seconds\n broadcast (End v)\n broadcast (Success! v)\n set [isarea2complete? v] to [1]\n end\nend\n\nwhen I receive [end v]\nhide\n\nwhen [y v] key pressed\nif <(Area) = [2]> then\n if <(Worldmapshowing?) = [0]> then\n broadcast (Skip v)\n end\nend\n\nwhen I receive [skip\(for real\) v]\nswitch costume to (level 10 v)\nbroadcast (next v)\n\nwhen I receive [secretexit! v]\nset [isarea2complete? v] to [1]\nhide\n\n@A3: Levels\n\nwhen flag clicked\nset [area v] to [N/A]\nhide\nswitch costume to (level 1 v)\n\nwhen I receive [a3:start v]\ngo to x: (0) y: (0)\nswitch costume to (level 1 v)\nset [area v] to [3]\nshow\n\nwhen I receive [play v]\nhide\n\nwhen I receive [next v]\nnext costume\nif <(costume [number v]) = [8]> then\n if <(Area) = [3]> then\n wait (0.3) seconds\n broadcast (End v)\n broadcast (Success! v)\n set [isarea3complete? v] to [1]\n end\nend\n\nwhen I receive [end v]\nhide\n\nwhen [y v] key pressed\nif <(Area) = [3]> then\n if <(Worldmapshowing?) = [0]> then\n broadcast (Skip v)\n end\nend\n\nwhen I receive [skip\(for real\) v]\nswitch costume to (level 7 v)\nbroadcast (next v)\n\nwhen I receive [start v]\nstop all sounds\n\n@A4: Levels\n\nwhen flag clicked\nset [area v] to [N/A]\nhide\nswitch costume to (level 1 v)\n\nwhen I receive [a4:start v]\ngo to x: (0) y: (0)\nswitch costume to (level 1 v)\nset [area v] to [4]\nshow\n\nwhen I receive [play v]\nhide\n\nwhen I receive [next v]\nnext costume\nif <(costume [number v]) = [11]> then\n if <(Area) = [4]> then\n wait (0.3) seconds\n broadcast (End v)\n broadcast (Success! v)\n set [isarea4complete? v] to [1]\n end\nend\n\nwhen I receive [end v]\nhide\n\nwhen [y v] key pressed\nif <(Area) = [4]> then\n if <(Worldmapshowing?) = [0]> then\n broadcast (Skip v)\n end\nend\n\nwhen I receive [skip\(for real\) v]\nswitch costume to (level 10 v)\nbroadcast (next v)\n\n@A5: Levels\n\nwhen flag clicked\nset [area v] to [N/A]\nhide\nswitch costume to (level 1 v)\n\nwhen I receive [a5:start v]\ngo to x: (0) y: (0)\nswitch costume to (level 1 v)\nset [area v] to [5]\nshow\n\nwhen I receive [play v]\nhide\n\nwhen I receive [next v]\nnext costume\nif <(costume [number v]) = [10]> then\n if <(Area) = [5]> then\n wait (0.3) seconds\n broadcast (End v)\n broadcast (Success! v)\n broadcast (Game End v)\n set [isarea5complete? v] to [1]\n end\nend\n\nwhen I receive [end v]\nhide\n\nwhen [y v] key pressed\nif <(Area) = [5]> then\n if <(Worldmapshowing?) = [0]> then\n broadcast (Skip v)\n end\nend\n\nwhen I receive [skip\(for real\) v]\nswitch costume to (level 9 v)\nbroadcast (next v)\n\nwhen I receive [start v]\nstop all sounds\n\n@Islandtn\n\nwhen flag clicked\nhide\nset volume to (20) %\nplay sound [Elektronomia - Sky High \[NCS Bass Boosted\] v] until done\n\nwhen I receive [start v]\n\nwhen I receive [end v]\nwait (3) seconds\nrepeat until <(Worldmapshowing?) = [0]>\n play sound [menu v] until done\nend\n\nwhen I receive [play v]\nstop all sounds\nwait (5) seconds\nplay sound [menu v] until done\nplay sound [menu v] until done\n\n@Congrats!\n\ndefine Animation\nset size to (130) %\nrepeat (5)\n change size by (20)\nend\nrepeat (2)\n change size by (5)\nend\nrepeat (1)\n change size by (3)\nend\nchange size by (1)\nrepeat (1)\n change size by (-1)\nend\nrepeat (1)\n change size by (-3)\nend\nrepeat (1)\n change size by (-5)\nend\n\ndefine AnimationBackwards\nrepeat (1)\n change size by (5)\nend\nrepeat (1)\n change size by (3)\nend\nchange size by (1)\nrepeat (1)\n change size by (-1)\nend\nrepeat (1)\n change size by (-3)\nend\nrepeat (2)\n change size by (-5)\nend\nrepeat (5)\n change size by (-30)\nend\nhide\n\nwhen flag clicked\nset [score v] to [0]\nhide\n\nwhen I receive [success! v]\nset size to (130) %\nbroadcast (Payment v)\nshow\nif <(Area) = [1]> then\n switch costume to (area1payment v)\n Animation\n change [score v] by (2)\n wait (.3) seconds\n AnimationBackwards\nend\nif <(Area) = [2]> then\n AnimationBackwards\n switch costume to (area2payment v)\n change [score v] by (5)\n wait (.3) seconds\n AnimationBackwards\nend\nif <(Area) = [3]> then\n Animation\n switch costume to (area3payment v)\n change [score v] by (7)\n wait (.3) seconds\n AnimationBackwards\nend\nif <(Area) = [4]> then\n Animation\n switch costume to (area4payment v)\n change [score v] by (10)\n wait (.3) seconds\n AnimationBackwards\nend\nif <(Area) = [5]> then\n Animation\n switch costume to (area5payment v)\n change [score v] by (13)\n wait (.3) seconds\n AnimationBackwards\nend\nwait (2) seconds\nhide\n\n@Sprite2\n\nwhen flag clicked\nhide\n\nwhen I receive [payment v]\nwait (.6) seconds\nshow\nset size to (100) %\ngo to x: (0) y: (0)\nrepeat (4)\n change size by (400)\nend\nhide\n\n@Sprite3\n\nwhen I receive [success! v]\nstart sound [Connect v]\ngo to x: (0) y: (0)\nshow\ngo to [front v] layer\nrepeat (10)\n change x by (-50)\nend\nhide\n\nwhen flag clicked\nhide\n\n@oop\n\nwhen flag clicked\nhide\n\nwhen I receive [trololol v]\nif <([costume # v] of [a2: levels v]) = [9]> then\n if <(once.) = [0]> then\n wait (.3) seconds\n show\n point in direction (90)\n set [sine1 v] to [50]\n repeat (15)\n start sound [Pickup_Coin3 v]\n point in direction (pick random (0) to (360))\n turn right (([sin v] of (sine1) ) * (13)) degrees\n set [sine1 v] to ((sine1) * (-0.999))\n end\n hide\n set [once. v] to [1]\n end\nend\n\nwhen flag clicked\nset [once. v] to [0]\n\n@Skip\n\nwhen flag clicked\nhide\n\nwhen I receive [skip v]\nset [move v] to [0]\nswitch costume to (costume1 v)\nshow\nset size to (10) %\nAnimation\nrepeat (50)\n if <key (space v) pressed?> then\n if <not <(Area) = [5]>> then\n broadcast (Skip\(For REAL\) v)\n AnimationBackwards\n set [move v] to [1]\n stop [this script v]\n else\n switch costume to (costume2 v)\n wait (1) seconds\n AnimationBackwards\n set [move v] to [1]\n end\n end\nend\nAnimationBackwards\nset [move v] to [1]\n\ndefine Animation\nrepeat (5)\n change size by (20)\nend\nrepeat (2)\n change size by (5)\nend\nrepeat (1)\n change size by (3)\nend\nchange size by (1)\nrepeat (1)\n change size by (-1)\nend\nrepeat (1)\n change size by (-3)\nend\nrepeat (1)\n change size by (-5)\nend\n\ndefine AnimationBackwards\nrepeat (1)\n change size by (5)\nend\nrepeat (1)\n change size by (3)\nend\nchange size by (1)\nrepeat (1)\n change size by (-1)\nend\nrepeat (1)\n change size by (-3)\nend\nrepeat (2)\n change size by (-5)\nend\nrepeat (5)\n change size by (-20)\nend\nhide\n\nAnimation\n\nwhen I receive [start v]\nset [move v] to [1]\n\nwhen I receive [start v]\nset [move v] to [1]\n\n@Water:layer\n\nwhen flag clicked\nforever\n if <<(Area) = [4]> and <(Worldmapshowing?) = [0]>> then\n go to [back v] layer\n set [ghost v] effect to (0)\n switch costume to ([costume # v] of [a4: levels v])\n show\n else\n if <<(Area) = [5]> and <(Worldmapshowing?) = [0]>> then\n if <(EndTransition) = [1]> then\n hide\n else\n set [ghost v] effect to (0)\n switch costume to (([costume # v] of [a5: levels v]) + (10))\n show\n end\n else\n hide\n end\n end\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n repeat (5)\n change y by (1)\n end\n repeat (1)\n change y by (0.5)\n end\n repeat (1)\n change y by (0.1)\n end\n repeat (1)\n change y by (-0.1)\n end\n repeat (1)\n change y by (-0.5)\n end\n repeat (5)\n change y by (-1)\n end\n repeat (1)\n change y by (-0.5)\n end\n repeat (1)\n change y by (-0.1)\n end\n repeat (1)\n change y by (0.1)\n end\n repeat (1)\n change y by (0.5)\n end\nend\n\nwhen I receive [game end v]\nhide\n\nwhen I receive [success! v]\nhide\n\nwhen flag clicked\nforever\n \nend\n\n@Water t\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\nwhen flag clicked\ngo to [back v] layer\nforever\n if <<(Area) = [4]> and <(Worldmapshowing?) = [0]>> then\n set [ghost v] effect to (0)\n switch costume to ([costume # v] of [a4: levels v])\n show\n else\n if <<(Area) = [5]> and <(Worldmapshowing?) = [0]>> then\n if <(EndTransition) = [1]> then\n hide\n else\n set [ghost v] effect to (0)\n switch costume to (([costume # v] of [a5: levels v]) + (10))\n show\n end\n else\n hide\n end\n end\nend\n\nwhen I receive [game end v]\nhide\n\nwhen I receive [game end v]\nhide\n\nwhen I receive [success! v]\nhide\n\nif <(EndTransition) = [1]> then\n hide\nend\n\nif <(EndTransition) = [1]> then\n hide\nelse\n set [ghost v] effect to (0)\n switch costume to (([costume # v] of [a5: levels v]) + (10))\n show\nend\n\n@Invisible platform for A2\n\nwhen flag clicked\ngo to x: (-284) y: (0)\nset [ghost v] effect to (99)\nset [invisplatform v] to [0]\nhide\nforever\n if <<<(Area) = [2]> and <([costume # v] of [a2: levels v]) = [4]>> and <(Worldmapshowing?) = [0]>> then\n if <(invisPlatform) = [0]> then\n set [ghost v] effect to (99)\n show\n end\n wait until <<<touching (guy v)?> or <not <([costume # v] of [a2: levels v]) = [4]>>> or <not <(Worldmapshowing?) = [0]>>>\n if <<([costume # v] of [a2: levels v]) = [4]> and <(Worldmapshowing?) = [0]>> then\n set [invisplatform v] to [1]\n repeat (33)\n change [ghost v] effect by (-3)\n end\n else\n set [ghost v] effect to (0)\n hide\n end\n end\nend\n\nwhen I receive [a2:start v]\nset [invisplatform v] to [0]\n\ngo to x: (-284) y: (0)\n\n@DA WALL\n\nwhen flag clicked\ngo to x: (27) y: (173)\nset [ghost v] effect to (0)\nhide\nforever\n go to [back v] layer\n go [forward v] (1) layers\n if <<<(Area) = [2]> and <([costume # v] of [a2: levels v]) = [4]>> and <(Worldmapshowing?) = [0]>> then\n show\n if <touching (guy v)?> then\n set [ghost v] effect to (50)\n else\n set [ghost v] effect to (0)\n end\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(SecretExitFound?) = [1]> then\n hide\n end\nend\n\n@DA SECRET EXIT\n\nwhen flag clicked\nforever\n if <<<([costume # v] of [a2: levels v]) = [4]> and <(Area) = [2]>> and <(Worldmapshowing?) = [0]>> then\n show\n if <touching (guy v)?> then\n broadcast (SecretExitBEFoRE\(setup\) v)\n hide\n wait (4) seconds\n broadcast (SecretExit! v)\n end\n else\n hide\n end\n go to [back v] layer\nend\n\nwhen flag clicked\nforever\n if <(SecretExitFound?) = [1]> then\n hide\n end\nend\n\n@Retry\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\ndefine Animation\nrepeat (5)\n change size by (20)\nend\nrepeat (2)\n change size by (5)\nend\nrepeat (1)\n change size by (3)\nend\nchange size by (1)\nrepeat (1)\n change size by (-1)\nend\nrepeat (1)\n change size by (-3)\nend\nrepeat (1)\n change size by (-5)\nend\n\ndefine AnimationBackwards\nrepeat (1)\n change size by (5)\nend\nrepeat (1)\n change size by (3)\nend\nchange size by (1)\nrepeat (1)\n change size by (-1)\nend\nrepeat (1)\n change size by (-3)\nend\nrepeat (2)\n change size by (-5)\nend\nrepeat (5)\n change size by (-20)\nend\nhide\n\nwhen [r v] key pressed\nset [move v] to [0]\ngo to x: (0) y: (0)\nif <(Worldmapshowing?) = [0]> then\n show\n set size to (10) %\n Animation\n repeat (50)\n if <key (space v) pressed?> then\n broadcast (Die. v)\n AnimationBackwards\n set [move v] to [1]\n stop [this script v]\n end\n end\n AnimationBackwards\n set [move v] to [1]\nend\n\n@Sprite4\n\nwhen flag clicked\nset [secretexitfound? v] to [0]\nhide\nset [my wariable v] to [0]\n\nwhen I receive [secretexitbefore\(setup\) v]\nshow\nrepeat (50)\n go to [front v] layer\nend\nset [my wariable v] to [1]\n\nwhen I receive [secretexit! v]\nbroadcast (Success! v)\nset [secretexitfound? v] to [1]\nhide\nwait (10) seconds\nset [my wariable v] to [0]\n\n@Lines-A2_SE\n\nwhen flag clicked\nset [worldmapnavigationclosed? v] to [0]\nhide\nwait (1) seconds\nwait until <(SecretExitFound?) = [1]>\nshow\nset [ghost v] effect to (100)\nset [worldmapnavigationclosed? v] to [CLOSED]\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nset [worldmapnavigationclosed? v] to [0]\n\nwhen flag clicked\nforever\n if <(Worldmapshowing?) = [1]> then\n if <(SecretExitFound?) = [1]> then\n show\n end\n else\n hide\n end\nend\n\n@WIPMessage\n\nwhen flag clicked\nset [1-use v] to [0]\ngo to x: (0) y: (0)\nhide\n\ndefine Animation\nrepeat (5)\n change size by (20)\nend\nrepeat (2)\n change size by (5)\nend\nrepeat (1)\n change size by (3)\nend\nchange size by (1)\nrepeat (1)\n change size by (-1)\nend\nrepeat (1)\n change size by (-3)\nend\nrepeat (1)\n change size by (-5)\nend\n\ndefine AnimationBackwards\nrepeat (1)\n change size by (5)\nend\nrepeat (1)\n change size by (3)\nend\nchange size by (1)\nrepeat (1)\n change size by (-1)\nend\nrepeat (1)\n change size by (-3)\nend\nrepeat (2)\n change size by (-5)\nend\nrepeat (5)\n change size by (-20)\nend\nhide\n\nwhen [space v] key pressed\nif <<([x position v] of [world map guy v]) = [-125]> and <([y position v] of [world map guy v]) = [139]>> then\n if <(Worldmapshowing?) = [1]> then\n set [worldmapnavigationclosed? v] to [CLOSED]\n show\n go to [front v] layer\n set size to (10) %\n Animation\n wait until <key (space v) pressed?>\n wait until <not <key (space v) pressed?>>\n AnimationBackwards\n hide\n if <(1-use) = [0]> then\n change [score v] by (10)\n set [1-use v] to [1]\n end\n wait (1) seconds\n set [worldmapnavigationclosed? v] to [0]\n end\nend\n\n@Tutorial\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\ndefine Animation\nrepeat (5)\n change size by (20)\nend\nrepeat (2)\n change size by (5)\nend\nrepeat (1)\n change size by (3)\nend\nchange size by (1)\nrepeat (1)\n change size by (-1)\nend\nrepeat (1)\n change size by (-3)\nend\nrepeat (1)\n change size by (-5)\nend\n\ndefine AnimationBackwards\nstart sound [pop v]\nrepeat (1)\n change size by (5)\nend\nrepeat (1)\n change size by (3)\nend\nchange size by (1)\nrepeat (1)\n change size by (-1)\nend\nrepeat (1)\n change size by (-3)\nend\nrepeat (2)\n change size by (-5)\nend\nrepeat (5)\n change size by (-20)\nend\n\nwhen I receive [play v]\nset [worldmapnavigationclosed? v] to [CLOSED]\nshow\nset size to (10) %\ngo to [front v] layer\nswitch costume to (costume1 v)\nAnimation\nwait until <key (space v) pressed?>\nwait until <not <key (space v) pressed?>>\nAnimationBackwards\nswitch costume to (costume2 v)\nset size to (10) %\nstart sound [beep v]\nAnimation\nwait until <key (space v) pressed?>\nwait until <not <key (space v) pressed?>>\nAnimationBackwards\nswitch costume to (costume3 v)\nset size to (10) %\nstart sound [beep v]\nAnimation\nwait until <key (space v) pressed?>\nwait until <not <key (space v) pressed?>>\nAnimationBackwards\nhide\nset [worldmapnavigationclosed? v] to [0]\n\n@da shop\n\nwhen flag clicked\nhide\ngo to [front v] layer\n\nwhen I receive [shop v]\ngo to [front v] layer\nwait (.05) seconds\ngo to [front v] layer\nif <(ShopOpen?) = [0]> then\n show\n set [shopopen? v] to [1]\n set [worldmapnavigationclosed? v] to [1]\nelse\n set [shopopen? v] to [0]\n set [worldmapnavigationclosed? v] to [0]\n hide\nend\n\nwhen I receive [bought colorchange v]\nwait until <(ShopOpen?) = [0]>\nbroadcast (Colors! v)\n\nwhen [x v] key pressed\nif <(ShopOpen?) = [1]> then\n if <<not <(WorldMapNavigationClosed?) = [0]>> and <(Worldmapshowing?) = [1]>> then\n set [shopopen? v] to [0]\n hide\n if <(you got colourchange?) = [0]> then\n set [worldmapnavigationclosed? v] to [0]\n end\n end\nend\n\n@Guy color\n\nwhen flag clicked\nhide\n\n@Guy'scolor shop p\n\nwhen flag clicked\nswitch costume to (costume1 v)\nset [shopopen? v] to [0]\nset [canplayerchangecolor? v] to [0]\nforever\n go to [front v] layer\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (50)\n set [brightness v] effect to (5)\n else\n clear graphic effects\n end\n if <(ShopOpen?) = [1]> then\n go to x: (49) y: (-19)\n show\n else\n hide\n end\nend\n\nwhen this sprite clicked\nif <<<(Score) > [18]> or <(Score) = [18]>> and <(costume [number v]) = [1]>> then\n switch costume to (costume2 v)\n broadcast (NEVAR STAHP v)\n change [score v] by (-18)\n set [canplayerchangecolor? v] to [1]\n start sound [dading v]\n broadcast (bought colorchange v)\nelse\n if <not <<(Score) > [18]> or <(Score) = [18]>>> then\n switch costume to (costume3 v)\n wait (1) seconds\n switch costume to (costume1 v)\n end\n if <(costume [number v]) = [2]> then\n switch costume to (costume2 v)\n end\nend\n\nwhen I receive [nevar stahp v]\nforever\n switch costume to (costume2 v)\nend\n\n@+1 healthcap\n\nwhen flag clicked\nswitch costume to (costume1 v)\nset [shopopen? v] to [0]\nset [healthcap v] to [5]\nforever\n go to [front v] layer\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (50)\n set [brightness v] effect to (5)\n else\n clear graphic effects\n end\n if <(ShopOpen?) = [1]> then\n show\n go to x: (59) y: (141)\n else\n hide\n end\nend\n\nwhen this sprite clicked\nif <<<(Score) > [10]> or <(Score) = [10]>> and <(costume [number v]) = [1]>> then\n if <(HealthCap) = [6]> then\n broadcast (NANVA SHTAP v)\n end\n change [score v] by (-10)\n change [healthcap v] by (1)\n start sound [dingding v]\nelse\n if <not <<(Score) > [10]> or <(Score) = [10]>>> then\n switch costume to (costume3 v)\n wait (1) seconds\n switch costume to (costume1 v)\n end\n if <(costume [number v]) = [2]> then\n switch costume to (costume2 v)\n end\nend\n\nwhen I receive [nanva shtap v]\nforever\n switch costume to (costume2 v)\nend\n\nstart sound [dingding v]\n\nchange [score v] by (1)\n\n@You got colourchange!!!!!\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\ndefine Animation\nrepeat (5)\n change size by (20)\nend\nrepeat (2)\n change size by (5)\nend\nrepeat (1)\n change size by (3)\nend\nchange size by (1)\nrepeat (1)\n change size by (-1)\nend\nrepeat (1)\n change size by (-3)\nend\nrepeat (1)\n change size by (-5)\nend\n\ndefine AnimationBackwards\nstart sound [pop v]\nrepeat (1)\n change size by (5)\nend\nrepeat (1)\n change size by (3)\nend\nchange size by (1)\nrepeat (1)\n change size by (-1)\nend\nrepeat (1)\n change size by (-3)\nend\nrepeat (2)\n change size by (-5)\nend\nrepeat (5)\n change size by (-20)\nend\n\nwhen I receive [colors! v]\nset [you got colourchange? v] to [1]\nset [worldmapnavigationclosed? v] to [CLOSED]\nshow\nset size to (10) %\ngo to [front v] layer\nswitch costume to (costume1 v)\nAnimation\nset [worldmapnavigationclosed? v] to [CLOSED]\nif <(WorldMapNavigationClosed?) = [0]> then\n set [worldmapnavigationclosed? v] to [CLOSED]\nend\nwait until <key (space v) pressed?>\nwait until <not <key (space v) pressed?>>\nif <(WorldMapNavigationClosed?) = [0]> then\n set [worldmapnavigationclosed? v] to [CLOSED]\nend\nAnimationBackwards\nif <(WorldMapNavigationClosed?) = [0]> then\n set [worldmapnavigationclosed? v] to [CLOSED]\nend\nswitch costume to (costume2 v)\nset size to (10) %\nAnimation\nwait until <key (space v) pressed?>\nwait until <not <key (space v) pressed?>>\nAnimationBackwards\nswitch costume to (costume3 v)\nset size to (10) %\nAnimation\nwait until <key (space v) pressed?>\nwait until <not <key (space v) pressed?>>\nAnimationBackwards\nhide\nset [worldmapnavigationclosed? v] to [0]\nset [you got colourchange? v] to [0]\n\nset [score v] to [18]\n\nchange [score v] by (1)\n\n@Gizmos?\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nforever\n if <<<(Area) = [4]> and <([costume # v] of [a4: levels v]) = [6]>> and <(Worldmapshowing?) = [0]>> then\n go to x: (0) y: (-90)\n go to [back v] layer\n go [forward v] (4) layers\n switch costume to (waterspout v)\n show\n repeat (10)\n change [waterspout: yv v] by (2)\n end\n repeat (50)\n change y by (Waterspout: Yv)\n set [waterspout: yv v] to ((Waterspout: Yv) * (0.9))\n change [waterspout: yv v] by (-1)\n if <[-30] > (y position)> then\n change [waterspout: yv v] by (1)\n end\n if <touching (guy v)?> then\n set [y v] to (Waterspout: Yv)\n end\n end\n else\n if <<<(Area) = [4]> and <([costume # v] of [a4: levels v]) = [7]>> and <(Worldmapshowing?) = [0]>> then\n show\n switch costume to (floating platform v)\n go to x: (34) y: (-20)\n set [sine1 v] to [0]\n repeat (350)\n change [sine1 v] by (1)\n change y by ([sin v] of (sine1) )\n end\n else\n if <<<(Area) = [5]> and <<([costume # v] of [a5: levels v]) = [1]> or <([costume # v] of [a5: levels v]) = [5]>>> and <(Worldmapshowing?) = [0]>> then\n go to x: (0) y: (-90)\n show\n go to [back v] layer\n go [forward v] (4) layers\n switch costume to (waterspout2 v)\n show\n repeat (10)\n change [waterspout: yv v] by (2)\n end\n repeat (50)\n change y by (Waterspout: Yv)\n set [waterspout: yv v] to ((Waterspout: Yv) * (0.9))\n change [waterspout: yv v] by (-1)\n if <[-30] > (y position)> then\n change [waterspout: yv v] by (1)\n end\n if <touching (guy v)?> then\n set [y v] to (Waterspout: Yv)\n end\n end\n else\n if <<<(Area) = [5]> and <([costume # v] of [a5: levels v]) = [2]>> and <(Worldmapshowing?) = [0]>> then\n show\n switch costume to (floating platform2 v)\n if <(1use#2) = [0]> then\n go to x: (-150) y: (-65)\n set [1use#2 v] to [1]\n end\n set [sine1 v] to [0]\n repeat (350)\n change [sine1 v] by (1)\n change y by ([sin v] of (sine1) )\n end\n else\n hide\n end\n end\n end\n end\n if <<<(Area) = [5]> and <([costume # v] of [a5: levels v]) = [3]>> and <(Worldmapshowing?) = [0]>> then\n go to x: (185) y: (114)\n if <(Did guy take health 5-3) = [0]> then\n show\n set size to (100) %\n repeat (2)\n change size by (2)\n end\n change size by (1)\n change size by (-1)\n repeat (2)\n change size by (-2)\n end\n change size by (-1)\n change size by (1)\n end\n switch costume to (health v)\n set [color v] effect to (0)\n change [color v] effect by (0.1)\n if <touching (guy v)?> then\n if <(Did guy take health 5-3) = [0]> then\n set [did guy take health 5-3 v] to [1]\n change [hp v] by (2)\n repeat (5)\n change size by (5)\n change [ghost v] effect by (20)\n end\n set size to (100) %\n hide\n end\n end\n else\n if <<<(Area) = [5]> and <([costume # v] of [a5: levels v]) = [6]>> and <(Worldmapshowing?) = [0]>> then\n switch costume to (moving platform v)\n if <(a variable) = [0]> then\n go to x: (0) y: (-50)\n set [a variable v] to [1]\n end\n set [sine1 v] to [0]\n repeat (350)\n set y to (-50)\n change [sine1 v] by (1)\n change x by ([sin v] of (sine1) )\n end\n else\n if <<<(Area) = [5]> and <([costume # v] of [a5: levels v]) = [7]>> and <(Worldmapshowing?) = [0]>> then\n show\n go to x: (0) y: (30)\n switch costume to (spinning spikes v)\n turn right (1) degrees\n else\n if <<<(Area) = [5]> and <([costume # v] of [a5: levels v]) = [8]>> and <(Worldmapshowing?) = [0]>> then\n show\n go to x: (0) y: (30)\n switch costume to (spinning spikes2 v)\n turn right (3) degrees\n else\n if <<<(Area) = [5]> and <([costume # v] of [a5: levels v]) = [9]>> and <(Worldmapshowing?) = [0]>> then\n if <(anotherVariable) = [0]> then\n go to x: (0) y: (0)\n set [anothervariable v] to [1]\n end\n show\n go to x: (0) y: (30)\n switch costume to (weird end thinf v)\n repeat (350)\n set y to (0)\n change [sine1 v] by (1)\n change x by ([sin v] of (sine1) )\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nwait until <<<(Area) = [4]> and <([costume # v] of [a4: levels v]) = [7]>> and <(Worldmapshowing?) = [0]>>\ngo to x: (34) y: (5)\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nforever\n if <<<(Area) = [4]> and <([costume # v] of [a4: levels v]) = [6]>> and <(Worldmapshowing?) = [0]>> then\n point in direction (90)\n set size to (100) %\n clear graphic effects\n switch costume to (waterspout v)\n show\n else\n if <<<(Area) = [4]> and <([costume # v] of [a4: levels v]) = [7]>> and <(Worldmapshowing?) = [0]>> then\n point in direction (90)\n set size to (100) %\n clear graphic effects\n switch costume to (floating platform v)\n show\n else\n if <<<(Area) = [5]> and <<([costume # v] of [a5: levels v]) = [1]> or <([costume # v] of [a5: levels v]) = [5]>>> and <(Worldmapshowing?) = [0]>> then\n point in direction (90)\n set size to (100) %\n clear graphic effects\n show\n switch costume to (waterspout2 v)\n else\n if <<<(Area) = [5]> and <([costume # v] of [a5: levels v]) = [2]>> and <(Worldmapshowing?) = [0]>> then\n point in direction (90)\n set size to (100) %\n clear graphic effects\n show\n switch costume to (floating platform2 v)\n else\n if <<<(Area) = [5]> and <([costume # v] of [a5: levels v]) = [3]>> and <(Worldmapshowing?) = [0]>> then\n point in direction (90)\n switch costume to (health v)\n if <(Did guy take health 5-3) = [0]> then\n clear graphic effects\n show\n go to x: (185) y: (114)\n end\n else\n if <<<(Area) = [5]> and <([costume # v] of [a5: levels v]) = [6]>> and <(Worldmapshowing?) = [0]>> then\n point in direction (90)\n show\n switch costume to (moving platform v)\n if <(a variable) = [0]> then\n go to x: (0) y: (-50)\n end\n else\n if <<<(Area) = [5]> and <([costume # v] of [a5: levels v]) = [7]>> and <(Worldmapshowing?) = [0]>> then\n show\n switch costume to (spinning spikes v)\n go to x: (0) y: (30)\n else\n if <<<(Area) = [5]> and <([costume # v] of [a5: levels v]) = [8]>> and <(Worldmapshowing?) = [0]>> then\n show\n switch costume to (spinning spikes2 v)\n go to x: (0) y: (30)\n else\n if <<<(Area) = [5]> and <([costume # v] of [a5: levels v]) = [9]>> and <(Worldmapshowing?) = [0]>> then\n if <(anotherVariable) = [0]> then\n go to x: (0) y: (0)\n set [anothervariable v] to [1]\n end\n show\n point in direction (90)\n switch costume to (weird end thinf v)\n else\n hide\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nset [did guy take health 5-3 v] to [0]\n\nwhen I receive [a5:start v]\nset [did guy take health 5-3 v] to [0]\n\nchange [hp v] by (1)\n\nrepeat (2)\n\nwhen I receive [a5:start v]\nset [a variable v] to [0]\nset [anothervariable v] to [0]\n\nwhen I receive [a5:start v]\nset [1-use v] to [0]\n\nwhen I receive [a5:start v]\nset [1use#2 v] to [0]\n\nforever\n show\nend\n\nset y to (-50)\n\n@Ones\n\nwhen flag clicked\nset size to (100) %\nforever\n if <[10] > (Score)> then\n switch costume to (letter (1) of (Score))\n go to x: (-180) y: (142)\n end\n if <(Score) > [9]> then\n switch costume to (letter (2) of (Score))\n go to x: (-150) y: (142)\n end\n if <(Score) > [99]> then\n switch costume to (letter (3) of (Score))\n go to x: (-120) y: (142)\n end\n if <(Score) > [999]> then\n switch costume to (letter (4) of (Score))\n go to x: (-90) y: (142)\n end\n if <(Score) > [9999]> then\n switch costume to (letter (5) of (Score))\n go to x: (-60) y: (142)\n end\n if <(Score) > [99999]> then\n switch costume to (letter (6) of (Score))\n go to x: (-30) y: (142)\n end\n if <(Score) > [999999]> then\n switch costume to (letter (7) of (Score))\n go to x: (0) y: (142)\n end\n if <(ShopOpen?) = [1]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\ngo to x: (0) y: (142)\n\nset size to (100) %\n\n@Tens\n\nwhen flag clicked\nforever\n if <[10] > (Score)> then\n hide\n end\n if <(Score) > [9]> then\n switch costume to (letter (1) of (Score))\n if <(ShopOpen?) = [1]> then\n show\n go to x: (-180) y: (142)\n else\n hide\n end\n end\n if <(Score) > [99]> then\n switch costume to (letter (2) of (Score))\n if <(ShopOpen?) = [1]> then\n show\n go to x: (-150) y: (142)\n else\n hide\n end\n end\n if <(Score) > [999]> then\n switch costume to (letter (3) of (Score))\n if <(ShopOpen?) = [1]> then\n show\n go to x: (-120) y: (142)\n else\n hide\n end\n end\n if <(Score) > [9999]> then\n switch costume to (letter (4) of (Score))\n if <(ShopOpen?) = [1]> then\n show\n go to x: (-90) y: (142)\n else\n hide\n end\n end\n if <(Score) > [99999]> then\n switch costume to (letter (5) of (Score))\n if <(ShopOpen?) = [1]> then\n show\n go to x: (-60) y: (142)\n else\n hide\n end\n end\n if <(Score) > [999999]> then\n switch costume to (letter (6) of (Score))\n if <(ShopOpen?) = [1]> then\n show\n go to x: (-30) y: (142)\n else\n hide\n end\n end\nend\n\nshow\n\nwhen flag clicked\ngo to x: (-30) y: (142)\n\nset [score v] to [10]\n\nshow\n\n@Hundreds\n\nwhen flag clicked\nforever\n if <[10] > (Score)> then\n hide\n end\n if <(Score) > [9]> then\n hide\n end\n if <(Score) > [99]> then\n switch costume to (letter (1) of (Score))\n if <(ShopOpen?) = [1]> then\n show\n go to x: (-180) y: (142)\n else\n hide\n end\n end\n if <(Score) > [999]> then\n switch costume to (letter (2) of (Score))\n if <(ShopOpen?) = [1]> then\n show\n go to x: (-150) y: (142)\n else\n hide\n end\n end\n if <(Score) > [9999]> then\n switch costume to (letter (3) of (Score))\n if <(ShopOpen?) = [1]> then\n show\n go to x: (-120) y: (142)\n else\n hide\n end\n end\n if <(Score) > [99999]> then\n switch costume to (letter (4) of (Score))\n show\n if <(ShopOpen?) = [1]> then\n show\n go to x: (-90) y: (142)\n else\n hide\n end\n end\n if <(Score) > [999999]> then\n switch costume to (letter (5) of (Score))\n show\n if <(ShopOpen?) = [1]> then\n show\n go to x: (-60) y: (142)\n else\n hide\n end\n end\nend\n\nwhen flag clicked\ngo to x: (-60) y: (142)\n\nset [score v] to [10]\n\n@Sprite5\n\nwhen I receive [game end v]\nset [endtransition v] to [1]\nstop all sounds\nclear graphic effects\nset [worldmapnavigationclosed? v] to [CLOSED]\nshow\nset [ghost v] effect to (100)\nswitch costume to (costume1 v)\nrepeat (50)\n change [ghost v] effect by (-2)\n set [worldmapnavigationclosed? v] to [CLOSED]\nend\nswitch backdrop to (title3 v)\nwait (1) seconds\nswitch costume to (costume2 v)\nset [ghost v] effect to (100)\nrepeat (50)\n change [ghost v] effect by (-2)\n set [worldmapnavigationclosed? v] to [CLOSED]\nend\nwait (1) seconds\nswitch costume to (costume3 v)\nset [ghost v] effect to (100)\nrepeat (50)\n change [ghost v] effect by (-2)\n set [worldmapnavigationclosed? v] to [CLOSED]\nend\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (2)\nend\nset [worldmapnavigationclosed? v] to [0]\nhide\nset [endtransition v] to [0]\nbroadcast (Outro done v)\n\nwhen flag clicked\nhide\n\nclear graphic effects\n\n | Some parts are hard! If you're having trouble, then press Key Y to SKIP an area. \n\nWaterspout physics are honestly, the worst thing ever\n\nSo the first three levels are a bit generic, when you get to the fourth and fifth, added after the demo, things start getting, well, more complicated...\n\nSecret Exit in 2-4 Try to find it!\n\nJust a regular platformer with absolutely no storyline, that, for some reason, took 3 months to make.\n\n35 likes and I'll make another project\n\n\n \n Project Statistics\n - - - -\n Blocks | 2847\n Sprites | 39\n Variables | 33\n\n |
Explorer: A Platformer | @Stage\n\n@blank\n\n@Player\n\nwhen flag clicked\nshow list [skip v]\ndelete all of [skip v]\nforever\n if <key (any v) pressed?> then\n if <not <<key (s v) pressed?> or <<key (k v) pressed?> or <<key (i v) pressed?> or <key (p v) pressed?>>>>> then\n delete all of [skip v]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<(length of [skip v]) = [4]> and <<(item (1) of [skip v]) = [s]> and <<(item (2) of [skip v]) = [k]> and <<(item (3) of [skip v]) = [i]> and <(item (4) of [skip v]) = [p]>>>>> then\n if <(Level) < [21]> then\n delete all of [skip v]\n change [level v] by (1)\n go to x: (-214) y: (-90)\n set [y velocity v] to [0]\n set [x velocity v] to [0]\n set [did you skip v] to [1]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <key (s v) pressed?> then\n delete all of [skip v]\n add [s] to [skip v]\n wait (.5) seconds\n end\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\n if <key (p v) pressed?> then\n add [p] to [skip v]\n wait (.5) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <key (k v) pressed?> then\n add [k] to [skip v]\n wait (.5) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <key (i v) pressed?> then\n add [i] to [skip v]\n wait (.5) seconds\n end\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <<<not <<key (w v) pressed?> or <<key (d v) pressed?> or <key (a v) pressed?>>>> or <not <<key (up arrow v) pressed?> or <<key (right arrow v) pressed?> or <key (left arrow v) pressed?>>>>> and <(blink) = [0]>> then\n switch costume to (1 v)\n end\n if <<<key (w v) pressed?> or <key (up arrow v) pressed?>> and <(blink) = [0]>> then\n switch costume to (4 v)\n end\n if <<<key (d v) pressed?> or <key (right arrow v) pressed?>> and <(blink) = [0]>> then\n switch costume to (33333 v)\n end\n if <<<key (a v) pressed?> or <key (left arrow v) pressed?>> and <(blink) = [0]>> then\n switch costume to (2333 v)\n end\n if <<<<key (left arrow v) pressed?> and <key (up arrow v) pressed?>> or <<key (a v) pressed?> and <key (w v) pressed?>>> and <(blink) = [0]>> then\n switch costume to (6 v)\n end\n if <<<<key (right arrow v) pressed?> and <key (up arrow v) pressed?>> or <<key (w v) pressed?> and <key (d v) pressed?>>> and <(blink) = [0]>> then\n switch costume to (5 v)\n end\nend\n\nwhen flag clicked\ngo to [front v] layer\nforever\n set [blink v] to [0]\n wait (pick random (3.0) to (7.0)) seconds\n set [blink v] to [1]\n switch costume to (1 v)\n switch costume to (7 v)\n wait (0.05) seconds\n switch costume to (8 v)\n switch costume to (9 v)\n wait (0.05) seconds\n switch costume to (10 v)\n switch costume to (11 v)\n wait (0.1) seconds\n switch costume to (10 v)\n switch costume to (9 v)\n wait (0.05) seconds\n switch costume to (8 v)\n switch costume to (7 v)\n wait (0.05) seconds\n switch costume to (1 v)\nend\n\nwhen flag clicked\nforever\n if <<not <<<<mouse down?> and <(mouse x) > (x position)>> or <<<mouse down?> and <(x position) > (mouse x)>> or <<<mouse down?> and <(mouse y) > (y position)>> or <<key (up arrow v) pressed?> or <<key (right arrow v) pressed?> or <key (left arrow v) pressed?>>>>>> or <<key (w v) pressed?> or <<key (a v) pressed?> or <key (d v) pressed?>>>>> and <(blink) = [0]>> then\n switch costume to (1 v)\n end\n if <<<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> and <(blink) = [0]>> then\n switch costume to (4 v)\n end\n if <<<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> and <(blink) = [0]>> then\n switch costume to (33333 v)\n end\n if <<<key (left arrow v) pressed?> or <<mouse down?> and <(x position) > (mouse x)>>> and <(blink) = [0]>> then\n switch costume to (2333 v)\n end\n if <<<<key (left arrow v) pressed?> and <key (up arrow v) pressed?>> or <<<mouse down?> and <(x position) > (mouse x)>> and <<mouse down?> and <(mouse y) > (y position)>>>> and <(blink) = [0]>> then\n switch costume to (6 v)\n end\n if <<<<key (right arrow v) pressed?> and <key (up arrow v) pressed?>> or <<<mouse down?> and <(mouse x) > (x position)>> and <<mouse down?> and <(mouse y) > (y position)>>>> and <(blink) = [0]>> then\n switch costume to (5 v)\n end\nend\n\nwhen I receive [play v]\nshow\nset [level v] to [1]\ngo to x: (-214) y: (-90)\nforever\n if <<<key (d v) pressed?> or <key (right arrow v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [x velocity v] by (1)\n end\n if <<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> then\n change [x velocity v] by (-1)\n end\n set [x velocity v] to ((x velocity) * (.9))\n change x by (x velocity)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change x by ((x velocity) * (-1))\n change y by (-5)\n if <<key (w v) pressed?> or <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n if <(x velocity) > [0]> then\n set [x velocity v] to [-5]\n else\n set [x velocity v] to [5]\n end\n set [y velocity v] to [10]\n else\n set [x velocity v] to [0]\n end\n end\n end\n end\n end\n end\n end\n if <(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)\n broadcast (delete v)\n else\n set [delete v] to [0]\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 (w v) pressed?> or <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n change [y velocity v] by (15)\n end\n end\n change y by (1)\n if <touching (danger v)?> then\n broadcast (died v)\n end\n if <<<<touching (sprite7 v)?> or <touching (sprite9 v)?>> or <touching (sprite8 v)?>> or <<touching (sprite10 v)?> or <touching (sprite11 v)?>>> then\n broadcast (died v)\n end\nend\n\nset [y velocity v] to [0]\nset [x velocity v] to [0]\ngo to x: (-214) y: (-90)\n\nwhen flag clicked\nset volume to (50) %\nforever\n play sound [Vicetone - United We Dance v] until done\nend\n\nset volume to (50) %\n\nif <(music) = [1]> then\nend\n\nwhen flag clicked\nset [did you skip v] to [0]\nset size to (50) %\nforever\n if <(music) = [2]> then\n stop all sounds\n end\nend\n\nwhen I receive [play v]\n\nwhen I receive [delete v]\nset [delete v] to [1]\n\nwhen I receive [play v]\nwait (0.1) seconds\n\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nforever\n if <(delete) = [1]> then\n delete this clone\n end\nend\n\nwhen I start as a clone\ngo to x: (x position) y: (y position)\nswitch costume to (11 v)\nset [ghost v] effect to (0)\nshow\nset size to (50) %\nrepeat (10)\n change size by (-5)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I receive [play v]\nforever\n if <key (r v) pressed?> then\n go to x: (-214) y: (-90)\n set [y velocity v] to [0]\n set [x velocity v] to [0]\n end\nend\n\nbroadcast (die v)\n\nwhen I receive [die v]\n\nchange volume by (-100)\n\nset [level v] to [6]\n\nwhen flag clicked\nforever\n set [time v] to (timer)\nend\n\nwhen I receive [play v]\nreset timer\n\nwhen flag clicked\nset [level v] to [1]\nforever\n if <<(time) < (☁ Fastest Time)> and <<(Level) = [21]> and <not <(did you skip) = [1]>>>> then\n set [☁ fastest time v] to (time)\n broadcast (you broke v)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [21]> then\n show variable [☁ fastest time v]\n end\nend\n\nset [☁ fastest time v] to [99999]\n\nwhen flag clicked\nforever\n set [x pos v] to (x position)\n set [ypos v] to (y position)\n set [direc v] to (direction)\nend\n\nwhen I receive [died v]\nset [y velocity v] to [0]\nset [x velocity v] to [0]\ngo to x: (-214) y: (-90)\n\nwhen [u v] key pressed\nif <(volume) = [0]> then\n set volume to (50) %\nend\n\nwhen [m v] key pressed\nif <(volume) = [50]> then\n set volume to (0) %\nend\n\n@danger\n\nwhen flag clicked\nset [level v] to [1]\nhide\ngo to x: (0) y: (0)\nforever\n switch costume to (Level)\nend\n\nwhen I receive [play v]\nshow\n\nset [level v] to [8]\n\n@Level\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nforever\n switch costume to (Level)\nend\n\nwhen I receive [play v]\nshow\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen I receive [play v]\nforever\n if <(Level) = [21]> then\n set [final time v] to (time)\n stop [this script v]\n end\nend\n\n@Sprite1\n\nwhen flag clicked\ngo to [front v] layer\nforever\n hide\n wait (pick random (0) to (0.5)) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nset size to (pick random (10) to (20)) %\nswitch costume to (pick random (1) to (5))\ngo to x: (280) y: (pick random (80) to (170))\nshow\nrepeat until <(x position) < [-240]>\n change x by (-5)\nend\nif <(x position) < [-240]> then\n delete this clone\nend\n\n@Sprite2\n\nwhen I receive [play v]\nhide\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\n\nwhen flag clicked\nforever\n if <(note) = [1]> then\n hide\n else\n show\n end\nend\n\nwhen I receive [play v]\nhide\nstop [other scripts in sprite v]\n\n@Sprite3\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (50) y: (-130)\ngo to [front v] layer\nset size to (0) %\nshow\nrepeat (11)\n change size by (10)\nend\nset size to (114) %\n\nwhen I receive [lar v]\nrepeat until <(size) > [150]>\n change size by (15)\nend\n\nwhen this sprite clicked\nchange [menu v] by (1)\n\nwhen flag clicked\nset [menu v] to [1]\nforever\n if <(menu) > [2]> then\n set [menu v] to [1]\n end\nend\n\nwhen flag clicked\npoint in direction (90)\nforever\n if <(menu) = [1]> then\n go to x: (50) y: (-130)\n switch costume to (costume1 v)\n end\n if <(menu) = [2]> then\n set size to (129) %\n go to x: (0) y: (0)\n switch costume to (costume2 v)\n end\nend\n\nif <not <touching (mouse-pointer v)?>> then\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n if <not <(menu) = [2]>> then\n switch costume to (costume3 v)\n broadcast (lar v)\n end\n else\n set size to (129) %\n point in direction (90)\n end\nend\n\nwait (0.4) seconds\nturn right (15) degrees\nwait (0.1) seconds\nturn left (15) degrees\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen I receive [lar v]\n\n\nwhen I receive [play v]\nhide\nstop [other scripts in sprite v]\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [3]> then\n set size to (200) %\n end\nend\n\nswitch costume to (costume1 v)\n\ngo to [front v] layer\n\nwhen flag clicked\nforever\n if <(note) = [1]> then\n hide\n else\n show\n end\nend\n\n@Sprite5\n\nwhen this sprite clicked\nnext costume\nchange [music v] by (1)\n\nwhen flag clicked\ngo to [front v] layer\nswitch costume to (costume1 v)\nshow\nset [music v] to [1]\nforever\n if <(music) > [2]> then\n set [music v] to [1]\n end\nend\n\nwhen flag clicked\ngo to [front v] layer\nset size to (0) %\nrepeat (10)\n change size by (1.5)\nend\n\nwhen I receive [play v]\ngo to x: (-217) y: (164)\ngo to [front v] layer\n\nwhen flag clicked\ngo to x: (217) y: (164)\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nforever\n hide\nend\n\nif <(note) = [1]> then\n\n@Sprite4\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (-50) y: (-130)\ngo to [front v] layer\nset size to (0) %\nshow\nrepeat (11)\n change size by (10)\nend\nset size to (114) %\n\nset size to (100) %\n\nwhen this sprite clicked\nbroadcast (play v)\n\nwhen I receive [play v]\nforever\n hide\nend\n\nwhen flag clicked\npoint in direction (90)\nforever\n if <(menu) = [1]> then\n show\n end\n if <(menu) = [2]> then\n hide\n end\nend\n\nwhen flag clicked\n\nwhen flag clicked\nset [play degrees v] to [0]\n\nforever\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n broadcast (larg v)\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n point in direction (90)\n set size to (129) %\n end\nend\n\nturn right (15) degrees\nwait (0.1) seconds\nturn left (15) degrees\n\nwhen flag clicked\ngo to [front v] layer\nforever\n if <touching (mouse-pointer v)?> then\nend\n\n\n\nwhen flag clicked\ngo to [front v] layer\n\nforever\n\nwhen I receive [larg v]\nrepeat until <(size) > [150]>\n change size by (15)\nend\n\nwhen flag clicked\nforever\n if <(note) = [1]> then\n hide\n else\n show\n end\nend\n\ndefine rotate\nrepeat (10)\n change [rotation vel v] by (0.1)\n turn right (rotation vel) degrees\nend\nrepeat (10)\n change [rotation vel v] by (-0.1)\n turn right (rotation vel) degrees\nend\nrepeat (10)\n change [rotation vel v] by (-0.1)\n turn right (rotation vel) degrees\nend\nrepeat (10)\n change [rotation vel v] by (0.1)\n turn right (rotation vel) degrees\nend\nrepeat (10)\n change [rotation vel v] by (-0.1)\n turn right (rotation vel) degrees\nend\nrepeat (10)\n change [rotation vel v] by (0.1)\n turn right (rotation vel) degrees\nend\nrepeat (10)\n change [rotation vel v] by (0.1)\n turn right (rotation vel) degrees\nend\nrepeat (10)\n change [rotation vel v] by (-0.1)\n turn right (rotation vel) degrees\nend\n\nforever\n wait (0.1) seconds\n rotate\nend\n\nwhen I receive [play v]\nhide\nstop [other scripts in sprite v]\n\n@Sprite14\n\nwhen flag clicked\nhide variable [☁ fastest time v]\ngo to x: (0) y: (0)\nhide\nforever\n if <(Level) = [21]> then\n show\n go to [front v] layer\n else\n hide\n end\nend\n\nset [level v] to [21]\n\n@Sprite6\n\nwhen I receive [play v]\nhide\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (-40) y: (-7)\ngo to [front v] layer\nshow\n\nwhen flag clicked\nrepeat (10)\n go to [front v] layer\nend\n\nwhen flag clicked\nforever\n if <(note) = [1]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(note) = [1]> then\n hide\n else\n show\n end\nend\n\nwhen I receive [play v]\nhide\nstop [other scripts in sprite v]\n\n@detector\n\nwhen flag clicked\nhide\nset [faved___ v] to [0]\nset [loved__ v] to [0]\nset [clone id v] to [0]\ncreate clone of (_myself_ v)\nwait (0.2) seconds\nset [clone id v] to [1]\ncreate clone of (_myself_ v)\nwait until <<(LOVED__) = [1]> and <(FAVED___) = [1]>>\nwait (1) seconds\nshow\ngo to x: (0) y: (50)\nreset timer\nswitch costume to (pick random (1) to (4))\nset [ghost v] effect to (100)\nrepeat until <(timer) > [3.5]>\n change y by ((y position) / (-15))\n change [ghost v] effect by (-3)\nend\nreset timer\nrepeat until <(timer) > [3.5]>\n change y by (((y position) - (-100)) / (-15))\n change [ghost v] effect by (10)\nend\n\nwhen I start as a clone\nif <(clone id) = [0]> then\n go to x: (-15) y: (0)\n set [loved__ v] to [0]\n switch costume to (love v)\n forever\n set [love? v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [loved__ v] to [1]\n end\n end\nend\nif <(clone id) = [1]> then\n go to x: (0) y: (0)\n switch costume to (fave v)\n set [faved___ v] to [0]\n forever\n set [fav v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [faved___ v] to [1]\n end\n end\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@Sprite7\n\nwhen flag clicked\npoint in direction (90)\nset size to (50) %\nswitch costume to (3 v)\nhide\n\nset [level v] to [16]\n\nwhen I receive [play v]\nforever\n if <(Level) < [13]> then\n hide\n end\nend\n\nwhen I start as a clone\nset size to (100) %\nswitch costume to (knife v)\npoint towards (player v)\nrepeat until <touching (_edge_ v)?>\n if <not <<touching (level v)?> or <touching (danger v)?>>> then\n move (10) steps\n end\nend\nif <touching (_edge_ v)?> then\n delete this clone\nend\n\nwhen I start as a clone\nforever\n if <<<touching (level v)?> or <touching (danger v)?>> or > then\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\n end\nend\n\nwhen I receive [play v]\nforever\n if <(Level) = [13]> then\n show\n go to x: (0) y: (-142)\n wait (1) seconds\n create clone of (_myself_ v)\n end\nend\n\nwhen I receive [play v]\nforever\n if <(Level) = [14]> then\n show\n go to x: (0) y: (-127)\n wait (1) seconds\n create clone of (_myself_ v)\n end\nend\n\nwhen I receive [play v]\nforever\n if <(Level) = [15]> then\n show\n go to x: (9) y: (15)\n wait (0.3) seconds\n create clone of (_myself_ v)\n end\nend\n\nwhen I receive [play v]\nforever\n if <(Level) = [17]> then\n show\n go to x: (225) y: (-140)\n wait (3) seconds\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\n\n\nwhen I receive [play v]\nforever\n if <(Level) = [16]> then\n show\n go to x: (203) y: (-143)\n wait (1) seconds\n create clone of (_myself_ v)\n end\nend\n\nwhen I receive [play v]\nforever\n if <(Level) = [18]> then\n hide\n end\nend\n\nwhen I receive [delete v]\nhide\ndelete this clone\n\nwhen I start as a clone\nforever\n if <touching (katana v)?> then\n point in direction ((direction) - (180))\n end\nend\n\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I receive [died v]\n\n@Sprite8\n\nwhen flag clicked\nswitch costume to (3 v)\nhide\n\nset [level v] to [13]\n\nwhen I receive [play v]\nforever\n if <(Level) = [14]> then\n show\n go to x: (-50) y: (-127)\n wait (1) seconds\n create clone of (_myself_ v)\n else\n hide\n end\nend\n\nwhen I start as a clone\nset size to (100) %\nswitch costume to (knife v)\npoint towards (player v)\nrepeat until <touching (_edge_ v)?>\n if <not <<touching (level v)?> or <touching (danger v)?>>> then\n move (10) steps\n end\nend\nif <touching (_edge_ v)?> then\n delete this clone\nend\n\nwhen I start as a clone\nforever\n if <<touching (level v)?> or <touching (danger v)?>> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\n end\nend\n\nwhen I receive [delete v]\nhide\ndelete this clone\n\nwhen I start as a clone\nforever\n if <touching (katana v)?> then\n point in direction ((direction) - (180))\n end\nend\n\n@Sprite9\n\nwhen flag clicked\nswitch costume to (3 v)\nhide\n\nset [level v] to [13]\n\nwhen I receive [play v]\nforever\n if <(Level) = [14]> then\n show\n go to x: (50) y: (-127)\n wait (1) seconds\n create clone of (_myself_ v)\n else\n hide\n end\nend\n\nwhen I start as a clone\nset size to (100) %\nswitch costume to (knife v)\npoint towards (player v)\nrepeat until <touching (_edge_ v)?>\n if <not <<touching (level v)?> or <touching (danger v)?>>> then\n move (10) steps\n end\nend\nif <touching (_edge_ v)?> then\n delete this clone\nend\n\nwhen I start as a clone\nforever\n if <<touching (level v)?> or <touching (danger v)?>> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\n end\nend\n\nwhen I receive [delete v]\nhide\ndelete this clone\n\nwhen I start as a clone\nforever\n if <touching (katana v)?> then\n point in direction ((direction) - (180))\n end\nend\n\n@Sprite10\n\nwhen flag clicked\nswitch costume to (3 v)\nhide\n\nset [level v] to [16]\n\nwhen I receive [play v]\nforever\n if <<(Level) = [19]> or <(Level) = [20]>> then\n show\n go to x: (-133) y: (140)\n repeat (100)\n create clone of (_myself_ v)\n end\n wait (0.5) seconds\n else\n hide\n end\nend\n\nwhen I start as a clone\nset size to (100) %\nswitch costume to (knife v)\npoint in direction (180)\nrepeat until <touching (_edge_ v)?>\n if <not <<touching (level v)?> or <touching (danger v)?>>> then\n move (10) steps\n end\nend\nif <touching (_edge_ v)?> then\n delete this clone\nend\n\nwhen I start as a clone\nforever\n if <<touching (level v)?> or <touching (danger v)?>> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\n end\nend\n\nwhen I receive [delete v]\nhide\ndelete this clone\n\nwhen I start as a clone\nforever\n if <touching (katana v)?> then\n point in direction ((direction) - (180))\n end\nend\n\n@Sprite11\n\nwhen flag clicked\nswitch costume to (3 v)\nhide\n\nset [level v] to [19]\n\nwhen I receive [play v]\nforever\n if <<(Level) = [19]> or <(Level) = [20]>> then\n show\n go to x: (55) y: (140)\n repeat (100)\n create clone of (_myself_ v)\n end\n wait (0.5) seconds\n else\n hide\n end\nend\n\nwhen I start as a clone\nset size to (100) %\nswitch costume to (knife v)\npoint in direction (180)\nrepeat until <touching (_edge_ v)?>\n if <not <<touching (level v)?> or <touching (danger v)?>>> then\n move (10) steps\n end\nend\nif <touching (_edge_ v)?> then\n delete this clone\nend\n\nwhen I start as a clone\nforever\n if <<touching (level v)?> or <touching (danger v)?>> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\n end\nend\n\nwhen I receive [delete v]\nhide\ndelete this clone\n\nwhen I start as a clone\nforever\n if <touching (katana v)?> then\n point in direction ((direction) - (180))\n end\nend\n\n@Sprite12\n\nwhen flag clicked\nswitch costume to (3 v)\nhide\n\nset [level v] to [19]\n\nwhen I receive [play v]\nforever\n if <(Level) = [20]> then\n show\n go to x: (168) y: (139)\n repeat (100)\n create clone of (_myself_ v)\n end\n wait (0.5) seconds\n else\n hide\n end\nend\n\nwhen I start as a clone\nset size to (100) %\nswitch costume to (knife v)\npoint in direction (180)\nrepeat until <touching (_edge_ v)?>\n if <not <<touching (level v)?> or <touching (danger v)?>>> then\n move (10) steps\n end\nend\nif <touching (_edge_ v)?> then\n delete this clone\nend\n\nwhen I start as a clone\nforever\n if <<touching (level v)?> or <touching (danger v)?>> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\n end\nend\n\nwhen I receive [delete v]\nhide\ndelete this clone\n\n@Sprite13\n\nwhen I receive [play v]\nforever\n if <(Level) = [21]> then\n create clone of (_myself_ v)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nswitch costume to (pick random (1) to (3))\nshow\ngo to x: (pick random (-240) to (240)) y: (190)\nrepeat until <[-180] > (y position)>\n change y by (-10)\n turn right (5) degrees\nend\ndelete this clone\n\n\n\nset [level v] to [21]\n\n@Scrolling Engine\n\nwhen flag clicked\nhide\n\nwhen I receive [credits v]\n\nshow\nset y to (0)\nforever\n set [scroll? v] to ((Scroll?) * (0.9))\n change y by (Scroll?)\nend\n\nwhen flag clicked\nset [scroll? v] to [0]\n\nwhen [up arrow v] key pressed\nif <not <key (up arrow v) pressed?>> then\n change [scroll? v] by (-4)\nend\n\nwhen [down arrow v] key pressed\nif <not <key (down arrow v) pressed?>> then\n change [scroll? v] by (4)\nend\n\n@Sprite15\n\nwhen I receive [play v]\nhide\n\nwhen flag clicked\nshow\nset size to (50) %\ngo to x: (-206) y: (160)\n\nwhen flag clicked\ngo to [front v] layer\nforever\n if <(note) > [1]> then\n set [note v] to [0]\n end\nend\n\nwhen this sprite clicked\nchange [note v] by (1)\n\nwhen flag clicked\n\nwhen this sprite clicked\nif <(note) = [1]> then\n broadcast (credits v)\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@Scrolling Engine2\n\nwhen flag clicked\nhide\nset [scroll? v] to [0]\n\nwhen [up arrow v] key pressed\nif <not <key (up arrow v) pressed?>> then\n change [scroll? v] by (-4)\nend\n\nwhen [down arrow v] key pressed\nif <not <key (down arrow v) pressed?>> then\n change [scroll? v] by (4)\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [note v] to [0]\n\nhide\n\nwhen I receive [credits v]\ngo to [front v] layer\nshow\nforever\n if <(note) = [1]> then\n set [scroll? v] to [0]\n show\n set y to (-35)\n forever\n set [scroll? v] to ((Scroll?) * (0.9))\n change y by (Scroll?)\n if <not <(note) = [1]>> then\n hide\n stop [this script v]\n end\n if <mouse down?> then\n if <(mouse) = [0]> then\n change y by ((mouse y) / (-10))\n end\n end\n end\n end\nend\n\nwhen I receive [credits v]\nforever\n if <not <(Scroll?) = [0]>> then\n set [mouse v] to [0]\n else\n set [mouse v] to [1]\n end\nend\n\n@Sprite16\n\nwhen flag clicked\nhide\nforever\n go to [front v] layer\nend\n\nwhen I receive [you broke v]\ngo to x: (0) y: (0)\nshow\nset [ghost v] effect to (100)\nrepeat (10)\n go to [front v] layer\n change [ghost v] effect by (-10)\n change y by (-5)\nend\nwait (2) seconds\nrepeat (10)\n change [ghost v] effect by (10)\n change y by (4.3)\nend\n\nset [☁ fastest time v] to [99999]\n\nwhen flag clicked\nforever\n hide variable [☁ fastest time v]\nend\n\n@encode decode\n\ndefine write (value) to encoded\nset [letter # v] to [1]\nrepeat (length of (value))\n set [encoded v] to (join (encoded) (item # of (letter (letter #) of (value)) in [code v]))\n change [letter # v] by (1)\nend\nset [encoded v] to (join (encoded) [00])\n\ndefine update high\nbegin decode of (☁ last encoded)\nvalue = read from encoded\nif <<<not <(item (1) of [chat room v]) = (value decoded)>> and <not <(item (2) of [chat room v]) = (value decoded)>>> and <<not <(item (3) of [chat room v]) = (value decoded)>> and <not <(item (4) of [chat room v]) = (value decoded)>>>> then\n if <not <(value decoded) = [/$void_blank_message/$]>> then\n insert (value decoded) at (1) of [chat room v] \n end\nend\n\nwrite [dogy] to encoded\n\nwhen flag clicked\nforever\n update high\nend\n\n@Sprite17\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\n\nshow\ngo to x: (0) y: (0)\nforever\n go to [front v] layer\nend\n\n@katana\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\nset rotation style [left-right v]\nforever\n if <key (right arrow v) pressed?> then\n if <(can hit?) = [0]> then\n point in direction (90)\n set [katdi v] to [90]\n end\n end\n if <key (left arrow v) pressed?> then\n if <(can hit?) = [0]> then\n point in direction (-90)\n set [katdi v] to [-90]\n end\n end\n if <key (space v) pressed?> then\n if <(can hit?) = [0]> then\n wait until <(can hit?) = [0]>\n broadcast (kat v)\n end\n else\n end\nend\n\nwhen I receive [kat v]\nset [can hit? v] to [1]\nset rotation style [all around v]\npoint in direction (katdi)\nshow\nif <(katdi) = [90]> then\n switch costume to (swing v)\n repeat (18)\n turn right (20) degrees\n end\n hide\nelse\n switch costume to (swing2 v)\n repeat (18)\n turn right (-20) degrees\n end\n hide\nend\nset [can hit? v] to [0]\nset rotation style [left-right v]\n\nwhen I receive [play v]\nforever\n go to x: (X pos) y: (Ypos)\nend\n\n@Sprite18\n\nwhen I receive [larg v]\ngo to [front v] layer\nshow\ngo to (mouse-pointer v)\n\nwhen flag clicked\nforever\n go to [front v] layer\n hide\nend\n\n@Sprite19\n\nwhen I receive [lar v]\ngo to [front v] layer\nshow\ngo to (mouse-pointer v)\n\nwhen flag clicked\nforever\n go to [front v] layer\n hide\nend\n\n@trail\n\nwhen I start as a clone\ngo to (player v)\nshow\nset [ghost v] effect to (10)\nrepeat (50)\n change [ghost v] effect by (10)\n change size by (-5)\nend\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\nforever\n create clone of (_myself_ v)\nend\n\n | |
The World - Scrolling Platformer (collab) | @Stage\n\nwhen flag clicked\nswitch backdrop to (blue sky 2 v)\nforever\n if <(LEVEL) = [2]> then\n wait (1) seconds\n switch backdrop to (blue sky 2 2 v)\n end\n if <(LEVEL) = [3]> then\n wait (1) seconds\n switch backdrop to (blue sky 2 2 v)\n end\n if <(LEVEL) = [4]> then\n wait (1) seconds\n switch backdrop to (blue sky 2 v)\n end\n if <(LEVEL) = [6]> then\n wait (1) seconds\n switch backdrop to (blue sky 2 3 v)\n end\n if <(LEVEL) = [7]> then\n wait (1) seconds\n switch backdrop to (blue sky 2 v)\n end\nend\n\nwhen flag clicked\nforever\n play sound [Travel The Galaxy \(HD\) v] until done\nend\n\n@player\n\nwhen flag clicked\nbroadcast (green flag v) and wait\nbroadcast (playgame v) and wait\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\n\nwhen I receive [playgame 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 win\n end\nend\n\ndefine Game on\nset [exit v] to []\nset [sy v] to [0]\nset [in air v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nset size to (100) %\nset [ghost v] effect to (0)\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 PlayerX by [-8]\nend\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n Change PlayerX by [8]\nend\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>> then\n if <[2] > (in air)> then\n change [sy v] by (12)\n end\nend\nchange [sy v] by (-2)\nChange PlayerY by (sy)\nset [scroll x v] to (x)\nif <[0] > (SCROLL X)> then\n set [scroll x v] to [0]\nend\nif <[0] > (SCROLL Y)> then\n set [scroll y v] to [0]\nend\nPosition\nif <(y) < [-150]> then\n set [exit v] to [die]\nend\n\ndefine Change PlayerX by (sx)\nchange [x v] by (sx)\nPosition\nTest dying\nif <touching (platforms v)?> then\n repeat (12)\n change [y v] by (1)\n Position\n if <not <touching (platforms v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n repeat until <not <touching (platforms v)?>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n Position\n end\nend\n\ndefine Position\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\ndefine Change PlayerY by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nTest dying\nPosition\nrepeat until <not <touching (platforms v)?>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [in air v] to [0]\n end\n Position\n set [sy v] to [0]\nend\n\nchange [y v] by (1)\nPosition\n\ndefine Test dying\nif <touching (danger v)?> then\n if <not <(username) = [sceptile100]>> then\n set [exit v] to [die]\n end\nend\n\ndefine win\nrepeat (10)\n change [ghost v] effect by (10)\n change size by (-10)\nend\nchange [level v] by (1)\nhide\nwait (1) seconds\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\nwhen I receive [green flag v]\nhide\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I receive [setup v]\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n else\n if <(LEVEL) = [3]> then\n switch costume to (level 3 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n else\n if <(LEVEL) = [4]> then\n switch costume to (level 4 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n else\n if <(LEVEL) = [5]> then\n switch costume to (level 5 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n else\n if <(LEVEL) = [6]> then\n switch costume to (level 6 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n else\n if <(LEVEL) = [7]> then\n switch costume to (level end v)\n end\n end\n end\n end\n end\n end\nend\n\n@thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nset [ghost v] effect to (100)\n\n@danger\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\nwhen I receive [green flag v]\nhide\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I receive [setup v]\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n else\n if <(LEVEL) = [3]> then\n switch costume to (level 3 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n else\n if <(LEVEL) = [4]> then\n switch costume to (level 4 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n else\n if <(LEVEL) = [5]> then\n switch costume to (level 5 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n else\n if <(LEVEL) = [6]> then\n switch costume to (level 6 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n else\n if <(LEVEL) = [7]> then\n switch costume to (level end v)\n end\n end\n end\n end\n end\n end\nend\n\n@exit portal\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\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I receive [setup v]\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n else\n if <(LEVEL) = [3]> then\n switch costume to (level 3 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n else\n if <(LEVEL) = [4]> then\n switch costume to (level 4 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n else\n if <(LEVEL) = [5]> then\n switch costume to (level 5 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n else\n if <(LEVEL) = [6]> then\n switch costume to (level 6 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n else\n if <(LEVEL) = [7]> then\n switch costume to (level end v)\n end\n end\n end\n end\n end\n end\nend\n\n@decorations\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\nwhen I receive [green flag v]\nhide\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I receive [setup v]\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n 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: [360] y: [0]\n\n@Sprite1\n\nwhen flag clicked\nhide\nforever\n if <(LEVEL) = [3]> then\n wait (1) seconds\n show\n else\n if <(LEVEL) = [4]> then\n wait (1) seconds\n hide\n else\n hide\n end\n end\nend\n\nwhen flag clicked\nforever\n go to (player v)\nend\n\n@Sprite2\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\nswitch costume to (costume1 v)\nset [ghost v] effect to (pick random (10) to (90))\nset size to (pick random (50) to (100)) %\ngo to (random position v)\nset y to (300)\npoint in direction (180)\nrepeat until <touching (platforms v)?>\n change [ym v] by (1)\n move (ym) steps\nend\nhide\n\nwhen flag clicked\nforever\n if <(LEVEL) = [6]> then\n wait (.1) seconds\n create clone of (_myself_ v)\n end\nend\n\n | Arrow keys/wad/mobile to move\nAvoid dangers such as spikes, lava, and purple acid\nGet to the blue portal\nThe 6 stages are grassland, cavern, darkness, dessert, sunset, and snowy. |
Destiny - A Platformer | @Stage\n\n@Player\n\nwhen flag clicked\nswitch costume to (costume1 v)\nshow\nset [y velocity v] to [0]\nset [x velocity v] to [0]\ngo to x: (-210) y: (-90)\nforever\n if <<key (right arrow v) pressed?> or <<(mouse x) > (x position)> and <mouse down?>>> then\n change [x velocity v] by (1)\n end\n if <<key (left arrow v) pressed?> or <<(mouse x) < (x position)> and <mouse down?>>> then\n change [x velocity v] by (-1)\n end\n set [x velocity v] to ((x velocity) * (.9))\n change x by (x velocity)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change x by ((x velocity) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>> then\n if <(x velocity) > [0]> then\n set [x velocity v] to [-5]\n else\n set [x velocity v] to [5]\n end\n set [y velocity v] to [10]\n else\n set [x velocity v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [y velocity v] by (-1)\n change y by (y velocity)\n if <touching (level v)?> then\n change y by ((y velocity) * (-1))\n set [y velocity v] to [0]\n end\n change y by (-1)\n if <touching (level v)?> then\n if <<key (up arrow v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>> then\n change [y velocity v] by (15)\n end\n end\n change y by (1)\n if <(x position) > [240]> then\n go to x: (-210) y: (-90)\n change [level v] by (1)\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n broadcast (next level v)\n end\nend\n\nwhen flag clicked\nset size to (100) %\nforever\n set [ghost v] effect to (0)\n if <touching (bad v)?> then\n broadcast (died v)\n repeat (4)\n change [ghost v] effect by (25)\n end\n go to x: (-210) y: (-90)\n end\nend\n\nwhen flag clicked\nforever\n if <key (r v) pressed?> then\n go to x: (-210) y: (-90)\n end\nend\n\nwhen flag clicked\nhide variable [level v]\n\nwhen flag clicked\nforever\n set drag mode [not draggable v]\nend\n\n@Level\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nset [level v] to [0]\n\nwhen I receive [next level v]\nchange [level v] by (1)\nnext costume\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [9]> then\n broadcast (cave v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [16]> then\n broadcast (no cave v)\n end\nend\n\n@Background\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\ngo to [back v] layer\n\nwhen I receive [cave v]\nswitch costume to (costume2 v)\n\nwhen I receive [no cave v]\nswitch costume to (costume1 v)\n\nwhen flag clicked\nforever\n play sound [most-beautiful-music-ever-everdream-by-epic-soul-factory-youtubemp3free v] until done\nend\n\n@Bad\n\nwhen flag clicked\nswitch costume to (costume2 v)\nshow\ngo to x: (0) y: (0)\n\nwhen I receive [next level v]\nnext costume\ngo to [front v] layer\n\n@Shadow\n\nwhen flag clicked\nforever\n go to (player v)\nend\n\nwhen I receive [died v]\nhide\nwait (0.1) seconds\nshow\n\n@Thumbnail\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 | |
pixel platformer | @Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\n@Sprite1\n\nwhen this sprite clicked\nhide\nbroadcast (go v)\n\nwhen I receive [start v]\nshow\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n play sound [thefatrat-unity v] until done\nend\n\n@Sprite2\n\nwhen flag clicked\nswitch costume to (costume5 v)\n\nwhen I receive [go v]\ngo to x: (-214) y: (115)\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 end\n if <key (right arrow v) pressed?> then\n change [x v] by (1)\n if <(backdrop [name v]) = [backdrop18]> then\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 if <(backdrop [name v]) = [backdrop17]> then\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\nhide\n\nwhen [right arrow v] key pressed\nswitch costume to (costume5 v)\n\nwhen [left arrow v] key pressed\nswitch costume to (costume1 v)\n\nwhen [s v] key pressed\nnext backdrop\ngo to x: (-200) y: (-34)\n\n@Apple\n\nwhen flag clicked\nshow\nset size to (0) %\nrepeat (10)\n change size by (20)\nend\nwait (2) seconds\nhide\nbroadcast (start v)\n\nwhen flag clicked\nforever\n change [color v] effect by (12.5)\nend\n\n | spam the green flag to reduce lagging\nclick on play\ns to skip\narrow keys to move \ndon't touch the lava \nyou can climb walls |
ESCAPE - A platformer | @Stage\n\nwhen flag clicked\nswitch backdrop to (5 v)\n\nwhen I receive [next level v]\nnext backdrop\n\nwhen I receive [start game v]\nswitch backdrop to (1 v)\nforever\n play sound [Catas & Kasger - Blueshift \[NCS Release\] v] until done\nend\n\n@Cannon\n\nwhen flag clicked\ngo to x: (187) y: (133)\nhide\nforever\n create clone of (_myself_ v)\n wait (3) seconds\nend\n\nwhen flag clicked\nset size to (100) %\nset [ghost v] effect to (100)\n\nwhen I receive [start game v]\nswitch costume to (cannon v)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nforever\n if < or > then\n show\n point towards (player v)\n else\n hide\n point towards (player v)\n end\nend\n\nwhen I receive [start game v]\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I start as a clone\nif < or > then\n switch costume to (ball 1 v)\n show\n go to x: (187) y: (133)\n point towards (player v)\n repeat (5)\n move (7) steps\n end\n repeat until <<touching (ground v)?> or <<touching (_edge_ v)?> or <touching (player v)?>>>\n move (4) steps\n end\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\nelse\n delete this clone\nend\n\nwhen I start as a clone\nforever\n if <touching (player v)?> then\n broadcast (Reset \(killed\) v)\n end\nend\n\n@Player\n\nwhen I receive [start game v]\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [next level v]\nset size to (100) %\ngo to x: (-203) y: (70)\nshow\n\nwhen flag clicked\nforever\n if <touching (avoid v)?> then\n broadcast (Reset \(killed\) v)\n end\n if <touching (level finished v)?> then\n broadcast (transition v)\n set size to (100) %\n go to x: (-203) y: (70)\n show\n end\nend\n\nwhen flag clicked\nset [y spawn v] to [-24]\nset [x spawn v] to [-203]\ngo to x: (X spawn) y: (Y spawn)\n\nwhen I start as a clone\nrepeat (10)\n change size by (-5)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nbroadcast (START GAME v)\n\nwhen I receive [reset \(killed\) v]\nset size to (100) %\ngo to x: (-203) y: (70)\nshow\n\nwhen flag clicked\nforever\n switch costume to (costume1 v)\n if <(y position) < [-145]> then\n broadcast (Reset \(killed\) v)\n end\nend\n\nwhen flag clicked\nset size to (100) %\ngo to x: (-203) y: (-24)\nshow\nforever\n go to [front v] layer\n set [y v] to [0]\n set [x v] to [0]\n forever\n change [y v] by (-1)\n set [x v] to ((x) * (0.9))\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n change [x v] by (-1)\n end\n if <key (right arrow v) pressed?> then\n point in direction (90)\n change [x v] by (1)\n end\n change x by (x)\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (-4)\n change x by ((x) * (-1))\n if <key (up arrow v) pressed?> then\n set [y v] to [10]\n if <([abs v] of (x) ) = (x)> then\n set [x v] to [-4]\n else\n set [x v] to [4]\n end\n else\n set [x v] to [0]\n end\n end\n change y by (y)\n if <touching (ground v)?> then\n change y by ((y) - ((y) * (2)))\n set [y v] to [0]\n end\n change y by (-1)\n if <<key (up arrow v) pressed?> and <touching (ground v)?>> then\n set [y v] to [15]\n end\n change y by (1)\n if <<(y position) < [-180]> or <[-180] = (y position)>> then\n broadcast (Nachricht1 v)\n go to x: (X spawn) y: (Y spawn)\n end\n create clone of (_myself_ v)\n end\nend\n\nwhen [r v] key pressed\nbroadcast (Reset \(killed\) v)\n\nwhen flag clicked\nset size to (100) %\nset [ghost v] effect to (100)\n\nif <<touching (avoid v)?> and <([costume # v] of [avoid v]) = [4]>> then\n switch costume to (costume2 v)\nend\n\n@intro (2)\n\ndefine dreh\nset [start v] to [0]\npoint in direction (90)\ngo to x: (0) y: (0)\nrepeat (8)\n create clone of (_myself_ v)\n turn right ((360) / (8)) degrees\nend\nset [start v] to [1]\n\nwhen I start as a clone\nwait until <(start) = [1]>\nset [ghost v] effect to (60)\nshow\ngo to [back v] layer\nforever\n turn right (3) degrees\nend\n\nwhen I start as a clone\nwait until <(start) = [1]>\nset [ghost v] effect to (100)\nrepeat (20)\n change [ghost v] effect by (-1)\nend\n\nwhen I start as a clone\nbounce4\n\nwhen I receive [start_main v]\nhide\ndreh\n\nwhen I receive [endintro v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nwait (2) seconds\nstop [other scripts in sprite v]\nbroadcast (START GAME v)\n\nwhen I start as a clone\nforever\n set y to ((20) + (([sin v] of ((timer) * (200)) ) * (20)))\nend\n\nwhen flag clicked\nplay sound [Virtual Riot - Init \(FREE DOWNLOAD\).mp3 v] until done\nplay sound [Virtual Riot - Init \(FREE DOWNLOAD\).mp2 v] until done\n\ndefine bounce4\nset [bounce? v] to [0]\nforever\n if <(mp) = [1]> then\n set [bounce? v] to (((bounce?) * (0.65)) + ((((110) + ()) - (size)) * (0.3)))\n change size by (bounce?)\n else\n set [bounce? v] to (((bounce?) * (0.6)) + ((((120) + ()) - (size)) * (0.3)))\n change size by (bounce?)\n end\nend\n\n@intro (1)\n\nwhen I receive [start_main v]\nyvel\n\nset [helligk v] to [20]\nset [helligk v] to [0]\n\nwhen I receive [start_main v]\nauseinandergehender effekt [1]\n\nwhen I receive [start_main v]\nauseinandergehender effekt [0]\n\nwhen I receive [start_main v]\nauseinandergehender effekt [0]\n\ndefine yvel\nwait (0.1) seconds\nforever\n set y to ((20) + (([sin v] of ((timer) * (200)) ) * (20)))\n set [helligk v] to (((0) + (([sin v] of ((timer) * (200)) ) * (15))) - (0))\nend\n\nwhen I start as a clone\nif <(my variable) = [99]> then\n switch costume to (kostüm2 v)\n set [ghost v] effect to (20)\n set size to (60) %\n show\n effect (pick random (23) to (-23)) (pick random (23) to (-23))\nend\n\nwhen flag clicked\nshow\nset y to (30)\nset [my variable v] to [0]\nset [helligk v] to [0]\npoint in direction (150)\ncreate clone of (_myself_ v)\nset size to (30) %\nswitch costume to (logo2 v)\ngo to x: (200) y: (0)\nrepeat (22)\n turn left (((direction) - (90)) / (3)) degrees\n change x by ((x position) / (-5))\n change size by (((300) - (size)) / (15))\n change [helligk v] by (1)\nend\nswitch costume to (logo v)\nset [my variable v] to [9]\ncreate clone of (_myself_ v)\nrepeat (10)\n change size by (((300) - (size)) / (15))\n change [helligk v] by (1)\nend\nbroadcast (start_main v)\nrepeat (10)\n point in direction ((90) + (([sin v] of ((timer) * (180)) ) * (20)))\nend\nrepeat (3)\n repeat (12)\n point in direction ((90) + (([tan v] of ((timer) * (200)) ) * (20)))\n end\nend\nrepeat (100)\n point in direction ((90) + (([sin v] of ((timer) * (180)) ) * (20)))\nend\nstop [other scripts in sprite v]\nbroadcast (endintro v)\nrepeat (13)\n change size by (-13)\n change y by (10)\n point in direction (90)\n change [ghost v] effect by (8)\nend\n\ndefine auseinandergehender effekt (sec)\nforever\n set [my variable v] to [99]\n create clone of (_myself_ v)\n wait (sec) seconds\nend\n\ndefine effect (zufallszahl_x) (zufallszahl_y)\nrepeat (50)\n change x by (zufallszahl_x)\n change y by (zufallszahl_y)\n change [ghost v] effect by (10)\n change size by (5)\nend\ndelete this clone\n\nwhen I receive [start_main v]\nset [mp v] to [0]\nforever\n set [mp v] to [0]\n wait (0.22) seconds\n set [mp v] to [1]\n wait (0.22) seconds\nend\n\nwhen I start as a clone\nif <(my variable) = [9]> then\n repeat (10)\n point in direction (90)\n change size by (10)\n change [ghost v] effect by (10)\n end\n delete this clone\nend\n\nwhen flag clicked\nforever\n set [brightness v] effect to (helligk)\nend\n\nwhen I receive [start_main v]\nauseinandergehender effekt [0]\n\nwhen I receive [start_main v]\nauseinandergehender effekt [0]\n\nwhen I receive [start_main v]\nauseinandergehender effekt [0]\n\nwhen I receive [start_main v]\nbounce4\n\nwhen I start as a clone\nif <(my variable) = [0]> then\n point in direction (30)\n set size to (30) %\n switch costume to (kostüm1 v)\n go to x: (-200) y: (0)\n repeat (22)\n turn left (((direction) - (90)) / (3)) degrees\n change x by ((x position) / (-5))\n change size by (((300) - (size)) / (15))\n set [brightness v] effect to (helligk)\n end\n delete this clone\nend\n\ndefine bounce4\nset [bounce? v] to [0]\nforever\n if <(mp) = [1]> then\n set [bounce? v] to (((bounce?) * (0.5)) + ((((300) + ()) - (size)) * (0.2)))\n change size by (bounce?)\n else\n set [bounce? v] to (((bounce?) * (0.6)) + ((((200) + ()) - (size)) * (0.2)))\n change size by (bounce?)\n end\nend\n\n@THUMBNAIL\n\nwhen flag clicked\nhide\n\nshow\nswitch costume to (thumbnail v)\ngo to x: (0) y: (0)\nset size to (100) %\ngo to [front v] layer\n\n@Avoid\n\nwhen flag clicked\nforever\n switch costume to (backdrop [number v])\nend\n\nwhen flag clicked\nset size to (100) %\nset [ghost v] effect to (100)\n\nwhen flag clicked\nforever\n if <<touching (player v)?> or <(costume [number v]) = [4]>> then\n broadcast (water v)\n end\nend\n\nwhen flag clicked\nset size to (100) %\nset [ghost v] effect to (100)\nforever\n if <touching (player v)?> then\n broadcast (Reset \(killed\) v)\n if <<touching (player v)?> or <(costume [number v]) = [4]>> then\n broadcast (water v)\n end\n end\nend\n\nwhen I receive [start game v]\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\n@GROUND\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset size to (100) %\nset [ghost v] effect to (100)\n\nwhen I receive [start game v]\nrepeat (10)\n change [ghost v] effect by (-10)\n go to [front v] layer\nend\nforever\n go to [front v] layer\n switch costume to (backdrop [number v])\nend\n\nwhen backdrop switches to [1 v]\ngo to x: (0) y: (0)\n\nwhen I receive [outro ileb7 v]\ngo to [back v] layer\ngo to [back v] layer\nswitch costume to (backdrop [number v])\nstop [other scripts in sprite v]\n\n@LEVEL finished\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset size to (100) %\nset [ghost v] effect to (100)\nforever\n if <touching (player v)?> then\n broadcast (transition v)\n end\nend\n\nwhen I receive [start game v]\nrepeat (10)\n change [ghost v] effect by (-10)\n go to [front v] layer\nend\nforever\n switch costume to (backdrop [number v])\nend\n\n@Jumping pad\n\nwhen backdrop switches to [2 v]\ngo to x: (0) y: (0)\n\nwhen flag clicked\nforever\n switch costume to (backdrop [number v])\nend\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n set [y v] to [17]\n repeat (5)\n change y by (-2)\n end\n repeat (5)\n change y by (1)\n end\n repeat (10)\n change y by (0.5)\n end\n end\nend\n\nwhen flag clicked\nset size to (100) %\nset [ghost v] effect to (100)\n\nwhen flag clicked\nset size to (100) %\n\nwhen I receive [start game v]\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\n@Escape TEXT\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset size to (100) %\nset [ghost v] effect to (100)\nshow\n\nwhen I receive [start game v]\nswitch costume to (1 v)\ngo to x: (-140) y: (0)\ncreate clone of (_myself_ v)\nrepeat (10)\n change [ghost v] effect by (-10)\n go to [front v] layer\n point in direction ((([sin v] of ((timer) * (500)) ) * (9)) + (90))\n set size to ((([sin v] of (((timer) + (0.5)) * (500)) ) * (15)) + (100)) %\n set y to ((([cos v] of ((timer) * (500)) ) * (15)) + (100))\nend\nrepeat until <(backdrop [number v]) = [2]>\n point in direction ((([sin v] of ((timer) * (500)) ) * (9)) + (90))\n set size to ((([sin v] of (((timer) + (0.5)) * (500)) ) * (15)) + (100)) %\n set y to ((([cos v] of ((timer) * (500)) ) * (15)) + (100))\nend\nrepeat (10)\n change [ghost v] effect by (10)\n go to [front v] layer\n point in direction ((([sin v] of ((timer) * (500)) ) * (9)) + (90))\n set size to ((([sin v] of (((timer) + (0.5)) * (500)) ) * (15)) + (100)) %\n set y to ((([cos v] of ((timer) * (500)) ) * (15)) + (100))\nend\n\nwhen I start as a clone\nswitch costume to (2 v)\ngo to x: (140) y: (0)\nrepeat (10)\n change [ghost v] effect by (-10)\n go to [front v] layer\n point in direction ((([sin v] of ((timer) * (500)) ) * (9)) + (90))\n set size to ((([sin v] of (((timer) + (0.5)) * (500)) ) * (15)) + (100)) %\n set y to ((([cos v] of ((timer) * (500)) ) * (15)) + (100))\nend\nrepeat until <(backdrop [number v]) = [2]>\n point in direction ((([sin v] of ((timer) * (500)) ) * (9)) + (90))\n set size to ((([sin v] of (((timer) + (0.5)) * (500)) ) * (15)) + (100)) %\n set y to ((([cos v] of ((timer) * (500)) ) * (15)) + (100))\nend\nrepeat (10)\n change [ghost v] effect by (10)\n go to [front v] layer\n point in direction ((([sin v] of ((timer) * (500)) ) * (9)) + (90))\n set size to ((([sin v] of (((timer) + (0.5)) * (500)) ) * (15)) + (100)) %\n set y to ((([cos v] of ((timer) * (500)) ) * (15)) + (100))\nend\n\n@OUTRO 3\n\nwhen flag clicked\nset [ghost v] effect to (100)\nswitch costume to (backg v)\ngo to [back v] layer\ngo [backward v] (100) layers\ngo to x: (0) y: (-70)\n\nwhen I receive [outro ileb7 v]\nrepeat (5)\n create clone of (_myself_ v)\n next costume\n wait (0.3) seconds\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [6]> then\n go to [back v] layer\nelse\n go to [front v] layer\nend\nrepeat (30)\n change [ghost v] effect by (-10)\n change y by (((0) - (y position)) * (0.1))\nend\n\ngo [backward v] (8) layers\n\n@OUTRO 2\n\ndefine dreh\nset [start v] to [0]\npoint in direction (90)\ngo to x: (0) y: (0)\nrepeat (8)\n create clone of (_myself_ v)\n turn right ((360) / (8)) degrees\nend\nset [start v] to [1]\n\nwhen I start as a clone\nwait until <(start) = [1]>\nset [ghost v] effect to (60)\nshow\ngo to [back v] layer\nforever\n turn right (3) degrees\nend\n\nwhen I start as a clone\nwait until <(start) = [1]>\nset [ghost v] effect to (100)\nrepeat (20)\n change [ghost v] effect by (-1.5)\n go to [front v] layer\nend\n\nwhen I start as a clone\nbounce4\n\nwhen I receive [outro ileb7 v]\nhide\ndreh\n\nwhen I start as a clone\nforever\n go to (outro 1 v)\nend\n\nset y to ((20) + (([sin v] of ((timer) * (200)) ) * (20)))\n\ndefine bounce4\nset [bounce? v] to [0]\nforever\n if <(mp) = [1]> then\n set [bounce? v] to (((bounce?) * (0.65)) + ((((110) + ()) - (size)) * (0.3)))\n change size by (bounce?)\n else\n set [bounce? v] to (((bounce?) * (0.6)) + ((((120) + ()) - (size)) * (0.3)))\n change size by (bounce?)\n end\nend\n\n@OUTRO 1\n\nwhen I receive [outro ileb7 v]\nshow\nrepeat (20)\n point in direction ((([sin v] of ((timer) * (500)) ) * (15)) + (90))\n set size to ((([sin v] of (((timer) + (0.5)) * (500)) ) * (15)) + (90)) %\n set y to ((([cos v] of ((timer) * (500)) ) * (15)) + (40))\n change [ghost v] effect by (-5)\n go to [front v] layer\nend\nforever\n point in direction ((([sin v] of ((timer) * (500)) ) * (15)) + (90))\n set size to ((([sin v] of (((timer) + (0.5)) * (500)) ) * (15)) + (90)) %\n set y to ((([cos v] of ((timer) * (500)) ) * (15)) + (40))\n go to [front v] layer\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nset size to (0) %\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\n\nwhen I start as a clone\nswitch costume to (logo v)\nset size to (pick random (8) to (28)) %\npoint in direction (pick random (1) to (360))\nrepeat (10)\n move ((size) / (2)) steps\n change size by (3)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen backdrop switches to [15 v]\nbroadcast (OUTRO ILEB7 v)\n\n@transition\n\nturn right (((180) - (direction)) * (0.25)) degrees\n\nwhen I start as a clone\nset [ghost v] effect to (100)\nset size to (100) %\ngo to x: (230) y: (0)\nswitch costume to (right v)\nrepeat (20)\n point in direction (90)\n change y by (((0) - (y position)) * (0.25))\n change x by (((0) - (x position)) * (0.25))\n change size by (((100) - (size)) * (0.25))\n change [ghost v] effect by (-8)\n go to [front v] layer\nend\nrepeat (5)\n go to [front v] layer\nend\nrepeat (20)\n point in direction (90)\n change y by (((-230) - (y position)) * (0.25))\n change x by (((0) - (x position)) * (0.25))\n change size by (((100) - (size)) * (0.25))\n change [ghost v] effect by (8)\n go to [front v] layer\nend\ndelete this clone\n\nwhen flag clicked\nset [ghost v] effect to (100)\nset size to (100) %\nshow\n\nwhen I receive [transition v]\ngo to x: (-230) y: (0)\nswitch costume to (left v)\ncreate clone of (_myself_ v)\nrepeat (20)\n point in direction (90)\n change y by (((0) - (y position)) * (0.25))\n change x by (((0) - (x position)) * (0.25))\n change size by (((100) - (size)) * (0.25))\n change [ghost v] effect by (-8)\n go to [front v] layer\nend\nbroadcast (NEXT LEVEL v)\nrepeat (5)\n go to [front v] layer\nend\nrepeat (20)\n point in direction (90)\n change y by (((230) - (y position)) * (0.25))\n change x by (((0) - (x position)) * (0.25))\n change size by (((100) - (size)) * (0.25))\n change [ghost v] effect by (8)\n go to [front v] layer\nend\n\nturn right (((180) - (direction)) * (0.25)) degrees\n\n@OUTRO 4\n\nwhen flag clicked\nhide\nset [ghost v] effect to (100)\nchange [brightness v] effect by (-100)\n\nwhen I start as a clone\ngo to x: (250) y: (-155)\nset size to (120) %\nset [ghost v] effect to (100)\nset [brightness v] effect to (-100)\ngo to [front v] layer\nswitch costume to (letter (TICKER ENGINE CLONE NUMB) of (TICKER ENGINE TEXT))\nglide (4) secs to x: (-250) y: (-155)\ndelete this clone\n\nwhen flag clicked\nset size to (100) %\ngo to x: (0) y: (0)\nset [ghost v] effect to (0)\nset [brightness v] effect to (0)\nhide variable [ticker engine clone numb v]\nhide variable [ticker engine text v]\nswitch costume to (ground v)\nforever\n go to [front v] layer\n go to x: (250) y: (-167)\nend\n\ndefine TICKER engine: Text: (text to write)\nset [ticker engine clone numb v] to [0]\nset [ghost v] effect to (100)\nset size to (60) %\nset [ticker engine text v] to (text to write)\nrepeat (length of (text to write))\n go to [front v] layer\n set size to (60) %\n change [ticker engine clone numb v] by (1)\n go to x: (250) y: (-167)\n create clone of (_myself_ v)\n wait (0.05) seconds\nend\n\nwhen I receive [outro ileb7 v]\nshow\nwait (1.2) seconds\nforever\n TICKER engine: Text: [Thanks for watching! :D]\n wait (0.5) seconds\n TICKER engine: Text: [Dont forget to like and fav!]\n wait (0.5) seconds\n TICKER engine: Text: [If this project gets 50 likes, we will make part 2!]\n wait (0.5) seconds\n TICKER engine: Text: [Like my projects? Follow me and cm2brouvlifs , for more content!]\n wait (0.5) seconds\n TICKER engine: Text: [If this project gets 50 likes, we will make part 2!]\n wait (0.5) seconds\n TICKER engine: Text: [Any questions or feedback please in the comments ]\n wait (0.5) seconds\nend\n\nwhen I start as a clone\nrepeat (10)\n change [ghost v] effect by (-10)\n go to [front v] layer\nend\nwait until <[-200] > (x position)>\nrepeat (10)\n change [ghost v] effect by (10)\n go to [front v] layer\nend\n\n | This is the official collab between @ichliebeeisenbahnen7 and @cm2brouvlifs\nHAVE FUN! =D\n(look at my remix of this game XDD but you need to go in show all remixes) |
Natural -A Scrolling Platformer | @Stage\n\n@Sprite\n\nwhen I receive [greenflah v]\ngo to [front v] layer\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 (1 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 (50) %\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) > [-20]> 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)\n\ndefine Die? I think so\nif <touching (sprite4 v)?> then\n set [exit v] to [Die \(other way\)]\nend\n\ndefine GameWinYOO\nrepeat (20)\n point towards (collectibles2 v)\n turn right (65) degrees\n move ((distance to [collectibles2 v]) / (2)) steps\n change size by (-2)\n change [ghost v] effect by (5)\nend\nhide\nset [ghost v] effect to (0)\nset size to (100) %\nchange [level v] by (1)\nwait (0.5) seconds\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\nstart sound [Bonk v]\nset rotation style [all around v]\nset [y v v] to [15]\nrepeat until <(y position) < [-90]>\n switch costume to (1 v)\n go to [front v] layer\n turn right (10) degrees\n change y by (Y v)\n change [y v v] by (-1)\nend\nrepeat until <(y position) < [-90]>\n switch costume to (die v)\n change [ghost v] effect by (11)\n go to [front v] layer\n turn right (10) degrees\n change y by (Y v)\n change [y v v] by (-1)\nend\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]\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\nwhen flag clicked\nhide\n\nwhen flag clicked\ngo [backward v] (1) layers\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: [1000] y: [-30]\n Position x: [1000] 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) = [4]> then\n switch costume to (lvl 3 5 v)\n Position x: [150] y: [100]\n Position x: [300] y: [100]\n Position x: [500] y: [-130]\n else\n if <(LEVEL) = [5]> then\n switch costume to (lvl 2 v)\n Position x: [200] y: [-14]\n Position x: [400] y: [100]\n Position x: [530] y: [100]\n end\n end\n end\n end\nend\n\nPosition x: [0] y: [100]\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\n\nPosition x: [300] y: [100]\n\nPosition x: [500] y: [-130]\n\n@Home\n\nwhen flag clicked\nhide\nswitch costume to (name v)\ncreate clone of (_myself_ v)\nswitch costume to (name2 v)\ncreate clone of (_myself_ v)\nswitch costume to (button 1 v)\ncreate clone of (_myself_ v)\nswitch costume to (button 2 v)\ncreate clone of (_myself_ v)\nswitch costume to (collab v)\ncreate clone of (_myself_ v)\nswitch costume to (background v)\ncreate clone of (_myself_ v)\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 flag clicked\ngo to [front v] layer\ngo to x: (0) y: (0)\npoint in direction (90)\nhide\n\nwhen I start as a clone\nif <(costume [name v]) = [Name]> then\n set [ghost v] effect to (100)\n go to x: (0) y: (120)\n show\n repeat (10)\n change [ghost v] effect by (-9)\n end\n set [sine v] to [0]\n forever\n point in direction ((([sin v] of (sine) ) * (6)) + (90))\n change [sine v] by (10)\n end\nend\n\nwhen I start as a clone\nif <(costume [name v]) = [Name]> then\n forever\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (5)\n change size by (((110) - (size)) / (4))\n else\n set [ghost v] effect to (0)\n change size by (((100) - (size)) / (4))\n end\n end\nend\n\nwhen I start as a clone\nif <(costume [name v]) = [Name2]> then\n set [ghost v] effect to (100)\n go to x: (-7) y: (50)\n show\n point in direction (90)\n repeat (25)\n change [ghost v] effect by (-3.5)\n end\nend\n\nwhen I start as a clone\nif <(costume [name v]) = [Background]> then\n set [ghost v] effect to (40)\n go to [back v] layer\n go to x: (10) y: (-30)\n show\nend\n\nwhen I start as a clone\nif <(costume [name v]) = [Button 1]> then\n forever\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (5)\n change size by (((110) - (size)) / (4))\n else\n set [ghost v] effect to (0)\n change size by (((100) - (size)) / (4))\n end\n end\nend\n\nwhen I start as a clone\nif <(costume [name v]) = [Button 1]> then\n set size to (85) %\n show\n point in direction (90)\n go to x: (300) y: (-70)\n Smooth Glide to x [92] y [-70] Speed [6]\n forever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (Button 1 in v)\n end\n end\nend\n\nwhen I start as a clone\nif <(costume [name v]) = [Collab]> then\n set size to (70) %\n set [ghost v] effect to (100)\n go to x: (0) y: (-145)\n show\n point in direction (90)\n repeat (50)\n change [ghost v] effect by (-2)\n end\nend\n\nwhen I start as a clone\nif <(costume [name v]) = [Button 2]> then\n set size to (80) %\n show\n point in direction (90)\n go to x: (-300) y: (-70)\n Smooth Glide to x [0] y [-70] Speed [6]\n forever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (Begin v)\n end\n end\nend\n\nwhen I start as a clone\nif <(costume [name v]) = [Button 2]> then\n forever\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (5)\n change size by (((110) - (size)) / (4))\n else\n set [ghost v] effect to (0)\n change size by (((100) - (size)) / (4))\n end\n end\nend\n\nbroadcast (Begin v)\n\nwhen I receive [begin v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen flag clicked\nforever\n start sound [Xenogenesis v]\n wait (230) seconds\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n stop all sounds\n forever\n start sound [Marshmello - Alone v]\n wait (199) seconds\n end\n end\nend\n\n@Tn\n\nwhen flag clicked\nswitch costume to (1 v)\ngo to x: (36) y: (-24)\nforever\n set [ghost v] effect to (100)\n go to [front v] layer\nend\n\n | Hey ! Welcome to Natural - A Scrolling Platformer Mobile Friendly\n___________________________________________\nClick on the green flag =)\nPress the arrows to move !\nNo advertising !\n\nThis game is my first attempt to scrolling plateformer, this game is short, please like and fave this project, follow me!!!!\n\nCredits :\n\nThanks to @griffpatch for the scrolling platformer\nThanks to @Kodiak77-77 for the "Play" sprite!!\nThanks to @stanevan and @JojoLeVrai !!!\n\n@LOLele_54 love my project!!!\n@Twin138956Scratch love my project!!!\n\nTags :\n\n#Rolibdan32 #Natural #Games #Art #Explore #Platformer #Scratch #Music #JojoLeVrai and stanevan #Popular #Recent #Love #Favorite #Follow |
Atlantis - a platformer | @Stage\n\nwhen flag clicked\nset [brightness v] effect to (0)\nswitch backdrop to (intro v)\nforever\n if <(start1/2) = [1]> then\n switch backdrop to (intro2 v)\n forever\n if <(level) = [7]> then\n switch backdrop to (intro3 v)\n end\n end\n end\nend\n\nwhen I receive [next v]\n\nchange [brightness v] effect by (-2)\n\n@ intro1\n\nwhen I receive [start v]\n\nwhen flag clicked\nshow\nforever\n if <(start1/2) = [1]> then\n hide\n end\nend\n\n@intro2\n\nwhen flag clicked\nshow\n\nwhen I receive [start v]\nhide\n\nwhen flag clicked\ngo to x: (11) y: (-8)\nforever\n go to [back v] layer\nend\n\nwhen flag clicked\nrepeat (80)\n change y by (1)\nend\n\nwhen flag clicked\nset [ghost v] effect to (0)\nrepeat (80)\n turn right (0.4) degrees\nend\nrepeat (20)\n change [ghost v] effect by (10)\nend\n\n@intro3\n\nwhen flag clicked\nshow\n\nwhen I receive [start v]\nhide\n\nwhen flag clicked\nset [ghost v] effect to (100)\nrepeat (80)\n go to (intro2 v)\n change [ghost v] effect by (-2)\n go to [back v] layer\n go [forward v] (1) layers\nend\nrepeat (20)\n go to (intro2 v)\n change [ghost v] effect by (5)\nend\n\n@intro4\n\nwhen flag clicked\nshow\n\nwhen I receive [start v]\nhide\n\nwhen flag clicked\nset [start1/2 v] to [0]\nset size to (100) %\nset [ghost v] effect to (100)\nwait (1) seconds\nrepeat (60)\n go to (intro2 v)\n change [ghost v] effect by (-5)\n go to [back v] layer\n go [forward v] (1) layers\n change size by (2)\nend\nrepeat (20)\n go to (intro2 v)\n change [ghost v] effect by (5)\nend\nbroadcast (start v)\nhide\nset [start1/2 v] to [1]\n\n@player\n\nwhen flag clicked\nset [ghost v] effect to (0)\nset [level v] to [1]\nswitch costume to (kostüm1 v)\nhide\nforever\n if <(start1/2) = [1]> then\n set [y v] to [0]\n switch costume to (fantasia1 v)\n go to [front v] layer\n set rotation style [left-right v]\n go to x: (-215) y: (125)\n show\n forever\n if <touching (water v)?> then\n change [y v] by (0.1)\n end\n if <not <touching (water v)?>> then\n change [y v] by (-0.5)\n end\n if <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n if <touching (water v)?> then\n change [y v] by (-0.12)\n end\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n 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 change [level v] by (1)\n go to x: (-215) y: (125)\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\n end\n end\nend\n\nwhen I receive [die v]\nswitch costume to (kostüm2 v)\nrepeat (5)\n create clone of (_myself_ v)\nend\nswitch costume to (kostüm1 v)\ngo to x: (-215) y: (125)\n\nwhen I start as a clone\nset [ghost v] effect to (0)\npoint in direction (pick random (0) to (360))\nrepeat (5)\n move (10) steps\n change [ghost v] effect by (20)\nend\ndelete this clone\n\nchange [x v] by (1)\n\nwhen [n v] key pressed\nif <(start1/2) = [1]> then\n change [level v] by (1)\n go to x: (-215) y: (25)\n broadcast (next v)\nend\n\nwhen [r v] key pressed\ngo to x: (-215) y: (125)\n\nwhen I receive [bounce v]\nset [y v] to [15]\n\nwhen flag clicked\nforever\n if <(y position) < [-180]> then\n broadcast (die v)\n end\nend\n\nif <not <touching (water v)?>> then\n\nwhen [n v] key pressed\ngo to x: (-215) y: (125)\n\n@ground\n\nwhen flag clicked\nset [brightness v] effect to (0)\nhide\nforever\n if <(start1/2) = [1]> then\n show\n forever\n switch costume to (level)\n go to [front v] layer\n go [backward v] (2) layers\n end\n end\nend\n\nwhen I receive [next v]\n\nchange [brightness v] effect by (-5)\n\n@sun\n\nwhen flag clicked\nhide\nforever\n if <(start1/2) = [1]> then\n show\n go to x: (200) y: (134)\n forever\n go to [back v] layer\n if <(level) = [7]> then\n hide\n end\n end\n end\nend\n\nwhen I receive [next v]\nchange y by (-2)\n\nif <(level) = [7]> then\n hide\nend\n\nif <(level) = [7]> then\n hide\nend\n\n@sunshine\n\nwhen flag clicked\nhide\nforever\n if <(start1/2) = [1]> then\n go to (sun v)\n show\n forever\n go to (sun v)\n go to [back v] layer\n if <(level) = [7]> then\n hide\n end\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(start1/2) = [1]> then\n forever\n wait (pick random (0.3) to (0.5)) seconds\n create clone of (_myself_ v)\n end\n end\nend\n\nwhen I start as a clone\nset [ghost v] effect to (0)\npoint in direction (pick random (0) to (360))\nrepeat until <touching (_edge_ v)?>\n move (2) steps\n go to [back v] layer\n change [ghost v] effect by (1)\nend\ndelete this clone\n\n@gefahren\n\nwhen flag clicked\nhide\nforever\n if <(start1/2) = [1]> then\n show\n forever\n switch costume to (level)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n broadcast (die v)\n wait (1) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [11]> then\n set [ghost v] effect to (100)\n end\nend\n\n@light small\n\nwhen flag clicked\nhide\nforever\n if <(start1/2) = [1]> then\n forever\n set y to (-180)\n point in direction (pick random (-30) to (30))\n wait (pick random (0.3) to (1)) seconds\n show\n repeat until <(y position) > [170]>\n move (2) steps\n go to [back v] layer\n go [forward v] (1) layers\n end\n hide\n end\n end\nend\n\n@light small2\n\nwhen flag clicked\nhide\nforever\n if <(start1/2) = [1]> then\n forever\n set y to (-180)\n point in direction (pick random (-30) to (30))\n wait (pick random (0.3) to (1)) seconds\n show\n repeat until <(y position) > [170]>\n move (2) steps\n go to [back v] layer\n go [forward v] (1) layers\n end\n hide\n end\n end\nend\n\n@light small3\n\nwhen flag clicked\nhide\nforever\n if <(start1/2) = [1]> then\n forever\n set y to (-180)\n point in direction (pick random (-30) to (30))\n wait (pick random (0.3) to (1)) seconds\n show\n repeat until <(y position) > [170]>\n move (2) steps\n go to [back v] layer\n go [forward v] (1) layers\n end\n hide\n end\n end\nend\n\n@water\n\nwhen flag clicked\nhide\nforever\n if <(start1/2) = [1]> then\n switch costume to (3 v)\n show\n go to x: (0) y: (0)\n set [ghost v] effect to (60)\n forever\n repeat (6)\n change y by (1.5)\n end\n repeat (6)\n change y by (-1.5)\n end\n end\n end\nend\n\nshow\n\n@säge\n\nwhen flag clicked\nhide\nforever\n if <(start1/2) = [1]> then\n forever\n if <(level) = [4]> then\n switch costume to (1 v)\n show\n go to x: (169) y: (-20)\n repeat until <not <(level) = [4]>>\n repeat (70)\n turn right (5) degrees\n end\n repeat (70)\n turn left (5) degrees\n end\n end\n hide\n end\n if <(level) = [7]> then\n switch costume to (1 v)\n go to x: (177) y: (-62)\n show\n repeat until <not <(level) = [7]>>\n repeat (70)\n turn right (5) degrees\n end\n repeat (70)\n turn left (5) degrees\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n broadcast (die v)\n wait (1) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <not <<(level) = [4]> or >> then\n hide\n end\nend\n\n@säge2\n\nwhen flag clicked\nhide\nforever\n if <(start1/2) = [1]> then\n forever\n if <(level) = [5]> then\n switch costume to (1 v)\n show\n go to x: (0) y: (17)\n repeat until <not <(level) = [5]>>\n repeat (70)\n turn right (5) degrees\n end\n repeat (70)\n turn left (5) degrees\n end\n end\n end\n if <(level) = [13]> then\n switch costume to (1 v)\n show\n go to x: (199) y: (61)\n repeat until <not <(level) = [13]>>\n repeat (70)\n turn right (5) degrees\n end\n repeat (70)\n turn left (5) degrees\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n broadcast (die v)\n wait (1) seconds\n end\nend\n\nif <(level) = [5]> then\n switch costume to (1 v)\n go to x: (52) y: (-126)\n show\n repeat until <not <(level) = [5]>>\n repeat (70)\n turn right (5) degrees\n end\n repeat (70)\n turn left (5) degrees\n end\n end\nend\n\nwhen flag clicked\nforever\n if <not <<(level) = [5]> or >> then\n hide\n end\nend\n\n@water2\n\nwhen flag clicked\nhide\nforever\n if <(start1/2) = [1]> then\n switch costume to (4 v)\n show\n go to x: (0) y: (0)\n set [ghost v] effect to (60)\n forever\n repeat (6)\n change y by (-1.5)\n end\n repeat (6)\n change y by (1.5)\n end\n end\n end\nend\n\nshow\n\n@bild\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n go to [front v] layer\n go [forward v] (1) layers\nend\n\n@Fish\n\nwhen flag clicked\npoint in direction (90)\nset size to (100) %\nhide\nforever\n if <(start1/2) = [1]> then\n set size to (100) %\n forever\n go to (random position v)\n if <(y position) > [0]> then\n set y to (pick random (-152) to (-20))\n end\n if <(pick random (1) to (2)) = [1]> then\n set x to (-250)\n change size by (pick random (-10) to (10))\n switch costume to (pick random (1) to (4))\n wait (pick random (1.00) to (3.00)) seconds\n show\n repeat until <(x position) > [240]>\n go to [back v] layer\n change x by (1)\n end\n hide\n else\n set x to (250)\n change size by (pick random (-10) to (10))\n switch costume to (pick random (5) to (8))\n wait (pick random (1.00) to (3.00)) seconds\n show\n repeat until <(x position) < [-240]>\n change x by (-1)\n go to [back v] layer\n end\n hide\n end\n end\n end\nend\n\n@Fish2\n\nwhen flag clicked\npoint in direction (90)\nset size to (100) %\nhide\nforever\n if <(start1/2) = [1]> then\n set size to (100) %\n forever\n go to (random position v)\n if <(y position) > [0]> then\n set y to (pick random (-152) to (-20))\n end\n if <(pick random (1) to (2)) = [1]> then\n set x to (-250)\n change size by (pick random (-10) to (10))\n switch costume to (pick random (1) to (4))\n wait (pick random (1.00) to (3.00)) seconds\n show\n repeat until <(x position) > [240]>\n go to [back v] layer\n change x by (1)\n end\n hide\n else\n set x to (250)\n change size by (pick random (-10) to (10))\n switch costume to (pick random (5) to (8))\n wait (pick random (1.00) to (3.00)) seconds\n show\n repeat until <(x position) < [-240]>\n change x by (-1)\n go to [back v] layer\n end\n hide\n end\n end\n end\nend\n\n@Fish3\n\nwhen flag clicked\npoint in direction (90)\nset size to (100) %\nhide\nforever\n if <(start1/2) = [1]> then\n set size to (100) %\n forever\n go to (random position v)\n if <(y position) > [0]> then\n set y to (pick random (-152) to (-20))\n end\n if <(pick random (1) to (2)) = [1]> then\n set x to (-250)\n change size by (pick random (-10) to (10))\n switch costume to (pick random (1) to (4))\n wait (pick random (1.00) to (3.00)) seconds\n show\n repeat until <(x position) > [240]>\n go to [back v] layer\n change x by (1)\n end\n hide\n else\n set x to (250)\n change size by (pick random (-10) to (10))\n switch costume to (pick random (5) to (8))\n wait (pick random (1.00) to (3.00)) seconds\n show\n repeat until <(x position) < [-240]>\n change x by (-1)\n go to [back v] layer\n end\n hide\n end\n end\n end\nend\n\n@ground2\n\nwhen flag clicked\nset [brightness v] effect to (0)\nhide\nforever\n if <(start1/2) = [1]> then\n show\n forever\n switch costume to (level)\n go to [front v] layer\n go [backward v] (1) layers\n end\n end\nend\n\nwhen I receive [next v]\n\nchange [brightness v] effect by (-5)\n\n@ground3\n\nwhen flag clicked\nset [brightness v] effect to (0)\nhide\nforever\n if <(start1/2) = [1]> then\n show\n forever\n switch costume to (level)\n go to [back v] layer\n end\n end\nend\n\nwhen I receive [next v]\n\nchange [brightness v] effect by (-5)\n\n | ATLANTIS\n^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^\nYou can't believe it: You found Atlantis...\n**************************************************************\n- Click the green flag twice!\n- Arrow keys, WASD or mobile to move\n- Avoid spikes\n- You can wall jump\n- press "n" to skip and "r" to restart\n- Have fun!\n |
Space | Mobile Friendly Platformer | @Stage\n\nwhen I receive [start v]\nswitch backdrop to (backdrop7 v)\nforever\n play sound [TheFatRat - Time Lapse v] until done\nend\n\nwhen flag clicked\nswitch backdrop to (intro backdrop v)\n\n@player\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\n\nwhen I start as a clone\nswitch costume to (clone v)\nwait (0) seconds\nrepeat (10)\n change size by (-5)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I receive [next level v]\npoint in direction (90)\n\nwhen I receive [start v]\nshow\ngo to x: (-180) y: (-20)\npoint in direction (90)\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > [10]>>> then\n change [xv v] by (1)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < [-10]>>> 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 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 <(Xv) > [0]> then\n set [xv v] to [-5]\n else\n set [xv v] to [5]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [yv v] by (-1)\n change y by (Yv)\n if <touching (level v)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching (level v)?> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [yv v] to [15]\n end\n end\n change y by (1)\n if <<touching (spikes v)?> or <(y position) < [-180]>> then\n go to x: (-180) y: (-20)\n set [xv v] to [0]\n set [yv v] to [0]\n end\n if <(x position) > [240]> then\n go to x: (-180) y: (-20)\n broadcast (next level v)\n set [yv v] to [0]\n set [xv v] to [0]\n end\n create clone of (_myself_ v)\nend\n\n@level\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\ngo to x: (36) y: (28)\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [start v]\nshow\n\n@cloud\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\ngo to [back v] layer\nset [ghost v] effect to (15)\nforever\n go to x: (-307) y: (0)\n repeat until <(x position) = [330]>\n change x by (.5)\n end\nend\n\n@spikes\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\n\n@thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\n@intro(1)\n\nwhen flag clicked\nset [ghost v] effect to (100)\nshow\npoint in direction (90)\nwait (.5) seconds\ngo to x: (0) y: (0)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nset [jiggle v] to [0]\nwait (1) seconds\nrepeat (125)\n set y to ((([cos v] of ((Effect) * (2)) ) * (10)) + (25))\n point in direction ((90) + (([cos v] of (Effect) ) * (3)))\n change [effect v] by (11)\nend\npoint in direction (90)\nbroadcast (swoosh v)\nhide\n\nwhen flag clicked\nstart sound [FR Xenogenesis v]\n\n@Intro(2)\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (costume17 v)\nclear graphic effects\nhide\n\nwhen I receive [swoosh v]\nshow\nstart sound [Whoosh sound effect v]\nrepeat until <(costume [number v]) = [17]>\n next costume\nend\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nbroadcast (start v)\n\n | You can use WASD, Arrow Keys or mobile \nAll levels possible \nAvoid spikes and\nHAVE FUN and follow me and like the project!!!\n=======================================\nThe word on thumbnail from cooltext.com \n=======================\nIntro by @mistaclean\n=======================\n-Fox Out!\n |
You're Pro! A platformer (Refactored) | @Stage\n\nwhen flag clicked\nstart sound [Legend \(ft v]\n\nwhen flag clicked\nclear graphic effects\nwait (2.5) seconds\nforever\n repeat (10)\n change [brightness v] effect by (5)\n end\n repeat (10)\n change [brightness v] effect by (-5)\n end\n wait (1) seconds\nend\n\nwhen flag clicked\nforever\n create clone of (player v)\nend\n\nwhen flag clicked\nswitch backdrop to (fondo2 v)\nforever\n wait (0.5) seconds\n next backdrop\nend\n\n@Image\n\nwhen flag clicked\ngo to [front v] layer\nshow\nset [ghost v] effect to (9999999999)\n\n@PISO\n\nwhen I receive [next v]\nnext costume\n\nwhen flag clicked\nswitch costume to (line v)\nforever\n if <touching (abajo v)?> then\n set [piso v] to [1]\n else\n set [piso v] to [0]\n end\nend\n\nif <(costume [number v]) > [1]> then\n\nwhen I receive [next v]\n\nwhen I receive [back v]\n\nwhen I receive [back v]\nswitch costume to ((costume [number v]) - (1))\n\n@Player\n\nwhen flag clicked\nset [level v] to [1]\nshow\npoint in direction (90)\nset rotation style [left-right v]\ngo to x: (-200) y: (0)\nset size to (30) %\nforever\n if <key (right arrow v) pressed?> then\n point in direction (90)\n end\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n end\n if <<key (up arrow v) pressed?> and <(piso) = [1]>> then\n repeat (13)\n change y by (10)\n if <touching (piso v)?> then\n change y by (-10)\n end\n end\n end\n if <not <(piso) = [1]>> then\n gravedad\n end\n if <touching (trampolín v)?> then\n repeat (23)\n change y by (10)\n if <touching (piso v)?> then\n change y by (-10)\n end\n end\n end\nend\n\nwhen I receive [next v]\ngo to x: (-200) y: (0)\n\nwhen [r v] key pressed\ngo to x: (-200) y: (0)\nwait (1) seconds\n\nwhen flag clicked\nforever\n if <touching (death v)?> then\n go to x: (-200) y: (0)\n end\nend\n\nwhen I receive [para v]\nstop [other scripts in sprite v]\n\nwhen I start as a clone\nclear graphic effects\nrepeat (10)\n change [ghost v] effect by (10)\n if <key (right arrow v) pressed?> then\n change x by (-10)\n end\n if <key (left arrow v) pressed?> then\n change x by (10)\n end\nend\ndelete this clone\n\ndefine gravedad\nchange y by (-6)\n\nwhen I receive [choca derecha v]\nchange x by (-10)\n\nwhen I receive [choca izquierda v]\nchange x by (10)\n\nwhen I receive [derecha v]\nchange x by (10)\n\nwhen I receive [izquierda v]\nchange x by (-10)\n\nwhen I receive [next v]\nrepeat (9)\n go to x: (-217) y: (-20)\nend\nchange [level v] by (1)\ngo to x: (-217) y: (-20)\n\nif <(x position) > [200]> then\n broadcast (Next v)\nend\n\n@Sensor (siguiente nivel)\n\nwhen flag clicked\nset [ghost v] effect to (99999999999)\nforever\n if <touching (player v)?> then\n broadcast (Next v)\n wait (0.5) seconds\n end\nend\n\n@Death\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [next v]\nnext costume\n\nwhen I receive [back v]\nswitch costume to ((costume [number v]) - (1))\n\n@Trampolín\n\nwhen flag clicked\nswitch costume to (disfraz1 v)\nforever\n set size to (20) %\nend\n\nwhen I receive [next v]\nnext costume\n\nwhen I receive [back v]\nswitch costume to ((costume [number v]) - (1))\n\n@Objeto1\n\nwhen flag clicked\nhide\nwait (0.2) seconds\nwait until <(level) = [40]>\nstop all sounds\nbroadcast (para v)\ngo to x: (7) y: (-249)\nbroadcast (fondo n v)\nshow\nstart sound [Star Wars Music Theme v]\nrepeat (400)\n change y by (1)\nend\nstop [all v]\n\n@Objeto3\n\nwhen flag clicked\nhide\n\nwhen I receive [fondo n v]\nshow\n\n@hitbox derecha\n\nwhen flag clicked\nset [ghost v] effect to (9999)\nforever\n go to (player v)\n if <<not <touching (piso v)?>> and <key (right arrow v) pressed?>> then\n broadcast (derecha v)\n end\nend\n\n@hitbox izquierda\n\nwhen flag clicked\nset [ghost v] effect to (9999)\nforever\n go to (player v)\n if <<not <touching (piso v)?>> and <key (left arrow v) pressed?>> then\n broadcast (izquierda v)\n end\nend\n\n@abajo\n\nwhen flag clicked\nset [ghost v] effect to (9999)\nforever\n go to (player v)\nend\n\n@Objeto2\n\nwhen flag clicked\nhide\nrepeat (35)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\ngo to (random position v)\nswitch costume to (pick random (1) to (4))\nset [ghost v] effect to (pick random (89) to (93))\nforever\n repeat (10)\n change [brightness v] effect by (5)\n end\n repeat (10)\n change [brightness v] effect by (-5)\n end\n wait (1) seconds\nend\n\nwhen I start as a clone\nforever\n glide (9) secs to (random position v)\nend\n\n | TODOS LOS NIVELES SON POSIBLES\njugá hasta que el marcador de nivel llegue a 40 y mirá que pasa\nte movés con las flechas\n\n |
Corona || A Platformer #Games #All | @Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop2 v)\n\n@Player\n\nwhen flag clicked\nshow\nset [deaths 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 <<mouse down?> and <(mouse x) > (x position)>>> then\n change [x v] by (-1)\n end\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [x v] by (1)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching color (#cccccc)?> then\n change y by (1)\n end\n if <touching color (#cccccc)?> then\n change y by (1)\n end\n if <touching color (#cccccc)?> then\n change y by (1)\n end\n if <touching color (#cccccc)?> then\n change y by (1)\n end\n if <touching color (#cccccc)?> then\n change y by (-4)\n change x by ((x) * (-1))\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n set [y v] to [17]\n if <(x) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n set [x v] to [0]\n end\n end\n change y by (y)\n if <touching color (#cccccc)?> 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 (#cccccc)?>> then\n set [y v] to [15]\n end\n change y by (1)\n if <(x position) > [222]> then\n go to x: (-217) y: (-20)\n broadcast (NEXT LEVEL v)\n end\n if <touching color (#f4ef8b)?> then\n set [y v] to [22]\n end\nend\n\nwhen I receive [next level v]\nchange [level v] by (1)\nchange [virus v] by (1)\n\nwhen flag clicked\nforever\n if <<touching color (#e90000)?> or <touching color (#9a63e3)?>> then\n go to x: (-217) y: (-20)\n change [deaths v] by (1)\n end\nend\n\nwhen flag clicked\nset [level v] to [0]\nchange [☁ views! v] by (1)\nset [deaths: v] to [0]\ngo to x: (-217) y: (-20)\n\nset [x v] to [0]\nset [y v] to [0]\n\nwhen flag clicked\n\nwhen flag clicked\nhide\n\nwhen I receive [start game v]\ngo to x: (-217) y: (-143)\nshow\n\nwait (1) seconds\n\n@Ground\n\nwhen flag clicked\ngo to [back v] layer\nswitch costume to (1 v)\nforever\n play sound [Level of Concern v] until done\nend\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nhide\n\nwhen I receive [start game v]\nshow\n\n@Cover\n\nwhen flag clicked\nshow\nwait (1) seconds\nhide\n\n@GERM4\n\nwhen flag clicked\nhide\nforever\n if <(Virus) = [4]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nset [virus v] to [0]\nhide\n\nshow\n\nwait (1) seconds\n\n\n\nforever\n if <<<<<(Virus) = [2]> or <(Virus) = [6]>> or <(Virus) = [9]>> or <(Virus) = [12]>> or <(Virus) = [15]>> then\n show\n else\n hide\n end\n \nend\n\nwhen flag clicked\nforever\n glide (0.5) secs to x: (-10) y: (100)\n glide (0.5) secs to x: (-10) y: (-210)\nend\n\n@GERM LEVEL 2\n\nwhen flag clicked\nhide\nforever\n if <(Virus) = [1]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n glide (0.8) secs to x: (46) y: (100)\n glide (0.8) secs to x: (46) y: (-210)\nend\n\nwhen flag clicked\nset [virus v] to [0]\nhide\n\nshow\nwait (1) seconds\n\n\n\nforever\n if <<<<<(Virus) = [2]> or <(Virus) = [6]>> or <(Virus) = [9]>> or <(Virus) = [12]>> or <(Virus) = [15]>> then\n show\n else\n hide\n end\n \nend\n\nforever\n\nglide (1) secs to x: (-38) y: (100)\nglide (1) secs to x: (-38) y: (-210)\n\ncreate clone of (_myself_ v)\n\n@GERM LEVEL2\n\nwhen flag clicked\nhide\nforever\n if <(Virus) = [1]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n glide (0.8) secs to x: (-120) y: (100)\n glide (0.8) secs to x: (-120) y: (-210)\nend\n\nglide (1) secs to x: (46) y: (100)\nglide (1) secs to x: (46) y: (-210)\n\nwhen flag clicked\nset [virus v] to [0]\nhide\n\nshow\nwait (1) seconds\n\n\n\nforever\n if <<<<<(Virus) = [2]> or <(Virus) = [6]>> or <(Virus) = [9]>> or <(Virus) = [12]>> or <(Virus) = [15]>> then\n show\n else\n hide\n end\n \nend\n\ncreate clone of (_myself_ v)\n\nforever\n\n@GERM LEVEL-3\n\nwhen flag clicked\nhide\nforever\n if <(Virus) = [2]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n glide (0.5) secs to x: (100) y: (100)\n glide (0.5) secs to x: (100) y: (-210)\nend\n\nglide (1) secs to x: (46) y: (100)\nglide (1) secs to x: (46) y: (-210)\n\nwhen flag clicked\nset [virus v] to [0]\nhide\n\nshow\nwait (1) seconds\n\n\n\nforever\n if <<<<<(Virus) = [2]> or <(Virus) = [6]>> or <(Virus) = [9]>> or <(Virus) = [12]>> or <(Virus) = [15]>> then\n show\n else\n hide\n end\n \nend\n\ncreate clone of (_myself_ v)\n\nforever\n\n@GERM LEVEL 51\n\nwhen flag clicked\nhide\nforever\n if <(Virus) = [3]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n glide (0.5) secs to x: (120) y: (100)\n glide (0.5) secs to x: (120) y: (-210)\nend\n\nglide (1) secs to x: (46) y: (100)\nglide (1) secs to x: (46) y: (-210)\n\nwhen flag clicked\nset [virus v] to [0]\nhide\n\nshow\nwait (1) seconds\n\n\n\nforever\n if <<<<<(Virus) = [2]> or <(Virus) = [6]>> or <(Virus) = [9]>> or <(Virus) = [12]>> or <(Virus) = [15]>> then\n show\n else\n hide\n end\n \nend\n\ncreate clone of (_myself_ v)\n\nforever\n\n@GERM LEVEL-52\n\nwhen flag clicked\nhide\nforever\n if <(Virus) = [3]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n glide (0.5) secs to x: (-17) y: (100)\n glide (0.5) secs to x: (-17) y: (-210)\nend\n\nglide (1) secs to x: (46) y: (100)\nglide (1) secs to x: (46) y: (-210)\n\nwhen flag clicked\nset [virus v] to [0]\nhide\n\nshow\nwait (1) seconds\n\n\n\nforever\n if <<<<<(Virus) = [2]> or <(Virus) = [6]>> or <(Virus) = [9]>> or <(Virus) = [12]>> or <(Virus) = [15]>> then\n show\n else\n hide\n end\n \nend\n\ncreate clone of (_myself_ v)\n\nforever\n\n@GERM \n\nwhen flag clicked\nhide\nforever\n if <(Virus) = [4]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n glide (0.5) secs to x: (-135) y: (100)\n glide (0.5) secs to x: (-135) y: (-210)\nend\n\nwhen flag clicked\nset [virus v] to [0]\nhide\n\nshow\n\nwait (1) seconds\n\n\n\nforever\n if <<<<<(Virus) = [2]> or <(Virus) = [6]>> or <(Virus) = [9]>> or <(Virus) = [12]>> or <(Virus) = [15]>> then\n show\n else\n hide\n end\n \nend\n\n@GERM2\n\nwhen flag clicked\nhide\nforever\n if <(Virus) = [6]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n glide (0.5) secs to x: (46) y: (100)\n glide (0.5) secs to x: (46) y: (-210)\nend\n\nwhen flag clicked\nset [virus v] to [0]\nhide\n\nshow\n\nwait (1) seconds\n\n\n\n@GERM3\n\nwhen flag clicked\nhide\nforever\n if <(Virus) = [5]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n glide (0.7) secs to x: (-150) y: (-122)\n glide (0.7) secs to x: (150) y: (-122)\nend\n\nwhen flag clicked\nset [virus v] to [0]\nhide\n\nshow\n\nwait (1) seconds\n\n\n\n@Hand Sanitizer Collectible\n\n@Sprite1\n\nwhen flag clicked\nhide\nclear graphic effects\nswitch costume to (play button v)\ngo to x: (0) y: (-110)\nwait (1) seconds\nshow\nforever\n wait until <touching (mouse-pointer v)?>\n set size to (112) %\n set [ghost v] effect to (30)\n wait until <not <touching (mouse-pointer v)?>>\n set size to (100) %\n set [ghost v] effect to (0)\nend\n\nwhen this sprite clicked\nbroadcast (Start game v)\nhide\n\n@GERM LEVEL-2\n\nwhen flag clicked\nhide\nforever\n if <(Virus) = [3]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n glide (0.5) secs to x: (-150) y: (100)\n glide (0.5) secs to x: (-150) y: (-210)\nend\n\nglide (1) secs to x: (46) y: (100)\nglide (1) secs to x: (46) y: (-210)\n\nwhen flag clicked\nset [virus v] to [0]\nhide\n\nshow\nwait (1) seconds\n\n\n\nforever\n if <<<<<(Virus) = [2]> or <(Virus) = [6]>> or <(Virus) = [9]>> or <(Virus) = [12]>> or <(Virus) = [15]>> then\n show\n else\n hide\n end\n \nend\n\ncreate clone of (_myself_ v)\n\nforever\n\n | its funny how i made this a year and a half ago and its still relevant...\n-Arrow Keys to move\n-Hit the flag to replay the game\n-Avoid germs, spikes, lava, or other people.\n-You need to have good timing in this game \nTIP: this game is all about timing and strategy\n-------------------------------------------------------------------- |
2021- A Mobile Platformer | @Stage\n\n@Player\n\nwhen flag clicked\ngo to x: (-172) y: (181)\nforever\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [xv v] by (1)\n end\n 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 (-1)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change x by ((Xv) * (-1))\n if <<<mouse down?> and <(mouse y) > (y position)>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n if <(Xv) > [0]> then\n set [xv v] to [-5]\n else\n set [xv v] to [5]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [yv v] by (-1)\n change y by (Yv)\n if <touching color (#000000)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching color (#000000)?> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <((mouse y) - (y position)) > [50]>>> 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 (spikes v)?> then\n go to x: (-172) y: (181)\n end\nend\n\nwhen flag clicked\nset [level v] to [1]\n\nwhen flag clicked\nforever\n if <(x position) > [227]> then\n go to x: (-172) y: (181)\n change [level v] by (1)\n end\nend\n\nwhen flag clicked\nplay sound [TheFatRat - Monody \(feat. Laura Brehm\).mp3 v] until done\n\n@Ground\n\nwhen flag clicked\nshow\n\nwhen flag clicked\nforever\n if <(Level) = [1]> then\n switch costume to (costume1 v)\n end\n if <(Level) = [2]> then\n switch costume to (costume2 v)\n end\n if <(Level) = [3]> then\n switch costume to (costume3 v)\n end\n if <(Level) = [4]> then\n switch costume to (costume4 v)\n end\n if <(Level) = [5]> then\n switch costume to (costume5 v)\n end\n if <(Level) = [6]> then\n switch costume to (costume6 v)\n end\n if <(Level) = [7]> then\n switch costume to (costume7 v)\n end\n if <(Level) = [8]> then\n switch costume to (costume8 v)\n end\n if <(Level) = [9]> then\n switch costume to (costume9 v)\n end\nend\n\n@Spikes\n\nwhen flag clicked\nshow\n\nwhen flag clicked\nshow\nforever\n if <(Level) = [1]> then\n switch costume to (1 v)\n end\n if <(Level) = [2]> then\n switch costume to (costume1 v)\n end\n if <(Level) = [3]> then\n switch costume to (costume2 v)\n end\n if <(Level) = [4]> then\n switch costume to (costume3 v)\n end\n if <(Level) = [5]> then\n switch costume to (costume4 v)\n end\n if <(Level) = [6]> then\n switch costume to (costume5 v)\n end\n if <(Level) = [7]> then\n switch costume to (costume6 v)\n end\n if <(Level) = [8]> then\n switch costume to (costume7 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [9]> then\n hide\n end\nend\n\n@Thumbnail \n\nwhen flag clicked\nforever\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\n | Welcome to my entry\n2021 A Platformer\nEnjoy and wish me good luck\n\nInstructions:\nUse WASD, arrow keys or mobile\n8 levels |
Pixel: A Mobile Friendly Platformer | @Stage\n\nwhen I receive [next level v]\nrepeat (4)\n change [pixelate v] effect by (25)\nend\nnext backdrop\nset [pixelate v] effect to (0)\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nforever\n reset timer\nend\n\nwhen [timer v] > (0.1)\nswitch backdrop to (thumbnail v)\n\n@platform script\n\nwhen I receive [next level v]\ngo to x: (-211) y: (-96)\n\nwhen flag clicked\nforever\n if <(x position) > [240]> then\n broadcast (next level v)\n end\n if <([backdrop name v] of [_stage_ v]) = [fin f]> then\n stop [this script v]\n end\n if <([backdrop name v] of [_stage_ v]) = [fin a]> then\n stop [this script v]\n end\nend\n\nwhen [r v] key pressed\ngo to x: (-211) y: (-96)\n\nwhen flag clicked\n\nwhen [timer v] > (0.1)\nhide\n\nwhen backdrop switches to [thumbnail v]\nhide\n\nwhen I receive [start project v]\ngo to [front v] layer\ngo to x: (-211) y: (-96)\npoint in direction (90)\nshow\nforever\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [xv v] by (1)\n end\n 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 (-1)\n end\n set [xv v] to ((XV) * (0.9))\n change x by (XV)\n if <touching color (#a8e8f0)?> then\n change y by (1)\n if <touching color (#a8e8f0)?> then\n change y by (1)\n if <touching color (#a8e8f0)?> then\n change y by (1)\n if <touching color (#a8e8f0)?> then\n change y by (1)\n if <touching color (#a8e8f0)?> then\n change y by (1)\n if <touching color (#a8e8f0)?> 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?>> or <<(mouse y) > (y position)> and <mouse down?>>> then\n if <(XV) > [0]> then\n set [xv v] to [-5]\n else\n set [xv v] to [5]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [yv v] by (-1)\n change y by (YV)\n if <touching color (#a8e8f0)?> then\n change y by ((YV) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <<<touching color (#a8e8f0)?> and <<<key (up arrow v) pressed?> or <key (space v) pressed?>> or <key (w v) pressed?>>> or <<(mouse y) > (y position)> and <mouse down?>>> then\n set [yv v] to [15]\n end\n change y by (1)\n if <touching color (#e8a8f0)?> then\n repeat (10)\n change [pixelate v] effect by (10)\n wait (0.1) seconds\n end\n hide\n wait (1) seconds\n show\n go to x: (-211) y: (-96)\n repeat (10)\n change [pixelate v] effect by (-10)\n wait (0.1) seconds\n end\n end\n if <touching color (#0cff00)?> then\n set [yv v] to [20]\n end\n if <touching color (#000000)?> then\n hide\n stop [all v]\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start project v]\nforever\n play sound [Vexento - Pixel Party v] until done\nend\n\n@Levels for platform\n\nwhen I receive [next level v]\nrepeat (4)\n change [pixelate v] effect by (25)\nend\nnext costume\nset [pixelate v] effect to (0)\n\nwhen flag clicked\ngo to [back v] layer\nswitch costume to (costume1 v)\nforever\n reset timer\nend\n\nwhen [timer v] > (0.1)\nswitch costume to (thumbnail v)\n\n@Intro part 1\n\nwhen flag clicked\nstart sound [Sandstorm loop2 v]\nset [ghost v] effect to (0)\nshow\ngo to [back v] layer\ngo [forward v] (1) layers\npoint in direction (90)\nrepeat (2)\n repeat until <(direction) = [120]>\n turn right (1.5) degrees\n end\n repeat until <(direction) = [60]>\n turn left (1.5) degrees\n end\nend\nset [status v] to [1]\nrepeat (50)\n change [pixelate v] effect by (2)\nend\nrepeat (50)\n change [ghost v] effect by (2)\nend\nbroadcast (start project v)\nhide\n\nwhen I receive [start project v]\nstop all sounds\n\nwhen [timer v] > (0.1)\nhide\n\n@Intro part 2\n\nwhen flag clicked\nset [pixelate v] effect to (0)\nset [ghost v] effect to (0)\ngo to [front v] layer\nset [color v] effect to (0)\nshow\nset [status v] to [0]\nset size to (100) %\ngo to x: (0) y: (0)\nrepeat until <(status) = [1]>\n change size by (10)\n change size by (10)\n wait (0.25) seconds\n change size by (-10)\n change [mosaic v] effect by (5)\n wait (0.5) seconds\nend\nrepeat (50)\n change [pixelate v] effect by (2)\nend\nrepeat (50)\n change [ghost v] effect by (2)\nend\nhide\n\nwhen [timer v] > (0.1)\nhide\n\n | Bit is lost in the world of Pixels and needs to find his way home. Use arrows keys, touchscreen, or WASD to move and avoid lava to help Bit!\n All levels are possible.\nBlueish green = Platforms\nPink = lava\nNeon Green = Bounce\n14 levels.\n350 Views! 5/14\n25 loves! 5/15\n375 views! 5/15\n400 views! 5/16\n425 views! 5/17\n20 loves! 5/17\n450 views! 5/18\n40 comments! 5/18\n25 favs! 5/19\n475 views! 5/19\n500 views! 5/19\n50 comments! 5/19\n35 loves! 5/19\n30 favs! 5/20\n525 views! 5/20\n550 views! 5/21\n40 loves! 5/21\n575 views! 5/22\n45 loves! 5/24\n600 views! 5/24\n625 views! 5/25\nUnshared by Scratch Team due to mass reporting: 5/25\nReshared By Scratch Team: 5/26\n35 favs! 5/27\n650 views! 5/27\n675 views! 5/27\n700 views! 5/28\n725 views! 5/28\n50 loves!!!!!!!!!!!!! 5/28\n40 favs! 5/28\n55 loves! 5/30\n750 views!!! 5/30\n775 views! 5/31\n800 views!!! 6/2\n45 favs! 6/4\n825 views! 6/5\n60 loves! 6/7\nLoved by:\n@TillyTops2: 251 followers\n@Queenpotato2010: 245 followers\n@GraphicFox: 1k followers + top loved\n@cheetahsgirls: 365 followers\n@XXX_FIRE_XXX: 247 followers |
PLATFORMER/プラットフォーマー | @Stage\n\nwhen flag clicked\nif <<not < (username) contains [tks]?>> and <not <(username) = [takumi1102]>>> then\n change [☁ 一般参照数 v] by (1)\nelse\n if <<not <(username) = [takumi1102]>> and <not <(username) = [tks052]>>> then\n change [☁ クラス参照数 v] by (1)\n end\nend\n\nwhen flag clicked\nforever\n switch backdrop to (ステージ)\nend\n\nwhen flag clicked\nbroadcast (音楽切り替え v)\nforever\n if <[7] < (ステージ)> then\n stop all sounds\n broadcast (音楽切り替え v)\n stop [this script v]\n end\nend\n\nwhen I receive [音楽切り替え v]\nforever\n if <[8] > (ステージ)> then\n play sound [bgm_maoudamashii_fantasy14 v] until done\n end\n if <(ステージ) > [7]> then\n play sound [bgm_maoudamashii_fantasy13 v] until done\n end\nend\n\n@Scratch Cat\n\nwhen flag clicked\npoint in direction (90)\nset rotation style [left-right v]\nforever\n if <key (right arrow v) pressed?> then\n point in direction (90)\n end\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n end\n go to (判定 v)\nend\n\nwhen flag clicked\n\nwhen flag clicked\nswitch costume to (横 v)\nwait (1) seconds\nforever\n if <not <(上重力) = [0]>> then\n if <<key (right arrow v) pressed?> or <key (left arrow v) pressed?>> then\n if <key (up arrow v) pressed?> then\n switch costume to (上横 v)\n else\n switch costume to (横 v)\n end\n else\n if <key (up arrow v) pressed?> then\n switch costume to (上 v)\n else\n switch costume to (前 v)\n end\n end\n else\n if <(下重力) = [0]> then\n if <<key (right arrow v) pressed?> or <key (left arrow v) pressed?>> then\n switch costume to (横 v)\n else\n switch costume to (前 v)\n end\n else\n if <<key (right arrow v) pressed?> or <key (left arrow v) pressed?>> then\n switch costume to (下横 v)\n else\n switch costume to (下 v)\n end\n end\n end\nend\n\nforever\n if <<<key (up arrow v) pressed?> or <key (space v) pressed?>> or <<key (right arrow v) pressed?> or <key (left arrow v) pressed?>>> then\n wait (0.1) seconds\n next costume\n else\n wait (0.1) seconds\n switch costume to (コスチューム1 v)\n end\nend\n\n@判定\n\nwhen flag clicked\nset [地面判定済み v] to [n]\nforever\n if <(a) = [y]> then\n set [下重力 v] to [0]\n repeat until <<<<touching (地面判定 v)?> or <touching (落ちる床判定 v)?>> or <touching (トランポリン判定 v)?>> and <(a) = [y]>>\n strjyd\n change [下重力 v] by (-1)\n change y by (下重力)\n end\n set [下重力 v] to [0]\n end\nend\n\nwhen flag clicked\nset [ghost v] effect to (100)\nset [下重力 v] to [0]\nset [a v] to [y]\nset [上重力 v] to [0]\nwait (1) seconds\nforever\n if <<<key (up arrow v) pressed?> or <key (space v) pressed?>> and <(下重力) = [0]>> then\n set [地面判定済み v] to [n]\n set [a v] to [n]\n set [上重力 v] to [12]\n repeat until <(上重力) = [0]>\n change y by (上重力)\n change [上重力 v] by (-1)\n end\n set [上重力 v] to [0]\n set [a v] to [y]\n end\nend\n\nwhen flag clicked\ngo to x: (-200) y: (-60)\nset [横 v] to [9]\nrepeat until <(横) = [0.00]>\n change x by (横)\n change [横 v] by (-0.5)\nend\nforever\n if <key (right arrow v) pressed?> then\n set [横 v] to [9]\n repeat until <not <key (right arrow v) pressed?>>\n change x by (横)\n end\n repeat until <(横) = [0.00]>\n change x by (横)\n change [横 v] by (-1.00)\n end\n end\n if <key (left arrow v) pressed?> then\n set [横 v] to [-9]\n repeat until <not <key (left arrow v) pressed?>>\n change x by (横)\n end\n repeat until <(横) = [0.00]>\n change x by (横)\n change [横 v] by (1.00)\n end\n end\nend\n\nwhen flag clicked\nset [ステージ v] to [1]\nforever\n if <(y position) < [-135]> then\n set [下重力 v] to [3]\n set [横 v] to [0]\n go to x: (-180) y: (-60)\n if <(ステージ) = [7]> then\n broadcast (早く戻せ v)\n broadcast (落ちるやつ v)\n end\n end\n if <touching (マグマ判定 v)?> then\n set [下重力 v] to [3]\n set [横 v] to [0]\n go to x: (-180) y: (-60)\n end\n if <(x position) > [230]> then\n if <not <(ステージ) = [8]>> then\n if <(ステージ) = [7]> then\n broadcast (早く隠せ v)\n end\n change [ステージ v] by (1)\n set [下重力 v] to [3]\n set [横 v] to [0]\n go to x: (-180) y: (-60)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching (トランポリン判定 v)?> then\n set [a v] to [n]\n change [上重力 v] by (20)\n repeat until <(上重力) = [0]>\n change y by (上重力)\n change [上重力 v] by (-1)\n end\n set [上重力 v] to [0]\n set [a v] to [y]\n end\nend\n\nwhen flag clicked\nbroadcast (落ちるやつ v)\n\nwhen I receive [落ちるやつ v]\nforever\n if <<(ステージ) = [7]> and <(x position) > [-40]>> then\n broadcast (床落ちる1 v)\n stop [this script v]\n end\nend\n\ndefine strjyd\nif <(地面判定済み) = [n]> then\n if <<touching (地面判定 v)?> or <touching (落ちる床判定 v)?>> then\n change y by (0.5)\n strjyd\n change y by (-0.25)\n end\n set [地面判定済み v] to [y]\nend\n\nwhen flag clicked\nset [地面判定済み v] to [n]\nforever\n if <(a) = [y]> then\n end\nend\n\n@スプライト1\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\nforever\n go to (判定 v)\n if <<touching color (#632d2d)?> or <touching color (#ffffff)?>> then\n set [空中? v] to [y]\n else\n set [空中? v] to [n]\n end\nend\n\n@スプライト2\n\nwhen flag clicked\ngo to [back v] layer\nhide\ngo to x: (12) y: (-1)\nforever\n if <(ステージ) = [7]> then\n show\n stop [this script v]\n end\nend\n\nwhen I receive [床落ちる1 v]\nset [重力\(落ちる床\) v] to [0]\nrepeat (12)\n change y by (重力\(落ちる床\))\n change [重力\(落ちる床\) v] by (-1)\nend\nbroadcast (早く隠せ v)\n\nwhen I receive [早く戻せ v]\ngo to x: (12) y: (-1)\nshow\n\nwhen I receive [早く隠せ v]\nhide\n\n@地面判定\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n switch costume to (ステージ)\nend\n\n@落ちる床判定\n\nwhen flag clicked\nforever\n go to (スプライト2 v)\nend\n\nwhen flag clicked\ngo to [front v] layer\nset [ghost v] effect to (100)\nhide\ngo to x: (12) y: (-1)\nforever\n if <(ステージ) = [7]> then\n show\n stop [this script v]\n end\nend\n\nwhen I receive [早く隠せ v]\nhide\n\n@マグマ判定\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n switch costume to (ステージ)\nend\n\n@トランポリン判定\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\nforever\n switch costume to (ステージ)\nend\n\n@スプライト3\n\nwhen flag clicked\ngo to x: (0) y: (0)\ncreate clone of (_myself_ v)\nforever\n show\n set [ghost v] effect to (100)\n go to [front v] layer\n go to [front v] layer\nend\n\nreset timer\n\nhide\n\nwhen I start as a clone\nset [ghost v] effect to (0)\nset [表示のやーつ v] to [0]\nrepeat (39)\n change y by (表示のやーつ)\n change [表示のやーつ v] by (0.8)\n change [ghost v] effect by (3)\nend\ndelete this clone\n\n | ⭐⭐日本語(English explanation is below)⭐⭐⭐\n未完成\n矢印キーで移動 スペースキーまたは上矢印キーで飛ぶ\n・黄緑は地面\n・赤はマグマ\n・青は高く飛ぶ\n⭐⭐⭐⭐⭐⭐⭐English⭐⭐⭐⭐⭐⭐⭐⭐\nUnfinished\nMove with arrow keys Fly with Space key or up arrow keys\nYellow-green ground\nRed magma\nBlue flies high |
Simple Platformer 2 | @Stage\n\nwhen flag clicked\nset volume to (50) %\nforever\n play sound [12707 v] until done\nend\n\n@キャラ\n\nwhen I receive [大ジャンプ v]\nstart sound [大ジャンプ v]\n\nwhen flag clicked\nset [ghost v] effect to (0)\ngo to [front v] layer\nset [ステージ v] to [1]\nswitch costume to (キャラ1 v)\nset size to (50) %\nset rotation style [left-right v]\nshow\ngo to x: (-220) y: (-50)\nset [速度x v] to [0]\nset [速度y v] to [0]\nrepeat until <(ステージ) = [14]>\n create clone of (_myself_ v)\n change [速度y v] by (-0.8)\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n point in direction (-90)\n change [速度x v] by (-1)\n end\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>> then\n point in direction (90)\n change [速度x v] by (1)\n end\n set [速度x v] to ((速度x) * (0.9))\n change x by (速度x)\n if <touching color (#10ff00)?> then\n change y by (1)\n end\n if <touching color (#10ff00)?> then\n change y by (1)\n end\n if <touching color (#10ff00)?> then\n change y by (1)\n end\n if <touching color (#10ff00)?> then\n change y by (1)\n end\n if <touching color (#10ff00)?> then\n change y by (-4)\n change x by ((速度x) * (-1))\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>> then\n set [速度y v] to [10]\n broadcast (ジャンプ v)\n if <([abs v] of (速度x) ) = (速度x)> then\n set [速度x v] to [-10]\n else\n set [速度x v] to [10]\n end\n else\n set [速度x v] to [0]\n end\n end\n change y by (速度y)\n if <touching color (#10ff00)?> then\n change y by ((0) - (速度y))\n set [速度y v] to [0]\n end\n change y by (-1)\n if <<<key (up arrow v) pressed?> and <touching color (#10ff00)?>> or <<<mouse down?> and <(y position) < (mouse y)>> and <touching color (#10ff00)?>>> then\n set [速度y v] to [13]\n broadcast (ジャンプ v)\n end\n change y by (1)\n if <[239] < (x position)> then\n change [ステージ v] by (1)\n go to x: (-220) y: (-50)\n end\n if <<<(y position) < [-178]> or <touching color (#ff5151)?>> or <touching (敵キャラ v)?>> then\n go to x: (-220) y: (-50)\n broadcast (死亡 v)\n end\n if <touching color (#51bdc9)?> then\n set [速度y v] to [15]\n broadcast (大ジャンプ v)\n end\n if <(ステージ) = [7]> then\n if <touching (ワープ1 v)?> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n go to (ワープ2 v)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n clear graphic effects\n broadcast (ワープ消す v)\n end\n end\nend\nstop [all v]\n\nwhen I start as a clone\nif <(costume [number v]) = [1]> then\n switch costume to (キャラ1残像 v)\nelse\n switch costume to (キャラ2残像 v)\nend\nclear graphic effects\nset size to (50) %\nrepeat (5)\n change [ghost v] effect by (10)\n change size by (-5)\nend\ndelete this clone\n\nwhen I receive [ジャンプ v]\nstart sound [ジャンプ v]\n\nwhen [timer v] > (0)\nhide\n\nwhen I receive [死亡 v]\nstart sound [しょげる v]\n\nwhen flag clicked\nforever\n if <<key (down arrow v) pressed?> or <<mouse down?> and <(mouse y) < [-105]>>> then\n switch costume to (キャラ2 v)\n else\n switch costume to (キャラ1 v)\n end\nend\n\n@敵キャラ\n\nwhen I receive [ジャンプ v]\nstart sound [ジャンプ v]\n\nwhen flag clicked\nset [ghost v] effect to (0)\ngo to [front v] layer\nset [ステージ v] to [1]\nswitch costume to (キャラ1 v)\nset size to (50) %\nset rotation style [left-right v]\ngo to x: (89) y: (-133)\nset [速度x v] to [0]\nset [速度y v] to [0]\nforever\n if <(ステージ) = [9]> then\n show\n create clone of (_myself_ v)\n if on edge, bounce\n move (7) steps\n else\n hide\n end\nend\n\nwhen I start as a clone\nswitch costume to (キャラ2 v)\nclear graphic effects\nset size to (50) %\nrepeat (5)\n change [ghost v] effect by (10)\n change size by (-5)\nend\ndelete this clone\n\nwhen I receive [死亡 v]\nstart sound [しょげる v]\n\nwhen I receive [大ジャンプ v]\nstart sound [大ジャンプ v]\n\nwhen [timer v] > (0)\nhide\n\n@ステージ\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nforever\n switch costume to (ステージ)\nend\n\nwhen [timer v] > (0)\nhide\n\n@ワープ1\n\nwhen flag clicked\nset [ghost v] effect to (0)\ngo to x: (-65) y: (-41)\nhide\nforever\n if <(ステージ) = [7]> then\n show\n end\nend\n\nwhen I receive [ワープ消す v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen [timer v] > (0)\nhide\n\n@ワープ2\n\nwhen flag clicked\nset [ghost v] effect to (0)\ngo to x: (65) y: (-41)\nhide\nforever\n if <(ステージ) = [7]> then\n show\n end\nend\n\nwhen I receive [ワープ消す v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen [timer v] > (0)\nhide\n\n@スプライト1\n\nwhen flag clicked\npoint in direction (90)\nhide\nforever\n reset timer\nend\n\nwhen [timer v] > (0)\ngo to [front v] layer\nshow\nset [ghost v] effect to (100)\nswitch backdrop to (背景2 v)\nshow\npoint in direction (120)\nrepeat (10)\n change [ghost v] effect by (-10)\n turn left (3) degrees\nend\n\n | ________________________\n-----------------日本語の説明は下にあります----------------\n ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄\n【English】\n=≪how to play≫=================\nUse the left key to move to the left and the right key to move to the right.\nJump with the up key. Crouch down. When it hits red, you go back to the beginning of the stage...\nTouch the blue and jump!\n========================\n【日本語】\n=≪遊び方≫===================\n左キーで左、右キーで右に動きます。\n上キーでジャンプ。下ーでしゃがみます。赤色に当たると、そのステージの初めに戻ります...\n青に触れると大ジャンプ!\n======================== |
Sunrise - a platformer | @Stage\n\nwhen flag clicked\nset [music v] to [1]\nforever\n play sound (Music) until done\nend\n\nwhen [m v] key pressed\nstop all sounds\nchange [music v] by (1)\nwait until <not <key (m v) pressed?>>\n\n@Platformer\n\nwhen flag clicked\nswitch costume to (level 1 v)\ngo to x: (0) y: (0)\nshow\ngo to [front v] layer\n\nwhen I receive [next level v]\nnext costume\nwait (1) seconds\n\ngo to x: (0) y: (0)\n\n@Player\n\nwhen flag clicked\ngo to [front v] layer\nhide\ngo to x: (-172) y: (-62)\nshow\nset [falltempo v] to [0]\nforever\n Laufsteuerung\n Simulation\n Sprungsteuerung\nend\n\ndefine Laufsteuerung\nif <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>> then\n change x by (8)\n if <touching (platformer v)?> then\n change x by (-8)\n end\nend\nif <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>>> then\n change x by (-8)\n if <touching (platformer v)?> then\n change x by (8)\n end\nend\n\ndefine Simulation\nchange y by (Falltempo)\nif <touching (platformer 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 (platformer v)?>>\n change y by (Rückwärts)\n end\n set [falltempo v] to [0]\nelse\n change [falltempo v] by (-1)\nend\n\ndefine Sprungsteuerung\nif <<<mouse down?> and <(mouse y) > (y position)>> or <<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <key (space v) pressed?>>> then\n change y by (-1)\n if <touching (platformer v)?> then\n set [falltempo v] to [15]\n end\n change y by (1)\nend\n\nwhen flag clicked\nset size to (70) %\nforever\n create clone of (clones v)\nend\n\nwhen I start as a clone\nset [ghost v] effect to (0)\nset size to (70) %\nrepeat (20)\n change [ghost v] effect by (5)\n change size by (-2)\nend\n\nwhen flag clicked\nforever\n if <(x position) > [222]> then\n broadcast (Next Level v)\n go to x: (-172) y: (-62)\n end\nend\n\nwhen flag clicked\nforever\n if <<touching (dangers v)?> or <<touching (lava - 1 v)?> or <touching (lava - 2 v)?>>> then\n go to x: (-172) y: (-62)\n end\nend\n\nwhen flag clicked\nforever\n if <<touching (bouncy3 v)?> or <<touching (bouncy2 v)?> or <touching (bouncy v)?>>> then\n set [falltempo v] to [23]\n end\nend\n\nwhen I receive [90speed v]\nchange x by (50)\nif <touching (platformer v)?> then\n change x by (-50)\nend\n\nwhen I receive [next level v]\ngo to x: (-172) y: (-62)\n\n@Clones\n\nwhen I start as a clone\nshow\ngo to [front v] layer\ngo to (player v)\nset [ghost v] effect to (0)\nset size to (70) %\nrepeat (10)\n change [ghost v] effect by (5)\n change size by (-2)\nend\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\n\nwait (0.75) seconds\ndelete this clone\n\n@Dangers\n\nwhen flag clicked\nswitch costume to (1 v)\nforever\n go to x: (0) y: (0)\n show\nend\n\nwhen I receive [next level v]\nnext costume\nwait (1) seconds\n\n@Lava - 1\n\nwhen flag clicked\ngo to x: (-1) y: (-184)\n\nwhen flag clicked\npoint in direction (90)\nhide\ngo to [back v] layer\ngo [forward v] (1) layers\nforever\n if <<<([costume # v] of [platformer v]) = [4]> or <([costume # v] of [platformer v]) = [5]>> or <([costume # v] of [platformer v]) = [7]>> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\npoint in direction (90)\nrepeat (5)\n turn left (2) degrees\nend\nforever\n repeat (20)\n turn right (1) degrees\n end\n repeat (20)\n turn left (1) degrees\n end\nend\n\n@Lava - 2\n\nwhen flag clicked\ngo to x: (-1) y: (-184)\n\nwhen flag clicked\npoint in direction (90)\nwait (0.3) seconds\nrepeat (5)\n turn left (2) degrees\nend\nforever\n repeat (20)\n turn right (1) degrees\n end\n repeat (20)\n turn left (1) degrees\n end\nend\n\nwhen flag clicked\npoint in direction (90)\nhide\ngo to [back v] layer\nforever\n if <<([costume # v] of [platformer v]) = [7]> or <<([costume # v] of [platformer v]) = [4]> or <([costume # v] of [platformer v]) = [5]>>> then\n show\n else\n hide\n end\nend\n\n@Bouncy\n\nwhen flag clicked\nhide\nswitch costume to (bouncy 1 v)\nset size to (100) %\ngo to x: (-98) y: (-110)\nforever\n if <<([costume # v] of [platformer v]) = [6]> or <([costume # v] of [platformer v]) = [9]>> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n switch costume to (bouncy 2 v)\n wait (1) seconds\n switch costume to (bouncy 1 v)\n end\nend\n\nshow\n\n@Figur1\n\nwhen flag clicked\ngo to x: (11) y: (-145)\nhide\nforever\n go to [back v] layer\n create clone of (_myself_ v)\n wait (0.5) seconds\nend\n\nwhen I start as a clone\nset [color v] effect to (0)\npoint in direction (90)\ngo to x: (-228) y: (pick random (-180) to (180))\nshow\nset [ghost v] effect to (85)\nrepeat until <touching (_edge_ v)?>\n move (3) steps\nend\ndelete this clone\n\n@Bouncy2\n\nwhen flag clicked\nhide\nswitch costume to (bouncy 1 v)\nset size to (100) %\ngo to x: (34) y: (-110)\nforever\n if <([costume # v] of [platformer v]) = [6]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n switch costume to (bouncy 2 v)\n wait (1) seconds\n switch costume to (bouncy 1 v)\n end\nend\n\nshow\n\n@Bouncy3\n\nwhen flag clicked\nhide\nswitch costume to (bouncy 1 v)\nset size to (100) %\ngo to x: (170) y: (-110)\nforever\n if <([costume # v] of [platformer v]) = [6]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n switch costume to (bouncy 2 v)\n wait (1) seconds\n switch costume to (bouncy 1 v)\n end\nend\n\nshow\n\n@Skip\n\nwhen flag clicked\ngo to x: (195) y: (145)\nshow\ngo to [front v] layer\npoint in direction (90)\nrepeat (30)\n turn right (0.5) degrees\nend\nforever\n repeat (30)\n turn left (1) degrees\n end\n repeat (30)\n turn right (1) degrees\n end\nend\n\nwhen flag clicked\ngo to x: (195) y: (145)\nrepeat (5)\n change y by (1)\nend\nforever\n repeat (10)\n change y by (-1)\n end\n wait (0.1) seconds\n repeat (10)\n change y by (1)\n end\n wait (0.1) seconds\nend\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (20)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen this sprite clicked\nbroadcast (Next Level v)\nwait until <not <mouse down?>>\n\nwhen flag clicked\nforever\n go to [front v] layer\n go [forward v] (1) layers\nend\n\nwhen flag clicked\nforever\n if <([costume # v] of [platformer v]) = [12]> then\n hide\n else\n show\n end\nend\n\n@Figur2\n\nwhen flag clicked\nforever\n go to [front v] layer\n show\n set [ghost v] effect to (100)\n go to x: (-20) y: (0)\nend\n\n | This is a mobile friendly platformer\nUse it in fullscreen!!!\nControl: Arrow keys, WAD or tap\nDon't touch the spikes and the lava\nPress m to change the music\nAll levels are possible\nIt has only 11 levels\n-------------------------------------------------------------------------------\nDas ist ein Handyfreundliches Plattformspiel\nSpiele es im Vollbildmodus\nSteuerung: Pfeiltasten, WAD oder tippen\nBerühre die Zacken und das Lava nicht\nDrücke m um die Musik zu ändern\nAlle Level sind möglich\nEs hat nur 11 Levels |
Circles - a scrolling platformer | @Stage\n\nwhen [m v] key pressed\nshow variable [mouse v]\nset [mouse v] to (join ((mouse x) + (SCROLL X)) (join [, ] ((mouse y) + (SCROLL Y))))\n\n@player\n\nwhen flag clicked\nhide variable [time v]\nhide variable [☁ world best v]\nhide\nbroadcast (show v)\nwait (1) seconds\nshow\nbroadcast (Green flag clicked v)\nbroadcast (Play game v)\nforever\n play sound [Marshmello - Imagine \(Official Music Video\) v] until done\nend\n\nwhen I receive [green flag clicked v]\nhide\ngo to [front v] layer\n\nwhen I receive [play game v]\nreset timer\nset [level v] to [1]\nforever\n broadcast (reset v)\n broadcast (setup v)\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\npoint in direction (90)\nset size to (80) %\nset [time v] to [0]\nset [exit v] to []\nset [sy v] to [0]\nset [xpos v] to [0]\nset [ypos v] to [0]\nset [in air? v] to [0]\nset [ghost v] effect to (0)\nshow\n\ndefine tick\nif <key (left arrow v) pressed?> then\n change x by [-8]\nend\nif <key (right arrow v) pressed?> then\n change x by [8]\nend\nif <key (up arrow v) pressed?> then\n if <(in air?) < [4]> then\n set [sy v] to [16]\n end\nend\nchange [sy v] by (-2)\nchange y by (sy)\nset [scroll x v] to (xPos)\nposition\nif <(yPos) < [-180]> then\n set [exit v] to [die]\nend\n\ndefine change y by (sy)\nchange [ypos v] by (sy)\nchange [in air? v] by (1)\nposition\nTest die\nrepeat until <not <<touching (platforms v)?> or <touching (moving platform v)?>>>\n if <(sy) > [0]> then\n change [ypos v] by (-1)\n else\n change [ypos 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: ((xPos) - (SCROLL X)) y: ((yPos) - (SCROLL Y))\n\ndefine change x by (sx)\nchange [xpos v] by (sx)\nposition\nif <<touching color (#1363bf)?> and <(COLLECTED) = (COLLECTED MAX)>> then\n if <(time) = [0]> then\n set [time v] to (timer)\n show variable [☁ world best v]\n show variable [time v]\n if <(☁ world best) > (time)> then\n set [☁ world best v] to (time)\n end\n end\nend\nTest die\nif <<touching (platforms v)?> or <touching (moving platform v)?>> then\n repeat (12)\n change [ypos v] by (1)\n position\n end\n if <not <<touching (platforms v)?> or <touching (moving platform v)?>>> then\n stop [this script v]\n end\n change [ypos v] by (-8)\n repeat until <not <<touching (platforms v)?> or <touching (moving platform v)?>>>\n if <(sx) > [0]> then\n change [xpos v] by (-1)\n else\n change [xpos v] by (1)\n end\n position\n end\nend\n\ndefine Game - die\nset [exit v] to []\nrepeat (3)\n hide\n wait (0.15) seconds\n change [ghost v] effect by (25)\n show\n start sound [Zoop v]\n wait (0.15) seconds\nend\nhide\nwait (0.4) seconds\n\ndefine Test die\nif <touching (spikes v)?> then\n set [exit v] to [die]\nend\n\ndefine Game - win\nrepeat (50)\n point towards (portal v)\n turn right (65) degrees\n move ((distance to [portal v]) / (2)) steps\n change size by (-1)\n change [ghost v] effect by (2)\nend\nhide\nchange [level v] by (1)\nwait (1) seconds\n\n@platforms\n\nwhen I receive [green flag clicked v]\nhide\n\nwhen I receive [tick v]\nposition ((xPos) - (SCROLL X)) ((yPos) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [xpos v] to [0]\nset [ypos v] to [0]\nif <(LEVEL) = [2]> then\n switch costume to (costume2 v)\n repeat (3)\n Clone at x [475] y: [0]\n end\nelse\n if <(LEVEL) = [1]> then\n switch costume to (costume5 v)\n repeat (6)\n Clone at x [475] y: [0]\n end\n else\n if <(LEVEL) = [3]> then\n switch costume to (costume8 v)\n repeat (4)\n Clone at x [475] y: [0]\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 [xpos v] by (x)\nchange [ypos v] by (y)\nnext costume\n\n@collectables\n\nwhen I receive [green flag clicked v]\nhide\n\nwhen I receive [tick v]\nposition ((xPos) - (SCROLL X)) ((yPos) - (SCROLL Y))\nif <touching (player v)?> then\n change [collected v] by (1)\n start sound [Collect v]\n set [coins v] to (join (COLLECTED) (join [ / ] (COLLECTED MAX)))\n if <(COLLECTED) = (COLLECTED MAX)> then\n broadcast (Open portal v)\n end\n delete this clone\nend\n\nwhen I receive [setup v]\nset [collected v] to [0]\nset [collected max v] to [0]\nset [coins v] to [0]\nshow variable [coins v]\nhide\nset [xpos v] to [0]\nset [ypos v] to [0]\nif <(LEVEL) = [2]> then\n switch costume to (costume1 v)\n Clone at x [50] y: [35]\n Clone at x [215] y: [40]\n Clone at x [338] y: [42]\n Clone at x [562] y: [138]\n Clone at x [570] y: [-5]\n Clone at x [920] y: [142]\n Clone at x [783] y: [0]\nelse\n if <(LEVEL) = [1]> then\n Clone at x [42] y: [54]\n Clone at x [135] y: [89]\n Clone at x [217] y: [139]\n Clone at x [508] y: [-20]\n Clone at x [735] y: [83]\n end\n if <(LEVEL) = [3]> then\n Clone at x [165] y: [105]\n Clone at x [315] y: [150]\n Clone at x [708] y: [50]\n Clone at x [786] y: [140]\n Clone at x [710] y: [-47]\n end\nend\nset [xpos 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 [xpos v] to (x)\nset [ypos v] to (y)\nchange [collected max v] by (1)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nhide variable [coins v]\n\n@portal\n\nwhen I receive [green flag clicked v]\nhide\n\nwhen I receive [tick v]\nposition ((xPos) - (SCROLL X)) ((yPos) - (SCROLL Y))\nif <<(costume [number v]) = [2]> and <touching (player v)?>> then\n set [exit v] to [win]\nend\n\nwhen I receive [setup v]\nset [collected v] to [0]\nhide\nset [xpos v] to [0]\nset [ypos v] to [0]\nif <(LEVEL) = [2]> then\n switch costume to (exit closed v)\n Clone at x [1060] y: [42]\nelse\n if <(LEVEL) = [1]> then\n switch costume to (exit closed v)\n Clone at x [960] y: [42]\n else\n if <(LEVEL) = [3]> then\n Clone at x [-10000] y: [0]\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 [xpos v] to (x)\nset [ypos v] to (y)\n\nwhen I receive [open portal v]\nswitch costume to (exit open v)\n\n@spikes\n\nwhen I receive [green flag clicked v]\nhide\n\nwhen I receive [tick v]\nposition ((xPos) - (SCROLL X)) ((yPos) - (SCROLL Y))\n\nwhen I receive [setup v]\npoint in direction (90)\ngo to [back v] layer\nhide\nset [ypos v] to [0]\nset [xpos v] to [0]\nif <(LEVEL) = [2]> then\n switch costume to (costume2 v)\n repeat until <(LEVEL) = [3]>\n Clone at x [161] y: [-12]\n Clone at x [285] y: [-8]\n Clone at x [390] y: [-10]\n wait (1) seconds\n broadcast (delete clones v)\n Clone at x [161] y: [40]\n Clone at x [285] y: [44]\n Clone at x [390] y: [39]\n wait (1) seconds\n broadcast (delete clones v)\n end\n broadcast (delete clones v)\nelse\n if <(LEVEL) = [1]> then\n repeat until <(LEVEL) = [2]>\n Clone at x [42] y: [-105]\n Clone at x [142] y: [-90]\n wait (1) seconds\n broadcast (delete clones v)\n Clone at x [42] y: [-56]\n Clone at x [142] y: [-41]\n wait (1) seconds\n broadcast (delete clones v)\n end\n else\n if <(LEVEL) = [3]> then\n repeat until <(LEVEL) = [4]>\n Clone at x [182] y: [-48]\n Clone at x [152] y: [-48]\n Clone at x [335] y: [-15]\n Clone at x [305] y: [-15]\n Clone at x [875] y: [-199]\n Clone at x [985] y: [-199]\n wait (1) seconds\n broadcast (delete clones v)\n Clone at x [182] y: [-1]\n Clone at x [152] y: [-1]\n Clone at x [305] y: [34]\n Clone at x [335] y: [34]\n Clone at x [875] y: [-155]\n Clone at x [985] y: [-155]\n wait (1) seconds\n broadcast (delete clones v)\n end\n end\n end\nend\n\nswitch costume to (costume2 v)\nClone at x [161] y: [38]\nwait (1) seconds\nswitch costume to (costume1 v)\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 [xpos v] to (x)\nset [ypos v] to (y)\ncreate clone of (_myself_ v)\n\nnext costume\n\nhide\n\nnext costume\nset [xpos v] to [-99999]\nwait (1) seconds\n\nwhen I receive [delete clones v]\ndelete this clone\n\n@Sprite1\n\nwhen I receive [show v]\nshow\nwait (1) seconds\nhide\n\n | arrow keys to move. \nNew game: https://scratch.mit.edu/projects/401922322/\n\nLes flèches directionnelles pour bouger. \nNouveau jeu: https://scratch.mit.edu/projects/401922322/\n |
Lost in a Candy World || A Scrolling Platformer | @Stage\n\nwhen I receive [setup v]\nif <(LEVEL) = [1]> then\n switch backdrop to (candy v)\nelse\n if <(LEVEL) = [2]> then\n switch backdrop to (halloween v)\n else\n if <(LEVEL) = [3]> then\n switch backdrop to (christmas v)\n else\n if <(LEVEL) = [4]> then\n switch backdrop to (lvl 4 v)\n end\n end\n end\nend\n\nwhen [m v] key pressed\n\nset [mouse v] to (join ((mouse x) + (SCROLL X)) (join [, ] ((mouse y) + (SCROLL Y))))\nshow variable [mouse v]\n\nwhen flag clicked\nswitch backdrop to (pink v)\n\n@Blank\n\n@Player\n\nwhen I receive [tick v]\nset [color v] effect to (COLOR)\nif <(LEVEL) = [1]> then\n set [color v] to [0]\nend\nif <(LEVEL) = [2]> then\n set [color v] to [156]\nend\nif <(LEVEL) = [3]> then\n set [color v] to [120]\nend\n\ndefine Tick\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n switch costume to (player left v)\n change [sx v] by (-2)\nend\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n switch costume to (player right v)\n change [sx v] by (2)\nend\nset [sx v] to ((sx) * (0.8))\nif <([abs v] of (sx) ) > [0.9]> then\n Change Player x by (round (sx))\nend\nif <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(in air) < [4]> then\n set [sy v] to [16]\n end\nend\nif <(sy) > [-20]> then\n change [sy v] by (-2)\nend\nChange Player y by (sy)\nTest - Die\nset [scroll x v] to (x)\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nchange [scroll y v] by (round (((y) - (SCROLL Y)) / (10)))\nif <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\nend\nPosition\nif <(y) < [-180]> then\n set [exit v] to [die]\nend\n\ndefine Game On\nset rotation style [left-right 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\nwhen I receive [play game v]\nset [level v] to [1]\nforever\n broadcast (Reset v) and wait\n broadcast (Setup v) and wait\n Game On\n repeat until <(EXIT) > []>\n Tick\n broadcast (Tick v) and wait\n end\n if <(EXIT) = [win]> then\n Game - Win\n else\n Clone [20]\n Game - Die\n end\nend\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\nswitch costume to (player forward v)\n\nwhen flag clicked\nwait (3) seconds\nbroadcast (Green Flag v) and wait\n\ndefine Change Player y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nPosition\nrepeat until <not <touching (platforms v)?>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [in air v] to [0]\n end\n Position\n set [sy v] to [0]\nend\n\ndefine Change Player x by (sx)\nchange [x v] by (sx)\nPosition\nif <touching (platforms v)?> then\n repeat (12)\n change [y v] by (1)\n Position\n if <not <touching (platforms v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(sx) > [0]> then\n set [sx v] to [-16]\n else\n set [sx v] to [16]\n end\n set [in air v] to [0]\n else\n set [sx v] to [0]\n end\n 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 repeat until <not <touching (platforms v)?>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n Position\n end\nend\n\ndefine Game - Die\nset [exit v] to []\nrepeat (5)\n hide\n wait (0.1) seconds\n show\nend\nwait (0.5) seconds\nswitch costume to (player forward v)\n\nwhen flag clicked\nhide\n\ndefine Test - Die\nif <touching (danger v)?> then\n set [exit v] to [die]\nend\n\nwhen flag clicked\nhide variable [collected v]\n\nwhen I receive [setup v]\n\ndefine Game - Win\nset rotation style [all around v]\nstart sound [Whiz v]\nrepeat (50)\n point towards (exit v)\n turn right (65) degrees\n move ((distance to [exit v]) / (2)) steps\n change size by (-1)\n change [ghost v] effect by (2)\nend\nhide\nchange [level v] by (1)\nwait (1) seconds\nclear graphic effects\nset rotation style [left-right v]\npoint in direction (90)\nswitch costume to (player forward v)\n\nwhen [timer v] > (0.1)\nhide\n\ndefine Position\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\ndefine Clone (num)\nrepeat (num)\n create clone of (particles v)\nend\n\nwhen flag clicked\nforever\n reset timer\nend\n\n@Platforms\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: [700] y: [-100]\n Clone at x: [400] y: [0]\n Clone at x: [380] y: [0]\n Clone at x: [0] y: [400]\n Clone at x: [360] y: [-260]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n Clone at x: [450] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [500] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [550] y: [0]\n Clone at x: [530] y: [390]\n Clone at x: [630] y: [300]\n else\n if <(LEVEL) = [3]> then\n switch costume to (level 3 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [750] y: [-100]\n Clone at x: [360] y: [0]\n Clone at x: [600] y: [200]\n Clone at x: [620] y: [400]\n Clone at x: [450] y: [400]\n else\n if <(LEVEL) = [4]> then\n switch costume to (level 4 1 v)\n Clone at x: [580] y: [0]\n Clone at x: [580] y: [0]\n Clone at x: [580] y: [0]\n end\n end\n end\nend\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen flag clicked\nhide\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n@Danger\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [833] y: [75]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [0] y: [400]\n Clone at x: [360] y: [-500]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [400] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [500] y: [5]\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: [550] y: [0]\n Clone at x: [450] y: [-80]\n Clone at x: [700] y: [0]\n Clone at x: [600] y: [200]\n Clone at x: [650] y: [400]\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\nwhen flag clicked\ngo [backward v] (1) layers\nhide\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n@Collectables\n\nwhen flag clicked\nforever\n repeat (20)\n change [y v] by (2)\n end\n repeat (20)\n change [y v] by (-2)\n end\nend\n\nwhen I receive [green flag v]\ngo to [front v] layer\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <touching (player v)?> then\n start sound [Collect v]\n change [collected v] by (1)\n if <(COLLECTED) = (COLLECTED MAX)> then\n broadcast (Open Portal v)\n end\n delete this clone\nend\n\nwhen I receive [setup v]\nhide\nset [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 (candy v)\n Clone at x: [687] y: [104]\n Clone at x: [870] y: [-25]\n Clone at x: [1086] y: [102]\n Clone at x: [1915] y: [22]\n Clone at x: [1832] y: [308]\n Clone at x: [2261] y: [452]\n Clone at x: [2855] y: [110]\n Clone at x: [2213] y: [-35]\n Clone at x: [2402] y: [9]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (candy corn v)\n Clone at x: [-81] y: [90]\n Clone at x: [86] y: [173]\n Clone at x: [415] y: [-15]\n Clone at x: [663] y: [117]\n Clone at x: [797] y: [94]\n Clone at x: [1038] y: [51]\n Clone at x: [1416] y: [91]\n Clone at x: [1503] y: [248]\n Clone at x: [1706] y: [73]\n Clone at x: [1995] y: [34]\n Clone at x: [2494] y: [-1]\n Clone at x: [2578] y: [472]\n Clone at x: [3073] y: [681]\n Clone at x: [3290] y: [781]\n Clone at x: [3700] y: [960]\n else\n if <(LEVEL) = [3]> then\n switch costume to (mint v)\n Clone at x: [-108] y: [-32]\n Clone at x: [340] y: [-22]\n Clone at x: [839] y: [-28]\n Clone at x: [967] y: [-28]\n Clone at x: [1031] y: [43]\n Clone at x: [977] y: [255]\n Clone at x: [223] y: [309]\n Clone at x: [560] y: [159]\n Clone at x: [1278] y: [132]\n Clone at x: [1585] y: [143]\n Clone at x: [1448] y: [-133]\n Clone at x: [3094] y: [490]\n Clone at x: [3556] y: [956]\n else\n if <(LEVEL) = [4]> then\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\nwhen flag clicked\nhide\n\ndefine Clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\nchange [collected max v] by (1)\ncreate clone of (_myself_ v)\n\n@Exit\n\nwhen I receive [tick v]\nset [color v] effect to (COLOR)\n\nwhen I receive [green flag v]\ngo [backward v] (10) layers\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <<(costume [name v]) = [Open]> and <touching (player v)?>> then\n set [exit v] to [win]\nend\n\nwhen I receive [setup v]\nhide\nset [collected v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (closed v)\n Clone at x: [2609] y: [17]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (closed v)\n Clone at x: [3796] y: [972]\n else\n if <(LEVEL) = [3]> then\n switch costume to (closed v)\n Clone at x: [3757] y: [955]\n else\n set [x v] to [-99999]\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\nwhen flag clicked\nhide\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]\nclear sound effects\nswitch costume to (open v)\nplay sound [Doorbell v] until done\n\n@Play\n\nwhen flag clicked\nhide\ngo to x: (-40) y: (-120)\nshow\nforever\n point in direction (90)\n if <touching (mouse-pointer v)?> then\n set size to (120) %\n else\n switch costume to (2 v)\n end\nend\n\nwhen I receive [play game v]\nswitch backdrop to (candy v)\nhide\n\nwhen flag clicked\nclear graphic effects\nshow\ngo to x: (0) y: (0)\n\nwhen this sprite clicked\nbroadcast (Play Game v)\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set size to (120) %\n repeat (10)\n change [pixelate v] effect by (5)\n end\n repeat (10)\n change [pixelate v] effect by (-5)\n end\n wait until <not <touching (mouse-pointer v)?>>\n else\n clear graphic effects\n end\nend\n\nwhen this sprite clicked\nstop all sounds\nwait (0.5) seconds\nforever\n play sound [Tobu - Candyland v] until done\nend\n\nwhen flag clicked\nwait (4) seconds\nstop all sounds\nset volume to (100) %\nrepeat until <<mouse down?> and <touching (mouse-pointer v)?>>\n play sound [Dance Energetic v] until done\nend\nbroadcast (play button clicked v)\n\nwhen [m v] key pressed\nif <(volume) = [100]> then\n set volume to (0) %\nend\n\nwhen [u v] key pressed\nif <(volume) = [0]> then\n set volume to (100) %\nend\n\n@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 to [front v] layer\nswitch costume to (pick random (1) to (3))\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@Text\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 (world out of candy v)\n Clone at x: [0] y: [0]\n switch costume to (collect these v)\n Clone at x: [668] y: [20]\n switch costume to (there r also spikes v)\n Clone at x: [1541] y: [0]\n switch costume to (jump in here! v)\n Clone at x: [2594] y: [0]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (halloween themed v)\n Clone at x: [390] y: [231]\n switch costume to (lava pit!! v)\n Clone at x: [782] y: [-2]\n switch costume to (don't look down! v)\n Clone at x: [1339] y: [231]\n switch costume to (lollipop walk v)\n Clone at x: [2790] y: [582]\n else\n if <(LEVEL) = [3]> then\n switch costume to (its christmas now v)\n Clone at x: [29] y: [57]\n switch costume to (candy cane walk v)\n Clone at x: [2553] y: [459]\n switch costume to (costume1 v)\n Clone at x: [3089] y: [562]\n else\n if <(LEVEL) = [4]> then\n switch costume to (costume2 v)\n Clone at x: [142] y: [105]\n switch costume to (costume3 v)\n Clone at x: [671] y: [91]\n switch costume to (costume4 v)\n Clone at x: [1304] y: [66]\n switch costume to (costume5 v)\n Clone at x: [1804] y: [72]\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\nwhen flag clicked\nhide\n\ndefine Clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\n@Decor\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [play game v]\ngo [backward v] (10) layers\nshow\ngo to x: (0) y: (0)\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I receive [green flag v]\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 [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (sign lvl 1 v)\n Clone at x: [-127] y: [0]\n switch costume to (lollipops lvl 1 v)\n Clone at x: [487] y: [-36]\n Clone at x: [1864] y: [222]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (sign blue lvl 2 v)\n Clone at x: [] y: []\n else\n if <(LEVEL) = [3]> then\n switch costume to (sign green lvl 3 v)\n Clone at x: [] y: []\n switch costume to (arrow lvl 3 v)\n Clone at x: [392] y: [214]\n else\n if <(LEVEL) = [4]> then\n switch costume to (lvl 4 v)\n end\n end\n end\nend\n\ndefine Clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\n@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\nset [ghost v] effect to (100)\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [front v] layer\nshow\nplay sound [Wand v] until done\n\n@Particles\n\nwhen I start as a clone\ngo to (player v)\nset [xv v] to (pick random (-10) to (10))\nclear graphic effects\nshow\nset size to (pick random (80) to (120)) %\nset [color v] effect to (COLOR)\nset [yv v] to (pick random (5) to (30))\nrepeat (50)\n change [yv v] by (-2)\n go to x: ((x position) + (Xv)) y: ((y position) + (Yv))\n change [ghost v] effect by (2)\n if <touching (_edge_ v)?> then\n delete this clone\n end\nend\n\nwhen flag clicked\nhide\n\n@Sprite1\n\nwhen [timer v] > (0.1)\nhide\n\nwhen flag clicked\nforever\n reset timer\nend\n\nwhen flag clicked\nhide\nset size to (100) %\ngo to [front v] layer\nwait (3.5) seconds\nshow\nrepeat until <(backdrop [number v]) = [2]>\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\nend\n\nwhen I receive [play game v]\nhide\n\n@Menu\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\nwait (3) seconds\nshow\ngo to x: (10) y: (-120)\n\nwhen I receive [play game v]\nhide\n\nwhen this sprite clicked\nrepeat until <key (space v) pressed?>\n switch costume to (instructions v)\nend\n\nwhen flag clicked\ngo to [front v] layer\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (costume2 v)\n end\n if <not <touching (mouse-pointer v)?>> then\n switch costume to (costume1 v)\n end\nend\n\nwhen [space v] key pressed\nswitch costume to (costume1 v)\n\nwhen flag clicked\nforever\n reset timer\nend\n\nwhen flag clicked\nhide\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 [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n Clone at x: [100000] y: [100000]\nelse\n if <(LEVEL) = [2]> then\n Clone at x: [100000] y: [100000]\n else\n if <(LEVEL) = [3]> then\n Clone at x: [100000] y: [100000]\n else\n go [backward v] (20) layers\n Clone at x: [170] y: [-15]\n end\n end\nend\n\nwhen I receive [reset v]\ndelete this clone\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\nwhen I receive [green flag v]\nhide\n\n | YAY #34 on trending games! Can we get it up to #16 ? Thanks so much!!!!!!\nHello there! \nMay I present to you, after many long hours, my newest (and greatest) platformer….\nLost in a Candy World!\n ♦︎♦︎♦︎ Controls♦︎♦︎♦︎\n\n✔︎Arrow keys to move.\n✔︎W-A-D keys to move.\n(Sorry there are no mobile controls yet but I will add them if people want me to.)\n✔︎M key to mute.\n✔︎U key to unmute.\n\n ♦︎♦︎♦︎Instructions♦︎♦︎♦︎\n✔︎Avoid spikes.\n✔︎Avoid lava.\n✔︎Collect ALL the coins and proceed to the portal.\n\nWith perseverance and patience all levels are 100% possible. I tested it out.\n\nUmmm yeah there is nothing more to really say. It's pretty self-explanatory. You will also receive instructions in the game.\n ♦︎♦︎♦︎Story♦︎♦︎♦︎\nThe world has lost all its candy and is now doomed to eternal misery. (Yes very dramatic.) You are the Chosen One and have been tasked with bringing back the candy to the world and with it, happiness.\n\n(Why am I so bad at telling stories??)\nComment if you get to the end! (Idk why I just want to know =D)\nPLS DO NOT ASK TO MAKE THE GAME EASIER! I have another game I'm working on and want to make that the best it can be. |
Alex in a Platformer -OVERHAUL- | @Stage\n\nwhen flag clicked\nbroadcast (Start v)\nswitch backdrop to (img_2 v)\n\nwhen I receive [next level v]\nnext backdrop\n\nwhen I receive [start v]\nswitch backdrop to (img_2 v)\n\n@Platforms\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (blockgrass2 v)\nhide\n\nwhen I receive [start game v]\nshow\n\n@Music\n\nwhen I receive [start v]\nforever\n play sound [Moog City v] until done\nend\n\nwhen I receive [next level v]\nwait (0) seconds\nif <([costume # v] of [platforms v]) = [16]> then\n stop [other scripts in sprite v]\n stop all sounds\nend\n\n@Sprite1\n\nwhen flag clicked\nset [ghost v] effect to (100)\nshow\nforever\n go to x: (0) y: (-9)\n set [ghost v] effect to (100)\nend\n\n@Skip\n\nwhen flag clicked\nforever\n go to [front v] layer\n if <<(deaths) = [5]> or <(deaths) > [5]>> then\n show\n else\n hide\n end\nend\n\nwhen this sprite clicked\nif <(Mode) = [1]> then\n set [deaths v] to [0]\n hide\n broadcast (Skip v)\nend\n\nwhen flag clicked\ngo to x: (350) y: (0)\nforever\n repeat (20)\n change y by (.5)\n end\n repeat (20)\n change y by (-.5)\n end\nend\n\nwhen I receive [hardcore >:\) v]\nforever\n hide\nend\n\n@Title\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo [backward v] (999) layers\nshow\nrepeat until <<(Mode) = [2]> or <(Mode) = [1]>>\n wait (1) seconds\n play sound [pop v] until done\n next costume\nend\n\nwhen I receive [play v]\nbroadcast (Start Game v)\nset [mode v] to [1]\nforever\n change [whirl v] effect by (25)\n change [ghost v] effect by (6)\nend\n\n@Alex\n\ndefine Respawn (x) (y)\nset [x speed v] to [0]\nset [y speed v] to [0]\ngo to x: (x) y: (y)\n\ndefine Change X (x speed)\nset [slope v] to [0]\nif <(touching ground) = [1]> then\n set [max slope v] to [15]\nelse\n set [max slope v] to [1]\nend\nchange x by (x speed)\nif <touching (platforms v)?> then\n repeat until <<not <touching (platforms v)?>> or <(slope) = (max slope)>>\n change y by (1)\n change [slope v] by (1)\n end\nend\nif <(slope) = (max slope)> then\n change y by (() - (slope))\n set [x speed v] to [0]\n if <(x speed) > [0]> then\n repeat until <not <touching (platforms v)?>>\n change x by (-1)\n end\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n start sound [drum v]\n set [y speed v] to [15]\n set [x speed v] to [-10]\n end\n else\n repeat until <not <touching (platforms v)?>>\n change x by (1)\n end\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n start sound [drum v]\n set [y speed v] to [15]\n set [x speed v] to [10]\n end\n end\nend\nif <(touching ground) = [1]> then\n change y by (-15)\n if <touching (platforms v)?> then\n repeat until <not <touching (platforms v)?>>\n change y by (1)\n end\n else\n change y by (15)\n end\nend\n\ndefine Change Y (y speed)\nchange y by (y speed)\nset [touching ground v] to [0]\nif <touching (platforms v)?> then\n set [y speed v] to [0]\n if <<(y speed) > [0]> or <(y speed) = [0]>> then\n repeat until <not <touching (platforms v)?>>\n change y by (-1)\n end\n else\n set [touching ground v] to [1]\n repeat until <not <touching (platforms v)?>>\n change y by (1)\n end\n end\nend\n\nwhen I receive [play v]\nif <(hardcore?) = [1]> then\n set rotation style [left-right v]\n set size to (200) %\n point in direction (90)\n set [switch costume to v] to [2]\n set [animator v] to [0]\n set [level v] to [1]\n set [deaths v] to [0]\n Respawn [-200] [-130]\n start sound [Minecraft-travel v]\n show\n forever\n switch costume to (hitbox v)\n if <touching (sprite1 v)?> then\n change [deaths v] by (1)\n create clone of (_myself_ v)\n Respawn [-200] [-130]\n start sound [Hurt v]\n end\n if <(x position) > [230]> then\n change [level v] by (1)\n set [deaths v] to [0]\n broadcast (Next Level v)\n Respawn [-200] [-130]\n end\n change [y speed v] by (-2)\n Change Y (y speed)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <(touching ground) = [1]>> then\n set [y speed v] to [21]\n start sound [Jump v]\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n point in direction (90)\n change [x speed v] by (2)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n point in direction (-90)\n change [x speed v] by (-2)\n end\n if <(x speed) > [8]> then\n set [x speed v] to [8]\n else\n if <(x speed) < [-8]> then\n set [x speed v] to [-8]\n end\n end\n Change X (x speed)\n if <(x speed) > [0]> then\n change [x speed v] by (-1)\n else\n if <(x speed) < [0]> then\n change [x speed v] by (1)\n end\n end\n Animate <<key (left arrow v) pressed?> or <key (a v) pressed?>> <<key (right arrow v) pressed?> or <key (d v) pressed?>>\n end\nend\n\nwhen flag clicked\nhide\n\ndefine Animate <left arrow> <right arrow>\nchange [animator v] by (1)\nif <(animator) = [3]> then\n set [animator v] to [0]\n if <(switch costume to) = [6]> then\n set [switch costume to v] to [2]\n else\n change [switch costume to v] by (1)\n end\nend\nif <(touching ground) = [1]> then\n if <<left arrow> or <right arrow>> then\n start sound (pick random (9) to (14))\n switch costume to (switch costume to)\n else\n switch costume to (steve1 v)\n end\nelse\n switch costume to (steve6 v)\nend\n\nwhen I start as a clone\npoint in direction (90)\nswitch costume to (steve6 v)\nset rotation style [all around v]\nshow\nset [yv v] to [7]\nrepeat until <(y position) < [-180]>\n change [ghost v] effect by (5)\n change x by (-2)\n go to [front v] layer\n turn left (2) degrees\n change y by (YV)\n change [yv v] by (-1)\nend\ndelete this clone\n\nwhen I receive [skip v]\nchange [level v] by (1)\nset [deaths v] to [0]\nbroadcast (Next Level v)\nRespawn [-200] [-130]\n\nwhen flag clicked\n\nwhen flag clicked\nhide\n\nwhen I receive [start game v]\nbroadcast (Start v)\nshow\n\nwhen I receive [play v]\nforever\n if <(Mode) > [1]> then\n if <(deaths) > [1]> then\n set [level v] to [1]\n broadcast (Start Game v)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<(deaths) > [0]> and <(hardcore?) = [1]>> then\n set [level v] to [1]\n broadcast (Play v)\n stop [all v]\n end\nend\n\nwhen I receive [play v]\nset rotation style [left-right v]\nset size to (200) %\npoint in direction (90)\nset [switch costume to v] to [2]\nset [animator v] to [0]\nset [level v] to [1]\nset [deaths v] to [0]\nRespawn [-200] [-130]\nstart sound [Minecraft-travel v]\nshow\nforever\n switch costume to (hitbox v)\n if <touching (sprite1 v)?> then\n change [deaths v] by (1)\n create clone of (_myself_ v)\n Respawn [-200] [-130]\n start sound [Hurt v]\n end\n if <(x position) > [230]> then\n change [level v] by (1)\n set [deaths v] to [0]\n broadcast (Next Level v)\n Respawn [-200] [-130]\n end\n change [y speed v] by (-2)\n Change Y (y speed)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <(touching ground) = [1]>> then\n set [y speed v] to [21]\n start sound [Jump v]\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n point in direction (90)\n change [x speed v] by (2)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n point in direction (-90)\n change [x speed v] by (-2)\n end\n if <(x speed) > [8]> then\n set [x speed v] to [8]\n else\n if <(x speed) < [-8]> then\n set [x speed v] to [-8]\n end\n end\n Change X (x speed)\n if <(x speed) > [0]> then\n change [x speed v] by (-1)\n else\n if <(x speed) < [0]> then\n change [x speed v] by (1)\n end\n end\n Animate <<key (left arrow v) pressed?> or <key (a v) pressed?>> <<key (right arrow v) pressed?> or <key (d v) pressed?>>\nend\n\nif <(hardcore?) = [0]> then\n\n@PLAY\n\nwhen this sprite clicked\nhide\nset [pitch v] effect to (pick random (1) to (10))\nstart sound [xp-sound-minecraft v]\nbroadcast (Play v)\n\nwhen flag clicked\nset [hardcore? v] to [0]\nshow\n\nwhen I receive [play v]\nhide\n\nwhen I receive [play v]\n\n@thumbnail\n\nwhen flag clicked\ngo to [front v] layer\nhide\n\n@PLAY2\n\nwhen this sprite clicked\nhide\nset [pitch v] effect to (pick random (1) to (10))\nstart sound [xp-sound-minecraft v]\nbroadcast (Play v)\n\nwhen flag clicked\nset [hardcore? v] to [0]\nshow\n\nwhen I receive [play v]\nhide\n\nwhen I receive [play v]\n\n | |
Panda || A Platformer | @Stage\n\n@Sprite2\n\nwhen I receive [next level v]\nnext costume\nif <(costume [name v]) = [costume12]> then\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\ngo to [front v] layer\ngo to x: (0) y: (0)\n\nwhen flag clicked\nforever\n if <(costume [name v]) = [costume13]> then\n broadcast (hide sprites v)\n end\nend\n\nwhen flag clicked\nforever\n play sound [Vexento - Pixel Party v] until done\nend\n\n@player\n\ndefine Physics\ngo [forward v] (1000000) layers\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(x position) < (mouse x)>>> then\n point in direction (90)\n change [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 point in direction (-90)\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 (#00d8ff)?> then\n change y by (1)\nend\nif <touching color (#00d8ff)?> then\n change y by (1)\nend\nif <touching color (#00d8ff)?> then\n change y by (1)\nend\nif <touching color (#00d8ff)?> then\n change y by (1)\nend\nif <touching color (#00d8ff)?> then\n change x by ((Xmovement) * (-1))\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <mouse down?>> 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 (#00d8ff)?> then\n change y by ((Yv) - ((Yv) * (2)))\n set [yv v] to [0]\nend\nchange y by (-1)\nif <(x position) > [220]> then\n broadcast (next level v)\n go to x: (-209) y: (-76)\nend\nif <touching color (#ffe800)?> then\n go to x: (-207) y: (-107)\nend\nif <touching color (#00b512)?> then\n set [yv v] to [26]\nend\n\nwhen flag clicked\nset [level v] to [1]\nset [ghost v] effect to (0)\nshow\ngo to [front v] layer\ngo [forward v] (1000000) layers\npoint in direction (90)\ngo to x: (-207) y: (-107)\nforever\n Physics\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\nwhen I receive [restart v]\ngo to x: (-207) y: (-107)\n\nwhen I receive [left v]\npoint in direction (-90)\nrepeat (2)\n change [xmovement v] by (-2)\nend\n\nwhen I receive [right v]\npoint in direction (90)\nrepeat (2)\n change [xmovement v] by (2)\nend\n\nwhen I receive [up v]\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\nif <(level) = [6]> then\n go to x: (-219) y: (161)\nend\n\nwhen flag clicked\nforever\n wait (.0001) seconds\n next costume\nend\n\n@clouds\n\nwhen I start as a clone\nshow\nswitch costume to (pick random (1) to (5))\nset [x cloud v] to (pick random (-1) to (-3))\nset [ghost v] effect to (pick random (50) to (75))\nset size to (pick random (20) to (100)) %\nset y to (pick random (130) to (160))\nset x to (220)\nrepeat until <(x position) < [-200]>\n change x by (x cloud)\nend\ndelete this clone\n\nwhen I receive [go v]\nhide\n\nwhen flag clicked\nforever\n if <not <<<(backdrop [number v]) = [12]> or <(backdrop [number v]) = [13]>> or <<<(backdrop [number v]) = [14]> or <(backdrop [number v]) = [15]>> or <(backdrop [number v]) = [16]>>>> then\n create clone of (_myself_ v)\n wait (pick random (1) to (2)) seconds\n end\nend\n\n@TB\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\n | Thank You @GlitterSquad- for the panda and the idea for this platformer! This is my first ever platformer, please critique it!\nUpdate: Added Bamboo\n\nGoals: \n 10 loves: ✅\n 20 loves: ✅\n30 loves: ✅\n50 loves: ✅\n100 loves: ✅\n200 loves: ✅\n300 loves: ❌ \n500 loves: ❌ \n Top loved: ❌ \nTop remixed: ❌ |
Minecraft Platformer(V.0.18) | @Stage\n\nwhen flag clicked\nswitch backdrop to (overworld v)\nrepeat until <(Background) = [1]>\n if <(sound) = [0]> then\n set [music v] to (pick random (1) to (3))\n set volume to (Music-2) %\n end\nend\n\nwhen I receive [nether v]\nset [x v] to [0]\nset volume to (Music-2) %\nrepeat (5)\n change volume by (-5)\n wait (0.2) seconds\nend\nrepeat (5)\n change volume by (-1)\n wait (0.2) seconds\nend\nset [music v] to [0]\nstop all sounds\nset volume to (Music-2) %\nplay sound [Rubedo - Minecraft Nether Music v] until done\n\nclear sound effects\n\nwhen flag clicked\nset [sound v] to [0]\nforever\n if <(Background) = [0]> then\n if <(Music) = [1]> then\n play sound [C418 - Wet Hands - Minecraft Volume Alpha v] until done\n set [sound v] to [1]\n end\n if <(Music) = [2]> then\n play sound [C418 - Subwoofer Lullaby - Minecraft Volume Alpha v] until done\n set [sound v] to [1]\n end\n if <(Music) = [3]> then\n play sound [C418 - Haggstrom - Minecraft Volume Alpha v] until done\n set [sound v] to [1]\n end\n set [sound v] to [0]\n else\n stop all sounds\n end\nend\n\nwhen flag clicked\nrepeat until <(Background) = [1]>\n set volume to (Music-2) %\nend\n\nwhen I receive [nether v]\nrepeat until <(Background) = [3]>\n set volume to (Music-2) %\nend\n\nwhen I receive [nether v]\nrepeat until <(Background) = [3]>\n if <<[-392] > (X)> and <(X) > [-1572]>> then\n show\n else\n hide\n end\n if <(X) < [-3584]> then\n switch backdrop to (forteress v)\n set [background v] to [2]\n else\n if <(X) < [-2396]> then\n switch backdrop to (bastion v)\n else\n if <(X) < [-924]> then\n switch backdrop to (soulsand valley v)\n else\n switch backdrop to (the nether v)\n end\n end\n end\nend\n\n@Player\n\nwhen flag clicked\nset [gamerulerespawnscreen v] to [0]\nset [life v] to [4]\nforever\n if <(Gamemode) = [0]> then\n if <<touching (trident-2 v)?> or <touching (trident-1 v)?>> then\n broadcast (Mort v)\n set [x v] to [0]\n go to x: (0) y: (50)\n if <(Gamerulerespawnscreen) = [0]> then\n hide\n end\n end\n if <touching (particle v)?> then\n if <[-1000] < (X)> then\n set [x v] to [0]\n go to x: (0) y: (50)\n end\n if <(X) < [-1000]> then\n set [x v] to [-1000]\n go to x: (0) y: (100)\n end\n broadcast (Mort v)\n if <(Gamerulerespawnscreen) = [0]> then\n hide\n end\n end\n end\nend\n\nwhen flag clicked\nset [tchat v] to []\npoint in direction (90)\nwait (1) seconds\nset volume to (30) %\nset [background v] to [0]\nset [left v] to [0]\nset [right v] to [0]\nset [up v] to [0]\n\nwhen [9 v] key pressed\nask [Jump] and wait\nset [up v] to (answer)\nask [left] and wait\nset [left v] to (answer)\nask [right] and wait\nset [right v] to (answer)\nask [down] and wait\nset [down v] to (answer)\nask [Tchat] and wait\nset [tchat v] to (answer)\n\nwhen flag clicked\nshow\npoint in direction (60)\nset size to (2000) %\nswitch costume to (steve v)\ngo to x: (-135) y: (0)\ncreate clone of (_myself_ v)\nrepeat until <<(Player) = [Loupieur]> or <<(Player) = [Steve]> or <(Player) = [Alex]>>>\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (10)\n if <mouse down?> then\n set size to (800) %\n set [brightness v] effect to (0)\n broadcast (Start v)\n set [player v] to [Steve]\n delete this clone\n end\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen I start as a clone\nshow\npoint in direction (90)\nswitch costume to (alex v)\ngo to x: (135) y: (0)\nrepeat until <<(Player) = [Loupieur]> or <<(Player) = [Steve]> or <(Player) = [Alex]>>>\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (10)\n if <mouse down?> then\n set size to (800) %\n set [brightness v] effect to (0)\n broadcast (Start v)\n set [player v] to [Alex]\n delete this clone\n end\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [start v]\nswitch costume to (Player)\ngo to [front v] layer\ngo [backward v] (2) layers\n\nwhen I receive [start v]\nrepeat until <key (any v) pressed?>\n if <(Respawn) = [0]> then\n if <(Player) = [Steve]> then\n if <<mouse down?> and <(mouse x) < [5]>> then\n if <not <touching (ocean v)?>> then\n wait (0.1) seconds\n switch costume to (left-steve-walk 1 v)\n wait (0.1) seconds\n switch costume to (left-steve-walk 2 v)\n wait (0.1) seconds\n switch costume to (left-steve-walk 3 v)\n wait (0.1) seconds\n switch costume to (left-steve v)\n else\n wait (0.1) seconds\n switch costume to (left-steve-swim v)\n wait (0.1) seconds\n switch costume to (left-steve-swim2 v)\n wait (0.1) seconds\n switch costume to (left-steve-swim3 v)\n wait (0.1) seconds\n switch costume to (left-steve-swim4 v)\n wait (0.1) seconds\n switch costume to (left-steve-swim3 v)\n wait (0.1) seconds\n switch costume to (left-steve-swim v)\n end\n end\n if <<mouse down?> and <[5] < (mouse x)>> then\n if <not <touching (ocean v)?>> then\n wait (0.1) seconds\n switch costume to (steve-walk 1 v)\n wait (0.1) seconds\n switch costume to (steve-walk 2 v)\n wait (0.1) seconds\n switch costume to (steve-walk 3 v)\n wait (0.1) seconds\n switch costume to (steve v)\n else\n wait (0.1) seconds\n switch costume to (steve-swim v)\n wait (0.1) seconds\n switch costume to (steve-swim2 v)\n wait (0.1) seconds\n switch costume to (steve-swim3 v)\n wait (0.1) seconds\n switch costume to (steve-swim4 v)\n wait (0.1) seconds\n switch costume to (steve-swim3 v)\n wait (0.1) seconds\n switch costume to (steve-swim v)\n end\n end\n end\n if <(Player) = [Alex]> then\n if <<mouse down?> and <(mouse x) < [5]>> then\n if <not <touching (ocean v)?>> then\n wait (0.1) seconds\n switch costume to (left-alex-walk 1 v)\n wait (0.1) seconds\n switch costume to (left-alex-walk 2 v)\n wait (0.1) seconds\n switch costume to (left-alex-walk 3 v)\n wait (0.1) seconds\n switch costume to (left-alex v)\n else\n wait (0.1) seconds\n switch costume to (left-alex-swim v)\n wait (0.1) seconds\n switch costume to (left-alex-swim2 v)\n wait (0.1) seconds\n switch costume to (left-alex-swim3 v)\n wait (0.1) seconds\n switch costume to (left-alex-swim4 v)\n wait (0.1) seconds\n switch costume to (left-alex-swim3 v)\n wait (0.1) seconds\n switch costume to (left-alex-swim v)\n end\n end\n if <<mouse down?> and <[5] < (mouse x)>> then\n if <not <touching (ocean v)?>> then\n wait (0.1) seconds\n switch costume to (alex-walk 1 v)\n wait (0.1) seconds\n switch costume to (alex-walk 2 v)\n wait (0.1) seconds\n switch costume to (alex-walk 3 v)\n wait (0.1) seconds\n switch costume to (alex v)\n else\n wait (0.1) seconds\n switch costume to (alex-swim v)\n wait (0.1) seconds\n switch costume to (alex-swim2 v)\n wait (0.1) seconds\n switch costume to (alex-swim3 v)\n wait (0.1) seconds\n switch costume to (alex-swim4 v)\n wait (0.1) seconds\n switch costume to (alex-swim3 v)\n wait (0.1) seconds\n switch costume to (alex-swim v)\n end\n end\n end\n end\nend\n\nwhen I receive [start v]\nswitch costume to (Player)\ngo to x: (0) y: (150)\nforever\n if <(Respawn) = [0]> then\n if <(Player) = [Steve]> then\n if <<key ((left) v) pressed?> or <key (left arrow v) pressed?>> then\n if <not <touching (ocean v)?>> then\n wait (0.1) seconds\n switch costume to (left-steve-walk 1 v)\n wait (0.1) seconds\n switch costume to (left-steve-walk 2 v)\n wait (0.1) seconds\n switch costume to (left-steve-walk 3 v)\n wait (0.1) seconds\n switch costume to (left-steve v)\n else\n wait (0.1) seconds\n switch costume to (left-steve-swim v)\n wait (0.1) seconds\n switch costume to (left-steve-swim2 v)\n wait (0.1) seconds\n switch costume to (left-steve-swim3 v)\n wait (0.1) seconds\n switch costume to (left-steve-swim4 v)\n wait (0.1) seconds\n switch costume to (left-steve-swim3 v)\n wait (0.1) seconds\n switch costume to (left-steve-swim v)\n end\n end\n end\n if <(Player) = [Alex]> then\n if <<key ((left) v) pressed?> or <key (left arrow v) pressed?>> then\n if <not <touching (ocean v)?>> then\n wait (0.1) seconds\n switch costume to (left-alex-walk 1 v)\n wait (0.1) seconds\n switch costume to (left-alex-walk 2 v)\n wait (0.1) seconds\n switch costume to (left-alex-walk 3 v)\n wait (0.1) seconds\n switch costume to (left-alex v)\n else\n wait (0.1) seconds\n switch costume to (left-alex-swim v)\n wait (0.1) seconds\n switch costume to (left-alex-swim2 v)\n wait (0.1) seconds\n switch costume to (left-alex-swim3 v)\n wait (0.1) seconds\n switch costume to (left-alex-swim4 v)\n wait (0.1) seconds\n switch costume to (left-alex-swim3 v)\n wait (0.1) seconds\n switch costume to (left-alex-swim v)\n end\n end\n end\n end\nend\n\nwhen I receive [start v]\nswitch costume to (Player)\ngo to x: (0) y: (150)\nforever\n if <(Respawn) = [0]> then\n if <(Player) = [Steve]> then\n if <<key (right arrow v) pressed?> or <key ((Right) v) pressed?>> then\n if <not <touching (ocean v)?>> then\n wait (0.1) seconds\n switch costume to (steve-walk 1 v)\n wait (0.1) seconds\n switch costume to (steve-walk 2 v)\n wait (0.1) seconds\n switch costume to (steve-walk 3 v)\n wait (0.1) seconds\n switch costume to (steve v)\n else\n wait (0.1) seconds\n switch costume to (steve-swim v)\n wait (0.1) seconds\n switch costume to (steve-swim2 v)\n wait (0.1) seconds\n switch costume to (steve-swim3 v)\n wait (0.1) seconds\n switch costume to (steve-swim4 v)\n wait (0.1) seconds\n switch costume to (steve-swim3 v)\n wait (0.1) seconds\n switch costume to (steve-swim v)\n end\n end\n end\n if <(Player) = [Alex]> then\n if <<key (right arrow v) pressed?> or <key ((Right) v) pressed?>> then\n if <not <touching (ocean v)?>> then\n wait (0.1) seconds\n switch costume to (alex-walk 1 v)\n wait (0.1) seconds\n switch costume to (alex-walk 2 v)\n wait (0.1) seconds\n switch costume to (alex-walk 3 v)\n wait (0.1) seconds\n switch costume to (alex v)\n else\n wait (0.1) seconds\n switch costume to (alex-swim v)\n wait (0.1) seconds\n switch costume to (alex-swim2 v)\n wait (0.1) seconds\n switch costume to (alex-swim3 v)\n wait (0.1) seconds\n switch costume to (alex-swim4 v)\n wait (0.1) seconds\n switch costume to (alex-swim3 v)\n wait (0.1) seconds\n switch costume to (alex-swim v)\n end\n end\n end\n end\nend\n\nwhen I receive [start v]\npoint in direction (90)\nset size to (800) %\ngo to x: (0) y: (150)\n\nwhen I receive [start v]\ndelete this clone\n\nwhen I start as a clone\npoint in direction (115)\n\nwhen I receive [mort v]\nhide\n\nwhen flag clicked\nforever\n if <touching (portal v)?> then\n if <(Background) = [0]> then\n switch backdrop to (the nether v)\n set [background v] to [1]\n broadcast (Nether v)\n else\n broadcast (Ocean v)\n set [x v] to [0]\n play sound [minecraft-nether-portal-sound-effects2 v] until done\n end\n end\nend\n\nwhen I receive [start v]\nswitch costume to (Player)\ngo to x: (0) y: (150)\nforever\n if <(Respawn) = [0]> then\n if <(Player) = [Loupieur]> then\n if <<key (right arrow v) pressed?> or <key ((Right) v) pressed?>> then\n if <not <touching (ocean v)?>> then\n wait (0.1) seconds\n switch costume to (loupieur-walk 1 v)\n wait (0.1) seconds\n switch costume to (loupieur-walk 2 v)\n wait (0.1) seconds\n switch costume to (loupieur-walk 3 v)\n wait (0.1) seconds\n switch costume to (loupieur v)\n else\n wait (0.1) seconds\n switch costume to (loupieur-swim v)\n wait (0.1) seconds\n switch costume to (loupieur-swim2 v)\n wait (0.1) seconds\n switch costume to (loupieur-swim3 v)\n wait (0.1) seconds\n switch costume to (loupieur-swim4 v)\n wait (0.1) seconds\n switch costume to (loupieur-swim3 v)\n wait (0.1) seconds\n switch costume to (loupieur-swim v)\n end\n end\n if <<key (left arrow v) pressed?> or <key ((left) v) pressed?>> then\n if <not <touching (ocean v)?>> then\n wait (0.1) seconds\n switch costume to (loupieur-walk left 1 v)\n wait (0.1) seconds\n switch costume to (loupieur-walk 4 v)\n wait (0.1) seconds\n switch costume to (loupieur-walk left 3 v)\n wait (0.1) seconds\n switch costume to (loupieur left v)\n else\n wait (0.1) seconds\n switch costume to (loupieur-swim-left v)\n wait (0.1) seconds\n switch costume to (loupieur-swim-left2 v)\n wait (0.1) seconds\n switch costume to (loupieur-swim-left3 v)\n wait (0.1) seconds\n switch costume to (loupieur-swim-left4 v)\n wait (0.1) seconds\n switch costume to (loupieur-swim-left3 v)\n wait (0.1) seconds\n switch costume to (loupieur-swim-left v)\n end\n end\n end\n end\nend\n\nwhen I receive [start v]\nforever\n set y to ((possY) + (26))\nend\n\nwhen I receive [respawn v]\nshow\nset [y v] to [0]\n\nwhen I receive [nether v]\nplay sound [minecraft-nether-portal-sound-effects v] until done\n\n@Player-Hitbox\n\ndefine Jump (gravity)\nchange [y v] by (gravity)\nchange y by (Y)\nif <touching (platform v)?> then\n repeat until <not <touching (platform v)?>>\n change y by (1)\n end\n set [y v] to [0]\n if <<<key ((up) v) pressed?> or <key (up arrow v) pressed?>> or <<mouse down?> and <[30] < (mouse y)>>> then\n set [y v] to [12]\n end\nend\n\nwhen I receive [nether v]\nset [spawnpoint v] to [0]\nset [background v] to [1]\ngo to x: (0) y: (100)\n\nwhen I receive [start v]\nset [ghost v] effect to (100)\nset [y v] to [0]\nforever\n if <(Gamemode) = [0]> then\n if <(parameter) = [off]> then\n if <(Respawn) = [0]> then\n if <not <touching (ocean v)?>> then\n Jump [-1]\n else\n change y by (-0.6)\n if <<<key ((up) v) pressed?> or <key (up arrow v) pressed?>> or <<mouse down?> and <[30] < (mouse y)>>> then\n repeat (2)\n change y by (5)\n end\n end\n if <<<key ((Down) v) pressed?> or <key (down arrow v) pressed?>> or <<mouse down?> and <(mouse y) < [-30]>>> then\n repeat (2)\n change y by (-3)\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [start v]\ngo to x: (0) y: (150)\ngo to [front v] layer\nforever\n if <(Respawn) = [0]> then\n if <(parameter) = [off]> then\n if <<key (right arrow v) pressed?> or <key ((Right) v) pressed?>> then\n change [x v] by (Speed)\n end\n if <<key (left arrow v) pressed?> or <key ((left) v) pressed?>> then\n change [x v] by ((Speed) * (-1))\n end\n end\n end\nend\n\nwhen I receive [start v]\npoint in direction (90)\ngo to x: (0) y: (100)\nshow\nset [tree v] to [0]\n\nwhen I receive [start v]\nset [-speed v] to [4]\nset [speed v] to [-4]\nset [jump v] to [10]\nset [gamemode v] to [0]\nset [y v] to [0]\nforever\n if <<key ((Tchat) v) pressed?> or <key ((join [enter] []) v) pressed?>> then\n set [parameter v] to [on]\n ask [tchat] and wait\n wait (0.1) seconds\n set [y v] to [0]\n set [parameter v] to [off]\n if <(answer) = [/gamerule doImediateRespawn]> then\n set [gamerulerespawnscreen v] to [1]\n end\n if <(answer) = [/Loupieur]> then\n set [player v] to [Loupieur]\n end\n if <(answer) = [/tp]> then\n ask [coordonnés] and wait\n change [x v] by (answer)\n end\n if <(answer) = [/ocean]> then\n broadcast (Ocean v)\n go to x: (0) y: (100)\n set [x v] to [0]\n end\n if <(answer) = [/nether]> then\n broadcast (Nether v)\n go to x: (0) y: (100)\n set [x v] to [0]\n end\n end\nend\n\nwhen flag clicked\nset [spawnpoint v] to [0]\nset [gamerulerespawnscreen v] to [0]\nset [life v] to [4]\nforever\n if <(Gamemode) = [0]> then\n if <<touching (trident-2 v)?> or <touching (trident-1 v)?>> then\n broadcast (Mort v)\n set [x v] to (Spawnpoint)\n go to x: (0) y: (50)\n if <(Gamerulerespawnscreen) = [0]> then\n hide\n end\n if <(Gamerulerespawnscreen) = [1]> then\n broadcast (Respawn v)\n end\n end\n if <<touching color (#8fa1a8)?> or <touching color (#399efe)?>> then\n broadcast (Mort v)\n if <[-1000] < (X)> then\n set [x v] to (Spawnpoint)\n go to x: (0) y: (50)\n end\n if <(X) < [-1000]> then\n set [x v] to (Spawnpoint)\n go to x: (0) y: (100)\n end\n if <(Gamerulerespawnscreen) = [0]> then\n hide\n end\n if <(Gamerulerespawnscreen) = [1]> then\n broadcast (Respawn v)\n end\n end\n if <touching (danger v)?> then\n broadcast (Mort v)\n if <[-1000] < (X)> then\n set [x v] to (Spawnpoint)\n go to x: (0) y: (50)\n end\n if <(X) < [-1000]> then\n set [x v] to (Spawnpoint)\n go to x: (0) y: (100)\n end\n if <(Gamerulerespawnscreen) = [0]> then\n hide\n end\n if <(Gamerulerespawnscreen) = [1]> then\n broadcast (Respawn v)\n end\n end\n if <(y position) < [-170]> then\n if <[-1000] < (X)> then\n set [x v] to (Spawnpoint)\n go to [front v] layer\n go to x: (0) y: (50)\n end\n if <<(X) < [-1000]> and <[-3600] < (X)>> then\n set [x v] to (Spawnpoint)\n go to x: (0) y: (100)\n go to [front v] layer\n end\n if <(X) < [-3600]> then\n set [x v] to (Spawnpoint)\n go to x: (0) y: (100)\n go to [front v] layer\n end\n broadcast (Mort v)\n if <(Gamerulerespawnscreen) = [0]> then\n hide\n end\n if <(Gamerulerespawnscreen) = [1]> then\n broadcast (Respawn v)\n end\n end\n if <touching (particle v)?> then\n if <[-1000] < (X)> then\n set [x v] to (Spawnpoint)\n go to x: (0) y: (50)\n end\n if <(X) < [-1000]> then\n set [x v] to (Spawnpoint)\n go to x: (0) y: (100)\n end\n broadcast (Mort v)\n if <(Gamerulerespawnscreen) = [0]> then\n hide\n end\n if <(Gamerulerespawnscreen) = [1]> then\n broadcast (Respawn v)\n end\n end\n end\nend\n\nwhen I receive [respawn v]\nshow\npoint in direction (90)\ngo to x: (0) y: (100)\n\nwhen flag clicked\nset [tchat v] to []\nset [background v] to [0]\nset [player v] to []\nset [ghost v] effect to (100)\nset [spawnpoint v] to [0]\nforever\n set [possy v] to (y position)\n if <touching (bubble v)?> then\n change y by (-8)\n end\n if <touching (tree v)?> then\n change [x v] by ((Speed) * (-1))\n end\nend\n\nwhen flag clicked\nset [spawnpoint v] to [0]\nset [gamerulerespawnscreen v] to [0]\nset [life v] to [4]\nforever\n if <(X) < [-1000]> then\n set [spawnpoint v] to [-1000]\n end\n if <(X) < [-3600]> then\n set [spawnpoint v] to [-3600]\n end\nend\n\nwhen I receive [ocean v]\nset [spawnpoint v] to [0]\n\n@Special Skin\n\nwhen flag clicked\nset [brightness v] effect to (0)\nhide\nif <(username) = [Loupieur]> then\n show\n switch costume to (loupieur v)\n repeat until <<(Player) = [Loupieur]> or <<(Player) = [Alex]> or <(Player) = [Steve]>>>\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (10)\n if <mouse down?> then\n set [player v] to [Loupieur]\n broadcast (Start v)\n end\n else\n set [brightness v] effect to (0)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<(Player) = [Loupieur]> or <<(Player) = [Alex]> or <(Player) = [Steve]>>> then\n hide\n end\nend\n\n@Platform\n\nwhen flag clicked\nwait (0.1) seconds\nset [x v] to [0]\nswitch costume to (plateforme v)\nplatform [0] [0] [1]\nplatform [200] [-20] [2]\nplatform [350] [-20] [3]\nplatform [500] [-15] [4]\nplatform [700] [-10] [5]\nplatform [820] [0] [6]\nplatform [1060] [-10] [7]\nplatform [1170] [0] [8]\nplatform [1350] [0] [9]\nplatform [1420] [0] [10]\nplatform [1620] [0] [11]\nplatform [1620] [0] [12]\nplatform [1700] [10] [13]\n\nwhen I start as a clone\nshow\nforever\n switch costume to (big v)\n go to x: ((tag) + (X)) y: (Py)\n switch costume to (costume)\nend\n\nwhen I receive [nether v]\nhide\nrepeat (1)\n delete this clone\nend\nplatform [0] [-30] [14]\nplatform [150] [-30] [15]\nplatform [280] [-30] [16]\nplatform [410] [-10] [17]\nplatform [525] [-30] [18]\nplatform [860] [-5] [19]\nplatform [1450] [-120] [20]\nplatform [1600] [-50] [21]\nplatform [1745] [-50] [22]\nplatform [1895] [-50] [23]\nplatform [1950] [-70] [24]\nplatform [2200] [-50] [25]\nplatform [2800] [-70] [26]\nplatform [3000] [-60] [27]\nplatform [3135] [-70] [28]\nplatform [3300] [-70] [29]\nplatform [3800] [-50] [30]\nplatform [4800] [50] [31]\n\nwhen I start as a clone\nforever\n if <not <(Background) = [0]>> then\n stop [this script v]\n end\nend\n\nwhen I start as a clone\nset [background v] to (x position)\n\nwhen I receive [ocean v]\nhide\nrepeat (1)\n delete this clone\nend\nplatform [5000] [0] [32]\n\ndefine platform (tag) (y) (costume)\nset [tag v] to (tag)\nset [py v] to (y)\nset [costume v] to (costume)\ncreate clone of (_myself_ v)\n\n@Danger\n\nwhen flag clicked\nhide\nwait (0.1) seconds\nset [x v] to [0]\nplatform [1351] [0] [1] [5] [0.1]\n\nwhen I receive [nether v]\nhide\ndelete this clone\n\nwhen I receive [ocean v]\nhide\ndelete this clone\n\ndefine platform (tag) (y) (costume) (max frame) (frame rate)\nset [tag v] to (tag)\nset [py v] to (y)\nset [costume v] to (costume)\nset [max frame v] to (max frame)\nset [frame rate v] to (frame rate)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nforever\n change [frame v] by (frame rate)\n switch costume to (big v)\n go to x: ((tag) + (X)) y: (Py)\n switch costume to ((costume) + ([floor v] of ((frame) mod (max frame)) ))\nend\n\n@Portal\n\nwhen flag clicked\nwait (0.1) seconds\nset [x v] to [0]\nhide\nplatform [1708] [10] [1] [4] [0.1]\n\nwhen I receive [nether v]\nhide\nrepeat (1)\n delete this clone\nend\nplatform [5197] [-101] [1] [4] [0.1]\n\nwhen I receive [ocean v]\nhide\ndelete this clone\n\ndefine platform (tag) (y) (costume) (max frame) (frame rate)\nset [tag v] to (tag)\nset [py v] to (y)\nset [costume v] to (costume)\nset [max frame v] to (max frame)\nset [frame rate v] to (frame rate)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nforever\n change [frame v] by (frame rate)\n switch costume to (big v)\n go to x: ((tag) + (X)) y: (Py)\n switch costume to ((costume) + ([floor v] of ((frame) mod (max frame)) ))\nend\n\n@Tree\n\nwhen flag clicked\nhide\nset [ghost v] effect to (0)\nset [tag v] to [1]\ncreate clone of (_myself_ v)\nset [tag v] to [2]\ncreate clone of (_myself_ v)\n\nwhen I receive [nether v]\nrepeat (1)\n delete this clone\nend\n\nwhen flag clicked\nforever\n if <not <(Background) = [0]>> then\n hide\n end\nend\n\nnext costume\n\nwhen I start as a clone\nif <(tag) = [2]> then\n set [costume v] to [1]\n switch costume to (complete tree v)\n forever\n show\n switch costume to (big v)\n go to x: ((500) + (X)) y: (0)\n switch costume to (costume)\n if <touching (mouse-pointer v)?> then\n set [tree v] to [1]\n if <mouse down?> then\n change [costume v] by (1)\n wait (0.05) seconds\n set [tree v] to [0]\n end\n end\n if <(costume) = [5]> then\n repeat (33)\n change [ghost v] effect by (3)\n go to x: ((500) + (X)) y: (0)\n end\n hide\n delete this clone\n end\n end\nend\nif <(tag) = [1]> then\n set [costume v] to [1]\n switch costume to (complete tree v)\n forever\n show\n switch costume to (big v)\n go to x: ((1620) + (X)) y: (15)\n switch costume to (costume)\n if <touching (mouse-pointer v)?> then\n set [tree v] to [1]\n if <mouse down?> then\n change [costume v] by (1)\n wait (0.05) seconds\n set [tree v] to [0]\n end\n end\n if <(costume) = [5]> then\n repeat (33)\n change [ghost v] effect by (3)\n go to x: ((1620) + (X)) y: (15)\n end\n hide\n delete this clone\n end\n end\nend\n\n@Bed\n\nwhen flag clicked\nset [bed v] to [0]\nhide\nwait (0.1) seconds\nswitch costume to (plateforme v)\ngo to x: (0) y: (-10)\nforever\n go to x: ((525) + (X)) y: (-30)\n if <touching (player v)?> then\n broadcast (Explosion v)\n set [bed v] to [1]\n hide\n end\nend\n\nwhen I receive [nether v]\nrepeat until <(Background) = [3]>\n if <(Bed) = [0]> then\n if <<[-288] > (X)> and <(X) > [-800]>> then\n show\n else\n hide\n end\n end\nend\n\nwhen I receive [ocean v]\nhide\ndelete this clone\n\n@Particle\n\nwhen I receive [explosion v]\nswitch costume to (explosion1/4 v)\nshow\nrepeat (3)\n wait (0.00001) seconds\n next costume\nend\nhide\n\nwhen flag clicked\nhide\n\n@UI\n\nwhen I receive [mort v]\nhide\nrepeat (1)\n delete this clone\nend\nif <(Gamerulerespawnscreen) = [0]> then\n set [respawn v] to [1]\n set [y v] to [0]\n switch costume to (death screen v)\n create clone of (_myself_ v)\n switch costume to (death screen2 v)\n create clone of (_myself_ v)\n switch costume to (death screen3 v)\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nset size to (100) %\nset [respawn v] to [0]\nhide\nswitch costume to (minecraft v)\ncreate clone of (_myself_ v)\n\nwhen I receive [respawn v]\nrepeat (1)\n delete this clone\nend\nhide\n\nwhen I start as a clone\nif <(costume [number v]) = [1]> then\n go to x: (0) y: (0)\n go to [front v] layer\n show\nend\nif <(costume [number v]) = [2]> then\n go to x: (0) y: (0)\n go to [front v] layer\n show\n forever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (25)\n set size to (105) %\n if <mouse down?> then\n broadcast (Respawn v)\n set [respawn v] to [0]\n delete this clone\n end\n else\n set [brightness v] effect to (0)\n set size to (100) %\n end\n end\nend\nif <(costume [number v]) = [3]> then\n go to x: (0) y: (0)\n go to [front v] layer\n show\n forever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (25)\n set size to (105) %\n if <mouse down?> then\n stop [all v]\n end\n else\n set [brightness v] effect to (0)\n set size to (100) %\n end\n end\nend\nif <(costume [number v]) = [4]> then\n set size to (100) %\n go to x: (0) y: (120)\n go to [back v] layer\n show\nend\n\nwhen I receive [start v]\nrepeat (1)\n delete this clone\nend\n\n@ghast\n\nwhen I receive [nether v]\nforever\n if <(X) = [-1872]> then\n show\n switch costume to (costume1 v)\n go to x: (300) y: (300)\n glide (0.5) secs to x: (150) y: (120)\n switch costume to (costume2 v)\n broadcast (Fire charche v)\n wait (0.5) seconds\n switch costume to (costume1 v)\n wait (2) seconds\n glide (0.5) secs to x: (300) y: (300)\n stop [this script v]\n end\n hide\nend\n\nwhen flag clicked\nhide\n\n@Fire Charge\n\nwhen I receive [fire charche v]\ngo to x: (180) y: (170)\npoint towards (player v)\nshow\nrepeat (100)\n move (10) steps\n if <touching (player v)?> then\n broadcast (Explosion v)\n hide\n end\nend\nhide\n\nwhen flag clicked\nhide\n\n@Blaze rod\n\nwhen I receive [nether v]\nrepeat until <(Background) = [3]>\n if <(Blaze Rod) = [0]> then\n if <<[-4840] > (X)> and <(X) > [-6000]>> then\n show\n else\n hide\n end\n end\nend\n\nwhen flag clicked\nset [blaze rod v] to [0]\nrepeat until <(Background) = [3]>\n go to x: ((5100) + (X)) y: (-15)\n if <touching (player v)?> then\n set [blaze rod v] to [1]\n hide\n end\nend\n\n@ocean\n\nwhen flag clicked\nhide\n\nwhen I receive [ocean v]\nswitch backdrop to (océan v)\ngo to [front v] layer\nset [background v] to [3]\nshow\n\n@???\n\nwhen flag clicked\nset [ghost v] effect to (0)\ngo [backward v] (1) layers\ngo to [front v] layer\nshow\nrepeat (50)\n change [ghost v] effect by (2)\nend\nhide\n\n@Sagovacha\n\nwhen flag clicked\nset [ghost v] effect to (0)\ngo to [front v] layer\ngo [backward v] (1) layers\nshow\nrepeat (50)\nwait (1) seconds\nrepeat (50)\n change [ghost v] effect by (2)\nend\nhide\n\n@Guardian\n\nwhen flag clicked\ngo to x: (-401) y: (-16)\nhide\n\nwhen I receive [ocean v]\ngo to [front v] layer\ngo to x: (-401) y: (-16)\nhide\nrepeat until <(X) < [-3600]>\n if <<(X) < [-2800]> and <(X) > [-2850]>> then\n show\n repeat (10)\n change x by (10)\n end\n repeat until <(X) < [-3600]>\n wait (Respawn) seconds\n if <<(Respawn) = [0]> and <not <<<mouse down?> and <(mouse x) > [20]>> or <<key (right arrow v) pressed?> or <key ((Right) v) pressed?>>>>> then\n glide (0.3) secs to x: (-15) y: (possY)\n broadcast (Mort v)\n go to x: (-330) y: (-16)\n end\n end\n end\nend\nrepeat (20)\n change x by (-10)\nend\nhide\n\nwhen I receive [ocean v]\nforever\n repeat (10)\n change y by (1)\n wait (0.1) seconds\n end\n repeat (10)\n change y by (-1)\n wait (0.1) seconds\n end\nend\n\nwhen I receive [ocean v]\nforever\n if <<(X) < [5000]> and <(X) > [5050]>> then\n repeat (10)\n change x by (1)\n end\n end\nend\n\n@LAVA FLOW\n\nwhen flag clicked\nhide\nforever\n if <(Background) = [2]> then\n go to [back v] layer\n show\n go to x: (83) y: (250)\n glide (16) secs to x: (83) y: (-500)\n else\n hide\n end\nend\n\nwhen backdrop switches to [forteress v]\nset [background v] to [2]\n\nwhen backdrop switches to [océan v]\nhide\n\n@Trident-1\n\nwhen flag clicked\nhide\n\nwhen I receive [ocean v]\nrepeat until <(Background) = [4]>\n if <<(X) < [-100]> and <[-120] < (X)>> then\n switch costume to (alerte v)\n show\n go to x: (200) y: (possY)\n repeat (5)\n show\n wait (0.5) seconds\n hide\n wait (0.5) seconds\n end\n switch costume to (trident v)\n show\n repeat (30)\n move (-20) steps\n end\n hide\n end\nend\n\nwhen I receive [ocean v]\nrepeat until <(Background) = [4]>\n if <<(X) < [-100]> and <[-120] < (X)>> then\n switch costume to (alerte v)\n show\n go to x: (200) y: (possY)\n repeat (5)\n glide (1) secs to x: (200) y: (possY)\n end\n end\nend\n\n@Trident-2\n\nwhen flag clicked\nhide\n\nwhen I receive [ocean v]\nrepeat until <(Background) = [4]>\n if <<(X) < [-150]> and <[-180] < (X)>> then\n switch costume to (alerte v)\n show\n go to x: (200) y: (possY)\n repeat (5)\n show\n wait (0.5) seconds\n hide\n wait (0.5) seconds\n end\n switch costume to (trident v)\n show\n repeat (30)\n move (-20) steps\n end\n hide\n end\nend\n\nwhen I receive [ocean v]\nrepeat until <(Background) = [4]>\n if <<(X) < [-150]> and <[-180] < (X)>> then\n switch costume to (alerte v)\n show\n go to x: (200) y: (possY)\n repeat (5)\n glide (1) secs to x: (200) y: (possY)\n end\n end\nend\n\n@Océan\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [ocean v]\nshow\ngo to [back v] layer\nrepeat until <(Background) = [4]>\n if <<<mouse down?> and <(mouse x) > [20]>> or <<key (right arrow v) pressed?> or <key ((Right) v) pressed?>>> then\n change x by ((Speed) + (2))\n end\n if <<<mouse down?> and <[20] > (mouse x)>> or <<key (left arrow v) pressed?> or <key ((left) v) pressed?>>> then\n change x by ((-speed) - (2))\n end\n if <[-515] > (x position)> then\n go to x: (510) y: (0)\n end\n if <(x position) > [511]> then\n go to x: (-514) y: (0)\n end\nend\n\nwhen flag clicked\n\nwhen I receive [mort v]\ngo to x: (0) y: (0)\n\nbroadcast (Ocean v)\n\n@Océan-2\n\nwhen flag clicked\ngo to x: (5000) y: (0)\nhide\n\nwhen I receive [ocean v]\nshow\ngo to [back v] layer\nrepeat until <(Background) = [4]>\n if <<<mouse down?> and <(mouse x) > [20]>> or <<key ((Right) v) pressed?> or <key (right arrow v) pressed?>>> then\n change x by ((Speed) + (2))\n end\n if <<<mouse down?> and <[20] > (mouse x)>> or <<key ((left) v) pressed?> or <key (left arrow v) pressed?>>> then\n change x by ((-speed) - (2))\n end\n if <[-515] > (x position)> then\n go to x: (510) y: (0)\n end\n if <(x position) > [511]> then\n go to x: (-514) y: (0)\n end\nend\n\nwhen I receive [mort v]\ngo to x: (510) y: (0)\n\n@Trident-3\n\nwhen flag clicked\nhide\n\nwhen I receive [ocean v]\nrepeat until <(Background) = [4]>\n if <<(X) < [-270]> and <[-300] < (X)>> then\n switch costume to (alerte v)\n show\n go to x: (200) y: (possY)\n repeat (5)\n show\n wait (0.3) seconds\n hide\n wait (0.3) seconds\n end\n switch costume to (trident v)\n show\n repeat (30)\n move (-20) steps\n end\n hide\n end\nend\n\nwhen I receive [ocean v]\nrepeat until <(Background) = [4]>\n if <<(X) < [-270]> and <[-300] < (X)>> then\n switch costume to (alerte v)\n show\n go to x: (200) y: (possY)\n repeat (5)\n glide (0.6) secs to x: (200) y: (possY)\n end\n end\nend\n\n@Bubble\n\nwhen I receive [ocean v]\ngo to [front v] layer\ngo [backward v] (1) layers\nrepeat (20)\n create clone of (_myself_ v)\n wait (0.2) seconds\nend\nrepeat until <(Background) = [4]>\n set x to ((2000) + (X))\n change y by (pick random (-5) to (-30))\n if <touching (_edge_ v)?> then\n hide\n set y to (175)\n else\n show\n end\nend\n\nwhen I start as a clone\nrepeat until <(Background) = [4]>\n set x to ((2000) + (X))\n change y by (pick random (-5) to (-30))\n if <touching (_edge_ v)?> then\n hide\n set y to (175)\n switch costume to (pick random (1) to (6))\n else\n show\n end\nend\ndelete this clone\n\n@Dolfin\n\nwhen flag clicked\nhide\n\nwhen I receive [ocean v]\nswitch costume to (daulphin1 v)\nhide\nrepeat until <(X) < [-3730]>\n if <<(X) < [-1000]> and <(X) > [-1050]>> then\n show\n go to x: (-270) y: (206)\n glide (2) secs to x: (-100) y: (150)\n glide (0.5) secs to x: (0) y: (150)\n set [-speed v] to [8]\n set [speed v] to [-8]\n repeat until <(X) < [-3730]>\n go to x: (0) y: ((possY) + (120))\n if <<<mouse down?> and <(mouse x) > [20]>> or <<key (right arrow v) pressed?> or <key ((Right) v) pressed?>>> then\n switch costume to (daulphin1 v)\n end\n if <<<mouse down?> and <[20] > (mouse x)>> or <<key (left arrow v) pressed?> or <key ((left) v) pressed?>>> then\n switch costume to (daulphin2 v)\n end\n end\n repeat (200)\n change y by (10)\n end\n hide\n end\nend\n\n@GuardianLazer\n\nwhen flag clicked\nhide\nforever\n switch costume to (lazer-1 v)\n wait (0.1) seconds\n switch costume to (lazer-2 v)\n wait (0.1) seconds\n switch costume to (lazer-3 v)\n wait (0.1) seconds\nend\n\nwhen I receive [ocean v]\nset [ghost v] effect to (0)\nwait until <(X) < [-2800]>\nrepeat until <(X) < [-3400]>\n show\n set [ghost v] effect to (50)\n wait (3) seconds\n set [ghost v] effect to (0)\n point in direction (pick random (75) to (115))\n go to x: (0) y: (0)\n wait (1) seconds\nend\nhide\n\nwhen I receive [ocean v]\nset [ghost v] effect to (0)\nforever\n if <(X) < [-3400]> then\n hide\n end\nend\n\n@thumbnail\n\nwhen [timer v] > (i)\ngo to [front v] layer\nswitch costume to (thumbnail v)\nset size to (100) %\ngo to x: (0) y: (0)\nshow\n\nwhen flag clicked\nhide\nforever\n set [i v] to ((timer) + (0.1))\nend\n\n | *****Minecraft Plateformer*****\n\nArrows key to move , mouse for break\n\n100 Like!!!\n100 Fav!!! |
Llama Platformer | @Stage\n\n@Sprite1\n\nwhen I receive [next level v]\ngo to x: (-196) y: (-17)\n\nwhen flag clicked\nhide\nwait (1.5) seconds\ngo to x: (-196) y: (-17)\ngo to [front v] layer\nshow\nset [x v] to [0]\nset [y v] to [0]\nforever\n change [y v] by (-1)\n if <key (left arrow v) pressed?> then\n change [x v] by (-1)\n end\n if <key (right arrow v) pressed?> then\n change [x v] by (1)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching color (#554831)?> then\n change y by (1)\n end\n if <touching color (#554831)?> then\n change y by (1)\n end\n if <touching color (#554831)?> then\n change y by (1)\n end\n if <touching color (#554831)?> then\n change y by (1)\n end\n if <touching color (#554831)?> then\n change y by (-4)\n change x by ((x) * (-1))\n if <key (up arrow v) pressed?> then\n set [y v] to [15]\n if <([abs v] of (x) ) = (x)> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n set [x v] to [0]\n end\n end\n change y by (y)\n if <touching color (#554831)?> 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 (#554831)?>> then\n set [y v] to [15]\n end\n change y by (1)\n if <touching color (#ffaaaa)?> then\n go to x: (-196) y: (-17)\n end\n if <<(x position) = [240]> or <(x position) > [240]>> then\n broadcast (next level v)\n end\nend\n\nwhen [s v] key pressed\ngo to x: (-196) y: (-17)\n\nwhen [r v] key pressed\ngo to x: (-196) y: (-17)\n\n@Sprite2\n\nwhen I receive [next level v]\nnext costume\n\nwhen [s v] key pressed\nnext costume\n\n@Sprite3\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n play sound [Climax by bubblebee3 v] until done\nend\n\n | INSTRUCTIONS \n\nArrow keys to move\nR to restart level\nS to skip level |
Lightning -A Scrolling Platformer- | @Stage\n\nchange [brightness v] effect by (0.1)\n\nchange [color v] effect by (25)\n\nwhen flag clicked\nforever\n play sound [07 Tiny Woods v] until done\nend\n\nset [mosaic v] effect to (0)\n\n@player\n\nwhen flag clicked\nset [xv v] to [0]\nset [yv v] to [0]\nset [scroll x v] to [230]\nset [scroll y v] to [30]\nset size to (100) %\nshow\n\nwhen flag clicked\n\nwhen flag clicked\n\nwhen flag clicked\n\ngo to [front v] layer\n\nwhen flag clicked\n\nif <touching (spikes v)?> then\n\nbroadcast (dead v)\nset [x v] to [0]\nset [y v] to [0]\n\nif <touching color (#fffa00)?> then\n set [yv v] to [19]\nend\n\nwhen flag clicked\n\nwhen I receive [next v]\n\nwhen flag clicked\n\nif <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [yv v] to [10]\nend\n\nwhen flag clicked\n\nwhen flag clicked\n\nwhen I receive [start v]\nswitch costume to (costume v)\nset [pixelate v] effect to (0)\nforever\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xv v] by (-1)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xv v] by (1)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if then\n change y by (1)\n if then\n change y by (1)\n if then\n change y by (1)\n if then\n change y by (1)\n end\n if then\n change y by (1)\n if then\n change x by ((Xv) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(Xv) > [0]> then\n set [xv v] to [-5]\n else\n set [xv v] to [5]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n change [yv v] by (-1)\n change y by (Yv)\n if then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [yv v] to [10]\n end\n end\n change y by (1)\n change [scroll x v] by ((x position) * (-1))\n change [scroll y v] by ((y position) * (-1))\n go to x: (0) y: (0)\n if <touching (spikes v)?> then\n broadcast (dead v)\n repeat (20)\n change [ghost v] effect by (5)\n end\n set [ghost v] effect to (0)\n set [scroll x v] to [230]\n set [scroll y v] to [30]\n set [xv v] to [0]\n set [yv v] to [0]\n end\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n switch costume to (costume2 v)\n else\n switch costume to (costume v)\n end\nend\n\nwhen I receive [start v]\nforever\n if <touching (next v)?> then\n wait () seconds\n set size to (100) %\n point in direction (90)\n set [pixelate v] effect to (0)\n set [scroll x v] to [230]\n set [scroll y v] to [30]\n set [xv v] to [0]\n set [yv v] to [0]\n broadcast (next v)\n wait () seconds\n end\nend\n\nwhen I receive [start v]\nforever\n broadcast (tick v)\nend\n\nif <[] = [1]> then\n\n@level\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n if <(Scroll X) > [275]> then\n set [scroll x v] to [274]\n end\n if <(Scroll X) < [-373]> then\n set [scroll x v] to [-374]\n end\nend\n\ngo to x: (0) y: (Scroll Y)\n\nwhen I receive [next v]\nnext costume\nwait (0.1) seconds\n\nwhen I receive [tick v]\ngo to x: (Scroll X) y: (Scroll Y)\nif <(Scroll X) > [275]> then\n set [scroll x v] to [274]\nend\nif <(Scroll X) < [-373]> then\n set [scroll x v] to [-374]\nend\n\nwhen flag clicked\nforever\nend\n\nif <(costume [number v]) = [10]> then\n broadcast (end v)\n stop [this script v]\nend\n\n@next\n\nwhen flag clicked\nshow\ngo to x: (240) y: (21)\nset [ghost v] effect to (0)\n\nwhen I receive [tick v]\ngo to x: ((Scroll X) + (300)) y: ((Scroll Y) + (-50))\n\nwhen I receive [end v]\nhide\n\n@dead\n\nwhen flag clicked\nhide\ngo to [front v] layer\nset [ghost v] effect to (100)\nset size to (120) %\n\nwhen flag clicked\n\nwhen I receive [dead v]\ngo to [front v] layer\nshow\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nwait (0.2) seconds\nbroadcast (reset v)\nrepeat (20)\n change [ghost v] effect by (5)\nend\nset [ghost v] effect to (100)\nhide\n\n@Sprite1\n\n@spikes\n\nwhen I receive [tick v]\ngo to x: (Scroll X) y: (Scroll Y)\n\nwhen I receive [next v]\nnext costume\nwait (0.01) seconds\n\nwhen flag clicked\nswitch costume to (costume10 v)\n\n@title\n\nwhen flag clicked\nset size to (100) %\nshow\nset [ghost v] effect to (0)\nswitch costume to (costume3 v)\ngo to x: (0) y: (0)\n\nwhen I receive [start v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\n@play\n\nwhen flag clicked\nshow\nset [ghost v] effect to (0)\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (5)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen this sprite clicked\nbroadcast (start v)\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\n@thumb\n\nwhen flag clicked\nhide\n\n@lightning\n\nwhen flag clicked\n\nwhen I receive [start v]\n\nwhen flag clicked\nhide\ndelete this clone\n\nwhen I start as a clone\nset volume to (100) %\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\ngo to [front v] layer\nshow\nswitch costume to (costume7 v)\nrepeat (5)\n change [ghost v] effect by (-20)\nend\nwait (pick random (0.3) to (1)) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen [space v] key pressed\n\nwhen I receive [start v]\nset [ghost v] effect to (0)\ngo to [back v] layer\nforever\n set [ghost v] effect to (0)\n hide\n wait (pick random (2.5) to (6)) seconds\n go to x: (pick random (-230) to (230)) y: (74)\n switch costume to (pick random (1) to (6))\n set [ghost v] effect to (100)\n show\n start sound (pick random (1) to (2))\n set [strike v] to (pick random (1) to (3))\n set volume to (pick random (70) to (110)) %\n repeat (5)\n change [ghost v] effect by (-20)\n end\n wait (0.3) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\nend\n\nwhen I receive [start v]\nforever\n if <<(strike) = [1]> or <(strike) = [2]>> then\n set [strike v] to [0]\n create clone of (_myself_ v)\n end\nend\n\n@words2\n\nwhen I receive [tick v]\n\ngo to x: ((Scroll X) + (pick random (-1) to (1))) y: ((Scroll Y) + (pick random (-1) to (1)))\n\nwhen flag clicked\nhide\n\nwhen I receive [end v]\nshow\n\n@title2\n\nwhen flag clicked\ngo to [front v] layer\nset size to (100) %\nshow\nset [ghost v] effect to (0)\nswitch costume to (costume3 v)\ngo to x: (0) y: (79)\nforever\n set [my variable v] to [0]\n forever\n change [my variable v] by (20)\n change size by ([cos v] of (my variable) )\n end\nend\n\nwhen I receive [start v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\n | Lightning - A scrolling platformer\n\nHeart, star and follow and I will give you some pie\n\nArrow keys to move, down arrow to crouch. Sometimes lighting will appear and it will usually blind you for a few seconds. Beware!\n\nWARNING: This game has flashing lights in it. \n=============================================\nCredits:\nMe @JWhandle\nMusic: Tiny woods\n\nEnjoy :D\n\n#game #games #platformer #lightning #jwhandle |
Spoon || A Platformer | @Stage\n\nwhen I receive [begin v]\nswitch backdrop to (backdrop2 v)\n\nwhen flag clicked\nswitch backdrop to (backdrop3 v)\n\n@Spoon\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I receive [setip 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 switch backdrop to (1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [0] y: [360]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [next level v]\nnext costume\nif <(costume [name v]) = [costume12]> then\n\nwhen flag clicked\nforever\n if <(costume [name v]) = [costume13]> then\n broadcast (hide sprites v)\n end\nend\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\ngo to [front v] layer\ngo to x: (0) y: (0)\n\n@game\n\ndefine Physics\ngo [forward v] (1000000) layers\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(x position) < (mouse x)>>> then\n point in direction (90)\n change [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 point in direction (-90)\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 (#969696)?> then\n change y by (1)\nend\nif <touching color (#969696)?> then\n change y by (1)\nend\nif <touching color (#969696)?> then\n change y by (1)\nend\nif <touching color (#969696)?> then\n change y by (1)\nend\nif <touching color (#969696)?> then\n change x by ((Xmovement) * (-1))\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <mouse down?>> 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 (#969696)?> then\n change y by ((Yv) - ((Yv) * (2)))\n set [yv v] to [0]\nend\nchange y by (-1)\nif <(x position) > [220]> then\n broadcast (next level v)\n go to x: (-209) y: (-76)\nend\nif <touching color (#ffee00)?> then\n go to x: (-207) y: (-107)\nend\nif <touching (favorite v)?> then\n set [yv v] to [26]\nend\n\nwhen flag clicked\nset [level v] to [1]\nset [ghost v] effect to (0)\nshow\ngo to [front v] layer\ngo [forward v] (1000000) layers\npoint in direction (90)\ngo to x: (-207) y: (-107)\nforever\n Physics\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\nwhen I receive [restart v]\ngo to x: (-207) y: (-107)\n\nwhen I receive [left v]\npoint in direction (-90)\nrepeat (2)\n change [xmovement v] by (-2)\nend\n\nwhen I receive [right v]\npoint in direction (90)\nrepeat (2)\n change [xmovement v] by (2)\nend\n\nwhen I receive [up v]\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\nif <(level) = [6]> then\n go to x: (-219) y: (161)\nend\n\nwhen flag clicked\nforever\n wait (.0001) seconds\n next costume\nend\n\nwhen flag clicked\nplay sound [City Lights \(1\) v] until done\n\n@TB\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\n | Hello! Here is another platformer that I made. It's called Spoon! Who doesn't love spoons? I know I shared this before and then unshared it. Now I would like to share it with y'all again! Hope y'all like this! :)\n\nHow to play\nUse arrows keys\nAvoid yellow triangles\n |
Lost Blue A Platformer | @Stage\n\nwhen flag clicked\nforever\n play sound [the piano moosic v] until done\nend\n\n@Ground\n\nwhen I receive [end v]\nhide\n\nwhen flag clicked\ngo to [front v] layer\nhide\n\nwhen I receive [levelup v]\nnext costume\n\nwhen I receive [play v]\nshow\nswitch costume to (01 v)\n\n@Player\n\nwhen [space v] key pressed\nnext costume\n\nwhen I receive [play v]\ngo to [front v] layer\nswitch costume to (costume2 v)\nset [ghost v] effect to (0)\nshow\ngo to x: (-180) y: (-50)\nset [level v] to [1]\nset [x v] to [0]\nset [y v] to [0]\npoint in direction (90)\nforever\n change [y v] by (-1)\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> then\n change [x v] by (-0.8)\n switch costume to (costume1 v)\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n switch costume to (costume2 v)\n change [x v] by (0.8)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (-4)\n change x by ((x) * (-1))\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [y v] to [10]\n if <([abs v] of (x) ) = (x)> then\n set [x v] to [-5]\n else\n set [x v] to [5]\n end\n else\n set [x v] to [0]\n end\n end\n change y by (y)\n if <touching (ground v)?> then\n change y by ((0) - (y))\n set [y v] to [1]\n end\n change y by (-1)\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> and <touching (ground v)?>> then\n set [y v] to [15]\n end\n change y by (1)\n if <(y position) > [180]> then\n set [y v] to [0]\n end\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nset [level v] to [1]\nforever\n if <<key (b v) pressed?> or <touching (spikes v)?>> then\n go to x: (-180) y: (-50)\n broadcast (dead v)\n end\n if <(x position) > [244]> then\n go to x: (-180) y: (-50)\n broadcast (levelup v)\n change [level v] by (1)\n end\n if <(Level) = [15]> then\n broadcast (end v)\n stop [other scripts in sprite v]\n end\nend\n\nwhen flag clicked\nset size to (120) %\nshow\nwait (1.5) seconds\nset size to (60) %\n\n@Thumbnail\n\nwhen flag clicked\nset size to (100) %\nshow\nwait (1.5) seconds\nbroadcast (play v)\nrepeat (10)\n change [ghost v] effect by (12)\nend\nhide\n\n@Spikes\n\nwhen flag clicked\nhide\n\nwhen I receive [levelup v]\nnext costume\n\nwhen I receive [play v]\ngo to [front v] layer\nshow\nswitch costume to (01 v)\n\n | Use the arrow keys or WASD :)\nAnd get lost blue to his home :)\nAnd please check of some of my other platformer games! :) \nhttps://scratch.mit.edu/projects/387980814/\nhttps://scratch.mit.edu/projects/386399975/\n |
Underworld (a Platformer) | @Stage\n\nwhen I receive [play v]\nswitch backdrop to (item ([floor v] of (level) ) of [bg v])\n\nwhen I receive [begin v]\nbroadcast (play v)\nreset timer\nforever\n if <(level) < (Last level)> then\n play sound [Dimrain47 - At the speed of light v] until done\n end\nend\n\nwhen I receive [start up v]\nstop [other scripts in sprite v]\nstop all sounds\nforever\n if <<key (m v) pressed?> and <(mPressing) = [0]>> then\n set [volume v] to ((((volume) mod (49)) - (1)) * (-50))\n set volume to (volume) %\n set [mpressing v] to [1]\n else\n if <not <key (m v) pressed?>> then\n set [mpressing v] to [0]\n end\n end\n if <<key (l v) pressed?> and <(lPressing) = [0]>> then\n set [ldm v] to <not <(LDM) = [true]>>\n set [lpressing v] to [1]\n else\n if <not <key (l v) pressed?>> then\n set [lpressing v] to [0]\n end\n end\nend\n\n@Player\n\ndefine Cube\nif <not <(level) = (Last level)>> then\n control [-1] []\n switch costume to (cube v)\n if <touching (platforms v)?> then\n change y by ((yVel) * ((gravity) * (-1)))\n set [yvel v] to [0]\n end\n change y by ((gravity) * (-1))\n if <(item (1) of [bools v]) and <touching (platforms v)?>> then\n set [yvel v] to [13.5]\n end\n jump\nend\n\ndefine detection (in if loop?) (gravity)\nif <(in if loop?) = [0]> then\n set [i v] to [1]\n detection (i) (gravity)\nelse\n if <(in if loop?) < [6]> then\n if <touching (platforms v)?> then\n change y by (gravity)\n change [i v] by (1)\n detection (i) (gravity)\n end\n else\n if <touching (platforms v)?> then\n change x by ((xVel) * (-1))\n change y by ((gravity) * (-5))\n if (item (1) of [bools v]) then\n if <(xVel) > [0]> then\n set [xvel v] to [-5]\n else\n set [xvel v] to [5]\n end\n if <[cube v] contains (level)?> then\n set [yvel v] to [10]\n else\n set [xvel v] to [0]\n end\n else\n set [xvel v] to [0]\n end\n end\n end\nend\n\nwhen I receive [play v]\nif <(clone id) = [10]> then\n go to x: (-210) y: (item (level) of [start y v])\n if <[mini v] contains (level)?> then\n set size to (30) %\n else\n set size to (53) %\n end\n if <[cube v] contains (level)?> then\n set [gamemode v] to [1]\n else\n if <[ufo v] contains (level)?> then\n set [gamemode v] to [4]\n else\n if <[ball v] contains (level)?> then\n set [gamemode v] to [3]\n else\n set [gamemode v] to [2]\n end\n end\n end\n set [xvel v] to [0]\n set [yvel v] to [0]\n clear graphic effects\n wait (0.1) seconds\n forever\n go to [front v] layer\n if <(gamemode) = [1]> then\n Cube\n else\n if <(gamemode) = [2]> then\n Ship\n else\n if <(gamemode) = [3]> then\n ball\n else\n ufo\n end\n end\n end\n end\nend\n\nwhen I receive [die v]\nset [time v] to ((time) + (timer))\nchange [deaths v] by (1)\nset volume to (volume) %\nstop [other scripts in sprite v]\nset [particle velocity v] to [30]\nset [clone id v] to [-1]\ncreate clone of (_myself_ v)\nset [clone id v] to [10]\nset [ghost v] effect to (100)\nset [pause v] to [0]\nrepeat until <<(pause) = [36]> or <not (item (1) of [bools v])>>\n change [pause v] by (1)\nend\nrepeat until <<(pause) = [36]> or <(item (1) of [bools v]) and <(pause) > [11]>>>\n change [pause v] by (1)\nend\nset [gravity v] to [1]\nif <<(Knobbelboy mode) = [1]> and <(lives) = [0]>> then\n broadcast (GG v)\n stop [this script v]\nend\nset [level v] to ([floor v] of (level) )\ngo to x: (-210) y: (item (level) of [start y v])\nif <(level) = [16]> then\n switch costume to (ship0 v)\n set [gamemode v] to [2]\nend\nbroadcast (play v)\nreset timer\n\ndefine Clone (n)\nswitch costume to (death effect2 v)\nrepeat (n)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(clone id) = [-1]> then\n death effect start\n set [clone id v] to [1]\n explode [5] [2.01] [] [2] [0.75]\n create clone of (_myself_ v)\n explode [4] [2.01] [] [2] [0.75]\n create clone of (_myself_ v)\n explode [6] [-2.01] [] [2] [1.3333333333]\nelse\n if <(clone id) = [0]> then\n point in direction (pick random (0.) to (360))\n set [ghost v] effect to (pick random (1) to (10))\n set [particle velocity v] to (pick random (5) to (13))\n set size to (pick random (50) to (100)) %\n explode [15] [2] [2] [3] [0.8]\n explode [10] [2] [-2] [3] [1.25]\n else\n set size to (0) %\n switch costume to (death effect3 v)\n set [particle velocity v] to [30]\n go [backward v] (3) layers\n explode [10] [2.01] [0] [3] [0.9]\n end\nend\nforever\n delete this clone\nend\n\ndefine explode (reps) (grow) (steps) (fade) (rate)\nrepeat (reps)\n move ((particle velocity) * (steps)) steps\n set [particle velocity v] to ((particle velocity) * (rate))\n change [ghost v] effect by (fade)\n if <([abs v] of (grow) ) > [2]> then\n change size by ((particle velocity) * (grow))\n else\n change size by (grow)\n end\nend\n\nwhen I receive [next v]\nchange [level v] by (1)\nbroadcast (play v)\n\ndefine Ship\nswitch costume to (ship hitbox v)\npoint in direction (90)\ncontrol [-1] []\nif <touching (platforms v)?> then\n change y by ((yVel) * ((gravity) * (-1)))\n set [yvel v] to [0]\nend\nchange y by ((gravity) * (-1))\nif (item (1) of [bools v]) then\n change [yvel v] by (2)\nend\nchange y by (gravity)\nif <not <touching (platforms v)?>> then\n set [dir v] to ((90) - (((yVel) * (3)) * (gravity)))\nend\nif <(x position) > [240]> then\n broadcast (next v)\nend\nif <[-240] > (x position)> then\n set [xvel v] to [0]\nend\npoint in direction (dir)\nswitch costume to (join [Ship] ((1) - (gravity)))\n\ndefine control (vel decrease) (dir)\nset [costume v] to (costume [number v])\nif <<<<touching (moving hazards v)?> or <touching (hazards v)?>> or <(y position) < [-160]>> and <(can die) = [1]>> then\n broadcast (die v)\nend\nif (item (3) of [bools v]) then\n change [xvel v] by (1)\nend\nif (item (2) of [bools v]) then\n change [xvel v] by (-1)\nend\nif <[-20] > (xVel)> then\n set [xvel v] to [-20]\nelse\n if <(xVel) > [20]> then\n set [xvel v] to [20]\n end\nend\nchange x by (xVel)\nif <not <[ball v] contains (level)?>> then\n detection [0] (gravity)\n change [yvel v] by (vel decrease)\n change y by ((yVel) * ((gravity) * ((dir) + (1))))\nelse\n detection [0] ((-1) * (gravity))\n change [yvel v] by (vel decrease)\n change y by ((yVel) * (((-1) * (gravity)) * ((dir) + (1))))\nend\nset [xvel v] to ((xVel) * (0.9))\nif <(x position) < [-240]> then\n set x to (-240)\n set [xvel v] to [0]\nend\nif <(y position) > [200]> then\n set y to (200)\nend\n\ndefine jump\nchange y by (gravity)\npoint in direction ((gravity) * (90))\nif <(x position) > [240]> then\n broadcast (next v)\nend\nif <[-240] > (x position)> then\n set [xvel v] to [0]\nend\n\ndefine ufo\nswitch costume to (ufo hitbox v)\ncontrol [-1] []\nif <touching (platforms v)?> then\n change y by ((yVel) * ((gravity) * (-1)))\n set [yvel v] to [0]\nend\nchange y by ((gravity) * (-1))\nif (item (1) of [bools v]) then\n if <(key?) = [0]> then\n set [yvel v] to [11]\n set [key? v] to [1]\n end\nelse\n set [key? v] to [0]\nend\njump\nswitch costume to (ufo v)\n\ndefine ball\nswitch costume to (ball hitbox v)\npoint in direction (90)\ncontrol [-1.25] [-2]\nchange [dir v] by ((gravity) * (10))\nif <touching (platforms v)?> then\n repeat until <<not <touching (platforms v)?>> or <touching (hazards v)?>>\n change y by (gravity)\n end\n change y by ((gravity) * (-1))\n set [yvel v] to [0]\nend\nif (item (1) of [bools v]) then\n if <(key?) = [0]> then\n if <touching (platforms v)?> then\n set [gravity v] to ((gravity) * (-1))\n set [yvel v] to [-3]\n set [key? v] to [1]\n end\n end\nelse\n set [key? v] to [0]\nend\nchange y by (gravity)\nif <(x position) > [239]> then\n broadcast (next v)\nend\nif <[-239] > (x position)> then\n set [xvel v] to [0]\nend\nswitch costume to (ball v)\npoint in direction (dir)\nif <touching (hazards v)?> then\n broadcast (die v)\nend\n\nwhen I receive [gg v]\nstop [other scripts in sprite v]\nclear graphic effects\nset [opacity v] to [1]\nrepeat (15)\n set [opacity v] to ((opacity) * (1.35935639087852566664339))\n set [ghost v] effect to (opacity)\nend\nhide\n\nwhen I receive [begin v]\nset [time v] to [0]\nreset timer\nshow\n\nwhen I receive [play v]\npoint in direction (90)\nif <<(level) = (Last level)> and <(clone id) = [10]>> then\n stop all sounds\n set volume to ((volume) * (2)) %\n start sound [endStart_02.mp3 v]\n switch costume to (cube v)\n go to [front v] layer\n set [yvel v] to [13.5]\n set [xvel v] to [10]\n Curve 1 [-0.3125] [-0.9] [32]\n Curve 2 [0.5] []\n set [yvel v] to ([abs v] of (yVel) )\n Curve 2 [] [2]\n Curve 1 [-1] [1] [16]\n Curve 1 [-1] [-2] [16]\nend\n\ndefine Curve 2 (growth1) (growth2)\nrepeat (4)\n set [yvel v] to ((yVel) * (growth1))\n change y by (yVel)\n set [yvel v] to ((yVel) * (growth2))\n turn right (8) degrees\n change x by ([abs v] of (xVel) )\n change [xvel v] by (-0.3333333333)\nend\n\ndefine Curve 1 (x growth) (y growth) (iterations)\nrepeat (iterations)\n change [yvel v] by (y growth)\n change y by (yVel)\n turn right (8) degrees\n change x by (([abs v] of (xVel) ) * (1.125))\n change [xvel v] by (x growth)\nend\n\nwhen I receive [play v]\nif <<(level) = (Last level)> and <(clone id) = [10]>> then\n set [time v] to ((time) + (timer))\n wait (4.38) seconds\n broadcast (GG v)\nend\n\ndefine death effect start\nset volume to (volume) %\nclear graphic effects\nstart sound [explode_11.mp3 v]\nset [clone id v] to [0]\nClone (pick random (45) to (55))\nswitch costume to (death effect1 v)\nset [ghost v] effect to (30)\nset size to (0) %\n\nwhen I receive [play v]\nrepeat (10)\n set [gravity v] to [1]\nend\nforever\n delete this clone\nend\n\nwhen I receive [start up v]\nset [can die v] to [1]\nset [deaths v] to [0]\nset [clone id v] to [10]\nhide variable [global_display_style v]\nhide variable [deaths v]\nhide variable [time v]\nhide variable [level v]\nhide\n\nwhen flag clicked\nbroadcast (Start up v)\n\nwhen I start as a clone\nwait (0.1) seconds\nforever\n if <<(costume [number v]) = [5]> or <(costume [number v]) = [6]>> then\n delete this clone\n end\nend\n\nforever\n if <(is dead) = [true]> then\n broadcast (die v) and wait\n end\nend\n\nwhen I receive [play v]\n\nwhen I receive [play v]\nforever\n if <<<not < (costume [name v]) contains [death]?>> and <(can die) = [1]>> and <<touching (moving hazards v)?> or <touching (hazards v)?>>> then\n broadcast (die v)\n end\nend\n\n@Platforms\n\nwhen I receive [collect v]\nnext costume\n\nwhen I receive [play v]\nswitch costume to (join [Level ] (level))\nif <<(level) = [16]> or <(level) = [12]>> then\n set [ghost v] effect to (100)\nelse\n clear graphic effects\nend\n\nwhen I receive [begin v]\ngo to [front v] layer\ngo to x: (0) y: (0)\nshow\n\nwhen I receive [start up v]\nhide\n\n@Hazards\n\nwhen I receive [collect v]\nnext costume\n\ndefine spin (lvl)\nset [lvl v] to ((level) + (lvl))\nrepeat until <(level) = (lvl)>\n repeat (3)\n next costume\n end\n switch costume to (join [Level ] (level))\nend\n\nwhen I receive [play v]\nswitch costume to (join [Level ] (level))\ngo to [front v] layer\ngo [backward v] (1) layers\n\nwhen I receive [begin v]\nshow\ngo to x: (0) y: (0)\nforever\n if <[multisteps v] contains (level)?> then\n spin [0.1]\n else\n spin [1]\n end\nend\n\nwhen I receive [start up v]\nhide\n\n@Deco\n\nwhen I receive [next v]\nnext costume\nset [level v] to ([floor v] of (level) )\n\nwhen I receive [collect v]\nnext costume\n\nwhen I receive [play v]\ngo to [back v] layer\nswitch costume to (join [Level ] (level))\nshow\nif <<(level) > [2]> and <not <(level) = [6]>>> then\n go to [front v] layer\nend\nif <[gear deco v] contains (level)?> then\n repeat until <(level) = (lvl)>\n if <(level) = [5]> then\n repeat (3)\n next costume\n end\n else\n repeat (7)\n next costume\n end\n end\n switch costume to (join [Level ] (level))\n end\nend\n\nwhen I receive [begin v]\ngo to x: (0) y: (0)\nshow\n\nwhen I receive [start up v]\nset [cloned v] to [0]\nhide\n\nset [brightness v] effect to (100)\n\n@Moving Hazards\n\nwhen I start as a clone\nif <(level) = [8]> then\n if <(costume [number v]) = [2]> then\n change y by (-15)\n else\n change y by (15)\n end\n set [y v] to (y position)\n go to [front v] layer\n repeat until <not <(level) = [8]>>\n if <(([x position v] of [player v]) + (240)) > (x position)> then\n glide (0.125) secs to x: (x position) y: (0)\n else\n if <(y position) = [0]> then\n glide (0.125) secs to x: (x position) y: (y)\n end\n end\n end\nelse\n if <(costume [number v]) = [4]> then\n go to x: (0) y: (0)\n repeat until <not <(level) = [16]>>\n if <(([x position v] of [player v]) + (210)) > (x position)> then\n glide (0.125) secs to x: (x position) y: (35)\n else\n glide (0.125) secs to x: (x position) y: (0)\n end\n end\n else\n go to x: (125) y: (-180)\n point in direction (180)\n repeat until <not <(level) = [16]>>\n if <(([x position v] of [player v]) + (100)) > (x position)> then\n if <(direction) = [180]> then\n repeat (10)\n turn left (9) degrees\n end\n end\n else\n if <(direction) = [90]> then\n repeat (10)\n turn right (9) degrees\n end\n end\n end\n end\n end\nend\n\ndefine clone (level)\nif <(level) = [8]> then\n repeat (7)\n switch costume to (level 8.1 v)\n create clone of (_myself_ v)\n next costume\n create clone of (_myself_ v)\n change x by (50.5)\n end\n hide\nelse\n switch costume to (level 16.1 v)\n create clone of (_myself_ v)\n next costume\n create clone of (_myself_ v)\n hide\nend\n\nwhen I receive [next v]\nwait (0.01) seconds\npoint in direction (90)\nhide\ngo to x: (0) y: (0)\nif <<(level) = [8]> or <(level) = [16]>> then\n show\n if <(level) = [8]> then\n clone [8]\n else\n clone [16]\n end\nelse\n delete this clone\nend\n\nwhen I receive [start up v]\nhide\n\n@Jump pads/portals\n\nwhen I receive [collect v]\nset [first run v] to [1]\nwait (0.001) seconds\nswitch costume to (join [Level ] (level))\nif <(level) = [2.2]> then\n Read code\n go to x: (item (2) of [portal data v]) y: (item (3) of [portal data v])\n repeat until <not <(level) = [2.2]>>\n if <<touching (player v)?> and <(distance to [player v]) < (item (costume [number v]) of [max distances v])>> then\n portal action [1]\n wait until <not <touching (player v)?>>\n end\n end\n switch costume to (level 2 v)\nend\n\nwhen I receive [next v]\nset [first run v] to [1]\ndelete this clone\n\nwhen I receive [play v]\nif <[portals v] contains (level)?> then\n forever\n Burst\n end\nend\n\nwhen I start as a clone\nforever\n switch costume to (join (join [Level ] (level)) [.1])\n go to x: (item (5) of [portal data v]) y: (item (6) of [portal data v])\n repeat until <(is dead) = [true]>\n Find Distance from (x position) (y position) to ([x position v] of [player v]) ([y position v] of [player v])\n if <<touching (player v)?> and <(Distance) < (item (costume [number v]) of [max distances v])>> then\n portal action [4]\n if <not <(level) = [6]>> then\n wait until <<(is dead) = [true]> or <not <<touching (player v)?> or <(Distance) < (item (costume [number v]) of [max distances v])>>>>\n else\n wait until <<(is dead) = [true]> or <not <<touching (player v)?> and <(Distance) < (item (costume [number v]) of [max distances v])>>>>\n end\n end\n end\n wait until <(is dead) = [false]>\nend\n\ndefine Burst\nif <not < ([costume name v] of [player v]) contains [death]?>> then\n if <<touching (player v)?> and <(distance to [player v]) < (item (costume [number v]) of [max distances v])>> then\n change [brightness v] effect by (100)\n change [ghost v] effect by (-10)\n repeat (10)\n change [brightness v] effect by (-10)\n change [ghost v] effect by (1)\n end\n end\n wait until <not <<touching (player v)?> and <(distance to [player v]) < (item (costume [number v]) of [max distances v])>>>\nend\n\nwhen I start as a clone\nif <[portals v] contains (level)?> then\n repeat until <(level) = (lvl)>\n Burst\n end\nend\n\ndefine pulse\nset [origcostume v] to (costume [number v])\nset [pulseframe v] to [0]\nrepeat (3)\n change [pulseframe v] by (1)\n if <(is dead) = [false]> then\n switch costume to ((origCostume) + (pulseFrame))\n else\n switch costume to (origCostume)\n end\nend\nrepeat (3)\n change [pulseframe v] by (-1)\n if <(is dead) = [false]> then\n switch costume to ((origCostume) + (pulseFrame))\n else\n switch costume to (origCostume)\n end\nend\n\nwhen I receive [start up v]\nhide\n\ndefine Find Distance from (x) (y) to (x2) (y2)\nset [distance v] to ([sqrt v] of ((((x) - (x2)) * ((x) - (x2))) + (((y) - (y2)) * ((y) - (y2)))) )\n\ndefine read (string)\nset [portal data v] to []\nrepeat until <(letter ((i2) + (1)) of (string)) = [;]>\n change [i2 v] by (1)\n set [portal data v] to (join (portal data) (letter (i2) of (string)))\nend\nchange [i2 v] by (1)\n\ndefine Read code\nset [item v] to (item (item # of (level) in [jump pads or portals v]) of [portals/jump pad data v])\ndelete all of [portal data v]\nset [i2 v] to [2]\nrepeat ((3) * (letter (1) of (item)))\n read (item)\n add (portal data) to [portal data v]\nend\n\ndefine portal action (type)\nif <(item (type) of [portal data v]) = [1]> then\n set [yvel v] to [20]\nelse\n if <(item (type) of [portal data v]) = [2]> then\n set [gravity v] to [-1]\n if <not <(level) = [9]>> then\n set [yvel v] to [0]\n else\n set [yvel v] to [-10]\n end\n else\n if <(item (type) of [portal data v]) = [3]> then\n set [gravity v] to [1]\n if <not <(level) = [9]>> then\n set [yvel v] to [0]\n else\n set [yvel v] to [20]\n end\n else\n repeat until <<([x position v] of [player v]) > [-10]> or <not <touching (player v)?>>>\n set [yvel v] to [0]\n end\n set [gamemode v] to [1]\n set [gravity v] to [1]\n end\n end\nend\n\nwhen I receive [die v]\nset [is dead v] to [true]\n\nwhen I receive [play v]\nset [is dead v] to [false]\nset [lvl v] to ([ceiling v] of ((level) + (0.1)) )\nswitch costume to (join [Level ] (level))\nshow\nif <[jump pads or portals v] contains (level)?> then\n Read code\n if <<[portals v] contains (level)?> and <not <(level) = [15]>>> then\n set [ghost v] effect to (10)\n set [brightness v] effect to (-100)\n else\n clear graphic effects\n end\n if <(first run) = [1]> then\n if <(letter (1) of (item)) = [2]> then\n create clone of (_myself_ v)\n end\n end\n set [cloned v] to [1]\n go to x: (item (2) of [portal data v]) y: (item (3) of [portal data v])\nend\nset [first run v] to [false]\nrepeat until <(level) = (lvl)>\n if <<(is dead) = [false]> and <<touching (player v)?> and <(distance to [player v]) < (item (costume [number v]) of [max distances v])>>> then\n portal action [1]\n wait until <not <<touching (player v)?> or <(distance to [player v]) < (item (costume [number v]) of [max distances v])>>>\n end\nend\n\nbroadcast (next v)\n\nwhen I receive [play v]\nif <(level) = [15]> then\n repeat until <(level) = (lvl)>\n pulse\n end\nend\n\nwhen I receive [play v]\nif <(costume [number v]) = [28]> then\n repeat until <not <(level) = [16]>>\n if <(is dead) = [true]> then\n set [swappedmodes? v] to [0]\n end\n if <<([x position v] of [player v]) > [-10]> or <(swappedModes?) = [1]>> then\n set [swappedmodes? v] to [1]\n set [gamemode v] to [1]\n set [gravity v] to [1]\n else\n set [gamemode v] to [2]\n if <([x position v] of [player v]) > [-170]> then\n if <(gravity) = [1]> then\n set [yvel v] to [0]\n end\n set [gravity v] to [-1]\n else\n set [gravity v] to [1]\n end\n end\n end\nend\n\n@Keys\n\nwhen I receive [play v]\nswitch costume to (join [Level ] (level))\ngo\n\nwhen I receive [next v]\nnext costume\n\nwhen I receive [die v]\nstop [other scripts in sprite v]\n\nwhen I receive [collect v]\nchange [level v] by (0.1)\nnext costume\nclear graphic effects\ngo\n\ndefine go\nshow\nclear graphic effects\npoint in direction (0)\nif <(level) = [2]> then\n go to x: (-198) y: (87)\nelse\n if <(level) = [2.1]> then\n go to x: (-47) y: (-97)\n else\n go to x: (0) y: (0)\n hide\n end\nend\nwait until <touching (player v)?>\nbroadcast (collect v)\ncreate clone of (_myself_ v)\n\ndefine drop (reps) (-vel) (fade) (rotate) (down) (right)\nrepeat (reps)\n turn right (rotate) degrees\n change x by ((right) * ([abs v] of ([atan v] of (key vel) ) ))\n change y by ((down) * (key vel))\n change [key vel v] by (-vel)\n change [ghost v] effect by (fade)\nend\n\nwhen I receive [begin v]\nswitch costume to (level 1 v)\nshow\n\nwhen I start as a clone\nclear graphic effects\nshow\npoint in direction (0)\nset [key vel v] to [10]\ngo to [front v] layer\ndrop [7] [-1] [0] [4] [1] [0.03333]\ndrop [10] [-1.2] [0] [3] [1] [0.05]\ndrop [7] [-1.2] [14.2857142857142857143] [2] [1] [0.0666666]\ndelete this clone\n\nwhen I receive [start up v]\nhide\n\n@Particles\n\nwhen I receive [start up v]\nhide\nInnit\nforever\n draw\nend\n\ndefine draw\nshow\nset [particle id v] to [0]\nerase all\nif <(LDM) = [false]> then\n repeat (200)\n change [particle id v] by (1)\n set pen color to (item (particle ID) of [clone colors v])\n set pen (brightness v) to ((item (particle ID) of [clone brightness v]) - ((2) * (item (particle ID) of [clone frame v])))\n set pen (transparency v) to ((item (particle ID) of [clone ghost v]) + ((15) * (item (particle ID) of [clone frame v])))\n go to x: (item (particle ID) of [clone x v]) y: ((item (particle ID) of [clone y v]) - ((2) * (item (particle ID) of [clone frame v])))\n replace item (particle ID) of [clone frame v] with ((item (particle ID) of [clone frame v]) + (1))\n pen down\n pen up\n set pen size to (3)\n if <(item (particle ID) of [clone frame v]) = [5]> then\n replace item (particle ID) of [clone frame v] with [0]\n replace item (particle ID) of [clone brightness v] with (pick random (80) to (15))\n replace item (particle ID) of [clone colors v] with (item (pick random (1) to (3)) of [colors v])\n replace item (particle ID) of [clone ghost v] with (pick random (10) to (20))\n replace item (particle ID) of [clone x v] with (pick random (-240) to (240))\n replace item (particle ID) of [clone y v] with (pick random (-150) to (180))\n end\n end\nend\nhide\n\ndefine Innit\ndelete all of [clone brightness v]\ndelete all of [clone colors v]\ndelete all of [clone frame v]\ndelete all of [clone ghost v]\ndelete all of [clone x v]\ndelete all of [clone y v]\nrepeat (200)\n add (pick random (0) to (-87.5)) to [clone brightness v]\n add (pick random (0) to (5)) to [clone frame v]\n add (pick random (1) to (3)) to [clone colors v]\n add (pick random (10) to (20)) to [clone ghost v]\n add (pick random (-240) to (240)) to [clone x v]\n add (pick random (-150) to (180)) to [clone y v]\nend\n\n@Glow effect\n\nwhen I receive [begin v]\nshow\nswitch costume to ( v)\nset size to (133) %\nnext costume\nset [ghost v] effect to (50)\nforever\n glide (0.75) secs to x: (pick random (-220) to (220)) y: (pick random (-140) to (140))\n go to [back v] layer\nend\n\nwhen I receive [start up v]\nhide\n\n@Beam effect\n\nwhen flag clicked\nhide\npoint in direction (90)\ngo to x: (0) y: (180)\nforever\n if <(LDM) = [false]> then\n repeat (144)\n turn right (2.5) degrees\n create clone of (_myself_ v)\n next costume\n create clone of (_myself_ v)\n next costume\n wait (0.125) seconds\n end\n repeat (144)\n turn right (-2.5) degrees\n create clone of (_myself_ v)\n next costume\n create clone of (_myself_ v)\n next costume\n wait (0.125) seconds\n end\n end\nend\n\nwhen I start as a clone\ngo to [back v] layer\nset y to ((costume [name v]) * (180))\nset [ghost v] effect to (93)\nshow\nrepeat (72)\n rotate [2.5] [1.8]\nend\nrepeat (72)\n rotate [-2.5] [-1.8]\nend\ndelete this clone\n\ndefine rotate (deg) (brightness)\nset [brightness v] effect to ((costume [name v]) * ((y position) / (brightness)))\nturn right ((costume [name v]) * (deg)) degrees\nchange y by ((costume [name v]) * (-2.5))\n\nwhen I start as a clone\nforever\n if <(LDM) = [true]> then\n delete this clone\n end\nend\n\n@Menu\n\nwhen I start as a clone\nif <<(costume [number v]) = [1]> or <(costume [number v]) = [15]>> then\n set x to (-215)\n forever\n if <(Help Screen) = [0]> then\n show\n else\n hide\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n wait until <not <mouse down?>>\n if <touching (mouse-pointer v)?> then\n if <(x position) = [-194]> then\n if <(costume [number v]) = [1]> then\n set [knobbelboy mode v] to [0]\n glide (0.12) secs to x: (-215) y: (162)\n else\n set [mobile mode v] to [0]\n glide (0.12) secs to x: (-215) y: (110)\n end\n else\n if <(costume [number v]) = [1]> then\n set [knobbelboy mode v] to [1]\n glide (0.12) secs to x: (-194) y: (162)\n else\n set [mobile mode v] to [1]\n glide (0.12) secs to x: (-194) y: (110)\n end\n end\n end\n end\n end\nelse\n if <(costume [number v]) = [3]> then\n forever\n if <(Help Screen) = [0]> then\n show\n else\n hide\n end\n go to x: (0) y: (-60)\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (10)\n set size to (121) %\n if <mouse down?> then\n set size to (140) %\n set [brightness v] effect to (25)\n wait until <not <mouse down?>>\n set size to (120) %\n if <touching (mouse-pointer v)?> then\n set [help screen v] to [1]\n set [slide_number v] to [5]\n hide\n end\n end\n else\n clear graphic effects\n set size to (120) %\n end\n end\n else\n if <(costume [number v]) = [12]> then\n forever\n Arrow at: [200] [-125] with increment: [1] sizes: [107] [113]\n if <<(Help Screen) = [1]> and <not <(Slide_Number) = [11]>>> then\n show\n go to [front v] layer\n else\n hide\n go to [back v] layer\n go to x: (300) y: (-250)\n end\n end\n else\n if <(costume [number v]) = [13]> then\n forever\n Arrow at: [-200] [-125] with increment: [-1] sizes: [107] [113]\n if <<(Help Screen) = [1]> and <not <(Slide_Number) = [5]>>> then\n show\n go to [front v] layer\n else\n hide\n go to [back v] layer\n go to x: (-300) y: (-250)\n end\n end\n else\n if <(costume [number v]) = [14]> then\n forever\n Arrow at: [-200] [140] with increment: [0] sizes: [107] [113]\n if <(Help Screen) = [1]> then\n show\n go to [front v] layer\n else\n hide\n go to [back v] layer\n go to x: (-300) y: (250)\n end\n end\n else\n if <<(costume [number v]) = [2]> or <(costume [number v]) = [16]>> then\n forever\n if <(Help Screen) = [0]> then\n show\n else\n hide\n end\n end\n else\n if <(costume [number v]) = [17]> then\n show\n clear graphic effects\n go to x: (0) y: (0)\n set [ghost v] effect to (100)\n wait (0.25) seconds\n repeat (33)\n go to [front v] layer\n change [ghost v] effect by (-3.3333333333)\n end\n wait (0.5) seconds\n broadcast (begin v)\n delete this clone\n else\n forever\n set size to (100) %\n go to x: (0) y: (0)\n if <not <(Help Screen) = [0]>> then\n show\n clear graphic effects\n switch costume to (Slide_Number)\n go to [front v] layer\n go [backward v] (3) layers\n else\n hide\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [transition v]\nstop [other scripts in sprite v]\nwait (0) seconds\nif <(costume [number v]) = [4]> then\n switch costume to (fade v)\n create clone of (_myself_ v)\n switch costume to (play v)\n set size to (120) %\n clear graphic effects\nend\n\ndefine Create\nshow\nclear graphic effects\nset size to (120) %\ngo to x: (-194) y: (162)\nswitch costume to (knobbelboy mode v)\nrepeat (3)\n create clone of (_myself_ v)\n next costume\nend\nnext costume\ncreate clone of (_myself_ v)\nswitch costume to (next v)\nrepeat (3)\n create clone of (_myself_ v)\n next costume\nend\ngo to x: (-194) y: (110)\nswitch costume to (mobile mode v)\nrepeat (2)\n create clone of (_myself_ v)\n next costume\nend\ngo to x: (0) y: (20)\nswitch costume to (play v)\n\ndefine Arrow at: (x) (y) with increment: (increment) sizes: (size1) (size2)\ngo to x: (x) y: (y)\nif <touching (mouse-pointer v)?> then\n set [brightness v] effect to (10)\n set size to (size1) %\n if <mouse down?> then\n set size to (size2) %\n set [brightness v] effect to (25)\n wait until <not <mouse down?>>\n if <touching (mouse-pointer v)?> then\n if <(increment) = [0]> then\n broadcast (main menu v)\n else\n if <(increment) = [10]> then\n broadcast (Start up v)\n set [shut off? v] to [1]\n else\n change [slide_number v] by (increment)\n end\n end\n end\n set size to (size1) %\n end\nelse\n clear graphic effects\n set size to (size1) %\nend\n\nwhen I receive [main menu v]\nif <(costume [number v]) = [4]> then\n set [help screen v] to [0]\n forever\n if <(Help Screen) = [0]> then\n show\n else\n hide\n end\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (10)\n set size to (121) %\n if <mouse down?> then\n set size to (140) %\n set [brightness v] effect to (25)\n wait until <not <mouse down?>>\n set size to (120) %\n if <touching (mouse-pointer v)?> then\n start sound [Start v]\n wait (0) seconds\n broadcast (transition v)\n stop [this script v]\n end\n end\n else\n clear graphic effects\n set size to (120) %\n end\n end\nend\n\nwhen I receive [begin v]\nhide\ndelete this clone\n\nwhen I receive [start up v]\nswitch backdrop to (background1 v)\nhide variable [time v]\nset [shut off? v] to [0]\nset [level v] to [1]\nset [help screen v] to [0]\nset [slide_number v] to [5]\nCreate\nset volume to (volume) %\nbroadcast (main menu v)\nforever\n play sound [Spaze - Underworld \(Demo\) v] until done\nend\n\nwhen I receive [show button v]\nswitch costume to (main menu2 v)\ngo to [front v] layer\nshow\nforever\n Arrow at: [-200] [140] with increment: [10] sizes: [75] [81]\n if <(shut off?) = [1]> then\n stop [this script v]\n end\nend\n\nwhen I receive [start up v]\nforever\n set volume to (volume) %\nend\n\nwhen flag clicked\nset [knobbelboy mode v] to [0]\nset [mobile mode v] to [0]\n\n@End Screen\n\nwhen I receive [gg v]\nwait (1) seconds\nswitch costume\nset [drop velocity v] to [0]\ngo to x: (0) y: (345)\nshow\nrepeat until <(y position) < [1]>\n Fall [-1]\nend\nset [drop velocity v] to ([abs v] of ((drop velocity) / (1.25)) )\nrepeat (1)\n Fall [-1.25]\nend\nrepeat until <(y position) < [1]>\n Fall [-1.25]\nend\nrepeat (5)\n set [drop velocity v] to ([abs v] of ((drop velocity) / (1.4)) )\n repeat (1)\n Fall [-1]\n end\n repeat until <(y position) < [1]>\n Fall [-1]\n end\nend\nshow variable [time v]\nif <(Knobbelboy mode) = [0]> then\n show variable [deaths v]\n Decode Global (☁ Global)\n if <not <(time) < (item (2) of [global decode v])>> then\n set [global_display_style v] to (join (join (item (1) of [global decode v]) [ — ]) (item (2) of [global decode v]))\n else\n start sound [achievement v]\n delete all of [global encode v]\n add (username) to [global encode v]\n add (((round (time)) * (1000)) / (1000)) to [global encode v]\n Encode Global\n broadcast (encode v) and wait\n set [global_display_style v] to (join (join (username) [ — ]) (time))\n end\nelse\n show variable [level v]\n Decode Global (☁ Knobbelboy Mode Global)\n if <not <<(level) > (item (2) of [global decode v])> or <<(level) = (item (2) of [global decode v])> and <(time) < (item (3) of [global decode v])>>>> then\n set [global_display_style v] to (join (join (join (item (1) of [global decode v]) [ — Level ]) (item (2) of [global decode v])) (join (join [ in ] (item (3) of [global decode v])) [ seconds]))\n else\n start sound [achievement v]\n delete all of [global encode v]\n add (username) to [global encode v]\n add (level) to [global encode v]\n add (((round (time)) * (1000)) / (1000)) to [global encode v]\n Encode Global\n broadcast (encode v) and wait\n set [global_display_style v] to (join (join (join (username) [ — Level ]) (level)) (join (join [ in ] (time)) [ seconds]))\n end\nend\nshow variable [global_display_style v]\nswitch costume\ngo to [front v] layer\nbroadcast (show button v)\n\ndefine Fall (increment)\nchange [drop velocity v] by (increment)\nchange y by (([abs v] of (drop velocity) ) * (drop velocity))\ngo to [front v] layer\n\ndefine Encode Global\nset [holder v] to []\nset [j v] to [1]\nrepeat (length of [global encode v])\n set [k v] to [0]\n repeat (length of (item (j) of [global encode v]))\n change [k v] by (1)\n switch costume to (letter (k) of (item (j) of [global encode v]))\n set [char v] to ((costume [number v]) - (2))\n if <(char) > [9]> then\n set [holder v] to (join (Holder) (char))\n else\n set [holder v] to (join (Holder) (join [0] (char)))\n end\n end\n change [j v] by (1)\n set [holder v] to (join (Holder) [00])\nend\n\ndefine Decode Global (string)\ndelete all of [global decode v]\nset [j v] to [1]\nset [string v] to []\nrepeat ((length of (string)) / (2))\n set [char v] to (join (letter (j) of (string)) (letter ((j) + (1)) of (string)))\n if <not <(char) = [0]>> then\n set [string v] to (join (string) (letter (char) of (Chars)))\n else\n add (string) to [global decode v]\n set [string v] to []\n end\n change [j v] by (2)\nend\n\ndefine switch costume\nif <(Knobbelboy mode) = [0]> then\n switch costume to (end screen v)\nelse\n switch costume to (end screen2 v)\nend\n\nwhen I receive [start up v]\nset [chars v] to [ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyx1234567890-_.]\nhide\n\nwhen I receive [encode knobbelboy mode v]\nset [☁ knobbelboy mode global v] to (Holder)\n\nwhen I receive [encode v]\nset [☁ global v] to (Holder)\n\n@Lives\n\nwhen I receive [begin v]\nif <(Knobbelboy mode) = [1]> then\n Create\n forever\n set [lives v] to ((3) - (deaths))\n end\nend\n\nwhen I start as a clone\nshow\nforever\n if <(lives) < (letter (10) of (costume [name v]))> then\n Break (letter (8) of (costume [name v]))\n end\n go to [front v] layer\nend\n\ndefine Break (half)\npoint in direction (90)\nswitch costume to (join [Heart_Break_] (half))\nset [half v] to ((-2) * ((half) - (0.5)))\nset [vel v] to [5]\nfall [3] [-1.6666666666667] [0] ((5) / (3))\nfall [2] [-1.75] [0] [2.5]\nfall [2] [-2] [2.5] [5]\nfall [3] [-3] ((95) / (3)) ((80) / (3))\ndelete this clone\n\ndefine Create\npoint in direction (90)\nclear graphic effects\nswitch costume to (heart3.0 1 v)\nset size to (75) %\nrepeat (2)\n go to x: (-210) y: (155)\n repeat (3)\n create clone of (_myself_ v)\n change x by (40)\n next costume\n end\n next costume\nend\n\ndefine fall (times) (rate) (fade) (dark)\nrepeat (times)\n turn right ((vel) * (half)) degrees\n change x by (([abs v] of ((vel) * (0.5)) ) * (half))\n change y by (vel)\n change [ghost v] effect by (fade)\n change [brightness v] effect by ((-1) * (dark))\n change [vel v] by (rate)\nend\n\nwhen I receive [start up v]\nhide\n\n@Controls\n\nwhen I receive [begin v]\nif <(Mobile Mode) = [1]> then\n create\nelse\n hide\n forever\n replace item (1) of [bools v] with <<<<mouse down?> or <key (up arrow v) pressed?>> or <key (space v) pressed?>> or <key (w v) pressed?>>\n replace item (2) of [bools v] with <<key (left arrow v) pressed?> or <key (a v) pressed?>>\n replace item (3) of [bools v] with <<key (right arrow v) pressed?> or <key (d v) pressed?>>\n end\nend\n\ndefine create\nswitch costume to (left v)\nshow\nrepeat (3)\n create clone of (_myself_ v)\n next costume\nend\nhide\n\nwhen I start as a clone\nforever\n set size to (120) %\n if <(costume [number v]) = [1]> then\n replace item (2) of [bools v] with <<touching (mouse-pointer v)?> and <mouse down?>>\n go to x: (-200) y: (-150)\n else\n if <(costume [number v]) = [2]> then\n replace item (3) of [bools v] with <<touching (mouse-pointer v)?> and <mouse down?>>\n go to x: (-140) y: (-150)\n else\n replace item (1) of [bools v] with <<touching (mouse-pointer v)?> and <mouse down?>>\n go to x: (180) y: (-150)\n end\n end\n go to [front v] layer\nend\n\nwhen I receive [gg v]\ndelete this clone\n\nwhen I receive [start up v]\ndelete all of [bools v]\nadd [] to [bools v]\nadd [] to [bools v]\nadd [] to [bools v]\n\nwhen I receive [begin v]\nforever\n if <<key (r v) pressed?> and <key (q v) pressed?>> then\n set [can die v] to [1]\n broadcast (play v)\n wait until <not <<key (r v) pressed?> and <key (q v) pressed?>>>\n end\nend\n\n@Text Engine (or soon to be)\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n set [ghost v] effect to (100)\n show\n go to [front v] layer\nend\n\n | Use arrow keys or WASD to move.\nUse up arrow, W, space, or click to jump.\nPress 'M' to toggle sounds\nPress 'L' to toggle Low Detail Mode (fewer clones)\nPress 'Q+R' to restart level\nIn Knobbelboy mode, you get 3 lives.\nMobile mode makes movement buttons magically appear at the bottom of the screen. (1st to beat this in mobile mode with Knobbelboy mode turned on gets a special prize check notes and credits)\nAvoid hitting spikes.\n\nTip for UFO levels: Sometimes, it helps to tap in the rhythm of "Happy Birthday" but slowed down a bit for some reason.\n\nAccording to scratch statistics, only 4.7% of the people who play this stared it and only 5.3% of the people who play this hearted it, so please consider hearting and starring (and following) |
Pink - Platformer | @Stage\n\nwhen flag clicked\nset [pitch v] effect to (10)\nforever\n play sound [recording1 v] until done\nend\n\n@Player\n\nwhen flag clicked\nwait (0.1) seconds\nshow\nset [ghost v] effect to (0)\npoint in direction (90)\nswitch costume to (player 1 v)\ngo to [back v] layer\ngo [forward v] (1) layers\nshow\ngo to x: (-204) y: (0)\nforever\n change [y v] by (-0.5)\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n switch costume to (player 2 v)\n change [x v] by (-1)\n end\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n switch costume to (player 1 v)\n change [x v] by (1)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching (platforms v)?> then\n change y by (1)\n if <touching (platforms v)?> then\n change y by (1)\n if <touching (platforms v)?> then\n change y by (1)\n if <touching (platforms v)?> then\n change y by (1)\n if <touching (platforms v)?> then\n change y by (1)\n if <touching (platforms v)?> then\n change y by (1)\n if <touching (platforms v)?> then\n change y by (-6)\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [y v] to [10]\n change x by ((x) * (-1))\n if <(x) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n change x by ((x) * (-1))\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n change y by (y)\n if <touching (platforms v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n change y by (-0.5)\n if <<<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> and <touching (platforms v)?>> then\n set [y v] to [10]\n end\n change y by (0.5)\n if <(x position) > [239]> then\n if <not <([costume # v] of [platforms v]) = [11]>> then\n go to x: (-204) y: (0)\n broadcast (next v)\n end\n end\n if <touching (death v)?> then\n go to x: (-204) y: (0)\n end\nend\n\n@Platforms\n\nwhen I receive [next v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\n@Death\n\nwhen I receive [next v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\n@Bubbles\n\nwhen flag clicked\nhide\nforever\n wait (0.05) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\ngo to x: (240) y: (pick random (180) to (-180))\ngo to [back v] layer\nset [ghost v] effect to (pick random (30) to (60))\nswitch costume to (pick random (1) to (2))\nshow\nrepeat until <(x position) < [-239]>\n change x by (-10)\nend\ndelete this clone\n\n@TN\n\nwhen flag clicked\nhide\n\n | ---ᴘʀᴏᴊᴇᴄᴛ---\nᴘɪɴᴋ - ᴀ ᴘʟᴀᴛꜰᴏʀᴍᴇʀ\n@ꜱQᴜᴀꜱʜʏꜰɪꜱʜʏ\n---ɪɴꜱᴛʀᴜᴄᴛɪᴏɴꜱ---\nᴀʀʀᴏᴡ ᴋᴇʏꜱ ᴛᴏ ᴍᴏᴠᴇ.\nᴀᴠᴏɪᴅ ꜱᴘɪᴋᴇꜱ ᴀɴᴅ ɢᴇᴛ ᴛᴏ ᴛʜᴇ ᴇɴᴅ ᴏꜰ ᴛʜᴇ ʟᴇᴠᴇʟ.\nᴀʟʟ ᴛʜᴇ ʟᴇᴠᴇʟꜱ ᴀʀᴇ 100% ᴘᴏꜱꜱɪʙʟᴇ.\nᴛʜᴇʀᴇ ᴀ 11 ɪɴ ᴛᴏᴛᴀʟ.\nꜰᴜʟʟ ꜱᴄʀᴇᴇɴ ɴᴏᴛ ʀᴇᴄᴏᴍᴍᴇɴᴅᴇᴅ.\nᴛʜɪꜱ ɪꜱɴ'ᴛ ᴀ ꜱᴜᴘᴇʀ ʜᴀʀᴅ ᴘʟᴀᴛꜰᴏʀᴍᴇʀ.\n---ʜᴏᴘᴇ ʏᴏᴜ ᴇɴᴊᴏʏ!--- |
【スマホ対応】トリック屋敷/Platformer | @Stage\n\nwhen flag clicked\nset volume to (50) %\nforever\n play sound [12707 v] until done\nend\n\n@キャラ\n\nwhen flag clicked\nforever\n if <<key (down arrow v) pressed?> or <<mouse down?> and <(mouse y) < [-105]>>> then\n switch costume to (キャラ2 v)\n else\n switch costume to (キャラ1 v)\n end\nend\n\nwhen I receive [ジャンプ v]\nstart sound [ジャンプ v]\n\nwhen flag clicked\nset [ghost v] effect to (0)\ngo to [front v] layer\nset [ステージ v] to [1]\nswitch costume to (キャラ1 v)\nset size to (50) %\nset rotation style [left-right v]\nshow\ngo to x: (-220) y: (-50)\nset [速度x v] to [0]\nset [速度y v] to [0]\nrepeat until <(ステージ) = [11]>\n create clone of (_myself_ v)\n change [速度y v] by (-0.8)\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n point in direction (-90)\n change [速度x v] by (-1)\n end\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>> then\n point in direction (90)\n change [速度x v] by (1)\n end\n set [速度x v] to ((速度x) * (0.9))\n change x by (速度x)\n if <touching color (#652a00)?> then\n change y by (1)\n end\n if <touching color (#652a00)?> then\n change y by (1)\n end\n if <touching color (#652a00)?> then\n change y by (1)\n end\n if <touching color (#652a00)?> then\n change y by (1)\n end\n if <touching color (#652a00)?> then\n change y by (-4)\n change x by ((速度x) * (-1))\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>> then\n if <not <touching color (#ff6262)?>> then\n set [速度y v] to [10]\n broadcast (ジャンプ v)\n if <([abs v] of (速度x) ) = (速度x)> then\n set [速度x v] to [-10]\n else\n set [速度x v] to [10]\n end\n end\n else\n set [速度x v] to [0]\n end\n end\n change y by (速度y)\n if <touching color (#652a00)?> then\n change y by ((0) - (速度y))\n set [速度y v] to [0]\n end\n change y by (-1)\n if <<<key (up arrow v) pressed?> and <touching color (#652a00)?>> or <<<mouse down?> and <(y position) < (mouse y)>> and <touching color (#652a00)?>>> then\n if <not <touching color (#2fff00)?>> then\n set [速度y v] to [13]\n broadcast (ジャンプ v)\n end\n end\n change y by (1)\n if <[239] < (x position)> then\n change [ステージ v] by (1)\n go to x: (-220) y: (-50)\n end\n if <(ステージ) = [2]> then\n if <(y position) < [-178]> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n go to x: (56) y: (110)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n clear graphic effects\n set [速度y v] to [5]\n end\n end\n if <touching color (#00a0a3)?> then\n set [速度y v] to [15]\n broadcast (大ジャンプ v)\n end\n if <touching color (#ff6262)?> then\n go to x: (-220) y: (-50)\n broadcast (死亡 v)\n end\n if <touching color (#2fff00)?> then\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>> then\n change [速度y v] by (1)\n change y by ((速度y) / (2))\n end\n end\nend\nstop [all v]\n\nwhen I start as a clone\nif <(costume [number v]) = [1]> then\n switch costume to (キャラ1残像 v)\nelse\n switch costume to (キャラ2残像 v)\nend\nclear graphic effects\nset size to (50) %\nrepeat (5)\n change [ghost v] effect by (10)\n change size by (-5)\nend\ndelete this clone\n\nwhen I receive [死亡 v]\nstart sound [しょげる v]\n\nwhen [timer v] > (0)\nhide\n\nwhen I receive [大ジャンプ v]\nstart sound [大ジャンプ v]\n\n@サムネ\n\nwhen flag clicked\nhide\ngo to [front v] layer\nforever\n reset timer\nend\n\nwhen [timer v] > (0)\nshow\n\n@地形\n\nwhen flag clicked\nshow\nforever\n switch costume to (ステージ)\nend\n\n | ________________________\n-----------------日本語の説明は下にあります----------------\n ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄\n【English】\n=≪how to play≫=================\nUse the left key to move to the left and the right key to move to the right.\nJump with the up key. Crouch down. When it hits red, you go back to the beginning of the stage...\nTouch the blue and jump!\n========================\n【日本語】\n=≪遊び方≫===================\n左キーで左、右キーで右に動きます。\n上キーでジャンプ。下キーでしゃがみます。赤色に当たると、そのステージの初めに戻ります...\n青に触れると大ジャンプ!\nボタンを押すと... ツタは上キー長押しで登れます!\n======================== |
Forest | A platformer Part 2 | @Stage\n\n@intro\n\nwhen flag clicked\nstart sound [Elek Tronomia - Elektronomia - Sky High v]\nhide\nset size to (220) %\ngo to [front v] layer\nwait (1) seconds\nshow\ngo to x: (0) y: (400)\nglide (0.111111111) secs to x: (0) y: (33)\nbroadcast (Skip Intro v)\nforever\n go to [front v] layer\nend\n\nwhen I receive [message1 v]\nrepeat (5)\n repeat (10)\n change size by (5)\n end\n broadcast (boom v)\n repeat (10)\n change size by (-5)\n end\nend\nwait (3) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen flag clicked\nforever\n next costume\nend\n\nwhen flag clicked\nswitch backdrop to (arrière plan1 v)\nwait (11) seconds\nswitch backdrop to (arrière plan2 v)\nbroadcast (Début jeu v)\n\nwhen I receive [début jeu v]\nhide\n\n@intro2\n\nwhen I start as a clone\nrepeat (10)\n change size by (-2.5)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen flag clicked\npoint in direction (90)\nhide\nset size to (75) %\ngo to [front v] layer\nwait (2) seconds\nshow\ngo to x: (-400) y: (0)\nglide (0.5) secs to x: (400) y: (0)\npoint in direction (60)\nglide (1) secs to x: (98) y: (-110)\nbroadcast (message1 v)\n\nwhen I receive [message1 v]\nrepeat (5)\n repeat (10)\n change size by (5)\n end\n broadcast (boom v)\n repeat (10)\n change size by (-5)\n end\nend\nwait (3) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nforever\n next costume\nend\n\nwhen I receive [début jeu v]\nhide\n\n@entourage\n\nwhen flag clicked\nswitch costume to (costume1 v)\nset size to (50) %\ngo to [back v] layer\nshow\ngo to x: (400) y: (0)\nglide (1) secs to x: (0) y: (32)\n\nwhen I receive [message1 v]\nrepeat (5)\n repeat (10)\n change size by (2.5)\n end\n broadcast (boom v)\n repeat (10)\n change size by (-2.5)\n end\nend\nwait (3) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nbroadcast (end v)\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nrepeat (10)\n change size by (-2.5)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I receive [skip intro v]\nswitch costume to (costume2 v)\n\nwhen I receive [début jeu v]\nhide\n\n@Intro4\n\nwhen I receive [boom v]\nif <(size) < [21]> then\n set [momentum v] to (pick random (10) to (15))\n set [intro #2: yv v] to (pick random (2) to (3))\n change [brightness v] effect by (pick random (-20) to (20))\n change size by (pick random (10) to (20))\n set [ghost v] effect to (45)\n turn right (pick random (-10) to (10)) degrees\n show\n repeat until <touching (_edge_ v)?>\n go to [back v] layer\n move (Momentum) steps\n change y by (Intro #2: Yv)\n end\n hide\n delete this clone\nelse\n repeat (2)\n Spread\n wait (0.2) seconds\n end\nend\nstop [this script v]\n\ndefine Spread\nshow\ngo to [back v] layer\nset [ghost v] effect to (45)\nchange [dot count v] by (10)\ngo to (intro v)\npoint in direction (90)\ngo to (intro v)\nturn right (Dot Count) degrees\ncreate clone of (_myself_ v)\nrepeat until <touching (_edge_ v)?>\n move (15) steps\nend\nhide\n\nwhen I receive [end v]\nhide\nstop [other scripts in sprite v]\n\nwhen flag clicked\nset size to (15) %\ngo to x: (0) y: (0)\npoint in direction (75)\nhide\nset [dot count v] to [0]\nrepeat (150)\n create clone of (_myself_ v)\n turn left (0.5) degrees\nend\n\nwhen I receive [début jeu v]\nhide\n\n@intro3\n\nwhen I receive [boom v]\nif <(size) < [21]> then\n set [momentum v] to (pick random (10) to (15))\n set [intro #2: yv v] to (pick random (2) to (3))\n change [brightness v] effect by (pick random (-20) to (20))\n change size by (pick random (10) to (20))\n set [ghost v] effect to (45)\n turn right (pick random (-10) to (10)) degrees\n show\n repeat until <touching (_edge_ v)?>\n go to [back v] layer\n move (Momentum) steps\n change y by (Intro #2: Yv)\n end\nelse\n repeat (2)\n Spread\n wait (0.2) seconds\n end\nend\n\nrepeat (2)\nend\n\ndefine Spread\nshow\ngo to [back v] layer\nset [ghost v] effect to (45)\nchange [dot count v] by (10)\ngo to (intro2 v)\npoint in direction (90)\ngo to (intro2 v)\nturn right (Dot Count) degrees\ncreate clone of (_myself_ v)\nrepeat until <touching (_edge_ v)?>\n move (15) steps\nend\nhide\n\nwhen I receive [end v]\nhide\nstop [other scripts in sprite v]\n\nwhen flag clicked\nset size to (15) %\ngo to x: (0) y: (0)\npoint in direction (75)\nhide\nset [dot count v] to [0]\nrepeat (20)\n create clone of (_myself_ v)\n turn left (15) degrees\nend\n\nchange [intro #2: yv v] by (-0.4)\nset [momentum v] to ((Momentum) * (0.95))\n\nwhen I receive [début jeu v]\nhide\n\n@F1\n\nwhen flag clicked\nhide\n\nwhen flag clicked\n\nhide\n\nwhen I receive [début jeu v]\ngo to [front v] layer\nset [ghost v] effect to (0)\nshow\nset [x velocity v] to [0]\nset [y velocity v] to [0]\ngo to x: (-214) y: (-90)\nforever\n if <key (right arrow v) pressed?> 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 color (#2dc600)?> then\n change y by (1)\n if <touching color (#2dc600)?> then\n change y by (1)\n if <touching color (#2dc600)?> then\n change y by (1)\n if <touching color (#2dc600)?> then\n change y by (1)\n if <touching color (#2dc600)?> then\n if <touching color (#2dc600)?> then\n change x by ((x velocity) * (-1))\n change x 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 change y by (1)\n end\n end\n end\n end\n end\n change [y velocity v] by (-1)\n change y by (y velocity)\n if <touching color (#2dc600)?> 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 color (#2dc600)?> then\n if <key (up arrow v) pressed?> then\n change [y velocity v] by (15)\n end\n end\n if <touching color (#6aff66)?> then\n change [y velocity v] by (35)\n end\n change y by (1)\n if <(x position) > [230]> then\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n go to x: (-214) y: (-90)\n broadcast (next v)\n end\n if <touching color (#b8b8b8)?> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n set [ghost v] effect to (0)\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n go to x: (-214) y: (-90)\n end\n if <touching color (#969696)?> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n set [ghost v] effect to (0)\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n go to x: (-214) y: (-90)\n end\n if <touching color (#ff0000)?> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n set [ghost v] effect to (0)\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n go to x: (-205) y: (-78)\n end\nend\n\nwhen I receive [début jeu v]\nforever\n play sound [Marshmello - Stars \(Official Music Video\) \(320 kbps\) \(www v] until done\nend\n\nwhen I receive [next v]\ngo to x: (-214) y: (-90)\n\n@F2\n\nwhen I receive [next v]\nnext costume\n\nwhen I receive [début jeu v]\nshow\nswitch costume to (costume1 v)\ngo to x: (-0) y: (-0)\nforever\n if <(costume [number v]) = [9]> then\n broadcast (méchant v)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [début jeu v]\nforever\n if <key (s v) pressed?> then\n broadcast (next v)\n wait (2) seconds\n end\nend\n\n@Sprite1\n\nwhen flag clicked\nhide\n\nwhen I receive [début jeu v]\ngo to [back v] layer\nshow\n\n@Sprite2\n\nwhen flag clicked\nhide\n\nwhen I receive [début jeu v]\ngo to [back v] layer\nchange [ghost v] effect by (50)\nshow\n\n@Sprite3\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [front v] layer\nhide\n\nshow\n\n | Look Before part 1 :\nhttps://scratch.mit.edu/projects/390286104\nAnd Part 3 :\nhttps://scratch.mit.edu/projects/398203635\nSalut ! Bienvenue dans ce platformer !\n Utiliser les fléches directionnelles pour bouger. \n18 level, tous sont possibles !\n"s" pour passer un level\nPas de pub svp ! \nEnjoy !\nHello ! Welcome to this platformer! \nUse the arrow keys to move.\n 18 level, all are possible! \n"s" to skip level\nNo add plz !\nEnjoy!\n |
Normal II A platformer | @Stage\n\n@Player\n\ndefine Place Player: (x) (y) Set Size To: (size)\ngo to x: (x) y: (y)\nset size to (size) %\n\nwhen flag clicked\nset [level v] to [1]\nshow\nPlace Player: [-162] [-119] Set Size To: [40]\nhide variable [y v]\nhide variable [x v]\nset [y v] to [0]\nset [x v] to [0]\nforever\n Gravity, Platform Detection, Physics....\nend\n\ndefine Gravity, Platform Detection, Physics....\nforever\n change [y v] by (-1)\n if <<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [x v] by (-1)\n end\n if <<<key (d v) pressed?> or <key (right arrow v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [x v] by (1)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (-4)\n change x by ((x) * (-1))\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > [0]>>> then\n set [y v] to [17]\n if <(x) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n set [x v] to [0]\n end\n end\n change y by (y)\n if <touching (level v)?> then\n change y by ((y) - ((y) * (2)))\n set [y v] to [0]\n end\n change y by (-1)\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <((mouse y) - (y position)) > [50]>>> and <touching (level v)?>> then\n set [y v] to [15]\n end\n change y by (1)\n if <<<touching (obstacles v)?> or <(y position) < [-175]>> or <key (r v) pressed?>> then\n Place Player: [-162] [-119] Set Size To: [40]\n end\n if <(x position) > [230]> then\n change [level v] by (1)\n Place Player: [-162] [-119] Set Size To: [40]\n end\n if <touching color (#fff27b)?> then\n set [y v] to [20]\n end\nend\n\n@Obstacles\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\n@Level\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\n@Thumbnail\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\n | |
kodiak77-77 I A Platformer | @Stage\n\nwhen I receive [end intro v]\nwait (1.5) seconds\nforever\n play sound (pick random (1) to (2)) until done\nend\n\n@Player\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\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\nwhen flag clicked\nforever\n repeat until <(x position) > [-210]>\n turn right (5) degrees\n change [x v] by (4)\n end\nend\n\nwhen I receive [end intro v]\nwait (1.5) seconds\nshow\nset size to (40) %\nclear graphic effects\npoint in direction (90)\nswitch costume to (1 v)\ngo to x: (-200) y: (60)\nset [x v] to [0]\nset [y v] to [0]\nforever\n change [y v] by (-1)\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n turn right (8) degrees\n switch costume to (1 v)\n change [x v] by (0.75)\n else\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n turn left (8) degrees\n switch costume to (2 v)\n change [x v] by (-0.75)\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?>> then\n set [y v] to [11]\n if <([abs v] of (x) ) = (x)> then\n set [x v] to [-10]\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?>> and <(y) < [0]>> then\n set [y v] to [14]\n else\n set [y v] to [0]\n end\n end\n if <(x position) > [210]> then\n broadcast (Next :DDD v)\n switch costume to (1 v)\n go to x: (-200) y: (50)\n point in direction (90)\n set [x v] to [0.5]\n set [y v] to [0]\n end\n if <<touching (spikes v)?> or <(y position) < [-180]>> then\n broadcast (Dead :DDD v)\n start sound [Bonk v]\n repeat (10)\n change [ghost v] effect by (10)\n end\n point in direction (90)\n switch costume to (1 v)\n go to x: (-200) y: (50)\n set [x v] to [0.5]\n set [y v] to [0]\n repeat (10)\n change [ghost v] effect by (-10)\n end\n end\nend\n\nwhen flag clicked\nhide\n\n@Stages\n\nwhen flag clicked\nswitch costume to (1 v)\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [next :ddd v]\nnext costume\n\nwhen I receive [end intro v]\nwait (0.5) seconds\nshow\n\n@Spikes\n\nwhen flag clicked\ngo to [back v] layer\nswitch costume to (1 v)\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [next :ddd v]\nnext costume\n\nwhen I receive [end intro v]\nwait (0.5) seconds\nshow\n\n@Shadows\n\nwhen flag clicked\nhide\n\nwhen I receive [next :ddd v]\nnext costume\n\nwhen I receive [end intro v]\nwait (0.5) seconds\nset [ghost v] effect to (87)\ngo to [back v] layer\nswitch costume to (1 v)\ngo to x: (0) y: (0)\nshow\n\n@Shadow Player\n\nwhen flag clicked\nset [ghost v] effect to (87)\ngo to [back v] layer\nswitch costume to (1 v)\nhide\n\nwhen I receive [dead :ddd v]\nrepeat (13)\n change [ghost v] effect by (1)\nend\nset [ghost v] effect to (87)\n\nwhen I receive [end intro v]\nwait (1.5) seconds\nshow\nforever\n go to [back v] layer\n go to (player v)\nend\n\n@Intro #1\n\nwhen I start as a clone\nif <(costume [name v]) = [3]> then\n wait (2) seconds\n repeat (25)\n change [ghost v] effect by (-2)\n end\n wait (3.5) seconds\n repeat (50)\n change [ghost v] effect by (2)\n end\nend\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\npoint in direction (90)\ngo to [front v] layer\nstart sound [Intro song_ Hop, by Schtiffles v]\nswitch costume to (me v)\ncreate clone of (_myself_ v)\nswitch costume to (1 v)\ncreate clone of (_myself_ v)\nswitch costume to (tn v)\ncreate clone of (_myself_ v)\nswitch costume to (2 v)\ncreate clone of (_myself_ v)\nswitch costume to (3 v)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(costume [name v]) = [Me]> then\n go to [front v] layer\n wait (0) seconds\n go to x: (-300) y: (0)\n show\n Smooth Glide x: (0) y: (0) speed: (8)\n repeat (152)\n set y to (([cos v] of ((timer) * (700)) ) * (13))\n point in direction ((([cos v] of ((timer) * (300)) ) * (3)) + (90))\n end\n point in direction (90)\n repeat (10)\n change [ghost v] effect by (10)\n end\n broadcast (Go follow kodiak v)\nelse\n if <(costume [name v]) = [1]> then\n wait (0) seconds\n go to x: (-300) y: (0)\n show\n start sound [Low Whoosh v]\n Smooth Glide x: (245) y: (0) speed: (6)\n repeat (4)\n wait (1) seconds\n repeat (5)\n change [brightness v] effect by (0.5)\n end\n repeat (5)\n change [brightness v] effect by (-0.5)\n end\n end\n end\n if <(costume [name v]) = [Tn]> then\n set [ghost v] effect to (0)\n go to [back v] layer\n show\n wait (1) seconds\n delete this clone\n end\n if <(costume [name v]) = [3]> then\n wait (1) seconds\n show\n go to [back v] layer\n set [ghost v] effect to (100)\n go [forward v] (7) layers\n \n glide (1) secs to x: (-220) y: (0)\n go to x: (0) y: (0)\n end\n end\nend\n\nwhen I receive [go follow kodiak v]\nwait (0.5) seconds\nstart sound [Low Whoosh v]\nSmooth Glide x: (-300) y: (0) speed: (7)\n\nwhen I receive [go follow kodiak v]\nbroadcast (End intro v)\nwait (0.6) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nstop [other scripts in sprite v]\nstop [this script v]\n\ndefine Smooth Glide x: (x) y: (y) speed: (speed)\nrepeat until <<(round (x position)) = (round (x))> and <(round (y position)) = (round (y))>>\n change x by (((round (x)) - (round (x position))) / (speed))\n change y by (((round (y)) - (round (y position))) / (speed))\nend\ngo to x: (x) y: (y)\n\n@Intro #2\n\ndefine Clone (#) orbs\nswitch costume to (1 v)\npoint in direction (pick random (180) to (-180))\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nforever\n move (3) steps\nend\n\nwhen I start as a clone\nwait (0.5) seconds\nrepeat (10)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\nwhen flag clicked\nwait (1.4) seconds\nhide\nset [ghost v] effect to (50)\nrepeat (12)\n wait (0.4) seconds\n go to x: (pick random (-240) to (240)) y: (-300)\n Clone [1] orbs\n Clone [1] orbs\n Clone [1] orbs\n Clone [1] orbs\nend\n\nwhen I start as a clone\ngo to [front v] layer\ngo [backward v] (2) layers\n\nwhen I start as a clone\nshow\nrepeat (2)\n change y by (20)\nend\nrepeat (3)\n change y by (15)\nend\nrepeat (3)\n change y by (10)\nend\nrepeat (2)\n change y by (5)\nend\nrepeat (2)\n change y by (3)\nend\nrepeat (2)\n change y by (-3)\nend\nrepeat (2)\n change y by (-5)\nend\nrepeat (3)\n change y by (-10)\nend\nrepeat (3)\n change y by (-15)\nend\nrepeat (3)\n change y by (-20)\nend\nforever\n change y by (-35)\nend\n\n@TN\n\nwhen flag clicked\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\nforever\n go to [front v] layer\nend\n\n@TN2\n\nwhen flag clicked\ngo to [front v] layer\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\nshow\nwait (1) seconds\nhide\nstop [this script v]\n\n | Hi ! Welcome to @kodiak77-77 I A Platformer !\n\nPress the arrows to move !\n\n■-■-■-■-■-■-■-■-■-■-■-■-■-■-■-■-■-■-■-■-■\n\nCredits :\n\nArt - 100% by @kodiak77-77 \nThank you coollogo for writing\n■-■-■-■-■-■-■-■-■-■-■-■-■-■-■-■-■-■-■-■-■\n\nTags :\n\n#kodiak77-77 #Games #Art #Platformer #Scratch #Music #Popular #Recent #Love #Favorite #And #Follow |
Double Jump - A Platformer | @Stage\n\nwhen flag clicked\nset [color v] effect to (0)\nset [brightness v] effect to (0)\n\nwhen I receive [nextlevel v]\nrepeat (50)\n change [brightness v] effect by (2)\nend\nset [brightness v] effect to (0)\n\n@Player\n\nwhen flag clicked\nset [gameend v] to [0]\nset [brightness v] effect to (0)\nset size to (170) %\npoint in direction (90)\nshow\ngo to [front v] layer\ngo to x: (-207) y: (-56)\nset rotation style [don't rotate v]\nset [x v] to [0]\nset [y v] to [0]\nset [doublejump v] to [1]\nforever\n if on edge, bounce\n change [y v] by (-1)\n if <key (right arrow v) pressed?> then\n point in direction (90)\n change [x v] by (1)\n end\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n change [x v] by (-1)\n end\n set [x v] to ((X) * (0.9))\n change x by (X)\n if <touching (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 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 set [doublejump v] to [1]\n end\n change y by (-1)\n if <<<key (up arrow v) pressed?> and <touching (level v)?>> and <(DoubleJump) = [1]>> then\n set [y v] to [12]\n set [doublejump v] to [2]\n end\n change y by (1)\n if <<(distance to [portal v]) = [30]> or <(distance to [portal v]) < [30]>> then\n set rotation style [all around v]\n go to (portal v)\n go to [front v] layer\n broadcast (NextLevel v)\n set [x v] to [0]\n set [y v] to [0]\n repeat (45)\n turn right (6) degrees\n change size by (-4)\n change [brightness v] effect by (2)\n end\n change [level v] by (1)\n hide\n point in direction (90)\n go to x: (-207) y: (-56)\n set size to (170) %\n wait (0.6) seconds\n go to x: (-207) y: (-56)\n set size to (170) %\n set [brightness v] effect to (0)\n show\n set rotation style [don't rotate v]\n end\n if <<<<touching (spikes v)?> or <(y position) < [-160]>> or <touching (spike wheels v)?>> or <touching (secondary spike wheels v)?>> then\n create clone of (oof particle v)\n create clone of (oof particle v)\n create clone of (oof particle v)\n create clone of (oof particle v)\n create clone of (oof particle v)\n create clone of (oof particle v)\n create clone of (oof particle v)\n wait (0.001) seconds\n set [x v] to [0]\n set [y v] to [0]\n go to x: (-207) y: (-56)\n end\nend\n\nwhen flag clicked\nset [ghost v] effect to (0)\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nchange y by (0.05)\nrepeat (10)\n change [ghost v] effect by (10)\n change size by (-10)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n if <<key (up arrow v) pressed?> and <(DoubleJump) = [2]>> then\n wait until <not <key (up arrow v) pressed?>>\n repeat until <(DoubleJump) = [1]>\n if <<key (up arrow v) pressed?> and <(DoubleJump) = [2]>> then\n set [y v] to [12]\n set [doublejump v] to [1]\n end\n end\n end\nend\n\nwhen flag clicked\nset volume to (70) %\nforever\n play sound [Chad_Crouch_-_Shipping_Lanes2 v] until done\nend\n\nwhen flag clicked\nif <(Level) = [21]> then\n broadcast (GameEnd v)\n set [gameend v] to [1]\n hide\n delete this clone\nend\n\nwhen flag clicked\nforever\n if <(skipidipdip) = [1]> then\n go to (portal v)\n wait until <not <(skipidipdip) = [1]>>\n end\nend\n\nwhen flag clicked\nset [level v] to [1]\n\n@Level\n\nwhen flag clicked\nset [level v] to [1]\nset [portaltimer v] to [0]\nset [brightness v] effect to (0)\ngo to x: (0) y: (0)\nswitch costume to (level1 v)\n\nwhen I receive [nextlevel v]\nrepeat (50)\n change [brightness v] effect by (2)\nend\nset [brightness v] effect to (0)\nnext costume\n\nwhen I receive [nextlevel v]\nset [portaltimer v] to [1]\nwait (1) seconds\nset [portaltimer v] to [0]\n\n@Portal\n\nwhen flag clicked\ngo to x: (208) y: (-46)\nset size to (100) %\nhide\nforever\n if <(Level) = [1]> then\n go to x: (208) y: (-46)\n end\n if <(Level) = [2]> then\n go to x: (165) y: (60)\n end\n if <(Level) = [3]> then\n go to x: (208) y: (-46)\n end\n if <(Level) = [4]> then\n go to x: (208) y: (-46)\n end\n if <(Level) = [5]> then\n go to x: (193) y: (11)\n end\n if <(Level) = [6]> then\n go to x: (200) y: (120)\n end\n if <(Level) = [7]> then\n go to x: (208) y: (-53)\n end\n if <(Level) = [8]> then\n go to x: (208) y: (-60)\n end\n if <(Level) = [9]> then\n go to x: (208) y: (-110)\n end\n if <(Level) = [10]> then\n go to x: (140) y: (-134)\n end\n if <(Level) = [11]> then\n go to x: (210) y: (90)\n end\n if <(Level) = [12]> then\n go to x: (208) y: (-70)\n end\n if <(Level) = [13]> then\n go to x: (208) y: (-20)\n end\n if <(Level) = [14]> then\n go to x: (0) y: (-90)\n end\n if <(Level) = [15]> then\n go to x: (216) y: (-80)\n end\n if <(Level) = [16]> then\n go to x: (208) y: (-46)\n end\n if <(Level) = [17]> then\n go to x: (208) y: (-46)\n end\n if <(Level) = [18]> then\n go to x: (208) y: (-85)\n end\n if <(Level) = [19]> then\n go to x: (208) y: (0)\n end\n if <(Level) = [20]> then\n go to x: (208) y: (-46)\n end\n if <(Level) = [21]> then\n hide\n set [gameend v] to [1]\n go to x: (-900) y: (-900)\n end\nend\n\n@Portal Particle\n\nwhen flag clicked\nhide\ndelete this clone\n\nwhen flag clicked\nforever\n repeat until <(GameEnd) = [1]>\n repeat until <(PortalTimer) = [1]>\n create clone of (_myself_ v)\n end\n wait (1.7) seconds\n end\n hide\n delete this clone\nend\n\nwhen I start as a clone\ngo to [front v] layer\ngo to (portal v)\nturn right (pick random (360) to (-360)) degrees\nmove (pick random (30) to (40)) steps\nset size to (pick random (90) to (100)) %\npoint towards (portal v)\nshow\nrepeat (20)\n move ((distance to [portal v]) / (pick random (8) to (12))) steps\n if <touching (_edge_ v)?> then\n delete this clone\n end\nend\ndelete this clone\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@Words'n'stuff\n\nwhen I receive [nextlevel v]\ngo to [front v] layer\nrepeat (50)\n change [brightness v] effect by (2)\nend\nset [brightness v] effect to (0)\nnext costume\n\nwhen flag clicked\nswitch costume to (words1 v)\nset [brightness v] effect to (0)\ngo to x: (0) y: (0)\n\n@Spikes\n\nwhen flag clicked\ngo to [front v] layer\nset [brightness v] effect to (0)\ngo to x: (0) y: (0)\npoint in direction (90)\nhide\nswitch costume to (level3 v)\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 (level3 v)\n show\n end\n if <(Level) = [4]> then\n hide\n end\n if <(Level) = [5]> then\n switch costume to (level5 v)\n show\n end\n if <(Level) = [6]> then\n switch costume to (level6 v)\n show\n end\n if <(Level) = [7]> then\n switch costume to (level7 v)\n show\n end\n if <(Level) = [8]> then\n switch costume to (level8 v)\n show\n end\n if <(Level) = [9]> then\n switch costume to (level9 v)\n show\n end\n if <(Level) = [10]> then\n switch costume to (level10 v)\n show\n end\n if <(Level) = [11]> then\n hide\n end\n if <(Level) = [12]> then\n switch costume to (level12 v)\n show\n end\n if <(Level) = [13]> then\n switch costume to (level13 v)\n show\n end\n if <(Level) = [14]> then\n switch costume to (level14 v)\n show\n end\n if <(Level) = [15]> then\n switch costume to (level15 v)\n show\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 switch costume to (level18 v)\n show\n end\n if <(Level) = [19]> then\n hide\n end\n if <(Level) = [20]> then\n switch costume to (level20 v)\n show\n end\nend\n\nwhen I receive [nextlevel v]\nrepeat (50)\n change [brightness v] effect by (2)\nend\nset [brightness v] effect to (0)\nhide\n\nwhen I receive [gameend v]\nhide\n\n@Oof Particle\n\nwhen flag clicked\nset size to (20) %\nhide\ndelete this clone\n\nwhen I start as a clone\ngo to (player v)\npoint in direction (pick random (-90) to (90))\nshow\nrepeat (10)\n move (pick random (4) to (6)) steps\nend\ndelete this clone\n\nwhen I start as a clone\nif <(direction) < [0]> then\n repeat (10)\n turn left (pick random (5) to (7)) degrees\n end\nend\nif <(direction) > [0]> then\n repeat (10)\n turn right (pick random (5) to (7)) degrees\n end\nend\ndelete this clone\n\n@Love & Favorite\n\nwhen flag clicked\ngo to x: (-214) y: (-138)\nhide\nwait until <(GameEnd) = [1]>\nwait (0.6) seconds\nshow\nforever\n set y to ((HeartY) - (130))\nend\n\nwhen flag clicked\nwait until <(GameEnd) = [1]>\nwait (0.6) seconds\nset [hearty v] to [0]\nchange [hearty v] by (10)\nforever\n repeat (10)\n change [hearty v] by (-1)\n end\n wait (pick random (0) to (0)) seconds\n repeat (10)\n change [hearty v] by (1)\n end\n wait (pick random (0) to (0)) seconds\nend\n\n@Clouds\n\nwhen flag clicked\nset [ghost v] effect to (0)\nset rotation style [don't rotate v]\ngo to [back v] layer\nhide\ndelete this clone\n\nwhen I start as a clone\ngo to x: (-300) y: (pick random (-180) to (180))\nchange [ghost v] effect by (pick random (10) to (35))\nset size to (pick random (40) to (80)) %\npoint in direction (90)\nshow\nrepeat until <(x position) > [210]>\n move (pick random (0.1) to (1)) steps\n go to [back v] layer\nend\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen flag clicked\n\n create clone of (_myself_ v)\n wait (pick random (2) to (2.7)) seconds\nend\n\n@Spike Wheels\n\nwhen flag clicked\ngo to [front v] layer\nset [brightness v] effect to (0)\ngo to x: (0) y: (0)\npoint in direction (90)\nhide\nswitch costume to (level16 v)\nforever\n if <(Level) = [16]> then\n go to x: (9) y: (-91)\n switch costume to (level16 v)\n go to [back v] layer\n show\n repeat until <not <(Level) = [16]>>\n turn left (1) degrees\n end\n end\n if <(Level) = [17]> then\n go to x: (0) y: (90)\n switch costume to (level17 v)\n go to [back v] layer\n show\n repeat until <not <(Level) = [17]>>\n turn left (1) degrees\n end\n end\n if <(Level) = [18]> then\n go to x: (-110) y: (-105)\n switch costume to (level18 v)\n go to [back v] layer\n show\n repeat until <not <(Level) = [18]>>\n turn left (1) degrees\n end\n end\n if <(Level) = [19]> then\n go to x: (31) y: (-40)\n switch costume to (level19 v)\n go to [back v] layer\n show\n repeat until <not <(Level) = [19]>>\n turn right (1) degrees\n end\n end\n if <(Level) = [20]> then\n go to x: (0) y: (-200)\n switch costume to (level20 v)\n go to [back v] layer\n show\n repeat until <not <(Level) = [20]>>\n turn left (1) degrees\n end\n end\n if <(Level) = [21]> then\n hide\n end\nend\n\nwhen I receive [nextlevel v]\nrepeat (50)\n change [brightness v] effect by (2)\nend\nset [brightness v] effect to (0)\n\nhide\n\nwhen I receive [gameend v]\nhide\n\n@Secondary Spike Wheels\n\nwhen flag clicked\ngo to [front v] layer\nset [brightness v] effect to (0)\nset size to (100) %\ngo to x: (0) y: (0)\npoint in direction (90)\nhide\nswitch costume to (level16 v)\nforever\n if <(Level) = [18]> then\n go to x: (31) y: (50)\n set size to (250) %\n switch costume to (level18 v)\n go to [back v] layer\n show\n repeat until <not <(Level) = [18]>>\n turn left (1) degrees\n end\n end\n if <(Level) = [19]> then\n go to x: (-168) y: (155)\n set size to (200) %\n switch costume to (level18 v)\n go to [back v] layer\n show\n repeat until <not <(Level) = [19]>>\n turn left (1) degrees\n end\n end\n if <(Level) = [20]> then\n hide\n end\nend\n\nwhen I receive [nextlevel v]\nrepeat (50)\n change [brightness v] effect by (2)\nend\nset [brightness v] effect to (0)\n\nhide\n\nwhen I receive [gameend v]\nhide\n\n@Skip counter\n\nwhen flag clicked\nset [skippers v] to [3]\nset [skipidipdip v] to [0]\ngo to x: (189) y: (-164)\nswitch costume to (costume1 v)\nforever\n repeat until <(skippers) = [0]>\n if <key (r v) pressed?> then\n set [skipidipdip v] to [1]\n change [skippers v] by (-1)\n next costume\n wait until <not <key (r v) pressed?>>\n set [skipidipdip v] to [0]\n end\n end\nend\n\n | --------------------------------Controls------------------------------\n Arrow keys to move\n Jump in midair to double jump\n Press r to skip a level (3 skips)\n-------------------------------------------------------------------------\nAll sprites and code made by @TotalBlitz (me)\nMusic from freemusicarchive.org\n\nThis is Double Jump v1.5\n\nFind any bugs? Let me know down in the comments\n\nYour goal is to reach the white portal on the other side of the screen. Spikes kill ya and so does falling into holes, jump after jumping in the air to double jump :3\n\nHit 50❤️ on 10/23/20\n600 views on 11/25/20\n800 views on 12/21/20\n@DarkStar177 loved and faved :D\n\nIf your going to remix, give credit and make some changes to the game... don't just steal the project.\n\nDouble Jump updates\nv1.1 - added clouds\nv1.2 - added music\nv1.3 - 5 more levels\nv1.4 - Moving obstacles, 5 new levels\nv1.5 - introduced skips (you only get 3)\nv1.6 - Spinning spikes fixed\n\nTags\n#Double #Jump #double #jump #doublejump #jumping #colors #spikes #wheels #platformer #total #blitz #totalblitz #games #game #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all |
platformer kit | @Stage\n\nwhen I receive [update level v]\nswitch backdrop to (level)\n\n@player\n\nwhen flag clicked\nset [level v] to [1]\nbroadcast (update level v) and wait\nforever\n platformer engine | player speed: [3] player friction: [0.7] | jump hight: [12] gravity: [-1] | wall jumping?: [1] wall jumping x speed: [20] wall jumping y speed: [10]\nend\n\ndefine platformer engine | player speed: (player speed) player friction: (player friction) | jump hight: (jump hight) gravity: (gravity) | wall jumping?: (wall jumping?) wall jumping x speed: (wall jumping x speed) wall jumping y speed: (wall jumping y speed)\nswitch costume to (hitbox \(don't change\) v)\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xvel v] by (player speed)\nend\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xvel v] by ((player speed) * (-1))\nend\nset [xvel v] to ((xvel) * (player friction))\nchange x by (xvel)\nif <touching (level \(add platforms here\) v)?> then\n set [slope v] to [0]\n repeat until <<(slope) = [4]> or <not <touching (level \(add platforms here\) v)?>>>\n change y by (1)\n change [slope v] by (1)\n end\n if <touching (level \(add platforms here\) v)?> then\n change y by (-4)\n repeat until <not <touching (level \(add platforms here\) v)?>>\n if <(xvel) > [0]> then\n change x by (-1)\n else\n change x by (1)\n end\n end\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <(wall jumping?) = [1]>> then\n if <(xvel) > [0]> then\n set [xvel v] to ((wall jumping x speed) * (-1))\n set [yvel v] to (wall jumping y speed)\n else\n set [xvel v] to (wall jumping x speed)\n set [yvel v] to (wall jumping y speed)\n end\n else\n set [xvel v] to [0]\n end\n end\nend\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <(on ground?) = [1]>> then\n set [yvel v] to (jump hight)\nend\nchange [yvel v] by (gravity)\nset [on ground? v] to [0]\nchange y by (yvel)\nif <touching (level \(add platforms here\) v)?> then\n repeat until <not <touching (level \(add platforms here\) v)?>>\n if <(yvel) > [0]> then\n change y by (-1)\n else\n change y by (1)\n set [on ground? v] to [1]\n end\n end\n set [yvel v] to [0]\nend\nif <(x position) > [235]> then\n change [level v] by (1)\n broadcast (update level v)\nend\nif <touching (danger \(add danger here\) v)?> then\n broadcast (update level v)\nend\nif <[-179] > (y position)> then\n broadcast (update level v)\nend\nif <touching (jump pads \(add jump pads here\) v)?> then\n set [yvel v] to ((jump hight) * (1.7))\nend\nswitch costume to (player \(add your player costume here\) v)\n\nwhen I receive [update level v]\ngo to x: (-180) y: (-100)\nset [xvel v] to [0]\nset [yvel v] to [0]\nset [on ground? v] to [0]\n\nplatformer engine | player speed: [20] player friction: [0.5] | jump hight: [14] gravity: [-1] | wall jumping?: [0] wall jumping x speed: [0] wall jumping y speed: [0]\n\nplatformer engine | player speed: [3] player friction: [0.7] | jump hight: [20] gravity: [-1] | wall jumping?: [1] wall jumping x speed: [20] wall jumping y speed: [15]\n\nplatformer engine | player speed: [3] player friction: [0.7] | jump hight: [14] gravity: [-0.5] | wall jumping?: [1] wall jumping x speed: [20] wall jumping y speed: [10]\n\n@level (add platforms here)\n\nwhen I receive [update level v]\nswitch costume to (level)\n\n@danger (add danger here)\n\nwhen I receive [update level v]\ngo to [back v] layer\nswitch costume to (level)\n\n@jump pads (add jump pads here)\n\nwhen I receive [update level v]\ngo to [back v] layer\nswitch costume to (level)\n\n@thumbnail (delete)\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\n | Welcome to my platformer kit with this you can create your own platformer!\n\nNeed help? Ask me. |
The cave || a platformer | @Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [next level v]\nwait (0.1) seconds\nif <(Level) = [17]> then\n switch backdrop to (backdrop2 v)\nend\n\n@Intro\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\npoint in direction (90)\nswitch costume to ( v)\ncreate clone of (_myself_ v)\nwait (2) seconds\nswitch costume to (costume1 v)\ncreate clone of (_myself_ v)\nset size to (100) %\nswitch costume to (skip1 v)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nif <not <(count) = [1]>> then\n if <(costume [number v]) = [1]> then\n set size to (0) %\n wait (1) seconds\n show\n repeat (20)\n turn right (18) degrees\n change size by (5)\n end\n wait (3) seconds\n set [turn v] to [2.5]\n repeat (10)\n turn right (Turn) degrees\n set [turn v] to ((Turn) * (0.9))\n end\n repeat (3)\n set [turn v] to [-5]\n repeat (10)\n turn right (Turn) degrees\n set [turn v] to ((Turn) * (0.9))\n end\n set [turn v] to [5]\n repeat (10)\n turn right (Turn) degrees\n set [turn v] to ((Turn) * (0.9))\n end\n end\n set [turn v] to [-2.5]\n repeat (10)\n turn right (Turn) degrees\n set [turn v] to ((Turn) * (0.9))\n end\n wait (1) seconds\n repeat (5)\n turn right (-30) degrees\n change x by (20)\n wait (0.01) seconds\n end\n repeat (10)\n turn right (36) degrees\n wait (0.01) seconds\n end\n repeat (5)\n turn right (30) degrees\n change x by (-20)\n wait (0.01) seconds\n end\n wait (1.9) seconds\n repeat (20)\n turn right (18) degrees\n change size by (-5)\n end\n delete this clone\n end\nend\n\nwhen I start as a clone\nerase all\nif <not <(count) = [1]>> then\n if <(costume [number v]) = [2]> then\n set size to (0) %\n wait (1) seconds\n repeat (20)\n turn right (18) degrees\n change size by (5)\n end\n wait (0.75) seconds\n set [turn 2 v] to [-2.5]\n repeat (10)\n turn right (Turn 2) degrees\n set [turn 2 v] to ((Turn 2) * (0.9))\n end\n repeat (3)\n set [turn 2 v] to [5]\n repeat (10)\n turn right (Turn 2) degrees\n set [turn 2 v] to ((Turn 2) * (0.9))\n end\n set [turn 2 v] to [-5]\n repeat (10)\n turn right (Turn 2) degrees\n set [turn 2 v] to ((Turn 2) * (0.9))\n end\n end\n set [turn 2 v] to [2.5]\n repeat (10)\n turn right (Turn 2) degrees\n set [turn 2 v] to ((Turn 2) * (0.9))\n end\n wait (1) seconds\n repeat (5)\n turn right (-30) degrees\n change x by (-20)\n wait (0.01) seconds\n end\n repeat (10)\n turn right (36) degrees\n wait (0.01) seconds\n end\n repeat (5)\n turn right (30) degrees\n change x by (20)\n wait (0.01) seconds\n end\n broadcast (Rings v)\n wait (2) seconds\n repeat (20)\n turn right (18) degrees\n change size by (-5)\n end\n broadcast (Intro v)\n delete this clone\n end\nend\n\nwhen I receive [rings v]\n\nswitch costume to (skip1 v)\nset size to (5) %\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\n\nwait (0.0001) seconds\nif <[3] = (costume [number v])> then\n if <(size) > [199]> then\n delete this clone\nend\n\nwhen I start as a clone\nif <[3] = (costume [number v])> then\n\nwhen I receive [intro v]\ndelete this clone\n\nwhen flag clicked\nforever\n hide\nend\n\nwhen I receive [game over v]\ngo to x: (-120) y: (0)\nswitch costume to ( v)\ncreate clone of (_myself_ v)\ngo to x: (120) y: (0)\nswitch costume to (costume3 v)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nif <(count) = [1]> then\n if <(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 wait (3) seconds\n set [turn v] to [2.5]\n repeat (10)\n turn right (Turn) degrees\n set [turn v] to ((Turn) * (0.9))\n end\n forever\n repeat (3)\n set [turn v] to [-5]\n repeat (10)\n turn right (Turn) degrees\n set [turn v] to ((Turn) * (0.9))\n end\n set [turn v] to [5]\n repeat (10)\n turn right (Turn) degrees\n set [turn v] to ((Turn) * (0.9))\n end\n end\n end\n end\nend\n\nwhen I start as a clone\nshow\nif <(count) = [1]> then\n if <(costume [number v]) = [3]> then\n set size to (0) %\n show\n repeat (20)\n turn right (18) degrees\n change size by (5)\n end\n wait (3) seconds\n set [turn v] to [2.5]\n repeat (10)\n turn right (Turn) degrees\n set [turn v] to ((Turn) * (0.9))\n end\n forever\n repeat (3)\n set [turn v] to [-5]\n repeat (10)\n turn right (Turn) degrees\n set [turn v] to ((Turn) * (0.9))\n end\n set [turn v] to [5]\n repeat (10)\n turn right (Turn) degrees\n set [turn v] to ((Turn) * (0.9))\n end\n end\n end\n end\nend\n\nwhen I start as a clone\nif <[4] = (costume [number v])> then\n show\nend\n\nwhen this sprite clicked\nif <[4] = (costume [number v])> then\n broadcast (Intro v)\n delete this clone\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 [start v]\nstop [other scripts in sprite v]\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\ndelete this clone\n\nwhen I receive [rings v]\nwait (0.1) seconds\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\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 go to [back v] layer\n switch costume to (costume2 v)\n show\n set [brightness v] effect to (-75)\n set [ghost v] effect to (50)\nelse\n if <(Level) > [3]> then\n go to [back v] layer\n set [brightness v] effect to (-75)\n set [ghost v] effect to (50)\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@Guy\n\nwhen I start as a clone\nshow\ngo [backward v] (1) layers\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) = [10]> 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) < [-170]> 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 <<<key (s v) pressed?> or <key (down arrow v) pressed?>> or <<mouse down?> and <(mouse y) < (y position)>>> then\n repeat until <not <<key (s v) pressed?> or <<key (down arrow v) pressed?> or <<mouse down?> and <(mouse y) < (y position)>>>>>\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 [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 [my variable v] to [0]\nset [speed y v] to [0]\ngo to x: (-220) y: (0)\nset size to (50) %\nMove\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?> or <<mouse down?> and <(x position) > (mouse x)>>>> then\n point in direction (-90)\n change [my variable v] by (-2)\n end\n if <<key (d v) pressed?> or <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>> then\n point in direction (90)\n change [my variable v] by (2)\n end\n set [my variable v] to ((my variable) * (0.7))\n change x by (my variable)\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 ((my variable) * (-1))\n if <<key (w v) pressed?> or <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n set [speed y v] to [10]\n if <(my variable) > [0]> then\n set [my variable v] to [-10]\n else\n set [my variable v] to [10]\n end\n else\n set [my variable 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?> or <<mouse down?> and <(mouse y) > (y position)>>>>> then\n set [speed y v] to [10]\n end\n change y by (0.5)\nend\n\nwhen I receive [intro v]\nrepeat (50)\n change volume by (-2)\nend\nstop all sounds\nrepeat (50)\n change volume by (2)\nend\nplay sound [Vexento - Occupy v] until done\nforever\n play sound [Vexento - Pixel Party v] until done\n play sound [Vexento - Occupy v] until done\nend\n\nwhen flag clicked\nset volume to (100) %\nplay sound [Vicetone - United We Dance v] until done\n\nwhen flag clicked\nhide\n\n@Ground\n\nwhen flag clicked\ngo to [front 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 wait (1) seconds\n end\nend\n\nwhen I receive [next level v]\nnext costume\nif <not <(Level) = [17]>> then\n set [brightness v] effect to (-100)\nelse\n set [brightness v] effect to (0)\nend\n\ngo to x: (([x position v] of [guy v]) + (5)) y: ([y position v] of [guy v])\n\nwhen I receive [intro v]\nset [brightness v] effect to (-100)\nforever\n go [backward v] (100) layers\n show\nend\n\nwhen I receive [next level v]\nif <(Level) = [17]> then\n set [count v] to [1]\n broadcast (Game over v)\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\nset [count v] to [0]\nhide\n\nwhen I receive [next level v]\nwait (0.1) seconds\nif <(Level) = [14]> then\n go to [back v] layer\nelse\n go to [front v] layer\nend\n\n@Sprite1\n\nwhen I receive [intro v]\ngo to x: (220) y: (180)\nchange [ghost v] effect by (15)\nforever\n hide\n change y by (-360)\n change x by (-10)\n change y by (360)\n change x by (-10)\n Color\nend\n\nwhen I start as a clone\n\ndefine Color\nset pen size to (100)\nset pen color to (#000000)\npen down\n\nset size to (128) %\nshow\n\nwhen I receive [next level v]\nerase all\ngo to x: (220) y: (180)\nchange [ghost v] effect by (15)\nif <not <(Level) = [17]>> then\n forever\n hide\n change y by (-360)\n change x by (-10)\n change y by (360)\n change x by (-10)\n Color\n end\nend\n\nwhen I receive [next level v]\nwait (0) seconds\nif <(Level) = [17]> then\n stop [other scripts in sprite v]\n forever\n erase all\n end\nend\n\n@Sprite3\n\nset [ghost v] effect to (60)\nset size to (500) %\nforever\n repeat (10)\n change size by (-2)\n wait (0.01) seconds\n end\n repeat (10)\n change size by (2)\n wait (0.01) seconds\n end\nend\n\nwhen I receive [intro v]\nset size to (100) %\n\nwhen I receive [intro v]\nforever\n go to (guy v)\n set [ghost v] effect to (25)\n go to [back v] layer\nend\n\nwhen flag clicked\nset size to (100) %\nforever\n repeat (10)\n change size by (-2)\n wait (0.01) seconds\n end\n repeat (10)\n change size by (2)\n wait (0.01) seconds\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [intro v]\nshow\n\nwhen flag clicked\nforever\n\nwhen I receive [next level v]\nwait (0.1) seconds\nif <(Level) = [17]> then\n go to x: (-100) y: (-50)\n stop [other scripts in sprite v]\n hide\nend\n\nwhen I receive [next level v]\nset size to (100) %\nforever\n if <[4] < (Deaths per level)> then\n set size to (150) %\n stop [this script v]\n end\nend\n\n@Sprite5\n\nset [ghost v] effect to (60)\nset size to (200) %\nforever\n repeat (10)\n change size by (2)\n wait (0.01) seconds\n end\n repeat (10)\n change size by (-2)\n wait (0.01) seconds\n end\nend\n\nwhen I receive [intro v]\nset size to (100) %\n\nwhen I receive [intro v]\nforever\n go to (guy v)\n go to [back v] layer\n set [ghost v] effect to (60)\nend\n\nwhen flag clicked\nset size to (100) %\nforever\n repeat (10)\n change size by (2)\n wait (0.01) seconds\n end\n repeat (10)\n change size by (-2)\n wait (0.01) seconds\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [intro v]\nshow\n\nwhen flag clicked\nforever\n\nwhen I receive [next level v]\nwait (0.1) seconds\nif <(Level) = [17]> then\n go to x: (-100) y: (-50)\n stop [other scripts in sprite v]\n hide\nend\n\nwhen I receive [next level v]\nset size to (100) %\nforever\n if <[4] < (Deaths per level)> then\n set size to (150) %\n stop [this script v]\n end\nend\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) = [6]> then\n go to x: (30) y: (0)\n create clone of (_myself_ v)\nend\nif <(Level) = [7]> then\n go to x: (30) 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\nset [brightness v] effect to (-100)\ngo [backward v] (0) layers\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 (0.5) seconds\nif <(Level) = [5]> then\n go to x: (36) y: (28)\n create clone of (_myself_ v)\nend\nif <(Level) = [6]> then\n go to x: (30) y: (0)\n create clone of (_myself_ v)\nend\nif <(Level) = [7]> then\n go to x: (30) 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 receive [redo v]\nset [delete clones v] to [1]\nwait (0.01) seconds\nset [delete clones v] to [0]\n\nwhen I start as a clone\nforever\n if <(Delete clones) = [1]> then\n delete this clone\n end\nend\n\n@Sprite2\n\nwhen flag clicked\nforever\n hide\nend\n\ndefine Typewriter Talk (speak this) For (seconds)\nset [talk v] to []\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 (seconds) seconds\n change [count v] by (1)\nend\nwait (1) seconds\nsay []\n\nwhen I receive [intro v]\nif <[1] = (Level)> then\n go to x: (0) y: (-90)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nset [brightness v] effect to (-55)\nshow\nforever\n if <[1] = (Level)> then\n if <touching (guy v)?> then\n Typewriter Talk [You were sleeping, but when you woke up you were in a cave you are trying to get out. Use arrow keys or WASD] For [0]\n end\n end\n if <[2] = (Level)> then\n if <touching (guy v)?> then\n Typewriter Talk [You can wall jump!] For [0]\n end\n end\n if <[3] = (Level)> then\n if <touching (guy v)?> then\n Typewriter Talk [Watch out for spikes!] For [0]\n end\n end\n if <[4] = (Level)> then\n if <touching (guy v)?> then\n Typewriter Talk [Duck!] For [0.001]\n end\n end\n if <[5] = (Level)> then\n if <touching (guy v)?> then\n Typewriter Talk [What's next?] For [0.001]\n end\n end\n if <[6] = (Level)> then\n if <touching (guy v)?> then\n Typewriter Talk [A moving platform?] For [0.001]\n end\n end\n if <[9] = (Level)> then\n if <touching (guy v)?> then\n Typewriter Talk [A leap of faith] For [0.001]\n end\n end\n if <[10] = (Level)> then\n if <touching (guy v)?> then\n Typewriter Talk [You can do this!] For [0.001]\n end\n end\n if <[14] = (Level)> then\n if <touching (guy v)?> then\n Typewriter Talk [Is this a trap or smth?] For [0.001]\n end\n end\n if <[16] = (Level)> then\n if <touching (guy v)?> then\n Typewriter Talk [I see light!] For [0.001]\n end\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 [next level v]\nwait (0.1) seconds\nif <[2] = (Level)> then\n go to x: (-50) y: (-90)\n create clone of (_myself_ v)\nend\nif <[3] = (Level)> then\n go to x: (-107) y: (-90)\n create clone of (_myself_ v)\nend\nif <[4] = (Level)> then\n go to x: (100) y: (-90)\n create clone of (_myself_ v)\nend\nif <[5] = (Level)> then\n go to x: (-180) y: (-83)\n create clone of (_myself_ v)\nend\nif <[6] = (Level)> then\n go to x: (-90) y: (15)\n create clone of (_myself_ v)\nend\nif <[9] = (Level)> then\n go to x: (-180) y: (-67)\n create clone of (_myself_ v)\nend\nif <[10] = (Level)> then\n go to x: (-70) y: (-24)\n create clone of (_myself_ v)\nend\nif <[14] = (Level)> then\n go to x: (-200) y: (-90)\n create clone of (_myself_ v)\nend\nif <[16] = (Level)> then\n go to x: (-200) y: (-103)\n create clone of (_myself_ v)\nend\n\nwhen I receive [redo v]\nwait (0.1) seconds\nif <[2] = (Level)> then\n go to x: (-50) y: (-90)\n create clone of (_myself_ v)\nend\nif <[3] = (Level)> then\n go to x: (-107) y: (-90)\n create clone of (_myself_ v)\nend\nif <[4] = (Level)> then\n go to x: (100) y: (-90)\n create clone of (_myself_ v)\nend\nif <[5] = (Level)> then\n go to x: (-180) y: (-83)\n create clone of (_myself_ v)\nend\nif <[6] = (Level)> then\n go to x: (-90) y: (15)\n create clone of (_myself_ v)\nend\nif <[9] = (Level)> then\n go to x: (-180) y: (-67)\n create clone of (_myself_ v)\nend\nif <[10] = (Level)> then\n go to x: (-70) y: (-24)\n create clone of (_myself_ v)\nend\nif <[14] = (Level)> then\n go to x: (-200) y: (-90)\n create clone of (_myself_ v)\nend\nif <[16] = (Level)> then\n go to x: (-200) y: (-103)\n create clone of (_myself_ v)\nend\n\n@Sprite4\n\nwhen I start as a clone\ngo to x: (220) y: (0)\nshow\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 [next level v]\nwait (0.1) seconds\nif <(Level) = [16]> then\n go to x: (220) y: (0)\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [redo v]\nwait (0.1) seconds\nif <(Level) = [16]> then\n go to x: (220) y: (0)\n create clone of (_myself_ v)\nend\n\n@Skip\n\nwhen this sprite clicked\nswitch costume to (costume2 v)\nbroadcast (Next level v)\nwait (0.1) seconds\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [intro v]\ngo to [back v] layer\nhide\n\nwhen I receive [next level v]\nset [deaths per level v] to [0]\nhide\nwait (0.1) seconds\nif <(Level) = [17]> then\n hide\n stop [other scripts in sprite v]\nend\n\nwhen I receive [redo v]\nchange [deaths per level v] by (1)\n\nwhen I receive [next level v]\nset [turn v] to [2.5]\npoint in direction (90)\nrepeat (10)\n turn right (Turn) degrees\n set [turn v] to ((Turn) * (0.9))\nend\nwait (0.1) seconds\ngo to x: (-180) y: (-145)\n\nwhen flag clicked\nset [deaths per level v] to [0]\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [next level v]\nwait (1) seconds\nforever\n if <(Deaths per level) > [7]> then\n repeat until <(Delete clones) = [1]>\n show\n set [turn v] to ((Turn) * (0.9))\n repeat (3)\n set [turn v] to [-5]\n repeat (10)\n turn right (Turn) degrees\n set [turn v] to ((Turn) * (0.9))\n end\n set [turn v] to [5]\n repeat (10)\n turn right (Turn) degrees\n set [turn v] to ((Turn) * (0.9))\n end\n end\n end\n end\nend\n\n@Thumbnail\n\nwhen flag clicked\nshow\nwait (0.2) seconds\nrepeat (50)\n change [brightness v] effect by (2)\n change [ghost v] effect by (0.2)\nend\nhide\n\n | Check this project out too pls: https://scratch.mit.edu/projects/388944330/\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 \nMobile friendly! \nAvoid spikes\nYou can wall jump\nDown arrow or S to shrink\n16 levels! (I rushed)\nLike it? Love, favorite, and follow!\nHave fun! |
Pen Platformer Maker | 99% Pen | v1.1 | @Stage\n\n@game\n\ndefine ask for lvl code\nerase all\ngo to x: (-135) y: (25)\nword [give level code]\ngo to x: (0) y: (-40)\npen down\nchange y by (-90)\ngo to x: ((x position) - (40)) y: ((y position) - (-40))\npen up\ngo to x: ((x position) - (-40)) y: ((y position) - (40))\npen down\ngo to x: ((x position) - (-40)) y: ((y position) - (-40))\npen up\nask [] and wait\nload code\nset [play v] to [0]\nrepeat until <(play) = [1]>\n em\nend\nset [play v] to [0]\nset [playing? v] to [1]\nset [in menu? v] to [0]\n\ndefine Draw letter (letter)\nif <<(letter) = [I]> or <<(letter) = [1]> or <(letter) = [i]>>> then\n pen down\n change y by (-30)\n pen up\n change y by (30)\nelse\n if <(letter) = [2]> then\n pen down\n change x by (-10)\n change x by (10)\n change y by (-15)\n change x by (-10)\n change y by (-15)\n change x by (10)\n pen up\n change y by (30)\n else\n if <(letter) = [3]> then\n pen down\n change x by (-10)\n change x by (10)\n change y by (-15)\n change x by (-10)\n change x by (10)\n change y by (-15)\n change x by (-10)\n change x by (10)\n pen up\n change y by (30)\n else\n if <(letter) = [4]> then\n pen up\n change x by (-5)\n pen down\n change y by (-30)\n change y by (15)\n change x by (5)\n change x by (-10)\n change y by (15)\n pen up\n change x by (10)\n else\n if <(letter) = [5]> then\n pen down\n change x by (-10)\n change y by (-15)\n change x by (10)\n change y by (-15)\n change x by (-10)\n pen up\n change x by (10)\n change y by (30)\n else\n if <(letter) = [6]> then\n pen down\n change x by (-10)\n change y by (-15)\n change x by (10)\n change y by (-15)\n change x by (-10)\n change y by (15)\n pen up\n change x by (10)\n change y by (15)\n else\n if <(letter) = [7]> then\n pen down\n change x by (-10)\n change x by (10)\n go to x: ((x position) - (10)) y: ((y position) - (30))\n pen up\n go to x: ((x position) - (-10)) y: ((y position) - (-30))\n else\n if <(letter) = [8]> then\n pen down\n change x by (-10)\n change y by (-15)\n change x by (10)\n change y by (15)\n change y by (-30)\n change x by (-10)\n change y by (30)\n pen up\n change x by (10)\n else\n if <(letter) = [9]> then\n pen down\n change x by (-10)\n change y by (-15)\n change x by (10)\n change y by (15)\n change y by (-30)\n change x by (-10)\n pen up\n change y by (30)\n change x by (10)\n else\n if <<(letter) = [a]> or <(letter) = [A]>> then\n pen down\n change x by (-10)\n change y by (-30)\n change y by (20)\n change x by (10)\n change y by (-20)\n change y by (30)\n pen up\n else\n if <<(letter) = [b]> or <(letter) = [B]>> then\n pen down\n change x by (-10)\n change y by (-30)\n change x by (10)\n change y by (10)\n change x by (-2)\n change y by (10)\n change x by (2)\n change y by (10)\n change x by (-10)\n change y by (-15)\n change x by (10)\n pen up\n change y by (15)\n else\n if <<(letter) = [c]> or <(letter) = [C]>> then\n pen down\n change x by (-10)\n change y by (-30)\n change x by (10)\n pen up\n change y by (30)\n else\n if <<(letter) = [d]> or <(letter) = [D]>> then\n change x by (-5)\n pen down\n change x by (-5)\n change y by (-30)\n change x by (5)\n go to x: ((x position) + (5)) y: ((y position) + (5))\n change y by (20)\n go to x: ((x position) + (-5)) y: ((y position) + (5))\n pen up\n change x by (5)\n else\n if <<(letter) = [e]> or <(letter) = [E]>> then\n pen down\n change x by (-10)\n change y by (-15)\n change x by (10)\n change x by (-10)\n change y by (-15)\n change x by (10)\n pen up\n change y by (30)\n else\n if <<(letter) = [f]> or <(letter) = [F]>> then\n pen down\n change x by (-10)\n change y by (-15)\n change x by (10)\n change x by (-10)\n change y by (-15)\n pen up\n change y by (30)\n change x by (10)\n else\n if <<(letter) = [g]> or <(letter) = [G]>> then\n pen down\n change x by (-10)\n change y by (-30)\n change x by (10)\n change y by (10)\n change x by (-5)\n pen up\n change x by (5)\n change y by (20)\n else\n if <<(letter) = [h]> or <(letter) = [H]>> then\n pen down\n change y by (-15)\n change x by (-10)\n change y by (15)\n change y by (-30)\n change y by (15)\n change x by (10)\n change y by (-15)\n pen up\n change y by (30)\n else\n if <<(letter) = [j]> or <(letter) = [J]>> then\n pen down\n change y by (-50)\n pen up\n change y by (50)\n else\n if <<(letter) = [k]> or <(letter) = [K]>> then\n change x by (-10)\n pen down\n change y by (-30)\n change y by (15)\n go to x: ((x position) + (10)) y: ((y position) + (15))\n go to x: ((x position) + (-10)) y: ((y position) + (-15))\n go to x: ((x position) + (10)) y: ((y position) + (-15))\n go to x: ((x position) + (-10)) y: ((y position) + (15))\n pen up\n go to x: ((x position) + (10)) y: ((y position) + (15))\n else\n \n pen down\n change x by (-10)\n change y by (-30)\n change y by (30)\n change x by (5)\n change y by (-30)\n change y by (30)\n change x by (5)\n change y by (-30)\n change y by (30)\n pen up\n else\n if <<(letter) = [p]> or <(letter) = [P]>> then\n pen down\n change x by (-10)\n change y by (-30)\n change y by (15)\n change x by (10)\n change y by (15)\n pen up\n else\n if <<(letter) = [r]> or <(letter) = [R]>> then\n pen down\n change x by (-10)\n change y by (-30)\n change y by (15)\n change x by (10)\n change y by (15)\n change x by (-10)\n change y by (-15)\n go to x: ((x position) + (10)) y: ((y position) + (-15))\n pen up\n change y by (30)\n else\n if <<(letter) = [s]> or <(letter) = [S]>> then\n pen down\n change x by (-10)\n change y by (-15)\n change x by (10)\n change y by (-15)\n change x by (-10)\n pen up\n change y by (30)\n change x by (10)\n else\n if <<(letter) = [t]> or <(letter) = [T]>> then\n pen down\n change x by (-5)\n change y by (-30)\n change y by (30)\n change x by (-5)\n change x by (10)\n pen up\n else\n if <<(letter) = [w]> or <(letter) = [W]>> then\n pen down\n change y by (-30)\n change x by (-5)\n change y by (30)\n change y by (-30)\n change x by (-5)\n change y by (30)\n pen up\n change x by (10)\n else\n if <<(letter) = [u]> or <(letter) = [U]>> then\n pen down\n change y by (-30)\n change x by (-5)\n change x by (-5)\n change y by (30)\n pen up\n change x by (10)\n else\n if <<<(letter) = [0]> or <(letter) = [o]>> or <(letter) = [O]>> then\n pen down\n change x by (-10)\n change y by (-30)\n change x by (10)\n change y by (30)\n pen up\n else\n if <<(letter) = [z]> or <(letter) = [Z]>> then\n pen down\n change x by (-10)\n change x by (10)\n go to x: ((x position) - (10)) y: ((y position) - (30))\n change x by (10)\n pen up\n change y by (30)\n else\n if <<(letter) = [v]> or <(letter) = [V]>> then\n pen down\n go to x: ((x position) - (5)) y: ((y position) - (30))\n go to x: ((x position) - (5)) y: ((y position) - (-30))\n pen up\n change x by (10)\n else\n if <<(letter) = [l]> or <(letter) = [L]>> then\n change x by (-10)\n pen down\n change y by (-30)\n change x by (10)\n pen up\n change y by (30)\n else\n if <<(letter) = [n]> or <(letter) = [N]>> then\n pen down\n change y by (-30)\n change y by (30)\n change x by (-10)\n change y by (-30)\n change y by (30)\n pen up\n change x by (10)\n else\n if <<(letter) = [y]> or <(letter) = [Y]>> then\n pen down\n change y by (-30)\n change y by (15)\n go to x: ((x position) - (10)) y: ((y position) - (-15))\n pen up\n change x by (10)\n else\n if <<(letter) = [m]> or <(letter) = [M]>> then\n pen down\n repeat (2)\n change y by (-30)\n change y by (30)\n change x by (-5)\n end\n change y by (-30)\n pen up\n change y by (30)\n change x by (10)\n else\n if <(letter) = [:]> then\n change y by (-5)\n pen down\n pen up\n change y by (-20)\n pen down\n pen up\n change y by (30)\n else\n if <<(letter) = [x]> or <(letter) = [X]>> then\n pen down\n go to x: ((x position) - (10)) y: ((y position) - (30))\n pen up\n change y by (30)\n pen down\n go to x: ((x position) - (-10)) y: ((y position) - (30))\n pen up\n change y by (30)\n else\n if <<(letter) = [q]> or <(letter) = [Q]>> then\n pen down\n change y by (-30)\n go to x: ((x position) + (5)) y: ((y position) - (5))\n go to x: ((x position) + (-10)) y: ((y position) - (-10))\n go to x: ((x position) + (5)) y: ((y position) - (5))\n change x by (-10)\n change y by (30)\n change x by (10)\n pen up\n else\n if <(letter) = [-]> then\n change y by (-15)\n pen down\n change x by (-10)\n pen up\n change x by (10)\n change y by (15)\n else\n if <(letter) = [.]> then\n change y by (-30)\n pen down\n pen up\n change y by (30)\n else\n if <(letter) = [_]> then\n change y by (-30)\n pen down\n change x by (-10)\n pen up\n change x by (10)\n change y by (30)\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\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\ndelete all of [block heights v]\ndelete all of [blocks widths v]\ndelete all of [block types v]\ndelete all of [block xs v]\ndelete all of [blocks ys v]\nshow list [save code v]\ndelete all of [move y v]\ndelete all of [move x v]\ndelete all of [move speed v]\ndelete all of [move id v]\ndelete all of [move direction v]\nset [clickekd ok? v] to [1]\nset [last mouse 3 v] to [0]\nset [in menu? v] to [1]\nset [giving lvl code v] to [0]\nset [playing? v] to [0]\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nset [won lvl v] to [0]\nset [placing moving v] to [1]\nforever\n if <(clickekd ok?) = [0]> then\n spd selector\n else\n if <(in menu?) = [0]> then\n if <(won lvl) = [0]> then\n render blocks\n if <(porm?) = [1]> then\n if <(playing?) = [0]> then\n render lines\n end\n end\n render mouse pointer\n if <(playing?) = [0]> then\n add you\n end\n check keys\n delate bad tingz\n if <(porm?) = [1]> then\n render GUI\n check color selecting\n end\n if <(playing?) = [1]> then\n add you\n moving tick\n end\n if <(porm?) = [0]> then\n restart button\n end\n else\n if <(won lvl) = [1]> then\n if <(porm?) = [1]> then\n save.conti...\n else\n back2\n end\n else\n lvl code\n end\n end\n else\n if <(giving lvl code) = [0]> then\n render menu\n else\n ask for lvl code\n end\n end\n end\nend\n\ndefine render GUI\nswitch costume to (costume1 v)\nset pen color to (#a2a2a2)\nset pen size to (5)\ngo to x: (-240) y: (135)\npen down\nchange x by (480)\npen up\ngo to x: (-205) y: (136)\nrepeat (4)\n pen down\n change y by (44)\n pen up\n change y by (-44)\n change x by (40)\nend\nchange x by (60)\nrepeat (2)\n pen down\n change y by (44)\n pen up\n change y by (-44)\n change x by (120)\nend\ngo to x: (-225) y: (150)\nset pen size to (20)\nset pen color to (#2a00ff)\npen down\nchange y by (15)\npen up\nchange y by (-15)\nchange x by (40)\nset pen color to (#fff600)\npen down\nchange y by (15)\npen up\nchange y by (-15)\nchange x by (40)\nset pen color to (#ff0000)\npen down\nchange y by (15)\npen up\nchange y by (-15)\nchange x by (40)\nset pen color to (#00ff0c)\npen down\nchange y by (15)\npen up\nchange y by (-15)\nchange x by (30)\nset pen color to (#989898)\nset pen size to (7)\npen down\nchange x by (80)\npen up\nchange x by (-80)\nchange x by (((Width) + (15)) - (20))\nchange y by (2)\nset pen color to (#00e5ff)\nset pen size to (10)\npen down\nset pen size to (7)\nchange y by (-8)\npen up\nchange y by (6)\ngo to x: (-40) y: (150)\nswitch costume to (costume3 v)\nshow\nif <<mouse down?> and <touching (mouse-pointer v)?>> then\n set [width v] to (((mouse x) + (95)) - (15))\nend\nhide\nchange y by (15)\nset pen color to (#989898)\nset pen size to (3)\npen down\nchange x by (22)\ngo to x: ((x position) - (5)) y: ((y position) - (5))\npen up\ngo to x: ((x position) - (-5)) y: ((y position) - (-5))\npen down\npen up\npen down\ngo to x: ((x position) - (5)) y: ((y position) - (-5))\npen up\ngo to x: ((x position) - (-5)) y: ((y position) - (5))\npen down\nchange x by (-40)\npen up\npen down\ngo to x: ((x position) - (-5)) y: ((y position) - (5))\npen up\ngo to x: ((x position) - (5)) y: ((y position) - (-5))\npen down\npen up\npen down\ngo to x: ((x position) - (-5)) y: ((y position) - (-5))\npen up\ngo to x: ((x position) - (5)) y: ((y position) - (5))\npen down\npen up\ncontiunoation\n\ndefine contiunoation\nchange x by (90)\nchange y by (-15)\nset pen color to (#989898)\nset pen size to (7)\npen down\nchange x by (80)\npen up\nchange x by (-80)\nchange x by (((Height) + (15)) - (20))\nchange y by (2)\nset pen color to (#00e5ff)\nset pen size to (10)\npen down\nset pen size to (7)\nchange y by (-8)\npen up\nchange y by (6)\ngo to x: (68) y: (150)\nswitch costume to (costume3 v)\nshow\nif <<mouse down?> and <touching (mouse-pointer v)?>> then\n set [height v] to (((mouse x) + (-13)) - (15))\nend\nhide\nchange y by (12)\nchange x by (2)\nset pen color to (#989898)\nset pen size to (3)\npen down\nchange y by (18)\npen up\npen down\ngo to x: ((x position) - (5)) y: ((y position) - (5))\npen up\ngo to x: ((x position) - (-5)) y: ((y position) - (-5))\npen down\npen up\npen down\ngo to x: ((x position) - (-5)) y: ((y position) - (5))\npen up\ngo to x: ((x position) - (5)) y: ((y position) - (-5))\npen down\npen up\nchange y by (-20)\npen down\ngo to x: ((x position) - (5)) y: ((y position) - (-5))\npen up\ngo to x: ((x position) - (-5)) y: ((y position) - (5))\npen down\npen up\npen down\ngo to x: ((x position) - (-5)) y: ((y position) - (-5))\npen up\ngo to x: ((x position) - (5)) y: ((y position) - (5))\npen down\nchange y by (5)\npen up\nswitch costume to (costume2 v)\ngo to x: (160) y: (158)\nif <(touching p/e?) = [0]> then\n set pen color to (#dfdfdf)\nelse\n set pen color to (#c7fff9)\nend\nset pen size to (37)\npen down\nchange x by (57)\npen up\nchange y by (10)\nset pen size to (2)\nset pen color to (#575757)\nif <(playing?) = [1]> then\n change x by (-48)\n pen down\n change x by (-10)\n change y by (-10)\n change x by (10)\n change x by (-10)\n change y by (-10)\n change x by (10)\n pen up\n change x by (10)\n pen down\n change y by (20)\n go to x: ((x position) + (7)) y: ((y position) - (5))\n change y by (-10)\n go to x: ((x position) + (-7)) y: ((y position) - (5))\n pen up\n change x by (20)\n pen down\n change y by (20)\n pen up\n change x by (10)\n pen down\n change x by (10)\n pen up\n change x by (-5)\n pen down\n change y by (-20)\n pen up\nelse\n change x by (-60)\n pen down\n change x by (10)\n change y by (-10)\n change x by (-10)\n change y by (-10)\n pen up\n change y by (10)\n pen down\n change y by (10)\n pen up\n change x by (20)\n pen down\n change y by (-20)\n change x by (10)\n pen up\n change x by (10)\n pen down\n go to x: ((x position) + (5)) y: ((y position) + (20))\n go to x: ((x position) + (5)) y: ((y position) + (-20))\n pen up\n change y by (10)\n change x by (-4)\n pen down\n change x by (-2)\n pen up\n change y by (-10)\n change x by (16)\n pen down\n change y by (10)\n go to x: ((x position) + (5)) y: ((y position) + (10))\n pen up\n go to x: ((x position) + (-5)) y: ((y position) + (-10))\n pen down\n go to x: ((x position) + (-5)) y: ((y position) + (10))\n pen up\nend\ngo to x: (227) y: (168)\nshow\nif <touching (mouse-pointer v)?> then\n set [touching p/e? v] to [1]\n if <mouse down?> then\n if <(last mouse2) = [0]> then\n if <(playing?) = [0]> then\n if <(placing moving) = [2]> then\n add end of platform\n end\n set [playing? v] to [1]\n set [scroll x v] to [0]\n set [scroll y v] to [0]\n set [fall speed v] to [0]\n set [bp? v] to [0]\n reset renders\n else\n set [playing? v] to [0]\n set [scroll x v] to [0]\n set [scroll y v] to [0]\n end\n end\n set [last mouse2 v] to [1]\n else\n set [last mouse2 v] to [0]\n end\nelse\n set [touching p/e? v] to [0]\nend\nhide\n\ndefine render mouse pointer\nif <(playing?) = [0]> then\n if <(block selected) = [1]> then\n set pen color to (#2a00ff)\n else\n if <(block selected) = [2]> then\n set pen color to (#fff600)\n else\n if <(block selected) = [3]> then\n set pen color to (#ff0000)\n else\n set pen color to (#00ff0c)\n end\n end\n end\n set pen (transparency v) to (35)\n set pen size to (5)\n go to x: ((mouse x) + ((Width) * (1.25))) y: ((mouse y) + ((Height) * (1.25)))\n pen down\n go to x: ((mouse x) + ((Width) * (1.25))) y: ((mouse y) - ((Height) * (1.25)))\n go to x: ((mouse x) - ((Width) * (1.25))) y: ((mouse y) - ((Height) * (1.25)))\n go to x: ((mouse x) - ((Width) * (1.25))) y: ((mouse y) + ((Height) * (1.25)))\n go to x: ((mouse x) + ((Width) * (1.25))) y: ((mouse y) + ((Height) * (1.25)))\n pen up\n if <<not <key (d v) pressed?>> and <(placing moving) = [2]>> then\n add ((mouse x) - (scroll x)) to [move x v]\n add ((mouse y) - (scroll y)) to [move y v]\n check direction\n speed selector\n add (speed) to [move speed v]\n set [placing moving v] to [1]\n end\n if <<mouse down?> and <[133] > (mouse y)>> then\n if <not <key (e v) pressed?>> then\n if <key (d v) pressed?> then\n if <(last mouse) = [0]> then\n if <(placing moving) = [1]> then\n set [placing moving v] to [2]\n add (block selected) to [block types v]\n add ((mouse x) - (scroll x)) to [block xs v]\n add ((mouse y) - (scroll y)) to [blocks ys v]\n add (Height) to [block heights v]\n add (Width) to [blocks widths v]\n else\n check direction\n add ((mouse x) - (scroll x)) to [move x v]\n add ((mouse y) - (scroll y)) to [move y v]\n speed selector\n add (speed) to [move speed v]\n set [placing moving v] to [1]\n end\n set [last mouse v] to [1]\n end\n else\n if <(last mouse) = [0]> then\n add (block selected) to [block types v]\n add ((mouse x) - (scroll x)) to [block xs v]\n add ((mouse y) - (scroll y)) to [blocks ys v]\n add (Height) to [block heights v]\n add (Width) to [blocks widths v]\n add [N] to [move x v]\n add [N] to [move y v]\n add [N] to [move speed v]\n add [N] to [move id v]\n add [N] to [move direction v]\n end\n set [last mouse v] to [1]\n end\n else\n set [erase test id v] to [1]\n repeat (length of [block heights v])\n if <<((mouse y) - (scroll y)) > (((item (erase test id) of [blocks ys v]) - (item (erase test id) of [block heights v])) - (5))> and <(((item (erase test id) of [blocks ys v]) + (item (erase test id) of [block heights v])) + (5)) > ((mouse y) - (scroll y))>> then\n if <<((mouse x) - (scroll x)) > (((item (erase test id) of [block xs v]) - (item (erase test id) of [blocks widths v])) - (10))> and <(((item (erase test id) of [block xs v]) + (item (erase test id) of [blocks widths v])) + (10)) > ((mouse x) - (scroll x))>> then\n delete (erase test id) of [block heights v]\n delete (erase test id) of [block types v]\n delete (erase test id) of [block xs v]\n delete (erase test id) of [blocks widths v]\n delete (erase test id) of [blocks ys v]\n delete (erase test id) of [move x v]\n delete (erase test id) of [move y v]\n delete (erase test id) of [move speed v]\n delete (erase test id) of [move id v]\n delete (erase test id) of [move direction v]\n stop [this script v]\n end\n end\n change [erase test id v] by (1)\n end\n end\n else\n set [last mouse v] to [0]\n end\nend\n\ndefine delate bad tingz\nswitch costume to (costume1 v)\nset pen color to (#ffffff)\nset pen size to (12)\ngo to x: (playin) y: (-175)\npen down\ngo to x: (playin) y: (178)\ngo to x: (240) y: (178)\ngo to x: (240) y: (-175)\ngo to x: (playin) y: (-175)\npen up\nif <(porm?) = [1]> then\n set pen color to (#ffffff)\n set pen size to (10)\n go to x: (-235) y: (165)\n pen down\n go to x: (-235) y: (-180)\n pen up\n set pen color to (#f1f1f1)\n set pen size to (60)\n go to x: (-230) y: (165)\n pen down\n go to x: (230) y: (165)\n pen up\nend\n\ndefine add you\nif <(playing?) = [0]> then\n go to x: ((10) + (scroll x)) y: ((7) + (scroll y))\n set pen color to (#c216fc)\n set pen size to (5)\n pen down\n go to x: ((-10) + (scroll x)) y: ((7) + (scroll y))\n go to x: ((-10) + (scroll x)) y: ((-13) + (scroll y))\n go to x: ((10) + (scroll x)) y: ((-13) + (scroll y))\n go to x: ((10) + (scroll x)) y: ((7) + (scroll y))\n pen up\nelse\n go to x: (10) y: (7)\n set pen color to (#c216fc)\n set pen size to (5)\n pen down\n go to x: (-10) y: (7)\n go to x: (-10) y: (-13)\n go to x: (10) y: (-13)\n go to x: (10) y: (7)\n pen up\nend\n\ndefine check keys\nif <key (right arrow v) pressed?> then\n change [scroll x v] by (-5)\nend\nif <key (left arrow v) pressed?> then\n change [scroll x v] by (5)\nend\nif <(playing?) = [0]> then\n if <key (up arrow v) pressed?> then\n change [scroll y v] by (-5)\n end\n if <key (down arrow v) pressed?> then\n change [scroll y v] by (5)\n end\nelse\n switch costume to (costume5 v)\n go to x: (0) y: (0)\n show\n if <touching color (#ff0000)?> then\n set [fall speed v] to [0]\n set [scroll x v] to [0]\n set [scroll y v] to [0]\n set [bp? v] to [0]\n reset renders\n end\n if <touching color (#00ff0b)?> then\n set [fall speed v] to [0]\n set [scroll x v] to [0]\n set [scroll y v] to [0]\n set [bp? v] to [0]\n set [won lvl v] to [1]\n end\n if <touching color (#fff600)?> then\n set [bp? v] to [1]\n change [scroll y v] by (-40)\n set [fall speed v] to [-17]\n end\n switch costume to (falling v)\n change y by (0)\n if <touching color (#2a00ff)?> then\n set [fall speed v] to [0]\n if <key (up arrow v) pressed?> then\n switch costume to (costume5\(1\)2 v)\n if <touching color (#2a00ff)?> then\n change [scroll y v] by (-13)\n set [fall speed v] to [-12]\n end\n switch costume to (idk v)\n end\n else\n fall\n change [fall speed v] by (1)\n end\n test4walls\n test 4 CEILING\n hide\nend\nif <(fall speed) > [100]> then\n set [fall speed v] to [100]\nend\n\ndefine check color selecting\nswitch costume to (costume4 v)\nshow\ngo to x: (-220) y: (160)\nset [block v] to [1]\nrepeat (4)\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n set [block selected v] to (block)\n end\n change x by (40)\n change [block v] by (1)\nend\nhide\n\ndefine render blocks\nset pen size to (5)\nerase all\nset [render id v] to [1]\nrepeat (length of [block types v])\n if <(item (render id) of [block types v]) = [1]> then\n set pen color to (#2a00ff)\n else\n if <(item (render id) of [block types v]) = [2]> then\n set pen color to (#fff600)\n else\n if <(item (render id) of [block types v]) = [3]> then\n set pen color to (#ff0000)\n else\n set pen color to (#00ff0c)\n end\n end\n end\n if <(playing?) = [0]> then\n go to x: (((item (render id) of [block xs v]) + ((item (render id) of [blocks widths v]) * (1.25))) + (scroll x)) y: (((item (render id) of [blocks ys v]) + ((item (render id) of [block heights v]) * (1.25))) + (scroll y))\n pen down\n go to x: (((item (render id) of [block xs v]) + ((item (render id) of [blocks widths v]) * (1.25))) + (scroll x)) y: (((item (render id) of [blocks ys v]) - ((item (render id) of [block heights v]) * (1.25))) + (scroll y))\n go to x: (((item (render id) of [block xs v]) - ((item (render id) of [blocks widths v]) * (1.25))) + (scroll x)) y: (((item (render id) of [blocks ys v]) - ((item (render id) of [block heights v]) * (1.25))) + (scroll y))\n go to x: (((item (render id) of [block xs v]) - ((item (render id) of [blocks widths v]) * (1.25))) + (scroll x)) y: (((item (render id) of [blocks ys v]) + ((item (render id) of [block heights v]) * (1.25))) + (scroll y))\n go to x: (((item (render id) of [block xs v]) + ((item (render id) of [blocks widths v]) * (1.25))) + (scroll x)) y: (((item (render id) of [blocks ys v]) + ((item (render id) of [block heights v]) * (1.25))) + (scroll y))\n pen up\n else\n go to x: (((item (render id) of [render x v]) + ((item (render id) of [blocks widths v]) * (1.25))) + (scroll x)) y: (((item (render id) of [render y v]) + ((item (render id) of [block heights v]) * (1.25))) + (scroll y))\n pen down\n go to x: (((item (render id) of [render x v]) + ((item (render id) of [blocks widths v]) * (1.25))) + (scroll x)) y: (((item (render id) of [render y v]) - ((item (render id) of [block heights v]) * (1.25))) + (scroll y))\n go to x: (((item (render id) of [render x v]) - ((item (render id) of [blocks widths v]) * (1.25))) + (scroll x)) y: (((item (render id) of [render y v]) - ((item (render id) of [block heights v]) * (1.25))) + (scroll y))\n go to x: (((item (render id) of [render x v]) - ((item (render id) of [blocks widths v]) * (1.25))) + (scroll x)) y: (((item (render id) of [render y v]) + ((item (render id) of [block heights v]) * (1.25))) + (scroll y))\n go to x: (((item (render id) of [render x v]) + ((item (render id) of [blocks widths v]) * (1.25))) + (scroll x)) y: (((item (render id) of [render y v]) + ((item (render id) of [block heights v]) * (1.25))) + (scroll y))\n pen up\n end\n change [render id v] by (1)\nend\n\ndefine test4beinginground\ngo to x: (0) y: (5)\nswitch costume to (costume5\(1\) v)\nif <touching color (#2a00ff)?> then\n change [scroll y v] by (((fall speed) * (-1)) + (0))\n set [fall speed v] to [0]\n change [scroll y v] by (-1)\nend\ngo to x: (0) y: (0)\n\ndefine fall\nswitch costume to (f+c v)\nrepeat (fall speed)\n change y by (-1)\n if <touching color (#2a00ff)?> then\n change [scroll y v] by ((y position) * (-1))\n stop [this script v]\n end\nend\nchange [scroll y v] by (fall speed)\nswitch costume to (idk v)\n\ndefine test4walls\nset x to (5)\nswitch costume to (right v)\nif <touching color (#2a00ff)?> then\n if <<<key (right arrow v) pressed?> or <key (left arrow v) pressed?>> or <(fall speed) > [0]>> then\n change [scroll x v] by (5)\n end\n if <not <(platform moved?) = [0]>> then\n change [scroll x v] by (platform moved?)\n end\nend\nswitch costume to (costume13 v)\nset x to (-1.6)\nif <touching color (#2a00ff)?> then\n if <<<key (left arrow v) pressed?> or <key (right arrow v) pressed?>> or <(fall speed) > [0]>> then\n change [scroll x v] by (-5)\n end\n if <not <(platform moved?) = [0]>> then\n change [scroll x v] by ((platform moved?) * (-1))\n end\nend\nset x to (0)\nset [platform moved? v] to [0]\n\ndefine test 4 CEILING\nswitch costume to (costume16 v)\nif <touching color (#2a00ff)?> then\n if <(fall speed) > [0]> then\n change [scroll y v] by ((fall speed) * (2.7))\n else\n if <(bp?) = [1]> then\n change [scroll y v] by (40)\n set [bp? v] to [0]\n else\n change [scroll y v] by (13)\n end\n end\n set [fall speed v] to [0]\nend\n\ndefine render menu\nswitch costume to (costume12 v)\nerase all\nset pen color to (#000000)\nset pen size to (2.5)\ngo to x: (-220) y: (170)\nword [pen platformer maker]\ngo to x: (-220) y: (120)\nword [by kociaczek327]\ngo to x: (-220) y: (-90)\nif <(username) = []> then\n word [you need to be logged to]\nelse\n if <(☁ levels made) = [808]> then\n word [you need to be scratcher]\n else\n word [Count of levels made:]\n end\nend\ngo to x: (-220) y: (-140)\nif <(username) = []> then\n word [see count of lvls made]\nelse\n if <(☁ levels made) = [808]> then\n word [to see count of lvl made]\n else\n word (☁ levels made)\n end\nend\nset pen size to (50)\nif <(touching play) = [0]> then\n set pen color to (#d2d2d2)\nelse\n set pen color to (#acfff3)\nend\ngo to x: (-100) y: (-40)\npen down\nchange x by (200)\npen up\nif <(touching create) = [1]> then\n set pen color to (#acfff3)\nelse\n set pen color to (#d2d2d2)\nend\ngo to x: (-100) y: (40)\npen down\nchange x by (200)\npen up\ngo to x: (-50) y: (55)\nset pen color to (#000000)\nset pen size to (2.5)\nword [create]\ngo to x: (-30) y: (-25)\nword [play]\nshow\nif <touching (mouse-pointer v)?> then\n set [touching play v] to [1]\n if <mouse down?> then\n if <(last mouse 3) = [0]> then\n set [giving lvl code v] to [1]\n set [playin v] to [-240]\n set [porm? v] to [0]\n end\n end\nelse\n set [touching play v] to [0]\nend\nhide\ngo to x: (45) y: (55)\nshow\nif <touching (mouse-pointer v)?> then\n set [touching create v] to [1]\n if <mouse down?> then\n if <(last mouse 3) = [0]> then\n set [playin v] to [-232]\n set [in menu? v] to [0]\n change [☁ levels made v] by (1)\n set [last mouse v] to [1]\n set [porm? v] to [1]\n end\n end\nelse\n set [touching create v] to [0]\nend\nhide\nif <not <mouse down?>> then\n set [last mouse 3 v] to [0]\nend\n\ndefine word (word)\nset [dl id v] to [1]\nrepeat (length of (word))\n Draw letter (letter (dl id) of (word))\n change [dl id v] by (1)\n change x by (20)\nend\n\ndefine em\nhide\nswitch costume to (costume18 v)\nset pen color to (#000000)\nset pen size to (2.5)\nerase all\ngo to x: (-220) y: (170)\nword (lvlname)\ngo to x: (-220) y: (120)\nword (join [by ] (nick))\ngo to x: (-200) y: (0)\nset pen size to (50)\nif <(touching play) = [0]> then\n set pen color to (#d2d2d2)\nelse\n set pen color to (#acfff3)\nend\npen down\nchange x by (50)\npen up\nset pen color to (#000000)\nset pen size to (2.5)\ngo to x: (-200) y: (15)\nword [play]\nshow\nswitch costume to (costume17 v)\nif <touching (mouse-pointer v)?> then\n if <mouse down?> then\n set [play v] to [1]\n end\n set [touching play v] to [1]\nelse\n set [touching play v] to [0]\nend\nhide\n\ndefine save.conti...\nswitch costume to (costume18 v)\nerase all\nset pen size to (50)\nif <(touching create) = [0]> then\n set pen color to (#d2d2d2)\nelse\n set pen color to (#acfff3)\nend\ngo to x: (-100) y: (50)\npen down\nchange x by (200)\npen up\ngo to x: (-65) y: (65)\nset pen size to (2.5)\nset pen color to (#000000)\nword [continue]\nset pen size to (50)\nif <(touching play) = [0]> then\n set pen color to (#d2d2d2)\nelse\n set pen color to (#acfff3)\nend\ngo to x: (-100) y: (-50)\npen down\nchange x by (200)\npen up\ngo to x: (-30) y: (-35)\nset pen size to (2.5)\nset pen color to (#000000)\nword [save]\nswitch costume to (costume12 v)\nshow\nif <touching (mouse-pointer v)?> then\n set [touching play v] to [1]\n if <mouse down?> then\n hide\n save\n set [won lvl v] to [2]\n end\nelse\n set [touching play v] to [0]\nend\nchange y by (100)\nif <touching (mouse-pointer v)?> then\n set [touching create v] to [1]\n if <mouse down?> then\n set [won lvl v] to [0]\n set [scroll x v] to [0]\n set [scroll y v] to [0]\n set [playing? v] to [0]\n set [last mouse v] to [1]\n end\nelse\n set [touching create v] to [0]\nend\nhide\n\ndefine save\nerase all\ngo to x: (-180) y: (65)\nword [what is your levels]\ngo to x: (-180) y: (0)\nword [name]\ndelete all of [save code v]\nadd [] to [save code v]\nask [] and wait\nreplace item (1) of [save code v] with (join (join (join (answer) [|]) (username)) [|])\nset [id v] to [1]\nrepeat (length of [block heights v])\n if <(item (id) of [move direction v]) = [N]> then\n replace item (1) of [save code v] with (join (item (1) of [save code v]) (join (join (join (item (id) of [block heights v]) [|]) (join (item (id) of [block types v]) [|])) (join (join (join (item (id) of [block xs v]) [|]) (join (item (id) of [blocks widths v]) [|])) (join (item (id) of [blocks ys v]) [|]))))\n else\n replace item (1) of [save code v] with (join (join (item (1) of [save code v]) (join (join (join (item (id) of [block heights v]) [|]) (join (item (id) of [block types v]) [|])) (join (join (join (item (id) of [block xs v]) [|]) (join (item (id) of [blocks widths v]) [|])) (join (item (id) of [blocks ys v]) [#])))) (join (join (join (join (item (id) of [move direction v]) [=]) (join (item (id) of [move id v]) [=])) (join (item (id) of [move speed v]) [=])) (join (join (item (id) of [move x v]) [=]) (join (item (id) of [move y v]) [=]))))\n end\n change [id v] by (1)\nend\nhide list [save code v]\n\ndefine lvl code\nswitch costume to (costume18 v)\nset pen color to (#000000)\nset pen size to (2.5)\nerase all\ngo to x: (-180) y: (100)\nword [your level code:]\ngo to x: (100) y: (-135)\npen down\nchange x by (-100)\ngo to x: ((x position) + (40)) y: ((y position) + (40))\npen up\ngo to x: ((x position) + (-40)) y: ((y position) + (-40))\npen down\ngo to x: ((x position) + (40)) y: ((y position) + (-40))\npen up\ngo to x: (0) y: (0)\nset pen size to (50)\nswitch costume to (costume12 v)\nif <(touching play) = [0]> then\n set pen color to (#d2d2d2)\nelse\n set pen color to (#acfff3)\nend\ngo to x: (-100) y: (15)\npen down\nchange x by (200)\npen up\nset pen color to (#000000)\nset pen size to (2.5)\ngo to x: (-30) y: (30)\nword [back]\nshow\ngo to x: (50) y: (30)\nif <touching (mouse-pointer v)?> then\n set [touching play v] to [1]\n if <mouse down?> then\n back to menu\n end\nelse\n set [touching play v] to [0]\nend\nhide\ngo to x: (-225) y: (-15)\nword [you can share it link in]\ngo to x: (-225) y: (-55)\nword [description]\n\ndefine back to menu\nset [last mouse 3 v] to [1]\nset [won lvl v] to [0]\nset [in menu? v] to [1]\nset [playing? v] to [0]\nset [giving lvl code v] to [0]\ndelete all of [move y v]\ndelete all of [move x v]\ndelete all of [move speed v]\ndelete all of [block heights v]\ndelete all of [block types v]\ndelete all of [block xs v]\ndelete all of [blocks widths v]\ndelete all of [blocks ys v]\nshow list [save code v]\ndelete all of [move direction v]\ndelete all of [move id v]\nset [porm? v] to [1]\n\ndefine load code\nset [load id v] to [1]\nset [lvlname v] to []\nrepeat until <(letter (load id) of (answer)) = [|]>\n set [lvlname v] to (join (lvlname) (letter (load id) of (answer)))\n change [load id v] by (1)\nend\nchange [load id v] by (1)\nset [nick v] to []\nrepeat until <(letter (load id) of (answer)) = [|]>\n set [nick v] to (join (nick) (letter (load id) of (answer)))\n change [load id v] by (1)\nend\nchange [load id v] by (1)\ndelete all of [block heights v]\ndelete all of [block types v]\ndelete all of [block xs v]\ndelete all of [blocks widths v]\ndelete all of [blocks ys v]\ndelete all of [move y v]\ndelete all of [move speed v]\ndelete all of [move x v]\ndelete all of [move id v]\ndelete all of [move direction v]\nrepeat until <(letter (load id) of (answer)) = []>\n set [to add v] to []\n repeat until <(letter (load id) of (answer)) = [|]>\n set [to add v] to (join (to add) (letter (load id) of (answer)))\n change [load id v] by (1)\n end\n change [load id v] by (1)\n add (to add) to [block heights v]\n set [to add v] to []\n repeat until <(letter (load id) of (answer)) = [|]>\n set [to add v] to (join (to add) (letter (load id) of (answer)))\n change [load id v] by (1)\n end\n change [load id v] by (1)\n add (to add) to [block types v]\n set [to add v] to []\n repeat until <(letter (load id) of (answer)) = [|]>\n set [to add v] to (join (to add) (letter (load id) of (answer)))\n change [load id v] by (1)\n end\n change [load id v] by (1)\n add (to add) to [block xs v]\n set [to add v] to []\n repeat until <(letter (load id) of (answer)) = [|]>\n set [to add v] to (join (to add) (letter (load id) of (answer)))\n change [load id v] by (1)\n end\n change [load id v] by (1)\n add (to add) to [blocks widths v]\n set [to add v] to []\n repeat until <<(letter (load id) of (answer)) = [|]> or <(letter (load id) of (answer)) = [#]>>\n set [to add v] to (join (to add) (letter (load id) of (answer)))\n change [load id v] by (1)\n end\n if <(letter (load id) of (answer)) = [#]> then\n set [dada v] to [1]\n else\n add [N] to [move x v]\n add [N] to [move speed v]\n add [N] to [move y v]\n add [N] to [move direction v]\n add [N] to [move id v]\n set [dada v] to [0]\n end\n change [load id v] by (1)\n add (to add) to [blocks ys v]\n if <(dada) = [1]> then\n set [to add v] to []\n repeat until <(letter (load id) of (answer)) = [=]>\n set [to add v] to (join (to add) (letter (load id) of (answer)))\n change [load id v] by (1)\n end\n add (to add) to [move direction v]\n change [load id v] by (1)\n set [to add v] to []\n repeat until <(letter (load id) of (answer)) = [=]>\n set [to add v] to (join (to add) (letter (load id) of (answer)))\n change [load id v] by (1)\n end\n add (to add) to [move id v]\n change [load id v] by (1)\n set [to add v] to []\n repeat until <(letter (load id) of (answer)) = [=]>\n set [to add v] to (join (to add) (letter (load id) of (answer)))\n change [load id v] by (1)\n end\n add (to add) to [move speed v]\n change [load id v] by (1)\n set [to add v] to []\n repeat until <(letter (load id) of (answer)) = [=]>\n set [to add v] to (join (to add) (letter (load id) of (answer)))\n change [load id v] by (1)\n end\n add (to add) to [move x v]\n change [load id v] by (1)\n set [to add v] to []\n repeat until <(letter (load id) of (answer)) = [=]>\n set [to add v] to (join (to add) (letter (load id) of (answer)))\n change [load id v] by (1)\n end\n add (to add) to [move y v]\n change [load id v] by (1)\n end\nend\nreset renders\n\ndefine back2\nerase all\nset pen size to (50)\nswitch costume to (costume12 v)\nif <(touching play) = [0]> then\n set pen color to (#d2d2d2)\nelse\n set pen color to (#acfff3)\nend\ngo to x: (-100) y: (15)\npen down\nchange x by (200)\npen up\nset pen color to (#000000)\nset pen size to (2.5)\ngo to x: (-60) y: (140)\nword [you win]\ngo to x: (-30) y: (30)\nword [back]\nshow\ngo to x: (50) y: (30)\nif <touching (mouse-pointer v)?> then\n set [touching play v] to [1]\n if <mouse down?> then\n back to menu\n end\nelse\n set [touching play v] to [0]\nend\nhide\n\ndefine restart button\nset pen size to (50)\nset pen color to (#0f46ff)\nif <(touching play) = [1]> then\n set pen (saturation v) to (80)\nend\ngo to x: (-210) y: (-150)\npen down\npen up\nset pen size to (45)\nset pen color to (#0faeff)\npen down\npen up\nset pen size to (30)\nset pen color to (#000000)\npen down\npen up\nset pen size to (25)\nset pen color to (#0faeff)\nif <(touching play) = [1]> then\n set pen (saturation v) to (80)\nend\npen down\ngo to x: (-215) y: (-155)\npen up\nset pen size to (2.5)\nset pen color to (#000000)\nchange x by (-5)\nchange y by (8)\npen down\nchange x by (-7)\ngo to x: ((x position) + (4)) y: ((y position) - (5))\ngo to x: ((x position) + (4)) y: ((y position) - (-5))\nchange x by (-4)\nchange y by (-2)\nset pen size to (4)\ngo to x: (x position) y: (y position)\nset pen size to (2)\nchange y by (4)\npen up\nswitch costume to (costume19 v)\nshow\nchange x by (12)\nchange y by (-8)\nif <touching (mouse-pointer v)?> then\n if <mouse down?> then\n set [scroll x v] to [0]\n set [scroll y v] to [0]\n set [fall speed v] to [0]\n reset renders\n end\n set [touching play v] to [1]\nelse\n set [touching play v] to [0]\nend\nhide\n\ndefine render lines\npen up\nset pen color to (#af8080)\nset [lines render id v] to [1]\nrepeat (length of [block heights v])\n if <not <(item (lines render id) of [move speed v]) = [N]>> then\n if <(item (lines render id) of [block types v]) = [1]> then\n set pen (color v) to (60)\n else\n if <(item (lines render id) of [block types v]) = [2]> then\n set pen (color v) to (12)\n else\n if <(item (lines render id) of [block types v]) = [3]> then\n set pen (color v) to (1)\n else\n set pen (color v) to (40)\n end\n end\n end\n go to x: ((item (lines render id) of [block xs v]) + (scroll x)) y: ((item (lines render id) of [blocks ys v]) + (scroll y))\n pen down\n pen up\n set pen (brightness v) to (68)\n set pen size to (10)\n pen down\n if <(item (lines render id) of [move speed v]) = []> then\n go to x: (mouse x) y: (mouse y)\n else\n go to x: ((item (lines render id) of [move x v]) + (scroll x)) y: ((item (lines render id) of [move y v]) + (scroll y))\n end\n pen up\n set pen (brightness v) to (30)\n set pen size to (20)\n go to x: ((item (lines render id) of [block xs v]) + (scroll x)) y: ((item (lines render id) of [blocks ys v]) + (scroll y))\n repeat (10)\n if <(x position) > [-235]> then\n pen down\n end\n pen up\n change pen size by (-2)\n change pen (brightness v) by (5)\n end\n set pen (brightness v) to (30)\n set pen size to (20)\n if <(item (lines render id) of [move speed v]) = []> then\n go to x: (mouse x) y: (mouse y)\n else\n go to x: ((item (lines render id) of [move x v]) + (scroll x)) y: ((item (lines render id) of [move y v]) + (scroll y))\n end\n repeat (10)\n if <(x position) > [-235]> then\n pen down\n end\n pen up\n change pen size by (-2)\n change pen (brightness v) by (5)\n end\n end\n change [lines render id v] by (1)\nend\n\ndefine reset renders\ndelete all of [move id v]\ndelete all of [render x v]\ndelete all of [render y v]\nset [renders id v] to [1]\nrepeat (length of [block xs v])\n add (item (renders ID) of [block xs v]) to [render x v]\n add (item (renders ID) of [blocks ys v]) to [render y v]\n add [1] to [move id v]\n change [renders id v] by (1)\nend\n\ndefine moving tick\nset [renders id v] to [1]\nset [platform moved? v] to [0]\nrepeat (length of [block xs v])\n if <not <(item (renders ID) of [move x v]) = [N]>> then\n go to x: (0) y: (0)\n if <(item (renders ID) of [move id v]) = [1]> then\n point in direction (item (renders ID) of [move direction v])\n else\n point in direction ((item (renders ID) of [move direction v]) - (180))\n end\n move (item (renders ID) of [move speed v]) steps\n replace item (renders ID) of [render x v] with ((item (renders ID) of [render x v]) + (x position))\n set [dada v] to [0]\n if <not <(item (renders ID) of [move y v]) = (item (renders ID) of [blocks ys v])>> then\n replace item (renders ID) of [render y v] with ((item (renders ID) of [render y v]) + (y position))\n if <<((-12) - (scroll y)) > (((item (renders ID) of [render y v]) - (item (renders ID) of [block heights v])) - (5))> and <(((item (renders ID) of [render y v]) + (item (renders ID) of [block heights v])) + (5)) > ((-12) - (scroll y))>> then\n if <<((0) - (scroll x)) > (((item (renders ID) of [render x v]) - (item (renders ID) of [blocks widths v])) - (10))> and <(((item (renders ID) of [move x v]) + (item (renders ID) of [blocks widths v])) + (10)) > ((0) - (scroll x))>> then\n if <(item (renders ID) of [block types v]) = [1]> then\n change [scroll y v] by ((y position) * (-1))\n change [scroll x v] by ((x position) * (-1))\n set [dada v] to [1]\n if <not <(x position) = [0]>> then\n set [platform moved? v] to (x position)\n end\n end\n end\n end\n end\n if <<(((-12) - ((item (renders ID) of [block heights v]) / (1))) - (scroll y)) > (((item (renders ID) of [render y v]) - (item (renders ID) of [block heights v])) - (5))> and <(((item (renders ID) of [render y v]) + (item (renders ID) of [block heights v])) + (5)) > (((-12) - ((item (renders ID) of [block heights v]) / (1))) - (scroll y))>> then\n if <<((0) - (scroll x)) > (((item (renders ID) of [render x v]) - (item (renders ID) of [blocks widths v])) - (10))> and <(((item (renders ID) of [move x v]) + (item (renders ID) of [blocks widths v])) + (10)) > ((0) - (scroll x))>> then\n if <(dada) = [0]> then\n if <(item (renders ID) of [block types v]) = [1]> then\n change [scroll x v] by ((x position) * (-1))\n if <not <(item (renders ID) of [blocks ys v]) = (item (renders ID) of [move y v])>> then\n change [scroll y v] by ((y position) * (-1))\n end\n if <not <(x position) = [0]>> then\n set [platform moved? v] to (x position)\n end\n end\n end\n end\n end\n if <not <(item (renders ID) of [move y v]) = (item (renders ID) of [blocks ys v])>> then\n if <(item (renders ID) of [move y v]) > (item (renders ID) of [blocks ys v])> then\n if <(item (renders ID) of [render y v]) > (item (renders ID) of [move y v])> then\n replace item (renders ID) of [move id v] with [2]\n replace item (renders ID) of [render x v] with (item (renders ID) of [move x v])\n replace item (renders ID) of [render y v] with (item (renders ID) of [move y v])\n else\n if <(item (renders ID) of [blocks ys v]) > (item (renders ID) of [render y v])> then\n replace item (renders ID) of [move id v] with [1]\n replace item (renders ID) of [render x v] with (item (renders ID) of [block xs v])\n replace item (renders ID) of [render y v] with (item (renders ID) of [blocks ys v])\n end\n end\n else\n if <(item (renders ID) of [move y v]) > (item (renders ID) of [render y v])> then\n replace item (renders ID) of [move id v] with [2]\n replace item (renders ID) of [render x v] with (item (renders ID) of [move x v])\n replace item (renders ID) of [render y v] with (item (renders ID) of [move y v])\n else\n if <(item (renders ID) of [render y v]) > (item (renders ID) of [blocks ys v])> then\n replace item (renders ID) of [move id v] with [1]\n replace item (renders ID) of [render x v] with (item (renders ID) of [block xs v])\n replace item (renders ID) of [render y v] with (item (renders ID) of [blocks ys v])\n end\n end\n end\n else\n if <(item (renders ID) of [move x v]) > (item (renders ID) of [block xs v])> then\n if <(item (renders ID) of [render x v]) > (item (renders ID) of [move x v])> then\n replace item (renders ID) of [move id v] with [2]\n replace item (renders ID) of [render x v] with (item (renders ID) of [move x v])\n replace item (renders ID) of [render y v] with (item (renders ID) of [move y v])\n else\n if <(item (renders ID) of [block xs v]) > (item (renders ID) of [render x v])> then\n replace item (renders ID) of [move id v] with [1]\n replace item (renders ID) of [render x v] with (item (renders ID) of [block xs v])\n replace item (renders ID) of [render y v] with (item (renders ID) of [blocks ys v])\n end\n end\n else\n if <(item (renders ID) of [move x v]) > (item (renders ID) of [render x v])> then\n replace item (renders ID) of [move id v] with [2]\n replace item (renders ID) of [render x v] with (item (renders ID) of [move x v])\n replace item (renders ID) of [render y v] with (item (renders ID) of [move y v])\n else\n if <(item (renders ID) of [render x v]) > (item (renders ID) of [block xs v])> then\n replace item (renders ID) of [move id v] with [1]\n replace item (renders ID) of [render x v] with (item (renders ID) of [block xs v])\n replace item (renders ID) of [render y v] with (item (renders ID) of [blocks ys v])\n end\n end\n end\n end\n end\n change [renders id v] by (1)\nend\npoint in direction (90)\n\ndefine check direction\ngo to x: ((item (length of [block xs v]) of [block xs v]) + (scroll x)) y: ((item (length of [blocks ys v]) of [blocks ys v]) + (scroll x))\npoint towards (mouse-pointer v)\nadd (direction) to [move direction v]\nadd [1] to [move id v]\npoint in direction (90)\n\ndefine add end of platform\ncheck direction\nadd ((mouse x) - (scroll x)) to [move x v]\nadd ((mouse y) - (scroll y)) to [move y v]\nadd [1] to [move speed v]\nset [placing moving v] to [1]\n\ndefine speed selector\nset [clickekd ok? v] to [0]\nset [can click? v] to [0]\n\ndefine spd selector\nset pen color to (#000000)\nset pen size to (2.5)\nerase all\ngo to x: (-205) y: (170)\nword [select moving platform]\ngo to x: (-205) y: (125)\nword [speed]\nif <(touching create) = [1]> then\n set pen color to (#acfff3)\nelse\n set pen color to (#d2d2d2)\nend\nset pen size to (50)\ngo to x: (-50) y: (-90)\npen down\nchange x by (100)\npen up\ngo to x: (-5) y: (-75)\nset pen color to (#000000)\nset pen size to (2.5)\nword [ok]\ngo to x: (((length of (speed)) * (-10)) + ((length of (speed)) * (5))) y: (0)\nword (speed)\ngo to x: (190) y: (20)\nset pen size to (20)\nif <(item (1) of [touching arrows v]) = [0]> then\n set pen (brightness v) to (0)\nelse\n set pen (brightness v) to (30)\nend\npen down\nchange y by (-40)\ngo to x: ((x position) + (20)) y: ((y position) + (20))\ngo to x: ((x position) + (-20)) y: ((y position) + (20))\npen up\ngo to x: (-190) y: (20)\nif <(item (2) of [touching arrows v]) = [0]> then\n set pen (brightness v) to (0)\nelse\n set pen (brightness v) to (30)\nend\npen down\nchange y by (-40)\ngo to x: ((x position) + (-20)) y: ((y position) + (20))\ngo to x: ((x position) + (20)) y: ((y position) + (20))\npen up\nif <(can click?) = [1]> then\n show\n switch costume to (costume20 v)\n go to x: (232) y: (7)\n if <touching (mouse-pointer v)?> then\n replace item (1) of [touching arrows v] with [1]\n if <mouse down?> then\n if <(item (3) of [touching arrows v]) = [0]> then\n change [speed v] by (0.1)\n set [speed v] to ((round ((speed) * (10))) / (10))\n replace item (3) of [touching arrows v] with [1]\n end\n end\n else\n replace item (1) of [touching arrows v] with [0]\n end\n switch costume to (costume21 v)\n go to x: (-170) y: (7)\n if <touching (mouse-pointer v)?> then\n replace item (2) of [touching arrows v] with [1]\n if <mouse down?> then\n if <(item (4) of [touching arrows v]) = [0]> then\n change [speed v] by (-0.1)\n set [speed v] to ((round ((speed) * (10))) / (10))\n replace item (4) of [touching arrows v] with [1]\n end\n end\n else\n replace item (2) of [touching arrows v] with [0]\n end\n switch costume to (costume22 v)\n go to x: (36) y: (-78)\n if <touching (mouse-pointer v)?> then\n set [touching create v] to [1]\n if <mouse down?> then\n set [clickekd ok? v] to [1]\n end\n else\n set [touching create v] to [0]\n end\n hide\nend\nif <not <mouse down?>> then\n replace item (3) of [touching arrows v] with [0]\n replace item (4) of [touching arrows v] with [0]\n set [can click? v] to [1]\nend\nset [last mouse v] to [1]\n\n | You can share your level at:\nhttps://scratch.mit.edu/discuss/topic/405102/\nWelcome to Pen Platformer Maker!\nHere you can make pen platformer maker levels, and save them.\nClick create to make your level and play is to load levels from level codes. To save your level win it.\nUse sliders to set blocks sizes and colors to set colors of blocks that you will place.\nTo select whole save code you need to triple click it!\nTo delete block hold e + click block you want to delete.\nTo place moving platform (moving platforms can sometimes be buggy) hold d + click then it will open menu where you will select moving speed. If your moving platform is buggy try to delate it and place again.\n\nBlocks:\nBlue = ground.\nRed = teleports you to spawn.\nYellow = Makes you bounce high.\nGreen = Win\n\nI didn't find any bugs but if you found, you can comment this bug and i'll try to fix it.\n\nHave fun! :) |
bad platformer - a bad platformer | @Stage\n\nwhen I receive [update level v]\nswitch backdrop to (level)\n\n@player\n\nwhen flag clicked\nforever\n platformer engine | player speed: [3] player friction: [0.7] | jump hight: [12] gravity: [-1] | wall jumping?: [0] wall jumping x speed: [10] wall jumping y speed: [10]\nend\n\nset [level v] to [1]\n\nbroadcast (update level v) and wait\n\ndefine platformer engine | player speed: (player speed) player friction: (player friction) | jump hight: (jump hight) gravity: (gravity) | wall jumping?: (wall jumping?) wall jumping x speed: (wall jumping x speed) wall jumping y speed: (wall jumping y speed)\nswitch costume to (hitbox \(don't change\) v)\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xvel v] by (player speed)\nend\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xvel v] by ((player speed) * (-1))\nend\nset [xvel v] to ((xvel) * (player friction))\nchange x by (xvel)\nif <touching (level \(add platforms here\) v)?> then\n set [slope v] to [0]\n repeat until <<(slope) = [4]> or <not <touching (level \(add platforms here\) v)?>>>\n change y by (1)\n change [slope v] by (1)\n end\n if <touching (level \(add platforms here\) v)?> then\n change y by (-4)\n repeat until <not <touching (level \(add platforms here\) v)?>>\n if <(xvel) > [0]> then\n change x by (-1)\n else\n change x by (1)\n end\n end\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <(wall jumping?) = [1]>> then\n if <(xvel) > [0]> then\n set [xvel v] to ((wall jumping x speed) * (-1))\n set [yvel v] to (wall jumping y speed)\n else\n set [xvel v] to (wall jumping x speed)\n set [yvel v] to (wall jumping y speed)\n end\n else\n set [xvel v] to [0]\n end\n end\nend\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <(on ground?) = [1]>> then\n set [yvel v] to (jump hight)\nend\nchange [yvel v] by (gravity)\nset [on ground? v] to [0]\nchange y by (yvel)\nif <touching (level \(add platforms here\) v)?> then\n change y by ((yvel) * (-1))\n set [on ground? v] to [1]\n set [yvel v] to [0]\nend\nif <(x position) > [235]> then\n change [level v] by (1)\n broadcast (update level v)\nend\nif <touching (danger \(add danger here\) v)?> then\n broadcast (update level v)\nend\nif <[-179] > (y position)> then\n broadcast (update level v)\nend\nif <touching (jump pads \(add jump pads here\) v)?> then\n set [yvel v] to ((jump hight) * (1.7))\nend\nswitch costume to (player \(add your player costume here\) v)\n\nwhen I receive [update level v]\ngo to x: (-180) y: (0)\nset [on ground? v] to [0]\n\nset [xvel v] to [0]\nset [yvel v] to [0]\n\nplatformer engine | player speed: [20] player friction: [0.5] | jump hight: [14] gravity: [-1] | wall jumping?: [0] wall jumping x speed: [0] wall jumping y speed: [0]\n\nplatformer engine | player speed: [3] player friction: [0.7] | jump hight: [20] gravity: [-1] | wall jumping?: [1] wall jumping x speed: [20] wall jumping y speed: [15]\n\nplatformer engine | player speed: [3] player friction: [0.7] | jump hight: [14] gravity: [-0.5] | wall jumping?: [1] wall jumping x speed: [20] wall jumping y speed: [10]\n\nwhen flag clicked\nforever\n wait (0.1) seconds\n change [time v] by (.1)\nend\n\n@level (add platforms here)\n\nwhen I receive [update level v]\nswitch costume to (level)\n\n@danger (add danger here)\n\nwhen I receive [update level v]\nif <<(costume [number v]) = [5]> and <(level) = [6]>> then\n change [☁ times beaten v] by (1)\nend\ngo to [back v] layer\nswitch costume to (level)\nif <(costume [number v]) = [6]> then\n if <(time) < (☁ wr)> then\n set [☁ wr v] to (time)\n end\n if <(time) > (☁ slowest)> then\n set [☁ slowest v] to (time)\n end\n stop [all v]\nend\n\nset [time v] to [0]\nset [level v] to [1]\nbroadcast (update level v)\n\n@jump pads (add jump pads here)\n\nwhen I receive [update level v]\ngo to [back v] layer\nswitch costume to (level)\n\n@w\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\n | this is a joke lol\n\n\n\nbut it is technically possible to beat |
ESCAPE - A platformer | @Stage\n\nwhen I receive [start v]\nwait (0.1) seconds\nforever\n play sound [Music v] until done\nend\n\nwhen I receive [start v]\nwait until <(Level) = [8]>\nbroadcast (make level v)\nset [make mode v] to [on]\n\n@Player\n\nwhen flag clicked\nset [brightness v] effect to (0)\nhide\nbroadcast (intro v)\n\nwhen I receive [start v]\nswitch costume to (right v)\nset [ghost v] effect to (0)\nshow\ngo to x: (-180) y: (-50)\nset rotation style [left-right v]\npoint in direction (-90)\nforever\n if <(make mode) = [off]> then\n change [y v] by (-1)\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x v] by (-0.6)\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 (0.6)\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 (figur2 v)?>> then\n change y by (1)\n end\n if <<touching (ground v)?> or <touching (figur2 v)?>> then\n change y by (1)\n end\n if <<touching (ground v)?> or <touching (figur2 v)?>> then\n change y by (1)\n end\n if <<touching (ground v)?> or <touching (figur2 v)?>> then\n change y by (1)\n end\n if <<touching (ground v)?> or <touching (figur2 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 [10]\n if <([abs v] of (x) ) = (x)> then\n set [x v] to [-5]\n else\n set [x v] to [5]\n end\n else\n set [x v] to [0]\n end\n end\n change y by (y)\n if <<touching (ground v)?> or <touching (figur2 v)?>> then\n change y by ((0) - (y))\n set [y v] to [1]\n end\n change y by (-1)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <<touching (ground v)?> or <touching (figur2 v)?>>> then\n set [y v] to [15]\n end\n change y by (1)\n if <<(x position) > [230]> and <not <(Level) = [8]>>> then\n set [x v] to [0]\n set [y v] to [0]\n go to x: (-180) y: (-50)\n change [level v] by (1)\n broadcast (NextLevel v)\n end\n if <<(x position) > [230]> and <(Level) = [8]>> then\n set [x v] to [0]\n set [y v] to [0]\n go to x: (-180) y: (-50)\n set [make mode v] to [on]\n end\n end\nend\n\nwhen I receive [start v]\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nrepeat (8)\n change [brightness v] effect by (10)\n change size by (-7)\nend\ndelete this clone\n\nwhen I receive [start v]\nforever\n if <touching (spines v)?> then\n broadcast (dead v)\n end\n if <[-170] > (y position)> then\n broadcast (dead v)\n end\nend\n\nwhen I receive [dead v]\nset [x v] to [0]\nset [y v] to [0]\ngo to x: (-180) y: (-50)\n\nwhen [r v] key pressed\nbroadcast (dead v)\n\nwhen flag clicked\nset [x v] to [0]\nset [y v] to [0]\nset [level v] to [1]\nset [make mode v] to [off]\n\nbroadcast (dead v)\n\nwhen I receive [dead v]\nif <(Level) = [8]> then\n set [make mode v] to [off]\nend\n\nchange [level v] by (1)\nbroadcast (NextLevel v)\n\nwhen I receive [delete clone \(block and spines\) v]\nbroadcast (dead v)\nset [make mode v] to [off]\n\n@ground\n\nwhen flag clicked\nswitch costume to (1 v)\nshow\nset [ghost v] effect to (100)\n\nwhen I receive [start v]\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nset [ghost v] effect to (100)\n\nwhen I receive [nextlevel v]\nnext costume\n\n@level\n\nwhen flag clicked\ngo to x: (180) y: (150)\nhide\nforever\n switch costume to (letter (1) of (Level))\nend\n\nwhen flag clicked\n\nwhen I start as a clone\nchange x by (10)\nforever\n switch costume to (letter (2) of (Level))\nend\n\nwhen I receive [start v]\nshow\nwait until <[9] < (Level)>\ncreate clone of (_myself_ v)\n\n@intro\n\nwhen I start as a clone\ngo to x: (0) y: (70)\npoint in direction (90)\nswitch costume to (lucphuc_logo3 v)\nwait until <(effect) = [100]>\nwait (0.2) seconds\nrepeat (10)\n change [ghost v] effect by (10)\n change y by (-3)\nend\nbroadcast (START v)\n\nwhen I receive [intro v]\nshow\ndelete clone\nshow\nset volume to (100) %\nstart sound [Zaza - Be Together v]\nset [effect v] to [0]\nswitch costume to (f8492011-187e-4b27-a5f2-642ac489e04e_200x200 v)\nset [ghost v] effect to (0)\npoint in direction (90)\ngo to x: (0) y: (0)\ncreate clone of (_myself_ v)\nwait (1) seconds\nset [effect v] to [13]\nrepeat (effect)\n change [effect v] by (-1)\n change y by (effect)\nend\nwait (1.2) seconds\nset [effect v] to [100]\nwait (0.1) seconds\nset [effect v] to [6]\nrepeat (effect)\n change [effect v] by (-2.5)\n change y by (effect)\nend\nset [effect v] to [10]\nrepeat (effect)\n change [effect v] by (-1)\n change y by ((effect) * (-1))\n change [ghost v] effect by (10)\n change volume by (-8)\nend\nstop all sounds\n\ndefine delete clone\ndelete this clone\n\nwhen I receive [start v]\nhide\n\n@text\n\nwhen flag clicked\nswitch costume to (1 v)\nshow\nset [ghost v] effect to (100)\n\nwhen I receive [start v]\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [nextlevel v]\nnext costume\n\n@spines\n\nwhen flag clicked\nshow\npoint in direction (90)\nswitch costume to (1 v)\n\nwhen I receive [nextlevel v]\nbroadcast (delete clone \(spines\) v)\nnext costume\nlevel 8 (make a level)\nlevel 3 or 4\nlevel 5\n\nwhen I receive [delete clone \(spines\) v]\ndelete this clone\n\ngo to x: (-10) y: (79)\n\ndefine level 3 or 4\nif <<(Level) = [3]> or <(Level) = [4]>> then\n go to x: (-50) y: (-115)\n create clone of (_myself_ v)\n change x by (20)\n create clone of (_myself_ v)\n change x by (70)\n create clone of (_myself_ v)\n change x by (20)\nend\n\ndefine level 5\nif <(Level) = [5]> then\n go to x: (-70) y: (-115)\n create clone of (_myself_ v)\n change x by (20)\n create clone of (_myself_ v)\n change x by (20)\n create clone of (_myself_ v)\n change x by (70)\n create clone of (_myself_ v)\n change x by (20)\n create clone of (_myself_ v)\n change x by (20)\n create clone of (_myself_ v)\n change x by (20)\n create clone of (_myself_ v)\n point in direction (-90)\n go to x: (-30) y: (80)\n create clone of (_myself_ v)\n change x by (20)\n create clone of (_myself_ v)\n change x by (20)\nend\n\ndelete this clone\n\nwhen I receive [delete clone \(block and spines\) v]\ndelete this clone\n\ndefine level 8 (make a level)\nif <(Level) = [8]> then\n point in direction (90)\n switch costume to (3 v)\n repeat until <not <(Level) = [8]>>\n go to x: ((round ((mouse x) / (12))) * (12)) y: ((round ((mouse y) / (20))) * (20))\n end\nend\n\nwhen this sprite clicked\nif <<(make mode) = [on]> and <(block) = [spines]>> then\n if <not <touching (_edge_ v)?>> then\n if <not <(if mouse pointer touching edit,Play button) = [true]>> then\n create clone of (_myself_ v)\n end\n end\nend\n\nwhen I receive [start v]\nwait until <(Level) = [8]>\nforever\n if <<(make mode) = [on]> and <(block) = [spines]>> then\n show\n go to x: ((round ((mouse x) / (12))) * (12)) y: ((round ((mouse y) / (20))) * (20))\n else\n hide\n end\nend\n\ngo to [back v] layer\n\n@shadow\n\nwhen flag clicked\ngo to [back v] layer\ngo to x: (0) y: (0)\ngo to [back v] layer\nswitch costume to (1 v)\nshow\nset [ghost v] effect to (100)\n\nwhen I receive [start v]\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nset [ghost v] effect to (100)\n\nwhen I receive [nextlevel v]\nnext costume\n\n@Figur1\n\nwhen flag clicked\nhide\n\n@Figur2\n\nwhen flag clicked\nhide\n\nif <mouse down?> then\nend\n\nif then\nend\n\nbroadcast (NextLevel v)\n\nset [level v] to [8]\n\nchange x by (-5)\n\nwhen this sprite clicked\nif <<not <touching (figur2 v)?>> and <not <touching (_edge_ v)?>>> then\n if <<not <(if mouse pointer touching edit,Play button) = [true]>> and <(block) = [block]>> then\n create clone of (_myself_ v)\n end\nend\n\nwhen I receive [start v]\ngo to [back v] layer\nforever\n if <<(make mode) = [on]> and <(block) = [block]>> then\n show\n go to x: ((round ((mouse x) / (12))) * (12)) y: ((round ((mouse y) / (20))) * (20))\n else\n hide\n end\nend\n\nwhen I receive [delete clone \(block and spines\) v]\ndelete this clone\n\n@Figur3\n\nwhen flag clicked\nset [ghost v] effect to (0)\nswitch costume to (kostüm4 v)\nwait (0.1) seconds\nset [ghost v] effect to (100)\n\n\n\nwait (0.3) seconds\n\nbroadcast (NextLevel v)\n\nset [make mode v] to [on]\nset [level v] to [8]\n\nwhen this sprite clicked\nif <(make mode) = [off]> then\n set [make mode v] to [on]\n broadcast (dead v)\nelse\n if <(make mode) = [on]> then\n set [make mode v] to [off]\n broadcast (dead v)\n end\nend\n\nwhen I receive [make level v]\nset [ghost v] effect to (0)\nrepeat until <not <(Level) = [8]>>\n set [if mouse pointer touching edit,play button v] to <touching (mouse-pointer v)?>\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\n if <(make mode) = [on]> then\n switch costume to (kostüm3 v)\n else\n switch costume to (kostüm2 v)\n end\nend\n\nbroadcast (Play \(make mode\) v)\n\n@Figur4\n\nwhen this sprite clicked\nbroadcast (delete clone \(block and spines\) v)\n\nset [level v] to [8]\nset [make mode v] to [on]\n\nwhen flag clicked\nhide\n\nwait until <(Level) = [8]>\n\nwhen I receive [start v]\nswitch costume to (kostüm1 v)\ncreate clone of (_myself_ v)\nforever\n if <(make mode) = [on]> then\n show\n end\n set [if mouse touching delete all button v] to <touching (mouse-pointer v)?>\nend\n\nwhen I start as a clone\nswitch costume to (kostüm2 v)\ngo [forward v] (1) layers\nforever\n if <(if mouse touching delete all button) = [true]> then\n go to (mouse-pointer v)\n show\n else\n hide\n end\nend\n\n@Figur5\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nwait until <(Level) = [8]>\nshow\nswitch costume to (kostüm1 v)\ngo to x: (-50) y: (150)\ncreate clone of (_myself_ v)\nchange x by (50)\nswitch costume to (kostüm2 v)\nforever\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n set [block v] to [block]\n end\n if <(block) = [block]> then\n switch costume to (kostüm4 v)\n else\n switch costume to (kostüm2 v)\n end\nend\n\nwhen I start as a clone\nforever\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n set [block v] to [spines]\n end\n if <(block) = [spines]> then\n switch costume to (kostüm3 v)\n else\n switch costume to (kostüm1 v)\n end\nend\n\nset [level v] to [8]\n\n | w a s d or ar arrow keys to move\nr to restart |
Candyland - A Scrolling Platformer | @Stage\n\n@Sprite1\n\nwhen flag clicked\nhide\n\ngo to [front v] layer\n\n@Bad\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 start as a clone\nswitch costume to (costume2 v)\nset size to (600) %\nswitch costume to (costume3 v)\ngo to x: (0) y: (0)\nshow\nbroadcast (levelStartSwitch v)\nforever\n go to (ground v)\nend\n\nwhen I start as a clone\nforever\n if <touching (player v)?> then\n broadcast (bad v)\n end\nend\n\nwhen I receive [start v]\ncreate clone of (_myself_ v)\nhide\n\nwhen flag clicked\nhide\n\n@Screen\n\nwhen I receive [bad v]\nset [brightness v] effect to (100)\nwait (0.1) seconds\nset [brightness v] effect to (0)\nforever\n go to [front v] layer\nend\n\nwhen I receive [start v]\ngo to x: (0) y: (0)\ngo to [front v] layer\nshow\n\nwhen flag clicked\nhide\n\n@Player\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 [start v]\nset rotation style [left-right v]\ngo to x: (0) y: (0)\nshow\nforever\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > [0]>>> then\n point in direction (90)\n end\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < [0]>>> then\n point in direction (-90)\n end\nend\n\nwhen flag clicked\nhide\n\n@Ground\n\nwhen I receive [start v]\nset [spawn y v] to [650]\nset [spawn x v] to [1308]\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: (Spawn y) y: (Spawn y)\nshow\nbroadcast (levelStartSwitch v)\nforever\n set [ghost v] effect to (0)\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > [0]>>> then\n if <not <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < [0]>>>> then\n set [xv v] to [6]\n change x by ((-1) * (XV))\n end\n end\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < [0]>>> then\n set [xv v] to [-6]\n change x by ((-1) * (XV))\n end\n if <not <<<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > [0]>>> or <<<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < [0]>>> or <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > [0]>>>>>> 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) > [0]>>>> then\n set [yv v] to [-20]\n end\n change y by (-1)\nend\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: (Spawn x) y: (Spawn y)\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nforever\n if <(y position) > [670]> then\n go to x: (Spawn x) y: (Spawn y)\n end\nend\n\nif <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > [0]>>> then\n if <not <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < [0]>>>> then\n set [xv v] to [6]\n change x by ((-1) * (XV))\n end\nend\nif <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < [0]>>> then\n set [xv v] to [-6]\n change x by ((-1) * (XV))\nend\nif <not <<<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > [0]>>> or <<<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < [0]>>> or <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > [0]>>>>>> then\n set [xv v] to [0]\nend\nif <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\nend\nchange [yv v] by (1)\nchange y by (YV)\nchange [inair v] by (1)\nif <touching (player v)?> then\n set [inair v] to [0]\n change y by ((YV) * (-1))\n set [yv v] to [0]\nend\nchange y by (1)\nif <<touching (player v)?> and <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > [0]>>>> then\n set [yv v] to [-20]\nend\nchange y by (-1)\n\n@Sprite2\n\nwhen I receive [fade v]\ndelete this clone\n\nwhen I start as a clone\nif <(id) = [0]> then\n go to x: (0) y: (0)\n point in direction (90)\n show\n switch costume to (background v)\n go to [back v] layer\n forever\n if <(uservanish) = [0]> then\n set [ghost v] effect to (0)\n switch costume to (background v)\n go to [back v] layer\n go [backward v] (1) layers\n show\n go to x: (0) y: (0)\n else\n wait (0.4) seconds\n repeat (20)\n change [ghost v] effect by (5)\n end\n delete this clone\n end\n end\nend\nif <(id) = [1]> then\n go to x: (700) y: (0)\n show\n point in direction (90)\n go to [front v] layer\n Smooth Glide to x [0] y [0] Speed [4]\n hide\n delete this clone\nend\nif <(id) = [2]> then\n set size to (0) %\n show\n switch costume to (untitled design \(10\) v)\n go to [front v] layer\n go to x: (0) y: (35)\n repeat (16)\n turn right (22.5) degrees\n change size by (6.25)\n end\n point in direction (90)\n set size to (100) %\n forever\n if <(end?) = [0]> then\n point in direction ((([cos v] of ((sine) * (18)) ) * (10)) + (90))\n change [sine v] by (1)\n else\n repeat (24)\n turn right (-16.875) degrees\n change size by (-4.6875)\n end\n broadcast (fade v)\n delete this clone\n end\n end\nend\nif <(id) = [3]> then\n point in direction (90)\n wait (0.5) seconds\n set [ghost v] effect to (0)\n switch costume to (username v)\n go to [front v] layer\n go [backward v] (1) layers\n show\n go to x: (700) y: (0)\n Smooth Glide to x [0] y [0] Speed [4]\n forever\n if <(uservanish) = [0]> then\n set [ghost v] effect to (0)\n switch costume to (username v)\n go to [front v] layer\n go [backward v] (1) layers\n show\n go to x: (0) y: (0)\n else\n Smooth Glide to x [0] y [25] Speed [3]\n Smooth Glide to x [0] y [-99] Speed [3]\n delete this clone\n end\n end\nend\n\nwhen flag clicked\nset [end? v] to [0]\nstart sound [Inferno4 v]\nhide\nset [uservanish v] to [0]\nset [sine v] to [0]\nset [id v] to [0]\ncreate clone of (_myself_ v)\nwait (0.1) seconds\nchange [id v] by (1)\nrepeat (3)\n switch costume to (slide v)\n create clone of (_myself_ v)\n wait (0.1) seconds\n switch costume to (slide2 v)\n create clone of (_myself_ v)\n wait (0.1) seconds\nend\nswitch costume to (background v)\ncreate clone of (_myself_ v)\nwait (0.8) seconds\nchange [id v] by (1)\ncreate clone of (_myself_ v)\nwait (0.1) seconds\nchange [id v] by (1)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nset volume to (100) %\nwait (7) seconds\nset [end? v] to [1]\nset [uservanish v] to [1]\n\nwhen I receive [fade v]\nrepeat (10)\n change volume by (-10)\nend\nstop all sounds\nbroadcast (START v)\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 receive [start v]\nset volume to (100) %\nforever\n play sound [Tobu - Candyland v] until done\nend\n\n@Checkpoint 1\n\nwhen I receive [start v]\ncreate clone of (_myself_ v)\nhide\n\nwhen I start as a clone\ngo to [front v] layer\nswitch costume to (costume1 v)\nset size to (600) %\nswitch costume to (costume2 v)\ngo to x: (0) y: (0)\nshow\nbroadcast (levelStartSwitch v)\nforever\n go to (ground v)\nend\n\nwhen I receive [bad v]\nset [brightness v] effect to (100)\nwait (0.1) seconds\nset [brightness v] effect to (0)\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nforever\n if <touching (player v)?> then\n set [spawn x v] to [-1300]\n set [spawn y v] to [286]\n hide\n end\nend\n\n@Checkpoint 2\n\nwhen I receive [start v]\ncreate clone of (_myself_ v)\nhide\n\nwhen I start as a clone\ngo to [front v] layer\nswitch costume to (costume1 v)\nset size to (600) %\nswitch costume to (costume2 v)\ngo to x: (0) y: (0)\nshow\nbroadcast (levelStartSwitch v)\nforever\n go to (ground v)\nend\n\nwhen I receive [bad v]\nset [brightness v] effect to (100)\nwait (0.1) seconds\nset [brightness v] effect to (0)\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nforever\n if <touching (player v)?> then\n set [spawn x v] to [1075]\n set [spawn y v] to [150]\n hide\n end\nend\n\n | Welcome to Candyland - A Platformer\n---------------------------------------------------------------\nMy first scrolling platformer and I spent 20-24 hours working on it.\n---------------------------------------------------------------\nInstructions\n-W,A,D, Arrow keys, or Tap screen to move\n-Don't touch spikes\n-Touch checkpoints to equip them\n-Love, Fav, and Follow\n-Try getting to the end\n-Try finding the secret |
Wings of Fire "platformer" (April Fools) 2.0 | @Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\n@lvl\n\nwhen backdrop switches to [backdrop2 v]\nswitch costume to (costume1 v)\nshow\n\nwhen flag clicked\nhide\nplay sound [Wings of Fire - The Dragonets Are Coming - Arena Edition v] until done\n\nwhen I receive [go to 2 v]\nswitch backdrop to (backdrop3 v)\nswitch costume to (costume2 v)\n\nwhen I receive [go to 3 v]\nswitch backdrop to (backdrop4 v)\nswitch costume to (costume3 v)\n\nwhen I receive [go to 5 v]\nswitch backdrop to (backdrop5 v)\nswitch costume to (costume4 v)\n\nwhen I receive [boom v]\nswitch costume to (costume5 v)\n\nwhen I receive [kabooooom v]\nhide\n\nwhen I receive [kabooooom v]\nwait (1) seconds\nplay sound [BIG EXPLOSION SOUND EFFECTS \(Mp3 Pack Download\) v] until done\n\n@player\n\nwhen [5 v] key pressed\nset [dragon: v] to [Starflight]\nset size to (250) %\nswitch costume to (costume51 v)\nrepeat until <<key (1 v) pressed?> or <<key (2 v) pressed?> or <<key (3 v) pressed?> or >>>\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n switch costume to (costume51 v)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n switch costume to (costume5 v)\n end\nend\n\nwhen flag clicked\nset [dragon: v] to [Clay]\nset size to (250) %\nswitch costume to (costume11 v)\nrepeat until \n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n switch costume to (costume11 v)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n switch costume to (costume1 v)\n end\nend\n\nwhen [2 v] key pressed\nset [dragon: v] to [Tsunami]\nset size to (250) %\nswitch costume to (costume21 v)\nrepeat until <<key (1 v) pressed?> or >\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n switch costume to (costume21 v)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n switch costume to (costume2 v)\n end\n if <<key (z v) pressed?> and <(dragon:) = [Tsunami]>> then\n repeat (36)\n turn right (10) degrees\n end\n end\nend\n\nwhen [1 v] key pressed\nset [dragon: v] to [Clay]\nset size to (250) %\nswitch costume to (costume11 v)\nrepeat until \n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n switch costume to (costume11 v)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n switch costume to (costume1 v)\n end\n if <key (z v) pressed?> then\n broadcast (fish v)\n end\nend\n\nwhen [3 v] key pressed\nset [dragon: v] to [Sunny]\nset size to (250) %\nswitch costume to (costume31 v)\nrepeat until <<key (1 v) pressed?> or <<key (2 v) pressed?> or >>\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n switch costume to (costume31 v)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n switch costume to (costume3 v)\n end\n if <key (z v) pressed?> then\n set size to (500) %\n else\n set size to (250) %\n end\nend\n\nwhen flag clicked\nhide\ngo to x: (-208) y: (-111)\nset [x velocity v] to [0]\nset [y velocity v] to [0]\nforever\n platform gravity: [-1] jump height: [15] side movement speed: [3] friction: [.7] slope: [8]\nend\n\ndefine platform gravity: (gravity) jump height: (jump height) side movement speed: (side movement speed) friction: (friction) slope: (slope)\nchange [y velocity v] by (gravity)\nchange y by (y velocity)\nif <touching (lvl v)?> then\n repeat until <not <touching (lvl v)?>>\n change y by ((([abs v] of (y velocity) ) / (y velocity)) * (-1))\n end\n set [y velocity v] to [0]\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [y velocity v] to (jump height)\n end\nend\nset [x velocity v] to (((x velocity) + ((<<key (left arrow v) pressed?> or <key (a v) pressed?>> * ((side movement speed) * (-1))) + (<<key (right arrow v) pressed?> or <key (d v) pressed?>> * (side movement speed)))) * (friction))\nchange x by (x velocity)\nset [slope v] to [0]\nrepeat until <<(slope) = ((slope) * (-1))> or <not <touching (lvl v)?>>>\n change y by (1)\n change [slope v] by (-1)\nend\nif <touching (lvl v)?> then\n change y by (slope)\n repeat until <not <touching (lvl v)?>>\n change x by ((([abs v] of (x velocity) ) / (x velocity)) * (-1))\n end\nend\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop2 v]\nshow\n\nwhen [4 v] key pressed\nset [dragon: v] to [Glory]\nset size to (250) %\nswitch costume to (costume41 v)\nrepeat until \n if <<key (z v) pressed?> and <(dragon:) = [Glory]>> then\n repeat (20)\n change [color v] effect by (20)\n end\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n switch costume to (costume41 v)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n switch costume to (costume4 v)\n end\nend\n\nwhen backdrop switches to [backdrop3 v]\ngo to x: (-181) y: (-111)\n\nwhen backdrop switches to [backdrop4 v]\ngo to x: (-181) y: (-111)\n\nwhen backdrop switches to [backdrop5 v]\ngo to x: (-181) y: (-111)\n\nwhen backdrop switches to [backdrop2 v]\ngo to x: (-181) y: (-111)\n\nwhen I receive [kabooooom v]\nhide\n\n@Fish\n\nwhen flag clicked\nshow\nswitch backdrop to (backdrop1 v)\n\nwhen this sprite clicked\nhide\nswitch backdrop to (backdrop2 v)\n\nwhen I receive [kabooooom v]\nhide\n\n@Fish2\n\nwhen flag clicked\nhide\n\nwhen I receive [fish v]\nnext costume\ngo to (random position v)\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n hide\n end\nend\n\nforever\nend\n\nif <(dragon:) = [Clay]> then\n show\nelse\n hide\nend\n\nwhen flag clicked\n\nwhen I receive [kabooooom v]\nhide\n\n@Sprite1\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop2 v]\nshow\nforever\n if <touching (player v)?> then\n broadcast (Go to 2 v)\n stop [this script v]\n end\nend\n\nwhen backdrop switches to [backdrop3 v]\nhide\nwait (1) seconds\nshow\nforever\n if <touching (player v)?> then\n broadcast (Go to 3 v)\n stop [this script v]\n end\nend\n\nwhen backdrop switches to [backdrop4 v]\nhide\nwait (1) seconds\nshow\nforever\n if <touching (player v)?> then\n broadcast (Go to 5 v)\n stop [this script v]\n end\nend\n\nwhen I receive [kabooooom v]\nhide\n\n@Sprite2\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop5 v]\nshow\nforever\n if <touching (player v)?> then\n hide\n broadcast (boom v)\n play sound [pop v] until done\n stop [this script v]\n end\nend\n\n@ \n\nwhen flag clicked\nset size to (100) %\nhide\n\nwhen I receive [boom v]\nswitch costume to (button3-a v)\nshow\n\nwhen I receive [error v]\nswitch costume to (button3-a2 v)\nwait (1.5) seconds\nswitch costume to (button3-a v)\n\nwhen I receive [kabooooom v]\nhide\n\n@ 2\n\nwhen flag clicked\nset size to (100) %\nhide\n\nwhen I receive [boom v]\nswitch costume to (button3-b v)\nshow\n\nwhen this sprite clicked\nset size to (200) %\nbroadcast (error v)\nrepeat (10)\n next costume\nend\nhide\n\nwait (1) seconds\n\nwhen I receive [kabooooom v]\nhide\n\nwait (0.00000000001) seconds\n\nwhen this sprite clicked\nstart sound [windows_xp_error v]\n\n@ 3\n\nwhen flag clicked\nset size to (100) %\nhide\n\nwhen I receive [boom v]\nswitch costume to (button3-b v)\nshow\n\nwhen this sprite clicked\nbroadcast (KABOOOOOM v)\n\nwhen I receive [kabooooom v]\nhide\n\n@giphy (1)\n\nwhen flag clicked\nhide\n\nwhen I receive [kabooooom v]\nstop all sounds\nhide variable [dragon: v]\nswitch costume to (giphy \(1\) v)\nshow\nwait (1) seconds\nrepeat (134)\n next costume\nend\n\n | WELCOME TO THE APRIL FOOLS PLATFORMER 2.0\nAs you may know, the other fools platformer got deleted, so here's a new one XD (same content, but cooler)\nI know this is late, but I didn't know what to do. so I made this!\nHope u enjoy!\n(new fool powers listed in-game)\n |
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