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-Snowy- A Scrolling Platformer- | @Stage\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 (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\nClone at x: [0] y: [-360]\nClone at x: [480] y: [0]\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nClone at x: [1663] y: [557]\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nplay sound [the piano moosic v] until done\n\n@Trampolines\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 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: [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: [0] y: [360]\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: [0] y: [360]\n Clone at x: [480] y: [0]\n Clone at x: [0] y: [-360]\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen flag clicked\nhide\n\n@Thumbnail\n\nwhen flag clicked\nhide\nforever\n show\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\nwhen flag clicked\nhide\n\n@forward\n\nwhen flag clicked\ngo to x: (25) y: (-84)\nshow\ngo [forward v] (1) layers\nforever\n go to [front v] layer\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (25)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen this sprite clicked\nbroadcast (forward v)\n\nwhen I receive [animation v]\nhide\n\nwhen I receive [start v]\nhide\n\n@backward\n\nwhen flag clicked\ngo to x: (-33) y: (-83)\nshow\ngo [forward v] (1) layers\nforever\n go to [front v] layer\n show\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (25)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen this sprite clicked\nbroadcast (backward v)\n\n\n\n\n\nwhen I receive [animation v]\nforever\n hide\nend\n\nwhen I receive [start v]\nforever\n hide\nend\n\n@Backround\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\nshow\n\nhide\n\n@Snow\n\nwhen flag clicked\nhide\nforever\n wait (pick random (0.1) to (0.3)) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\ngo to [front v] layer\nshow\ngo to x: (pick random (-240) to (240)) y: (180)\nrepeat until <(y position) < [-178]>\n change y by (-3)\nend\ndelete this clone\n\n@Button\n\nwhen flag clicked\nshow\nset size to (100) %\nset [sine v] to [0]\npoint in direction (90)\nswitch costume to (costume1 v)\nrepeat until <<touching (mouse-pointer v)?> and <mouse down?>>\n turn right ([cos v] of (sine) ) degrees\n change [sine v] by (7)\n if <touching (mouse-pointer v)?> then\n broadcast (Mouse Hover v)\n switch costume to (costume2 v)\n if <(size) = [100]> then\n repeat (5)\n change size by (5)\n end\n end\n end\n if <not <touching (mouse-pointer v)?>> then\n broadcast (No Mouse Hover v)\n switch costume to (costume1 v)\n if <(size) = [125]> then\n repeat (5)\n change size by (-5)\n end\n end\n end\nend\nif <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (START v)\n hide\nend\ngo to x: (0) y: (0)\n\n@Spikes\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 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: [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: [0] y: [360]\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]\nend\n\nClone at x: [0] y: [-360]\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen flag clicked\nhide\n\n@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 [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)\n end\n if <(EXIT) = [Win]> then\n Game - Win\n else\n Game - Die\n end\nend\n\ndefine Game on\nset [x v] to [0]\nset [y v] to [0]\nset [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 (30) %\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\nif <touching (spikes v)?> then\n set [exit v] to [Die]\n start sound [Break Brick v]\nend\nif <touching (trampolines v)?> then\n set [speed y v] to [22]\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 (3)\n hide\n wait (0.01) seconds\n show\n wait (0.01) 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\nhide\nclear graphic effects\nchange [level v] by (1)\nwait (1) seconds\n\ndefine Test - Die\n\nwhen I start as a clone\nclear graphic effects\nshow\nrepeat (10)\n change size by (-2)\n change [ghost v] effect by (10)\nend\nhide\ndelete this clone\n\nwhen flag clicked\nswitch backdrop to (backdrop2 v)\nforever\n play sound [Revolution v] until done\nend\n\nwhen I receive [start v]\nswitch costume to (trail v)\nbroadcast (Green Flag v) and wait\nbroadcast (Play Game v) and wait\n\nwhen flag clicked\n\nhide\n\nwhen I receive [backward v]\nchange [costume v] by (-1)\nswitch costume to <(costume) = [-1]>\nchange [color v] effect by (-25)\n\nwhen I receive [forward v]\nchange [costume v] by (1)\nnext costume\nchange [color v] effect by (25)\n\nwhen flag clicked\nshow\ngo to x: (-5) y: (-84)\n\n | Welcome to my first "scrolling platformer": -Snowy- A Scrolling Platformer.\nPress the arrow keys to move, and get across spikes, trampolines, and more!\nI am racing to 1k followers.. Need 51 more.. Would you like to help? |
Lava | Platformer | @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\n\nwhen I receive [next level v]\nset [change? v] to [1]\nreset\nset [change? v] to [0]\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 Spin off screen\n end\nend\n\nwhen [r v] key pressed\nif <(dead?) = [0]> then\n reset\nend\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)\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\nwhen I start as a clone\nrepeat (20)\n change size by (-5)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\nwhen 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 (2)\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 [-7]\n else\n set [x v v] to [7]\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\n@Level\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@Spikes\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@Thumbnail\n\nwhen flag clicked\ngo to [front v] layer\nshow\nwait (1) seconds\nhide\nbroadcast (alright bros let's go v)\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n | use the arrow keys, and sorry that it short. |
Grassy Fun || A scrolling Platformer | @Stage\n\nwhen I receive [begin v]\nforever\n if <(LEVEL) > [5]> then\n set [level v] to [5]\n end\nend\n\n@player\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 Win\n else\n Die\n Game on\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)\nclear graphic effects\nshow\n\ndefine Tick\nif <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>> then\n change [sx v] by (2)\n point in direction (90)\nend\nif <<<key (left arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [sx v] by (-2)\n point in direction (-90)\nend\nset [sx v] to ((sx) * (0.8))\nif <([abs v] of (sx) ) > [0.9]> then\n Change player x by (round (sx))\nend\nif <<<key (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)) / (10)))\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)) / (8)))\nPosition\nif <(SCROLL Y) < [-30]> 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 (objects 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 (objects v)?> then\n repeat (12)\n change [y v] by (1)\n Position\n if <not <touching (objects v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n repeat until <not <touching (objects 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 Die\nstart sound [oof v]\nset rotation style [left-right v]\nset [brightness v] effect to (30)\nset [ghost v] effect to (30)\nrepeat (30)\n change y by (4)\n change [ghost v] effect by (2.33333333333)\nend\nhide\n\ndefine Die? I think so\nif <touching (ooof v)?> then\n set [exit v] to [die]\nend\n\ndefine Win\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\nset rotation style [left-right v]\nbroadcast (Greenflah v) and wait\nbroadcast (Play game v) and wait\n\nwhen flag clicked\nhide\n\nif <touching (objects v)?> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(y position) < (mouse y)>>> then\n set [y v] to [8]\n set [sx v] to (((sx) / ([abs v] of (sx) )) * (-4))\n else\n set [sx v] to [0]\n end\nend\n\n@objects\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 ((1) / (1))\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 (pt 2 level 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 (pt 3 level 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) = [4]> then\n switch costume to (pt 4 level 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) = [5]> then\n switch costume to (pt win level 5 v)\n Position x: [0] y: [0]\n end\n end\n end\n end\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [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@Ooof\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 ((1) / (1))\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 (pt 2 level 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 (pt 3 level 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) = [4]> then\n switch costume to (pt 4 level 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) = [5]> then\n switch costume to (pt win level 5 v)\n Position x: [450] 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\nwait until <(LEVEL) = [5]>\nbroadcast (Costume v)\n\nwhen flag clicked\nhide\n\n@Win\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 (player v)?>> then\n set [exit v] to [A win win]\n repeat (10)\n change [ghost v] effect by (10)\n end\n clear graphic effects\nend\n\nwhen I receive [setup v]\nhide\nset [y v] to [0]\nset [x v] to [0]\nif <(LEVEL) = [1]> then\n Clone x: [1255] y: [120]\nelse\n if <(LEVEL) = [2]> then\n Clone x: [1440] y: [120]\n else\n if <(LEVEL) = [3]> then\n Clone x: [1440] y: [120]\n else\n if <(LEVEL) = [4]> then\n Clone x: [1440] y: [0]\n else\n if <(LEVEL) = [5]> then\n Clone x: [1440] 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 Clone x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nset size to (60) %\n\n@intro\n\nwhen I receive [intro v]\nif <(costume [number v]) = [1]> then\n go to x: (0) y: (180)\n set [intro: y v] to [-1]\n repeat (14)\n change y by (intro: y)\n set [intro: y v] to ((intro: y) * (1.29))\n end\nelse\n go to x: (0) y: (-180)\n set [intro: y v] to [1]\n repeat (14)\n change y by (intro: y)\n set [intro: y v] to ((intro: y) * (1.29))\n end\nend\n\nwhen I receive [intro v]\nset size to (10) %\nrepeat (14)\n change size by (5)\nend\n\nwhen I start as a clone\nshow\nforever\n if <(costume [number v]) = [48]> then\n else\n if <(costume [number v]) = [24]> then\n set size to (100) %\n repeat (11)\n go to [front v] layer\n next costume\n end\n broadcast (del v)\n wait (.1) seconds\n repeat (11)\n go to [front v] layer\n next costume\n end\n delete this clone\n else\n repeat until <(transition) = [1]>\n go to [front v] layer\n end\n end\n end\nend\n\nwhen flag clicked\nset [transition v] to [0]\ngo to x: (0) y: (0)\nswitch costume to (back v)\ncreate clone of (_myself_ v)\nhide\ngo to x: (0) y: (180)\nswitch costume to (pug v)\ncreate clone of (_myself_ v)\ngo to x: (0) y: (-180)\nswitch costume to (thepugmen v)\ncreate clone of (_myself_ v)\nbroadcast (Intro v)\nwait (1) seconds\ngo to x: (44) y: (0)\nset size to (120) %\nswitch costume to (costume1 v)\nshow\ngo to [front v] layer\nrepeat (20)\n next costume\nend\nbroadcast (bright v)\nwait (1.7) seconds\nbroadcast (expand v)\nwait (1) seconds\ngo to x: (0) y: (0)\nswitch costume to (costume22 v)\ncreate clone of (_myself_ v)\ngo to x: (44) y: (0)\nswitch costume to (costume21 v)\n\nwhen I receive [del v]\nif <(costume [number v]) = [35]> then\n\nwhen I receive [bright v]\nset [brightness v] effect to (100)\nwait (.5) seconds\nrepeat (50)\n change [brightness v] effect by (-2)\nend\n\nwhen I receive [expand v]\nchange size by (100)\n\nwhen flag clicked\nset volume to (30) %\nplay sound [Intro v] until done\nplay sound [Fade v] until done\nbroadcast (Begin v)\n\n@thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\n@music\n\nwhen I receive [begin v]\nforever\n play sound (pick random (1) to (7)) until done\nend\n\n | ▬▬▬▬▬▬▬▬▬ Grassy Fun ▬▬▬▬▬▬▬▬▬\nGuess what?! I'm back from my break, I took a while but it felt great. I wrote A LOT and other than that, I really did nothing. Welp, I have nothing else to say soya.\n\nHow to play: use WASD or arrow keys to move (if you are in the mobile press the screen and drag to move) Parkour your way to end orb with lets you win the level. Don't touch the spikes because why would you? Love, favorite, and follow.\n\n▬▬▬▬▬▬▬▬ Credit of coolness ▬▬▬▬▬▬▬▬\n@Thepugmen: all art/design and levels\n@Griffpatch: pretty much all the scrolling (with me editing it)\n@Scratchinjojomusic: music\n\n\n |
bricks platformer game | @Stage\n\n@tile based game engine\n\ndefine rejoin (data)\ndelete (all) of [rejoin data v]\nset [rejoin.i v] to [0]\nrepeat ((length of (data)) - (1))\n change [rejoin.i v] by (1)\n if <(letter (rejoin.i) of (data)) = [ ]> then\n add [~] to [rejoin data v]\n else\n add (letter (rejoin.i) of (data)) to [rejoin data v]\n end\nend\nadd [~] to [rejoin data v]\nset [rejoined v] to (rejoin data)\n\nadd [99] to [level v]\nrejoin (level)\nreplace item (level) of [levels v] with (rejoined)\nset [tile size v] to [24]\n\ndefine do switches\nset [i v] to [0]\nif <((tic) mod (switch speed)) = [0]> then\n repeat (length of [switch v])\n change [i v] by (1)\n if <(item (item (((i) * (3)) - (2)) of [switch v]) of [solid tiles v]) = [a]> then\n replace item (item (((i) * (3)) - (2)) of [switch v]) of [solid tiles v] with (item (((i) * (3)) - (1)) of [switch v])\n replace item (item ((i) * (3)) of [switch v]) of [jumpable? v] with (item (((i) * (3)) - (1)) of [switch v])\n else\n replace item (item (((i) * (3)) - (2)) of [switch v]) of [solid tiles v] with [a]\n replace item (item ((i) * (3)) of [switch v]) of [jumpable? v] with [a]\n end\n end\nend\n\nset [switch speed v] to [10000]\n\ndefine load level\ndelete (all) of [level v]\nset [separate.i v] to [1]\nrepeat until <(separate.i) > (length of (item (level) of [levels v]))>\n set [separate.join v] to []\n if <(letter (separate.i) of (item (level) of [levels v])) = [~]> then\n change [separate.i v] by (1)\n end\n repeat until <<(letter (separate.i) of (item (level) of [levels v])) = [~]> or <(separate.i) > (length of (item (level) of [levels v]))>>\n if <not <(letter (separate.i) of (item (level) of [levels v])) = [~]>> then\n set [separate.join v] to (join (separate.join) (letter (separate.i) of (item (level) of [levels v])))\n end\n change [separate.i v] by (1)\n end\n if <not <(separate.join) = []>> then\n add (separate.join) to [level v]\n end\nend\n\nrejoin (level)\nadd (rejoined) to [levels v]\n\nwhen I receive [load level v]\nchange [level v] by (1)\ndelete all of [win v]\ndelete all of [solid tiles v]\ndelete all of [solid type 2 v]\ndelete all of [solid type 3 v]\ndelete all of [solid type 4 v]\ndelete all of [solid type 5 v]\ndelete all of [tile set v]\ndelete all of [jumpable? v]\ndelete all of [x push v]\ndelete all of [y push v]\ndelete all of [damage v]\ndelete all of [switch v]\ndelete all of [air v]\nload level\nset [switch speed v] to [100]\nset [spawn x v] to [-180]\nset [spawn y v] to [-100]\nset [player x v] to [-180]\nset [player y v] to [-100]\nset [player x vel v] to [0]\nset [player y vel v] to [0]\nset [player costume v] to [14]\nset [level height v] to ([ceiling v] of ((360) / (tile size)) )\nset [level width v] to ([ceiling v] of ((480) / (tile size)) )\nset [tile size v] to [24]\nset [tic v] to [0]\ncreate tile type frame label [0] [1] [0] [1] [0] [0] [1] [0] [0] [1]\ncreate tile type frame label [0] [2] [0] [1] [0] [0] [1] [0] [0] [2]\ncreate tile type frame label [0] [3] [0] [1] [0] [0] [1] [0] [0] [3]\ncreate tile type frame label [0] [4] [0] [1] [0] [0] [1] [0] [0] [4]\ncreate tile type frame label [0] [5] [0] [1] [0] [0] [1] [0] [0] [5]\ncreate tile type frame label [4] [0] [0] [1] [0] [0] [.8] [0] [0] [6~7~8~9~]\ncreate tile type frame label [4] [0] [1] [0] [0] [1] [1] [0] [0] [10~11~12~13~]\ncreate tile type frame label [3] [1] [0] [0] [0] [0] [1] [1] [0] [15~16~17~18~19~20~21~22~23~24~25~26~27~28~29~30~31~32~33~34~35~36~37~38~]\ncreate tile type frame label [1] [0] [0] [0] [0] [1] [1] [0] [0] [39~40~41~42~43~44~45~46~]\ncreate tile type frame label [0] [6] [0] [1] [0] [0] [1] [0] [0] [47]\ncreate tile type frame label [0] [0] [0] [1] [0] [0] [1] [1] [0] [48]\nset [player health v] to (max health)\n\nreset level\n\ndefine seperate (data)\ndelete (all) of [data v]\nset [separate.i v] to [1]\nrepeat until <(separate.i) > (length of (data))>\n set [separate.join v] to []\n if <(letter (separate.i) of (data)) = [~]> then\n change [separate.i v] by (1)\n end\n repeat until <<(letter (separate.i) of (data)) = [~]> or <(separate.i) > (length of (data))>>\n if <not <(letter (separate.i) of (data)) = [~]>> then\n set [separate.join v] to (join (separate.join) (letter (separate.i) of (data)))\n end\n change [separate.i v] by (1)\n end\n if <not <(separate.join) = []>> then\n add (separate.join) to [data v]\n end\nend\n\ndefine tile (tile)\npoint in direction (90)\nseperate (item (tile) of [tile set v])\nswitch costume to (item ((([floor v] of ((tic) / (item (1) of [data v])) ) mod ((length of [data v]) - (6))) + (7)) of [data v])\nstamp\n\ndefine render\nerase all\nset [i v] to [0]\ngo to x: ((-240) + ((tile size) / (2))) y: ((-180) + ((tile size) / (2)))\nrepeat (level width)\n set y to ((-180) + ((tile size) / (2)))\n repeat (level height)\n change [i v] by (1)\n if <not <(item (i) of [level v]) = [0]>> then\n tile (item (i) of [level v])\n else\n switch costume to (49 v)\n stamp\n end\n change y by (tile size)\n end\n change x by (tile size)\nend\nswitch costume to (player costume)\ngo to x: (player x) y: (player y)\nstamp\n\ndefine reset level\ndelete all of [level v]\nrepeat ((level height) * (level width))\n add [0] to [level v]\nend\n\ngo to x: (0) y: (0)\ntile [1]\n\ndefine collision detection\nset [player tile v] to (((([ceiling v] of (((player x) + (240)) / (tile size)) ) - (1)) * (level height)) + ([ceiling v] of (((player y) + (180)) / (tile size)) ))\nif <[spawn set v] contains (item (player tile) of [level v])?> then\n set [spawn x v] to (player x)\n set [spawn y v] to (player y)\nend\nif <[win v] contains (item (player tile) of [level v])?> then\n broadcast (load level v) and wait\nend\nchange [player health v] by (() - (item (item (player tile) of [level v]) of [damage v]))\nchange [player x vel v] by (item (item (player tile) of [level v]) of [x push v])\nchange [player y vel v] by (item (item (player tile) of [level v]) of [y push v])\nif <not <(item (player tile) of [level v]) = [0]>> then\n set [player x vel v] to ((player x vel) * (item (item (player tile) of [level v]) of [air v]))\n set [player y vel v] to ((player y vel) * (item (item (player tile) of [level v]) of [air v]))\nend\nchange [player y v] by (player y vel)\nset [player y vel v] to (((player y vel) * (air)) - (gravity))\nif <[jumpable? v] contains (item (player tile) of [level v])?> then\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n if <(player y vel) < [0]> then\n set [player y vel v] to [13]\n change [player y v] by (1)\n ceiling\n end\n end\nend\nset [x vel done? v] to [0]\nif <[1] > (player y vel)> then\n left down\n right down\nend\nchange [player x v] by (player x vel)\nset [player x vel v] to ((player x vel) * (air))\nphys 2\nphys 3\nif <(over head?) = [0]> then\n if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n change [player x vel v] by (-.8)\n end\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n change [player x vel v] by (.8)\n end\nend\nif <(player y vel) > [0]> then\n set [player tile v] to (((([ceiling v] of (((((player x) + (1)) - ((tile size) / (2))) + (240)) / (tile size)) ) - (1)) * (level height)) + ([ceiling v] of ((((player y) - ((tile size) / (2))) + (180)) / (tile size)) ))\n if <[solid tiles v] contains (item ((player tile) + (1)) of [level v])?> then\n set [player y v] to (((([ceiling v] of (((player y) + (180)) / (tile size)) ) * (tile size)) - (180)) - ((tile size) / (2)))\n set [player y vel v] to [0]\n end\n if <[solid type 5 v] contains (item ((player tile) + (1)) of [level v])?> then\n set [player y v] to (((((round (((player y) + (180)) / (tile size))) * (tile size)) - (180)) + (((((player x) + (241)) + ((tile size) / (2))) mod (tile size)) - (1))) - ((tile size) / (2)))\n change [player x vel v] by (.5)\n set [player x vel v] to (hills)\n set [player y vel v] to [0]\n end\n set [player tile v] to (((([ceiling v] of (((((player x) - (1)) - ((tile size) / (2))) + (240)) / (tile size)) ) - (1)) * (level height)) + ([ceiling v] of ((((player y) - ((tile size) / (2))) + (180)) / (tile size)) ))\n if <[solid tiles v] contains (item (((player tile) + (1)) + (level height)) of [level v])?> then\n set [player y v] to (((([ceiling v] of (((player y) + (180)) / (tile size)) ) * (tile size)) - (180)) - ((tile size) / (2)))\n set [player y vel v] to [0]\n end\n if <[solid type 4 v] contains (item (((player tile) + (1)) + (level height)) of [level v])?> then\n set [player y v] to (((((round (((player y) + (180)) / (tile size))) * (tile size)) - (180)) + ((tile size) - (((((player x) + (241)) + ((tile size) / (2))) mod (tile size)) - (1)))) - ((tile size) / (2)))\n change [player x vel v] by (-.5)\n set [player x vel v] to (() - (hills))\n set [player y vel v] to [0]\n if <(((((player x) + (241)) + ((tile size) / (2))) mod (tile size)) - (1)) < [1]> then\n set [player y v] to (((([ceiling v] of (((player y) + (180)) / (tile size)) ) * (tile size)) - (180)) + (() - ((tile size) * (1.5))))\n end\n end\nend\nif <(player x vel) < [0]> then\n set [player tile v] to (((([ceiling v] of ((((player x) - ((tile size) / (2))) + (240)) / (tile size)) ) - (1)) * (level height)) + ([ceiling v] of (((((player y) + (1)) - ((tile size) / (2))) + (180)) / (tile size)) ))\n if <[solid tiles v] contains (item (player tile) of [level v])?> then\n set [player x v] to (((([ceiling v] of (((player x) + (240)) / (tile size)) ) * (tile size)) - (240)) - ((tile size) / (2)))\n set [player x vel v] to [0]\n end\n set [player tile v] to (((([ceiling v] of ((((player x) - ((tile size) / (2))) + (240)) / (tile size)) ) - (1)) * (level height)) + ([ceiling v] of (((((player y) - (1)) - ((tile size) / (2))) + (180)) / (tile size)) ))\n if <[solid tiles v] contains (item ((player tile) + (1)) of [level v])?> then\n set [player x v] to (((([ceiling v] of (((player x) + (240)) / (tile size)) ) * (tile size)) - (240)) - ((tile size) / (2)))\n set [player x vel v] to [0]\n end\nend\nif <[0] < (player x vel)> then\n set [player tile v] to (((([ceiling v] of ((((player x) - ((tile size) / (2))) + (240)) / (tile size)) ) - (1)) * (level height)) + ([ceiling v] of (((((player y) + (1)) - ((tile size) / (2))) + (180)) / (tile size)) ))\n if <[solid tiles v] contains (item ((player tile) + (level height)) of [level v])?> then\n set [player x v] to (((([ceiling v] of (((player x) + (240)) / (tile size)) ) * (tile size)) - (240)) - ((tile size) / (2)))\n set [player x vel v] to [0]\n end\n set [player tile v] to (((([ceiling v] of ((((player x) - ((tile size) / (2))) + (240)) / (tile size)) ) - (1)) * (level height)) + ([ceiling v] of (((((player y) - (1)) - ((tile size) / (2))) + (180)) / (tile size)) ))\n if <[solid tiles v] contains (item (((player tile) + (1)) + (level height)) of [level v])?> then\n set [player x v] to (((([ceiling v] of (((player x) + (240)) / (tile size)) ) * (tile size)) - (240)) - ((tile size) / (2)))\n set [player x vel v] to [0]\n end\nend\n\nset [tile replace v] to [1]\n\ndefine ceiling\n\nwhen [space v] key pressed\nif <(edit?) = [1]> then\n ask [] and wait\n set [tile replace v] to (answer)\nend\n\nset [gravity v] to [.8]\n\nset [over head? v] to [0]\n\ndefine create tile type frame label (frame) (phisics type) (kills player?) (jump?) (x gravity) (y gravity) (air) (respawn?) (switch) (animation)\nadd (join (join (join (join (frame) [~]) (join (phisics type) [~])) (join (join (kills player?) [~]) (join (jump?) [~]))) (join (join (join (x gravity) [~]) (join (y gravity) [~])) (join (animation) [~]))) to [tile set v]\nadd (x gravity) to [x push v]\nadd (y gravity) to [y push v]\nadd (kills player?) to [damage v]\nadd (air) to [air v]\nif <(respawn?) = [1]> then\n add (length of [tile set v]) to [spawn set v]\nend\nif <(jump?) = [1]> then\n add (length of [tile set v]) to [jumpable? v]\nend\nif <(phisics type) = [1]> then\n add (length of [tile set v]) to [solid tiles v]\nelse\n if <(phisics type) = [2]> then\n add (length of [tile set v]) to [solid type 2 v]\n else\n if <(phisics type) = [3]> then\n add (length of [tile set v]) to [solid type 3 v]\n else\n if <(phisics type) = [4]> then\n add (length of [tile set v]) to [solid type 4 v]\n else\n if <(phisics type) = [5]> then\n add (length of [tile set v]) to [solid type 5 v]\n else\n if <(phisics type) = [6]> then\n add (length of [tile set v]) to [win v]\n end\n end\n end\n end\n end\nend\nif <(switch) = [1]> then\n add (length of [solid tiles v]) to [switch v]\n add (length of [tile set v]) to [switch v]\n add (length of [jumpable? v]) to [switch v]\nend\n\ndefine phys 2\nset [player tile v] to (((([ceiling v] of (((((player x) + (1)) - ((tile size) / (2))) + (240)) / (tile size)) ) - (1)) * (level height)) + ([ceiling v] of ((((player y) - ((tile size) / (2))) + (181)) / (tile size)) ))\nif <[solid type 2 v] contains (item (player tile) of [level v])?> then\n left down\n set [player y v] to (((((round (((player y) + (180)) / (tile size))) * (tile size)) - (180)) + ((tile size) - (((((player x) + (241)) + ((tile size) / (2))) mod (tile size)) - (1)))) - ((tile size) / (2)))\n change [player x vel v] by (hills)\n set [player y vel v] to [0]\n if <not <[solid tiles v] contains (item (((player tile) + (1)) + (level height)) of [level v])?>> then\n if <[jumpable? v] contains (item (player tile) of [level v])?> then\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n set [player y vel v] to [13]\n change [player y v] by (1)\n ceiling\n end\n end\n end\nend\n\ndefine left down\nset [player tile v] to (((([ceiling v] of (((((player x) + (1)) - ((tile size) / (2))) + (240)) / (tile size)) ) - (1)) * (level height)) + ([ceiling v] of ((((player y) - ((tile size) / (2))) + (180)) / (tile size)) ))\nif <[solid tiles v] contains (item (player tile) of [level v])?> then\n set [player y v] to (((([ceiling v] of (((player y) + (180)) / (tile size)) ) * (tile size)) - (180)) - ((tile size) / (2)))\n set [player y vel v] to [0]\n if <not <[solid tiles v] contains (item (((player tile) + (1)) + (level height)) of [level v])?>> then\n if <[jumpable? v] contains (item (player tile) of [level v])?> then\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n set [player y vel v] to [13]\n change [player y v] by (1)\n ceiling\n end\n end\n end\n set [x vel done? v] to [1]\nend\n\ndefine right down\nset [player tile v] to (((([ceiling v] of (((((player x) - (1)) - ((tile size) / (2))) + (240)) / (tile size)) ) - (1)) * (level height)) + ([ceiling v] of ((((player y) - ((tile size) / (2))) + (180)) / (tile size)) ))\nif <[solid tiles v] contains (item ((player tile) + (level height)) of [level v])?> then\n set [player y v] to (((([ceiling v] of (((player y) + (180)) / (tile size)) ) * (tile size)) - (180)) - ((tile size) / (2)))\n set [player y vel v] to [0]\n if <not <[solid tiles v] contains (item (((player tile) + (1)) + (level height)) of [level v])?>> then\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n if <[jumpable? v] contains (item ((player tile) + (level height)) of [level v])?> then\n set [player y vel v] to [13]\n change [player y v] by (1)\n ceiling\n end\n end\n end\nend\n\ndefine phys 3\nset [player tile v] to (((([ceiling v] of (((((player x) - (1)) - ((tile size) / (2))) + (240)) / (tile size)) ) - (1)) * (level height)) + ([ceiling v] of ((((player y) - ((tile size) / (2))) + (181)) / (tile size)) ))\nif <[solid type 3 v] contains (item ((player tile) + (level height)) of [level v])?> then\n right down\n set [player y v] to (((((round (((player y) + (180)) / (tile size))) * (tile size)) - (180)) + (((((player x) + (241)) + ((tile size) / (2))) mod (tile size)) - (1))) - ((tile size) / (2)))\n change [player x vel v] by (() - (hills))\n if <(((((player x) + (241)) + ((tile size) / (2))) mod (tile size)) - (1)) < [1]> then\n set [player y v] to (((([ceiling v] of (((player y) + (180)) / (tile size)) ) * (tile size)) - (180)) + ((tile size) / (2)))\n end\n set [player y vel v] to [0]\n if <not <[solid tiles v] contains (item (((player tile) + (1)) + (level height)) of [level v])?>> then\n if <[jumpable? v] contains (item ((player tile) + (level height)) of [level v])?> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [player y vel v] to [13]\n change [player y v] by (1)\n ceiling\n end\n end\n end\nend\n\nset [air v] to [.9]\nset [gravity v] to [.8]\nset [hills v] to [.5]\n\nset [hills v] to [.5]\n\nwhen I receive [start game v]\nset [level v] to [0]\nbroadcast (load level v) and wait\nforever\n do switches\n change [tic v] by (1)\n if <(edit?) = [1]> then\n set [mouse tile v] to (((([ceiling v] of (((mouse x) + (240)) / (tile size)) ) - (1)) * (level height)) + ([ceiling v] of (((mouse y) + (180)) / (tile size)) ))\n end\n collision detection\n if <(player health) < [0]> then\n set [player health v] to (max health)\n set [player x v] to (spawn x)\n set [player y v] to (spawn y)\n end\n render\nend\n\nif <(edit?) = [1]> then\n set [mouse tile v] to (((([ceiling v] of (((mouse x) + (240)) / (tile size)) ) - (1)) * (level height)) + ([ceiling v] of (((mouse y) + (180)) / (tile size)) ))\nend\n\n@game platformer\n\ngo to x: (0) y: (0)\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\n@intro\n\nwhen flag clicked\nswitch backdrop to (backdrop2 v)\nshow\nset volume to (100) %\ngo to x: (0) y: (0)\nstart sound [rolemu_-_neogauge v]\nswitch costume to (logo v)\nerase all\nset size to (800) %\nwait (1.4) seconds\nrepeat (28)\n change x by (5)\n change y by ((40) / (28))\n set size to (((600) / ((x position) / (2))) + (140)) %\nend\nstamp\nset size to (200) %\nswitch costume to (name v)\ngo to x: (-300) y: (40)\nglide (.5) secs to x: (-20) y: (40)\nstamp\nhide\ngo to x: (10) y: (-200)\nwait (1.1) seconds\nswitch costume to (games v)\nshow\nglide (.5) secs to x: (-20) y: (-10)\nstamp\nwait (2) seconds\nswitch backdrop to (backdrop1 v)\nerase all\nhide\nbroadcast (start game v)\n\n | Use arrow keys or wasd. 16 levels |
Tiger -A Platformer- | @Stage\n\nwhen flag clicked\nswitch backdrop to (blue sky 2 v)\nforever\n play sound [Travel The Galaxy \(HD\) v] until done\nend\n\n@Tiger\n\nwhen flag clicked\nforever\n\nwhen flag clicked\nhide\n\n\n\nchange [yv v] by (1)\n\nchange [yv v] by (-1)\n\nwhen I receive [lvl start v]\ngo to x: (-187) y: (-56)\nset [xv v] to [0]\nset [yv v] to [0]\n\nwhen I receive [start v]\ngo to x: (-187) y: (-56)\nshow\nset [ghost v] effect to (0)\nset size to (100) %\nset [lvl v] to [1]\nset [water v] to [0]\nset [yv v] to [0]\nset [xv v] to [0]\nforever\n if <(water) = [0]> then\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 (sprite1 v)?> then\n change y by (1)\n if <touching (sprite1 v)?> then\n change y by (1)\n if <touching (sprite1 v)?> then\n change y by (1)\n if <touching (sprite1 v)?> then\n change y by (1)\n if <touching (sprite1 v)?> then\n change y by (1)\n if <touching (sprite1 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) + (20))>>> then\n if <(Xv) > [0]> then\n set [xv v] to [-10]\n else\n set [xv v] to [10]\n end\n set [yv v] to [13]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [yv v] by (-1)\n change y by (Yv)\n if <touching (sprite1 v)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching (sprite1 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 [yv v] to [15]\n end\n end\n change y by (1)\n if <touching (tramp v)?> then\n set [yv v] to [22]\n end\n if <touching (sprite3 v)?> then\n broadcast (new lvl v)\n set [xv v] to [0]\n set [yv v] to [0]\n go to x: (-187) y: (-56)\n change [lvl v] by (1)\n end\n if <<touching (sprite5 v)?> or <touching (sprite8 v)?>> then\n start sound [Crunch v]\n repeat (10)\n change size by (-10)\n change [ghost v] effect by (10)\n end\n go to x: (-187) y: (-56)\n set [ghost v] effect to (0)\n set size to (100) %\n end\n if <key (space v) pressed?> then\n broadcast (new lvl v)\n go to x: (-187) y: (-56)\n change [lvl v] by (1)\n wait (.2) seconds\n end\n if <touching (sprite6 v)?> then\n start sound [Plunge v]\n set [water v] to [1]\n else\n set [water v] to [0]\n end\n if <key (r v) pressed?> then\n go to x: (-187) y: (-56)\n end\n end\n if <(water) = [1]> then\n if <key (r v) pressed?> then\n go to x: (-187) y: (-56)\n end\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 [4.5]\n change y by (Yv)\n else\n set [yv v] to [-1.75]\n change y by (Yv)\n end\n if <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (-20))>>> then\n set [yv v] to [-2.5]\n change y by (Yv)\n end\n if <touching (sprite1 v)?> then\n change y by (1)\n if <touching (sprite1 v)?> then\n change y by (1)\n if <touching (sprite1 v)?> then\n change y by (1)\n if <touching (sprite1 v)?> then\n change y by (1)\n if <touching (sprite1 v)?> then\n change y by (1)\n if <touching (sprite1 v)?> then\n change x by ((Xv) * (-1))\n change y by (-5)\n end\n end\n end\n end\n end\n end\n if <<<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 (sprite1 v)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n if <not <touching (sprite6 v)?>> then\n set [water v] to [0]\n end\n if <touching (sprite3 v)?> then\n broadcast (new lvl v)\n set [yv v] to [0]\n set [xv v] to [0]\n go to x: (-187) y: (-56)\n change [lvl v] by (1)\n end\n if <<touching (sprite5 v)?> or <touching (sprite8 v)?>> then\n repeat (10)\n change size by (-10)\n change [ghost v] effect by (10)\n end\n go to x: (-187) y: (-56)\n set [ghost v] effect to (0)\n set size to (100) %\n end\n if <key (space v) pressed?> then\n broadcast (new lvl v)\n go to x: (-187) y: (-56)\n change [lvl v] by (1)\n wait (.2) seconds\n end\n end\nend\n\n@thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\ngo to [front v] layer\nset [ghost v] effect to (100)\n\n@Sprite1\n\nwhen flag clicked\nhide\n\nwhen I receive [new lvl v]\nnext costume\n\nwhen I receive [start v]\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nshow\ngo to [back v] layer\n\n@Sprite2\n\nwhen flag clicked\nhide\n\nwhen I receive [new lvl v]\nnext costume\n\nwhen I receive [start v]\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nshow\n\n@Sprite3\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nset size to (100) %\nset [ghost v] effect to (0)\ngo to [back v] layer\n\n@water\n\nhide\n\nwhen I receive [start the game v]\n\ndefine wave\nset [ghost v] effect to (40)\nset y to ((([sin v] of ((timer) * (100)) ) * (15)) + (35))\nstamp\nset y to ((([sin v] of ((timer) * (100)) ) * (10)) + (25))\nstamp\nset y to ((([sin v] of ((timer) * (100)) ) * (5)) + (15))\nstamp\nset [ghost v] effect to (100)\n\nwhen I receive [new lvl v]\nnext costume\n\nshow\ngo to [back v] layer\n\nwhen I receive [start v]\nerase all\nswitch costume to (costume1 v)\nhide\nforever\n erase all\n wave\nend\n\n@Sprite4\n\nwhen flag clicked\nhide\n\nwhen I receive [new lvl v]\nnext costume\n\nwhen I receive [start v]\nswitch costume to (costume1 v)\nshow\ngo to [back v] layer\ngo to x: (0) y: (0)\n\n@Sprite5\n\nwhen flag clicked\nswitch costume to (costume1 v)\nshow\ngo to x: (0) y: (0)\nforever\n if <touching (tiger v)?> then\n play sound [Crunch v] until done\n end\nend\n\nwhen I receive [new lvl v]\nnext costume\n\n@Sprite6\n\nwhen flag clicked\ngo to [back v] layer\nshow\nswitch costume to (costume2 v)\nforever\n go to [back v] layer\n go to (water v)\nend\n\nwhen I receive [new lvl v]\nnext costume\n\n@Sprite7\n\nwhen flag clicked\nhide\nforever\n wait (pick random (1.5) to (5)) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\ngo to [back v] layer\nset x to (-200)\nset size to (pick random (50) to (100)) %\nshow\nset [ghost v] effect to (pick random (10) to (70))\nset y to (pick random (60) to (120))\nrepeat until <touching (sprite3 v)?>\n change x by (3)\nend\ndelete this clone\n\n@Sprite8\n\nwhen flag clicked\nswitch costume to (costume2 v)\nshow\ngo to x: (36) y: (28)\nforever\n repeat (20)\n change x by (5)\n end\n wait (.3) seconds\n repeat (20)\n change x by (-5)\n end\n wait (.3) seconds\nend\n\nwhen I receive [new lvl v]\nnext costume\n\n@Screen Shot 2020-04-15 at 11\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\n\n@Sprite9\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nchange [lvl v] by (1)\nbroadcast (new lvl v)\nbroadcast (lvl start v)\nwait (.2) seconds\n\nwhen I receive [start v]\ngo to x: (-183) y: (-159)\nshow\npoint in direction (90)\nforever\n repeat (3)\n turn right (5) degrees\n wait (.00001) seconds\n end\n wait (.1) seconds\n repeat (6)\n turn left (5) degrees\n wait (.00001) seconds\n end\n wait (.1) seconds\n repeat (3)\n turn right (5) degrees\n wait (.00001) seconds\n end\nend\n\n@Sprite10\n\nwhen flag clicked\nhide\n\nturn left (15) degrees\n\nwhen this sprite clicked\nbroadcast (lvl start v)\nwait (.2) seconds\n\nwait (.00001) seconds\n\nwhen I receive [start v]\ngo to x: (-91) y: (-159)\nshow\npoint in direction (90)\nforever\n repeat (3)\n turn right (5) degrees\n wait (.00001) seconds\n end\n wait (.1) seconds\n repeat (6)\n turn left (5) degrees\n wait (.00001) seconds\n end\n wait (.1) seconds\n repeat (3)\n turn right (5) degrees\n wait (.00001) seconds\n end\nend\n\n@tramp\n\nwhen flag clicked\nswitch costume to (costume6 v)\nhide\nforever\n if <touching (tiger v)?> then\n start sound [Big Boing v]\n repeat (4)\n next costume\n wait (.05) seconds\n end\n end\nend\n\nswitch costume to (costume6 v)\n\nwhen flag clicked\nforever\n if <(lvl) = [1]> then\n hide\n end\n if <(lvl) = [2]> then\n hide\n end\n if <(lvl) = [3]> then\n hide\n end\n if <(lvl) = [4]> then\n hide\n end\n if <(lvl) = [5]> then\n hide\n end\n if <(lvl) = [6]> then\n go to x: (70) y: (-94)\n show\n end\n if <(lvl) = [7]> then\n hide\n end\n if <(lvl) = [8]> then\n hide\n end\n if <(lvl) = [9]> then\n hide\n end\n if <(lvl) = [10]> then\n hide\n end\n if <(lvl) = [11]> then\n go to x: (193) y: (-94)\n show\n end\n if <(lvl) = [12]> then\n hide\n end\n if <(lvl) = [13]> then\n hide\n end\n if <(lvl) = [14]> then\n hide\n end\n if <(lvl) = [15]> then\n go to x: (-146) y: (-94)\n show\n end\n if <(lvl) = [16]> then\n set [lvl v] to [1]\n hide\n end\nend\n\ngo to x: (70) y: (-94)\n\ngo to x: (193) y: (-94)\n\n@intro\n\nwhen flag clicked\ngo to [front v] layer\ngo [forward v] (100) layers\nset volume to (100) %\nstart sound [Super intro v]\nswitch costume to (screen shot 2020-06-03 at 11 v)\nset size to (100) %\nerase all\nhide\nset [ghost v] effect to (0)\npen up\ngo to x: (-231) y: (-240)\nset pen size to (100)\nset pen color to (#00f307)\npen down\nrepeat (3)\n point in direction (0)\n repeat (20)\n move (20) steps\n end\n point in direction (90)\n repeat (5)\n move (20) steps\n end\n point in direction (180)\n repeat (20)\n move (20) steps\n end\n point in direction (90)\n repeat (5)\n move (20) steps\n end\nend\npen up\nshow\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nset size to (200) %\npoint in direction (90)\nshow\nrepeat (20)\n change size by (-10)\n turn right (10) degrees\nend\nrepeat (10)\n change size by (20)\n turn right (10) degrees\nend\npoint in direction (90)\nrepeat (10)\n change size by (-10)\nend\nwait (.5) seconds\nrepeat (20)\n turn right (18) degrees\n create clone of (_myself_ v)\nend\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\nerase all\nbroadcast (start v)\nerase all\ndelete this clone\n\nwhen flag clicked\nforever\n set pen color to (#00f307)\n wait (.5) seconds\n repeat (17)\n change pen (color v) by (-1)\n end\n set pen color to (#ffe900)\n wait (.5) seconds\n repeat (14)\n change pen (color v) by (-1)\n end\n set pen color to (#ff0000)\n wait (.5) seconds\n repeat (32)\n change pen (color v) by (1)\n end\nend\n\nwhen I start as a clone\nswitch costume to (costume1 v)\nset pen size to (100)\nset pen color to (#ffffff)\npen down\nrepeat until <touching (_edge_ v)?>\n move (15) steps\nend\ndelete this clone\n\n | Use the arrow keys/wasd/mobile to move the tiger.\nR or restart button to restart if you get stuck\nSpace or skip button to skip a level\nAvoid the spikes\nYou can swim\nBounce on trampolines\nTurn your volume on |
Under - A Mobile Friendly Platformer | @Stage\n\n@Levels\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nforever\n set volume to (25) %\n play sound [NIVIRO - Flashes v] until done\nend\n\n@Player\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\ngo to x: (-220) y: (86)\ngo to [front v] layer\nswitch costume to (costume2 v)\nforever\n change [y v] by (-0.5)\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [x v] by (-0.9)\n switch costume to (costume3 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 change [x v] by (0.9)\n switch costume to (costume2 v)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching (levels2 v)?> then\n change y by (1)\n if <touching (levels2 v)?> then\n change y by (1)\n if <touching (levels2 v)?> then\n change y by (1)\n if <touching (levels2 v)?> then\n change y by (1)\n if <touching (levels2 v)?> then\n change y by (1)\n if <touching (levels2 v)?> then\n change y by (1)\n if <touching (levels2 v)?> then\n change y by (-6)\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <((mouse y) - (y position)) > [50]>>>> then\n set [y v] to [10]\n if <(x) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n change x by ((x) * (-1))\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n change y by (y)\n if <touching (levels2 v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n if <<touching (levels2 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 [9]\n end\n change y by (1)\nend\n\nwhen flag clicked\nforever\n if <touching (lava v)?> then\n change [y v] by (2)\n end\nend\n\nwhen flag clicked\nforever\n if <(x position) > [238]> then\n broadcast (Next Level v)\n end\nend\n\nwhen I receive [next level v]\nset [x v] to [0]\nset [y v] to [0]\ngo to x: (-220) y: (86)\n\nwhen flag clicked\nforever\n if <<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> and <key (up arrow v) pressed?>> then\n switch costume to (costume5 v)\n end\nend\n\n\n\nwhen flag clicked\nforever\n if <<<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> and <key (up arrow v) pressed?>> then\n switch costume to (costume4 v)\n end\nend\n\nwhen flag clicked\nset [level v] to [1]\nforever\n if <touching (spikes v)?> then\n go to x: (-220) y: (86)\n end\nend\n\nwhen flag clicked\nforever\n if <key (s v) pressed?> then\n broadcast (Next Level v)\n wait (.5) seconds\n end\nend\n\nwhen I receive [next level v]\nchange [level v] by (1)\n\nwhen I receive [lava jump v]\n\n@Lava\n\nwhen flag clicked\ngo to [front v] layer\ngo [backward v] (1) layers\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\n\nwhen I receive [next level v]\nnext costume\n\n@Spikes\n\nwhen flag clicked\ngo to [front v] layer\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nshow\n\nwhen I receive [next level v]\nnext costume\n\n@Fog\n\nwhen flag clicked\ngo to [front v] layer\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nshow\nset [ghost v] effect to (50)\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [8]> then\n set [ghost v] effect to (10)\n end\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\n if <(costume [number v]) = [9]> then\n set [ghost v] effect to (5)\n end\nend\n\n@Levels2\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\n\nwhen flag clicked\ngo to x: (0) y: (0)\n\n@Sprite1\n\nwhen flag clicked\nhide\n\nwhen flag clicked\n\ngo to x: (0) y: (0)\nforever\n if <(Level) = [10]> then\n show\n end\nend\n\n@Sprite2\n\nwhen flag clicked\nforever\n show\n go to [front v] layer\n set [ghost v] effect to (100)\n go to x: (0) y: (0)\nend\n\n | Hello everyone! This is my newest platformer "Under". Even the physics are confusing to me! Hope you guys enjoy! Don't forget to like, love and follow :)\n\n++++++++++++++++Instructions++++++++++++++++\n-Arrow key's, WASD, and mobile to move!\n\n |
Slime In Space || Scrolling Platformer | @Stage\n\nwhen [m v] key pressed\nset [mouse v] to (join ((mouse x) + (SCROLL X)) (join [, ] ((mouse y) + (SCROLL Y))))\nshow variable [mouse v]\n\nwhen flag clicked\nswitch backdrop to (space v)\n\nwait (3.9) seconds\nstop all sounds\n\nwhen I receive [play game v]\nrepeat (500)\n start sound [TheFatRat - Unity v]\nend\n\nswitch backdrop to (cave v)\n\nwhen I receive [setup v]\nif <(LEVEL) = [3]> then\n switch backdrop to (cave v)\nend\n\n@Blank\n\n@Player\n\nwhen flag clicked\nbroadcast (Green Flag v) and wait\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\n\nwhen I receive [play game v]\nset [level v] to [1]\nforever\n broadcast (Reset v) and wait\n broadcast (Setup v) and wait\n Game On\n repeat until <(EXIT) > []>\n Tick\n broadcast (Tick v)\n end\n if <(EXIT) = [win]> then\n start sound [Teleport2 v]\n Game - Win\n else\n Game - Die\n end\nend\n\ndefine Game On\nset [sx v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nset [sy v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nset size to (100) %\nset [ghost v] effect to (0)\nshow\n\ndefine Tick\nif <<key (left arrow v) pressed?> or <<(mouse x) < (x position)> and <mouse down?>>> then\n point in direction (-90)\n change [sx v] by (-2)\nend\nif <<key (right arrow v) pressed?> or <<(mouse x) > (x position)> and <mouse down?>>> then\n point in direction (90)\n change [sx v] by (2)\nend\nset [sx v] to ((sx) * (0.8))\nif <([abs v] of (sx) ) > [0.9]> then\n Change Player x by (round (sx))\nend\nif <<key (up arrow v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>> then\n if <(in air) < [4]> then\n set [sy v] to [16]\n end\nend\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) < [-100]> then\n set [scroll x v] to [-100]\n set [x v] to [-100]\nend\nchange [scroll y v] by (round (((y) - (SCROLL Y)) / (10)))\nif <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\nend\nPosition\nif <(y) < [-180]> then\n set [exit v] to [die]\nend\n\nchange [x v] by (8)\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\nset [sy v] to [16]\n\n\n\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 y) > (y position)> and <mouse down?>>> then\n if <(sx) > [0]> then\n set [sx v] to [-16]\n else\n set [sx v] to [16]\n end\n set [in air v] to [0]\n else\n set [sx v] to [0]\n end\n repeat until <not <touching (platforms v)?>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n Position\n end\nend\n\ndefine Game - Die\nchange [deaths v] by (1)\nset [exit v] to []\nstart sound [Oops v]\nrepeat (3)\n hide\n wait (0.1) seconds\n show\n wait (0.1) seconds\nend\nhide\nwait (0.1) seconds\n\ndefine Test - Die\nif <touching (danger v)?> then\n set [exit v] to [die]\nend\n\nTest - Die\n\nstart sound [Squish Pop v]\n\ndefine Game - Win\nrepeat (50)\n point towards (exit v)\n turn right (65) degrees\n move ((distance to [exit v]) / (2)) steps\n change size by (-1)\n change [ghost v] effect by (2)\nend\nhide\nchange [level v] by (1)\nwait (1) seconds\n\nbroadcast (Play Game v)\n\n@Platforms\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [3] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [80]\n Clone at x: [360] y: [0]\n Clone at x: [-20] y: [310]\n Clone at x: [-360] y: [0]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n else\n if <(LEVEL) = [3]> then\n switch costume to (level 3 1 v)\n Clone at x: [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 else\n if <(LEVEL) = [4]> then\n switch costume to (level 4 1 v)\n switch backdrop to (space 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: [0] y: [200]\n Clone at x: [0] y: [200]\n Clone at x: [0] y: [200]\n Clone at x: [0] y: [300]\n Clone at x: [500] y: [-200]\n else\n if <(LEVEL) = [5]> then\n switch costume to (level 5 1 v)\n end\n end\n end\n end\nend\n\ncreate clone of (_myself_ v)\nchange [x v] by (360)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (360)\nnext costume\n\nrepeat (10)\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n@Collectables\n\nwhen I receive [green flag v]\nhide\n\nshow\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <touching (player v)?> then\n start sound [Coin v]\n change [collected v] by (1)\n if <(COLLECTED) = (COLLECTED MAX)> then\n broadcast (Open Portal v)\n end\n delete this clone\nend\n\nwhen I receive [setup v]\nhide\nset [collected v] to [0]\nset [collected max v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (dot v)\n Clone at x: [119] y: [88]\n Clone at x: [130] y: [-40]\n Clone at x: [170] y: [-40]\n Clone at x: [210] y: [-40]\n Clone at x: [82] y: [70]\n Clone at x: [154] y: [70]\n Clone at x: [1050] y: [318]\n Clone at x: [1095] y: [346]\n Clone at x: [1125] y: [322]\n Clone at x: [1082] y: [453]\n Clone at x: [916] y: [462]\n Clone at x: [718] y: [475]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (dot v)\n Clone at x: [217] y: [23]\n Clone at x: [248] y: [63]\n Clone at x: [290] y: [82]\n Clone at x: [327] y: [59]\n Clone at x: [338] y: [15]\n else\n if <(LEVEL) = [3]> then\n switch costume to (dot v)\n Clone at x: [129] y: [-43]\n Clone at x: [179] y: [-43]\n Clone at x: [229] y: [-43]\n Clone at x: [279] y: [-43]\n Clone at x: [641] y: [-5]\n Clone at x: [758] y: [-8]\n Clone at x: [799] y: [19]\n Clone at x: [837] y: [-8]\n Clone at x: [1012] y: [-22]\n Clone at x: [1012] y: [-22]\n Clone at x: [1044] y: [8]\n Clone at x: [1080] y: [8]\n Clone at x: [1124] y: [-22]\n else\n if <(LEVEL) = [4]> then\n switch costume to (dot v)\n Clone at x: [817] y: [130]\n Clone at x: [255] y: [-41]\n Clone at x: [377] y: [4]\n Clone at x: [665] y: [51]\n Clone at x: [1034] y: [-93]\n Clone at x: [1134] y: [-93]\n Clone at x: [1234] y: [-93]\n Clone at x: [1375] y: [-64]\n Clone at x: [1450] y: [171]\n Clone at x: [1450] y: [293]\n Clone at x: [1450] y: [293]\n Clone at x: [1450] y: [354]\n Clone at x: [1450] y: [518]\n Clone at x: [1506] y: [950]\n Clone at x: [1883] y: [869]\n end\n end\n end\nend\nset [x v] to [-99999]\n\ncreate clone of (_myself_ v)\nchange [x v] by (360)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (360)\nnext costume\n\nrepeat (10)\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\nchange [collected max v] by (1)\ncreate clone of (_myself_ v)\n\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: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [150] y: [300]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n else\n if <(LEVEL) = [3]> then\n switch costume to (level 3 1 v)\n Clone at x: [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 else\n if <(LEVEL) = [4]> then\n switch costume to (level 4 1 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: [0] y: [200]\n Clone at x: [0] y: [200]\n Clone at x: [0] y: [200]\n else\n if <(LEVEL) = [5]> then\n end\n end\n end\n end\nend\n\ncreate clone of (_myself_ v)\nchange [x v] by (360)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (360)\nnext costume\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n@Exit\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nturn right (2) degrees\nif <<(costume [name v]) = [Open]> and <touching (player v)?>> then\n set [exit v] to [win]\nend\n\nwhen I receive [setup v]\nhide\nset [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: [545] y: [445]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (closed v)\n Clone at x: [328] y: [-107]\n else\n if <(LEVEL) = [3]> then\n switch costume to (closed v)\n Clone at x: [1506] y: [-20]\n else\n if <(LEVEL) = [4]> then\n switch costume to (closed v)\n Clone at x: [2277] y: [648]\n else\n set [x v] to [-9999999]\n end\n end\n end\nend\n\ncreate clone of (_myself_ v)\nchange [x v] by (360)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (360)\nnext costume\n\nrepeat (10)\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\n\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nshow\n\nchange [collected max v] by (1)\n\nset [collected max v] to [0]\n\nwhen I receive [open portal v]\nswitch costume to (open v)\n\nchange [collected v] by (1)\ndelete this clone\n\n@Intro\n\nwhen flag clicked\nstart sound [Low Boing v]\nstart sound [TheFatRat - Unity v]\nwait (0) seconds\nhide variable [score v]\nhide variable [showing score v]\nhide variable [your best v]\nhide variable [☁ ☁ world best v]\nswitch backdrop to (backdrop2 v)\nset [brightness v] effect to (0)\npoint in direction (90)\ngo to x: (0) y: (0)\nset size to (5) %\nshow\ngo to [front v] layer\nrepeat (35)\n change [color v] effect by (0.1)\n change size by (((50) - (size)) / (5))\nend\nstart sound [Engine v]\nbroadcast (show v)\nrepeat (10)\n repeat (10)\n change x by (pick random (-10) to (10))\n change y by (pick random (-10) to (10))\n change [color v] effect by (0.4)\n end\n go to x: (0) y: (0)\nend\nset [brightness v] effect to (0)\nhide\n\nwhen I receive [flash v]\nset [brightness v] effect to (-200)\nwait (0.3) seconds\nset [brightness v] effect to (0)\n\nwhen I receive [show v]\nset [thing v] to [1]\nrepeat (30)\n change size by (((110) - (size)) / (5))\n change [color v] effect by ((thing) / (15))\nend\nrepeat (60)\n change [thing v] by ((thing) / (5))\n turn right (thing) degrees\n change size by ((thing) / (15))\n change [ghost v] effect by ((thing) / (15))\n change [color v] effect by ((thing) / (15))\nend\nwait (0.3) seconds\nhide\nbroadcast (Startup Animation v)\nstop all sounds\n\n@Startup Animation\n\nwhen flag clicked\nhide\nforever\n if <key (s v) pressed?> then\n stop all sounds\n hide\n broadcast (Play Game v)\n end\nend\n\nwhen I receive [startup animation v]\nset volume to (150) %\nstart sound [Fade v]\nset voice to (tenor v)::tts\nset language to (en v)::tts\ngo to x: (0) y: (-50)\nswitch costume to (costume 1 v)\nset size to (100) %\nclear graphic effects\ngo to [front v] layer\nshow\nspeak [5 Billion years ago, there was life on Mars. ]::tts\nrepeat (25)\n change [ghost v] effect by (4)\nend\nnext costume\nrepeat (25)\n change [ghost v] effect by (-4)\nend\nspeak [The organism that lived on Mars was SSlime.]::tts\nrepeat (25)\n change [ghost v] effect by (4)\nend\nnext costume\nrepeat (25)\n change [ghost v] effect by (-4)\nend\nspeak [The Slime on Mars discovered Portals.]::tts\nrepeat (25)\n change [ghost v] effect by (4)\nend\nnext costume\nrepeat (25)\n change [ghost v] effect by (-4)\nend\nspeak [Then, they discovered gold!]::tts\nrepeat (25)\n change [ghost v] effect by (4)\nend\nnext costume\nrepeat (25)\n change [ghost v] effect by (-4)\nend\nspeak [They loved GOLD!]::tts\nrepeat (25)\n change [ghost v] effect by (4)\nend\nnext costume\nrepeat (25)\n change [ghost v] effect by (-4)\nend\nspeak [So much that they would stop at nothing to get it. ]::tts\nrepeat (25)\n change [ghost v] effect by (4)\nend\nnext costume\nrepeat (25)\n change [ghost v] effect by (-4)\nend\nspeak [They collected every piece they could find.]::tts\nrepeat (25)\n change [ghost v] effect by (4)\nend\nnext costume\nrepeat (25)\n change [ghost v] effect by (-4)\nend\nspeak [Then, they took a Portal to Teleport somewhere else.]::tts\nrepeat (25)\n change [ghost v] effect by (4)\nend\nnext costume\nrepeat (25)\n change [ghost v] effect by (-4)\nend\nstop all sounds\nset volume to (200) %\nstart sound [Dun Dun Dunnn v]\nspeak [SLIME IN SPACE!]::tts\nhide\nbroadcast (Play Game v)\n\nif <[] > [0.1]> then\n broadcast (Play Game v)\nend\n\nwait (5) seconds\nnext costume\n\nstart sound [Fade v]\n\nwhen [s v] key pressed\nstop [other scripts in sprite v]\nstop all sounds\nbroadcast (Play Game v)\n\n@Thumbnail\n\nwhen flag clicked\nhide\n\nset [ghost v] effect to (0)\ngo to x: (0) y: (0)\ngo to [front v] layer\nshow\n\n | |
Desert Tumble (platformer Entry)[V1.0] | @Stage\n\nwhen flag clicked\nswitch backdrop to (1 v)\n\nwhen I receive [next level v]\nnext backdrop\n\n@pl\n\nwhen flag clicked\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?> 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 (ground v)?> or <touching (lever wall piece v)?>> then\n change y by (1)\n end\n if <<touching (ground v)?> or <touching (lever wall piece v)?>> then\n change y by (1)\n end\n if <<touching (ground v)?> or <touching (lever wall piece v)?>> then\n change y by (1)\n end\n if <<touching (ground v)?> or <touching (lever wall piece v)?>> then\n change y by (1)\n end\n if <<touching (ground v)?> or <touching (lever wall piece v)?>> then\n change y by (-4)\n change x by ((x) * (-1))\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse 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 (ground v)?> or <touching (lever wall piece 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 <(x position) > [222]> then\n go to x: (-217) y: (-20)\n broadcast (NEXT LEVEL v)\n end\n if <touching color (#7bbae3)?> then\n set [y v] to [22]\n end\nend\n\nwhen I receive [next level v]\nchange [level v] by (1)\n\nwhen flag clicked\nset [ghost v] effect to (99)\nforever\n if <<touching (fish v)?> or <<<<touching (moving 1 v)?> or <touching (moving 2 v)?>> or <<touching (moving 3 v)?> or <touching (non moving v)?>>> or <(y position) < [-178]>>> then\n starting pos [-217] [-20]\n change [deaths: v] by (1)\n end\nend\n\nwhen flag clicked\nset [level v] to [0]\nchange [☁ views! v] by (1)\ngo to x: (-217) y: (-20)\n\ndefine starting pos (x) (y)\ngo to x: (x) y: (y)\n\n@ground\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n play sound [06 v] until done\nend\n\nwhen I receive [next level v]\nnext costume\n\n@moving 1\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\n\nwhen backdrop switches to [2 v]\nshow\ngo to x: (205) y: (-81)\ngo to [back v] layer\n\nwhen backdrop switches to [3 v]\nhide\n\nwhen flag clicked\nforever\n switch costume to (costume2 v)\n wait (3) seconds\n repeat (4)\n wait (0.05) seconds\n next costume\n end\n wait (2) seconds\n repeat (4)\n wait (0.05) seconds\n switch costume to ((costume [number v]) - (1))\n end\n switch costume to (costume2 v)\nend\n\n@moving 2\n\nwhen flag clicked\nset size to (100) %\nhide\nswitch costume to (costume1 v)\n\nwhen backdrop switches to [2 v]\nshow\ngo to x: (144) y: (23)\ngo to [back v] layer\n\nwhen backdrop switches to [3 v]\nhide\n\nwhen flag clicked\nwait (1.5) seconds\nforever\n switch costume to (costume2 v)\n wait (3) seconds\n repeat (4)\n wait (0.05) seconds\n next costume\n end\n wait (2) seconds\n repeat (4)\n wait (0.05) seconds\n switch costume to ((costume [number v]) - (1))\n end\n switch costume to (costume2 v)\nend\n\nwhen backdrop switches to [4 v]\nshow\ngo to x: (190) y: (19)\ngo to [back v] layer\n\nwhen backdrop switches to [6 v]\nhide\n\nwhen backdrop switches to [6 v]\nset size to (400) %\nshow\ngo to x: (5) y: (50)\ngo to [back v] layer\n\nwhen backdrop switches to [7 v]\nhide\n\nwhen backdrop switches to [8 v]\nset size to (100) %\nshow\ngo to x: (-81) y: (-50)\ngo to [back v] layer\n\nwhen backdrop switches to [9 v]\nhide\n\n@non moving\n\nwhen flag clicked\nshow\nforever\n switch costume to (backdrop [number v])\n go to [back v] layer\nend\n\n@moving 3\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\n\nwhen backdrop switches to [3 v]\ngo to [back v] layer\ngo to x: (-113) y: (-66)\nshow\n\nwhen flag clicked\nforever\n switch costume to (costume2 v)\n wait (3) seconds\n repeat (4)\n wait (0.05) seconds\n next costume\n end\n wait (2) seconds\n repeat (4)\n wait (0.05) seconds\n switch costume to ((costume [number v]) - (1))\n end\n switch costume to (costume2 v)\nend\n\nwhen backdrop switches to [4 v]\nhide\n\nwhen backdrop switches to [5 v]\nhide\n\n@signs.\n\nwhen flag clicked\nhide\nforever\n if <touching (pl v)?> then\n broadcast (lettering v)\n else\n broadcast (no lettering v)\n switch costume to (costume1 v)\n end\nend\n\nwhen backdrop switches to [1 v]\ngo to [back v] layer\ngo to x: (1) y: (-91)\nshow\n\nwhen flag clicked\nforever\n set [sign x v] to (x position)\n set [sign y v] to (y position)\nend\n\nwhen backdrop switches to [2 v]\nhide\n\nwhen backdrop switches to [13 v]\ngo to [back v] layer\ngo to x: (-135) y: (-76)\nshow\n\nwhen backdrop switches to [13 v]\nhide\n\n@lettering\n\nwhen I receive [lettering v]\nshow\n\nwhen I receive [no lettering v]\nhide\n\nwhen flag clicked\nforever\n switch costume to (backdrop [number v])\n go to [front v] layer\n go to x: (sign x) y: ((sign y) + (60))\nend\n\n@lever wall piece\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [7 v]\ngo to [back v] layer\nposition [0] [0]\nshow\ncostume [1]\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\n\ndefine costume (#)\nswitch costume to (#)\n\nwhen I receive [lever? v]\nrepeat (6)\n wait (0.5) seconds\n costume ((costume [number v]) + (1))\nend\n\n@Sprite1\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [7 v]\ngo to [back v] layer\nshow\nposition [0] [0]\ncostume [1]\nwait until <touching (pl v)?>\nrepeat (5)\n wait (0.05) seconds\n switch costume to ((costume [number v]) + (1))\nend\nbroadcast (lever? v)\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\n\ndefine costume (#)\nswitch costume to (#)\n\nwhen backdrop switches to [8 v]\nhide\n\n@water\n\nwhen flag clicked\nhide\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\n\nwhen backdrop switches to [11 v]\ngo to [back v] layer\nshow\nposition [0] [-80]\nset [y2 v] to (y position)\nforever\n ghost [30]\n set y to (([sin v] of (((timer) * (100)) * (5)) ) + (y2))\n point in direction ((90) - (([cos v] of ((timer) * (100)) ) * (4)))\n set size to (100) %\nend\n\ndefine ghost (ghost)\nset [ghost v] effect to (ghost)\n\nwhen backdrop switches to [14 v]\nhide\n\n@fish\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [11 v]\nshow\ngo to x: (126) y: (-175)\ngo to [back v] layer\nforever\n switch costume to (upwards v)\n wait (pick random (1) to (2.2)) seconds\n repeat (24)\n change y by (10)\n end\n switch costume to (downwards v)\n repeat (22)\n change y by (-10)\n end\n repeat (3)\n create clone of (_myself_ v)\n end\n repeat (2)\n change y by (-10)\n end\nend\n\nwhen I start as a clone\nswitch costume to (splash clone v)\ngo to x: (pick random (115) to (140)) y: (-160)\nshow\nrepeat (6)\n wait (0.05) seconds\n change y by (pick random (2) to (5))\n change x by (3)\nend\ndelete this clone\n\nwhen backdrop switches to [12 v]\nhide\n\n@Sprite2\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [15 v]\nshow\nforever\n go to [front v] layer\nend\n\n@Sprite3\n\nwhen flag clicked\nshow\nforever\n go to (pl v)\n turn right (1) degrees\nend\n\n@thumb\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 | |
Grassland - Platformer (Mobile Friendly) #games | @Stage\n\nwhen flag clicked\nwait (6) seconds\nforever\n play sound [Destroid - Annihilate v] until done\nend\n\nstop [all v]\n\n@TEXT&other\n\nwhen flag clicked\nforever\n go to (ground v)\nend\n\nwhen flag clicked\nhide\nwait (5) seconds\nshow\ngo [backward v] (1) layers\nforever\n switch costume to (LEVEL)\nend\n\n@ground\n\nwhen flag clicked\nhide\nwait (5) 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 (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@player\n\nwhen flag clicked\nhide\nwait (5) seconds\nset size to (15) %\nswitch costume to (costume2 v)\nshow\ngo to x: (-208) y: (-77)\npoint in direction (90)\nset [hp v] to [100]\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 change [hp v] by (-1)\n wait (0.1) seconds\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)\n if <(HP) < [1]> 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 set [hp v] to [50]\n broadcast (dead v)\n end\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@thumbnail\n\nwhen flag clicked\nhide\nwait (4.8) seconds\nclear graphic effects\ngo to [front v] layer\nshow\nwait (2) seconds\nrepeat (10)\n wait (0.11) seconds\n change [ghost v] effect by (10)\nend\n\nclear graphic effects\ngo to [front v] layer\n\n@Intro\n\nwhen flag clicked\npoint in direction (60)\nset size to (0) %\nset [size v] to [0]\nshow\nrepeat (15)\n change size by (size)\n change [size v] by (1)\nend\nrepeat (2)\n set [turn v] to [10]\n repeat (10)\n turn right (turn) degrees\n change [turn v] by (-1)\n end\n set [size v] to [10]\n repeat (10)\n change size by (size)\n change [size v] by (-1)\n end\n set [size v] to [-10]\n repeat (10)\n change size by (size)\n change [size v] by (1)\n end\n set [turn v] to [-10]\n repeat (10)\n turn right (turn) degrees\n change [turn v] by (1)\n end\n set [size v] to [10]\n repeat (10)\n change size by (size)\n change [size v] by (-1)\n end\n set [size v] to [-10]\n repeat (10)\n change size by (size)\n change [size v] by (1)\n end\nend\nset [size v] to [0]\nrepeat (15)\n change size by (size)\n change [size v] by (-1)\nend\nset [size v] to [0]\nhide\nbroadcast (message1 v)\n\nplay sound [Jetta - I'd Love to Change the World \(Matstubs Remix\).mp3 v] until done\n\nwhen I start as a clone\nset [brightness v] effect to (0)\nset [ghost v] effect to (0)\nshow\nrepeat (5)\n change [brightness v] effect by (20)\n change [ghost v] effect by (20)\nend\ndelete this clone\n\nwhen flag clicked\nwait (0) seconds\nrepeat until <(size) = [2]>\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nstart sound [The Pressure v]\nbroadcast (Message 2 v)\n\nplay sound [Dirty Rush & Gregor Es - Brass \(Ali - A Intro Song\) \[Bass Boosted\].mp3 v] until done\n\n@hp\n\n | Welcome to Grassland - Platformer\n\nI know, there are lots of other platformers with same name, but I am not trying to copy anyone. \n\nThis is pretty generic, but I like it so it is good :D\nIf you want something not that generic check out Chernobyl - Platformer https://scratch.mit.edu/projects/379041844\n\nInstructions: Arrow keys on Computer, Tap around on Mobile! Don't touch lava or spikes they hurt you! You will have 100 HP when you start. Lava and Spikes will remoe 10 HP per second and stun you! When you respawn you will only have 50 HP so don't die!\n\nThere are 16 Levels\n\nStory: Help the cube to get to his house!\n\nRemember to love and favorite! \n\nI will make sequel when @sushi10000 (me) hits 1250 followers, so remember to follow me! \n\nCan we get 1000 loves? That would make me happy! Also can we get Trending? (no we cant) \n\nAll levels are 100% Possible. \n\nIntro by @finmister123\n\nMusic: Destroid - Annihilate\n\n###\n#games #clouds #grassland #mobile #friendly #cube #mobilefriendly #platformer #mobileplatformer #follow #love #favorite #sushi #sushi10000 #japan #game #platformergames #toploved #all #trending #featured #curated #yeet #crazy #grassy #adventure #journey #explore #ie #google #popular #best #gamer #scratchland #scratch #ImJustGonnaSpamTheTagsWithGames #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\n#games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games\n#games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games\n#games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games |
mincraft platformer | @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@Minecraft Main Character\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 [start 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\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 (4) to (9))\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\n@Platforms\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (blockgrass v)\n\n@Music becuz I love making useless sprites\n\nwhen I receive [start v]\nstop [other scripts in sprite v]\nstop all sounds\nforever\n play sound [C418 - Moog City - Minecraft Volume Alpha v] until done\nend\n\nwhen I receive [next level v]\nwait (0) seconds\nif <([costume # v] of [platforms v]) = [15]> then\n stop [other scripts in sprite v]\n stop all sounds\n start sound [Goal Cheer v]\n forever\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\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@Sprite2\n\nwhen flag clicked\nshow\nforever\n go to [front v] layer\n go to x: (0) y: (0)\n set [ghost v] effect to (100)\nend\n\n@Sprite3\n\nwhen flag clicked\ngo to x: (0) y: (25)\nset [level v] to [1]\nhide\nwait until <(level) = [10]>\nwait (5) seconds\nif <(level) = [10]> then\n show\n repeat until <not <(level) = [10]>>\n repeat (20)\n change x by (-.5)\n end\n repeat (20)\n change x by (.5)\n end\n end\n hide\nelse\n stop [this script v]\nend\n\nwhen I receive [next level v]\nif <(level) = [11]> then\n hide\nend\n\n@Skip\n\nwhen flag clicked\nforever\n if <<(level) = [10]> and <(deaths) > [2]>> then\n show\n else\n hide\n end\n if <<(level) = [9]> and <(deaths) > [2]>> then\n show\n else\n hide\n end\n if <<(level) = [8]> and <(deaths) > [2]>> then\n show\n else\n hide\n end\n if <<(level) = [7]> and <(deaths) > [2]>> then\n show\n else\n hide\n end\n if <<(level) = [6]> and <(deaths) > [2]>> then\n show\n else\n hide\n end\n if <<(level) = [5]> and <(deaths) > [2]>> then\n show\n else\n hide\n end\n if <<(level) = [4]> and <(deaths) > [2]>> then\n show\n else\n hide\n end\nend\n\nwhen this sprite clicked\nset [deaths v] to [0]\nhide\nbroadcast (Skip v)\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\n | Help Steve find his way through the unknown lands! \n\n< < < How to Play > > >\n<> WASD or Arrow Keys to move!\n<> Run against a wall and hold jump to wall jump! |
Winter Platformer v1.0 | @Stage\n\nwhen flag clicked\nset volume to (10) %\nforever\n play sound [Elektronomia - Sky High \[NCS Release\] v] until done\nend\n\n@Player\n\nwhen flag clicked\nshow\nset [fails: v] to [0]\nset [level number v] to [1]\nset size to (70) %\ngo to x: (-208) y: (-25)\nset [x velocity v] to [0]\nset [y velocity v] to [0]\nforever\n Platform Gravity: [-1] JumpHeight [12] Side Movement [3] Friction [.7] Slope [8]\nend\n\ndefine Platform Gravity: (gravity) JumpHeight (jumpheight) Side Movement (sidemovement) Friction (friction) Slope (slope)\nchange [y velocity v] by (gravity)\nchange y by (Y Velocity)\nif <touching (level v)?> then\n repeat until <not <touching (level v)?>>\n change y by (([abs v] of (Y Velocity) ) / ((Y Velocity) * (-1)))\n end\n set [y velocity v] to (<<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <(([abs v] of (Y Velocity) ) / (Y Velocity)) = [-1]>> * (jumpheight))\nend\nset [x velocity v] to (((X Velocity) + ((<<key (a v) pressed?> or <key (left arrow v) pressed?>> * ((sidemovement) * (-1))) + (<<key (right arrow v) pressed?> or <key (d v) pressed?>> * (sidemovement)))) * (friction))\nchange x by (X Velocity)\nset [slope v] to [0]\nrepeat until <<(Slope) = ((slope) * (-1))> or <not <touching (level v)?>>>\n change y by (1)\n change [slope v] by (-1)\nend\nif <touching (level v)?> then\n change y by (Slope)\n repeat until <not <touching (level v)?>>\n change x by (([abs v] of (X Velocity) ) / ((X Velocity) * (-1)))\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#00a8b6)?> then\n go to x: (-208) y: (-25)\n play sound [Roblox_Death_Sound_-_Sound_Effect_HD\[Youtubetomp3 v] until done\n change [fails: v] by (1)\n end\n if <touching color (#2966ff)?> then\n change [level number v] by (1)\n play sound [Collect v] until done\n wait (1) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <key (r v) pressed?> then\n go to x: (-208) y: (-25)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level Number) = [3]> then\n go to x: (-208) y: (-25)\n wait (1000000) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <(Level Number) = [2]> then\n go to x: (-208) y: (-25)\n wait (100000000000) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <(Level Number) = [4]> then\n go to x: (-208) y: (-25)\n wait (100000000000) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <(Level Number) = [6]> then\n go to x: (-208) y: (-25)\n wait (100000000000) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <(Level Number) = [7]> then\n go to x: (-208) y: (-25)\n wait (100000000000) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <(Level Number) = [10]> then\n go to x: (-208) y: (-25)\n wait (100000000000) seconds\n end\nend\n\n@Level\n\ngo to x: (0) y: (0)\n\nwhen flag clicked\nshow\ngo to [front v] layer\nshow\nforever\n switch costume to (Level Number)\nend\n\ngo to x: (0) y: (0)\n\nset [color v] effect to (0)\n\n@Water\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nshow\nshow\ngo to [front v] layer\ngo to [back v] layer\nforever\n if <(Level Number) = [4]> then\n hide\n end\n if <(Level Number) = [6]> then\n show\n go to x: (2) y: (-25)\n end\n if <(Level Number) = [7]> then\n show\n end\n if <(Level Number) = [8]> then\n hide\n end\n if <(Level Number) = [9]> then\n show\n end\n if <(Level Number) = [10]> then\n show\n go to x: (597) y: (-17)\n go to [back v] layer\n end\n if <(Level Number) = [11]> then\n show\n go to x: (598) y: (-36)\n go to [back v] layer\n end\n if <(Level Number) = [12]> then\n show\n go to x: (-75) y: (-258)\n switch costume to (costume2 v)\n go to [back v] layer\n else\n if <(Level Number) = [13]> then\n show\n go to x: (-4) y: (-252)\n switch costume to (costume2 v)\n go to [back v] layer\n end\n if <(Level Number) = [14]> then\n hide\n end\n end\nend\n\ngo to x: (0) y: (0)\n\n@Portal\n\nwhen flag clicked\nshow\nforever\n if <(Level Number) = [1]> then\n go to x: (212) y: (-55)\n end\n if <(Level Number) = [5]> then\n go to x: (-58) y: (80)\n end\nend\n\nwhen I receive [hide all v]\nhide\n\nwhen flag clicked\ngo to [front v] layer\nshow\nforever\n if <(Level Number) = [1]> then\n if <(Level Number) = [2]> then\n go to x: (-215) y: (61)\n end\n if <(Level Number) = [3]> then\n go to x: (-214) y: (124)\n end\n if <(Level Number) = [6]> then\n go to x: (-214) y: (133)\n end\n if <(Level Number) = [8]> then\n go to x: (211) y: (-121)\n end\n if <(Level Number) = [9]> then\n go to x: (-212) y: (144)\n end\n if <(Level Number) = [10]> then\n go to x: (-44) y: (155)\n end\n if <(Level Number) = [11]> then\n go to x: (-215) y: (49)\n end\n if <(Level Number) = [12]> then\n go to x: (0) y: (0)\n end\n if <(Level Number) = [13]> then\n go to x: (191) y: (-19)\n end\n if <(Level Number) = [14]> then\n hide\n end\nend\n\n@Water2\n\nwhen flag clicked\nclear graphic effects\ngo to [back v] layer\nhide\nswitch costume to (costume1 v)\nforever\n if <(Level Number) = [2]> then\n show\n go to x: (-141) y: (44)\n go to [back v] layer\n else\n if <(Level Number) = [4]> then\n show\n go to [back v] layer\n switch costume to (costume2 v)\n go to x: (141) y: (-99)\n else\n if <(Level Number) = [5]> then\n show\n go to [back v] layer\n switch costume to (costume3 v)\n go to x: (21) y: (-166)\n else\n if <(Level Number) = [9]> then\n show\n go to [back v] layer\n go to x: (125) y: (-80)\n switch costume to (costume3 v)\n else\n if <(Level Number) = [10]> then\n show\n go to x: (-179) y: (46)\n show\n go to [back v] layer\n switch costume to (costume4 v)\n else\n if <(Level Number) = [13]> then\n show\n go to [back v] layer\n switch costume to (costume5 v)\n go to x: (165) y: (-109)\n else\n hide\n end\n end\n end\n end\n end\n end\nend\n\ngo [backward v] (110) layers\n\nwhen flag clicked\nforever\n if <(Level Number) = [3]> then\n hide\n end\n if <(Level Number) = [11]> then\n hide\n end\nend\n\ngo to [front v] layer\n\n@Snow\n\nwhen flag clicked\nhide\nforever\n wait (.1) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\ngo to (random position v)\nshow\nset size to (pick random (30) to (90)) %\ngo [backward v] (23232323) layers\nrepeat until <touching (_edge_ v)?>\n change y by (-1)\nend\nforever\n if <touching (_edge_ v)?> then\n delete this clone\n end\nend\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nclear graphic effects\n\nshow\n\ngo to [front v] layer\n\n@Water3\n\nwhen flag clicked\nhide\ngo to [front v] layer\nforever\n if <(Level Number) = [8]> then\n go to [front v] layer\n show\n end\n if <(Level Number) = [9]> then\n hide\n end\nend\n\n@Water4\n\nwhen flag clicked\nhide\nhide\ngo to [front v] layer\nforever\n if <(Level Number) = [8]> then\n go to [front v] layer\n show\n end\n if <(Level Number) = [9]> then\n hide\n end\nend\n\n@Water5\n\ngo [backward v] (110) layers\n\ngo to x: (21) y: (-166)\n\nwhen flag clicked\nhide\nforever\n if <(Level Number) = [10]> then\n show\n show\n go to x: (87) y: (6)\n go to [back v] layer\n switch costume to (costume4 v)\n else\n hide\n end\nend\n\n@Sprite1\n\nwhen flag clicked\nhide\nforever\n if <(Level Number) = [12]> then\n show\n go to x: (-62) y: (57)\n go to [back v] layer\n else\n hide\n end\nend\n\n | first game\nDOUBLE CLICK THE FLAG OR THE PORTAL WONT APPEAR!!! Use the arrow keys to move around and avoid the (nearly) frozen water. Winter theme . Also go to the portal to advance to the next level. Ice is slippery. You can also press R to restart. |
Minecraft Platformer 3D Edition | @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@Minecraft Main Character\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 [start 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\nbroadcast (platform v)\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 (4) to (9))\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\nset [clone v] to [1]\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 I receive [platform v]\nif <(clone) = [0]> then\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 set [x v] to (x position)\n set [y v] to (y position)\n render\n broadcast (render v)\nend\n\ndefine render\nerase all\nset [brightness v] effect to (-10)\ngo to x: ((x position) - (5)) y: ((y position) + (5))\nrepeat (5)\n change [brightness v] effect by (2)\n stamp\n change y by (pick random (-0.5) to (-1.5))\n change x by (1)\nend\ngo to x: (x) y: (y)\nclear graphic effects\nset size to (200) %\n\n@Platforms\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nswitch costume to (blockgrass v)\n\ndefine render\nset [brightness v] effect to (-20)\ngo to x: (-10) y: (10)\nrepeat (10)\n change [brightness v] effect by (2)\n stamp\n change y by (pick random (-0.8) to (-1.2))\n change x by (1)\nend\nclear graphic effects\nset size to (100) %\ngo to x: (0) y: (0)\n\nwhen I receive [render v]\nrender\nbroadcast (platform v)\n\n@Music becuz I love making useless sprites\n\nwhen I receive [start v]\nstop [other scripts in sprite v]\nstop all sounds\nforever\n play sound [C418 - Moog City - Minecraft Volume Alpha v] until done\nend\n\nwhen I receive [next level v]\nwait (0) seconds\nif <([costume # v] of [platforms v]) = [15]> then\n stop [other scripts in sprite v]\n stop all sounds\n start sound [Goal Cheer v]\n forever\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\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@Sprite2\n\nwhen flag clicked\nshow\nforever\n go to [front v] layer\n go to x: (0) y: (0)\n set [ghost v] effect to (100)\nend\n\n@Sprite3\n\nwhen flag clicked\ngo to x: (0) y: (25)\nset [level v] to [1]\nhide\nwait until <(level) = [10]>\nwait (5) seconds\nif <(level) = [10]> then\n show\n repeat until <not <(level) = [10]>>\n repeat (20)\n change x by (-.5)\n end\n repeat (20)\n change x by (.5)\n end\n end\n hide\nelse\n stop [this script v]\nend\n\nwhen I receive [next level v]\nif <(level) = [11]> then\n hide\nend\n\n@Skip\n\nwhen flag clicked\nforever\n if <<(level) = [10]> and <(deaths) > [4]>> then\n show\n else\n hide\n end\nend\n\nwhen this sprite clicked\nset [deaths v] to [0]\nhide\nbroadcast (Skip v)\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\n@Sprite4\n\ndefine render\nset [brightness v] effect to (-50)\ngo to x: (-10) y: (10)\nrepeat (10)\n change [brightness v] effect by (5)\n stamp\n change y by (pick random (-0.8) to (-1.2))\n change x by (1)\nend\nclear graphic effects\nset size to (100) %\ngo to x: (0) y: (0)\n\nwhen flag clicked\nhide\n\n | Help Steve find his way through the unknown lands! \n\n< < < How to Play > > >\n<> WASD or Arrow Keys to move!\n<> Run against a wall and hold jump to wall jump! |
Caved || A Mobile Platformer | @Stage\n\nwhen flag clicked\nswitch backdrop to (intro v)\n\nwhen I receive [outside v]\nswitch backdrop to (outside v)\n\nwhen I receive [before start v]\nswitch backdrop to (backdrop1 v)\nrepeat (10)\n play sound [Airway v] until done\nend\n\n@Player\n\nwhen flag clicked\nhide\n\ndefine fast\nrepeat (6)\n if <touching (cave hitbox v)?> then\n change y by (1)\n end\nend\n\ndefine xcoll\nrepeat until <not <touching (cave hitbox 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 (cave hitbox v)?>>\n if <(y) > [0]> then\n change y by (-1)\n else\n change y by (1)\n end\nend\n\nwhen I start as a clone\ngo to (player v)\ngo [forward v] (1) layers\nswitch costume to (eye v)\nforever\n point towards (player v)\n move ((distance to [player v]) / (0.7)) steps\n if <<(distance to [player v]) > [3]> and <touching (_edge_ v)?>> then\n hide\n else\n show\n end\nend\n\nwhen I receive [done v]\ngo to (player v)\n\nwhen I receive [ded v]\ngo to (player v)\n\nwhen I receive [before start v]\nshow\ngo to [back v] layer\nswitch costume to (guy v)\ncreate clone of (_myself_ v)\nset [y v] to [0]\nset [x v] to [0]\npoint in direction (90)\ngo to x: (-220) y: (-80)\nset rotation style [left-right v]\nforever\n change [y v] by (-1)\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [x v] by (1)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> 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 (cave hitbox v)?> then\n fast\n if <touching (cave hitbox 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 (cave hitbox 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 <<<(x position) > [240]> or <key (p v) pressed?>> and <not <([costume # v] of [cave hitbox v]) = [18]>>> then\n wait until <not <key (p v) pressed?>>\n broadcast (done v)\n set [x v] to [0]\n set [y v] to [0]\n go to x: (-220) y: (-80)\n end\n if <<<touching (spikes v)?> or <touching (goo v)?>> or <(y position) < [-180]>> then\n broadcast (ded v)\n start sound [Crunch v]\n wait (0) seconds\n set [x v] to [0]\n set [y v] to [0]\n go to x: (-220) y: (-80)\n end\nend\n\n@Player Light\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\nswitch costume to (Clone #)\nforever\n change [size v] by (5)\n go to (player v)\n set size to ((100) + (([cos v] of (size) ) * (10))) %\n set [brightness v] effect to ([sin v] of ((size) * (5)) )\n go to [back v] layer\nend\n\nwhen I receive [outside v]\nhide\n\nwhen I receive [before start v]\nhide\nset [size v] to [0]\nset [clone # v] to [1]\ncreate clone of (_myself_ v)\nset [size v] to [22]\nset [clone # v] to [2]\ncreate clone of (_myself_ v)\nset [size v] to [45]\nset [clone # v] to [3]\ncreate clone of (_myself_ v)\nset [size v] to [67]\nset [clone # v] to [4]\ncreate clone of (_myself_ v)\n\n@Cave Graphics\n\nwhen flag clicked\nhide\n\nwhen I receive [done v]\nnext costume\nif <(costume [number v]) = [18]> then\n broadcast (outside v)\nend\n\nwhen I receive [before start v]\nshow\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\ngo to [back v] layer\ngo [forward v] (1) layers\n\n@Cave Hitbox\n\nwhen flag clicked\nhide\n\nwhen I receive [done v]\nnext costume\n\nwhen I receive [before start v]\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nset [ghost v] effect to (100)\nshow\n\n@Spikes\n\nwhen flag clicked\nhide\n\nwhen I receive [done v]\nnext costume\n\nwhen I receive [before start v]\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\ngo to [back v] layer\nshow\n\n@Goo\n\nwhen flag clicked\nhide\n\nwhen I receive [done v]\nnext costume\n\nwhen I receive [before start v]\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nset [kine v] to [0]\ngo to [back v] layer\nshow\nforever\n change [kine v] by (1)\n set y to ((5) + (([sin v] of ((kine) * (5)) ) * (3)))\nend\n\n@Text\n\nwhen flag clicked\nhide\n\nwhen I receive [done v]\nnext costume\nset size to (50) %\nset [ghost v] effect to (100)\nrepeat until <(round (size)) = [100]>\n change size by (((100) - (size)) / (4))\n change [ghost v] effect by (((0) - (size)) / (4))\nend\n\nwhen I receive [before start v]\nforever\n if <touching (player v)?> then\n set [ghost v] effect to (70)\n else\n set [ghost v] effect to (0)\n end\nend\n\nwhen I receive [before start v]\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nset size to (50) %\nset [ghost v] effect to (100)\nshow\ngo to [front v] layer\nrepeat until <(round (size)) = [100]>\n change size by (((100) - (size)) / (4))\n change [ghost v] effect by (((0) - (size)) / (10))\nend\n\n@Goo Particles\n\nwhen flag clicked\nhide\nwait (1) seconds\nwait until <([costume # v] of [cave hitbox v]) = [4]>\nrepeat until <not <([costume # v] of [cave hitbox v]) = [4]>>\n Particle at (pick random (-60) to (60)) [-160]\n wait (0.1) seconds\nend\nwait until <([costume # v] of [cave hitbox v]) = [6]>\nrepeat until <not <([costume # v] of [cave hitbox v]) = [6]>>\n Particle at (pick random (-30) to (60)) [-160]\n wait (0.1) seconds\nend\nwait until <([costume # v] of [cave hitbox v]) = [11]>\nrepeat until <not <([costume # v] of [cave hitbox v]) = [11]>>\n Particle at (pick random (-50) to (80)) [60]\n wait (0.05) seconds\nend\nwait until <([costume # v] of [cave hitbox v]) = [12]>\nrepeat until <not <([costume # v] of [cave hitbox v]) = [12]>>\n Particle at (pick random (10) to (80)) [-160]\n wait (0.1) seconds\nend\nwait until <([costume # v] of [cave hitbox v]) = [13]>\nrepeat until <not <([costume # v] of [cave hitbox v]) = [13]>>\n Particle at (pick random (-40) to (0)) [-40]\n wait (0.05) seconds\n Particle at (pick random (-240) to (-220)) [90]\n wait (0.05) seconds\nend\n\ndefine Particle at (x) (y)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nset size to (pick random (60) to (80)) %\ngo to [back v] layer\nset [brightness v] effect to (pick random (-40) to (0))\nshow\nrepeat (20)\n change [ghost v] effect by (5)\n if <key (p v) pressed?> then\n delete this clone\n end\nend\ndelete this clone\n\nwhen I receive [done v]\nrepeat (10)\n delete this clone\nend\n\nwhen I start as a clone\nglide (pick random (0.6) to (1)) secs to x: ((x position) + (pick random (-15) to (15))) y: ((y position) + (80))\n\n@Background Particles\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\ngo to [back v] layer\nset [speed v] to (pick random (3) to (5))\nshow\nset size to (pick random (60) to (150)) %\nset [ghost v] effect to (pick random (70) to (90))\ngo to (random position v)\nset x to (260)\npoint in direction (pick random (-60) to (-105))\nrepeat until <<(x position) < [-239]> or <(y position) > [179]>>\n move (speed) steps\n turn right (pick random (-1) to (1.0)) degrees\nend\ndelete this clone\n\nwhen I receive [outside v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [before start v]\nforever\n create clone of (_myself_ v)\n hide\nend\n\n@Skip Button\n\nwhen flag clicked\nhide\n\nwhen I receive [before start v]\nshow\nset size to (100) %\nset [zine v] to [0]\ngo to x: (-180) y: (-155)\nforever\n change [zine v] by (1)\n point in direction ((90) + (([sin v] of ((zine) * (8)) ) * (3)))\n if <touching (mouse-pointer v)?> then\n change size by (((110) - (size)) / (2))\n else\n change size by (((100) - (size)) / (4))\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n repeat until <<not <touching (mouse-pointer v)?>> or <not <mouse down?>>>\n change [zine v] by (1)\n point in direction ((90) + (([sin v] of ((zine) * (5)) ) * (3)))\n change size by (((90) - (size)) / (2))\n end\n set size to (100) %\n wait (0) seconds\n if <<touching (mouse-pointer v)?> and <not <([costume # v] of [stages v]) = [20]>>> then\n broadcast (done v)\n end\n end\n if <([costume # v] of [cave hitbox v]) = [18]> then\n go to x: (4598234759234) y: (32453245234)\n hide\n stop [this script v]\n else\n go to x: (-180) y: (-155)\n show\n end\nend\n\n@Intro\n\nwhen I start as a clone\nif <(introCloneID) = [2]> then\n go to x: (0) y: (10)\n switch costume to (name v)\n set [ghost v] effect to (100)\n set size to (100) %\n go to [front v] layer\n show\n repeat (5)\n change [ghost v] effect by (-20)\n end\n wait (0.5) seconds\n repeat (10)\n wait (0) 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 [Skip v]\nhide\nbroadcast (before start v)\nstop [other scripts in sprite v]\n\nwhen flag clicked\ngo to x: (-240) y: (0)\npoint in direction (-150)\nswitch costume to (icon v)\nset [ghost v] effect to (100)\ngo to [front v] layer\nset size to (30) %\nshow\nstart sound [IntroMusic v]\nset [introvel v] to [30]\nrepeat (15)\n change x by (introVel)\n turn right (introVel) degrees\n change [ghost v] effect by ((introVel) * (-0.5))\n change size by ((introVel) / (6))\n change [introvel v] by (-2)\nend\nset [introcloneid v] to [1]\ncreate clone of (_myself_ v)\nset [introcloneid v] to [2]\ncreate clone of (_myself_ v)\nset [introbounce v] to [0]\nrepeat (15)\n set [introbounce v] to (((introBounce) * (0.7)) + ((80) - (size)))\n change size by (introBounce)\nend\nset size to (80) %\nwait (0.2) seconds\nset [introsine v] to [0]\nrepeat (15)\n point in direction ((90) + (([tan v] of ((introSine) * (8)) ) * (10)))\nend\nset [introsizevel v] to [18]\nrepeat (9)\n change [introsizevel v] by (-2)\n change size by (introSizeVel)\n turn left ((introSizeVel) * (4)) degrees\nend\nrepeat until <(x position) < [0]>\n set x to (([tan v] of ((introSine) * (8)) ) * (20))\n turn right (([tan v] of ((introSine) * (8)) ) * (20)) degrees\nend\nrepeat until <(x position) > [0]>\n set x to (([tan v] of ((introSine) * (8)) ) * (20))\n turn right (((90) - (direction)) / (3)) degrees\nend\nrepeat (9)\n change [introsizevel v] by (-2)\n change size by ((introSizeVel) * (0.8))\n turn left ((introSizeVel) * (4)) degrees\nend\ngo to x: (0) y: (0)\npoint in direction (90)\nwait (0.5) seconds\nset [introcloneid v] to [3]\ncreate clone of (_myself_ v)\nwait (0.9) seconds\nhide\nwait (0.9) seconds\nbroadcast (before start v)\nstop [other scripts in sprite v]\n\nwhen I start as a clone\nif <(introCloneID) = [3]> then\n set [introclonesizevel v] to [30]\n go to x: (0) y: (0)\n set size to (30) %\n go to [front v] layer\n show\n repeat (30)\n switch costume to (sizebypass v)\n change size by (introCloneSizeVel)\n switch costume to (disappeareffect v)\n change [introclonesizevel v] by (-1)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(introCloneID) = [1]> then\n set size to (100) %\n go to [front v] layer\n switch costume to (poof-1 v)\n repeat (9)\n wait (0.05) seconds\n next costume\n end\n delete this clone\nend\n\nwhen flag clicked\nforever\n change [introsine v] by (1)\nend\n\nwhen I start as a clone\nforever\n if <mouse down?> then\n wait until <not <mouse down?>>\n delete this clone\n end\nend\n\n@Thumb\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)\n show\nend\n\n | [Arrow Keys] or [WASD] - Move |
Rainbow | Platformer (Mobile & Multiplayer) | @Stage\n\nwhen flag clicked\nforever\n play sound [Vexento - Forever v] until done\nend\n\n@Player\n\nwhen flag clicked\nhide\nhide variable [level v]\nhide variable [☁ p7 v]\nhide variable [☁ p8 v]\nhide variable [# of letter v]\nhide variable [encoded v]\n\nwhen I receive [begin v]\nshow\nswitch costume to (player v)\nReset\nset [x v] to [0]\nset [y v] to [0]\nforever\n change x by (x)\n change [y v] by (-0.6)\n if <<<[100] < (mouse x)> and <mouse down?>> or <<key (d v) pressed?> or <key (right arrow v) pressed?>>> then\n switch costume to (right v)\n change [x v] by (0.8)\n else\n if <<<(mouse x) < [-100]> and <mouse down?>> or <<key (a v) pressed?> or <key (left arrow v) pressed?>>> then\n switch costume to (left v)\n change [x v] by (-0.8)\n else\n switch costume to (player v)\n end\n end\n set [x v] to ((x) * (0.9))\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (-4)\n if <<<[100] < (mouse y)> and <mouse down?>> or <<key (w v) pressed?> or <key (up arrow v) pressed?>>> then\n if <[0] < (x)> 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 change y by (y)\n if <touching (ground v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n if <touching (ground v)?> then\n if <<<[100] < (mouse y)> and <mouse down?>> or <<key (w v) pressed?> or <key (up arrow v) pressed?>>> then\n set [y v] to [11]\n end\n end\n change y by (1)\n if <key (r v) pressed?> then\n Reset\n end\n if <touching (water v)?> then\n die\n end\n if <[230] < (x position)> then\n broadcast (level v)\n Reset\n end\n if <touching (saws v)?> then\n die\n end\n if <touching (trampoline v)?> then\n broadcast (Bounce v)\n set [y v] to [16]\n end\n if <touching (spikes v)?> then\n die\n end\nend\n\ndefine Reset\ngo to x: (-170) y: (0)\nset [x v] to [0]\nset [y v] to [0]\n\nwhen I receive [begin v]\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nswitch costume to (costume1 v)\nrepeat (16)\n change size by (-5)\n change [color v] effect by (8)\n change [ghost v] effect by (6.25)\nend\ndelete this clone\n\nwhen I receive [level v]\nReset\n\nwhen I receive [reset v]\nReset\n\ndefine die\nbroadcast (die v)\nplay sound [Crunch v] until done\nrepeat (10)\n change [ghost v] effect by (10)\n change size by (-2)\nend\nReset\nset [ghost v] effect to (0)\nset size to (100) %\n\nwhen I receive [talk v]\nif <(level) = [15]> then\n Say [Run to the right and some of the lighter dirt in that wall is fake!] and then wait [1] seconds\n Say (join [So ] (join (username) [, when you leave, remember to go follow Aqury! And if you love and favorite this project, then he will check out your projects as well as making my world even better! And if you remix, then there will be more of this world, so there would be more wonders!])) and then wait [2] seconds\n Stop talking\nend\nif <(level) = [16]> then\n Say [Good job finding the Easter egg!] and then wait [1] seconds\n Say (join [So ] (join (username) [, when you leave, remember to go follow Aqury! And if you love and favorite this project, then he will check out your projects as well as making my world even better! And if you remix, then there will be more of this world, so there would be more wonders!])) and then wait [2] seconds\n Stop talking\nend\n\ndefine Say (text) and then wait (#) seconds\nset [sentence v] to []\nset [letter# v] to [1]\nrepeat (length of (text))\n set [sentence v] to (join (sentence) (letter (letter#) of (text)))\n change [letter# v] by (1)\n say (sentence)\n wait (0.01) seconds\nend\nwait (#) seconds\n\nwhen this sprite clicked\nSay [Hey! That kind of hurt!] and then wait [1] seconds\nSay [\(But it's okay, you didn't know not to smack me\)] and then wait [1] seconds\nSay (join [Hey ] (join (username) (join [, ] [do you know the guy Aqury who made this game?]))) and then wait [1.5] seconds\nSay [He created me and this wonderful world! No Aqury, no me!] and then wait [1] seconds\nSay (join [So ] (join (username) [, when you leave, remember to go follow Aqury! And if you love and favorite this project, then he will check out your projects as well as making my world even better! And if you remix, then there will be more of this world so there would be more wonders!])) and then wait [2] seconds\nSay [Thank you!] and then wait [2] seconds\nStop talking\n\ndefine Stop talking\nsay []\nset [sentence v] to []\nset [letter# v] to [0]\n\nwhen I receive [start v]\nset [max players v] to [10]\nset [my player # v] to [0]\nbroadcast (Setup opponents v) and wait\nbroadcast (Joining... v)\nbroadcast (Join Game v) and wait\nif <(my player #) > [0]> then\n broadcast (Joined! v)\nelse\n broadcast (Game Full v)\nend\nbroadcast (Begin v)\n\ndefine Write (val) to encoded\nset [# of letter v] to [1]\nrepeat (length of (val))\n set [encoded v] to (join (encoded) (item # of (letter (# of letter) of (val)) in [code v]))\n change [# of letter v] by (1)\nend\nset [encoded v] to (join (encoded) [00])\n\nwhen I receive [begin v]\nforever\n if <(my player #) > [0]> then\n send cloud data\n end\nend\n\ndefine Set cloud # (player) to (value)\nif <(player) = [1]> then\n set [☁ p1 v] to (value)\nelse\n if <(player) = [2]> then\n set [☁ p2 v] to (value)\n else\n if <(player) = [3]> then\n set [☁ p3 v] to (value)\n else\n if <(player) = [4]> then\n set [☁ p4 v] to (value)\n else\n if <(player) = [5]> then\n set [☁ p5 v] to (value)\n else\n if <(player) = [6]> then\n set [☁ p6 v] to (value)\n else\n if <(player) = [7]> then\n set [☁ p7 v] to (value)\n else\n if <(player) = [8]> then\n set [☁ p8 v] to (value)\n else\n if <(player) = [9]> then\n set [☁ p9 v] to (value)\n else\n if <(player) = [10]> then\n set [☁ p10 v] to (value)\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine send cloud data\nset [encoded v] to []\nWrite (username) to encoded\nWrite (round ((timer) * (10))) to encoded\nWrite (x position) to encoded\nWrite (y position) to encoded\nWrite (level) to encoded\nSet cloud # (my player #) to (encoded)\n\nwhen [t v] key pressed\nwait (2) seconds\n\n@Sprite1\n\nwhen flag clicked\nshow\ngo to x: (0) y: (-50)\nswitch costume to (costume1 v)\nswitch backdrop to (start screen v)\nset [brightness v] effect to (0)\nset [ghost v] effect to (0)\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (8)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen this sprite clicked\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\nset [ghost v] effect to (0)\nswitch backdrop to (game v)\nbroadcast (Start v)\ndelete this clone\n\nwhen I receive [level v]\nplay sound [Magic Spell v] until done\n\n@Ground\n\nwhen flag clicked\nhide\nset [level v] to [0]\n\nwhen I receive [start v]\nswitch costume to (costume1 v)\nshow\ngo to x: (0) y: (0)\nset [level v] to [1]\n\nwhen I receive [level v]\nnext costume\nchange [level v] by (1)\n\n@Grass\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [start v]\nshow\nswitch costume to (costume1 v)\ngo to [back v] layer\nset [ghost v] effect to (1)\n\nwhen I receive [level v]\nnext costume\nif <(level) = [15]> then\n go to [back v] layer\nend\n\n@Water\n\nwhen flag clicked\nclear graphic effects\nhide\ngo to x: (0) y: (0)\n\nwhen I start as a clone\nshow\nforever\n set [ghost v] effect to (60)\n go to [back v] layer\n set y to ((([sin v] of (((timer) + (Water: me)) * (300)) ) * (8)) - ((Water: me) * (10)))\nend\n\nwhen I receive [start v]\nset [water: me v] to [1]\nswitch costume to (costume1 v)\nrepeat (3)\n create clone of (_myself_ v)\n change y by (-5)\n change [brightness v] effect by (-10)\n change [water: me v] by (1)\nend\n\nwhen I receive [level v]\nnext costume\n\n@Dots\n\nwhen flag clicked\nset size to (30) %\nhide\n\nwhen I start as a clone\nshow\ngo to (player v)\nturn right (pick random (0) to (360)) degrees\nset [ghost v] effect to (5)\nset [color v] effect to (pick random (5) to (80))\nrepeat (15)\n move (5) steps\n change [ghost v] effect by (5)\nend\ndelete this clone\n\nwhen I receive [die v]\nrepeat (10)\n create clone of (_myself_ v)\nend\n\n@htstrflw\n\nwhen flag clicked\nhide\nshow list [follow aqury v]\n\nwhen I receive [start v]\ngo to x: ((Ht+Str+Flw) * (0)) y: (0)\npoint in direction (90)\nwait until <(level) = [15]>\nset [ht+str+flw v] to [0]\nshow\nswitch costume to (costume1 v)\nforever\n change y by (([cos v] of ((Ht+Str+Flw) * (2.1)) ) * (1.4))\n point in direction ((([cos v] of ((Ht+Str+Flw) * (1.4)) ) * (5)) + (90))\n change [ht+str+flw v] by (5)\nend\n\nwhen I receive [start v]\nforever\n if <(level) = [16]> then\n go to x: ((Ht+Str+Flw) * (0)) y: (0)\n show\n switch costume to (costume2 v)\n end\nend\n\nwhen this sprite clicked\nbroadcast (Talk v)\nrepeat (4)\n wait (1) seconds\n hide list [follow aqury v]\n wait (1) seconds\n show list [follow aqury v]\nend\n\n@Skip\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\nforever\n go to x: (-176) y: (-142)\n change y by (([cos v] of ((Tic) * (2.1)) ) * (1.4))\n point in direction ((([cos v] of ((Tic) * (1.4)) ) * (5)) + (90))\n change [tic v] by (10)\nend\n\ngo to x: (-176) y: (-142)\nchange y by (([cos v] of ((Tic) * (2.1)) ) * (1.4))\npoint in direction ((([cos v] of ((Tic) * (1.4)) ) * (5)) + (90))\nchange [tic v] by (10)\n\ngo to x: (-176) y: (-142)\nchange y by (([cos v] of ((Tic) * (2.1)) ) * (1.4))\npoint in direction ((([cos v] of ((Tic) * (1.4)) ) * (5)) + (90))\nchange [tic v] by (1)\n\nwhen this sprite clicked\nif <not <<(level) = [15]> or <(level) = [16]>>> then\n broadcast (level v)\nend\n\n@Reset\n\nwhen I receive [start v]\nshow\nforever\n go to x: (176) y: (-142)\n change y by (([cos v] of ((Tic) * (2.1)) ) * (1.4))\n point in direction ((([cos v] of ((Tic) * (1.4)) ) * (5)) + (90))\n change [tic v] by (10)\nend\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nbroadcast (Reset v)\n\n@Light\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\ngo to [back v] layer\nforever\n show\n go to (player v)\n set size to (120) %\n set [ghost v] effect to (50)\nend\n\n@Shade\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nswitch costume to (costume1 v)\nshow\ngo to x: (0) y: (0)\nset [ghost v] effect to (55)\nforever\n repeat (5)\n wait (0.02) seconds\n change [ghost v] effect by (-1)\n end\n repeat (10)\n wait (0.02) seconds\n change [ghost v] effect by (1)\n end\n repeat (5)\n wait (0.02) seconds\n change [ghost v] effect by (-1)\n end\n go to [back v] layer\nend\n\nwhen I receive [level v]\nnext costume\n\n@Sun\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\ngo to x: (22) y: (22)\nset size to (100) %\nswitch costume to (costume1 v)\ngo to [front v] layer\nforever\n go to [back v] layer\n repeat (50)\n change size by (0.1)\n end\n repeat (50)\n change size by (-0.1)\n end\nend\n\n@Saws\n\nwhen flag clicked\nhide\nset [saw v] to [0]\nforever\n point in direction (([cos v] of ((Saw) * (2)) ) * (50))\n change [saw v] by (8)\nend\n\nwhen I receive [start v]\nhide\nforever\n go to [back v] layer\n if <(level) = [7]> then\n show\n go to x: (38) y: (-105)\n else\n if <(level) = [8]> then\n show\n go to x: (38) y: (-50)\n else\n if <(level) = [9]> then\n show\n go to x: (0) y: (-75)\n else\n if <(level) = [13]> then\n show\n go to x: (0) y: (185)\n else\n hide\n end\n end\n end\n end\nend\n\n@Trampoline\n\nwhen flag clicked\nswitch costume to (1 v)\nhide\n\nwhen I receive [start v]\nforever\n if <(level) = [11]> then\n show\n go to x: (-125) y: (-30)\n else\n if <(level) = [12]> then\n show\n go to x: (0) y: (-65)\n else\n if <(level) = [13]> then\n show\n go to x: (0) y: (-35)\n else\n hide\n end\n end\n end\nend\n\nwhen I receive [bounce v]\nBounce\n\ndefine Bounce\nswitch costume to (1 v)\nrepeat (3)\n wait (0.01) seconds\n next costume\nend\nrepeat (3)\n wait (0.01) seconds\n switch costume to ((costume [number v]) - (1))\nend\n\n@Spikes\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\nswitch costume to (costume1 v)\nforever\n point in direction (90)\n go to x: (0) y: (0)\n go to [back v] layer\nend\n\nwhen I receive [level v]\nnext costume\n\n@Sprite2\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\ngo to x: (20) y: (0)\ngo to [front v] layer\n\n@clouds\n\nwhen I start as a clone\nshow\ngo to [back v] layer\nshow\nswitch costume to (pick random (1) to (2))\nset [x cloud v] to [-1]\nset [ghost v] effect to (pick random (25) to (50))\nset size to (pick random (20) to (99)) %\nset y to (13)\nset x to (345)\nrepeat until <<(x position) = [-98]> or <<(x position) = [-99]> or <(x position) = [-100]>>>\n go to [back v] layer\n change x by (x cloud)\nend\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nforever\n create clone of (_myself_ v)\n wait (pick random (0) to (1)) seconds\nend\n\n@Opponent\n\ndefine Begin decode of (encoded)\nset [encoded v] to (encoded)\nset [# of letter v] to [1]\n\ndefine Value = read from encoded\nset [value v] to []\nforever\n set [idx v] to (join (letter (# of letter) of (encoded)) (letter ((# of letter) + (1)) of (encoded)))\n change [# of letter v] by (2)\n if <(idx) < [1]> then\n stop [this script v]\n end\n set [value v] to (join (Value) (item (idx) of [code v]))\nend\n\ndefine setup players\nset [color v] effect to (90)\nset [ghost v] effect to (0)\nhide\nset [offline v] to [100]\nset [player # v] to [1]\nrepeat ((max players) - (1))\n create clone of (_myself_ v)\n change [player # v] by (1)\nend\n\nwhen I receive [begin v]\nforever\n if <(my player #) = (player #)> then\n set [offline v] to [100]\n hide\n else\n Tick\n end\nend\n\ndefine Value = cloud # (player)\nif <(player) = [1]> then\n set [value v] to (☁ P1)\n set [players online v] to [0]\nelse\n if <(player) = [2]> then\n set [value v] to (☁ P2)\n set [players online v] to [1]\n else\n if <(player) = [3]> then\n set [value v] to (☁ P3)\n set [players online v] to [2]\n else\n if <(player) = [4]> then\n set [value v] to (☁ P4)\n set [players online v] to [3]\n else\n if <(player) = [5]> then\n set [value v] to (☁ P5)\n set [players online v] to [4]\n else\n if <(player) = [6]> then\n set [value v] to (☁ P6)\n set [players online v] to [5]\n else\n if <(player) = [7]> then\n set [value v] to (☁ P7)\n set [players online v] to [6]\n else\n if <(player) = [8]> then\n set [value v] to (☁ P8)\n set [players online v] to [7]\n else\n if <(player) = [9]> then\n set [value v] to (☁ P9)\n set [players online v] to [8]\n else\n if <(player) = [10]> then\n set [value v] to (☁ P10)\n set [players online v] to [9]\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [setup opponents v]\nsetup players\n\ndefine Tick\nValue = cloud # (player #)\nValue = cloud # (player #)\nif <(join [A] (Value)) = (last value)> then\n change [offline v] by (1)\n if <(offline) = [100]> then\n hide\n end\nelse\n set [last value v] to (join [A] (Value))\n if <[99] < (offline)> then\n show\n end\n set [offline v] to [0]\nend\nBegin decode of (Value)\nValue = read from encoded\nthink (join (player #) (join [: ] (Value)))\nValue = read from encoded\nValue = read from encoded\nset x to (Value)\nValue = read from encoded\nset y to (Value)\nValue = read from encoded\nif <(Value) = (level)> then\n show\nelse\n hide\nend\n\nwhen I receive [join game v]\nValue = cloud # (player #)\nset [last value v] to (join [A] (Value))\nwait (3) seconds\nValue = cloud # (player #)\nif <(join [A] (Value)) = (last value)> then\n set [my player # v] to (player #)\nend\n\nwhen flag clicked\nhide variable [☁ p1 v]\nhide variable [encoded v]\nhide variable [value v]\nhide variable [my player # v]\nhide variable [offline v]\nhide variable [last value v]\nhide variable [player # v]\n\n@On/offline\n\nwhen flag clicked\nswitch costume to (blank v)\ngo to x: (0) y: (0)\n\nwhen I receive [joining... v]\nswitch costume to (joining... v)\n\nwhen I receive [game full v]\nswitch costume to (full :\( v)\n\nwhen I receive [joined! v]\nswitch costume to (joined! v)\nwait (1) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\n\n@Leaves\n\nwhen flag clicked\nhide\npoint in direction (90)\nset size to (100) %\nset [ghost v] effect to (0)\n\nwhen I receive [begin v]\nhide\ngo to x: (300) y: (300)\nwait (2) seconds\nforever\n wait (pick random (0.1) to (0.2)) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (pick random (30) to (50))\ngo to x: (pick random (-220) to (220)) y: (180)\npoint in direction (pick random (45) to (-35))\nrepeat until <(y position) < [-180]>\n change y by (-3)\n turn right (2) degrees\nend\nhide\ndelete this clone\n\n@Parallax\n\nwhen I receive [begin v]\nshow\nforever\n go to [back v] layer\n go to x: (([x position v] of [player v]) / (10)) y: (([y position v] of [player v]) / (10))\nend\n\nwhen flag clicked\nhide\n\n | Rainbow | Platformer\n v. 1.08\n Updated with multiplayer! 10 slots!\n\nArrow keys, WASD, or tap the sides of the screen to move. Avoid water, spikes, and saws. Bounce on trampolines. All levels are 100% possible. Level 7 is pretty hard, but it is still possible. 15 levels of fun. I hope this has good graphics :P\nT to show the world total deaths. |
bricks 2 platformer game | @Stage\n\n@tile based game engine\n\ndefine load opponents\ndelete all of [ox v]\ndelete all of [oy v]\ndelete all of [opponents v]\nset [i v] to [0]\ngo to x: ((-240) + ((tile size) / (2))) y: ((-180) + ((tile size) / (2)))\nrepeat (level width)\n set y to ((-180) + ((tile size) / (2)))\n repeat (level height)\n change [i v] by (1)\n if <(item (i) of [level v]) = [a]> then\n add (x position) to [ox v]\n add (y position) to [oy v]\n add [1] to [opponents v]\n end\n if <(item (i) of [level v]) = [b]> then\n add (x position) to [ox v]\n add (y position) to [oy v]\n add [2] to [opponents v]\n end\n change y by (tile size)\n end\n change x by (tile size)\nend\n\nload opponents\n\ndefine run opponents\nswitch costume to (50 v)\nset [i v] to [0]\nrepeat (length of [opponents v])\n change [i v] by (1)\n if <(item (i) of [opponents v]) = [1]> then\n go to x: (item (i) of [ox v]) y: (item (i) of [oy v])\n point towards (sprite1 v)\n move (1) steps\n replace item (i) of [ox v] with (x position)\n replace item (i) of [oy v] with (y position)\n stamp\n else\n if <(item (i) of [opponents v]) = [2]> then\n point in direction (90)\n go to x: (item (i) of [ox v]) y: (item (i) of [oy v])\n change x by (-5)\n set [player tile v] to (((([ceiling v] of ((((x position) - ((tile size) / (2))) + (240)) / (tile size)) ) - (1)) * (level height)) + ([ceiling v] of (((((y position) + (1)) - ((tile size) / (2))) + (180)) / (tile size)) ))\n if <[solid tiles v] contains (item (player tile) of [level v])?> then\n set x to (((([ceiling v] of (((x position) + (240)) / (tile size)) ) * (tile size)) - (240)) - ((tile size) / (2)))\n replace item (i) of [opponents v] with [3]\n end\n replace item (i) of [ox v] with (x position)\n replace item (i) of [oy v] with (y position)\n stamp\n else\n if <(item (i) of [opponents v]) = [3]> then\n point in direction (90)\n go to x: (item (i) of [ox v]) y: (item (i) of [oy v])\n change x by (5)\n set [player tile v] to (((([ceiling v] of ((((x position) - (() - ((tile size) / (2)))) + (240)) / (tile size)) ) - (1)) * (level height)) + ([ceiling v] of (((((y position) + (1)) - ((tile size) / (2))) + (180)) / (tile size)) ))\n if <[solid tiles v] contains (item (player tile) of [level v])?> then\n set x to (((([ceiling v] of (((x position) + (240)) / (tile size)) ) * (tile size)) - (240)) - ((tile size) / (2)))\n replace item (i) of [opponents v] with [2]\n end\n stamp\n replace item (i) of [ox v] with (x position)\n replace item (i) of [oy v] with (y position)\n end\n end\n end\n if <(distance to [sprite1 v]) < (tile size)> then\n set [player x v] to (spawn x)\n set [player y v] to (spawn y)\n load opponents\n end\nend\n\ndefine rejoin (data)\ndelete (all) of [rejoin data v]\nset [rejoin.i v] to [0]\nrepeat ((length of (data)) - (1))\n change [rejoin.i v] by (1)\n if <(letter (rejoin.i) of (data)) = [ ]> then\n add [~] to [rejoin data v]\n else\n add (letter (rejoin.i) of (data)) to [rejoin data v]\n end\nend\nadd [~] to [rejoin data v]\nset [rejoined v] to (rejoin data)\n\nadd [00] to [level v]\nrejoin (level)\nreplace item (level) of [levels v] with (rejoined)\n\ndefine do switches\nset [i v] to [0]\nif <((tic) mod (switch speed)) = [0]> then\n repeat (length of [switch v])\n change [i v] by (1)\n if <(item (item (((i) * (3)) - (2)) of [switch v]) of [solid tiles v]) = [Z]> then\n replace item (item (((i) * (3)) - (2)) of [switch v]) of [solid tiles v] with (item (((i) * (3)) - (1)) of [switch v])\n replace item (item ((i) * (3)) of [switch v]) of [jumpable? v] with (item (((i) * (3)) - (1)) of [switch v])\n else\n replace item (item (((i) * (3)) - (2)) of [switch v]) of [solid tiles v] with [Z]\n replace item (item ((i) * (3)) of [switch v]) of [jumpable? v] with [Z]\n end\n end\nend\n\nset [switch speed v] to [10000]\n\ndefine load level\ndelete (all) of [level v]\nset [separate.i v] to [1]\nrepeat until <(separate.i) > (length of (item (level) of [levels v]))>\n set [separate.join v] to []\n if <(letter (separate.i) of (item (level) of [levels v])) = [~]> then\n change [separate.i v] by (1)\n end\n repeat until <<(letter (separate.i) of (item (level) of [levels v])) = [~]> or <(separate.i) > (length of (item (level) of [levels v]))>>\n if <not <(letter (separate.i) of (item (level) of [levels v])) = [~]>> then\n set [separate.join v] to (join (separate.join) (letter (separate.i) of (item (level) of [levels v])))\n end\n change [separate.i v] by (1)\n end\n if <not <(separate.join) = []>> then\n add (separate.join) to [level v]\n end\nend\n\nrejoin (level)\nadd (rejoined) to [levels v]\n\nwhen I receive [load level v]\nchange [level v] by (1)\ndelete all of [solid tiles v]\ndelete all of [solid type 2 v]\ndelete all of [solid type 3 v]\ndelete all of [solid type 4 v]\ndelete all of [win v]\ndelete all of [solid type 5 v]\ndelete all of [tile set v]\ndelete all of [jumpable? v]\ndelete all of [x push v]\ndelete all of [y push v]\ndelete all of [damage v]\ndelete all of [opponents v]\ndelete all of [switch v]\ndelete all of [air v]\ndelete all of [ox v]\ndelete all of [oy v]\nload level\nset [switch speed v] to [100]\nset [spawn x v] to [-200]\nset [spawn y v] to [-140]\nset [player x v] to [-200]\nset [player y v] to [-140]\nset [player x vel v] to [0]\nset [player y vel v] to [0]\nset [player costume v] to [14]\nset [level height v] to ([ceiling v] of ((360) / (tile size)) )\nset [level width v] to ([ceiling v] of ((480) / (tile size)) )\nset [tile size v] to [24]\nset [tic v] to [0]\ncreate tile type frame label [0] [1] [0] [1] [0] [0] [1] [0] [0] [1]\ncreate tile type frame label [0] [2] [0] [1] [0] [0] [1] [0] [0] [2]\ncreate tile type frame label [0] [3] [0] [1] [0] [0] [1] [0] [0] [3]\ncreate tile type frame label [0] [4] [0] [1] [0] [0] [1] [0] [0] [4]\ncreate tile type frame label [0] [5] [0] [1] [0] [0] [1] [0] [0] [5]\ncreate tile type frame label [3] [0] [0] [1] [0] [0] [.7] [0] [0] [6~7~8~9~]\ncreate tile type frame label [3] [0] [1] [0] [0] [0] [1] [0] [0] [10~11~12~13~]\ncreate tile type frame label [5] [1] [0] [0] [0] [0] [1] [0] [0] [15~16~17~18~19~20~21~22~23~24~25~26~27~28~29~30~31~32~33~34~35~36~37~38~]\ncreate tile type frame label [1] [0] [0] [0] [0] [1] [1] [0] [0] [39~40~41~42~43~44~45~46~]\ncreate tile type frame label [0] [6] [0] [1] [0] [0] [1] [0] [0] [47]\ncreate tile type frame label [0] [0] [0] [0] [0] [0] [1] [0] [0] [51]\ncreate tile type frame label [0] [0] [0] [0] [0] [0] [1] [0] [0] [52]\ncreate tile type frame label [0] [0] [0] [0] [0] [0] [1] [0] [0] [53]\ncreate tile type frame label (switch speed) [1] [0] [0] [0] [0] [1] [0] [1] [55~54~]\nset [player health v] to (max health)\nload opponents\n\ndefine seperate (data)\ndelete (all) of [data v]\nset [separate.i v] to [1]\nrepeat until <(separate.i) > (length of (data))>\n set [separate.join v] to []\n if <(letter (separate.i) of (data)) = [~]> then\n change [separate.i v] by (1)\n end\n repeat until <<(letter (separate.i) of (data)) = [~]> or <(separate.i) > (length of (data))>>\n if <not <(letter (separate.i) of (data)) = [~]>> then\n set [separate.join v] to (join (separate.join) (letter (separate.i) of (data)))\n end\n change [separate.i v] by (1)\n end\n if <not <(separate.join) = []>> then\n add (separate.join) to [data v]\n end\nend\n\ndefine tile (tile)\npoint in direction (90)\nseperate (item (tile) of [tile set v])\nswitch costume to (item ((([floor v] of ((tic) / (item (1) of [data v])) ) mod ((length of [data v]) - (6))) + (7)) of [data v])\nstamp\n\ndefine render\nerase all\nset [i v] to [0]\ngo to x: ((-240) + ((tile size) / (2))) y: ((-180) + ((tile size) / (2)))\nrepeat (level width)\n set y to ((-180) + ((tile size) / (2)))\n repeat (level height)\n change [i v] by (1)\n if <((item (i) of [level v]) * (1)) = [0]> then\n switch costume to (49 v)\n stamp\n else\n tile (item (i) of [level v])\n end\n change y by (tile size)\n end\n change x by (tile size)\nend\nswitch costume to (player costume)\ngo to x: (player x) y: (player y)\nstamp\n\ndefine reset level\ndelete all of [level v]\nrepeat ((level height) * (level width))\n add [0] to [level v]\nend\n\ngo to x: (0) y: (0)\ntile [1]\n\ndefine collision detection\nset [player tile v] to (((([ceiling v] of (((player x) + (240)) / (tile size)) ) - (1)) * (level height)) + ([ceiling v] of (((player y) + (180)) / (tile size)) ))\nif <[spawn set v] contains (item (player tile) of [level v])?> then\n set [spawn x v] to (player x)\n set [spawn y v] to (player y)\nend\nif <[win v] contains (item (player tile) of [level v])?> then\n broadcast (load level v) and wait\nend\nchange [player health v] by (() - (item (item (player tile) of [level v]) of [damage v]))\nchange [player x vel v] by (item (item (player tile) of [level v]) of [x push v])\nchange [player y vel v] by (item (item (player tile) of [level v]) of [y push v])\nif <not <((item (player tile) of [level v]) * (1)) = [0]>> then\n set [player x vel v] to ((player x vel) * (item (item (player tile) of [level v]) of [air v]))\n set [player y vel v] to ((player y vel) * (item (item (player tile) of [level v]) of [air v]))\nend\nchange [player y v] by (player y vel)\nset [player y vel v] to (((player y vel) * (air)) - (gravity))\nif <[jumpable? v] contains (item (player tile) of [level v])?> then\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n if <(player y vel) < [0]> then\n set [player y vel v] to [13]\n change [player y v] by (1)\n ceiling\n end\n end\nend\nset [x vel done? v] to [0]\nif <[1] > (player y vel)> then\n left down\n right down\nend\nchange [player x v] by (player x vel)\nset [player x vel v] to ((player x vel) * (air))\nphys 2\nphys 3\nif <(over head?) = [0]> then\n if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n change [player x vel v] by (-.8)\n end\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n change [player x vel v] by (.8)\n end\nend\nif <(player y vel) > [0]> then\n set [player tile v] to (((([ceiling v] of (((((player x) + (1)) - ((tile size) / (2))) + (240)) / (tile size)) ) - (1)) * (level height)) + ([ceiling v] of ((((player y) - ((tile size) / (2))) + (180)) / (tile size)) ))\n if <[solid tiles v] contains (item ((player tile) + (1)) of [level v])?> then\n set [player y v] to (((([ceiling v] of (((player y) + (180)) / (tile size)) ) * (tile size)) - (180)) - ((tile size) / (2)))\n set [player y vel v] to [0]\n end\n if <[solid type 5 v] contains (item ((player tile) + (1)) of [level v])?> then\n set [player y v] to (((((round (((player y) + (180)) / (tile size))) * (tile size)) - (180)) + (((((player x) + (241)) + ((tile size) / (2))) mod (tile size)) - (1))) - ((tile size) / (2)))\n change [player x vel v] by (.5)\n set [player x vel v] to (hills)\n set [player y vel v] to [0]\n end\n set [player tile v] to (((([ceiling v] of (((((player x) - (1)) - ((tile size) / (2))) + (240)) / (tile size)) ) - (1)) * (level height)) + ([ceiling v] of ((((player y) - ((tile size) / (2))) + (180)) / (tile size)) ))\n if <[solid tiles v] contains (item (((player tile) + (1)) + (level height)) of [level v])?> then\n set [player y v] to (((([ceiling v] of (((player y) + (180)) / (tile size)) ) * (tile size)) - (180)) - ((tile size) / (2)))\n set [player y vel v] to [0]\n end\n if <[solid type 4 v] contains (item (((player tile) + (1)) + (level height)) of [level v])?> then\n set [player y v] to (((((round (((player y) + (180)) / (tile size))) * (tile size)) - (180)) + ((tile size) - (((((player x) + (241)) + ((tile size) / (2))) mod (tile size)) - (1)))) - ((tile size) / (2)))\n change [player x vel v] by (-.5)\n set [player x vel v] to (() - (hills))\n set [player y vel v] to [0]\n if <(((((player x) + (241)) + ((tile size) / (2))) mod (tile size)) - (1)) < [1]> then\n set [player y v] to (((([ceiling v] of (((player y) + (180)) / (tile size)) ) * (tile size)) - (180)) + (() - ((tile size) * (1.5))))\n end\n end\nend\nif <(player x vel) < [0]> then\n set [player tile v] to (((([ceiling v] of ((((player x) - ((tile size) / (2))) + (240)) / (tile size)) ) - (1)) * (level height)) + ([ceiling v] of (((((player y) + (1)) - ((tile size) / (2))) + (180)) / (tile size)) ))\n if <[solid tiles v] contains (item (player tile) of [level v])?> then\n set [player x v] to (((([ceiling v] of (((player x) + (240)) / (tile size)) ) * (tile size)) - (240)) - ((tile size) / (2)))\n set [player x vel v] to [0]\n end\n set [player tile v] to (((([ceiling v] of ((((player x) - ((tile size) / (2))) + (240)) / (tile size)) ) - (1)) * (level height)) + ([ceiling v] of (((((player y) - (1)) - ((tile size) / (2))) + (180)) / (tile size)) ))\n if <[solid tiles v] contains (item ((player tile) + (1)) of [level v])?> then\n set [player x v] to (((([ceiling v] of (((player x) + (240)) / (tile size)) ) * (tile size)) - (240)) - ((tile size) / (2)))\n set [player x vel v] to [0]\n end\nend\nif <[0] < (player x vel)> then\n set [player tile v] to (((([ceiling v] of ((((player x) - ((tile size) / (2))) + (240)) / (tile size)) ) - (1)) * (level height)) + ([ceiling v] of (((((player y) + (1)) - ((tile size) / (2))) + (180)) / (tile size)) ))\n if <[solid tiles v] contains (item ((player tile) + (level height)) of [level v])?> then\n set [player x v] to (((([ceiling v] of (((player x) + (240)) / (tile size)) ) * (tile size)) - (240)) - ((tile size) / (2)))\n set [player x vel v] to [0]\n end\n set [player tile v] to (((([ceiling v] of ((((player x) - ((tile size) / (2))) + (240)) / (tile size)) ) - (1)) * (level height)) + ([ceiling v] of (((((player y) - (1)) - ((tile size) / (2))) + (180)) / (tile size)) ))\n if <[solid tiles v] contains (item (((player tile) + (1)) + (level height)) of [level v])?> then\n set [player x v] to (((([ceiling v] of (((player x) + (240)) / (tile size)) ) * (tile size)) - (240)) - ((tile size) / (2)))\n set [player x vel v] to [0]\n end\nend\n\nset [tile replace v] to [1]\n\ndefine ceiling\n\nwhen [space v] key pressed\n\nask [] and wait\nset [tile replace v] to (answer)\n\nset [gravity v] to [.8]\n\nset [over head? v] to [0]\n\ndefine create tile type frame label (frame) (phisics type) (kills player?) (jump?) (x gravity) (y gravity) (air) (respawn?) (switch) (animation)\nadd (join (join (join (join (frame) [~]) (join (phisics type) [~])) (join (join (kills player?) [~]) (join (jump?) [~]))) (join (join (join (x gravity) [~]) (join (y gravity) [~])) (join (animation) [~]))) to [tile set v]\nadd (x gravity) to [x push v]\nadd (y gravity) to [y push v]\nadd (kills player?) to [damage v]\nadd (air) to [air v]\nif <(respawn?) = [1]> then\n add (length of [tile set v]) to [spawn set v]\nend\nif <(jump?) = [1]> then\n add (length of [tile set v]) to [jumpable? v]\nend\nif <(phisics type) = [1]> then\n add (length of [tile set v]) to [solid tiles v]\nelse\n if <(phisics type) = [2]> then\n add (length of [tile set v]) to [solid type 2 v]\n else\n if <(phisics type) = [3]> then\n add (length of [tile set v]) to [solid type 3 v]\n else\n if <(phisics type) = [4]> then\n add (length of [tile set v]) to [solid type 4 v]\n else\n if <(phisics type) = [5]> then\n add (length of [tile set v]) to [solid type 5 v]\n else\n if <(phisics type) = [6]> then\n add (length of [tile set v]) to [win v]\n end\n end\n end\n end\n end\nend\nif <(switch) = [1]> then\n add (length of [solid tiles v]) to [switch v]\n add (length of [tile set v]) to [switch v]\n add (length of [jumpable? v]) to [switch v]\nend\n\ndefine phys 2\nset [player tile v] to (((([ceiling v] of (((((player x) + (1)) - ((tile size) / (2))) + (240)) / (tile size)) ) - (1)) * (level height)) + ([ceiling v] of ((((player y) - ((tile size) / (2))) + (181)) / (tile size)) ))\nif <[solid type 2 v] contains (item (player tile) of [level v])?> then\n left down\n set [player y v] to (((((round (((player y) + (180)) / (tile size))) * (tile size)) - (180)) + ((tile size) - (((((player x) + (241)) + ((tile size) / (2))) mod (tile size)) - (1)))) - ((tile size) / (2)))\n change [player x vel v] by (hills)\n set [player y vel v] to [0]\n if <not <[solid tiles v] contains (item (((player tile) + (1)) + (level height)) of [level v])?>> then\n if <[jumpable? v] contains (item (player tile) of [level v])?> then\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n set [player y vel v] to [13]\n change [player y v] by (1)\n ceiling\n end\n end\n end\nend\n\ndefine left down\nset [player tile v] to (((([ceiling v] of (((((player x) + (1)) - ((tile size) / (2))) + (240)) / (tile size)) ) - (1)) * (level height)) + ([ceiling v] of ((((player y) - ((tile size) / (2))) + (180)) / (tile size)) ))\nif <[solid tiles v] contains (item (player tile) of [level v])?> then\n set [player y v] to (((([ceiling v] of (((player y) + (180)) / (tile size)) ) * (tile size)) - (180)) - ((tile size) / (2)))\n set [player y vel v] to [0]\n if <not <[solid tiles v] contains (item (((player tile) + (1)) + (level height)) of [level v])?>> then\n if <[jumpable? v] contains (item (player tile) of [level v])?> then\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n set [player y vel v] to [13]\n change [player y v] by (1)\n ceiling\n end\n end\n end\n set [x vel done? v] to [1]\nend\n\ndefine right down\nset [player tile v] to (((([ceiling v] of (((((player x) - (1)) - ((tile size) / (2))) + (240)) / (tile size)) ) - (1)) * (level height)) + ([ceiling v] of ((((player y) - ((tile size) / (2))) + (180)) / (tile size)) ))\nif <[solid tiles v] contains (item ((player tile) + (level height)) of [level v])?> then\n set [player y v] to (((([ceiling v] of (((player y) + (180)) / (tile size)) ) * (tile size)) - (180)) - ((tile size) / (2)))\n set [player y vel v] to [0]\n if <not <[solid tiles v] contains (item (((player tile) + (1)) + (level height)) of [level v])?>> then\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n if <[jumpable? v] contains (item ((player tile) + (level height)) of [level v])?> then\n set [player y vel v] to [13]\n change [player y v] by (1)\n ceiling\n end\n end\n end\nend\n\ndefine phys 3\nset [player tile v] to (((([ceiling v] of (((((player x) - (1)) - ((tile size) / (2))) + (240)) / (tile size)) ) - (1)) * (level height)) + ([ceiling v] of ((((player y) - ((tile size) / (2))) + (181)) / (tile size)) ))\nif <[solid type 3 v] contains (item ((player tile) + (level height)) of [level v])?> then\n right down\n set [player y v] to (((((round (((player y) + (180)) / (tile size))) * (tile size)) - (180)) + (((((player x) + (241)) + ((tile size) / (2))) mod (tile size)) - (1))) - ((tile size) / (2)))\n change [player x vel v] by (() - (hills))\n if <(((((player x) + (241)) + ((tile size) / (2))) mod (tile size)) - (1)) < [1]> then\n set [player y v] to (((([ceiling v] of (((player y) + (180)) / (tile size)) ) * (tile size)) - (180)) + ((tile size) / (2)))\n end\n set [player y vel v] to [0]\n if <not <[solid tiles v] contains (item (((player tile) + (1)) + (level height)) of [level v])?>> then\n if <[jumpable? v] contains (item ((player tile) + (level height)) of [level v])?> then\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n set [player y vel v] to [13]\n change [player y v] by (1)\n ceiling\n end\n end\n end\nend\n\nset [air v] to [.9]\nset [gravity v] to [.8]\nset [hills v] to [.5]\n\nset [hills v] to [.5]\n\nset [hills v] to [0]\n\nset size to (100) %\n\nload opponents\n\ninsert [thing] at (1) of [air v] \n\nset [level v] to [5]\n\nwhen I receive [start v]\nset [level v] to [0]\nbroadcast (load level v) and wait\nforever\n do switches\n change [tic v] by (1)\n if <(edit?) = [1]> then\n set [mouse tile v] to (((([ceiling v] of (((mouse x) + (240)) / (tile size)) ) - (1)) * (level height)) + ([ceiling v] of (((mouse y) + (180)) / (tile size)) ))\n if <mouse down?> then\n replace item (mouse tile) of [level v] with (tile replace)\n end\n end\n collision detection\n if <(player health) < [0]> then\n set [player health v] to (max health)\n set [player x v] to (spawn x)\n set [player y v] to (spawn y)\n end\n render\n run opponents\nend\n\n@Sprite1\n\nwhen flag clicked\nforever\n go to x: (player x) y: (player y)\nend\n\n@intro\n\nwhen flag clicked\nswitch backdrop to (backdrop2 v)\nshow\nset volume to (100) %\ngo to x: (0) y: (0)\nstart sound [rolemu_-_neogauge v]\nswitch costume to (logo v)\nerase all\nset size to (800) %\nwait (1.4) seconds\nrepeat (28)\n change x by (5)\n change y by ((40) / (28))\n set size to (((600) / ((x position) / (2))) + (140)) %\nend\nstamp\nset size to (200) %\nswitch costume to (name v)\ngo to x: (-300) y: (40)\nglide (.5) secs to x: (-20) y: (40)\nstamp\nhide\ngo to x: (10) y: (-200)\nwait (1.1) seconds\nswitch costume to (games v)\nshow\nglide (.5) secs to x: (-20) y: (-10)\nstamp\nwait (2) seconds\nswitch backdrop to (backdrop1 v)\nerase all\nhide\nbroadcast (start v)\n\n@game platformer\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\n | awdwawUse WASD or arrow keys. |
Coffin Dance Platformer | @Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen stage clicked\nnext backdrop\n\nwhen flag clicked\nplay sound [Astronomia \(Coffin Dance synthwaveretro 80s remix\) v] until done\n\n@Sprite1\n\nwhen flag clicked\nshow\nswitch backdrop to (backdrop2 v)\ngo to x: (-204) y: (115)\nset [xv v] to [0]\nset [falling? v] to [0]\nset [yv v] to [0]\nset size to (33) %\nforever\n Physics\nend\n\ndefine Physics\nchange [yv v] by (-1)\nchange y by (Yv)\nchange [falling? v] by (1)\nTouch Ground <(Yv) > [0]>\nif <<key (up arrow v) pressed?> and <(falling?) < [3]>> then\n set [yv v] to [11]\nend\nif <key (left arrow v) pressed?> then\n change [xv v] by (-1.5)\nend\nif <key (right arrow v) pressed?> then\n change [xv v] by (1.5)\nend\nset [xv v] to ((Xv) * (0.85))\nchange x by (Xv)\nset [slope v] to [0]\nrepeat until <<(slope) = [8]> or <not <touching color (#000000)?>>>\n change y by (1)\n change [slope v] by (1)\nend\nif <(slope) = [8]> then\n change x by ((Xv) * (-1))\n change y by ((slope) * (-1))\n if <key (up arrow v) pressed?> then\n if <(Xv) > [0]> then\n set [xv v] to ((-15) * (0.8))\n else\n set [xv v] to ((15) * (0.8))\n end\n set [yv v] to ((15) * (0.8))\n end\nend\nif <touching color (#7fffff)?> then\n if <key (up arrow v) pressed?> then\n set [yv v] to [7]\n else\n set [yv v] to [-1.5]\n end\nend\nif <touching color (#ca00ff)?> then\n set [yv v] to [20]\nend\nif <touching color (#b3a848)?> then\n go to x: (-204) y: (115)\nend\nif <(x position) > [238]> then\n go to x: (-204) y: (115)\n switch backdrop to (next backdrop v)\nend\n\ndefine Touch Ground <up?>\nrepeat until <not <touching color (#000000)?>>\n if <up?> then\n change y by (-1)\n else\n set [falling? v] to [0]\n change y by (1)\n end\n set [yv v] to [0]\nend\n\n@Sprite2\n\nwhen flag clicked\nhide\n\n | Arrow keys to move.\nAvoid coffins.\nHave fuuuuuuuuuuuuuun |
(スマホ対応)トリック屋敷 2/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 [大ジャンプ v]\nstart sound [大ジャンプ v]\n\nwhen [timer v] > (0)\nhide\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) = [16]>\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 <touching color (#00a0a3)?> then\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>> then\n set [速度y v] to [17]\n broadcast (大ジャンプ v)\n else\n set [速度y v] to [13]\n broadcast (大ジャンプ v)\n end\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 receive [死亡 v]\nstart sound [しょげる v]\n\nwhen I receive [ジャンプ v]\nstart sound [ジャンプ 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\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)\n if <(ステージ) = [9]> then\n play sound [男性の悲鳴 v] until done\n end\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ボタンを押すと... ツタは上キー長押しで登れます!\n======================== |
[ SOUND PLATFORMER ] | @Stage\n\nwhen flag clicked\n\nforever\n play sound [Avicii - Levels v] until done\nend\n\n@------------------\n\nwhen flag clicked\nset [sound v] to [0]\ngo to x: (-168) y: (-131)\nerase all\n\nwhen I receive [listen v]\nset [sound v] to [1]\npen up\nerase all\ngo to x: (-168) y: (-131)\nset pen size to (3)\nset pen color to (#4c00a9)\nforever\n if <not <[141] < (x position)>> then\n pen down\n change x by (1.5)\n set y to (((loudness) * (2.5)) - (150))\n end\n if <[141] < (x position)> then\n broadcast (sound end v)\n set [sound v] to [0]\n stop [this script v]\n end\nend\n\nwhen I receive [next v]\npen up\nerase all\n\nwhen flag clicked\n\nforever\n play sound [Avicii - Levels v] until done\nend\n\n@스프라이트 2\n\nwhen flag clicked\nhide\n\n@ch\n\nwhen flag clicked\nshow\nset [level v] to [1]\nhide variable [level v]\nset size to (100) %\ngo to x: (-218) y: (25)\nforever\n set rotation style [left-right v]\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <(sound) = [0]> then\n if <<<key (left arrow v) pressed?> or > or <key (a v) pressed?>> then\n change [xv v] by (-1)\n end\n if <<<key (right arrow v) pressed?> or > or <key (d v) pressed?>> then\n change [xv v] by (1)\n end\n end\n if <<touching color (#4b00a8)?> or <touching color (#4700a9)?>> then\n change y by (1)\n if <<touching color (#4b00a8)?> or <touching color (#4700a9)?>> then\n change y by (1)\n if <<touching color (#4b00a8)?> or <touching color (#4700a9)?>> then\n change y by (1)\n if <<touching color (#4b00a8)?> or <touching color (#4700a9)?>> then\n change y by (1)\n if <<touching color (#4b00a8)?> or <touching color (#4700a9)?>> then\n change y by (1)\n if <<touching color (#4b00a8)?> or <touching color (#4700a9)?>> then\n change x by ((Xv) * (-1))\n change y by (-5)\n if <<<key (up arrow v) pressed?> or > or <key (w v) pressed?>> then\n if <(Xv) > [0]> then\n set [xv v] to [-7]\n else\n set [xv v] to [7]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (-1)\n if <<touching color (#4b00a8)?> or <touching color (#4700a9)?>> then\n if <<<key (up arrow v) pressed?> or > or <key (w v) pressed?>> then\n set [yv v] to [15]\n end\n end\n change y by (1)\n change [yv v] by (-1)\n change y by (Yv)\n if <<touching color (#4b00a8)?> or <touching color (#4700a9)?>> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n hide variable [xv v]\n if <<touching (사.망 v)?> or <touching (스프라이트 6 v)?>> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n set [yv v] to [0]\n set [xv v] to [0]\n go to x: (-218) y: (25)\n set [ghost v] effect to (0)\n end\n \n set [yv v] to [20]\n end\n if <(x position) > [230]> then\n broadcast (NEXT v)\n change [level v] by (1)\n repeat (4)\n change [ghost v] effect by (25)\n end\n set [yv v] to [0]\n set [xv v] to [0]\n go to x: (-218) y: (25)\n set [ghost v] effect to (0)\n end\n if <(y position) < [-170]> then\n go to x: (-218) y: (25)\n end\nend\n\nwhen I receive [listen v]\ngo to x: (-218) y: (25)\n\nwhen flag clicked\nwait (1) seconds\nforever\n if <(LEVEL) = [10]> then\n stop [other scripts in sprite v]\n hide\n end\nend\n\n@땅\n\nwhen flag clicked\nshow\nswitch costume to (모양 1 v)\ngo to x: (0) y: (0)\n\nwhen I receive [next v]\nnext costume\n\nwhen flag clicked\nwait (1) seconds\nforever\n if <(LEVEL) = [10]> then\n stop [other scripts in sprite v]\n hide\n end\nend\n\n@사.망\n\nwhen flag clicked\nshow\ngo to [back v] layer\nswitch costume to (모양 1 v)\ngo to x: (0) y: (0)\nset [ghost v] effect to (30)\n\nwhen I receive [next v]\nnext costume\n\nwhen flag clicked\nwait (1) seconds\nforever\n if <(LEVEL) = [10]> then\n stop [other scripts in sprite v]\n hide\n end\nend\n\n@스프라이트 1\n\nwhen flag clicked\ngo to x: (-204) y: (-76)\nshow\nforever\n if <touching (mouse-pointer v)?> then\n if <mouse down?> then\n broadcast (listen v)\n end\n end\nend\n\n@스프라이트 3\n\nwhen flag clicked\nhide\nwait (1) seconds\nbroadcast (what v)\n\nwhen I receive [sound end v]\nshow\ngo to x: (-203) y: (-139)\nswitch costume to (모양 1 v)\nforever\n if <touching (mouse-pointer v)?> then\n if <mouse down?> then\n wait (0.5) seconds\n broadcast (listen v)\n stop [this script v]\n end\n end\nend\n\nwhen I receive [listen v]\nhide\n\nwhen I receive [next v]\nhide\n\n@스프라이트 4\n\nwhen I receive [what v]\ngo to x: (0) y: (-2)\nshow\nglide (1) secs to x: (-188) y: (-93)\nplay sound [Mouse Click by HunteR4708 Id-256455 v] until done\nwait (0.5) seconds\nhide\n\nwhen flag clicked\nhide\n\n@스프라이트 5\n\nwhen flag clicked\nhide\n\nwhen I receive [listen v]\nshow\n\nwhen I receive [listen v]\nshow\n\nwhen I receive [sound end v]\nhide\n\n@스프라이트 6\n\nwhen flag clicked\nset [level v] to [1]\nhide\nwait (1) seconds\nforever\n if <(LEVEL) = [9]> then\n show\n switch costume to (1 v)\n forever\n repeat (15)\n next costume\n wait (0.1) seconds\n end\n repeat (15)\n switch costume to ((costume [number v]) - (1))\n wait (0.1) seconds\n end\n wait (2) seconds\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(LEVEL) = [10]> then\n hide\n stop [this script v]\n end\nend\n\n@스프라이트 7\n\nwhen flag clicked\nhide\nwait (1) seconds\ngo to x: (0) y: (0)\nforever\n if <(LEVEL) = [10]> then\n start sound [Avicii - Levels v]\n go to [front v] layer\n show\n stop [this script v]\n end\nend\n\n | WASD,arrow keys to move.\n-------------------------------------------------------------------------\nClick record button to record\nClick return button to try again\n-------------------------------------------------------------------------\nWhen the record start, Shout!!!! |
Grassland-a platformer! | @Stage\n\n@Objeto12\n\nwhen flag clicked\nhide\nwait (1) seconds\ngo to x: (36) y: (28)\nwait (3) seconds\ngo to [front v] layer\nshow\nrepeat (30)\n change y by (-30)\nend\nhide\n\n@Objeto14\n\nwhen I receive [now v]\nset [color v] effect to (0)\nshow\nset size to (100) %\nrepeat until <(Level) = [12]>\n repeat (10)\n change size by (2)\n end\n repeat (10)\n change size by (-2)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [12]> then\n wait (0.5) seconds\n set [color v] effect to (-8)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [24]> then\n wait (0.5) seconds\n hide\n end\nend\n\n@Objeto11\n\nwhen I receive [hide v]\nwait (0.1) seconds\nswitch costume to (disfraz2 v)\nwait (2) seconds\nbroadcast (NOW v)\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen flag clicked\ngo [backward v] (3) layers\ngo to [front v] layer\nswitch costume to (disfraz1 v)\nshow\nset [ghost v] effect to (0)\n\n@Objeto10\n\nwhen flag clicked\nshow\nswitch costume to (disfraz2 v)\ngo to x: (0) y: (9999)\nglide (0.5) secs to x: (0) y: (0)\nstart sound [Big Boing v]\nrepeat (12)\n next costume\nend\nwait (3.4) seconds\nhide\nbroadcast (hide v)\n\nwhen flag clicked\nwait (0.1) seconds\ngo to [front v] layer\n\n@Objeto9\n\nwhen flag clicked\nhide\n\nwhen I receive [new world record v]\ngo to x: (-6) y: (-22)\nshow\nwait (3) seconds\nrepeat (10)\n change [ghost v] effect by (25)\nend\nhide\n\n@Objeto7\n\nwhen flag clicked\nhide\nset [ghost v] effect to (100)\n\nwhen I receive [love fav and follow v]\nshow\nrepeat (20)\n change [ghost v] effect by (-5)\nend\n\n@Objeto6\n\nwhen I receive [animation next level v]\nwait (0.5) seconds\nnext costume\n\nwhen flag clicked\nshow\nswitch costume to (disfraz1 v)\n\n@Objeto4\n\nwhen flag clicked\nforever\n turn right (4) degrees\nend\n\nwhen flag clicked\nforever\n change y by (4)\nend\n\nwhen flag clicked\nforever\n if <(y position) > [170]> then\n repeat (10)\n change [ghost v] effect by (25)\n end\n wait (1) seconds\n go to (random position v)\n change y by (-9999)\n set [ghost v] effect to (0)\n end\nend\n\nwhen flag clicked\nhide\nset size to (50) %\nforever\n repeat (20)\n change size by (5)\n end\n repeat (20)\n change size by (-5)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [24]> then\n wait (1) seconds\n show\n end\nend\n\n@Objeto3\n\nwhen flag clicked\nforever\n turn right (4) degrees\nend\n\nwhen flag clicked\nforever\n change y by (1)\nend\n\nwhen flag clicked\nforever\n if <(y position) > [170]> then\n repeat (10)\n change [ghost v] effect by (25)\n end\n wait (3) seconds\n go to (random position v)\n change y by (-9999)\n set [ghost v] effect to (0)\n end\nend\n\nwhen flag clicked\nhide\nset size to (50) %\nforever\n repeat (8)\n change size by (4)\n end\n repeat (8)\n change size by (-4)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [24]> then\n wait (1) seconds\n show\n end\nend\n\n@Objeto2\n\nwhen flag clicked\nforever\n turn right (4) degrees\nend\n\nwhen flag clicked\nforever\n change y by (3)\nend\n\nwhen flag clicked\nforever\n if <(y position) > [170]> then\n repeat (10)\n change [ghost v] effect by (25)\n end\n wait (2) seconds\n go to (random position v)\n change y by (-9999)\n set [ghost v] effect to (0)\n end\nend\n\nwhen flag clicked\nhide\nset size to (50) %\nforever\n repeat (10)\n change size by (10)\n end\n repeat (10)\n change size by (-10)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [24]> then\n wait (1) seconds\n show\n end\nend\n\n@Objeto1\n\nwhen flag clicked\nforever\n turn right (4) degrees\nend\n\nwhen flag clicked\nforever\n change y by (2)\nend\n\nwhen flag clicked\nforever\n if <(y position) > [170]> then\n repeat (10)\n change [ghost v] effect by (25)\n end\n go to (random position v)\n change y by (-9999)\n set [ghost v] effect to (0)\n end\nend\n\nwhen flag clicked\nhide\nset size to (50) %\nforever\n repeat (4)\n change size by (1)\n end\n repeat (4)\n change size by (-1)\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [24]> then\n wait (1) seconds\n show\n end\nend\n\n@lianas\n\nwhen flag clicked\nswitch costume to (disfraz1 v)\nhide\n\nwhen flag clicked\nforever\n if <(Level) = [13]> then\n wait (1) seconds\n go to x: (-174) y: (33)\n show\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [14]> then\n wait (1) seconds\n go to x: (-174) y: (33)\n show\n switch costume to (disfraz2 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [15]> then\n wait (1) seconds\n go to x: (-174) y: (33)\n show\n switch costume to (disfraz3 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [17]> then\n wait (1) seconds\n go to x: (-174) y: (33)\n show\n switch costume to (disfraz4 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [18]> then\n wait (1) seconds\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [20]> then\n wait (1) seconds\n show\n show\n switch costume to (disfraz6 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [21]> then\n wait (1) seconds\n show\n show\n switch costume to (disfraz5 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [22]> then\n wait (1) seconds\n hide\n end\nend\n\n@trampoline2\n\nwhen flag clicked\nhide\nswitch costume to (disfraz1 v)\nforever\n if <touching (player v)?> then\n repeat (6)\n next costume\n end\n switch costume to (disfraz1 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [6]> then\n wait (1) seconds\n show\n go to x: (60) y: (-100)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [7]> then\n wait (1) seconds\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [9]> then\n wait (1) seconds\n go to x: (170) y: (-102)\n show\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [10]> then\n wait (1) seconds\n hide\n end\nend\n\nwhen flag clicked\nhide\n\n@Objeto5\n\nwhen I receive [animation next level v]\ngo to [front v] layer\nshow\ngo to x: (240) y: (26)\nglide (0.3) secs to x: (-240) y: (28)\nwait (1) seconds\nbroadcast (NEXT LEVEL v)\nglide (0.3) secs to x: (240) y: (28)\nhide\n\nwhen flag clicked\nhide\ngo to x: (240) y: (26)\n\n@thumbnail\n\nwhen I receive [now v]\ngo to [front v] layer\nshow\ngo to x: (0) y: (0)\nwait (3) seconds\nrepeat (40)\n change [ghost v] effect by (10)\nend\nhide\n\n@Words\n\nwhen flag clicked\ngo to x: (0) y: (60)\nswitch costume to (disfraz1 v)\n\nnext costume\n\nwhen I receive [next level v]\nnext costume\n\n@levels\n\nwhen flag clicked\nswitch costume to (level1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@trampoline\n\nwhen flag clicked\nhide\nswitch costume to (disfraz1 v)\nforever\n if <touching (player v)?> then\n repeat (6)\n next costume\n end\n switch costume to (disfraz1 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [4]> then\n wait (1) seconds\n show\n go to x: (-80) y: (-100)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [5]> then\n wait (1) seconds\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [6]> then\n wait (1) seconds\n show\n go to x: (-60) y: (-100)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [7]> then\n wait (1) seconds\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [9]> then\n wait (1) seconds\n show\n go to x: (-146) y: (-102)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [10]> then\n wait (1) seconds\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [18]> then\n wait (1) seconds\n go to x: (-130) y: (-115)\n show\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [19]> then\n wait (1) seconds\n hide\n end\nend\n\nwhen flag clicked\nhide\n\n@spikes\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <(Level) = [2]> then\n wait (1) seconds\n go to x: (0) y: (-86)\n switch costume to (disfraz1 v)\n show\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [3]> then\n wait (1) seconds\n go to x: (-50) y: (-86)\n switch costume to (disfraz2 v)\n show\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [3]> then\n wait (1) seconds\n go to x: (-50) y: (-86)\n switch costume to (disfraz3 v)\n show\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [5]> then\n wait (1) seconds\n go to x: (-50) y: (-86)\n switch costume to (disfraz4 v)\n show\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [6]> then\n wait (1) seconds\n go to x: (-50) y: (-86)\n switch costume to (disfraz5 v)\n show\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [7]> then\n wait (1) seconds\n go to x: (-50) y: (-86)\n switch costume to (disfraz6 v)\n show\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [8]> then\n wait (1) seconds\n go to x: (-50) y: (-86)\n switch costume to (disfraz7 v)\n show\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [9]> then\n wait (1) seconds\n go to x: (-50) y: (-86)\n switch costume to (disfraz8 v)\n show\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [10]> then\n wait (1) seconds\n go to x: (-50) y: (-86)\n switch costume to (disfraz9 v)\n show\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [11]> then\n wait (1) seconds\n go to x: (-50) y: (-86)\n switch costume to (disfraz10 v)\n show\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [12]> then\n wait (1) seconds\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [14]> then\n wait (1) seconds\n show\n switch costume to (disfraz11 v)\n go to x: (65) y: (-87)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [15]> then\n wait (1) seconds\n show\n switch costume to (disfraz12 v)\n go to x: (65) y: (-87)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [16]> then\n wait (1) seconds\n show\n switch costume to (disfraz13 v)\n go to x: (65) y: (-87)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [17]> then\n wait (1) seconds\n show\n switch costume to (disfraz14 v)\n go to x: (65) y: (-87)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [18]> then\n wait (1) seconds\n show\n switch costume to (disfraz15 v)\n go to x: (65) y: (-87)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [19]> then\n wait (1) seconds\n show\n switch costume to (disfraz16 v)\n go to x: (65) y: (-87)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [20]> then\n wait (1) seconds\n show\n switch costume to (disfraz17 v)\n go to x: (65) y: (-87)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [21]> then\n wait (1) seconds\n show\n switch costume to (disfraz18 v)\n go to x: (65) y: (-87)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [21]> then\n wait (1) seconds\n show\n switch costume to (disfraz18 v)\n go to x: (65) y: (-87)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [22]> then\n wait (1) seconds\n show\n switch costume to (disfraz19 v)\n go to x: (65) y: (-87)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [23]> then\n wait (1) seconds\n show\n switch costume to (disfraz20 v)\n go to x: (65) y: (-87)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [24]> then\n wait (1) seconds\n hide\n end\nend\n\n@portal 1\n\nwhen flag clicked\nforever\n turn right (1) degrees\nend\n\nwhen flag clicked\nset [level v] to [0]\npoint in direction (90)\ngo to x: (196) y: (-75)\n\nwhen flag clicked\nforever\n if <(Level) = [3]> then\n wait (1) seconds\n go to x: (193) y: (132)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [6]> then\n wait (1) seconds\n go to x: (187) y: (-40)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [7]> then\n wait (1) seconds\n go to x: (-169) y: (129)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [8]> then\n wait (1) seconds\n go to x: (167) y: (142)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [10]> then\n wait (1) seconds\n go to x: (238) y: (135)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [4]> then\n wait (1) seconds\n go to x: (180) y: (132)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [11]> then\n wait (1) seconds\n go to x: (196) y: (-75)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [12]> then\n wait (1) seconds\n go to x: (195) y: (-75)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [15]> then\n wait (1) seconds\n go to x: (191) y: (93)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [17]> then\n wait (1) seconds\n go to x: (196) y: (-75)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [19]> then\n wait (1) seconds\n go to x: (196) y: (-100)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [23]> then\n wait (1) seconds\n go to x: (196) y: (-75)\n end\nend\n\nwhen flag clicked\nswitch costume to (disfraz1 v)\n\nwhen flag clicked\nforever\n if <(Level) = [24]> then\n wait (1) seconds\n switch costume to (disfraz2 v)\n end\nend\n\nwhen flag clicked\nshow\nforever\n if <(Level) = [25]> then\n hide\n end\nend\n\n@Backdrop\n\nwhen flag clicked\nswitch costume to (disfraz1 v)\nshow\ngo to [back v] layer\nforever\n set y to (([y position v] of [player v]) * (-0.5))\n set x to (([x position v] of [player v]) * (-0.07))\nend\n\nwhen flag clicked\nforever\n if <(Level) = [12]> then\n wait (1) seconds\n switch costume to (disfraz3 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [24]> then\n wait (1) seconds\n switch costume to (disfraz4 v)\n end\nend\n\n@Objeto8\n\nwhen flag clicked\nrepeat (10)\n turn left (1) degrees\nend\nrepeat (10)\n turn left (0.5) degrees\nend\nforever\n repeat (25)\n turn right (1) degrees\n end\n repeat (10)\n turn right (0.5) degrees\n end\n repeat (25)\n turn left (1) degrees\n end\n repeat (10)\n turn left (0.5) degrees\n end\nend\n\nwhen flag clicked\nshow\npoint in direction (90)\nset size to (100) %\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (20)\n set size to (120) %\n else\n set size to (100) %\n set [brightness v] effect to (0)\n end\nend\n\nwhen this sprite clicked\nhide\nbroadcast (animation next level v)\nchange [level v] by (1)\nchange [seconds: v] by (100)\nwait (1) seconds\nshow\n\nwhen flag clicked\nforever\n if <(Level) = [25]> then\n wait (0.5) seconds\n hide\n end\nend\n\nchange y by (10)\n\nchange x by (-10)\n\n@Player\n\nwhen flag clicked\nswitch costume to (open eye v)\nforever\n wait (3) seconds\nend\n\nwhen flag clicked\ngo to x: (-202) y: (-90)\nforever\n wait (5) seconds\n repeat (20)\n next costume\n end\nend\n\nwhen flag clicked\nrepeat until <(Level) = [25]>\n if <touching (portal 1 v)?> then\n go to x: (-202) y: (-90)\n change [level v] by (1)\n broadcast (animation next level v)\n repeat (50)\n set [xv v] to [0]\n set [yv v] to [0]\n end\n end\nend\n\nwhen I receive [next level v]\ngo to x: (-210) y: (-90)\n\nwhen flag clicked\nforever\n if <touching (trampoline v)?> then\n set [yv v] to [0]\n change [yv v] by (14)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (trampoline2 v)?> then\n set [yv v] to [0]\n change [yv v] by (14)\n end\nend\n\nwhen flag clicked\nforever\n if <key (r v) pressed?> then\n set [xv v] to [0]\n set [yv v] to [0]\n go to x: (-210) y: (-90)\n end\nend\n\nwhen flag clicked\nset volume to (100) %\nforever\n if <touching (lianas v)?> then\n if <not <key (down arrow v) pressed?>> then\n change [yv v] by (1)\n else\n change [yv v] by (0)\n end\n end\nend\n\nwhen flag clicked\nset [yv v] to [0]\nset [xv v] to [0]\n\nwhen flag clicked\nforever\n if <(Level) = [25]> then\n if <(x position) > [-30]> then\n if <touching (levels v)?> then\n stop [other scripts in sprite v]\n switch costume to (open eye v)\n wait (1) seconds\n repeat (10)\n wait (0.5) seconds\n next costume\n end\n broadcast (puntuation v)\n show variable [☁ world record: v]\n show variable [seconds: v]\n repeat (10)\n change volume by (-10)\n end\n broadcast (Love fav and follow v)\n forever\n end\n end\n end\nend\n\nhide variable [☁ world record: v]\n\nwhen [s v] key pressed\nshow variable [seconds: v]\n\nwhen I receive [puntuation v]\nif <(Seconds:) < (☁ World record:)> then\n broadcast (New world record v)\n set [☁ world record: v] to (Seconds:)\nend\n\nwhen I receive [now v]\nforever\n change [yv v] by (-0.5)\n if <key (right arrow v) pressed?> then\n change [xv v] by (0.7)\n end\n if <key (left arrow v) pressed?> then\n change [xv v] by (-0.7)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching (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 x by (-1)\n change y by (-4)\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 <not <touching color (#003cff)?>> 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 end\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (Yv)\n if <touching (levels v)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching (null v)?> then\n change x by (Change)\n end\n if <touching (levels v)?> then\n if <key (up arrow v) pressed?> then\n if <not <touching color (#003cff)?>> then\n set [yv v] to [10]\n end\n end\n end\n if <touching color (#ff0000)?> then\n go to x: (-200) y: (-80)\n set [xv v] to [0]\n set [yv v] to [0]\n change [deaths v] by (1)\n point in direction (90)\n end\nend\n\nwhen I receive [now v]\nforever\n play sound [TheFatRat - Time Lapse v] until done\nend\n\nwhen I receive [now v]\nrepeat until <(Level) = [25]>\n change [seconds: v] by (0.1)\n wait (0.1) seconds\nend\n\nwhen I receive [now v]\nforever\n if <touching (spikes v)?> then\n create clone of (_myself_ v)\n go to x: (-210) y: (-90)\n end\nend\n\nwhen I start as a clone\nforever\n change y by (10)\nend\n\nwhen I start as a clone\nset [ghost v] effect to (0)\nforever\n change [ghost v] effect by (10)\nend\n\nwhen I start as a clone\nforever\n turn right (15) degrees\nend\n\nwhen I start as a clone\nforever\n if <touching (_edge_ v)?> then\n delete this clone\n end\nend\n\n@Objeto15\n\nwhen flag clicked\nhide\n\nwhen I receive [now v]\nforever\n create clone of (_myself_ v)\n wait (0.1) seconds\nend\n\nwhen I receive [now v]\nforever\n change [color v] effect by (5)\nend\n\nwhen I start as a clone\nforever\n change size by (-2)\n change [ghost v] effect by (3)\nend\n\nwhen I start as a clone\nwait (2) seconds\ndelete this clone\n\nwhen I receive [7 v]\n\nwhen I start as a clone\nshow\ngo to (player v)\n\n | Like this project? Propose to be featured here: https://scratch.mit.edu/studios/4228481/\n--------------------------------Story----------------------------------\nWELCOME TO GRASSLAND, A PLATFORMER.\nThis is a project about a little cube that has to enter in the portal, to return to his home.\n--------------------------Instructions--------------------------------\n-Move with the arrows keys.\n-Don't touch spikes.\n-Go into the portal.\n-Press s to see the seconds.\n-You can wall-jump.\n-You can climb in the vines, hold down key for stop climbing.\n-Jump in trampolines.\n-Have fun. |
White world Platformer | @Stage\n\nwhen flag clicked\nset volume to (50) %\nforever\n play sound [bgm v] until done\nend\n\n@キャラ\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) = [16]>\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 (#98ff8c)?> then\n change y by (1)\n end\n if <touching color (#98ff8c)?> then\n change y by (1)\n end\n if <touching color (#98ff8c)?> then\n change y by (1)\n end\n if <touching color (#98ff8c)?> then\n change y by (1)\n end\n if <touching color (#98ff8c)?> 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 [-9]\n else\n set [速度x v] to [9]\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 (#98ff8c)?> 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 (#98ff8c)?>> or <<<mouse down?> and <(y position) < (mouse y)>> and <touching color (#98ff8c)?>>> 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 (#ff6ce5)?>> 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 (#6bffd8)?> then\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>> then\n set [速度y v] to [17]\n broadcast (大ジャンプ v)\n else\n set [速度y v] to [15]\n broadcast (大ジャンプ v)\n end\n end\nend\nstop [all v]\n\nwhen [timer v] > (0)\nhide\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 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 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@地形\n\nwhen flag clicked\nshow\nforever\n switch costume to (ステージ)\nend\n\n@スプライト1\n\nwhen flag clicked\ngo to [front v] layer\nhide\ngo to x: (0) y: (0)\nforever\n reset timer\nend\n\nwhen [timer v] > (0)\nshow\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 pink, 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。ピンク色に当たると、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======================== |
Google 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 (#000000)?> then\n change y by (1)\n end\n if <touching color (#000000)?> then\n change y by (1)\n end\n if <touching color (#000000)?> then\n change y by (1)\n end\n if <touching color (#000000)?> then\n change y by (1)\n end\n if <touching color (#000000)?> then\n change y by (-4)\n change x by ((x) * (-1))\n if <key (up arrow v) pressed?> then\n set [y v] to [15]\n if <([abs v] of (x) ) = (x)> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n set [x v] to [0]\n end\n end\n change y by (y)\n if <touching color (#000000)?> then\n change y by ((y) - ((y) * (2)))\n set [y v] to [0]\n end\n change y by (-1)\n if <<key (up arrow v) pressed?> and <touching color (#000000)?>> 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\nwhen flag clicked\nswitch costume to (costume1 v)\n\n@Sprite3\n\nwhen flag clicked\nhide\n\n | INSTRUCTIONS\n\nArrow keys to move\nS to skip a level\nR to restart |
1 sprite scrolling platformer | @Stage\n\n@game\n\nwhen flag clicked\nreplace item (3) of [checkpoints v] with [flag1]\nreplace item (6) of [checkpoints v] with [flag1]\nshow\nset [x start v] to [0]\nset [y start v] to [100]\nset [y_less v] to [-300]\nset [change y v] to [0]\nset [camera x v] to [0]\nset [camera y v] to [0]\nset [my x v] to [0]\nset [my y v] to [100]\nforever\n stamp\n player\n reset timer\nend\n\ndefine go to (x) (y)\ngo to x: ((x) - (CAMERA X)) y: ((y) - (CAMERA Y))\n\ndefine player\nswitch costume to (player v)\ngo to (my x) (my y)\nDying?\nsides\ngravity\nDying?\nCAM\ncheckpoints\nBounce\nDying?\n\ndefine gravity\nchange [my y v] by (-1)\ngo to (my x) (my y)\nif <not <touching color (#008eff)?>> then\n change [change y v] by (-1)\nend\nchange [my y v] by (change y)\ngo to (my x) (my y)\nif <(change y) > [0]> then\n if <touching color (#008eff)?> then\n change [my y v] by ((-1.5) * (change y))\n go to (my x) (my y)\n if <not <touching color (#008eff)?>> then\n change [my y v] by ((1.5) * (change y))\n go to (my x) (my y)\n repeat until <not <touching color (#008eff)?>>\n change [my y v] by (-1)\n go to (my x) (my y)\n set [change y v] to [0]\n end\n else\n change [my y v] by ((1.5) * (change y))\n go to (my x) (my y)\n end\n end\nend\ngo to (my x) (my y)\nif <touching color (#008eff)?> then\n set [change y v] to [0]\n repeat until <not <touching color (#008eff)?>>\n go to (my x) (my y)\n change [my y v] by (1)\n end\n if <key (up arrow v) pressed?> then\n set [change y v] to [17]\n end\n set [y_less v] to ((my y) - (300))\nend\nchange [my y v] by (-1)\n\ndefine CAM\nchange [camera x v] by (((my x) - (CAMERA X)) / (10))\nchange [camera y v] by (((my y) - (CAMERA Y)) / (10))\nif <(CAMERA Y) < [0]> then\n set [camera y v] to [0]\nend\nset [camera x v] to ((round ((CAMERA X) * (10))) / (10))\nset [camera y v] to ((round ((CAMERA Y) * (10))) / (10))\n\ndefine sides\nif <key (right arrow v) pressed?> then\n change [change x v] by (1)\nend\nif <key (left arrow v) pressed?> then\n change [change x v] by (-1)\nend\nif <touching color (#ff00fe)?> then\n change [change x v] by (15)\nend\nset [change x v] to ((round ((change x) * (9))) / (10))\nif <([abs v] of (change x) ) > [0.5]> then\n change [my x v] by (change x)\nend\nside collision\n\ndefine side collision\ngo to (my x) (my y)\nif <touching color (#008eff)?> then\n change [my y v] by (1)\n go to (my x) (my y)\n if <touching color (#008eff)?> then\n change [my y v] by (1)\n go to (my x) (my y)\n if <touching color (#008eff)?> then\n change [my y v] by (1)\n go to (my x) (my y)\n if <touching color (#008eff)?> then\n change [my y v] by (1)\n go to (my x) (my y)\n if <touching color (#008eff)?> then\n change [my y v] by (1)\n go to (my x) (my y)\n if <touching color (#008eff)?> then\n change [my y v] by (-5)\n change [my x v] by ((change x) * (-1.5))\n go to (my x) (my y)\n if <key (up arrow v) pressed?> then\n set [change y v] to [15]\n if <(change x) > [0]> then\n set [change x v] to [-7]\n else\n set [change x v] to [7]\n end\n else\n set [change x v] to [0]\n end\n end\n end\n end\n end\n end\nend\n\ndefine Dying?\nif <<touching color (#ff0000)?> or <(my y) < [-80]>> then\n set [change x v] to [0]\n set [change y v] to [0]\n set [camera x v] to (x start)\n set [camera y v] to (y start)\n set [my x v] to (x start)\n set [my y v] to (y start)\nend\n\ndefine stamp\nswitch costume to (1 v)\nerase all\nset [counter v] to [1]\nrepeat ((length of [world v]) / (2))\n set size to (999999) %\n go to (item (counter) of [world v]) (item ((counter) + (1)) of [world v])\n set size to (100) %\n if <<(item (counter) of [world v]) = ((x position) + (CAMERA X))> and <(item ((counter) + (1)) of [world v]) = ((y position) + (CAMERA Y))>> then\n stamp\n end\n change [counter v] by (2)\n next costume\nend\nset [counter v] to [1]\nrepeat ((length of [checkpoints v]) / (3))\n switch costume to (item ((counter) + (2)) of [checkpoints v])\n set size to (999999) %\n go to (item (counter) of [checkpoints v]) (item ((counter) + (1)) of [checkpoints v])\n set size to (100) %\n stamp\n change [counter v] by (3)\nend\n\ndefine Bounce\nif <touching color (#feff00)?> then\n set [change y v] to [25]\nend\n\ndefine checkpoints\nif <touching color (#ffae00)?> then\n if <(my x) < [8000]> then\n replace item (3) of [checkpoints v] with [flag2]\n set [x start v] to [5150]\n set [y start v] to [250]\n else\n replace item (6) of [checkpoints v] with [flag2]\n set [x start v] to [9625]\n set [y start v] to [500]\n end\nend\n\n | Instructions are in the game.\n\nIt is stamped |
WATER PLATFORMER (MOBILE FRIENDLY) | @Stage\n\nwhen flag clicked\nswitch backdrop to (背景1 v)\n\nwhen flag clicked\nforever\n if <(stage) = [0]> then\n set volume to (0) %\n end\n if <(stage) = (pick random (1) to (6))> then\n set volume to (50) %\n end\nend\n\n@スプライト1\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\ngo to [front v] layer\n\nwhen I receive [a v]\nshow\nset [ghost v] effect to (100)\nrepeat (25)\n change [ghost v] effect by (-4)\nend\nbroadcast (メッセージ1 v)\nwait (0.7) seconds\nrepeat (25)\n change [ghost v] effect by (4)\nend\n\n@スプライト2\n\nwhen flag clicked\nset rotation style [left-right v]\ngo to x: (-211) y: (-107)\nset [x v] to [0]\nset [y v] to [0]\nforever\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>> then\n change [x v] by (1)\n point in direction (90)\n end\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [x v] by (-1)\n point in direction (-90)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\nend\n\nwhen flag clicked\n\nwhen flag clicked\nforever\n if <(stage) = [0]> then\n set volume to (0) %\n else\n repeat (100)\n change volume by (0.5)\n end\n forever\n set volume to (50) %\n end\n end\nend\n\nwhen I receive [メッセージ1 v]\nshow\ngo to x: (-211) y: (-107)\nset [変数 v] to [1]\n\nif <touching (スプライト4 v)?> then\n\nwait (1) seconds\n\nwhen flag clicked\nforever\n play sound [Techno v] until done\nend\n\nwhen I receive [start v]\ngo to x: (-211) y: (-107)\nforever\n change [y v] by (-1)\n if <touching (スプライト3 v)?> then\n change y by (1)\n if <touching (スプライト3 v)?> then\n change y by (1)\n if <touching (スプライト3 v)?> then\n change y by (1)\n if <touching (スプライト3 v)?> then\n change y by (1)\n if <touching (スプライト3 v)?> then\n change y by (1)\n if <touching (スプライト3 v)?> then\n change y by (-4)\n change x by ((x) * (-1))\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>> then\n set [y v] to [14]\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3 v)?> then\n change y by ((y) - ((y) * (2)))\n set [y v] to [0]\n end\n change y by (-1)\n if <<<key (up arrow v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>> and <touching (スプライト3 v)?>> then\n set [y v] to [14]\n end\n change y by (1)\nend\n\nwhen I receive [start v]\nforever\n if <touching (スプライト6 v)?> then\n set [x v] to [0]\n set [y v] to [0]\n hide\n set [変数 v] to [0]\n wait (0.1) seconds\n broadcast (a v)\n end\nend\n\nwhen flag clicked\nforever\n if <<touching (スプライト15 v)?> or <<touching (スプライト4 v)?> or <(y position) < [-175]>>> then\n go to x: (-211) y: (-107)\n play sound [Water Drop v] until done\n end\nend\n\nwhen I receive [a v]\ngo to x: (-211) y: (-107)\nplay sound [Water Drop v] until done\n\nwhen flag clicked\nforever\n play sound [Plunge v] until done\n wait (pick random (1) to (3)) seconds\nend\n\nwhen flag clicked\nforever\n play sound [Ripples v] until done\n wait (pick random (1) to (3)) seconds\nend\n\nwhen flag clicked\nforever\n play sound [Rain v] until done\nend\n\n@スプライト3\n\nwhen flag clicked\ngo [backward v] (1) layers\ngo to x: (0) y: (0)\nset [brightness v] effect to (-10)\nswitch costume to (コスチューム1 v)\nset [ghost v] effect to (50)\n\nwhen I receive [メッセージ1 v]\nif <[7] > (stage)> then\n next costume\nend\n\n@スプライト6\n\nwhen flag clicked\nshow\nset size to (60) %\nforever\n if <(stage) = [1]> then\n go to x: (216) y: (-98)\n end\n if <(stage) = [2]> then\n go to x: (220) y: (147)\n end\n if <(stage) = [3]> then\n go to x: (220) y: (-107)\n end\n if <(stage) = [4]> then\n go to x: (221) y: (-94)\n end\n if <(stage) = [5]> then\n go to x: (220) y: (125)\n end\n if <(stage) = [6]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <touching (スプライト2 v)?> then\n broadcast (a v)\n wait (1) seconds\n end\nend\n\n@スプライト4\n\nwhen I receive [メッセージ1 v]\nif <[7] > (stage)> then\n next costume\n change [stage v] by (1)\n wait (1) seconds\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (コスチューム1 v)\nforever\n if <touching (スプライト2 v)?> then\n broadcast (え v)\n end\nend\n\n@スプライト7\n\nwhen flag clicked\nforever\n show\n set [ghost v] effect to (90)\n create clone of (_myself_ v)\n hide\n wait (pick random (0.00001) to (0.0001)) seconds\nend\n\nwhen I start as a clone\nset [ghost v] effect to (90)\nset y to (180)\nset x to (pick random (-240) to (240))\nrepeat until <(y position) < [-170]>\n change y by (-4)\nend\ndelete this clone\n\n@スプライト8\n\nwhen flag clicked\nforever\n show\n set [ghost v] effect to (80)\n create clone of (_myself_ v)\n hide\n wait (pick random (0.00001) to (0.0001)) seconds\nend\n\nwhen I start as a clone\nset [ghost v] effect to (80)\nset y to (180)\nset x to (pick random (-240) to (240))\nrepeat until <(y position) < [-170]>\n change y by (-5)\nend\ndelete this clone\n\n@スプライト9\n\nwhen flag clicked\nforever\n show\n set [ghost v] effect to (70)\n create clone of (_myself_ v)\n hide\n wait (pick random (0.00001) to (0.0001)) seconds\nend\n\nwhen I start as a clone\nset [ghost v] effect to (70)\nset y to (180)\nset x to (pick random (-240) to (240))\nrepeat until <(y position) < [-170]>\n change y by (-7)\nend\ndelete this clone\n\n@スプライト10\n\nwhen flag clicked\nforever\n show\n set [ghost v] effect to (70)\n create clone of (_myself_ v)\n hide\n wait (pick random (0.00001) to (0.0001)) seconds\nend\n\nwhen I start as a clone\nset [ghost v] effect to (70)\nset y to (180)\nset x to (pick random (-240) to (240))\nrepeat until <(y position) < [-170]>\n change y by (-7)\nend\ndelete this clone\n\n@スプライト11\n\nwhen flag clicked\nforever\n show\n set [ghost v] effect to (80)\n create clone of (_myself_ v)\n hide\n wait (pick random (0.00001) to (0.0001)) seconds\nend\n\nwhen I start as a clone\nset [ghost v] effect to (80)\nset y to (180)\nset x to (pick random (-240) to (240))\nrepeat until <(y position) < [-170]>\n change y by (-5)\nend\ndelete this clone\n\n@スクリーンショット (194)\n\nwhen flag clicked\nforever\n if <(stage) = [0]> then\n set volume to (20) %\n end\n if <(stage) = (pick random (1) to (7))> then\n set volume to (0) %\n end\nend\n\nwhen flag clicked\nshow\nset [stage v] to [0]\ngo to x: (0) y: (0)\ngo to [front v] layer\nshow\nforever\n if <<<key (space v) pressed?> or <mouse down?>> and <[0] = (stage)>> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n set [ghost v] effect to (100)\n broadcast (start v)\n end\nend\n\nhide\n\nwhen I receive [start v]\nset [stage v] to [1]\n\nwhen I receive [ッww v]\nshow\nset [stage v] to [0]\ngo to x: (0) y: (0)\ngo to [front v] layer\nshow\nforever\n if <<<key (space v) pressed?> or <mouse down?>> and <[0] = (stage)>> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n broadcast (start v)\n end\nend\n\nwhen flag clicked\nforever\n play sound [Dance Chill Out v] until done\nend\n\n@スプライト5\n\nwhen flag clicked\nset [変数 v] to [1]\nset [ghost v] effect to (90)\ngo [backward v] (1) layers\nforever\n glide (0.01) secs to (スプライト2 v)\n if <(変数) = [1]> then\n show\n else\n hide\n end\nend\n\n@スプライト18\n\nwhen flag clicked\nforever\n show\n set [ghost v] effect to (80)\n create clone of (_myself_ v)\n hide\n wait (pick random (0.00001) to (0.0001)) seconds\nend\n\nwhen I start as a clone\nset [ghost v] effect to (80)\nset y to (180)\nset x to (pick random (-240) to (240))\nrepeat until <(y position) < [-170]>\n change y by (-5)\nend\ndelete this clone\n\n@スプライト19\n\nwhen flag clicked\nforever\n show\n set [ghost v] effect to (80)\n create clone of (_myself_ v)\n hide\n wait (pick random (0.00001) to (0.0001)) seconds\nend\n\nwhen I start as a clone\nset [ghost v] effect to (80)\nset y to (180)\nset x to (pick random (-240) to (240))\nrepeat until <(y position) < [-170]>\n change y by (-5)\nend\ndelete this clone\n\n@スプライト20\n\nwhen flag clicked\nforever\n show\n set [ghost v] effect to (80)\n create clone of (_myself_ v)\n hide\n wait (pick random (0.00001) to (0.0001)) seconds\nend\n\nwhen I start as a clone\nset [ghost v] effect to (80)\nset y to (180)\nset x to (pick random (-240) to (240))\nrepeat until <(y position) < [-170]>\n change y by (-5)\nend\ndelete this clone\n\n@スプライト21\n\nwhen flag clicked\nforever\n show\n set [ghost v] effect to (70)\n create clone of (_myself_ v)\n hide\n wait (pick random (0.00001) to (0.0001)) seconds\nend\n\nwhen I start as a clone\nset [ghost v] effect to (70)\nset y to (180)\nset x to (pick random (-240) to (240))\nrepeat until <(y position) < [-170]>\n change y by (-7)\nend\ndelete this clone\n\n@スプライト22\n\nwhen flag clicked\nforever\n show\n set [ghost v] effect to (80)\n create clone of (_myself_ v)\n hide\n wait (pick random (0.00001) to (0.0001)) seconds\nend\n\nwhen I start as a clone\nset [ghost v] effect to (80)\nset y to (180)\nset x to (pick random (-240) to (240))\nrepeat until <(y position) < [-170]>\n change y by (-5)\nend\ndelete this clone\n\n@スプライト23\n\nwhen flag clicked\nforever\n show\n set [ghost v] effect to (70)\n create clone of (_myself_ v)\n hide\n wait (pick random (0.00001) to (0.0001)) seconds\nend\n\nwhen I start as a clone\nset [ghost v] effect to (70)\nset y to (180)\nset x to (pick random (-240) to (240))\nrepeat until <(y position) < [-170]>\n change y by (-7)\nend\ndelete this clone\n\n@スプライト24\n\nwhen flag clicked\nforever\n show\n set [ghost v] effect to (70)\n create clone of (_myself_ v)\n hide\n wait (pick random (0.00001) to (0.0001)) seconds\nend\n\nwhen I start as a clone\nset [ghost v] effect to (70)\nset y to (180)\nset x to (pick random (-240) to (240))\nrepeat until <(y position) < [-170]>\n change y by (-7)\nend\ndelete this clone\n\n | Jump with ↑ key\n← → key to walk\n※or touch to move |
Polluted - A Platformer - MOBILE FRIENDLY #games | @Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop5 v)\nwait (0.1) seconds\nswitch backdrop to (platform2 v)\n\nwhen I receive [etaztgatatatata v]\nswitch backdrop to (victory v)\nshow variable [deaths: v]\n\nwhen I receive [reeeee v]\nswitch backdrop to (victory v)\n\nwhen [l v] key pressed\nnext backdrop\n\nwhen flag clicked\nshow variable [deaths: v]\nforever\n play sound [Vexento - Pixel Party v] until done\nend\n\n@Hops Dude\n\nwhen I receive [return v]\nif <(backdrop [number v]) = [9]> then\n go to x: (-208) y: (149)\nelse\n switch costume to (right v)\n go to x: (-200) y: (-45)\nend\n\nwhen flag clicked\nset [deaths: v] to [0]\nset [xvel v] to [0]\nswitch costume to (right v)\ngo to x: (-200) y: (-45)\nwait (1.5) seconds\nPhysics\n\ndefine Physics\nforever\n if <touching color (#aa0000)?> then\n broadcast (Return v)\n change [deaths: v] by (1)\n end\n if <(x position) > [235]> then\n broadcast (Return v)\n next backdrop\n end\n if <touching color (#000000)?> then\n change y by (1)\n end\n if <not <touching color (#000000)?>> then\n change y by (-1)\n end\n if <<<mouse down?> and <(mouse x) > [100]>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n switch costume to (right v)\n change [xvel v] by (1)\n if <(Xvel) > [5]> then\n set [xvel v] to [5]\n end\n end\n if <<<mouse down?> and <[-100] > (mouse x)>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n switch costume to (left v)\n change [xvel v] by (-1)\n if <(Xvel) < [-5]> then\n set [xvel v] to [-5]\n end\n end\n if <([abs v] of (Xvel) ) > [.1]> then\n change x by ((Xvel) * (1))\n end\n if <(Xvel) > [0]> then\n change [xvel v] by (-0.5)\n else\n if <(Xvel) < [0]> then\n change [xvel v] by (0.5)\n end\n end\n change [yvel v] by (-1)\n change y by (Yvel)\n if <touching color (#000000)?> then\n change y by ((0) - (Yvel))\n set [yvel v] to [1]\n end\n if <touching color (#000000)?> then\n if <<<(mouse y) > [20]> and <mouse down?>> or <<key (space v) pressed?> or <<key (w v) pressed?> or <key (up arrow v) pressed?>>>> then\n change [yvel v] by (15)\n end\n end\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n Wall detection\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#a700ff)?> then\n broadcast (Etaztgatatatata v) and wait\n end\nend\n\nwhen flag clicked\nif <(x position) = [-9]> then\n broadcast (YEEEEEE v)\nend\n\ngo to x: (0) y: (0)\n\nwhen flag clicked\nforever\n if <<<key (y v) pressed?> and <key (e v) pressed?>> and <key (t v) pressed?>> then\n broadcast (REEEEE v)\n end\nend\n\ndefine Wall detection\nchange y by (-5)\nchange x by ((Xvel) * (-1.7))\nif <([abs v] of (Xvel) ) > [.2]> then\n if <(Xvel) > [0]> then\n set [xvel v] to [-6]\n else\n set [xvel v] to [6]\n end\n set [yvel v] to [14]\nelse\n if <(Xvel) < [-.2]> then\n set [yvel v] to [-3]\n set [xvel v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n hide variable [deaths: v]\nend\n\n@Sprite1\n\nwhen flag clicked\nshow\ngo to [front v] layer\nrepeat (10)\n change [ghost v] effect by (5)\n wait (0.1) seconds\nend\nhide\n\nshow\n\n | NEW PROJECT: https://scratch.mit.edu/projects/396578522/\n |
Pixel Jump: Lost in Space|| A Platformer | @Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [building v]\nnext backdrop\n\nwhen I receive [rocket v]\nnext backdrop\n\n@play\n\nwhen this sprite clicked\nbroadcast (start game v)\nchange [level v] by (1)\n\nwhen flag clicked\nshow\ngo to x: (14) y: (34)\nforever\n if <touching (mouse-pointer v)?> then\n set size to (110) %\n else\n set size to (100) %\n end\nend\n\nwhen I receive [start game v]\nhide\n\n@Arrow right2\n\nwhen this sprite clicked\nbroadcast (left v)\nwait (.5) seconds\n\nwhen I receive [start game v]\nhide\n\nwhen flag clicked\ngo [backward v] (1) layers\ngo to x: (-55) y: (-61)\nshow\n\n@Arrow right\n\nwhen this sprite clicked\nbroadcast (right v)\nwait (.5) seconds\n\nwhen I receive [start game v]\nhide\n\nwhen flag clicked\ngo [backward v] (1) layers\ngo to x: (49) y: (-61)\nshow\n\n@Logo\n\nwhen I receive [fade v]\nforever\n change [ghost v] effect by (5)\nend\n\nstop [other scripts in sprite v]\n\npoint in direction (90)\n\nwhen flag clicked\nshow\nwait (7) seconds\nbroadcast (start screen v)\nhide\nforever\n play sound [159 Xenogenesis v] until done\nend\n\nwhen flag clicked\nplay sound [TheFatRat - Jackpot \(Jackpot EP Track 1\).mp3 v] until done\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [sine v] to [0]\npoint in direction (90)\nforever\n change [sine v] by (7.5)\n point in direction ((([sin v] of (sine) ) * (15)) + (90))\n set size to ((([sin v] of ((sine) * (2)) ) * (25)) + (100)) %\nend\n\nwhen I receive [cutscene v]\nstop [other scripts in sprite v]\n\n@Player\n\nwhen flag clicked\nshow\nset [level v] to [1]\ngo to [back v] layer\nswitch costume to (costume1 v)\ngo to x: (0) y: (-60)\nset size to (500) %\nforever\n if <touching (danger v)?> then\n go to x: (-198) y: (-116)\n end\nend\n\nwhen I receive [right v]\nnext costume\n\nwhen I receive [left v]\nswitch costume to ((costume [number v]) - (1))\n\nwhen I receive [start game v]\nshow\ngo to x: (-198) y: (-116)\nset size to (400) %\nforever\n go to [front v] layer\n if <key (left arrow v) pressed?> then\n change [xvel v] by (-1.2)\n end\n if <key (right arrow v) pressed?> then\n change [xvel v] by (1.2)\n end\n set [xvel v] to ((Xvel) * (0.9))\n change x by (Xvel)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change x by ((Xvel) * (-1))\n change y by (-7)\n if <key (up arrow v) pressed?> then\n if <(Xvel) > [0]> then\n set [xvel v] to [-5]\n else\n set [xvel v] to [5]\n end\n set [yvel v] to [10]\n else\n set [xvel v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n end\n change [yvel v] by (-1)\n change y by (Yvel)\n if <touching (ground v)?> then\n change y by ((Yvel) * (-1))\n set [yvel v] to [0]\n end\n change y by (-1)\n if <touching (ground v)?> then\n if <key (up arrow v) pressed?> then\n set [yvel v] to [15]\n end\n end\n change y by (1)\nend\n\nwhen I receive [next level v]\ngo to x: (-198) y: (-116)\nchange [level v] by (1)\n\nwhen I receive [player died v]\ngo to x: (-198) y: (-116)\nbroadcast (boss fight v)\n\nwhen I receive [cutscene v]\nhide\n\n@Words\n\nwhen flag clicked\ngo to [front v] layer\nset [ghost v] effect to (0)\nhide\nwait (3) seconds\nset [x v] to [30]\nshow\ngo to x: (300) y: (0)\nrepeat until <(x position) = [0]>\n set [x v] to ((x) / (1.1))\n change x by ((0) - (x))\nend\n\nwhen flag clicked\nwait (5) seconds\nbroadcast (Fade v)\nforever\n change [ghost v] effect by (5)\nend\n\nwhen I receive [start screen v]\nhide\n\n@Back\n\nwhen flag clicked\nshow\n\nwhen I receive [start screen v]\nhide\n\n@Ground\n\nwhen flag clicked\nshow\ngo to [back v] layer\ngo to x: (0) y: (0)\nforever\n switch costume to (level)\nend\n\nwhen flag clicked\nwait until <(costume [number v]) = [8]>\nbroadcast (building v)\n\nwhen flag clicked\nwait until <(costume [number v]) = [12]>\nbroadcast (Rocket v)\n\nwhen flag clicked\nwait until <(costume [number v]) = [12]>\nbroadcast (Rocket v)\n\nwhen flag clicked\nwait until <(costume [number v]) = [13]>\nbroadcast (Cutscene v)\n\n@Title\n\nwhen flag clicked\ngo to x: (0) y: (28)\nshow\n\nwhen I receive [start game v]\nhide\n\n@3\n\nwhen flag clicked\nshow\ngo to [back v] layer\n\nwhen I receive [start game v]\nhide\n\n@Next\n\nwhen flag clicked\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\nforever\n if <touching (player v)?> then\n broadcast (next level v)\n wait (1) seconds\n end\nend\n\n@Danger\n\nwhen flag clicked\nforever\n switch costume to (level)\nend\n\n@Cut Scene\n\nwhen I receive [cutscene v]\ngo to [front v] layer\nshow\nstop all sounds\nset [brightness v] effect to (0)\nswitch costume to (costume2 v)\nrepeat (28)\n wait (.01) seconds\n next costume\nend\nplay sound [recording3 v] until done\nwait (2) seconds\nnext costume\nspeak [Launching in ]::tts\nspeak [3]::tts\nwait (1) seconds\nspeak [2]::tts\nwait (1) seconds\nspeak [1]::tts\nnext costume\nrepeat (10)\n change [brightness v] effect by (10)\n wait (.1) seconds\nend\nwait (1) seconds\nnext costume\nclear graphic effects\nrepeat (8)\n wait (.1) seconds\n next costume\nend\nnext costume\nplay sound [recording2 v] until done\nwait (1) seconds\nplay sound [recording4 v] until done\nwait (1) seconds\nplay sound [recording1 v] until done\nwait (1) seconds\nplay sound [recording5 v] until done\nwait (.5) seconds\nplay sound [recording6 v] until done\nnext costume\nrepeat (5)\n wait (.1) seconds\n next costume\nend\nplay sound [recording7 v] until done\nwait (.5) seconds\nrepeat (10)\n change [brightness v] effect by (10)\n wait (.1) seconds\nend\nnext costume\nwait (2) seconds\nclear graphic effects\n\nwhen flag clicked\nhide\n\n@Thumnail.\n\nwhen flag clicked\nhide\n\n | Green flag like 8 times. If you spawn above words restart project. Im sorry it does that. |
lite a platformer v2.0 | @Stage\n\nwhen flag clicked\nforever\n play sound [Alan Walker - Faded \(Instrumental Version\) v] until done\nend\n\nwhen backdrop switches to [level1 v]\n\n@Sprite1\n\nwhen flag clicked\ngo to x: (-207) y: (60)\nswitch costume to (player v)\nset [xv v] to [0]\nset [yv v] to [0]\n\nwhen flag clicked\nforever\n change [yv v] by (-0.5)\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xv v] by (0.8)\n point in direction (90)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xv v] by (-0.8)\n point in direction (90)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change x by ((Xv) * (-1))\n change x by (-1)\n change y by (-5)\n change x by (1)\n if <key (up arrow v) pressed?> then\n if <(Xv) > [0]> then\n set [xv v] to [-8]\n else\n set [xv v] to [8]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (Yv)\n if <touching color (#000000)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching color (#000000)?> then\n if <key (up arrow v) pressed?> then\n set [yv v] to [10]\n end\n end\n change y by (1)\nend\n\nwhen flag clicked\nforever\n wait (5) seconds\n switch costume to (player v)\n wait (.1) seconds\n switch costume to (player2 v)\n wait (.1) seconds\n switch costume to (player3 v)\n wait (.1) seconds\n switch costume to (player4 v)\n wait (.1) seconds\n switch costume to (player5 v)\n wait (.1) seconds\n switch costume to (player6 v)\n wait (.1) seconds\n switch costume to (player7 v)\n wait (.1) seconds\n switch costume to (player8 v)\n wait (.1) seconds\n switch costume to (player7 v)\n wait (.1) seconds\n switch costume to (player6 v)\n wait (.1) seconds\n switch costume to (player5 v)\n wait (.1) seconds\n switch costume to (player4 v)\n wait (.1) seconds\n switch costume to (player3 v)\n wait (.1) seconds\n switch costume to (player2 v)\n wait (.1) seconds\n switch costume to (player v)\n wait (.1) seconds\nend\n\nwhen flag clicked\nset [color v] effect to (0)\nset size to (100) %\nswitch backdrop to (level1 v)\nforever\n if <<touching (_edge_ v)?> and <(x position) > [217]>> then\n start sound [SOUND EFFECTS USED FOR EDITING v]\n next backdrop\n go to x: (-207) y: (-59)\n end\nend\n\nwhen flag clicked\nshow\n\nwhen flag clicked\nforever\n if <touching color (#be0000)?> then\n start sound [Roblox Death Sound - OOF Sound Effect v]\n switch costume to (costume1 v)\n wait (.1) seconds\n switch costume to (player v)\n go to x: (-207) y: (-59)\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#dad900)?> then\n start sound [Boing v]\n set [yv v] to [12]\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#0053cf)?> then\n start sound [woosh v]\n set [xv v] to [12]\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#9865fe)?> then\n start sound [woosh v]\n set [xv v] to [-50]\n end\nend\n\nwhen flag clicked\nset [color v] effect to (0)\n\nwhen flag clicked\nforever\n wait (.1) seconds\n if <key (r v) pressed?> then\n next backdrop\n go to x: (-207) y: (-59)\n end\nend\n\nhide\n\nwhen backdrop switches to [kkk5 v]\nforever\n set size to (73) %\n change [color v] effect by (60)\nend\n\ncreate clone of (_myself_ v)\n\nmove (10) steps\n\n@thumbnail\n\nshow\n\nwhen flag clicked\nhide\n\nmove (10) steps\n\n@Sprite3\n\nwhen flag clicked\nset [color v] effect to (0)\nset [ghost v] effect to (0)\nhide\n\nwhen backdrop switches to [kkk5 v]\nshow\nforever\n change [color v] effect by (25)\nend\n\nwhen backdrop switches to [kkk5 v]\nshow\nforever\n wait (.4) seconds\n change [ghost v] effect by (25)\nend\n\n | w and d or arrow keys to move \nup arrow to jump \nr to skip a level\nfollow me @mrsupergames5000 \nDO NOT ADVERTISE\n100/ by me |
Toxic // A Platformer | @Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop3 v)\nwait (10) seconds\nswitch backdrop to (backdrop2 v)\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\nforever\n go to [back v] layer\nend\n\nwhen flag clicked\nhide\nwait (10) seconds\nshow\n\nwhen flag clicked\nhide\nwait (10) seconds\nshow\n\n@player\n\nwait (10) seconds\nshow\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 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 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 v)?> or <touching (toxic liquid v)?>> then\n broadcast (death v) and wait\n end\nend\n\nwhen flag clicked\nforever\n if <(x position) > [235]> then\n broadcast (next level v)\n set [movement x v] to [0]\n set [movement y v] to [0]\n go to x: (-189) y: (-111)\n end\nend\n\nwhen I receive [death v]\nrepeat (15)\n change [ghost v] effect by (7)\nend\ngo to x: (-185) y: (-111)\nswitch costume to (costume1 v)\nrepeat (15)\n change [ghost v] effect by (-7)\nend\nclear graphic effects\n\nwhen flag clicked\nclear graphic effects\n\nwhen flag clicked\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 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 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 v)?> or <touching (toxic liquid v)?>> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n go to x: (-209) y: (33)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n end\n if <touching (bouncy stuff v)?> then\n set [movement y v] to [17]\n end\nend\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\n\nwhen flag clicked\nhide\nwait (10) seconds\nshow\n\nwhen I receive [next level v]\ngo to x: (-172) y: (-112)\n\nwhen flag clicked\nforever\n if <key (left arrow v) pressed?> then\n switch costume to (costume3 v)\n else\n switch costume to (costume1 v)\n end\n if <key (right arrow v) pressed?> then\n switch costume to (costume2 v)\n end\n if <key (up arrow v) pressed?> then\n switch costume to (costume4 v)\n end\n if <<key (up arrow v) pressed?> and <key (right arrow v) pressed?>> then\n switch costume to (costume6 v)\n end\n if <<key (up arrow v) pressed?> and <key (left arrow v) pressed?>> then\n switch costume to (costume7 v)\n end\nend\n\nwhen I receive [restart v]\ngo to x: (-206) y: (-111)\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]\ngo to [front v] layer\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@Intro #1\n\nwhen flag clicked\nshow\npoint in direction (90)\nset size to (100) %\ngo to x: (0) y: (-268)\nglide (0.3) secs to x: (0) y: (0)\nset [count v] to [0]\nwait (0.8) seconds\nforever\n go to x: (0) y: (0)\n point in direction ((([cos v] of ((Blehbleh) * (1.8)) ) * (10)) + (90))\n change [blehbleh v] by (5)\n change [count v] by (1)\n create clone of (_myself_ v)\n if <(Count) = [100]> then\n broadcast (2 v)\n point in direction (90)\n stop [this script v]\n end\nend\n\nwhen I start as a clone\nrepeat (10)\n change [ghost v] effect by (10)\n change [pixelate v] effect by (6)\n change size by (-5)\nend\ndelete this clone\n\nwhen flag clicked\nplay sound [Intro v] until done\n\nwhen flag clicked\nrepeat (12)\n turn right (30) degrees\nend\n\nwhen I receive [2 v]\nwait (3) seconds\nrepeat (30)\n change y by ((0) - (Down Speed))\n change [down speed v] by (1)\n change size by (-3)\n change [ghost v] effect by (-5)\nend\nhide\n\nwhen flag clicked\nwait (1) seconds\nrepeat until <(Count) = [100]>\n create clone of (_myself_ v)\nend\n\n@Intro #2\n\nwhen flag clicked\nset size to (300) %\ngo to x: (0) y: (0)\npoint in direction (75)\nhide\nrepeat (20)\n create clone of (_myself_ v)\n turn left (15) degrees\nend\n\nwhen I receive [2 v]\nset [momentum v] to (pick random (10) to (15))\nset [yv v] to (pick random (2) to (3))\nchange size by (pick random (-150) to (0))\nchange [brightness v] effect by (pick random (-20) to (20))\nturn right (pick random (-10) to (10)) degrees\nshow\nrepeat until <touching (_edge_ v)?>\n go to [back v] layer\n move (Momentum) steps\n change y by (Yv)\n change [yv v] by (-0.4)\n set [momentum v] to ((Momentum) * (0.95))\nend\nhide\ndelete this clone\n\nwhen I receive [start v]\nstop [other scripts in sprite v]\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\ndelete this clone\n\n@toxic liquid\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to [back v] layer\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nhide\nwait (10) seconds\nshow\n\nwhen flag clicked\nhide\nwait (10) seconds\nshow\n\nwhen flag clicked\nforever\n set y to ((([sin v] of (((timer) + (me)) * (300)) ) * (8)) - ((me) * (10)))\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@level\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nwait (10) seconds\nforever\n play sound [Alan Walker - Nebula v] until done\nend\n\nwhen flag clicked\nforever\n if <key (p v) pressed?> then\n repeat until <key (u v) pressed?>\n stop all sounds\n end\n end\nend\n\nwhen flag clicked\nforever\n if <key (u v) pressed?> then\n start sound [Alan Walker - Nebula v]\n end\nend\n\nwhen flag clicked\nhide\nwait (10) seconds\nshow\n\n@redo\n\nwhen flag clicked\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\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@Sprite1\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)\nend\n\n | arrow keys, was, or mobile to move\n14 levels\nbe wary of spikes and toxic water along your journey \n100% possible (without skip XD)\nstory---------------------------------------------------------\n our human knowledge has kept expanding, ever growing by the second. some put it to good use while others take advantage of it. our gift has lead us through many challenges and benefits us greatly. however, many many centuries ago, human kind conducted an experiment that changed the lives of people forever. animals, humans, plants dying by the minute. Because of this, the world has ended in a toxic wasteland. you must get to the end of this polluted land to bring back life in the world.\n |
Platformer Maker v2.5 | @Stage\n\n@Things\n\nwhen I receive [start v]\nswitch costume to (tile v)\nerase all\nset [snap size v] to (((size) / (100)) * (2))\nforever\n go to (mouse-pointer v)\n go to x: ((round ((x position) / (snap size))) * (snap size)) y: ((round ((y position) / (snap size))) * (snap size))\n set [ghost v] effect to (50)\n if <mouse down?> then\n if <not <<(costume [name v]) = [Spawn Point]> or <(costume [name v]) = [Exit]>>> then\n if <<<(spawn x) = (x position)> and <(spawn y) = (y position)>> or <<(exit y) = (x position)> and <(exit y) = (y position)>>> then\n if <<(spawn x) = (x position)> and <(spawn y) = (y position)>> then\n set [spawn x v] to [9999]\n else\n set [exit x v] to [9999]\n end\n else\n clear graphic effects\n stamp\n end\n else\n if <(costume [name v]) = [Spawn Point]> then\n if <(spawn x) = [9999]> then\n clear graphic effects\n stamp\n set [spawn x v] to (x position)\n set [spawn y v] to (y position)\n else\n go to x: (spawn x) y: (spawn y)\n switch costume to (eraser v)\n clear graphic effects\n stamp\n go to (mouse-pointer v)\n go to x: ((round ((x position) / (snap size))) * (snap size)) y: ((round ((y position) / (snap size))) * (snap size))\n switch costume to (spawn point v)\n clear graphic effects\n stamp\n set [spawn x v] to (x position)\n set [spawn y v] to (y position)\n end\n else\n if <(exit x) = [9999]> then\n clear graphic effects\n stamp\n set [exit x v] to (x position)\n set [exit y v] to (y position)\n else\n go to x: (exit x) y: (exit y)\n switch costume to (eraser v)\n clear graphic effects\n stamp\n go to (mouse-pointer v)\n go to x: ((round ((x position) / (snap size))) * (snap size)) y: ((round ((y position) / (snap size))) * (snap size))\n switch costume to (exit v)\n clear graphic effects\n stamp\n set [exit x v] to (x position)\n set [exit y v] to (y position)\n end\n end\n end\n end\n if <key (space v) pressed?> then\n next costume\n wait until <not <key (space v) pressed?>>\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [ready v]\nhide\n\nwhen [e v] key pressed\nshow\n\nwhen I receive [start v]\n\ndefine save game\nset [game save v] to []\nforever\n if <mouse down?> then\n set [game save v] to (join (game save) (join ((x position) + (240)) ((240) + (y position))))\n wait until <not <mouse down?>>\n end\n if <key (space v) pressed?> then\n set [game save v] to (join (game save) [999999])\n wait until <not <key (space v) pressed?>>\n end\nend\n\ndefine decode (game)\nerase all\nset [num v] to [1]\nshow\nswitch costume to (tile v)\nstop [other scripts in sprite v]\nrepeat ((length of (game save)) / (6))\n if <(join (letter (num) of (game)) (join (letter ((num) + (1)) of (game)) (join (letter ((num) + (2)) of (game)) (join (letter ((num) + (3)) of (game)) (join (letter ((num) + (4)) of (game)) (join (letter ((num) + (5)) of (game)) [])))))) = [999999]> then\n next costume\n else\n go to x: ((join (letter (num) of (game)) (join (letter ((num) + (1)) of (game)) (letter ((num) + (2)) of (game)))) - (240)) y: ((join (letter (letter ((num) + (3)) of (game)) of (game)) (join (letter ((num) + (5)) of (game)) (letter ((num) + (6)) of (game)))) - (240))\n clear graphic effects\n stamp\n end\n change [num v] by (6)\nend\n\ndecode (game save)\n\ngo to x: (-240) y: (-32)\n\nset [num v] to (game)\n\nset [game save v] to [6565]\n\ngo to x: ((16) * ((join (letter (num) of (game)) (letter ((num) + (1)) of (game))) - (50))) y: (((16) * (join (letter ((num) + (2)) of (game)) (letter ((num) + (3)) of (game)))) - (50))\nclear graphic effects\nstamp\n\nchange [num v] by (4)\n\nsave game\n\nwhen I receive [start v]\nshow\nforever\n play sound [Inferno2 v] until done\n play sound [Inferno3 v] until done\n play sound [Inferno4 v] until done\nend\n\n@Player\n\nwhen I receive [ready v]\nshow\nset x to (-240)\nset y to (70)\nif <not <(spawn x) = [9999]>> then\n go to x: (spawn x) y: (spawn y)\nend\nswitch backdrop to (1 v)\nforever\n if <<<(x position) > [238]> and <(exit x) = [9999]>> or <touching color (#2aaa00)?>> then\n next backdrop\n set x to (-240)\n set y to (70)\n set [yv v] to [0]\n set [xv v] to [0]\n if <not <(spawn x) = [9999]>> then\n go to x: (spawn x) y: (spawn y)\n end\n end\n if <<touching color (#ff0000)?> or <(y position) < [-178]>> then\n go to x: (-240) y: (70)\n set x to (-240)\n set y to (70)\n set [yv v] to [0]\n set [xv v] to [0]\n if <not <(spawn x) = [9999]>> then\n go to x: (spawn x) y: (spawn y)\n end\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [ready v]\nshow\nset [xv v] to [0]\nset [yv v] to [0]\nswitch backdrop to (1 v)\nforever\n if <key (right arrow v) pressed?> then\n change [xv v] by (0.75)\n point in direction (90)\n end\n if <key (left arrow v) pressed?> then\n change [xv v] by (-0.75)\n point in direction (-90)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching color (#404040)?> then\n change y by (1)\n if <touching color (#424242)?> then\n change y by (1)\n if <touching color (#424242)?> then\n change y by (1)\n if <touching color (#404040)?> then\n change y by (1)\n if <touching color (#404040)?> then\n change y by (1)\n if <touching color (#404040)?> then\n change x by ((Xv) * (-1))\n change y by (-5)\n if <key (up arrow v) pressed?> then\n if <(Xv) > [0]> then\n set [xv v] to [-5]\n else\n set [xv v] to [5]\n end\n set [yv v] to [5]\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 (-0.5)\n change y by (Yv)\n if <touching color (#404040)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n if <touching color (#ffd400)?> then\n set [yv v] to [9]\n end\n change y by (-1)\n if <touching color (#404040)?> then\n if <key (up arrow v) pressed?> then\n set [yv v] to [6]\n end\n end\n change y by (1)\nend\n\nwhen [r v] key pressed\nbroadcast (Ready v)\n\nwhen [1 v] key pressed\nswitch costume to (green v)\n\nwhen [2 v] key pressed\nswitch costume to (red v)\n\nwhen [3 v] key pressed\nswitch costume to (blue v)\n\nwhen [4 v] key pressed\nswitch costume to (orange v)\n\nwhen [5 v] key pressed\nswitch costume to (purple v)\n\nwhen [e v] key pressed\nhide\nstop [other scripts in sprite v]\n\nwhen flag clicked\nset [exit x v] to [9999]\nset [spawn x v] to [9999]\n\n@Game Save\n\nwhen I receive [ready v]\nset size to (90) %\n\nwhen flag clicked\nset size to (1000) %\n\nwhen [f v] key pressed\nif <(size) = [90]> then\nend\n\n@Thumbnail\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\n@Intro\n\nwhen flag clicked\nerase all\nhide\nstart sound [Crystal Dolphin v]\nwait (1) seconds\nswitch costume to (avatar v)\nshow\npoint in direction (90)\ngo to x: (0) y: (0)\nset size to (1) %\nrepeat (25)\n change size by (4)\nend\nchange size by (-1)\ncreate clone of (_myself_ v)\ngo to x: (0) y: (0)\nglide (0.5) secs to x: (-55) y: (0)\nwait (1) seconds\nswitch costume to (avatar2 v)\nwait (0.1) seconds\nswitch costume to (avatar3 v)\nwait (0.1) seconds\nswitch costume to (avatar4 v)\nwait (0.1) seconds\nswitch costume to (avatar3 v)\nwait (0.1) seconds\nswitch costume to (avatar2 v)\nwait (0.1) seconds\nswitch costume to (avatar v)\nwait (0.2) seconds\nrepeat (25)\n change size by (-4)\nend\nhide\nwait (1) seconds\nbroadcast (Start v)\n\nwhen I start as a clone\nset size to (100) %\nset [ghost v] effect to (100)\nswitch costume to (logo v)\ngo to x: (0) y: (0)\nrepeat (25)\n change [ghost v] effect by (-4)\nend\nwait (1.5) seconds\nrepeat (25)\n change size by (-4)\nend\ndelete this clone\n\n | Press space to change what you are holding.\n\nPress R to play your game or restart. (You will spawn on the left.)\n\nE is to edit.\n\nPress the numbers 1-5 to change your skin.\n\nPress the green flag to reset your stage.\n\nGreen is the exit.\nBlue is the Spawn Point.\n\nIf there is no Spawn then you will start on the left.\nThat is the same for the exit - you end at the right. |
Draw / A Platformer | @Stage\n\nwhen I receive [start v]\nforever\n play sound [Canción v] until done\nend\n\nwhen flag clicked\nplay sound [Dance Chill Out v] until done\n\n@Objeto1\n\nwhen flag clicked\nclear graphic effects\nhide\n\nwhen I receive [b v]\nset [b v] to [1]\nswitch costume to (disfraz7 v)\nwait (0.3) seconds\nset [b v] to [0]\n\nwhen I receive [muerte v]\nhide\n\nwhen I receive [muerte2 v]\nshow\n\nwhen I receive [start v]\ngo to x: (200) y: (0)\nshow\nset rotation style [left-right v]\nswitch costume to (disfraz3 v)\nforever\n go to (player v)\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 (disfraz2 v)\n go to (player v)\n wait (0.1.0) seconds\n go to (player v)\n switch costume to (disfraz4 v)\n wait (0.1.0) seconds\n go to (player v)\n switch costume to (disfraz5 v)\n go to (player v)\n wait (0.1.0) seconds\n switch costume to (disfraz3 v)\n go to (player v)\n end\n end\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 (disfraz2 v)\n go to (player v)\n wait (0.1.0) seconds\n switch costume to (disfraz4 v)\n go to (player v)\n wait (0.1.0) seconds\n go to (player v)\n switch costume to (disfraz5 v)\n go to (player v)\n wait (0.1.0) seconds\n go to (player v)\n switch costume to (disfraz3 v)\n go to (player v)\n end\n end\n if <<not <<key (left arrow v) pressed?> or <<key (right arrow v) pressed?> or <<key (down arrow v) pressed?> or <key (up arrow v) pressed?>>>>> and <(b) = [0]>> then\n switch costume to (disfraz3 v)\n end\n if <key (up arrow v) pressed?> then\n switch costume to (disfraz6 v)\n broadcast (a v)\n end\nend\n\nwhen I receive [muerte v]\nhide\n\nwhen I receive [color v]\nset [color v] effect to (pick random (-100) to (100))\nset [brightness v] effect to (pick random (0) to (20))\n\n@PISO\n\nwhen I receive [next v]\nnext costume\nchange [nivel v] by (1)\n\nwhen flag clicked\nhide variable [nivel v]\nset [nivel v] to [1]\nhide\nswitch costume to (disfraz1 v)\n\nwhen I receive [start v]\nshow variable [nivel v]\nshow\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\n@Player\n\nwhen flag clicked\nset [nm v] to [0]\nset [m v] to [0]\nhide\nset [ghost v] effect to (999999999)\ngo to [back v] layer\ngo to x: (-200) y: (0)\n\nwhen I receive [a v]\nwait (0.5) seconds\nbroadcast (b v)\n\nwhen I receive [start v]\nshow\n\nwhen I receive [muerte2 v]\nset [m v] to [1]\nwait (0.3) seconds\nset [m v] to [0]\n\nwhen I receive [muerte v]\nset [nm v] to [1]\ngo to x: (-200) y: (0)\nwait (0.3) seconds\nset [nm v] to [0]\n\ndefine GRAVEDAD\nchange y by (-6)\n\nwhen I receive [start v]\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 <(NM) = [1]> then\n wait until <(M) = [1]>\n end\n if <(x position) > [227]> then\n go to x: (-200) y: (0)\n broadcast (Next v)\n end\nend\n\nwhen I receive [derecha v]\nchange x by (10)\n\nwhen I receive [izquierda v]\nchange x by (-10)\n\n@Objeto2\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\nforever\n if <touching (objeto1 v)?> then\n broadcast (muerte v)\n play sound [Splash v] until done\n broadcast (muerte2 v)\n wait (0.1) seconds\n end\nend\n\n@Objeto3\n\nwhen flag clicked\nshow\nswitch costume to (disfraz28 v)\ngo to x: (0) y: (0)\nrepeat (17)\n wait (1) seconds\n next costume\nend\nwait (2) seconds\nrepeat (7)\n wait (1) seconds\n next costume\nend\nwait (1) seconds\nnext costume\nwait (1.5) seconds\nnext costume\nwait (1.5) seconds\nbroadcast (Start v)\nhide\n\nwhen [q v] key pressed\nstop all sounds\nhide\nbroadcast (Start v)\n\n@Hitbox2\n\nwhen flag clicked\nset [ghost v] effect to (999999999)\nshow\ngo to (player v)\n\nwhen I receive [start v]\nshow\nforever\n go to (player v)\n if <touching color (#00eaff)?> then\n go to (player v)\n broadcast (muerte v)\n start sound [Splash v]\n go to (player v)\n go to (player v)\n broadcast (muerte2 v)\n go to (player v)\n wait (0.1) seconds\n go to (player v)\n end\nend\n\n@Objeto4\n\nwhen flag clicked\nset [\( ºuº \) v] to [8]\ngo to x: (0) y: (0)\nhide\nwait (0.1) seconds\nforever\n if <(Nivel) = (\( ºuº \))> then\n change [\( ºuº \) v] by (8)\n show\n broadcast (color v)\n wait (1) seconds\n hide\n end\nend\n\n@Objeto5\n\nwhen flag clicked\nshow\nset [ghost v] effect to (99999999)\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\n@abajo\n\nwhen flag clicked\nset [ghost v] effect to (9999)\nforever\n go to (player v)\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@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 | Te movés con las flechas\nATENCIÓN : ESTO NO ES UN TUTORIAL DE COMO DIBUJAR, ESTO ES UN JUEGO\nCon Q saltás la introducción |
Nature platformer 2 (Collaboration work) | @Stage\n\nwhen flag clicked\nforever\n play sound [komorebi no nakade v] until done\nend\n\nwhen flag clicked\nswitch backdrop to (1~5 v)\n\nwhen I receive [next level v]\nif <(Level) = [6]> then\n switch backdrop to (6~16 22~ v)\nend\nif <(Level) = [17]> then\n switch backdrop to (17~ v)\nend\nif <(Level) = [22]> then\n switch backdrop to (6~16 22~ v)\nend\n\nwhen I receive [next level v]\n\n@hero\n\nwhen I receive [死 v]\n\nwhen flag clicked\nshow\ngo to [front v] layer\nset [ghost v] effect to (0)\nset size to (80) %\nset drag mode [not draggable v]\ngo to x: (-201) y: (-50)\npoint in direction (90)\nset [level v] to [1]\nset [xvel v] to [0]\nset [yvel v] to [0]\nset [move ok? v] to [1]\nforever\n if <(move ok?) = [1]> then\n set rotation style [left-right v]\n if <<<mouse down?> and <(x position) > (mouse x)>> or <key (left arrow v) pressed?>> then\n change [xv v] by (-1)\n point in direction (-90)\n end\n if <<<mouse down?> and <(x position) < (mouse x)>> or <key (right arrow v) pressed?>> then\n change [xv v] by (1)\n point in direction (90)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching (floor v)?> then\n change y by (2)\n if <touching (floor v)?> then\n change y by (2)\n if <touching (floor v)?> then\n change y by (2)\n if <touching (floor v)?> then\n change y by (2)\n if <touching (floor v)?> then\n change y by (2)\n if <touching (floor 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 start sound [Jump2 v]\n if <(Xv) > [0]> then\n set [xv v] to [-7]\n else\n set [xv v] to [7]\n end\n set [yv v] to [9]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (-1)\n if <touching (floor v)?> then\n if <<<mouse down?> and <(y position) < (mouse y)>> or <key (up arrow v) pressed?>> then\n start sound [Jump v]\n set [yv v] to [15]\n end\n end\n change y by (1)\n change [yv v] by (-1)\n change y by (Yv)\n if <touching (floor v)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n hide variable [xv v]\n if <touching (goal v)?> then\n broadcast (next level v)\n change [level v] by (1)\n set [yv v] to [0]\n set [xv v] to [0]\n go to x: (-201) y: (-50)\n end\n if <(y position) < [-170]> then\n switch costume to (やられた v)\n set rotation style [all around v]\n start sound [Crazy Laugh v]\n set [y v] to [20]\n change y by (20)\n repeat until <(y position) < [-170]>\n turn right (15) degrees\n create clone of (残像 v)\n change y by (y)\n change [y v] by (-2)\n end\n set rotation style [left-right v]\n switch costume to (普通 v)\n set [yv v] to [0]\n set [xv v] to [0]\n go to x: (-201) y: (-50)\n end\n if <<touching (spike v)?> or <touching (meteorite v)?>> then\n switch costume to (やられた v)\n set rotation style [all around v]\n start sound [Crazy Laugh v]\n set [y v] to [20]\n change y by (20)\n repeat until <(y position) < [-170]>\n turn right (15) degrees\n create clone of (残像 v)\n change y by (y)\n change [y v] by (-2)\n end\n set rotation style [left-right v]\n switch costume to (普通 v)\n set [yv v] to [0]\n set [xv v] to [0]\n go to x: (-201) y: (-50)\n end\n end\nend\n\nchange y by (1)\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nset [ghost v] effect to (40)\nrepeat (8)\n change size by (-0.8)\n change [ghost v] effect by (2)\nend\nhide\ndelete this clone\n\nif <(y position) < [-170]> then\n go to x: (-201) y: (-50)\nend\n\nwhen I start as a clone\n\nwhen I receive [も〜どりだよ☆ v]\nset [yv v] to [0]\nset [xv v] to [0]\ngo to x: (-201) y: (-113)\n\nbroadcast (死 v)\n\nbroadcast (死 v)\ngo to x: (-201) y: (-50)\n\n@floor\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset size to (100) %\nswitch costume to (1 v)\n\nwhen I receive [next level v]\nnext costume\n\nset [level v] to [5]\n\nset size to (100) %\n\n@next\n\nwhen flag clicked\nshow\nset [ズルって言えるのかな? v] to [0]\nset drag mode [not draggable v]\nshow\nset size to (47) %\ngo to x: (-157) y: (-157)\ngo to [front v] layer\nforever\n if <touching (mouse-pointer v)?> then\n set size to (52) %\n else\n set size to (47) %\n end\nend\n\nwhen this sprite clicked\nif <not <(Level) = [24]>> then\n broadcast (next level v)\n change [level v] by (1)\n play sound [Magic Spell v] until done\nend\n\n@return\n\nwhen flag clicked\nshow\nset drag mode [not draggable v]\nshow\nset size to (40) %\ngo to [front v] layer\ngo to x: (-203) y: (-157)\nforever\n if <touching (mouse-pointer v)?> then\n set size to (45) %\n else\n set size to (40) %\n end\nend\n\nwhen I receive [タイトルが〜めん v]\n\nwhen this sprite clicked\nbroadcast (も〜どりだよ☆ v)\nplay sound [Zoop v] until done\n\n@comments\n\nwhen flag clicked\nWhen? [1] Position [] []\nswitch costume to (1 v)\n\nwhen flag clicked\nreset timer\n\ndefine When? (level) Position (x) (y)\ngo [forward v] (2) layers\nif <(level) = (Level)> then\n switch costume to (level)\n set size to (5) %\n show\n repeat until <(round (size)) = [110]>\n change size by (((110) - (size)) / (8))\n end\n if <(y) = []> then\n set y to (50)\n end\n if <(x) = []> then\n set x to (0)\n end\n forever\n set y to (((([sin v] of ((timer) * (250)) ) + (10)) * (1.5)) * (5))\n end\nend\n\nwhen I receive [next level v]\nreset timer\nWhen? [2] Position [] []\nWhen? [3] Position [] []\nWhen? [4] Position [] []\nWhen? [5] Position [] []\nWhen? [6] Position [] []\nWhen? [7] Position [] []\nWhen? [8] Position [] []\nWhen? [9] Position [] []\nWhen? [10] Position [] []\nWhen? [11] Position [] []\nWhen? [12] Position [] []\nWhen? [13] Position [] []\nWhen? [14] Position [] []\nWhen? [15] Position [] []\nWhen? [16] Position [] []\nWhen? [17] Position [] []\nWhen? [18] Position [] []\nWhen? [19] Position [] []\nWhen? [20] Position [] []\nWhen? [21] Position [] []\nWhen? [22] Position [] []\nWhen? [23] Position [] []\nWhen? [24] Position [] []\n\nwait (1) seconds\n\n@Goal\n\ndefine When? (level) position (x) (y) underground? (yeah/no)\ngo [forward v] (1) layers\nset size to (100) %\nif <(level) = (Level)> then\n show\n go to x: (x) y: (y)\nend\nforever\n repeat (25)\n change size by ((2) * (0.95))\n wait (0.01) seconds\n end\n wait (0.1) seconds\n repeat (25)\n change size by ((-2) * (0.95))\n wait (0.01) seconds\n end\nend\n\nwhen flag clicked\nWhen? [1] position [195] [-87] underground? []\n\nwhen I receive [next level v]\nWhen? [2] position [195] [-87] underground? []\nWhen? [3] position [195] [-87] underground? []\nWhen? [4] position [195] [-87] underground? []\nWhen? [5] position [195] [-87] underground? [y]\nWhen? [6] position [195] [-87] underground? [y]\n\nwhen I receive [next level v]\nWhen? [7] position [195] [0] underground? []\n\nwhen I receive [next level v]\nWhen? [8] position [195] [73] underground? []\n\nwhen I receive [next level v]\nWhen? [9] position [195] [-87] underground? []\n\nwhen I receive [next level v]\nWhen? [10] position [195] [-87] underground? []\n\nwhen I receive [next level v]\nif <(Level) = [24]> then\n hide\nend\n\n@spike\n\nwhen I receive [next level v]\nswitch costume to (Level)\nif <(Level) = [4]> then\n show\n go to x: (21) y: (-105)\nelse\n if <(Level) = [9]> then\n show\n go to x: (8) y: (-106)\n else\n if <(Level) = [10]> then\n switch costume to (10 v)\n show\n go to x: (33) y: (21)\n else\n if <(Level) = [11]> then\n switch costume to (11 v)\n show\n go to x: (0) y: (-107)\n else\n if <(Level) = [14]> then\n switch costume to (14 v)\n show\n go to x: (32) y: (-100)\n go [backward v] (12) layers\n else\n if <(Level) = [15]> then\n switch costume to (15 v)\n show\n go to x: (-28) y: (-36)\n else\n if <(Level) = [22]> then\n switch costume to (22 v)\n show\n go to x: (78) y: (-61)\n else\n hide\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\n\nset size to (85) %\n\ngo to [front v] layer\n\nwait (0.01) seconds\nshow\n\nnext costume\n\n@glass\n\ndefine When? (level) position (x) (y)\nif <(level) = (Level)> then\n go [backward v] (5) layers\n show\n set size to (100) %\n switch costume to (level)\n if <(level) = (Level)> then\n go to x: (x) y: (y)\n end\n if <<(x) = []> and <(y) = []>> then\n hide\n end\nend\n\nwhen flag clicked\nWhen? [1] position [0] [-71]\n\nwhen I receive [next level v]\nWhen? [2] position [-2] [-36]\nWhen? [3] position [47] [-63]\nWhen? [4] position [0] [-65]\nWhen? [5] position [-104] [-63]\nWhen? [6] position [] []\n\n@shadow\n\ndefine When? (level) position (x) (y)\nif <(level) = (Level)> then\n go [backward v] (9) layers\n show\n set size to (100) %\n switch costume to (level)\n if <(level) = (Level)> then\n go to x: (x) y: (y)\n end\nelse\n hide\nend\n\nwhen I receive [next level v]\nWhen? [2] position [152] [-96]\nWhen? [3] position [152] [-31]\nWhen? [5] position [106] [-66]\n\nwhen flag clicked\nhide\n\n@スプライト1\n\nwhen flag clicked\ngo to [back v] layer\nswitch costume to (1 v)\nWhen? [1] position [] []\n\ndefine When? (level) position (x) (y)\ngo to [back v] layer\nset size to (100) %\nif <(level) = (Level)> then\n show\n switch costume to (level)\n go to x: (x) y: (y)\n if <(x) = []> then\n set x to (20)\n end\n if <(y) = []> then\n set y to (53)\n end\n if <<(x) = [no]> and <(y) = [no]>> then\n hide\n end\nend\n\nwhen I receive [next level v]\nWhen? [5] position [] []\nWhen? [6] position [no] [no]\n\nwhen I receive [next level v]\nWhen? [17] position [] []\n\nwhen I receive [next level v]\nWhen? [22] position [no] [no]\n\n@next level\n\nwhen flag clicked\nhide\ngo to [front v] layer\n\nwhen I receive [next level v]\nstart sound [Magic Spell v]\nset [move ok? v] to [0]\nswitch costume to (transition v)\ngo to [front v] layer\ngo to x: (-17) y: (0)\nset [velocity v] to [90]\nshow\nrepeat (20)\n set [velocity v] to ((Velocity) * (0.9))\n change x by ((Velocity) * (-1))\nend\nbroadcast (next next level v)\n\nwhen I receive [next next level v]\ngo to [front v] layer\nset [velocity v] to [90]\nrepeat (10)\n set [velocity v] to ((Velocity) * (0.9))\n change x by ((Velocity) * (-1))\nend\nhide\nset [move ok? v] to [1]\n\nset size to (50) %\n\ngo to [front v] layer\nrepeat (15)\n switch costume to (costume2 v)\n change size by (-70)\n switch costume to (costume1 v)\nend\nhide\n\nshow\ngo to [front v] layer\nrepeat (15)\n switch costume to (costume2 v)\n change size by (70)\n switch costume to (costume1 v)\nend\n\n@meteorite\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nif <[17] < (Level)> then\n repeat until <(Level) = [21]>\n show\n go to x: (pick random (-220) to (220)) y: (180)\n set size to (85) %\n switch costume to (pick random (1) to (3))\n repeat until <touching (floor v)?>\n change y by (pick random (-1) to (-5))\n end\n hide\n end\nend\nhide\n\nplay sound [Rip v] until done\n\nplay sound [Rip v] until done\n\nwhen I start as a clone\nif <[17] < (Level)> then\n repeat until <(Level) = [21]>\n show\n go to x: (pick random (-220) to (220)) y: (180)\n set size to (85) %\n switch costume to (pick random (1) to (3))\n repeat until <touching (floor v)?>\n change y by (pick random (-1) to (-5))\n end\n hide\n end\nend\n\nwait (1) seconds\ncreate clone of (_myself_ v)\n\n@サムネ\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\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\n(Click here for the studio where my work is organized)\n https://scratch.mit.edu/studios/26060782/\n いつもとは少し違う形にしました。外国のPlatformerのイメージです。(少しかっこいいイメージです!)\n・コラボ先の作品はこちらでーす!\n https://scratch.mit.edu/projects/396743904/\n========================================\n[How to play]\nArrow keys.\nThis work is a collaboration work with @hgwrs16.\nThank you very much!\nDon't advertisement in this comment place.\nIf you do, we may report to the scratch team.\nIf you like it, plz love and favorite!\n\n <Credits>\n-@sushi10000 for hero's costume\n-@hclhcl for Directing when damaged\n\n#HYNL #group #love #platformer #platformerzoku #game #games #lightblue012 #nature #collab #collaboration #music #art #English #language #Japanese #time #lightblue #light #square #cube #simple #platformerdaisuki #platformerlove #advertisement #love #favorite |
Ink Drake - A Platformer [COLLAB] | @Stage\n\nwhen I receive [prepareproject v]\nset [level v] to [1]\nforever\n switch backdrop to (join [Stage] (Level))\nend\n\nwhen I receive [prepareproject v]\nforever\n play sound [Dynamite 8-bit v] until done\nend\n\n@Intro\n\nwhen flag clicked\nstart sound [Martin Garrix & Bebe Rexha - In The Name Of Love \(Official Video\) \(1\)2 v]\ngo to x: (0) y: (253)\nswitch costume to (altergeist_vin v)\nswitch backdrop to (intro v)\nshow\nset [yvelintro v] to [-1]\n\n change [yvelintro v] by (-2)\n change y by (Yvelintro)\n if <(y position) < [1]> then\n set [yvelintro v] to ((Yvelintro) * (-0.9))\n if <([abs v] of (Yvelintro) ) < [10]> then\n set [yvelintro v] to [0]\n broadcast (EndIntro v)\n end\n end\nend\n\nwhen I receive [endintro v]\nstop [other scripts in sprite v]\nstop all sounds\nswitch costume to (fadetowhite v)\nset [ghost v] effect to (100)\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nbroadcast (PrepareProject v)\nrepeat (20)\n change [ghost v] effect by (5)\nend\nbroadcast (StartProject v)\nhide\n\ngo to x: (0) y: (0)\nswitch backdrop to (intro v)\nswitch costume to (altergeist_vin v)\nclear graphic effects\nshow\n\n@Thumbnail\n\ngo to x: (0) y: (0)\nswitch costume to (kostüm2 v)\nset size to (100) %\nswitch costume to (kostüm1 v)\ngo to [front v] layer\nshow\n\nwhen flag clicked\nhide\n\n@Player\n\nwhen flag clicked\nhide\n\nwhen I receive [prepareproject v]\nbroadcast (Reset v)\n\nwhen I receive [startproject v]\nforever\n set [player: animationframe v] to [1]\n wait (0.1) seconds\n set [player: animationframe v] to [2]\n wait (0.1) seconds\nend\n\nwhen I receive [startproject v]\nforever\n switch costume to (hitbox v)\n set rotation style [don't rotate v]\n if <<(x position) > [235]> or <key (s v) pressed?>> then\n broadcast (Reset v)\n change [level v] by (1)\n wait until <not <key (s v) pressed?>>\n end\n if <<<<touching color (#ff4d46)?> or <touching color (#d33939)?>> or <(y position) < [-175]>> or <key (r v) pressed?>> then\n broadcast (Reset v)\n wait until <not <key (r v) pressed?>>\n end\n change [yvel v] by (-0.5)\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [xvel v] by (0.8)\n point in direction (90)\n end\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [xvel v] by (-0.8)\n point in direction (-90)\n end\n set [xvel v] to ((Xvel) * (0.9))\n change x by (Xvel)\n if <<touching color (#332c3c)?> or <touching color (#348950)?>> then\n change y by (1)\n if <<touching color (#332c3c)?> or <touching color (#348950)?>> then\n change y by (1)\n if <<touching color (#332c3c)?> or <touching color (#348950)?>> then\n change y by (1)\n if <<touching color (#332c3c)?> or <touching color (#348950)?>> then\n change y by (1)\n if <<touching color (#332c3c)?> or <touching color (#348950)?>> then\n change y by (1)\n if <<touching color (#332c3c)?> or <touching color (#348950)?>> then\n change y by (1)\n if <<touching color (#332c3c)?> or <touching color (#348950)?>> then\n change y by (1)\n if <<touching color (#332c3c)?> or <touching color (#348950)?>> then\n change y by (-7)\n change x by ((Xvel) * (-1))\n set [xvel v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n change y by (Yvel)\n if <<touching color (#332c3c)?> or <touching color (#348950)?>> then\n change y by ((Yvel) * (-1))\n if <<<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> and <(Yvel) < [0]>> then\n set [yvel v] to [11]\n else\n set [yvel v] to [0]\n end\n end\n switch costume to (Player: animationFrame)\n set rotation style [left-right v]\nend\n\nwhen I receive [reset v]\ngo to x: (-215) y: (-110)\npoint in direction (90)\nset rotation style [left-right v]\nswitch costume to (1 v)\nset size to (15) %\nshow\n\n | ✢✢✢✢✢✢✢✢✢✢✢✢✢✢✢✢✢✢✢✢✢✢✢✢✢✢✢✢✢\n\nUse the arrow keys or your finger on mobile to move. lava and red spikes are is bad. Get to the right to win the level.\nALL LEVELS ARE POSSIBLE!!\nR to reset\n\n\nde: Benutze die Pfeiltasten oder auf Mobilgeräten deinen Finger, um dich zu Bewegen. Rot ist schlecht. Erreiche den rechten Rand, um das Level zu gewinnen.\nCheats: A zum überspringen und R zum Neustarten.\n\n✢✢✢✢✢✢✢✢✢✢✢✢✢✢✢✢✢✢✢✢✢✢✢✢✢✢✢✢✢ |
Jungle 1 - a scrolling platformer | @Stage\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 [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 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: [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@Platforms\n\nwhen I receive [green flag v]\nhide\nswitch backdrop to (backdrop3 v)\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 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: [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: [700] y: [800]\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: [1663] y: [557]\n\nwhen I receive [green flag v]\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]\nelse\n if <(Checkpoint) = [1]> then\n set [x v] to [2050]\n set [y v] to [20]\n else\n set [x v] to [4307]\n set [y v] to [120]\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) > [6723]> then\n set [scroll x v] to [6723]\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\nif <touching (danger v)?> then\n set [exit v] to [Die]\nend\nif <(SCROLL X) > [0]> then\n switch backdrop to (backdrop3 v)\nend\nif <(SCROLL X) > [2041]> then\n switch backdrop to (backdrop2 v)\nend\nif <(SCROLL X) > [4307]> then\n switch backdrop to (backdrop1 v)\nend\nif <(SCROLL X) > [6450]> then\n switch backdrop to (backdrop2 v)\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\nhide\nclear graphic effects\nchange [level v] by (1)\nwait (1) seconds\n\ndefine Test - Die\n\nif <(Checkpoint) = [1]> then\n set [x v] to [2050]\n set [y v] to [20]\nelse\n set [x v] to [4307]\n set [y v] to [120]\nend\n\n@Checkpoint \n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <(costume [number v]) = [2]> then\n if <touching (player v)?> then\n change [checkpoint v] by (1)\n switch costume to (green flag v)\n end\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nset [checkpoint v] to [0]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (close flag v)\n Clone at x: [2050] y: [20]\n Clone at x: [4307] y: [100]\nend\nset [x v] to [-99999]\n\nClone at x: [4307] y: [100]\n\n@Platforms2\n\nwhen I receive [green flag v]\nhide\nswitch backdrop to (backdrop3 v)\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 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: [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: [700] y: [800]\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: [1663] y: [557]\n\nwhen I receive [green flag v]\n\n@Platforms3\n\nwhen I receive [green flag v]\nhide\nswitch backdrop to (backdrop3 v)\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 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: [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: [700] y: [800]\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: [1663] y: [557]\n\nwhen I receive [green flag v]\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\n@bild\n\nwhen flag clicked\nhide\n\ngo to [front v] layer\n\n | JUNGLE 1(My first scrolling platformer)\nPart 2: https://scratch.mit.edu/projects/396826123\n**************************************************************\nYou are an explorer in the jungle...\n**************************************************************\n- Move with arrow keys\n- Find the cave\n- Have fun |
Desert - A 100 Level Platformer | @Stage\n\n@Aliens(Level 51 Boss)\n\nwhen flag clicked\nbroadcast (message1 v)\n\nwhen I receive [message1 v]\nforever\n hide\n wait until <(level) = [51]>\n show\n go to (random position v)\n repeat until <touching (player v)?>\n glide (0.5) secs to (random position v)\n if <(level) = [52]> then\n broadcast (message1 v)\n stop [this script v]\n end\n end\n set [level v] to [1]\nend\n\n@Player\n\nwhen flag clicked\ngo to x: (-200) y: (-41)\nhide variable [y v]\nhide variable [x v]\nset [y v] to [0]\nset [x v] to [0]\nforever\n change [y v] by (-1)\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [x v] by (1)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> 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 (#e4ff80)?> then\n change y by (1)\n end\n if <touching color (#e4ff80)?> then\n change y by (1)\n end\n if <touching color (#e4ff80)?> then\n change y by (1)\n end\n if <touching color (#e4ff80)?> then\n change y by (1)\n end\n if <touching color (#e4ff80)?> 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 [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 (#e4ff80)?> 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)>>> and <touching color (#e4ff80)?>> then\n set [y v] to [15]\n end\n change y by (1)\n if <touching color (#ff0000)?> then\n go to x: (-200) y: (-41)\n end\n if <<<(x position) > [236]> or <touching color (#ff00e9)?>> and <(level) < [100]>> then\n change [level v] by (1)\n go to x: (-200) y: (-41)\n end\n if <touching color (#e4ff80)?> then\n change y by ((y) - ((y) * (2)))\n set [y v] to [0]\n end\n if <key (r v) pressed?> then\n go to x: (-200) y: (-41)\n end\n if <touching color (#38ff00)?> then\n go to [front v] layer\n wait (0.01) seconds\n change [x v] by (5)\n end\n if <touching color (#00fffa)?> then\n wait (0.01) seconds\n change [y v] by (10)\n end\nend\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\n if <<(x) = [0]> or <(y) = [0]>> then\n switch costume to (idle v)\n else\n switch costume to (pick random (2) to (12))\n end\nend\n\nwhen I start as a clone\nrepeat (10)\n change size by (-10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n if <<key (u v) pressed?> and <(username) = [NiceGuy5]>> then\n change y by (10)\n end\nend\n\n@Platforms\n\nwhen flag clicked\nset [level v] to [1]\nforever\n switch costume to (level)\n if <<key (space v) pressed?> and <(username) = [NiceGuy5]>> then\n change [level v] by (1)\n end\nend\n\nwhen flag clicked\nhide variable [☁ global wins: \(not including niceguy5\) v]\nwait (0.1) seconds\nforever\n if <(level) = [100]> then\n change [☁ global wins: \(not including niceguy5\) v] by (1)\n show variable [☁ global wins: \(not including niceguy5\) v]\n stop [this script v]\n end\nend\n\n@TN\n\nwhen flag clicked\nhide\n\n | |
B&W | a platformer (All) (Games) | @Stage\n\nwhen [9 v] key pressed\nbroadcast (Next level v)\n\nwhen flag clicked\nforever\n play sound [the piano moosic v] until done\nend\n\n@Player\n\nwhen flag clicked\nforever\n wait until <touching (danger v)?>\n create clone of (_myself_ v)\n go to x: (-204) y: (-120)\n wait until <not <touching (danger v)?>>\nend\n\nwhen flag clicked\nforever\n if <touching color (#66c0ff)?> then\n set [ghost v] effect to (50)\n if <key (up arrow v) pressed?> then\n set [y v] to [5]\n else\n if <key (down arrow v) pressed?> then\n set [y v] to [-5]\n else\n set [y v] to [-1]\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#ffdc66)?> then\n change x by (25)\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#00ff55)?> then\n set [y v] to [-15]\n end\nend\n\nwhen flag clicked\nforever\n if <touching (bouncy v)?> then\n set [y v] to [15]\n end\nend\n\nwhen flag clicked\nforever\n if <not <touching color (#66c0ff)?>> then\n set [ghost v] effect to (0)\n end\nend\n\nwhen [timer v] > (0.1)\nhide\n\nwhen flag clicked\nset [level v] to [1]\nshow\nset [ghost v] effect to (0)\npoint in direction (90)\nswitch costume to (player v)\ngo to [front v] layer\ngo [backward v] (1) layers\nshow\ngo to x: (-204) y: (-120)\nforever\n change [y v] by (-0.5)\n if <key (left arrow v) pressed?> then\n switch costume to (player2 v)\n change [x v] by (-1)\n end\n if <key (right arrow v) pressed?> then\n switch costume to (player 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)?> or <touching (mv platforms v)?>> then\n change y by (1)\n if <<touching (platforms v)?> or <touching (mv platforms v)?>> then\n change y by (1)\n if <<touching (platforms v)?> or <touching (mv platforms v)?>> then\n change y by (1)\n if <<touching (platforms v)?> or <touching (mv platforms v)?>> then\n change y by (1)\n if <<touching (platforms v)?> or <touching (mv platforms v)?>> then\n change y by (1)\n if <<touching (platforms v)?> or <touching (mv platforms v)?>> then\n change y by (1)\n if <<touching (platforms v)?> or <touching (mv platforms v)?>> then\n change y by (-6)\n if <key (up arrow v) pressed?> then\n set [y v] to [10]\n change x by ((x) * (-1))\n if <(x) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n change x by ((x) * (-1))\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n change y by (y)\n if <<touching (platforms v)?> or <touching (mv platforms v)?>> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n change y by (-0.5)\n if <<<touching (platforms v)?> or <touching (mv platforms v)?>> and <key (up arrow v) pressed?>> then\n set [y v] to [10]\n end\n change y by (0.5)\nend\n\nwhen flag clicked\nforever\n if <(x position) > [235]> then\n broadcast (Next level v)\n end\nend\n\nwhen flag clicked\nforever\n set drag mode [not draggable v]\n show\nend\n\nwhen I receive [next level v]\ngo to x: (-204) y: (-120)\nchange [level v] by (1)\n\nwhen I start as a clone\nrepeat (10)\n change size by (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n wait until <(y position) < [-175]>\n create clone of (_myself_ v)\n go to x: (-204) y: (-120)\n wait until <not <(y position) < [-175]>>\nend\n\nwhen flag clicked\nforever\n wait until <touching (moving danger v)?>\n create clone of (_myself_ v)\n go to x: (-204) y: (-120)\n wait until <not <touching (moving danger v)?>>\nend\n\n@Platforms\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@Danger\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@Moving Danger\n\ndefine Mv (x) (y) (xvs) (yvs) (xvc) (yvc) (xrad) (yrad) (turn) (lv) (costu)\nswitch costume to (costu)\npoint in direction (90)\ngo to x: (x) y: (y)\nset [xv v] to (xvs)\nset [yv v] to (yvs)\nrepeat until <not <(LEVEL) = (lv)>>\n if <(xrad) = [0]> then\n set x to (x)\n else\n set x to (([cos v] of (xv) ) * (xrad))\n end\n if <(yrad) = [0]> then\n set y to (y)\n else\n set y to ((([cos v] of (yv) ) * (yrad)) + (y))\n end\n turn right (turn) degrees\n change [xv v] by (xvc)\n change [yv v] by (yvc)\nend\n\nwhen flag clicked\nset [level v] to [1]\nhide\nwait until <(LEVEL) = [8]>\nshow\nMv [0] [-150] [0] [0] [8] [0] [90] [0] [5] [8] [1]\nhide\nset [clone v] to [0]\nrepeat (3)\n change [clone v] by (1)\n create clone of (_myself_ v)\nend\nwait until <(LEVEL) = [10]>\nrepeat (2)\n change [clone v] by (1)\n create clone of (_myself_ v)\nend\nwait until <(LEVEL) = [11]>\nshow\nMv [0] [-50] [90] [0] [12] [12] [80] [80] [15] [11] [1]\nhide\nrepeat (2)\n change [clone v] by (1)\n create clone of (_myself_ v)\nend\nwait until <(LEVEL) = [19]>\nshow\nMv [0] [0] [0] [0] [0] [12] [0] [90] [15] [19] [1]\nhide\n\nwhen I start as a clone\nshow\nif <(clone) = [1]> then\n Mv [-125] [0] [0] [0] [0] [5] [0] [60] [0] [9] [2]\n delete this clone\nend\nif <(clone) = [2]> then\n Mv [25] [0] [0] [90] [0] [5] [0] [60] [0] [9] [2]\n delete this clone\nend\nif <(clone) = [3]> then\n Mv [175] [0] [0] [0] [0] [5] [0] [60] [0] [9] [2]\n delete this clone\nend\nif <(clone) = [4]> then\n Mv [0] [0] [0] [90] [0] [4] [0] [130] [5] [10] [1]\n delete this clone\nend\nif <(clone) = [5]> then\n Mv [0] [0] [0] [-90] [0] [4] [0] [130] [5] [10] [1]\n delete this clone\nend\nif <(clone) = [6]> then\n Mv [-100] [0] [90] [0] [12] [0] [44] [0] [0] [12] [3]\n delete this clone\nend\nif <(clone) = [7]> then\n Mv [100] [0] [-90] [0] [12] [0] [44] [0] [0] [12] [4]\n delete this clone\nend\n\n@Text\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@Bouncy\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nforever\n if <touching (player v)?> then\n glide (0.1) secs to x: (0) y: (-10)\n glide (0.1) secs to x: (0) y: (12)\n glide (0.1) secs to x: (0) y: (0)\n end\nend\n\nwhen I receive [next level v]\nnext costume\n\n@TN\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\n | Please LOVE FAV FOLLOW as I spent months working on this...\n\nPRESS GREEN FLAG TWICE! AND B&W STANDS FOR BLACK & WHITE. PRESS 9 TO SKIP.\n\nAND... NO MOBILE. YOU CAN'T EVEN BEAT THE FIRST FEW LEVEL WITH MOBILE. |
Snow & Ice | A Platformer (Mobile Friendly) | @Stage\n\nwhen flag clicked\nswitch backdrop to (intro v)\n\nwhen I receive [start the platformer v]\nswitch backdrop to (backdrop1 v)\nforever\n play sound [Jim Yosef - Lights.mp3 v] until done\nend\n\n@Ground\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\n\ndefine Touch Ground <up?>\nchange [falling v] by (1)\nrepeat until <not <touching (ground v)?>>\n change y by (1)\n set [falling v] to [0]\n set [speed y v] to [0]\nend\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nset [time taken v] to [0]\n\nwhen I receive [start the platformer v]\nshow\n\nwhen [timer v] > (0.4)\nhide variable [deaths v]\nhide variable [time taken v]\nhide\n\nwhen I receive [start the platformer v]\nswitch costume to (costume1 v)\n\nwhen flag clicked\nhide\n\nwhen I receive [start the platformer v]\nshow\n\nwhen I receive [start the platformer v]\nforever\n if <key (n v) pressed?> then\n broadcast (Transition v)\n broadcast (Next Level v)\n wait (0.2) seconds\n end\nend\n\nwhen I receive [text v]\nhide\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [1]> then\n set [level of game :p v] to [1]\n else\n if <(costume [number v]) = [2]> then\n set [level of game :p v] to [2]\n else\n if <(costume [number v]) = [3]> then\n set [level of game :p v] to [3]\n else\n if <(costume [number v]) = [4]> then\n set [level of game :p v] to [4]\n else\n if <(costume [number v]) = [5]> then\n set [level of game :p v] to [5]\n else\n if <(costume [number v]) = [6]> then\n set [level of game :p v] to [6]\n else\n if <(costume [number v]) = [7]> then\n set [level of game :p v] to [7]\n else\n if <(costume [number v]) = [8]> then\n set [level of game :p v] to [8]\n else\n if <(costume [number v]) = [9]> then\n set [level of game :p v] to [9]\n else\n if <(costume [number v]) = [10]> then\n set [level of game :p v] to [10]\n else\n if <(costume [number v]) = [11]> then\n set [level of game :p v] to [11]\n else\n if <(costume [number v]) = [12]> then\n set [level of game :p v] to [12]\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [start the platformer v]\nforever\n go to x: (([x position v] of [player v]) / (5)) y: (([y position v] of [player v]) / (5))\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\n go [forward v] (1) layers\nend\n\n@Thumbnail\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nswitch costume to (thumbnail v)\ngo to [front v] layer\ngo to x: (0) y: (0)\nforever\n reset timer\nend\n\nwhen [timer v] > (0.4)\ngo to [front v] layer\ngo to x: (0) y: (0)\nshow\n\n@Player\n\nwhen flag clicked\nhide\nswitch costume to (blue v)\n\nwhen flag clicked\nset [left/right? v] to [90]\nforever\n if <(direction) = [-90]> then\n set [left/right? v] to [-90]\n broadcast (left v)\n else\n set [left/right? v] to [90]\n broadcast (right v)\n end\nend\n\nwhen [timer v] > (0.4)\nhide\n\nwhen flag clicked\nforever\n if <touching (bouncy v)?> then\n set [player?: yv v] to [20]\n end\nend\n\nwhen flag clicked\nset [success!? v] to [0]\n\nwhen I receive [success!!! v]\nforever\n hide\n go to [back v] layer\nend\n\nwhen flag clicked\nforever\n if <(x position) > [239]> then\n go to x: (-210) y: (-33)\n broadcast (Next Level v)\n end\nend\n\nwhen flag clicked\nhide variable [deaths v]\nhide variable [time taken v]\n\nwhen I receive [start the platformer v]\nshow\ngo to x: (-210) y: (-33)\nset [player?: xv v] to [0]\nset [player?: yv v] to [0]\n\nwhen flag clicked\nset [deaths v] to [0]\nswitch costume to (costume3 v)\nforever\n set rotation style [left-right v]\nend\n\nwhen flag clicked\nforever\n if <touching (speeeeeeeed!!!!!!!!! v)?> then\n change x by (30)\n end\nend\n\nwhen I receive [next level v]\ngo to x: (-206) y: (-33)\n\nwhen I start as a clone\nswitch costume to (clone trail v)\nset size to (35) %\nrepeat (10)\n change size by (-3.5)\nend\ndelete this clone\n\nwhen I receive [start the platformer v]\nshow\nswitch costume to (blue v)\nset rotation style [left-right v]\nset size to (35) %\nset [player?: xv v] to [0]\nset [player?: yv v] to [0]\nforever\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [player?: xv v] by (1)\n point in direction (90)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [player?: xv v] by (-1)\n point in direction (-90)\n end\n set [player?: xv v] to ((Player?: Xv) * (0.825))\n change x by (Player?: Xv)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change x by ((Player?: Xv) * (-2))\n change y by (-5)\n if <<<mouse down?> and <(mouse y) > (y position)>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n if <(Player?: Xv) > [0]> then\n set [player?: xv v] to [-5]\n else\n set [player?: xv v] to [5]\n end\n set [player?: yv v] to [10]\n else\n set [player?: xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [player?: yv v] by (-1)\n change y by (Player?: Yv)\n if <touching (ground v)?> then\n change y by ((Player?: Yv) * (-1))\n set [player?: yv v] to [0]\n end\n change y by (-1)\n if <touching (ground v)?> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <((mouse y) - (y position)) > [50]>>> then\n set [player?: yv v] to [13]\n end\n end\n if <<<<<touching (fall death damage v)?> or <touching (spike v)?>> or <touching (spikes v)?>> or <touching (saw blade v)?>> or <touching (acid rain residue4 v)?>> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n set [ghost v] effect to (0)\n go to x: (-210) y: (-33)\n change [deaths v] by (1)\n change [☁ worldwide deaths v] by (1)\n set [player?: xv v] to [0]\n end\n if <touching (teleport v)?> then\n start sound [Teleport2 v]\n wait (0.01) seconds\n go to (teleport2 v)\n end\n change y by (1)\nend\n\nwhen I receive [next costume v]\nnext costume\n\nwhen flag clicked\nbroadcast (blinkblinkblinkblink v)\n\nwhen I receive [blinkblinkblinkblink v]\nswitch costume to (blue v)\nwait (pick random (5) to (15)) seconds\nrepeat (21)\n next costume\nend\nbroadcast (blinkblinkblinkblink v)\n\nwhen I receive [success!!! v]\nforever\n hide\nend\n\nwhen flag clicked\nforever\n set [x 4 snow v] to (x position)\nend\n\nwhen flag clicked\nforever\n if <touching (water v)?> then\n change [player?: yv v] by (2)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (water v)?> then\n play sound [Splash v] until done\n wait until <not <touching (water v)?>>\n end\nend\n\n@Fall Death Damage\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\n\nwhen I receive [start the platformer v]\nshow\n\nwhen [timer v] > (0.4)\nhide\n\nwhen I receive [success!!! v]\nhide\n\nwhen flag clicked\nhide\nforever\n go to [front v] layer\nend\n\nwhen I receive [text v]\nhide\n\n@Spikes\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\n\nwhen I receive [next level v]\nnext costume\nwait (0.01) seconds\n\nwhen I receive [start the platformer v]\nshow\nforever\n go to x: (([x position v] of [player v]) / (5)) y: (([y position v] of [player v]) / (5))\nend\n\n@Star Particles\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\ngo to (random position v)\nrepeat (30)\n turn right (12) degrees\nend\ndelete this clone\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 I receive [start the platformer v]\nforever\n create clone of (_myself_ v)\n wait (0.2) seconds\nend\n\n@Moon\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nswitch costume to (costume2 v)\nforever\n repeat (30)\n change size by (2)\n end\n wait (0.1) seconds\n repeat (30)\n change size by (-2)\n end\n wait (0.1) seconds\nend\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (skip v)\n else\n switch costume to (normal v)\n end\nend\n\nwhen this sprite clicked\nbroadcast (Transition v)\nbroadcast (Next Level v)\nwait (0.2) seconds\n\nwhen I start as a clone\nforever\n go to [back v] layer\nend\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\nwhen I receive [start the platformer v]\nswitch costume to (normal v)\nset size to (90) %\ncreate clone of (_myself_ v)\nshow\n\n@Snow\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\ngo to x: (pick random (215) to (-215)) y: (155)\nset size to (pick random (40) to (60)) %\nswitch costume to (costume1 v)\nshow\nrepeat until <<touching (_edge_ v)?> or <touching (ground v)?>>\n change y by (-4)\n change x by ((x 4 snow) / (50))\n point towards (mouse-pointer v)\nend\nif <touching (_edge_ v)?> then\n delete this clone\nelse\n wait (1) seconds\n repeat (20)\n change y by (-0.5)\n end\n delete this clone\nend\n\nforever\n set [h v] to (mouse x)\nend\n\nwhen I start as a clone\nforever\n go to [back v] layer\nend\n\nwhen I receive [start the platformer v]\nforever\n wait (0.08) seconds\n create clone of (_myself_ v)\nend\n\n@Bouncy\n\nwhen flag clicked\nforever\n go to x: (([x position v] of [player v]) / (5)) y: (([y position v] of [player v]) / (5))\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\nshow\ngo to x: (0) y: (0)\n\nwhen I receive [next level v]\nnext costume\nwait (0.01) seconds\n\n@Water\n\nwhen flag clicked\nforever\n\nwhen I start as a clone\nforever\n show\n set [ghost v] effect to (60)\n switch costume to (Level of game :P)\n set y to (-15)\n go to x: (([x position v] of [player v]) / (5)) y: ((([sin v] of (((timer) + (me)) * (300)) ) * (8)) - ((me) * (10)))\nend\n\nwhen flag clicked\nclear graphic effects\nhide\ngo to x: (0) y: (0)\nset [me v] to [1]\nrepeat (3)\n create clone of (_myself_ v)\n change y by (-5)\n change [brightness v] effect by (-10)\n change [me v] by (1)\nend\n\nwhen flag clicked\nset [timer v] to [0]\nforever\n change [timer v] by (0.01)\nend\n\ngo [backward v] (1) layers\n\ngo to [front v] layer\n\n@Sprite6\n\nwhen flag clicked\nhide\nwait (2.3) seconds\nrepeat until <(end intro?) = [1]>\n create clone of (_myself_ v)\n wait (.3) seconds\nend\n\nwhen I start as a clone\nswitch costume to (blank v)\nset [speed3 v] to [10]\nset [ghost v] effect to (15)\nset size to (100) %\ngo to x: (0) y: (0)\ngo to [back v] layer\ngo [forward v] (1) layers\nshow\nrepeat (10)\n change size by (Speed3)\n change [speed3 v] by (-1)\nend\ndelete this clone\n\nwhen flag clicked\nset rotation style [all around v]\nforever\n turn right (15) degrees\nend\n\nwhen [timer v] > (0.4)\nhide\n\n@Sprite5\n\nwhen flag clicked\nhide\nwait (2.3) seconds\nrepeat until <(end intro?) = [1]>\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(pick random (1) to (3)) = [1]> then\n switch costume to (red v)\nelse\n if <(pick random (1) to (3)) = [2]> then\n switch costume to (yellow v)\n else\n if <(pick random (1) to (3)) = [3]> then\n switch costume to (blue v)\n end\n end\nend\nset [ghost v] effect to (30)\ngo to x: (0) y: (0)\nset rotation style [all around v]\nshow\npoint in direction (pick random (0) to (360))\nrepeat (16)\n move (10) steps\nend\ndelete this clone\n\nwhen flag clicked\nset [end intro? v] to [0]\nwait (7.5) seconds\nset [end intro? v] to [1]\nstop all sounds\nwait (1) seconds\nbroadcast (Start the Platformer v)\n\nwhen [timer v] > (0.4)\nhide\n\n@Sprite7\n\nwhen flag clicked\nhide\nwait (2.3) seconds\nshow\ngo to [front v] layer\npoint in direction (90)\nswitch costume to (untitled drawing \(28\) v)\nset size to (100) %\nrepeat until <(end intro?) = [1]>\n set [speed v] to [-10]\n repeat (20)\n change size by (Speed)\n change [speed v] by (1)\n end\n set size to (100) %\nend\nhide\n\nwhen flag clicked\nstart sound [TheFatRat - Infinite Power!2 v]\n\nwhen [timer v] > (0.4)\nhide\n\n@Background Cliffs\n\nwhen flag clicked\nforever\n go to [back v] layer\n go [backward v] (1) layers\n go to x: (([x position v] of [player v]) / (5)) y: (([y position v] of [player v]) / (5))\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (costume2 v)\nhide\n\nwhen I receive [start the platformer v]\nshow\n\n | Welcome to a filler platformer!! Yay... xD\n\n=================Controls===================\n\nArrow keys, WASD or Mobile Controls to move.\nWhite bumps are bouncy.\nPress the Moon or the N key to skip a level.\n\n========================================== |
Pixel Land 2 || A non-generic platformer (mobile friendly) (games) | @Stage\n\n@ground\n\nwhen flag clicked\nbroadcast (Level_check v)\ngo to [front v] layer\n\nforever\n\nwhen I receive [level_check v]\nswitch costume to (LEVEL)\n\nwhen I receive [start v]\nswitch costume to (costume4 v)\nset [level v] to [1]\nbroadcast (Level_check v)\n\n@Sprite7\n\ndefine Platformer physics\nset drag mode [not draggable v]\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n point in direction (90)\nend\nif <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(x position) > (mouse x)>>>> then\n point in direction (-90)\nend\nif <not <touching (water v)?>> then\n change [yv 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 [xv v] by (-1)\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [xv v] by (1)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\nelse\n change [yv v] by (-0.3)\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> then\n change [xv v] by (-0.7)\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [xv v] by (0.7)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\nend\nif <<<<<touching (ground v)?> or <touching (stones v)?>> or <<touching (stones2 v)?> or <touching (stones3 v)?>>> or <touching (?-bock v)?>> or <touching (moving platforms v)?>> then\n change y by (1)\nend\nif <<<<<touching (ground v)?> or <touching (stones v)?>> or <<touching (stones2 v)?> or <touching (stones3 v)?>>> or <touching (?-bock v)?>> or <touching (moving platforms v)?>> then\n change y by (1)\nend\nif <<<<<touching (ground v)?> or <touching (stones v)?>> or <<touching (stones2 v)?> or <touching (stones3 v)?>>> or <touching (?-bock v)?>> or <touching (moving platforms v)?>> then\n change y by (1)\nend\nif <<<<<touching (ground v)?> or <touching (stones v)?>> or <<touching (stones2 v)?> or <touching (stones3 v)?>>> or <touching (?-bock v)?>> or <touching (moving platforms v)?>> then\n change y by (1)\nend\nif <<<<<touching (ground v)?> or <touching (stones v)?>> or <<touching (stones2 v)?> or <touching (stones3 v)?>>> or <touching (?-bock 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 (moving platforms v)?> then\n change x by (([x position v] of [moving platforms v]) - (x position))\nend\nif <touching (stones v)?> then\n if <(Yv) > [0]> then\n broadcast (destroy_stone v)\n end\nend\nif <touching (stones2 v)?> then\n if <(Yv) > [0]> then\n broadcast (destroy_stone2 v)\n end\nend\nif <touching (stones3 v)?> then\n if <(Yv) > [0]> then\n broadcast (destroy_stone3 v)\n end\nend\nif <touching (?-bock v)?> then\n if <(Yv) > [0]> then\n if <([costume # v] of [?-bock v]) = [1]> then\n broadcast (destroy_?block v)\n end\n end\nend\nif <touching (water v)?> then\n set [yv v] to [-1]\nend\nif <<<<<touching (ground v)?> or <touching (stones v)?>> or <<touching (stones2 v)?> or <touching (stones3 v)?>>> or <touching (?-bock 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 (stones v)?>> or <<touching (stones2 v)?> or <touching (stones3 v)?>>> or <touching (?-bock v)?>> or <touching (moving platforms v)?>>> then\n set [yv v] to [15]\nend\nif <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>> and <touching (water v)?>> then\n set [yv v] to [8]\nend\nchange y by (1)\nif <<<touching (spikes v)?> or <<touching (enemy v)?> or <touching (another_danger v)?>>> or <touching (lava v)?>> then\n if <not <touching (enemy v)?>> then\n broadcast (oof v)\n go to x: (-200) 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: (-200) 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: (-200) 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 hide\n change [coins v] by (1)\n go to x: (-200) y: (0)\n wait (1.1) seconds\n go to x: (-200) y: (0)\n show\nend\nif <touching (trampolins v)?> then\n set [yv v] to [25]\nend\n\nif <(y position) > [-50]> then\n repeat until <not <touching (moving platforms v)?>>\n end\n set x to (round ())\nend\n\nwhen flag clicked\nset [level v] to [4]\ngo to x: (107) y: (-83)\nswitch costume to (costume1 v)\n\nwhen flag clicked\nhide\n\nbroadcast (start v)\n\nwhen I receive [start v]\nshow\nset [level v] to [1]\ngo to x: (-180) y: (0)\nforever\n Platformer physics\nend\n\nset [pixelate v] effect to (30)\n\ndefine movingplatformscript\n\ndefine Direction\n\nrepeat until \n\nwhen I receive [level_check v]\ngo to x: (-200) y: (0)\n\nwhen I receive [restart v]\ngo to x: (-200) y: (0)\n\n@Stones\n\nwhen flag clicked\nswitch costume to (supermario2 v)\nshow\ngo to x: (-30) y: (100)\n\nwhen I receive [destroy_stone v]\nbroadcast (sound_effect v)\nrepeat (3)\n next costume\nend\nswitch costume to (costume2 v)\nhide\nset [particle go to x v] to (x position)\nset [particle go to y v] to (y position)\nbroadcast (particle_send v)\nwait (1) seconds\n\nwhen I receive [oof v]\nif <(LEVEL) = [1]> then\n show\n go to x: (-30) y: (100)\n switch costume to (supermario2 v)\nelse\n if <(LEVEL) = [2]> then\n hide\n else\n if <(LEVEL) = [4]> then\n hide\n else\n if <(LEVEL) = [8]> then\n switch costume to (supermario2 v)\n go to x: (-60) y: (34)\n show\n else\n hide\n end\n end\n end\nend\n\nwhen I receive [particle_send v]\nbroadcast (particles v)\nstop [this script v]\n\nset [clone_number v] to [1]\nforever\n\nwhen I receive [level_check v]\nif <(LEVEL) = [1]> then\n show\n go to x: (-30) y: (100)\n switch costume to (supermario2 v)\nelse\n if <(LEVEL) = [2]> then\n hide\n else\n if <(LEVEL) = [4]> then\n hide\n else\n if <(LEVEL) = [8]> then\n switch costume to (supermario2 v)\n go to x: (-60) y: (34)\n show\n else\n hide\n end\n end\n end\nend\n\nwait (0.1) seconds\n\nwhen I receive [sound_effect v]\nplay sound [Crunch v] until done\n\n@?-Bock\n\nwhen I receive [destroy_?block v]\nrepeat (3)\n change y by (3)\nend\nbroadcast (show_coin v)\nset [?block x-position v] to (x position)\nset [?block y-position v] to (y position)\nrepeat (2)\n change y by (-2)\nend\nchange y by (-5)\nswitch costume to (costume1 v)\n\nwhen I receive [oof v]\nif <(LEVEL) = [1]> then\n hide\nelse\n if <(LEVEL) = [2]> then\n show\n go to x: (-77) y: (125)\n else\n if <(LEVEL) = [3]> then\n show\n go to x: (-50) y: (120)\n else\n if <(LEVEL) = [4]> then\n show\n go to x: (-120) y: (60)\n else\n if <(LEVEL) = [8]> then\n show\n go to x: (-110) y: (34)\n else\n if <(LEVEL) = [10]> then\n hide\n else\n if <(LEVEL) = [11]> then\n show\n go to x: (0) y: (50)\n else\n hide\n end\n end\n end\n end\n end\n end\nend\n\nhide\n\nwhen flag clicked\nswitch costume to (yellow?block v)\nhide\n\nshow\nset y to (22)\n\nwhen I receive [level_check v]\nif <(LEVEL) = [1]> then\n switch costume to (yellow?block v)\n hide\n go to x: (129) y: (22)\nelse\n if <(LEVEL) = [2]> then\n switch costume to (yellow?block v)\n go to x: (-77) y: (125)\n show\n else\n if <(LEVEL) = [3]> then\n switch costume to (yellow?block v)\n show\n go to x: (-50) y: (120)\n else\n if <(LEVEL) = [4]> then\n switch costume to (yellow?block v)\n show\n go to x: (-120) y: (60)\n else\n if <(LEVEL) = [8]> then\n switch costume to (yellow?block v)\n show\n go to x: (-110) y: (34)\n else\n if <(LEVEL) = [10]> then\n hide\n else\n if <(LEVEL) = [11]> then\n switch costume to (yellow?block v)\n show\n go to x: (0) y: (50)\n else\n hide\n end\n end\n end\n end\n end\n end\nend\n\nhide\n\nset y to (21)\n\n@Spikes\n\nset [pixelate v] effect to (0)\n\nwhen flag clicked\nforever\n switch costume to (LEVEL)\nend\n\n@Sprite9\n\nwhen flag clicked\ngo to [back v] layer\nforever\n switch costume to (LEVEL)\nend\n\n@Stones2\n\nwhen flag clicked\nswitch costume to (supermario2 v)\nset [clone_number v] to [1]\nshow\ngo to x: (-80) y: (100)\n\nwhen I receive [destroy_stone2 v]\nbroadcast (sound_effect v) and wait\nrepeat (3)\n next costume\nend\nhide\nswitch costume to (supermario2 v)\nset [particle go to x v] to (x position)\nset [particle go to y v] to (y position)\nbroadcast (particles v)\nwait (1) seconds\n\nwhen I receive [destroy_stone v]\n\nwhen I receive [level_check v]\nif <(LEVEL) = [1]> then\n switch costume to (supermario2 v)\n show\n go to x: (-80) y: (100)\nelse\n if <(LEVEL) = [2]> then\n hide\n else\n if <(LEVEL) = [3]> then\n switch costume to (supermario2 v)\n show\n go to x: (0) y: (120)\n else\n if <(LEVEL) = [8]> then\n hide\n else\n hide\n end\n end\n end\nend\n\nwhen I receive [oof v]\nif <(LEVEL) = [1]> then\n show\n go to x: (-80) y: (100)\nelse\n if <(LEVEL) = [2]> then\n hide\n else\n if <(LEVEL) = [3]> then\n show\n go to x: (0) y: (120)\n else\n if <(LEVEL) = [8]> then\n hide\n else\n hide\n end\n end\n end\nend\n\nhide\n\n@Stones3\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\nset [clone_number v] to [1]\n\nshow\ngo to x: (-10) y: (100)\n\nwhen I receive [destroy_stone3 v]\nbroadcast (sound_effect v)\nrepeat (3)\n next costume\nend\nhide\nswitch costume to (costume1 v)\nset [particle go to x v] to (x position)\nset [particle go to y v] to (y position)\nbroadcast (particles v)\nwait (1) seconds\n\nhide\n\nwhen I receive [oof v]\nif <(LEVEL) = [1]> then\n\nwhen I receive [destroy_stone2 v]\n\nwhen I receive [level_check v]\nif <(LEVEL) = [2]> then\n hide\nelse\n if <(LEVEL) = [3]> then\n go to x: (-100) y: (120)\n show\n else\n if <(LEVEL) = [5]> then\n end\nend\n\n@particles\n\nwhen I receive [particles v]\nhide\nset [particles v] to [0]\ngo to x: (particle go to X) y: (Particle go to Y)\nrepeat until <(particles) = [4]>\n go to x: ((particle go to X) - (pick random (-20) to (20))) y: ((Particle go to Y) - (pick random (-20) to (20)))\n change [particles v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nhide\nwait (pick random (0.1) to (0.3)) seconds\nshow\nswitch costume to (pick random (1) to (3))\nrepeat (30)\n move (pick random (-5) to (5)) steps\n turn right (pick random (-20) to (20)) degrees\n change y by (-10)\nend\ndelete this clone\n\nrepeat (5)\n turn right (pick random (-100) to (100)) degrees\n change y by (3)\nend\n\nchange x by (10)\n\n@Sprite3\n\nwhen flag clicked\nset [coins v] to [0]\nhide\nforever\n next costume\n wait (0.05) seconds\nend\n\nwhen I receive [show_coin v]\nshow\ngo to x: (?Block X-position) y: ((?Block Y-position) + (40))\nrepeat (7)\n change y by (5)\nend\nrepeat (7)\n change y by (-3)\nend\nrepeat (3)\n change y by (3)\nend\nchange [coins v] by (1)\nbroadcast (sound_coin v)\nhide\n\nwhen I receive [sound_coin v]\nplay sound [nsmbwiiCoin v] until done\n\n@Sprite6\n\nwhen flag clicked\nset [ghost v] effect to (50)\n\n@Score Engine\n\ndefine Put score at X: (x) Y:: (y) With a size of: (size)\nhide\ngo to x: ((x) - ((size) / (3.4))) y: (y)\nswitch costume to (1 v)\nset [place value v] to [0]\nset [highest place value v] to [0]\nset [iscloned v] to [0]\nforever\n if <(length of (coins)) > (place value)> then\n change [highest place value v] by (1)\n change [place value v] by (1)\n change x by ((size) / (3.4))\n create clone of (_myself_ v)\n end\n if <(length of (coins)) < (highest place value)> then\n change [highest place value v] by (-1)\n change [place value v] by (-1)\n change x by ((size) / (join [-] [3.4]))\n broadcast (delete old clones v)\n end\nend\n\nwhen I start as a clone\nshow\nforever\n switch costume to (letter (place value) of (coins))\nend\n\nwhen I receive [delete old clones v]\nif <(length of (coins)) < (place value)> then\n delete this clone\nend\n\nwhen flag clicked\nPut score at X: (-190) Y:: (162) With a size of: (60)\n\nchange [coins v] by (1)\n\ndelete this clone\n\n@enemy\n\nwhen I receive [enemy_killed v]\nstop [other scripts in sprite v]\nswitch costume to (costume5 v)\nwait (0.1) seconds\nrepeat (10)\n change y by (-10)\nend\nset [ghost v] effect to (100)\n\nwhen flag clicked\nhide\nset y to (-81)\n\nwhen I receive [level_check v]\nif <(LEVEL) = [7]> then\n go [backward v] (1) layers\n set [ghost v] effect to (0)\n show\n broadcast (enemy_move v)\nelse\n hide\nend\n\nwhen I receive [enemy_move v]\nset x to (55)\nforever\n set rotation style [left-right v]\n point in direction (-90)\n repeat (2)\n repeat (4)\n change x by (-3)\n end\n switch costume to (costume1 v)\n repeat (4)\n change x by (-3)\n end\n switch costume to (costume3 v)\n repeat (4)\n change x by (-3)\n end\n switch costume to (costume2 v)\n repeat (4)\n change x by (-3)\n end\n switch costume to (costume4 v)\n end\n repeat (2)\n point in direction (90)\n repeat (4)\n change x by (3)\n end\n switch costume to (costume1 v)\n repeat (4)\n change x by (3)\n end\n switch costume to (costume3 v)\n repeat (4)\n change x by (3)\n end\n switch costume to (costume2 v)\n repeat (4)\n change x by (3)\n end\n end\n repeat (2)\n point in direction (90)\n repeat (4)\n change x by (3)\n end\n switch costume to (costume1 v)\n repeat (4)\n change x by (3)\n end\n switch costume to (costume3 v)\n repeat (4)\n change x by (3)\n end\n switch costume to (costume2 v)\n repeat (4)\n change x by (3)\n end\n switch costume to (costume4 v)\n end\n repeat (2)\n point in direction (-90)\n switch costume to (costume4 v)\n repeat (4)\n change x by (-3)\n end\n switch costume to (costume1 v)\n repeat (4)\n change x by (-3)\n end\n switch costume to (costume3 v)\n repeat (4)\n change x by (-3)\n end\n switch costume to (costume2 v)\n repeat (4)\n change x by (-3)\n end\n switch costume to (costume4 v)\n end\nend\n\nnext costume\nnext costume\nnext costume\nnext costume\n\n@Sprite11\n\nwhen I receive [level up! v]\nif <not <(LEVEL) = [14]>> then\n go to [front v] layer\n set y to (400)\n show\n set [slide v] to [-27]\n repeat (20)\n change y by (slide)\n change [slide v] by (1)\n end\n wait (0.7) seconds\n change [level v] by (1)\n broadcast (Level_check v)\n set [slide v] to [27]\n repeat (12)\n change y by (slide)\n change [slide v] by (-1)\n end\n hide\n broadcast (wait v) and wait\nend\n\nwhen flag clicked\nhide\n\n@Figur2\n\nwhen flag clicked\nhide\nrepeat (3)\n create clone of (_myself_ v)\n wait (1) seconds\nend\n\nwhen I start as a clone\nforever\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 (50))\n if <(pick random (1) to (2)) = [1]> then\n show\n go to x: (-200) y: (pick random (20) to (180))\n repeat (160)\n change x by (2.5)\n end\n hide\n wait (pick random (2) to (7)) 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 (160)\n change x by (-3.5)\n end\n hide\n wait (pick random (3) to (5)) seconds\n end\nend\n\n@Sprite15\n\nwhen this sprite clicked\nhide\nbroadcast (start v)\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen I receive [info v]\nhide\n\nwhen I receive [info_closed v]\nset size to (0) %\nshow\nrepeat (5)\n change size by (10)\nend\n\nwhen flag clicked\nshow\nwait (0.2) seconds\nforever\n go to [front v] layer\n if <touching (mouse-pointer v)?> then\n broadcast (start_idk v)\n set size to (70) %\n switch costume to (costume3 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 (costume2 v)\n end\nend\n\n@Sprite16\n\nwhen this sprite clicked\nhide\nbroadcast (info v)\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen I receive [start v]\nhide\n\nwhen I receive [info_closed v]\nset size to (0) %\nshow\nrepeat (5)\n change size by (10)\nend\n\nwhen flag clicked\ngo to [front v] layer\nshow\nforever\n if <touching (mouse-pointer v)?> then\n set size to (70) %\n switch costume to (costume2 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 (costume1 v)\n end\nend\n\n@info\n\nwhen I receive [info v]\nshow\nset size to (0) %\ngo to [front v] layer\nrepeat (10)\n change size by (12)\nend\nrepeat (2)\n change size by (-10)\nend\nforever\n if <mouse down?> then\n repeat (2)\n change size by (10)\n end\n repeat (10)\n change size by (-12)\n end\n hide\n broadcast (info_closed v)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nhide\n\n@shadows\n\nwhen flag clicked\nforever\n go to [back v] layer\n switch costume to (LEVEL)\n set [ghost v] effect to (50)\nend\n\nset [level v] to [7]\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: (110) y: (-110)\n else\n if <(LEVEL) = [4]> then\n show\n go to x: (190) y: (-100)\n else\n if <(LEVEL) = [8]> then\n show\n go to x: (0) y: (-110)\n repeat (10)\n change x by (3)\n end\n repeat (10)\n change x by (-3)\n end\n else\n if <(LEVEL) = [11]> then\n show\n go to x: (-100) y: (-110)\n else\n hide\n end\n end\n end\n end\nend\n\nrepeat (20)\n change x by (5)\nend\nrepeat (20)\n change x by (-5)\nend\n\nwhen I start as a clone\nwait (1) seconds\nforever\n if <(LEVEL) = [4]> then\n turn right (10) degrees\n show\n go to x: (100) y: (-100)\n else\n if <(LEVEL) = [11]> then\n turn right (10) degrees\n show\n go to x: (100) y: (-110)\n else\n hide\n end\n end\nend\n\nwhen I receive [start v]\nhide\ncreate clone of (_myself_ v)\nforever\n turn right (10) degrees\nend\n\nwhen flag clicked\nforever\n if <not <<<(LEVEL) = [3]> or <(LEVEL) = [8]>> or <<(LEVEL) = [4]> or <(LEVEL) = [11]>>>> then\n hide\n set x to (0)\n end\nend\n\nwait (1) seconds\n\nshow\ngo to x: (90) y: (40)\n\nhide\n\n@moving platforms\n\nwhen flag clicked\nhide\ngo to x: (-100) y: (-70)\nforever\n if <(LEVEL) = [5]> then\n show\n repeat (30)\n change x by (3)\n end\n repeat (30)\n change x by (-3)\n end\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(LEVEL) = [5]> then\n show\n else\n hide\n end\nend\n\nchange y by (4)\n\nchange y by (-4)\n\n@Water\n\nwhen flag clicked\ngo to [back v] layer\nhide\nforever\n next costume\n wait (0.11) seconds\n set [ghost v] effect to (40)\n if <<(LEVEL) = [6]> or <(LEVEL) = [10]>> then\n show\n else\n hide\n end\nend\n\n@Lava\n\nchange [ghost v] effect by (10)\n\nchange [ghost v] effect by (-10)\n\nwhen flag clicked\nforever\n next costume\n wait (0.2) seconds\n set [ghost v] effect to (20)\n if <(LEVEL) = [5]> then\n show\n else\n hide\n end\nend\n\n@Sprite2\n\nwhen flag clicked\nbroadcast (Intro_finished v)\nshow\nforever\n point in direction ((([sin v] of ((timer) * (150)) ) * (3)) + (90))\nend\n\nwhen I receive [intro_finished v]\ngo to [front v] layer\n\nwhen I receive [start v]\nhide\n\n@Sprite5\n\nwhen flag clicked\nshow\nforever\n next costume\n wait (0.05) seconds\nend\n\nwhen I receive [sound_coin v]\nplay sound [nsmbwiiCoin v] until done\n\n@Sprite4\n\nwhen flag clicked\nhide\n\nwhen I receive [oof v]\nbroadcast (dead v)\ngo to [front v] layer\nshow\nwait (0.2) seconds\nhide\nwait (0.2) seconds\n\nrepeat (2)\n\nwhen I receive [dead v]\nplay sound [Slide Whistle v] until done\n\nwhen I receive [level up! v]\nstop [other scripts in sprite v]\nhide\n\nrepeat (10)\n\nwhen I receive [level_check v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [wait v]\nstop [other scripts in sprite v]\nhide\n\n@trampolins\n\nwhen flag clicked\nforever\n if <touching (sprite7 v)?> then\n switch costume to (kostüm2 v)\n wait (0.15) seconds\n else\n switch costume to (kostüm1 v)\n end\nend\n\nwhen flag clicked\ncreate clone of (_myself_ v)\nforever\n if <(LEVEL) = [9]> then\n go to x: (-100) y: (-90)\n show\n else\n hide\n end\nend\n\nwhen I start as a clone\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\n\nforever\n \n point in direction (90)\n show\n set y to ()\n set x to (40)\n else\n hide\n end\nend\n\nhide\n\nwhen I start as a clone\nforever\n if <(LEVEL) = [9]> then\n go to x: (60) y: (-90)\n show\n else\n hide\n end\nend\n\n@Sprite8\n\nwhen flag clicked\nswitch costume to (pixel_sound v)\ngo [backward v] (15) layers\nhide\nset [ghost v] effect to (30)\ngo to [front v] layer\ngo [forward v] (2) layers\n\nwhen I receive [intro_finished v]\nshow\nwait (1) seconds\n\nwhen this sprite clicked\nnext costume\nif <(costume [number v]) = [1]> then\n set volume to (100) %\nelse\n if <(costume [number v]) = [2]> then\n set volume to (0) %\n end\nend\n\nplay sound [TheFatRat - Time Lapse v] until done\n\nwhen I receive [intro_finished v]\nshow\nwait (1) seconds\nrepeat until <(costume [number v]) = [2]>\n set volume to (100) %\n play sound [into the light v] until done\nend\n\nset [pixelate v] effect to (0)\n\nwhen flag clicked\nforever\n \nend\n\n@Skip-Button\n\nwhen this sprite clicked\nif <not <(LEVEL) = [12]>> then\n broadcast (skip v)\nelse\n broadcast (warning v)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (15)\n else\n set [brightness v] effect to (0)\n end\nend\n\n@Sprite10\n\nwhen flag clicked\nhide\n\nwhen I receive [skip v]\nswitch costume to (costume1 v)\nshow\nset size to (0) %\ngo to [front v] layer\nrepeat (10)\n change size by (12)\nend\nrepeat (2)\n change size by (-10)\nend\n\nwhen I receive [skip_closed v]\nrepeat (2)\n change size by (10)\nend\nrepeat (10)\n change size by (-12)\nend\nhide\n\nwhen I receive [warning v]\nswitch costume to (costume2 v)\nshow\nset size to (0) %\ngo to [front v] layer\nrepeat (10)\n change size by (12)\nend\nrepeat (2)\n change size by (-10)\nend\n\n@Sprite12\n\nwhen I receive [skip v]\nswitch costume to (costume1 v)\nshow\nset size to (0) %\nwait (0.1) seconds\ngo to [front v] layer\nrepeat (10)\n change size by (12)\nend\nrepeat (2)\n change size by (-10)\nend\n\nwhen flag clicked\nhide\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (15)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen this sprite clicked\nbroadcast (skip_closed v)\n\nwhen I receive [skip_closed v]\nrepeat (2)\n change size by (10)\nend\nrepeat (10)\n change size by (-12)\nend\nhide\n\nwhen I receive [warning v]\nswitch costume to (costume2 v)\nshow\nset size to (0) %\nwait (0.1) seconds\ngo to [front v] layer\nrepeat (10)\n change size by (12)\nend\nrepeat (2)\n change size by (-10)\nend\n\n@Sprite13\n\nwhen I receive [skip v]\nshow\nset size to (0) %\nwait (0.1) seconds\ngo to [front v] layer\nrepeat (10)\n change size by (12)\nend\nrepeat (2)\n change size by (-10)\nend\n\nwhen flag clicked\nhide\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (15)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen this sprite clicked\nif <(coins) > [2]> then\n change [coins v] by (-3)\n broadcast (skip_closed v)\n wait (1) seconds\n broadcast (LEVEL UP! v)\nelse\n say [You don`t have enough money] for (2) seconds\n broadcast (skip_closed v)\nend\n\nwhen I receive [skip_closed v]\nrepeat (2)\n change size by (10)\nend\nrepeat (10)\n change size by (-12)\nend\nhide\n\n@restart\n\nwhen this sprite clicked\nbroadcast (restart v)\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (15)\n else\n set [brightness v] effect to (0)\n end\nend\n\n@Sprite14\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@Text\n\nwhen flag clicked\ngo [backward v] (3) layers\nforever\n switch costume to (LEVEL)\n if <(distance to [mouse-pointer v]) < [50]> then\n repeat until <(size) = [120]>\n change size by (10)\n end\n else\n repeat until <(size) = [100]>\n change size by (-10)\n end\n end\nend\n\nhide\n\n@Thumbnail\n\nwhen flag clicked\nforever\n show\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\n@Sprite1\n\n | Join my Intro contest: https://scratch.mit.edu/projects/394011105/\n\n-:_:-:_:-:_:-:_:-:_:-:_:-:_:-:_:-:_:-:_:-:_:-:_:-:_:-:_:-:_:-:_:\nHi and welcome to my newest game. This is my first part 2 of my most succesful game Pixelland.\nIf you want a free love and fave remix this and make a creative remix and i will love and maybe also fave ;D\n-:_:-:_:-:_:-:_:-INSTRUCTIONS:-:_:-:_:-:_:-:_:-:_:-:\n\nMove with arrows, WASD or mobile controls.\nYou can kill enemys by jumping on their head. \nAvoid Spikes or other dangers. Trampolins are bouncy.\nYou can destroy boxes and if you destroy a yellow box you get a coin. You need coins to skip levels =D\n\nENJOY =D :D =) XD |
Red - A Platformer (Mobile Friendly) | @Stage\n\nwhen flag clicked\nforever\n switch backdrop to (L)\nend\n\nwhen flag clicked\nset volume to (50) %\nforever\n play sound [Itro & Tobu - Cloud 9 \[NCS Release\] v] until done\nend\n\n@player\n\nwhen I start as a clone\nset [ghost v] effect to (10)\nrepeat (10)\n change [ghost v] effect by (15)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\ndefine Platform Gravity: (gravity) Jump H (jump h) S Movement S (sm) F (f) S (s)\nchange [yv v] by (gravity)\nchange y by (YV)\nif <touching (platform v)?> then\n repeat until <not <touching (platform v)?>>\n change y by ((([abs v] of (YV) ) / (YV)) * (-1))\n end\n set [yv v] to (<<<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <((mouse y) - (y position)) > [50]>>>> and <(([abs v] of (YV) ) / (YV)) = [-1]>> * (jump h))\nend\nset [xv v] to (((XV) + ((<<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>>> * ((sm) * (-1))) + (<<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>> * (sm)))) * (f))\nchange x by (XV)\nset [s v] to [0]\nrepeat until <<(S) = ((s) * (-1))> or <not <touching (platform v)?>>>\n change y by (1)\n change [s v] by (-1)\nend\nif <touching (platform v)?> then\n change y by (S)\n repeat until <not <touching (platform v)?>>\n change x by ((([abs v] of (XV) ) / (XV)) * (-1))\n end\nend\n\nwhen flag clicked\ngo to [front v] layer\nshow\ngo to x: (-180) y: (-86)\nset [skip v] to [0]\nset [l v] to [1]\nset [yv v] to [0]\nset [xv v] to [0]\nforever\n Platform Gravity: [-1] Jump H [15] S Movement S [4] F [.7] S [8]\nend\n\nwhen flag clicked\nforever\n if <key (space v) pressed?> then\n go to x: (-180) y: (-87)\n end\nend\n\nwhen flag clicked\nforever\n if <(x position) > [240]> then\n start sound [Magic Spell v]\n change [l v] by (1)\n go to x: (-180) y: (-86)\n end\nend\n\nwhen flag clicked\nforever\n if <<(y position) < [-180]> or <touching (spikes v)?>> then\n wait (.01) seconds\n start sound [Crunch v]\n go to x: (-180) y: (-86)\n end\nend\n\nwhen flag clicked\nforever\n if <key (s v) pressed?> then\n change [l v] by (1)\n wait (1) seconds\n end\nend\n\n@platform\n\nwhen flag clicked\ngo to x: (0) y: (-44)\nforever\n switch costume to (L)\nend\n\n@circle\n\nwhen I start as a clone\nshow\ngo to [back v] layer\nset [ghost v] effect to (pick random (40) to (90))\nset size to (pick random (40) to (80)) %\ngo to x: (240) y: (pick random (180) to (-180))\nglide (pick random (1) to (3)) secs to x: (-240) y: (pick random (180) to (-180))\ndelete this clone\n\nwhen I start as a clone\nforever\n if <key (p v) pressed?> then\n hide\n delete this clone\n end\nend\n\nwhen flag clicked\nhide\nforever\n create clone of (_myself_ v)\n wait (.05) seconds\nend\n\n@spikes\n\nwhen flag clicked\ngo to x: (71) y: (-25)\nforever\n switch costume to (L)\nend\n\n@Sprite1\n\nwhen flag clicked\nforever\n show\n set [ghost v] effect to (100)\n go to [front v] layer\nend\n\n | Instructions:\n- arrow keys or WASD to move\n- mobile friendly\n- spikes kill you\n- s to skip\n- 10 levels\n- all levels are possible\n-------------------------------------------------------------------------\nStoryline: \nYou are a little circle who is going on a quest. You have to get the crystals from the seven color worlds to go to the rainbow world. The seven world are: World Red, World Orange, World Yellow, World Green, World Blue, World Indigo, and World Purple. Now, you arrived World Red.\n-------------------------------------------------------------------------\nPlease tell me in the comment if there are any bugs and glitches! This is my first time making mobile platformer so there might be things to fix.\nLove, favorite, and follow or I'll steal your cupcakes!\n10 hearts and stars and I will make part 2! |
Arctic - A Platformer | @Stage\n\n@Player\n\nwhen flag clicked\nforever\n if <touching color (#00cccc)?> then\n set [y v v] to ((9) * (0.9))\n set [y v v] to ((9) * (0.9))\n set [y v v] to ((9) * (0.9))\n set [y v v] to ((9) * (0.9))\n if <key (up arrow v) pressed?> then\n set [y v v] to [1]\n wait (1) seconds\n end\n if <key (up arrow v) pressed?> then\n change [y v v] by (0.05)\n end\n if <key (down arrow v) pressed?> then\n change [y v v] by (0.3)\n end\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n change [x v v] by (-0.3)\n end\n if <key (right arrow v) pressed?> then\n point in direction (90)\n change [x v v] by (0.3)\n end\n end\nend\n\nwhen I receive [next level v]\nreset\nReset player variables\n\ndefine reset\nclear graphic effects\nset size to (15) %\nshow\ngo to x: (-200) y: (0)\npoint in direction (90)\nReset player variables\n\ndefine Reset player variables\nset [x v v] to [0]\nset [y v v] to [0]\n\nwhen I receive [start v]\nset [level v] to [1]\nset size to (15) %\nReset player variables\nreset\nforever\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [x v v] by (1.5)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [x v v] by (-1.5)\n end\n set [x v v] to ((X v) * (0.9))\n change x by (X v)\n if <<touching color (#e6e6e6)?> or <touching color (#a8faf7)?>> then\n change y by (1)\n if <<touching color (#e6e6e6)?> or <touching color (#a8faf7)?>> then\n change y by (1)\n if <<touching color (#e6e6e6)?> or <touching color (#a8faf7)?>> then\n change y by (1)\n if <<touching color (#e6e6e6)?> or <touching color (#a8faf7)?>> then\n change y by (1)\n if <<touching color (#e6e6e6)?> or <touching color (#a8faf7)?>> then\n change y by (1)\n if <<touching color (#e6e6e6)?> or <touching color (#a8faf7)?>> then\n change x by ((X v) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>>> then\n if <(X v) > [0]> then\n set [x v v] to [-3]\n else\n set [x v v] to [6]\n end\n set [y v v] to [15]\n else\n set [x v v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [y v v] by (-1)\n change y by (Y v)\n if <<touching color (#e6e6e6)?> or <touching color (#a8faf7)?>> 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 color (#e6e6e6)?> or <touching color (#a8faf7)?>> 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 [14]\n end\n end\n change y by (1)\n if <<touching color (#00b5c6)?> or <touching color (#00def2)?>> then\n reset\n end\nend\n\nwhen I receive [start v]\nforever\n if <(x position) > [239]> then\n broadcast (Next Level v)\n reset\n reset\n Reset player variables\n end\nend\n\nwhen I receive [reset v]\nreset\n\nwhen [s v] key pressed\nbroadcast (Next Level v)\n\nwhen [r v] key pressed\nreset\n\nwhen I receive [start v]\nreset\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\n\n@Levels\n\nwhen flag clicked\nswitch costume to (costume1 v)\nshow\nforever\n switch costume to (Level)\nend\n\nwhen I receive [next level v]\nchange [level v] by (1)\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\n\n@Cave Background\n\nwhen flag clicked\nforever\n if <<(Level) > [8]> and <(Level) < [16]>> then\n show\n else\n hide\n end\nend\n\n@Thumbnail\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\n@CrewMember1\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [20]> then\n show\n glide (0.8) secs to (player v)\n else\n hide\n end\nend\n\n@CrewMember2\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [20]> then\n show\n glide (1) secs to (player v)\n else\n hide\n end\nend\n\nif <<touching color (#e6e6e6)?> or <touching color (#a8faf7)?>> then\n change y by (1)\n if <<touching color (#e6e6e6)?> or <touching color (#a8faf7)?>> then\n change y by (1)\n if <<touching color (#e6e6e6)?> or <touching color (#a8faf7)?>> then\n change y by (1)\n if <<touching color (#e6e6e6)?> or <touching color (#a8faf7)?>> then\n change y by (1)\n if <<touching color (#e6e6e6)?> or <touching color (#a8faf7)?>> then\n change y by (1)\n if <<touching color (#e6e6e6)?> or <touching color (#a8faf7)?>> then\n change x by ((X v) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>>> then\n if <(X v) > [0]> then\n set [x v v] to [-5]\n else\n set [x v v] to [5]\n end\n set [y v v] to [15]\n else\n set [x v v] to [0]\n end\n end\n end\n end\n end\n end\nend\nchange [y v v] by (-1)\nchange y by (Y v)\nif <<touching color (#e6e6e6)?> or <touching color (#a8faf7)?>> then\n change y by ((Y v) * (-1))\n set [y v v] to [0]\nend\nchange y by (-1)\nif <<touching color (#e6e6e6)?> or <touching color (#a8faf7)?>> 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 [14]\n end\nend\nchange y by (1)\nif <<touching color (#00b5c6)?> or <touching color (#00def2)?>> then\n reset\nend\n\n@Intro3\n\nwhen flag clicked\nstart sound [Valence - Infinite v]\nhide\nswitch costume to (background1 v)\nset [clone id v] to [0]\nset size to (1) %\nrepeat (4)\n create clone of (_myself_ v)\n next costume\nend\nwait (0.5) seconds\nset [yv v] to [0]\nset size to (100) %\nset [xv v] to [0]\nhide\nrepeat (4)\n wait (0.1) seconds\n create clone of (_myself_ v)\n change [clone id v] by (1)\nend\nwait (1) seconds\nhide\nswitch costume to (blank v)\nset [clone id v] to [6]\nrepeat (16)\n create clone of (_myself_ v)\n next costume\n go to [front v] layer\n go to x: (-20) y: (-2000)\nend\nwait (0.25) seconds\nrepeat (7)\n set [clone id v] to [7]\n create clone of (_myself_ v)\nend\nwait (1) seconds\nset [clone id v] to [7]\ngo to x: (0) y: (-10)\nrepeat (6)\n create clone of (_myself_ v)\nend\nwait (1) seconds\nswitch costume to (blank v)\nrepeat (6)\n next costume\n set [clone id v] to [5]\n create clone of (_myself_ v)\nend\nhide\ndelete this clone\n\nwhen I start as a clone\nif <(CLONE iD) = [0]> then\n set size to (1) %\n show\n go to x: (-2000) y: (0)\n repeat (30)\n change x by (((0) - (x position)) / (4))\n change size by (((0) - (size)) / (-4))\n end\n go to x: (0) y: (0)\n go to [back v] layer\n wait (5) seconds\n delete this clone\nend\n\nwhen I start as a clone\nif <(CLONE iD) = [2]> then\n show\n switch costume to (logo3 v)\n go to x: (2000) y: (0)\n repeat (10)\n change x by (((0) - (x position)) / (3))\n end\n go to x: (0) y: (0)\n wait (1.7) seconds\n set [xv v] to [-10]\n set [yv v] to [10]\n repeat (29)\n change [yv v] by (-1)\n set [xv v] to ((xv) * (0.95))\n change x by (xv)\n change y by (yv)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(CLONE iD) = [3]> then\n switch costume to (logo1 v)\n show\n go to x: (0) y: (2000)\n repeat (10)\n change y by (((0) - (y position)) / (3))\n end\n go to x: (0) y: (0)\n wait (1.4) seconds\n set [xv v] to [0]\n set [yv v] to [5]\n repeat (29)\n change [yv v] by (-1)\n set [xv v] to ((xv) * (0.95))\n change x by (xv)\n change y by (yv)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(CLONE iD) = [1]> then\n switch costume to (logo2 v)\n show\n go to x: (-2000) y: (0)\n repeat (10)\n change x by (((0) - (x position)) / (3))\n end\n go to x: (0) y: (0)\n wait (2) seconds\n set [xv v] to [10]\n set [yv v] to [10]\n repeat (32)\n change [yv v] by (-1)\n set [xv v] to ((xv) * (0.95))\n change x by (xv)\n change y by (yv)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(CLONE iD) = [6]> then\n set size to (100) %\n show\n repeat (20)\n change y by (((0) - (y position)) / (7))\n end\n wait (1) seconds\n set [xv v] to (pick random (-10) to (10))\n set [yv v] to (pick random (12) to (17.0))\n repeat until <(y position) < [-165]>\n change [yv v] by (-1)\n set [xv v] to ((xv) * (0.95))\n change x by (xv)\n change y by (yv)\n if <touching (_edge_ v)?> then\n change [ghost v] effect by (100)\n end\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(CLONE iD) = [7]> then\n go to x: (0) y: (-10)\n show\n set size to (pick random (40) to (75)) %\n switch costume to (i11 v)\n set [xv v] to (pick random (-10) to (10.0))\n set [ghost v] effect to (pick random (12) to (23))\n set [yv v] to (pick random (12) to (17.0))\n repeat until <(y position) < [-170]>\n change x by (xv)\n change y by (yv)\n change [yv v] by (-1)\n set [xv v] to ((xv) * (0.95))\n change [ghost v] effect by (1)\n end\n switch costume to (blank v)\n delete this clone\nend\n\nwhen I start as a clone\nif <(CLONE iD) = [5]> then\n set size to (100) %\n show\n go to x: (-2000) y: (0)\n repeat (10)\n change x by (((0) - (x position)) / (4))\n end\n wait (1) seconds\n set [:\) v] to [1]\n delete this clone\nend\n\nforever\n\nwhen flag clicked\nwait (7.3) seconds\nbroadcast (Start v)\n\n | Welcome to the Arctic! \nYou were exploring but you lost your crew! Adventure through this awesome world to find them!\n-Use arrow keys, WAD, or touch to move.\n-Press S to skip, R to retry.\n-Get to the right side of the level to move on to the next one.\n-With 19 levels, you will have fun!\nTell me in the comments if you want a sequel!\nThis took me a while to make so please love, favorite, and follow!\n |
-Snowy 2- A Scrolling Platformer | @Stage\n\n@Trampolines\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 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: [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: [0] y: [360]\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: [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: [0] y: [360]\n Clone at x: [480] y: [0]\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen flag clicked\nhide\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 (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]\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]\nend\n\nClone at x: [0] y: [-360]\nClone at x: [480] y: [0]\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nClone at x: [1663] y: [557]\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nplay sound [the piano moosic v] until done\n\n@Thumbnail\n\nwhen flag clicked\nhide\nforever\n show\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\nwhen flag clicked\nhide\n\n@forward\n\nwhen flag clicked\ngo to x: (25) y: (-84)\nshow\ngo [forward v] (1) layers\nforever\n go to [front v] layer\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (25)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen this sprite clicked\nbroadcast (forward v)\n\nwhen I receive [animation v]\nhide\n\nwhen I receive [start v]\nhide\n\n@backward\n\nwhen flag clicked\ngo to x: (-33) y: (-83)\nshow\ngo [forward v] (1) layers\nforever\n go to [front v] layer\n show\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (25)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen this sprite clicked\nbroadcast (backward v)\n\n\n\n\n\nwhen I receive [animation v]\nforever\n hide\nend\n\nwhen I receive [start v]\nforever\n hide\nend\n\n@Backround\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\nshow\n\nhide\n\n@Snow\n\nwhen flag clicked\nhide\nforever\n wait (pick random (0.1) to (0.3)) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\ngo to [front v] layer\nshow\ngo to x: (pick random (-240) to (240)) y: (180)\nrepeat until <(y position) < [-178]>\n change y by (-3)\nend\ndelete this clone\n\n@Button\n\nwhen flag clicked\nshow\nset size to (100) %\nset [sine v] to [0]\npoint in direction (90)\nswitch costume to (costume1 v)\nrepeat until <<touching (mouse-pointer v)?> and <mouse down?>>\n turn right ([cos v] of (sine) ) degrees\n change [sine v] by (7)\n if <touching (mouse-pointer v)?> then\n broadcast (Mouse Hover v)\n switch costume to (costume2 v)\n if <(size) = [100]> then\n repeat (5)\n change size by (5)\n end\n end\n end\n if <not <touching (mouse-pointer v)?>> then\n broadcast (No Mouse Hover v)\n switch costume to (costume1 v)\n if <(size) = [125]> then\n repeat (5)\n change size by (-5)\n end\n end\n end\nend\nif <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (START v)\n hide\nend\ngo to x: (0) y: (0)\n\n@Spikes\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 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: [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: [0] y: [360]\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: [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]\nend\n\nClone at x: [0] y: [-360]\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen flag clicked\nhide\n\n@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 [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)\n end\n if <(EXIT) = [Win]> then\n Game - Win\n else\n Game - Die\n end\nend\n\ndefine Game on\nset [x v] to [0]\nset [y v] to [0]\nset [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 (30) %\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\nif <touching (spikes v)?> then\n set [exit v] to [Die]\n start sound [Break Brick v]\nend\nif <touching (trampolines v)?> then\n set [speed y v] to [22]\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 (3)\n hide\n wait (0.01) seconds\n show\n wait (0.01) 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\nhide\nclear graphic effects\nchange [level v] by (1)\nwait (1) seconds\n\ndefine Test - Die\n\nwhen I start as a clone\nclear graphic effects\nshow\nrepeat (10)\n change size by (-2)\n change [ghost v] effect by (10)\nend\nhide\ndelete this clone\n\nwhen flag clicked\nswitch backdrop to (backdrop2 v)\nforever\n play sound [Revolution v] until done\nend\n\nwhen I receive [start v]\nswitch costume to (trail v)\nbroadcast (Green Flag v) and wait\nbroadcast (Play Game v) and wait\n\nwhen flag clicked\n\nhide\n\nwhen I receive [backward v]\nchange [costume v] by (-1)\nswitch costume to <(costume) = [-1]>\nchange [color v] effect by (-25)\n\nwhen I receive [forward v]\nchange [costume v] by (1)\nnext costume\nchange [color v] effect by (25)\n\nwhen flag clicked\nshow\ngo to x: (-5) y: (-84)\n\n@Sprite1\n\n | Welcome to my second "scrolling platformer": -Snowy 2- A Scrolling Platformer.\nPress the arrow keys to move, and get across spikes, trampolines, and more! There are two pathways! And there are more levels added... \nI am racing to 1.5k followers.. Would you like to help.... |
| Powers | Platformer | | @Stage\n\nwhen I receive [next lvl v]\nset [transition v] to [1]\nset [invincibility v] to [0]\nclear graphic effects\nrepeat (5)\n change [brightness v] effect by (20)\nend\nwait (0.05) seconds\nrepeat (20)\n change [brightness v] effect by (-5)\nend\nset [transition v] to [0]\nif <(level) = [3]> then\n broadcast (show v) and wait\n broadcast (lvl3 v)\nelse\n if <(level) = [4]> then\n broadcast (show v) and wait\n broadcast (lvl4 v)\n else\n if <(level) = [5]> then\n broadcast (show v) and wait\n broadcast (lvl5 v)\n else\n if <(level) = [6]> then\n broadcast (show v) and wait\n broadcast (lvl6 v)\n else\n if <(level) = [8]> then\n broadcast (show v) and wait\n broadcast (lvl8 v)\n else\n if <(level) = [10]> then\n broadcast (show v) and wait\n broadcast (lvl10 v)\n else\n if <(level) = [11]> then\n broadcast (show v) and wait\n broadcast (lvl11 v)\n else\n if <(level) = [12]> then\n broadcast (show v) and wait\n broadcast (lvl12 v)\n else\n if <(level) = [15]> then\n broadcast (show v) and wait\n broadcast (lvl15 v)\n else\n broadcast (show v) and wait\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nset [transition v] to [0]\nforever\n play sound [Sad Music Zone - Background Music my-free-mp3s v] until done\nend\n\n@Player\n\ndefine Platform (jump height) (gravity) (friction) (running speed)\nif <<<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 [xv v] by (running speed)\nend\nif <<<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 [xv v] by ((running speed) * (-1))\nend\nset [xv v] to ((XV) * (friction))\nchange x by (XV)\nif <touching (levels v)?> then\n set [slope v] to [0]\n repeat until <<(Slope) = [8]> or <not <touching (levels v)?>>>\n change [slope v] by (1)\n change y by (1)\n end\n if <touching (levels v)?> then\n change y by ((Slope) * (-1))\n repeat ([ceiling v] of ([abs v] of (XV) ) )\n if <touching (levels v)?> then\n change x by ((([abs v] of (XV) ) / (XV)) * (-1))\n end\n end\n set [xv v] to [0]\n end\nend\nchange y by (YV)\nif <touching (levels v)?> then\n repeat ([ceiling v] of ([abs v] of (YV) ) )\n if <touching (levels v)?> then\n change y by ((([abs v] of (YV) ) / (YV)) * (-1))\n end\n end\n if <<((([abs v] of (YV) ) / (YV)) * (-1)) = [1]> and <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(y position) < (mouse y)>>>> then\n set [yv v] to (jump height)\n else\n set [yv v] to [0]\n end\nelse\n change [yv v] by (-1)\nend\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\ngo to [back v] layer\ngo to x: (-195) y: (-60)\npoint in direction (90)\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (-10)\n set [xv v] to [0]\n set [yv v] to [0]\nend\nforever\n Platform [12] [-1] [0.9] [0.8]\nend\n\nwhen flag clicked\nforever\n if <(x position) > [239]> then\n broadcast (next lvl v) and wait\n end\n if <<touching (spikes v)?> or <(y position) < [-168]>> then\n if <(invincibility) = [0]> then\n clear graphic effects\n repeat (10)\n change [ghost v] effect by (10)\n set [xv v] to [0]\n set [yv v] to [0]\n end\n show\n go to x: (-195) y: (-60)\n point in direction (90)\n repeat (10)\n change [ghost v] effect by (-10)\n set [xv v] to [0]\n set [yv v] to [0]\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<touching (jump boost v)?> and <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(y position) < (mouse y)>>>> then\n set [yv v] to [20]\n end\nend\n\nwhen flag clicked\nforever\n if <<touching (speed boost v)?> and <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>>> then\n set [xv v] to [30]\n end\nend\n\nwhen flag clicked\nforever\n if <<touching (gravity boost v)?> and <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(y position) < (mouse y)>>>> then\n repeat until <<<touching (_edge_ v)?> or <touching (spikes v)?>> or <touching (reverse jump boost v)?>>\n change [yv v] by (2)\n end\n end\nend\n\nwhen flag clicked\nset [invincibility v] to [0]\nforever\n if <touching (invincibility boost v)?> then\n set [invincibility v] to [1]\n wait (10) seconds\n set [invincibility v] to [0]\n end\nend\n\nwhen [r v] key pressed\nclear graphic effects\nrepeat (10)\n change [ghost v] effect by (10)\n set [xv v] to [0]\n set [yv v] to [0]\nend\nshow\ngo to x: (-195) y: (-60)\npoint in direction (90)\nrepeat (10)\n change [ghost v] effect by (-10)\n set [xv v] to [0]\n set [yv v] to [0]\nend\n\nwhen I receive [next lvl v]\nchange [level v] by (1)\nhide\n\nwhen I receive [show v]\nshow\nclear graphic effects\nrepeat (10)\n change [ghost v] effect by (10)\n set [xv v] to [0]\n set [yv v] to [0]\nend\nshow\ngo to x: (-195) y: (-60)\npoint in direction (90)\nrepeat (10)\n change [ghost v] effect by (-10)\n set [xv v] to [0]\n set [yv v] to [0]\nend\n\nwhen [s v] key pressed\nif <not <(level) = [16]>> then\n broadcast (next lvl v) and wait\nend\n\nwhen I receive [reset v]\nclear graphic effects\nrepeat (10)\n change [ghost v] effect by (10)\n set [xv v] to [0]\n set [yv v] to [0]\nend\nshow\ngo to x: (-195) y: (-60)\npoint in direction (90)\nrepeat (10)\n change [ghost v] effect by (-10)\n set [xv v] to [0]\n set [yv v] to [0]\nend\n\nwhen flag clicked\nforever\n if <<touching (reverse jump boost v)?> and <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<mouse down?> and <(mouse y) < (y position)>>>> then\n set [yv v] to [0]\n repeat (10)\n change [yv v] by (-2)\n end\n end\nend\n\n@Trail\n\nwhen flag clicked\nset [trail v] to [0]\nhide\nforever\n if <<not <(transition) = [1]>> and <(trail) = [1]>> then\n wait (0.05) seconds\n go to (player v)\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\ngo to [back v] layer\nshow\nset size to (80) %\nset [ghost v] effect to (0)\nset [brightness v] effect to (0)\nrepeat (20)\n change size by (-2)\n change [ghost v] effect by (2)\nend\ndelete this clone\n\n@Levels\n\nwhen flag clicked\nset [level v] to [1]\nshow\nforever\n go to [front v] layer\n go [backward v] (9) layers\n go to x: (0) y: (0)\n switch costume to (level)\nend\n\nwhen I receive [next lvl v]\nhide\n\nwhen I receive [show v]\nshow\n\n@Cloud\n\nwhen flag clicked\nhide\nforever\n wait (pick random (5) to (8)) seconds\n go to [back v] layer\n go [forward v] (1) layers\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\ngo to x: (275) y: (pick random (120) to (-100))\nset [ghost v] effect to (50)\nforever\n repeat until <(x position) < [-262]>\n change x by (-1)\n end\n delete this clone\nend\n\nwhen I start as a clone\nforever\n if <(transition) = [1]> then\n hide\n else\n show\n end\nend\n\n@Spikes\n\nwhen flag clicked\nshow\nforever\n go to x: (0) y: (0)\n switch costume to (level)\n go to [back v] layer\n go [forward v] (3) layers\nend\n\nwhen I receive [next lvl v]\nhide\n\nwhen I receive [show v]\nshow\n\n@Trail 🖾\n\nwhen flag clicked\nforever\n switch costume to (trail)\nend\n\nwhen this sprite clicked\nif <(trail) = [1]> then\n set [trail v] to [0]\nelse\n set [trail v] to [1]\nend\n\nwhen flag clicked\nset [ghost v] effect to (100)\nhide\nwait (1.5) seconds\ngo to x: (185) y: (-145)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\n go [forward v] (10000000000) layers\nend\n\nwhen flag clicked\npoint in direction (90)\nturn left (-5) degrees\nforever\n repeat (10)\n turn right (-1) degrees\n end\n repeat (10)\n turn right (1) degrees\n end\nend\n\nwhen I receive [next lvl v]\nhide\n\nwhen I receive [show v]\nshow\n\n@Skip Button\n\nwhen flag clicked\nset [ghost v] effect to (100)\nhide\nwait (1.5) seconds\ngo to x: (-200) y: (-145)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\n go [forward v] (10000000000) layers\nend\n\nwhen flag clicked\npoint in direction (90)\nturn left (10) degrees\nforever\n repeat (10)\n turn right (2) degrees\n end\n repeat (10)\n turn right (-2) degrees\n end\nend\n\nwhen this sprite clicked\nif <not <(level) = [16]>> then\n broadcast (next lvl v) and wait\nend\n\nwhen I receive [show v]\nshow\n\nwhen I receive [next lvl v]\nhide\n\n@Reset Button\n\nwhen flag clicked\nset [ghost v] effect to (100)\nhide\nwait (1.5) seconds\ngo to x: (-135) y: (-145)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\n go [forward v] (10000000000) layers\nend\n\nwhen flag clicked\npoint in direction (90)\nturn left (-10) degrees\nforever\n repeat (10)\n turn right (-2) degrees\n end\n repeat (10)\n turn right (2) degrees\n end\nend\n\nwhen this sprite clicked\nbroadcast (reset v) and wait\n\nwhen I receive [next lvl v]\nhide\n\nwhen I receive [show v]\nshow\n\n@Jump Boost\n\nwhen flag clicked\nhide\ngo to x: (-150) y: (-85)\n\nwhen flag clicked\nset [hover v] to [-90]\nforever\n repeat (15)\n change [hover v] by (-0.33)\n end\n repeat (15)\n change [hover v] by (0.33)\n end\nend\n\nwhen flag clicked\nforever\n set y to (hover)\nend\n\nwhen I receive [lvl3 v]\nshow\n\nwhen I receive [next lvl v]\nhide\n\nwhen I receive [lvl8 v]\nset [hover v] to [-90]\nshow\n\nwhen I receive [lvl11 v]\nset x to (-200)\nshow\n\nwhen I receive [lvl15 v]\nset x to (-100)\nset [hover v] to [-100]\nshow\n\n@Reverse Jump Boost\n\nwhen flag clicked\nhide\ngo to x: (10) y: (80)\n\nwhen flag clicked\nset [hover5 v] to [-90]\nforever\n repeat (15)\n change [hover5 v] by (-0.33)\n end\n repeat (15)\n change [hover5 v] by (0.33)\n end\nend\n\nwhen flag clicked\nforever\n set y to (hover5)\nend\n\nwhen I receive [next lvl v]\nhide\n\nwhen I receive [lvl11 v]\nset x to (10)\nset [hover5 v] to [80]\nshow\n\n@Speed Boost\n\nwhen flag clicked\nhide\ngo to x: (-150) y: (-85)\n\nwhen flag clicked\nset [hover2 v] to [-90]\nforever\n repeat (15)\n change [hover2 v] by (-0.4)\n end\n repeat (15)\n change [hover2 v] by (0.4)\n end\nend\n\nwhen flag clicked\nforever\n set y to (hover2)\nend\n\nwhen I receive [lvl4 v]\nshow\n\nwhen I receive [next lvl v]\nhide\n\nwhen I receive [lvl8 v]\ngo to x: (-30) y: (120)\nset [hover2 v] to [120]\nshow\n\nwhen I receive [lvl12 v]\ngo to x: (-50) y: (70)\nset [hover2 v] to [70]\nshow\n\nwhen I receive [lvl15 v]\ngo to x: (-100) y: (70)\nset [hover2 v] to [70]\nshow\n\n@Gravity Boost\n\nwhen flag clicked\nhide\ngo to x: (-160) y: (-85)\n\nwhen flag clicked\nset [hover3 v] to [-90]\nforever\n repeat (15)\n change [hover3 v] by (-0.33)\n end\n repeat (15)\n change [hover3 v] by (0.33)\n end\nend\n\nwhen flag clicked\nforever\n set y to (hover3)\nend\n\nwhen I receive [next lvl v]\nhide\n\nwhen I receive [lvl5 v]\nshow\n\nwhen I receive [lvl10 v]\ngo to x: (-40) y: (135)\nset [hover3 v] to [135]\nshow\n\nwhen I receive [lvl11 v]\ngo to x: (10) y: (135)\nset [hover3 v] to [-95]\nshow\n\n@Invincibility Boost\n\nwhen flag clicked\nhide\ngo to x: (-160) y: (-85)\n\nwhen flag clicked\nset [hover4 v] to [-90]\nforever\n repeat (15)\n change [hover4 v] by (-0.33)\n end\n repeat (15)\n change [hover4 v] by (0.33)\n end\nend\n\nwhen flag clicked\nforever\n set y to (hover4)\nend\n\nwhen I receive [next lvl v]\nhide\n\nwhen I receive [lvl6 v]\nshow\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [front v] layer\nclear graphic effects\nwait (1) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\n\n | --------| Powers | Platformer |--------\nWelcome to | Powers | Platformer | where you collect and use power-ups to help in your meaningless journey!!\n\n --------| Instructions |--------\n-WASD/Arrow Keys to Move Around\n-Touchscreen for Mobile-Users \n-Touch Power-Ups and press their respective buttons to activate them (More info in the Powers Section)\n-Don't Touch Spikes (Well, Duh)\n-Don't Fall into holes\n-S or Skip Button to Skip\n-R or Reset Button to Reset\n-Click on the Trail Button to turn the trail on and off\n\n --------| Powers |--------\n-Jump Boost: Press Up Arrow | W Key | Touchscreen while touching the Jump Boost to Jump High\n-Reverse Jump Boost: Press Down Arrow | S Key | Touchscreen while touching the reverse jump boost to cancel changed gravity and to go back to the ground\n-Speed Boost: Press Right Key | D Key | Touchscreen while touching the Speed Boost to Move Fast in one direction (Right)\n-Gravity Boost: Changes Gravity, Press Up Arrow | W Key | Touchscreen to activate it (When you touch the Edge | Finish a level, your gravity resets. (NOTE: You can't jump when having the Gravity boost Activated)\n-Invincibility Boost (Star Icon): Gives you invincibility for 10 seconds | Can't die when falling or touching spikes |
Blue world Platformer | @Stage\n\nwhen flag clicked\nset volume to (50) %\nforever\n play sound [TheFatRat+-+Time+Lapse v] until done\nend\n\nwhen flag clicked\nset [time v] to [0]\nshow variable [time v]\nhide variable [☁ 最高記録/highest record v]\nhide variable [時間/time v]\nrepeat until <(ステージ) = [15]>\n wait (1) seconds\n change [time v] by (1)\nend\nhide variable [time v]\nset [時間/time v] to (time)\nshow variable [☁ 最高記録/highest record v]\nshow variable [時間/time v]\nif <(time) < (☁ 最高記録/highest record)> then\n set [☁ 最高記録/highest record v] to (time)\nend\n\nset [☁ 最高記録/highest record v] to [39]\n\n@キャラ\n\nwhen [timer v] > (0)\nhide\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) = [16]>\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 <key (a 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 <key (d 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 (#98ff8c)?> or > then\n change y by (1)\n end\n if <<touching color (#98ff8c)?> or > then\n change y by (1)\n end\n if <<touching color (#98ff8c)?> or > then\n change y by (1)\n end\n if <<touching color (#98ff8c)?> or > then\n change y by (1)\n end\n if <touching color (#98ff8c)?> then\n change y by (-4)\n change x by ((速度x) * (-1))\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> 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 [-9]\n else\n set [速度x v] to [9]\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 (#98ff8c)?> 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?> or <key (w v) pressed?>> and <touching color (#98ff8c)?>> or <<<mouse down?> and <(y position) < (mouse y)>> and <touching color (#98ff8c)?>>> 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 (#ff6ce5)?>> 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 (#6bffd8)?> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(y position) < (mouse y)>>> then\n set [速度y v] to [17]\n broadcast (大ジャンプ v)\n else\n set [速度y v] to [15]\n broadcast (大ジャンプ v)\n end\n end\nend\nstop [all v]\n\nwhen I receive [ジャンプ v]\nstart sound [ジャンプ 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 (10)\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 <key (s 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 [大ジャンプ v]\nstart sound [大ジャンプ v]\n\nwhen I receive [死亡 v]\nstart sound [しょげる v]\n\n@地形\n\nwhen flag clicked\nshow\nforever\n switch costume to (ステージ)\nend\n\n@スプライト2\n\nwhen flag clicked\ngo to [front v] layer\nhide\ngo to x: (0) y: (0)\nforever\n reset timer\nend\n\nwhen [timer v] > (0)\nhide variable [time v]\nhide variable [時間/time v]\nhide variable [☁ 最高記録/highest record v]\nshow\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. \nIt can also be operated by WASD.\nWhen it hits pink, 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。\nWASDでも操作できます。\nピンク色に当たると、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======================== |
Grass: A Scrolling Platformer | @Stage\n\nwhen flag clicked\nforever\n set volume to (75) %\n play sound [TheFatRat - Infinite Power! v] until done\nend\n\n@Blank\n\ndefine ()\n[B]\n[l]\n[a]\n[n]\n[k]\n\n@Player\n\nwhen I receive [play v]\nshow\nforever\n Platforming Engine [5]\nend\n\ndefine Touch Ground <up?>\nchange [falling? v] by (1)\nrepeat until <not <touching (level v)?>>\n if <up?> then\n change y by (-1)\n else\n change y by (1)\n set [falling? v] to [0]\n end\n set [speed y v] to [0]\nend\n\ndefine Walk (direction) (speed)\npoint in direction (direction)\nchange x by (speed)\nset [slope v] to [0]\nrepeat until <<(slope) = [8]> or <not <touching (level v)?>>>\n change y by (1)\n change [slope v] by (1)\nend\nif <(slope) = [8]> then\n change x by ((0) - (speed))\n change y by ((0) - (slope))\nend\nchange [frame v] by (0.5)\n\ndefine Set Costume\nif <(falling?) < [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 Platforming Engine (speed)\nswitch costume to (hitbox v)\nif <<(speed y) < [4]> or <<key (w v) pressed?> or <key (up arrow v) pressed?>>> then\n change [speed y v] by (-1)\nelse\n change [speed y v] by (-2)\nend\nchange y by (speed y)\nTouch Ground <(speed y) > [0]>\nif <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n Walk (-90) ((speed) * (-1))\nelse\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n Walk (90) (speed)\n else\n set [frame v] to [0]\n end\nend\nif <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n if <not <[special v] contains (username)?>> then\n if <<(jump key) = [0]> and <(falling?) < [3]>> then\n set [speed y v] to [14]\n set [falling? v] to [6]\n set [jump key v] to [1]\n end\n else\n if <<(jump key) = [0]> and <(falling?) < [999999999999999999999999999999999999999999999999999999999999999999]>> then\n set [speed y v] to [14]\n set [falling? v] to [6]\n set [jump key v] to [1]\n end\n end\nelse\n set [jump key v] to [0]\nend\nif <<(y position) < [-180]> or <touching (danger v)?>> then\n go to x: (0) y: (0)\n point in direction (90)\n set [scrollx v] to [0]\n set [speed y v] to [0]\nend\nif <(username) = [Onnk4967]> then\n I am the creator\nend\nSet Costume\nScrolling Blocks\n\ndefine Reset Player\nshow\nset size to (40) %\nset rotation style [left-right v]\npoint in direction (90)\ngo to x: (0) y: (100)\nset [speed y v] to [0]\nset [falling? v] to [10]\nset [scrollx v] to [0]\nhide\n\ndefine Scrolling Blocks\nchange [scrollx v] by (x position)\nset x to (0)\n\nwhen flag clicked\ndelete all of [special v]\nadd [griffpatch] to [special v]\nadd [Onnk4967] to [special v]\nadd [Will_Wam] to [special v]\nadd [WazzoTV] to [special v]\nadd [hamster46] to [special v]\nadd [StratfordJames] to [special v]\nadd [TheGreenFlash] to [special v]\nadd [huntedskelly] to [special v]\nadd [sharkyshar] to [special v]\nadd [GoldenEagleStudios] to [special v]\nadd [-ChxticStudios-] to [special v]\nhide\nbroadcast (Delete All Clones v) and wait\nbroadcast (SetUp v) and wait\nbroadcast (Level Loop v)\nbroadcast (Play v)\n\nwhen I receive [setup v]\nReset Player\n\ndefine Quick Scroll\nif <key (right arrow v) pressed?> then\n change [scrollx v] by (100)\nend\nif <key (left arrow v) pressed?> then\n change [scrollx v] by (-100)\nend\n\ndefine I am the creator\ngo to [_stage_ v]\n\nwhen I receive [actual hello v]\nwait (2.7) seconds\nTalk (join [Hello ] (Username))\nrepeat until <touching (goal v)?>\n wait (1) seconds\n change [time v] by (1)\nend\nset [win v] to [True]\nTalk (join (join [You win!!! Congrats! The time you took is : ] (Time)) [ seconds])\n\ndefine Talk ()\nset [talk1 v] to [1]\nset [talk2 v] to []\nrepeat (length of ())\n set [talk2 v] to (join (Talk2) (letter (Talk1) of ()))\n change [talk1 v] by (1)\n say (Talk2) for (0.3) seconds\nend\n\nwhen flag clicked\nset [win v] to [False]\n\n@Level\n\nwhen I receive [level loop v]\nforever\n set x to ((Level_X) - (ScrollX))\nend\n\nwhen I receive [setup v]\nFind Costume Number\nshow\nclear graphic effects\ngo to x: (0) y: (0)\nset [level_x v] to [-24000]\nswitch costume to (secret1 v)\nCreate\nhide\n\ndefine Find Costume Number\nset [level costumes v] to [1]\nswitch costume to (secret1 v)\nnext costume\nrepeat until <(costume [number v]) = [1]>\n change [level costumes v] by (1)\n next costume\nend\n\nwhen I receive [delete all clones v]\nset [level_x v] to [0]\n\ndefine Create\nwait (1) seconds\nrepeat ((Level Costumes) - (4))\n create clone of (_myself_ v)\n change [level_x v] by (480)\n next costume\nend\ngo to x: (0) y: (0)\n\n@Clouds\n\nwhen flag clicked\nforever\n hide\n wait (pick random (0.7) to (1.2)) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\nswitch costume to (pick random (1) to (5))\nset [ghost v] effect to (pick random (60) to (80))\ngo to x: (-352) y: (pick random (100) to (188))\nset size to (pick random (70) to (100)) %\npoint in direction (90)\nrepeat until <(x position) > [185]>\n move (3) steps\nend\ndelete this clone\n\n@Sprite1\n\nwhen flag clicked\ngo to [front v] layer\nshow\nwait (9) seconds\nhide\n\nwhen I receive [hello v]\nset [time v] to [0]\nrepeat (200)\n go to x: (0) y: (0)\nend\nbroadcast (Actual Hello v)\n\n@Focus\n\nwhen flag clicked\nwait (9) seconds\ngo to [front v] layer\ngo to x: (0) y: (0)\nshow\n\n@Danger\n\nwhen I receive [level loop v]\nforever\n set x to ((Level_X) - (ScrollX))\nend\n\nwhen I receive [setup v]\nFind Costume Number\nshow\nclear graphic effects\ngo to x: (0) y: (0)\nset [level_x v] to [0]\nswitch costume to (costume1 v)\nCreate\nhide\n\ndefine Find Costume Number\nset [level costumes v] to [1]\nswitch costume to (costume1 v)\nnext costume\nrepeat until <(costume [number v]) = [1]>\n change [level costumes v] by (1)\n next costume\nend\n\nwhen I receive [delete all clones v]\nset [level_x v] to [0]\n\ndefine Create\nwait (1) seconds\nrepeat ((Level Costumes) - (1))\n create clone of (_myself_ v)\n change [level_x v] by (480)\n next costume\nend\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [front v] layer\nchange [ghost v] effect by (100)\n\ndefine Thumbnail\nclear graphic effects\ngo to [front v] layer\nshow\n\nwhen flag clicked\nif <not <[1] = <[1] = [1]>>> then\n set [username v] to [Forkphorus Player]\nelse\n if <not <(username) = []>> then\n set [username v] to (username)\n else\n set [username v] to [Scratcher who has not logged in]\n end\nend\nbroadcast (Hello v)\n\ndefine This Block Is Cool\nIt Really Is!\n\ndefine It Really Is!\nThis Block Is Cool\n\nwhen flag clicked\nif <(username) = [kaj]> then\n Do Not Hack Me!!!!!!!!!!!\nend\n\ndefine Do Not Hack Me!!!!!!!!!!!\nWhy Kaj? Why?\n\ndefine Why Kaj? Why?\nDo Not Hack Me!!!!!!!!!!!\n\nwhen flag clicked\nforever\n if <<<(☁ Highscore \(Time\)) > (Time)> and <(x position) = [0]>> and <(Win) = [True]>> then\n set [☁ highscore \(time\) v] to (Time)\n stop [other scripts in sprite v]\n stop [this script v]\n end\nend\n\n@Goal\n\nwhen I receive [level loop v]\nforever\n set x to ((Level_X) - (ScrollX))\nend\n\nwhen I receive [setup v]\nFind Costume Number\nshow\nclear graphic effects\ngo to x: (0) y: (0)\nset [level_x v] to [0]\nswitch costume to (costume1 v)\nCreate Costumes\nhide\n\ndefine Find Costume Number\nset [level costumes v] to [1]\nswitch costume to (costume1 v)\nnext costume\nrepeat until <(costume [number v]) = [1]>\n change [level costumes v] by (1)\n next costume\nend\n\nwhen I receive [delete all clones v]\nset [level_x v] to [0]\n\ndefine Create Costumes\nwait (1) seconds\nrepeat ((Level Costumes) - (1))\n create clone of (_myself_ v)\n change [level_x v] by (480)\n next costume\nend\n\n | Hello and Welcome to Grass: A Scrolling Platformer! You have missed a class and have to do a very dangerous and long run with obstacles. Get past, or else you will have loads of assignments! Click the green flag 3x before starting. Have fun! Please love and favorite and follow! I spent a lot of time on this! 100% possible. \nEvery comment that is or is similar to "Impossible" = 1 report XD\nOMG 400 VIEWS!!! |
Night ||A Platformer | @Stage\n\nwhen flag clicked\nforever\n play sound [TheFatRat、Laura Brehm - Monody \(纯音乐\) v] until done\n wait (1) seconds\nend\n\n@角色1\n\nwhen flag clicked\nset rotation style [left-right v]\ngo to x: (-175) y: (-130)\nset [yv v] to [0]\nset [jump function v] to [0]\nforever\n change y by (Yv)\n change [yv v] by (-1)\n touch_ground <[0] < (Yv)>\n if <<(jump function) < [3]> and <key (up arrow v) pressed?>> then\n set [yv v] to [12]\n end\n if <touching color (#ffe900)?> then\n set [yv v] to [24]\n end\nend\n\ndefine touch_ground <up?>\nchange [jump function v] by (1)\nrepeat until <not <touching (platform v)?>>\n set [yv v] to [0]\n if <up?> then\n change y by (-1)\n else\n change y by (1)\n set [jump function v] to [0]\n end\nend\n\ndefine walk (direct) (speed)\npoint in direction (direct)\nchange x by (speed)\nset [slope v] to [0]\nrepeat until <<not <touching (platform v)?>> or <(slope) = [8]>>\n change y by (1)\n change [slope v] by (1)\nend\nif <(slope) = [8]> then\n change x by (() - (speed))\n change y by (() - (slope))\nend\n\nwhen flag clicked\nforever\n if <key (left arrow v) pressed?> then\n walk [-90] [-5]\n end\n if <key (right arrow v) pressed?> then\n walk [90] [5]\n end\nend\n\nwhen flag clicked\nforever\n wait until <<<(x position) > [235]> or <key (1 v) pressed?>> and <not <(关卡) = [18]>>>\n broadcast (下一关 v)\n wait until <not <key (1 v) pressed?>>\nend\n\nwhen I receive [下一关 v]\nchange [关卡 v] by (1)\ngo to x: (-175) y: (-130)\n\nwhen flag clicked\nset [ghost v] effect to (99)\nforever\n if <<touching color (#ff0000)?> or <(y position) < [-175]>> then\n go to x: (-175) y: (-130)\n end\nend\n\n@platform\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (99)\nset [关卡 v] to [1]\nforever\n switch costume to (关卡)\nend\n\n@platform2\n\nwhen flag clicked\nset [brightness v] effect to (0)\ngo to x: (0) y: (0)\nset [关卡 v] to [1]\nforever\n switch costume to (关卡)\nend\n\n@角色2\n\nwhen flag clicked\ngo to [front v] layer\nforever\n go to (角色1 v)\n point in direction ([direction v] of [角色1 v])\nend\n\nwhen flag clicked\nswitch costume to (造型1 v)\nforever\n wait (pick random (2) to (3)) seconds\n next costume\n wait (0.05) seconds\n next costume\n wait (0.1) seconds\n next costume\n wait (0.05) seconds\n next costume\nend\n\n@star\n\ndefine star appear (size) (x) (y) (虚像) (消失时间)\nset size to (size) %\ngo to x: (x) y: (y)\nset [ghost v] effect to (虚像)\nrepeat (消失时间)\n change [ghost v] effect by (5)\nend\n\nwhen flag clicked\nhide\nforever\n 克隆 (pick random (20) to (35)) 次\nend\n\ndefine 克隆 (x) 次\nrepeat (10)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\ngo to [back v] layer\nshow\nstar appear [90] (pick random (-230) to (230)) (pick random (-170) to (170)) [50] [10]\ndelete this clone\n\n@blank\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [front v] layer\nset [ghost v] effect to (100)\n\n | |
Green world Platformer | @Stage\n\nwhen flag clicked\nset volume to (50) %\nforever\n play sound [bgm v] until done\nend\n\n@キャラ\n\nwhen [timer v] > (0)\nhide\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) = [16]>\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 <key (a 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 <key (d 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 (#98ff8c)?> or > then\n change y by (1)\n end\n if <<touching color (#98ff8c)?> or > then\n change y by (1)\n end\n if <<touching color (#98ff8c)?> or > then\n change y by (1)\n end\n if <<touching color (#98ff8c)?> or > then\n change y by (1)\n end\n if <touching color (#98ff8c)?> then\n change y by (-4)\n change x by ((速度x) * (-1))\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> 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 [-9]\n else\n set [速度x v] to [9]\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 (#98ff8c)?> 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?> or <key (w v) pressed?>> and <touching color (#98ff8c)?>> or <<<mouse down?> and <(y position) < (mouse y)>> and <touching color (#98ff8c)?>>> 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 (#ff6ce5)?>> 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 (#6bffd8)?> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(y position) < (mouse y)>>> then\n set [速度y v] to [17]\n broadcast (大ジャンプ v)\n else\n set [速度y v] to [15]\n broadcast (大ジャンプ v)\n end\n end\nend\nstop [all v]\n\nwhen I receive [ジャンプ v]\nstart sound [ジャンプ 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 (10)\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 <key (s 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 [大ジャンプ v]\nstart sound [大ジャンプ v]\n\nwhen I receive [死亡 v]\nstart sound [しょげる v]\n\n@地形\n\nwhen flag clicked\nshow\nforever\n switch costume to (ステージ)\nend\n\n@スプライト1\n\nwhen flag clicked\ngo to [front v] layer\nhide\ngo to x: (0) y: (0)\nforever\n reset timer\nend\n\nwhen [timer v] > (0)\nshow\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. \nIt can also be operated by WASD.\nWhen it hits pink, 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。\nWASDでも操作できます。\nピンク色に当たると、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========================\n※誹謗中傷、連コメ、宣伝をしたら、通報します。\n========================\n♥、★、フォロー、お願いしますゥゥゥゥゥ((殴\n========================\n#game #games #Pon0228 #Platformer\n========================\n私の作品がまとまったスタジオ ↓\nhttps://scratch.mit.edu/studios/26539826/\n=≪音源≫====================\n効果音ラボ 様 ↓\nhttps://soundeffect-lab.info/\n魔王魂 様 ↓\nhttps://maoudamashii.jokersounds.com\n@h-yuduki 様 ↓ \nhttps://scratch.mit.edu/users/h-yuduki/\n=≪あとがき≫==================\n@710666 様 を参考にしました。ありがとうございます。\n\n久しぶりの投稿になってしまいました...すみません...学校が始まるので、中々投稿できなくなりますが、応援お願いします!!\n\n自信作です!!見てみてください!!\nhttps://scratch.mit.edu/projects/399416702/\n☝( ゚Д゚)☝ ☝( ゚Д゚)☝ ☝( ゚Д゚)☝ ☝( ゚Д゚)☝ ☝( ゚Д゚)☝ ☝( ゚Д゚)☝ ☝( ゚Д゚)☝ ☝( ゚Д゚)☝ ☝( ゚Д゚)☝ ☝( ゚Д゚)☝ ☝( ゚Д゚)☝ ☝( ゚Д゚)☝ ☝( ゚Д゚)☝ \n\n...ついでに、作品にハートと星をお願いします!!!(ノД`)・゜・。 (ノД`)・゜・。 (ノД`)・゜・。\n(ノД`)・゜・。 (ノД`)・゜・。 (ノД`)・゜・。\n(ノД`)・゜・。 (ノД`)・゜・。 (ノД`)・゜・。\n\n...あと...フォローしてねぇぇぇ...次の作品を作る励みになります...お願い...\n( *´艸`) ( *´艸`) ( *´艸`) ( *´艸`) ( *´艸`) \n( *´艸`) ( *´艸`) ( *´艸`) ( *´艸`) ( *´艸`) \n( *´艸`) ( *´艸`) ( *´艸`) ( *´艸`) ( *´艸`)\n======================== |
Biomes \\ A Scrolling platformer | @Stage\n\n@spikes\n\nwhen I receive [green flag v]\ngo to [back v] layer\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (scrollx)) ((y) - (scrolly))\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 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: [480] y: [0]\n Clone at x: [480] y: [0]\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I receive [end v]\nforever\n hide\n delete this clone\nend\n\nwhen flag clicked\nset [level v] to [1]\n\n@Sprite1\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\n@thumbnail\n\nwhen [timer v] > (0.01)\nshow\nbroadcast (stop button v)\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nforever\n go to x: (0) y: (0)\n reset timer\n hide\nend\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nforever\n show\n go to [front v] layer\n set [ghost v] effect to (100)\n hide\n go to x: (0) y: (0)\nend\n\n@decoration\n\nwhen I receive [green flag v]\ngo to [back v] layer\nhide\nset [ghost v] effect to (30)\n\nwhen I receive [tick v]\nPosition ((x) - (scrollx)) ((y) - (scrolly))\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 (costume1 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: [480] y: [0]\n Clone at x: [480] y: [0]\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I receive [end v]\nforever\n hide\n delete this clone\nend\n\nwhen flag clicked\nstart sound [TheFatRat - Time Lapse v]\nstart sound [TheFatRat - Time Lapse v]\nstart sound [TheFatRat - Time Lapse v]\nstart sound [TheFatRat - Time Lapse v]\n\nwhen flag clicked\nset [level v] to [1]\n\n@Platforms\n\nwhen I receive [green flag v]\ngo to [front v] layer\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (scrollx)) ((y) - (scrolly))\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 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: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen flag clicked\nset [level v] to [1]\n\n@Player\n\nwhen flag clicked\nbroadcast (Green Flag v) and wait\nbroadcast (Play Game v) and wait\nshow\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\n\nwhen I receive [play game v]\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)\n end\n if <(EXIT) = [Win]> then\n Game - Win\n else\n Game - Die\n end\nend\n\ndefine Game on\nset [x v] to [0]\nset [y v] to [0]\nset [speed y v] to [0]\nset [speed x v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nset [scrollx v] to [0]\nset [scrolly v] to [0]\nset size to (30) %\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 [scrollx v] to (x)\nif <(scrollx) < [0]> then\n set [scrollx v] to [0]\nend\nif <(scrollx) > [6200]> then\n set [scrollx v] to [6200]\nend\nchange [scrolly v] by (round (((y) - (scrolly)) / (10)))\nif <(scrolly) < [0]> then\n set [scrolly v] to [0]\nend\nPosition\nif <(y) < [-178]> then\n set [exit v] to [Die]\nend\nif <touching (spikes v)?> 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) - (scrollx)) y: ((y) - (scrolly))\n\ndefine Change player x by (sx)\nchange [x v] by (sx)\nPosition\nif <touching (platforms v)?> then\n repeat (12)\n change [y v] by (1)\n Position\n if <not <touching (platforms v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n 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 (0.05) seconds\n show\n wait (0.05) seconds\nend\n\ndefine Game - Win\n\ndefine Test - Die\n\n | arrow keys, or mobile to move \n\nthe dangers are spikes, trees, cacti, and stalactites/stalagmites multiple ppl said the thought it was decor so just to make sure\n\nyou will come across 4 different biomes with coordinating obstacles \n\njourney across all 4 biomes to complete this scrolling platformer \n\n\n100% possible |
**platformer night** | @Stage\n\nwhen I receive [lumière v]\nnext backdrop\n\nwhen flag clicked\nswitch backdrop to (arrière plan1 v)\n\n@Cube\n\nwhen I start as a clone\nswitch costume to (clone v)\nrepeat (10)\n change size by (-5)\n change [ghost v] effect by (10)\n change [brightness v] effect by (10)\nend\ndelete this clone\n\ndefine Mort subite\nif <<touching color (#505050)?> or <touching color (#ff00d5)?>> then\n set [exit v] to [mort subite]\nend\n\ndefine Position\ngo to x: ((x) - (Scroll x)) y: ((y) - (Scroll y))\n\ndefine Game Die\nset [exit v] to []\nrepeat (25)\n change [ghost v] effect by (4)\nend\n\ndefine Change Player y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nPosition\nMort subite\nrepeat until <not <touching (platformes v)?>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [in air v] to [0]\n end\n Position\n set [player: sy v] to [0]\nend\n\ndefine Change Player x by (sx)\nchange [x v] by (sx)\nPosition\nMort subite\nif <touching (platformes v)?> then\n repeat (12)\n change [y v] by (1)\n Position\n if <not <touching (platformes v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n repeat until <not <touching (platformes v)?>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n Position\n end\nend\n\nwhen flag clicked\nclear graphic effects\nswitch costume to (-> v)\nforever\n create clone of (_myself_ v)\nend\n\ndefine Tick\nif <key (left arrow v) pressed?> then\n Change Player x by [-8]\n switch costume to (<- v)\nend\nif <key (right arrow v) pressed?> then\n Change Player x by [8]\n switch costume to (-> v)\nend\nif <<key (up arrow v) pressed?> or <key (space v) pressed?>> then\n if <(In air) < [4]> then\n change [player: sy v] by (6.5)\n end\nend\nchange [player: sy v] by (-2)\nChange Player y by (Player: sy)\nset [scroll x v] to (x)\nPosition\nif <(y) < [-195]> then\n switch costume to (<- v)\n set [exit v] to [die]\nend\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) > [50]>\n Tick\n broadcast (Tick v) and wait\n end\n Game Die\n set [ghost v] effect to (0)\nend\n\ndefine Game On\nset [x v] to [0]\nset [y v] to [0]\nset [player: sy v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nshow\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\n\nwhen flag clicked\nswitch costume to (<- v)\nbroadcast (Green Flag v) and wait\nbroadcast (Play Game v) and wait\n\nwhen flag clicked\nshow\nforever\n play sound [Cartoon - On & On \(feat v] until done\nend\n\nwhen I start as a clone\nswitch costume to (clone v)\nforever\n if <key (right arrow v) pressed?> then\n change x by (-10)\n else\n if <key (left arrow v) pressed?> then\n change x by (10)\n end\n end\nend\n\nwhen I receive [parametre v]\nhide\n\nwhen I receive [fin p v]\nshow\n\nwhen I receive [couleur+ v]\nchange [color v] effect by (25)\n\n@Platformes\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen flag clicked\ndelete this clone\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [tick v]\nposition ((x) - (Scroll x)) ((y) - (Scroll y))\n\nwhen I receive [setup v]\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (0-1 v)\ncreate clone of (_myself_ v)\nchange [x v] by (600)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (565)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (550)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (575)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (505)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (400)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (500)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (500)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (500)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (500)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (500)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (500)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (500)\nnext costume\n\nwhen I receive [green flag v]\nshow\n\nwhen flag clicked\n\nforever\n if <(costume [number v]) = [8]> then\n broadcast (niv suiv v)\n hide\n stop [other scripts in sprite v]\n stop [this script v]\n end\nend\n\n@thumbail\n\nwhen flag clicked\nhide\n\nshow\ngo to [front v] layer\n\n@Sprite1\n\nwhen flag clicked\nforever\n go to x: (280) y: (91)\n show\n glide (2.5) secs to x: (-189) y: (92)\n hide\n wait (1) seconds\n wait (1) seconds\n wait (1) seconds\nend\n\nwhen flag clicked\ngo to [back v] layer\nswitch costume to (costume1 v)\n\nwhen I receive [lumière v]\nnext costume\n\n@Sprite2\n\nwhen flag clicked\nforever\n hide\n wait (1) seconds\n go to x: (277) y: (15)\n show\n glide (2.5) secs to x: (-248) y: (11)\n hide\n wait (1) seconds\n wait (1.5) seconds\nend\n\nwhen I receive [lumière v]\nnext costume\n\nwhen flag clicked\ngo to [back v] layer\nswitch costume to (costume1 v)\n\n@Sprite3\n\nwhen flag clicked\nforever\n hide\n wait (1) seconds\n wait (1) seconds\n go to x: (218) y: (55)\n show\n glide (2.5) secs to x: (-252) y: (62)\n hide\n wait (1) seconds\n wait (1) seconds\nend\n\nwhen flag clicked\ngo to [back v] layer\nswitch costume to (costume1 v)\n\nwhen I receive [lumière v]\nnext costume\n\n@Sprite4\n\nwhen flag clicked\ngo to x: (-199) y: (-145)\nset size to (25) %\nshow\n\nwhen this sprite clicked\nbroadcast (parametre v)\nhide\n\nwhen I receive [fin p v]\nshow\n\n@Sprite5\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [parametre v]\ngo to [front v] layer\nshow\n\nwhen I receive [fin p v]\nhide\n\n@Button1\n\nwhen I receive [parametre v]\nwait (0.01) seconds\ngo to [front v] layer\nshow\n\nwhen this sprite clicked\nbroadcast (fin p v)\nhide\n\nwhen flag clicked\nhide\n\n@Button2\n\nwhen this sprite clicked\nbroadcast (couleur+ v)\n\nwhen I receive [fin p v]\nhide\n\nwhen I receive [parametre v]\nshow\nwait (0.02) seconds\ngo to [front v] layer\n\nwhen flag clicked\nhide\n\n@Button3\n\nwhen I receive [parametre v]\nshow\nwait (0.02) seconds\ngo to [front v] layer\n\nwhen flag clicked\nhide\n\nwhen I receive [fin p v]\nhide\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nbroadcast (lumière v)\n\n | it's a platformer |
100%pen platformer | @Stage\n\n@pen\n\ndefine ステージ生成\npen up\ngo to x: (0) y: (0)\nset [あ v] to [0]\nset pen size to (10)\nrepeat (length of [ステージx v])\n change [あ v] by (1)\n if <(item (あ) of [色 v]) = [1]> then\n set pen color to (#04ff00)\n go to x: ((item (あ) of [ステージx v]) + ((-1) * ((item (あ) of [ステージの長さ v]) / (2)))) y: ((item (あ) of [ステージy v]) + ((item (あ) of [ステージの長さy v]) / (2)))\n pen down\n go to x: ((item (あ) of [ステージx v]) + ((item (あ) of [ステージの長さ v]) / (2))) y: ((item (あ) of [ステージy v]) + ((item (あ) of [ステージの長さy v]) / (2)))\n go to x: ((item (あ) of [ステージx v]) + ((item (あ) of [ステージの長さ v]) / (2))) y: ((item (あ) of [ステージy v]) + ((-1) * ((item (あ) of [ステージの長さy v]) / (2))))\n go to x: ((item (あ) of [ステージx v]) + ((-1) * ((item (あ) of [ステージの長さ v]) / (2)))) y: ((item (あ) of [ステージy v]) + ((-1) * ((item (あ) of [ステージの長さy v]) / (2))))\n go to x: ((item (あ) of [ステージx v]) + ((-1) * ((item (あ) of [ステージの長さ v]) / (2)))) y: ((item (あ) of [ステージy v]) + ((item (あ) of [ステージの長さy v]) / (2)))\n pen up\n end\n if <(item (あ) of [色 v]) = [2]> then\n set pen color to (#ff0000)\n go to x: ((item (あ) of [ステージx v]) + ((-1) * ((item (あ) of [ステージの長さ v]) / (2)))) y: ((item (あ) of [ステージy v]) + ((item (あ) of [ステージの長さy v]) / (2)))\n pen down\n go to x: ((item (あ) of [ステージx v]) + ((item (あ) of [ステージの長さ v]) / (2))) y: ((item (あ) of [ステージy v]) + ((item (あ) of [ステージの長さy v]) / (2)))\n go to x: ((item (あ) of [ステージx v]) + ((item (あ) of [ステージの長さ v]) / (2))) y: ((item (あ) of [ステージy v]) + ((-1) * ((item (あ) of [ステージの長さy v]) / (2))))\n go to x: ((item (あ) of [ステージx v]) + ((-1) * ((item (あ) of [ステージの長さ v]) / (2)))) y: ((item (あ) of [ステージy v]) + ((-1) * ((item (あ) of [ステージの長さy v]) / (2))))\n go to x: ((item (あ) of [ステージx v]) + ((-1) * ((item (あ) of [ステージの長さ v]) / (2)))) y: ((item (あ) of [ステージy v]) + ((item (あ) of [ステージの長さy v]) / (2)))\n pen up\n end\n if <(item (あ) of [色 v]) = [3]> then\n set pen color to (#ff31a4)\n go to x: ((item (あ) of [ステージx v]) + ((-1) * ((item (あ) of [ステージの長さ v]) / (2)))) y: ((item (あ) of [ステージy v]) + ((item (あ) of [ステージの長さy v]) / (2)))\n pen down\n go to x: ((item (あ) of [ステージx v]) + ((item (あ) of [ステージの長さ v]) / (2))) y: ((item (あ) of [ステージy v]) + ((item (あ) of [ステージの長さy v]) / (2)))\n go to x: ((item (あ) of [ステージx v]) + ((item (あ) of [ステージの長さ v]) / (2))) y: ((item (あ) of [ステージy v]) + ((-1) * ((item (あ) of [ステージの長さy v]) / (2))))\n go to x: ((item (あ) of [ステージx v]) + ((-1) * ((item (あ) of [ステージの長さ v]) / (2)))) y: ((item (あ) of [ステージy v]) + ((-1) * ((item (あ) of [ステージの長さy v]) / (2))))\n go to x: ((item (あ) of [ステージx v]) + ((-1) * ((item (あ) of [ステージの長さ v]) / (2)))) y: ((item (あ) of [ステージy v]) + ((item (あ) of [ステージの長さy v]) / (2)))\n pen up\n end\n if <(item (あ) of [色 v]) = [4]> then\n set pen color to (#30fff4)\n go to x: ((item (あ) of [ステージx v]) + ((-1) * ((item (あ) of [ステージの長さ v]) / (2)))) y: ((item (あ) of [ステージy v]) + ((item (あ) of [ステージの長さy v]) / (2)))\n pen down\n go to x: ((item (あ) of [ステージx v]) + ((item (あ) of [ステージの長さ v]) / (2))) y: ((item (あ) of [ステージy v]) + ((item (あ) of [ステージの長さy v]) / (2)))\n go to x: ((item (あ) of [ステージx v]) + ((item (あ) of [ステージの長さ v]) / (2))) y: ((item (あ) of [ステージy v]) + ((-1) * ((item (あ) of [ステージの長さy v]) / (2))))\n go to x: ((item (あ) of [ステージx v]) + ((-1) * ((item (あ) of [ステージの長さ v]) / (2)))) y: ((item (あ) of [ステージy v]) + ((-1) * ((item (あ) of [ステージの長さy v]) / (2))))\n go to x: ((item (あ) of [ステージx v]) + ((-1) * ((item (あ) of [ステージの長さ v]) / (2)))) y: ((item (あ) of [ステージy v]) + ((item (あ) of [ステージの長さy v]) / (2)))\n pen up\n end\nend\n\ndefine 1\n全消去\n追加 [0] [-165] [470] [20] [3]\n追加 [0] [-135] [100] [20] [2]\n黒字\n\nwhen flag clicked\nerase all\nset [自機x v] to [-220]\nset [自機y v] to [100]\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n if <key (left arrow v) pressed?> then\n change [xv v] by (-1)\n end\n if <key (right arrow v) pressed?> then\n change [xv v] by (1)\n end\n set [xv v] to ((Xv) * (0.9))\n change [自機x v] by (Xv)\n if <[接触 v] contains [1]?> then\n change [xv v] by ((-5) * (Xv))\n end\n if <[接触 v] contains [4]?> then\n change [自機x v] by ((-3) * (Xv))\n set [yv v] to [15]\n end\nend\n\nif <[接触 v] contains [1]?> then\n change [自機y v] by (1)\n if <[接触 v] contains [1]?> then\n change [自機y v] by (1)\n if <[接触 v] contains [1]?> then\n change [自機y v] by (1)\n if <[接触 v] contains [1]?> then\n change [自機y v] by (1)\n if <[接触 v] contains [1]?> then\n change [自機y v] by (2)\n end\n end\n end\n end\nend\n\nif <key (up arrow v) pressed?> then\n if <[接触 v] contains [1]?> then\n set [yv v] to [15]\n end\nend\n\nset [yv v] to [0]\n\ndefine 接触確認\ndelete all of [接触 v]\nset [い v] to [0]\nrepeat (length of [ステージx v])\n change [い v] by (1)\n if <<<(((-1) * ((item (い) of [ステージの長さy v]) / (2))) + (item (い) of [ステージy v])) < ((自機y) + (15))> and <((自機y) + (-15)) < (((item (い) of [ステージの長さy v]) / (2)) + (item (い) of [ステージy v]))>> and <<((item (い) of [ステージx v]) + ((-1) * ((item (い) of [ステージの長さ v]) / (2)))) < ((自機x) + (15))> and <((自機x) + (-15)) < ((item (い) of [ステージx v]) + ((item (い) of [ステージの長さ v]) / (2)))>>> then\n if <not < (接触) contains (item (い) of [色 v])?>> then\n add (item (い) of [色 v]) to [接触 v]\n end\n end\nend\n\ndefine 自機描写\nset pen color to (#000000)\nset pen size to (14)\nchange pen (color v) by (色)\ngo to x: ((前x) + (-5)) y: ((自機y) + (5))\npen down\ngo to x: ((前x) + (5)) y: ((前y) + (5))\ngo to x: ((前x) + (5)) y: ((前y) + (-5))\ngo to x: ((前x) + (-5)) y: ((前y) + (-5))\ngo to x: ((前x) + (-5)) y: ((前y) + (5))\nset [前x v] to (自機x)\nset [前y v] to (自機y)\npen up\nset pen color to (#0077ff)\nset pen size to (10)\nchange pen (color v) by (色)\ngo to x: ((自機x) + (-5)) y: ((自機y) + (5))\npen down\ngo to x: ((自機x) + (5)) y: ((自機y) + (5))\ngo to x: ((自機x) + (5)) y: ((自機y) + (-5))\ngo to x: ((自機x) + (-5)) y: ((自機y) + (-5))\ngo to x: ((自機x) + (-5)) y: ((自機y) + (5))\nset [前x v] to (自機x)\nset [前y v] to (自機y)\npen up\n\nwhen flag clicked\nforever\n 接触確認\nend\n\nwhen flag clicked\nset [う v] to [0]\nset [色 v] to [0]\nrepeat (10)\n change [う v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nstop [other scripts in sprite v]\nif <(う) = [1]> then\n forever\n ステージ生成\n end\nend\nif <(う) = [2]> then\n forever\n ステージ生成\n end\nend\nif <(う) = [3]> then\n forever\n ステージ生成\n end\nend\nif <(う) = [4]> then\n forever\n 自機描写\n end\nend\nif <(う) = [5]> then\n forever\n 接触確認\n end\nend\nif <(う) = [6]> then\n forever\n 接触確認\n end\nend\nif <(う) = [7]> then\n forever\n 接触確認\n end\nend\nif <(う) = [8]> then\n forever\n 接触確認\n end\nend\nif <(う) = [9]> then\n forever\n 接触確認\n end\nend\nif <(う) = [10]> then\n forever\n ステージ生成\n end\nend\n\ndefine 黒字\nerase all\npen up\nset pen size to (30000)\nset pen color to (#000000)\npen down\npen up\n\nset pen color to (#0077ff)\nset pen size to (10)\nchange pen (color v) by (色)\ngo to x: ((自機x) + (-5)) y: ((自機y) + (5))\npen down\ngo to x: ((自機x) + (5)) y: ((自機y) + (5))\ngo to x: ((自機x) + (5)) y: ((自機y) + (-5))\ngo to x: ((自機x) + (-5)) y: ((自機y) + (-5))\ngo to x: ((自機x) + (-5)) y: ((自機y) + (5))\npen up\n\nwhen flag clicked\nforever\n change [自機y v] by (-1)\n if <[接触 v] contains [3]?> then\n set [yv v] to [20]\n end\nend\n\nwhen flag clicked\nforever\n change [自機y v] by (Yv)\n change [yv v] by (-1)\nend\n\nif <[接触 v] contains [1]?> then\n change [yv v] by ((-2) * (Yv))\nend\n\nwhen flag clicked\n1\n\ndefine 追加 (x) (y) (長さx) (長さy) (種類)\nadd (x) to [ステージx v]\nadd (y) to [ステージy v]\nadd (長さx) to [ステージの長さ v]\nadd (長さy) to [ステージの長さy v]\nadd (種類) to [色 v]\n\nwhen flag clicked\nset [今 v] to [1]\nforever\n if <<[接触 v] contains [2]?> or <(自機y) < [-180]>> then\n set [自機x v] to [-220]\n set [自機y v] to [100]\n set [xv v] to [0]\n set [yv v] to [0]\n end\n if <[239] < (自機x)> then\n if <not <(今) = [9]>> then\n set [自機x v] to [-220]\n set [自機y v] to [100]\n set [xv v] to [0]\n set [yv v] to [0]\n change [今 v] by (1)\n broadcast (次 v)\n end\n end\nend\n\ndefine 2\n全消去\n追加 [0] [-165] [470] [20] [3]\n追加 [0] [-70] [20] [150] [1]\n黒字\n\nwhen I receive [次 v]\nif <(今) = [2]> then\n 2\nend\nif <(今) = [3]> then\n 3\nend\nif <(今) = [4]> then\n 4\nend\nif <(今) = [5]> then\n 5\nend\nif <(今) = [6]> then\n 6\nend\nif <(今) = [7]> then\n 7\nend\nif <(今) = [8]> then\n 8\nend\nif <(今) = [9]> then\n 9\nend\nステージ生成\n\ndefine 3\n全消去\n追加 [0] [-165] [470] [20] [3]\n追加 [-100] [-80] [20] [130] [2]\n追加 [100] [-80] [20] [130] [2]\n黒字\n\ndefine 全消去\ndelete all of [ステージx v]\ndelete all of [ステージy v]\ndelete all of [ステージの長さ v]\ndelete all of [ステージの長さy v]\ndelete all of [色 v]\n\ndefine 4\n全消去\n追加 [-125] [-165] [240] [20] [3]\n追加 [125] [-165] [240] [20] [2]\n追加 [150] [0] [50] [20] [3]\n黒字\n\ndefine 5\n全消去\n追加 [0] [-165] [470] [20] [3]\n追加 [-120] [-80] [20] [130] [2]\n追加 [0] [-80] [20] [130] [2]\n追加 [120] [-80] [20] [130] [2]\n黒字\n\ndefine 6\n全消去\n追加 [-180] [-165] [120] [20] [3]\n追加 [60] [-60] [20] [240] [4]\n黒字\n\nwhen flag clicked\nset volume to (50) %\nforever\n play sound [DEAF KEV - Invincible _NCS Release_ v] until done\nend\n\ndefine 7\n全消去\n追加 [0] [-155] [470] [40] [3]\n追加 [-120] [-35] [20] [180] [3]\n追加 [100] [-25] [200] [200] [2]\n黒字\n\ndefine 8\n全消去\n追加 [0] [-150] [470] [50] [3]\n追加 [-120] [80] [50] [50] [2]\n追加 [120] [80] [50] [50] [2]\n黒字\n\n追加 [-190] [-150] [90] [50] [3]\n追加 [-75] [-80] [50] [50] [2]\n追加 [30] [0] [50] [50] [3]\n追加 [135] [80] [50] [50] [4]\n追加 [200] [-35] [50] [280] [2]\n黒字\n\ndefine 9\n全消去\n追加 [0] [-150] [470] [50] [3]\n黒字\nforever\n ゴール\nend\n\ndefine ゴール\nset pen size to (20)\nset pen color to (#ff2600)\ngo to x: (-120) y: (100)\npen down\ngo to x: (-150) y: (130)\ngo to x: (-180) y: (130)\ngo to x: (-210) y: (100)\ngo to x: (-210) y: (70)\ngo to x: (-180) y: (40)\ngo to x: (-150) y: (40)\ngo to x: (-120) y: (70)\ngo to x: (-145) y: (70)\npen up\nset pen size to (20)\nset pen color to (#faff00)\ngo to x: (0) y: (100)\npen down\ngo to x: (-30) y: (130)\ngo to x: (-60) y: (130)\ngo to x: (-90) y: (100)\ngo to x: (-90) y: (70)\ngo to x: (-60) y: (40)\ngo to x: (-30) y: (40)\ngo to x: (0) y: (70)\ngo to x: (0) y: (100)\npen up\nset pen size to (20)\nset pen color to (#00ff5d)\ngo to x: (60) y: (130)\npen down\ngo to x: (25) y: (40)\npen up\ngo to x: (60) y: (130)\npen down\ngo to x: (95) y: (40)\npen up\ngo to x: (40) y: (75)\npen down\ngo to x: (80) y: (75)\npen up\nset pen size to (20)\nset pen color to (#0400ff)\ngo to x: (140) y: (130)\npen down\ngo to x: (140) y: (40)\ngo to x: (190) y: (40)\npen up\n\n追加 [120] [-80] [20] [130] [2]\n\n@スプライト1\n\nwhen flag clicked\nhide\n\ngo to x: (0) y: (0)\nshow\n\n | English\nMove with the left and right keys.\n 日本語\n左右キーで移動\n\nジャンプできるところがない!? |
Bowling ~ A Platformer | @Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nforever\n play sound [Fun Day v] until done\nend\n\nwhen I receive [next v]\nnext backdrop\n\n@Sprite\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [front v] layer\nhide\n\n@bowling ball\n\nwhen flag clicked\nset size to (80) %\nshow\ngo to x: (-180) y: (2)\nset [speedx v] to [0]\nset [speedy v] to [0]\nforever\n if <touching (next v)?> then\n broadcast (Next v)\n go to x: (-180) y: (2)\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#000000)?> then\n go to x: (-180) y: (2)\n start sound [Lose v]\n end\n if <touching color (#ffbf66)?> then\n set [speedy v] to [16]\n end\n if <touching color (#e466ff)?> then\n set [speedx v] to [16]\n end\n if <touching color (#fff066)?> then\n set [speedx v] to [-16]\n end\nend\n\nwhen flag clicked\nforever\n if <key (right arrow v) pressed?> then\n change [speedx v] by (1)\n end\n if <key (left arrow v) pressed?> then\n change [speedx v] by (-1)\n end\n change x by (SpeedX)\n if <<touching (levels v)?> and <touching color (#b24e47)?>> then\n change x by ((SpeedX) * (-1))\n set [speedx v] to [0]\n else\n set [speedx v] to ((SpeedX) * (0.9))\n end\n change y by (SpeedY)\n if <<touching (levels v)?> and <touching color (#b24e47)?>> then\n change y by ((SpeedY) * (-1))\n set [speedy v] to [0]\n if <(lock) = [0]> then\n if <key (up arrow v) pressed?> then\n set [speedy v] to [15]\n set [lock v] to [1]\n end\n end\n else\n change [speedy v] by (-1)\n set [lock v] to [0]\n end\nend\n\n@Levels\n\nwhen flag clicked\nswitch costume to (level1 v)\n\nwhen I receive [next v]\nnext costume\n\n@Next\n\nwhen flag clicked\ngo to x: (229) y: (13)\nshow\nset [ghost v] effect to (100)\n\n | Welcome to Bowling ~ A Platformer! You are a blue bowling ball that has to pass levels to win. More levels are coming soon, because it is still short!\nOrange = jumping\nblack = dangerous\npink = forward\nyellow = backward |
Desert || A Platformer || Mobile | @Stage\n\nwhen flag clicked\nset [done v] to [no]\nswitch backdrop to (bruh v)\nwait (0.5) seconds\nnext backdrop\nrepeat until <(Done) = [yes]>\n wait (0.5) seconds\n change [color v] effect by (25)\nend\nset [color v] effect to (0)\n\nwhen I receive [green flag v]\nclear graphic effects\nstop all sounds\nswitch backdrop to (desert v)\nforever\n play sound [Vexento-masked-heroes-1-AHM56EBq6 \(1\) v] until done\nend\n\nwhen I receive [story v]\nclear graphic effects\nswitch backdrop to (story v)\n\nwhen I receive [menu v]\nset [ghost v] effect to (50)\nswitch backdrop to (menu v)\nstart sound [Menu Music - Fluffing A Duck v]\n\nwhen I receive [back to menu v]\nset [ghost v] effect to (50)\nswitch backdrop to (menu v)\nstart sound [Menu Music - Fluffing A Duck v]\n\n@Sprite1\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 [1]\nforever\n broadcast (Reset v) and wait\n broadcast (Setup v) and wait\n Game On\n repeat until <(EXIT) > []>\n Tick\n broadcast (Tick v) and wait\n end\n if <(EXIT) = [Win]> then\n Game - Win\n else\n Game - Die\n end\nend\n\ndefine Game On\nset [x v] to [0]\nset [y v] to [0]\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nset [sx v] to [0]\nset [sy v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nset size to (100) %\nset [ghost v] effect to (0)\nshow\n\ndefine Tick\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n switch costume to (player2 v)\n change [sx v] by (-2)\nend\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n switch costume to (player 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?>> or <<mouse down?> and <(mouse y) > (y position)>>> 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)\nPosition\nTest - Die\nset [scroll x v] to (x)\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nif <(LEVEL) = [3]> then\n if <(SCROLL X) > [0]> then\n set [scroll x v] to [0]\n end\nend\nchange [scroll y v] by (round (((y) - (SCROLL Y)) / (10)))\nif <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\nend\nPosition\nif <(y) < [-180]> then\n set [exit v] to [die]\nend\n\ndefine Change Player y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nPosition\nrepeat until <not <touching (platformers 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\nrepeat until <not <touching (platformers v)?>>\n repeat (12)\n change [y v] by (1)\n Position\n if <not <touching (platformers v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n if <key (up arrow v) pressed?> then\n if <(sx) > [0]> then\n set [sx v] to [-16]\n else\n set [sx v] to [16]\n end\n set [in air v] to [0]\n else\n if <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 end\n repeat until <not <touching (platformers 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 [Roblox oof v]\nset [exit v] to []\nwait (0.1) seconds\nhide\nwait (0.5) seconds\n\ndefine Test - Die\nif <touching (danger v)?> then\n set [exit v] to [Die]\nend\n\ndefine Game - Win\nchange [level v] by (1)\nwait (1) seconds\n\nwhen I receive [green flag v]\nbroadcast (Play Game v) and wait\n\nwhen flag clicked\nhide\n\n@Platformers\n\nwhen I receive [play game v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x [450] y: [0]\n Clone at x [450] y: [0]\n Clone at x [450] y: [0]\n Clone at x [450] y: [0]\n Clone at x [450] y: [0]\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]\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nhide\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 [50]\nset [y v] to [-100]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x [485] y: [100]\n Clone at x [465] y: [0]\n Clone at x [415] 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]\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nhide\n\n@buttons\n\nwhen I start as a clone\nadd [Vexento-masked heroes] to [music v]\nadd [DJ Striden - Lights \[Dream Trance\]] to [music v]\nshow\nif <(CLONE ID) = [1]> then\n go to x: (0) y: (0)\n switch costume to (costume1 v)\nelse\n if <(CLONE ID) = [2]> then\n go to x: (-144) y: (-55)\n switch costume to (costume2 v)\n else\n if <(CLONE ID) = [3]> then\n go to x: (0) y: (0)\n switch costume to (costume3 v)\n else\n if <(CLONE ID) = [4]> then\n go to x: (144) y: (-55)\n switch costume to (costume4 v)\n else\n if <(CLONE ID) = [6]> then\n go to x: (0) y: (-110)\n switch costume to (costume5 v)\n end\n end\n end\n end\nend\nforever\n if <not <(CLONE ID) = [3]>> then\n if <touching (mouse-pointer v)?> then\n change size by (((250) - (size)) / (4))\n set [brightness v] effect to (10)\n if <(CLONE ID) = [2]> then\n say [Music on \(In game mode\) is Vexento - Masked Heroes ]\n end\n if <mouse down?> then\n wait until <not <mouse down?>>\n start sound [Coin v]\n set size to (170) %\n if <(CLONE ID) = [1]> then\n broadcast (Green Flag v)\n set [fps shown v] to [ok boomer]\n else\n if <(CLONE ID) = [2]> then\n end\n end\n else\n change size by (((200) - (size)) / (4))\n set [brightness v] effect to (0)\n say []\n end\n else\n set x to ((0) + (([sin v] of ((timer) * (200)) ) * (7)))\n end\nend\n\nwhen I receive [menu v]\nhide\ngo to x: (0) y: (0)\nset [clone id v] to [0]\nrepeat (4)\n change [clone id v] by (1)\n create clone of (_myself_ v)\nend\nchange [clone id v] by (2)\ncreate clone of (_myself_ v)\nset [clone id v] to [5]\nforever\n\nwhen flag clicked\nhide\n\nwhen I receive [green flag v]\nhide\ndelete this clone\n\nwhen I receive [skin! v]\nhide\n\nwhen I receive [story v]\nhide\n\nwhen I receive [back to menu v]\nif <not <(CLONE ID) = [5]>> then\n show\nend\n\n@Menu \n\nwhen flag clicked\nhide\ngo to x: (155) y: (-142)\n\nwhen I receive [story v]\nshow\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((130) - (size)) / (4))\n set [brightness v] effect to (10)\n else\n set size to (100) %\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [story v]\nshow\nforever\n if <mouse down?> then\n broadcast (back to menu v)\n hide\n end\nend\n\nwhen flag clicked\nhide\n\n@Background 1\n\nwhen I receive [end v]\nwait (1) seconds\nhide\n\nwhen I receive [start v]\nset [veolcity v] to [0]\nwait (2) seconds\nrepeat until <(end) = [1]>\n repeat until <(veolcity) = [10]>\n wait (0.1) seconds\n change [veolcity v] by (1)\n end\n repeat until <(veolcity) = [-10]>\n wait (0.1) seconds\n change [veolcity v] by (-1)\n end\nend\n\nwhen I receive [start v]\ngo to [back v] layer\nrepeat until <(end) = [1]>\n turn right ((veolcity) * (3)) degrees\nend\n\nwhen I receive [start v]\nshow\npoint in direction (90)\nswitch costume to (costume2 v)\nset size to (100) %\nset [ghost v] effect to (50)\ngo to x: (0) y: (0)\nrepeat (10)\n wait (0.1) seconds\n change [ghost v] effect by (-5)\nend\nwait (3) seconds\npoint in direction (80)\nset [data v] to [70]\nset [doat v] to (pick random (70) to (110))\nset [daro v] to (pick random (-1) to (1))\nrepeat (17)\n set [brightness v] effect to (data)\n set [data v] to ((data) * (0.7))\n set size to ((90) + (data)) %\n point in direction ((doat) + (((data) / (4)) * (daro)))\nend\nwait (0.87) seconds\npoint in direction (80)\nset [data v] to [70]\nset [doat v] to (pick random (70) to (110))\nset [daro v] to (pick random (-1) to (1))\nrepeat (17)\n set [brightness v] effect to (data)\n set [data v] to ((data) * (0.7))\n set size to ((90) + (data)) %\n point in direction ((doat) + (((data) / (4)) * (daro)))\nend\nrepeat (3)\n wait (0.87) seconds\n point in direction (80)\n set [data v] to [70]\n set [doat v] to (pick random (70) to (110))\n set [daro v] to (pick random (-1) to (1))\n repeat (17)\n set [brightness v] effect to (data)\n set [data v] to ((data) * (0.7))\n set size to ((90) + (data)) %\n point in direction ((doat) + (((data) / (4)) * (daro)))\n end\nend\n\nwhen flag clicked\nhide\n\n@Logo/Name\n\nwhen I receive [end v]\nset [end v] to [1]\nwait (2) seconds\nhide\n\nwhen I receive [end v]\nset [ghost v] effect to (0)\nrepeat (25)\n change [ghost v] effect by (4)\nend\n\nwhen I receive [start v]\npoint in direction (90)\nset size to (100) %\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\nrepeat (10)\n wait (0.1) seconds\n change [ghost v] effect by (-10)\nend\nwait (3) seconds\npoint in direction (80)\nset [data v] to [70]\nset [doat v] to (pick random (70) to (110))\nset [daro v] to (pick random (-1) to (1))\nrepeat (17)\n set [brightness v] effect to (data)\n set [data v] to ((data) * (0.7))\n set size to ((90) + (data)) %\n point in direction ((doat) + (((data) / (4)) * (daro)))\nend\nwait (0.87) seconds\npoint in direction (80)\nset [data v] to [70]\nset [doat v] to (pick random (70) to (110))\nset [daro v] to (pick random (-1) to (1))\nrepeat (17)\n set [brightness v] effect to (data)\n set [data v] to ((data) * (0.7))\n set size to ((90) + (data)) %\n point in direction ((doat) + (((data) / (4)) * (daro)))\nend\nrepeat (3)\n wait (0.87) seconds\n point in direction (80)\n set [data v] to [70]\n set [doat v] to (pick random (70) to (110))\n set [daro v] to (pick random (-1) to (1))\n repeat (17)\n set [brightness v] effect to (data)\n set [data v] to ((data) * (0.7))\n set size to ((90) + (data)) %\n point in direction ((doat) + (((data) / (4)) * (daro)))\n end\nend\n\nwhen I receive [start v]\nset [end v] to [0]\nshow\nstart sound [Tobu - Hope \[NCS Release\] v]\nwait (12) seconds\nbroadcast (end v)\n\nwhen I receive [start v]\nwait (2) seconds\nrepeat until <(end) = [1]>\n point in direction ((([sin v] of ((timer) * (160)) ) * (16)) + (90))\nend\n\nwhen flag clicked\nhide\n\n@In/Fade2\n\nwhen flag clicked\ngo to x: (-300) y: (300)\n\nwhen I receive [end v]\ngo to [front v] layer\nshow\nglide (0.8) secs to x: (0) y: (0)\nswitch backdrop to (hi v)\nset [done v] to [yes]\nbroadcast (menu v)\nwait (1) seconds\nglide (0.8) secs to x: (-300) y: (300)\n\nwhen flag clicked\nhide\n\n@In/Fade\n\nwhen flag clicked\ngo to x: (300) y: (-300)\n\nwhen I receive [end v]\ngo to [front v] layer\nshow\nglide (0.8) secs to x: (0) y: (0)\nwait (1) seconds\nglide (0.8) secs to x: (300) y: (-300)\n\nwhen flag clicked\nhide\n\n@Thumbnail\n\nwhen flag clicked\nshow\ngo to [front v] layer\ngo to x: (0) y: (0)\nbroadcast (start v)\nhide\n\n | [ Play In Full Screen For Better Graphics ]\nArrow Keys or W/A/D \nI have also added Mobile Compatibility\nDon't forget to smash that ★ and ❤️.\nIf we get a 1k views we will make part 2.\n50 views!\n100 views!\n250 views!\n500 views!\n1000 views?\n\nChange Log:\n5/24/2020 - Added Mobile Compatible Controls \n5/22/2020 - Added an FPS in the menu and Press F button function to toggle FPS\n5/22/2020 - Added more realistic shadows and made player smaller. Added a different shade of sand in the platformer.\n5/16/2020 - Released full version of game\n5/13/2020 - Released Beta version of game\n5/9/2020 - Released Alpha version of game |
Candyland~ A mobile platformer( Contest entry) | @Stage\n\nwhen flag clicked\nforever\n play sound [Piano v] until done\nend\n\n@Player\n\nwhen flag clicked\nStart\n\ndefine Start\nset [jump v] to [14]\nset [speed v] to [1]\ngo to x: (-212) y: (68)\nshow\nforever\n if on edge, bounce\n go to [front v] layer\n set [player2: y v] to [0]\n set [player2: x v] to [0]\n forever\n switch costume to (plain v)\n change [player2: y v] by (-1)\n set [player2: x v] to ((Player2: x) * (0.9))\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<(x position) > (mouse x)> and <mouse down?>>>> then\n change [player2: x v] by (join [-] (speed))\n end\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<(mouse x) > (x position)> and <mouse down?>>>> then\n change [player2: x v] by ([abs v] of (speed) )\n end\n change x by (Player2: x)\n if then\n change y by (1)\n end\n if then\n change y by (1)\n end\n if then\n change y by (1)\n end\n if then\n change y by (1)\n end\n if then\n change y by (-4)\n change x by ((Player2: x) * (-1))\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>>> then\n set [player2: y v] to [10]\n if <([abs v] of (Player2: x) ) = (Player2: x)> then\n set [player2: x v] to [-4]\n else\n set [player2: x v] to [4]\n end\n else\n set [player2: x v] to [0]\n end\n end\n change y by (Player2: y)\n if then\n change y by ((Player2: y) - ((Player2: y) * (2)))\n set [player2: y v] to [0]\n end\n change y by (-1)\n if <<<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>>> and <<touching (level v)?> or <touching (players v)?>>> then\n set [player2: y v] to ((jump) * (1.1))\n end\n change y by (1)\n if <(x position) > [230]> then\n broadcast (New Level v)\n go to x: (-212) y: (68)\n wait until <not <(x position) > [230]>>\n end\n if <<touching (spikes v)?> or <(y position) < [-170]>> then\n go to x: (-212) y: (68)\n end\n change y by (-1)\n if <<<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>>> and > then\n set [player2: y v] to [16]\n end\n change y by (1)\n if <touching (water v)?> then\n set [player2: y v] to [-2]\n end\n end\nend\n\nwhen I start as a clone\nnext costume\nclear graphic effects\nset size to (150) %\nrepeat (10)\n change [brightness v] effect by (3)\n change [ghost v] effect by (10)\n change size by (-1)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen [s v] key pressed\nbroadcast (Skip v)\n\nwhen I receive [skip v]\nbroadcast (New Level v)\ngo to x: (-212) y: (68)\nwait until <not <(x position) > [230]>>\n\nwhen [r v] key pressed\nbroadcast (Redo v)\n\nwhen I receive [redo v]\ngo to x: (-212) y: (68)\n\n@Level\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n go to [front v] layer\n go [backward v] (3) layers\nend\n\nwhen I receive [new level v]\nnext costume\nif <(costume [number v]) = [9]> then\n broadcast (End v)\nend\n\n@Spikes\n\nwhen flag clicked\ngo to [front v] layer\nforever\n switch costume to ([costume # v] of [level v])\nend\n\n@Sprite1\n\nwhen flag clicked\nset [ghost v] effect to (100)\ngo to [front v] layer\n\n | Storyline:\nYour stuck in Candyland, you must parkour to get out!\n=========================================\nThere are 15 levels\nInstructions:\nPress r to restart a level\nPress s to skip a level\nArrow keys or WASD to move or touch screen for mobile.\nYou can wall jump\n=========================================\n |
The Explorer | A Platformer | (Mobile Friendly) #Games | @Stage\n\nwhen I receive [message1 v]\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [next level v]\nnext backdrop\n\nwhen I receive [start v]\nswitch backdrop to (backdrop2 v)\n\nwhen I receive [start v]\nwait (1) seconds\nrepeat until <(Soundon) = [0]>\n if <(Soundon) = [1]> then\n play sound [Elektronomia - Limitless \[NCS Release\] v] until done\n end\nend\n\nwhen I receive [soundon v]\nrepeat until <(Soundon) = [0]>\n if <(Soundon) = [1]> then\n play sound [Elektronomia - Limitless \[NCS Release\] v] until done\n end\nend\nrepeat until <(Soundon) = [0]>\n if <(Soundon) = [1]> then\n play sound [Elektronomia - Limitless \[NCS Release\] v] until done\n end\nend\nrepeat until <(Soundon) = [0]>\n if <(Soundon) = [1]> then\n play sound [Elektronomia - Limitless \[NCS Release\] v] until done\n end\nend\nrepeat until <(Soundon) = [0]>\n if <(Soundon) = [1]> then\n play sound [Elektronomia - Limitless \[NCS Release\] v] until done\n end\nend\nrepeat until <(Soundon) = [0]>\n if <(Soundon) = [1]> then\n play sound [Elektronomia - Limitless \[NCS Release\] v] until done\n end\nend\n\n@Intro\n\nwhen flag clicked\nset size to (100) %\nhide\ngo to x: (11) y: (43)\npoint in direction (90)\n\nwhen I receive [message1 v]\nswitch costume to (profile-spic v)\nshow\nset volume to (100) %\nstart sound [Intro v]\ncreate clone of (_myself_ v)\nrepeat (5)\n repeat (20)\n change size by (0.5)\n end\n wait (0.1) seconds\n change volume by (-)\n repeat (20)\n change size by (-0.5)\n end\n wait (0.1) seconds\nend\nstop all sounds\nhide\nbroadcast (start v)\n\nwhen I start as a clone\ngo to [front v] layer\nswitch costume to (love, fvaorite, follow v)\ngo to x: (12) y: (-116)\nrepeat (5)\n repeat (20)\n change size by (0.5)\n end\n wait (0.1) seconds\n repeat (20)\n change size by (-0.5)\n end\n wait (0.1) seconds\nend\nhide\n\nplay sound [explbomb v] until done\n\n@Sprite1\n\nwhen flag clicked\nshow\nstart sound [Whoop v]\nrepeat (20)\n change [brightness v] effect by (-5)\nend\nrepeat (20)\n change [brightness v] effect by (5)\nend\nbroadcast (message1 v)\nhide\n\n@Player2\n\ndefine reset\nclear graphic effects\ngo to x: (-199) y: (-121)\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\n\nwhen I receive [next level v]\nwait (0.5) seconds\nset [change? v] to [1]\nreset\nset [change? v] to [0]\n\nwhen I receive [start v]\nset [level v] to [1]\nset [dead? v] to [0]\nset size to (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 (.6)\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 (-.6)\n end\n set [x v v] to ((X v) * (0.9))\n change x by (X v)\n if <<touching color (#5d5d5d)?> or <touching color (#000000)?>> then\n change y by (2)\n if <<touching color (#5d5d5d)?> or <touching color (#000000)?>> then\n change y by (2)\n if <<touching color (#5d5d5d)?> or <touching color (#000000)?>> then\n change y by (2)\n if <<touching color (#5d5d5d)?> or <touching color (#000000)?>> then\n change y by (2)\n if <<touching color (#5d5d5d)?> or <touching color (#000000)?>> then\n change y by (2)\n if <<touching color (#5d5d5d)?> or <touching color (#000000)?>> 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 color (#5d5d5d)?> or <touching color (#000000)?>> 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 color (#5d5d5d)?> or <touching color (#000000)?>> 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 color (#1200ff)?> then\n set [y v v] to [20]\n end\n if <touching color (#ff0000)?> then\n reset\n end\nend\n\nwhen I receive [start v]\nforever\n set [direction v] to (direction)\nend\n\nwhen I receive [start v]\nforever\n if <(y position) = [-179]> then\n Spin off screen\n end\nend\n\nwhen [r v] key pressed\nif <(dead?) = [0]> then\n reset\nend\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen I receive [alright bros let's go v]\nshow\n\ndefine Spin off screen\nset [dead? v] to [1]\nchange [player death v] by (1)\nrepeat (20)\n change [ghost v] effect by (5)\nend\nreset\n\nwhen I receive [start v]\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nrepeat (10)\n change [ghost v] effect by (5)\n change size by (-5)\nend\ndelete this clone\n\nswitch costume to (center2 v)\n\nwhen I receive [end scene v]\nhide\n\nwhen I receive [start v]\nforever\n if <touching color (#1200ff)?> then\n set [y v v] to [20]\n end\nend\n\n@Player3\n\ndefine reset\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\nwhen I receive [start 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\nswitch costume to (center2 v)\n\ndefine Spin off screen\nset [dead? v] to [1]\nchange [player death v] by (1)\nrepeat (20)\n change [ghost v] effect by (5)\nend\nreset\n\nwhen I receive [start v]\nshow\nset size to (100) %\nforever\n repeat (10)\n change size by (-1)\n end\n repeat (10)\n change size by (1)\n end\nend\n\nwhen I receive [start v]\nshow\nset size to (100) %\nforever\n set [ghost v] effect to ((([sin v] of (ani) ) * (7.5)) * (-1))\n set size to ((([sin v] of (ani) ) * (10)) + (60)) %\n turn right (10) degrees\nend\n\nwhen I receive [start v]\nshow\ngo to [front v] layer\nset size to (100) %\nforever\n if <touching (player2 v)?> then\n broadcast (END SCENE v)\n end\nend\n\nwhen I receive [start v]\nshow\nswitch costume to (center2 v)\nforever\n if <([backdrop # v] of [_stage_ v]) = [2]> then\n go to x: (195) y: (-94)\n else\n if <([backdrop # v] of [_stage_ v]) = [3]> then\n go to x: (-206) y: (-6)\n else\n if <([backdrop # v] of [_stage_ v]) = [4]> then\n go to x: (184) y: (-48)\n else\n if <([backdrop # v] of [_stage_ v]) = [5]> then\n go to x: (184) y: (87)\n else\n if <([backdrop # v] of [_stage_ v]) = [7]> then\n go to x: (28) y: (-60)\n else\n if <([backdrop # v] of [_stage_ v]) = [8]> then\n go to x: (185) y: (-103)\n else\n if <([backdrop # v] of [_stage_ v]) = [9]> then\n go to x: (-185) y: (123)\n else\n if <([backdrop # v] of [_stage_ v]) = [10]> then\n go to x: (185) y: (-103)\n else\n if <([backdrop # v] of [_stage_ v]) = [13]> then\n go to x: (208) y: (94)\n else\n if <([backdrop # v] of [_stage_ v]) = [14]> then\n show\n else\n if <([backdrop # v] of [_stage_ v]) = [14]> then\n go to x: (184) y: (137)\n show\n else\n if <([backdrop # v] of [_stage_ v]) = [15]> then\n go to x: (137) y: (-116)\n show\n else\n if <([backdrop # v] of [_stage_ v]) = [16]> then\n go to x: (187) y: (0)\n show\n else\n if <([backdrop # v] of [_stage_ v]) = [19]> then\n go to x: (187) y: (0)\n switch costume to (center3 v)\n else\n if <([backdrop # v] of [_stage_ v]) = [20]> then\n hide\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\n\n\nhide\n\n@Transition\n\nwhen flag clicked\nhide\n\nwhen I receive [end scene v]\nshow\ngo to [front v] layer\nstart sound [Connect v]\ngo to x: (0) y: (240)\nrepeat until <(round (y position)) = [0]>\n change y by (((0) - (y position)) / (4))\nend\nbroadcast (NEXT LEVEL v)\nrepeat until <(round (y position)) = [-350]>\n change y by (((-350) - (y position)) / (4))\nend\nhide\n\n@download (7)\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\n@images (1)\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\ngo to x: (-198) y: (147)\nswitch costume to (images \(1\) v)\nset [soundon v] to [1]\nshow\n\nwhen this sprite clicked\nif <<([backdrop # v] of [_stage_ v]) < [16]> and <([backdrop # v] of [_stage_ v]) > [10]>> then\n if <(Soundon) = [1]> then\n set volume to (0) %\n stop all sounds\n set [soundon v] to [0]\n switch costume to (images \(1\)4 v)\n else\n set volume to (100) %\n set [soundon v] to [1]\n broadcast (Soundon v)\n switch costume to (images \(1\)3 v)\n end\nend\nif <<([backdrop # v] of [_stage_ v]) < [10]> or <([backdrop # v] of [_stage_ v]) > [15]>> then\n if <(Soundon) = [1]> then\n set volume to (0) %\n stop all sounds\n set [soundon v] to [0]\n switch costume to (images \(1\)2 v)\n else\n set volume to (100) %\n set [soundon v] to [1]\n broadcast (Soundon v)\n switch costume to (images \(1\) v)\n end\nend\n\nwhen I receive [start v]\nforever\n if <([backdrop # v] of [_stage_ v]) = [7]> then\n show\n go to x: (-204) y: (100)\n else\n if <([backdrop # v] of [_stage_ v]) = [9]> then\n go to x: (-208) y: (7)\n else\n if <([backdrop # v] of [_stage_ v]) = [10]> then\n go to x: (-195) y: (92)\n else\n if <([backdrop # v] of [_stage_ v]) = [11]> then\n go to x: (-150) y: (92)\n switch costume to (images \(1\)3 v)\n else\n if <([backdrop # v] of [_stage_ v]) = [13]> then\n go to x: (-194) y: (114)\n else\n if <([backdrop # v] of [_stage_ v]) = [15]> then\n switch costume to (images \(1\) v)\n go to x: (-207) y: (144)\n else\n if <([backdrop # v] of [_stage_ v]) = [20]> then\n hide\n end\n end\n end\n end\n end\n end\n end\nend\n\n\n\nif <([backdrop # v] of [_stage_ v]) > [10]> then\n if <(Soundon) = [1]> then\n set volume to (0) %\n stop all sounds\n set [soundon v] to [0]\n switch costume to (images \(1\)4 v)\n else\n set volume to (100) %\n set [soundon v] to [1]\n broadcast (Soundon v)\n switch costume to (images \(1\)3 v)\n end\nend\nif <([backdrop # v] of [_stage_ v]) < [10]> then\n if <(Soundon) = [1]> then\n set volume to (0) %\n stop all sounds\n set [soundon v] to [0]\n switch costume to (images \(1\)2 v)\n else\n set volume to (100) %\n set [soundon v] to [1]\n broadcast (Soundon v)\n switch costume to (images \(1\) v)\n end\nend\n\n | I Present you: The Explorer | A Platformer \n✵✵✵✵✵✵✵✵✵✵✵✵✵✵✵✵✵✵✵✵✵✵✵✵✵✵\nYou are an explorer exploring through the mountains, and caves. You need to use your skills to go through the danger from exploring. \n======================================\nUse arrow keys or WAD to move (For PC)\n\nUse your finger to guide yourself, and move (For Mobile) \n\nStay away from Red, Spikes, and falling out of the world. \n\nIf you somehow get stuck, press R to restart\n======================================\n\nThis is also an easy, platformer, there isn't a challenge really put into it. \n======================================\nMusic: Elektronomia - Limitless [NCS Release]\n\nIntro: TheFatRat - Xenogenesis\n======================================\nUpdate Log: \n\nv1.0 added all the levels!\nv1.0.5 Fixed glitch where the outside of the cave kills you when you enter the cave \nv1.0.8 Fixed Bug where there is a tiny bit of lava on the floor from the remains of the volcano.\\nv1.1 Added a sound mute/unmute button\nv1.1.3 Fixed mute button glitch |
JungleIIscrolling platformer | @Stage\n\nwhen I receive [spielen v]\nswitch backdrop to (himmel v)\n\nwhen I receive [nachricht1 v]\nswitch backdrop to (backdrop2 v)\n\nwhen I receive [end v]\nswitch backdrop to (himmel2 v)\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\n@Fressplanze\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: (480) (48) [1]\nsetup clone at x,y: (1350) (-12) [1]\nsetup clone at x,y: (2850) (-83) [1]\nsetup clone at x,y: (7860) (558) [1]\nsetup clone at x,y: (8020) (525) [1]\nsetup clone at x,y: (8080) (525) [1]\nsetup clone at x,y: (8710) (591) [1]\n\ndefine on screen\nif <((@timer) mod (5)) = [0]> then\n next costume\nend\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@Wasserfall\n\nwhen I receive [setup level v]\nhide\nswitch costume to (costume2 v)\nsetup clone at x,y: (15.63) (2)\nsetup clone at x,y: (16.8) (2)\nsetup clone at x,y: (18.2) (2)\nsetup clone at x,y: (18) (2)\nsetup clone at x,y: (19) (2)\nsetup clone at x,y: (20) (2)\nsetup clone at x,y: (21) (2)\nsetup clone at x,y: (22) (2)\nsetup clone at x,y: (23) (2)\nsetup clone at x,y: (24) (2)\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 [t v]\nhide\n\nwhen flag clicked\nhide\n\nwhen flag clicked\ngo to [back v] layer\n\nswitch costume to (costume2 v)\n\nswitch costume to (costume2 v)\n\nswitch costume to (costume2 v)\n\nswitch costume to (costume2 v)\n\nwhen I receive [end v]\nhide\n\nwhen I receive [spielen v]\nshow\n\n@Boden\n\nwhen I receive [setup level v]\nhide\nswitch costume to (1 0 v)\nsetup clone at x,y: (0) (0)\nswitch costume to (1 1 v)\nsetup clone at x,y: (2) (0)\nswitch costume to (1 2 v)\nsetup clone at x,y: (4) (0)\nswitch costume to (1 3 v)\nsetup clone at x,y: (6) (0)\nswitch costume to (1 4 v)\nsetup clone at x,y: (8) (0)\nswitch costume to (1 5 v)\nsetup clone at x,y: (10) (0)\nswitch costume to (1 6 v)\nsetup clone at x,y: (10) (2.6)\nswitch costume to (1 7 v)\nsetup clone at x,y: (14) (2.6)\nswitch costume to (1 8 v)\nsetup clone at x,y: (18) (2.6)\nswitch costume to (1 9 v)\nsetup clone at x,y: (22) (2.6)\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 [t v]\nhide\n\nwhen I receive [end v]\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [spielen v]\nshow\n\n@Player\n\nwhen I receive [setup level v]\nshow\n\nwhen I receive [game loop tick v]\ngo to x: (round ((@Player X) - (@Scroll X))) y: (round ((@Player Y) - (@Scroll Y)))\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n set rotation style [left-right v]\n point in direction (90)\nend\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n set rotation style [left-right v]\n point in direction (-90)\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 (fressplanze v)?> and <(@Falling) > [0]>>> then\n change [ghost v] effect by (4)\n set size to ((size) - (10)) %\n end\nend\n\nif <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n\nwhen flag clicked\nset size to (100) %\n\nwhen I receive [t v]\nhide\n\nwhen flag clicked\nshow\n\nwhen flag clicked\nforever\n set size to (100) %\n set rotation style [left-right v]\n switch costume to (spieler v)\n wait (pick random (2) to (5)) seconds\n repeat (7)\n next costume\n end\nend\n\nwhen I receive [end v]\nhide\n\nwhen flag clicked\nhide\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 (boden 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\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]>> or > 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?>> or > 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?>> or > 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\nhide\n\nwhen I receive [end v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [game loop tick v]\nif <touching (schatz v)?> then\n broadcast (End v)\n set [musik okay? v] to [1]\nend\n\nwhen I receive [spielen v]\nshow\nset [ghost v] effect to (100)\nset [musik okay? v] to [0]\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 (fressplanze v)?>> or <touching (water v)?>> then\n set [@player die v] to [25]\n start sound [Crunch v]\n end\n if <touching (gegener 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\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: (800) (-80)\nsetup clone at x,y: (2110) (390)\nsetup clone at x,y: (3750) (-45)\nsetup clone at x,y: (4287) (690)\nsetup clone at x,y: (6490) (560)\nsetup clone at x,y: (8243) (629)\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]\n broadcast (Light ups!Yeah,follow me! 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\nwhen flag clicked\nset [☁ ss v] to [0]\n\n@Controls\n\nwhen flag clicked\n\nwhen I receive [spielen v]\nstop all sounds\nwait (0.1) seconds\n\n play sound [Xenogenesis v] until done\nend\n\n@Gegener\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: (1210) (5) [1]\nsetup clone at x,y: [1700] [360] [1]\nsetup clone at x,y: [7230] [668] [1]\nsetup clone at x,y: [7400] [668] [1]\nsetup clone at x,y: [8400] [626] [1]\n\ndefine on screen\nif <((@timer) mod (5)) = [0]> then\n next costume\nend\nif 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\nwhen flag clicked\nset size to (100) %\n\n@Water\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: [2600] [-140] [1]\nsetup clone at x,y: [2850] [-140] [1]\nsetup clone at x,y: (3680) (-140) [1]\n\ndefine on screen\nif <((@timer) mod (5)) = [0]> then\n next costume\nend\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\nwhen flag clicked\ngo to [back v] layer\n\n@Decorations\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 (planzen v)\nsetup clone at x,y: (200) (-10) [1]\nswitch costume to (planzen2 v)\nsetup clone at x,y: [900] [40] [2]\nswitch costume to (hängebrücke v)\nsetup clone at x,y: [1800] [400] [3]\nswitch costume to (bäume v)\nsetup clone at x,y: [4200] [550] [4]\nswitch costume to (gras v)\nsetup clone at x,y: [2900] [-70] [5]\nswitch costume to (häuser v)\nsetup clone at x,y: [5400] [550] [6]\nswitch costume to (haus v)\nsetup clone at x,y: [5700] [550] [7]\nswitch costume to (haus v)\nsetup clone at x,y: [6000] [550] [8]\nswitch costume to (fackel v)\nsetup clone at x,y: [7500] [300] [9]\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 I start as a clone\ngo to [back v] layer\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\n@Thumbnail\n\nwhen flag clicked\ngo to [front v] layer\nset [ghost v] effect to (100)\n\n@Schatz\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 (costume1 v)\nsetup clone at x,y: (10500) (822) [1]\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 I start as a clone\ngo to [back v] layer\n\nwhen flag clicked\ngo to [back v] layer\n\nshow\n\nwhen I receive [end v]\nhide\n\n@Animation\n\nwhen flag clicked\nhide\n\nwhen I receive [end v]\ngo to [front v] layer\nshow\ngo to x: (0) y: (0)\npoint in direction (90)\nset [brightness v] effect to (0)\nset [pixelate v] effect to (0)\nset size to (100) %\nset [ghost v] effect to (0)\nswitch costume to (costume8 v)\nforever\n point in direction ((([sin v] of ((timer) * (150)) ) * (6)) + (90))\nend\n\nwhen I receive [end v]\n\n@?\n\nwhen flag clicked\nhide\ngo to x: (43) y: (-9)\nswitch costume to (costume2 v)\nforever\n if <(costume [number v]) = [1]> then\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (30)\n else\n set [ghost v] effect to (0)\n end\n end\nend\n\nwhen I receive [nachricht1 v]\nshow\n\nwhen I receive [spielen v]\nhide\n\nwhen I receive [back v]\nshow\n\nwhen this sprite clicked\ngo to [front v] layer\nnext costume\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [2]> then\n go to [front v] layer\n set size to (60) %\n set [ghost v] effect to (0)\n end\nend\n\n@Story\n\nwhen flag clicked\nhide\ngo to x: (43) y: (-50)\nswitch costume to (costume1 v)\nforever\n if <(costume [number v]) = [1]> then\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (30)\n else\n set [ghost v] effect to (0)\n end\n end\nend\n\nwhen I receive [nachricht1 v]\nshow\n\nwhen I receive [spielen v]\nhide\n\nwhen I receive [back v]\nshow\n\nwhen this sprite clicked\ngo to [front v] layer\nnext costume\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [2]> then\n go to [front v] layer\n set size to (60) %\n set [ghost v] effect to (0)\n end\nend\n\n@Jungle\n\nwhen I receive [nachricht1 v]\nshow\nforever\n point in direction ((([sin v] of ((timer) * (150)) ) * (6)) + (90))\nend\n\nwhen flag clicked\ngo to x: (20) y: (100)\nhide\n\nwhen flag clicked\n\n\n\nif <(ist clone okay?Wenn ja danke!XD) = [1]> then\n stop [this script v]\nend\n\nwhen I receive [spielen v]\nhide\n\nwhen I receive [back v]\nshow\n\nwhen I receive [aktu x v]\n\nwhen I receive [nachricht1 v]\n\n@Play\n\nwhen I receive [nachricht1 v]\nshow\n\nwhen flag clicked\nset size to (60) %\nhide\ngo to x: (43) y: (29)\nswitch costume to (costume1 v)\nforever\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (30)\n else\n set [ghost v] effect to (0)\n end\nend\n\nwhen this sprite clicked\nbroadcast (Spielen v)\nhide\n\nwhen I receive [back v]\nshow\n\n@Animation2\n\nwhen flag clicked\ngo to [front v] layer\nshow\ngo to x: (0) y: (0)\npoint in direction (90)\nset [brightness v] effect to (0)\nset size to (100) %\nset [ghost v] effect to (0)\nswitch costume to (costume1 v)\nwait (2) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nnext costume\nset [ghost v] effect to (0)\nwait (2) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nnext costume\nset [ghost v] effect to (0)\nwait (2) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nnext costume\nset [ghost v] effect to (0)\nwait (2) seconds\nrepeat (10)\n change [brightness v] effect by (10)\nend\nnext costume\nset [brightness v] effect to (0)\nwait (2) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nnext costume\nset [ghost v] effect to (0)\nwait (2) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nnext costume\nset [ghost v] effect to (0)\nwait (2) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nnext costume\nset [ghost v] effect to (0)\nwait (2) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nnext costume\nset [ghost v] effect to (0)\nwait (2) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nnext costume\nset [ghost v] effect to (0)\nwait (2) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nnext costume\nset [ghost v] effect to (0)\nwait (2) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nset [ghost v] effect to (0)\nbroadcast (Nachricht1 v)\nhide\n\nwhen I receive [nachricht1 v]\nhide\n\n\n\n\n\nwhen flag clicked\nforever\n if <key (s v) pressed?> then\n stop [other scripts in sprite v]\n end\nend\n\n@Scrolling\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nset x to (470)\nswitch costume to (scrolling2 v)\nforever\n change x by (-5)\n if <(x position) < [-470]> then\n go to [back v] layer\n set x to (470)\n end\nend\n\nwhen I receive [nachricht1 v]\nshow\ngo to x: (0) y: (0)\nset size to (500) %\nswitch costume to (scrolling v)\ncreate clone of (_myself_ v)\nforever\n change x by (-5)\n if <(x position) < [-470]> then\n go to [back v] layer\n set x to (470)\n end\nend\n\nwhen I receive [spielen v]\nhide\n\n@Sprite1\n\nwhen flag clicked\nshow\nforever\n if <key (s v) pressed?> then\n broadcast (Nachricht1 v)\n stop [this script v]\n end\nend\n\nwhen I receive [nachricht1 v]\nhide\n\n | Play my new project here: https://scratch.mit.edu/projects/710939600/\n\nTHIS WAS A COLLAB WITH @BENELEM12!NOT A REMIX!!!\n\nIn the dark deep jungle,in the nowehre,a temple.In this temple is a treasure big to make you rich.But there is a long way,with holes an dangers-do you really want to find the treasure?Yes?!?Then start now!\n._._._._._._._._._._._._._._._._._._._._._._._._._.\nStory:\nYou are a fellow explorer who want to find a treasure.Can he do it!?Help him!\n._._._._._._._._._._._._._._._._._._._._._._._._._.\nMove with the arrow keys,WAD.Avoid foodplants,opponents and don't fall in holes.Find the treasure!:D\n |
pixel platformer cloud multiplayer #games #all | @Stage\n\n@levels\n\nset [level height v] to [0]\n\ndefine render\nset [object v] to [0]\nchange [tick v] by (1)\nerase all\ngo to x: ((-224) - ((x scroll) mod (32))) y: ((-164) - ((y scroll) mod (32)))\nset [render.x v] to [0]\nrepeat (16)\n set [render.y v] to [0]\n set y to ((-164) - ((y scroll) mod (32)))\n repeat (12)\n set y to ((((-164) - ((y scroll) mod (32))) + ((32) * ((render.y) - (0)))) - (0))\n set [block v] to (item (((((render.x) + (1)) + ([floor v] of ((x scroll) / (32)) )) * (level height)) + (((render.y) + (0)) + ([floor v] of ((y scroll) / (32)) ))) of [level v])\n if <(block) < [48]> then\n switch costume to (block)\n else\n if <<(block) = [48]> or <(block) = [49]>> then\n switch costume to (join (block) (join [-] (red)))\n else\n if <<(block) = [50]> or <(block) = [51]>> then\n switch costume to (join (block) (join [-] (blue)))\n else\n if <<(block) = [52]> or <(block) = [53]>> then\n switch costume to (join (block) (join [-] ((4) - (([floor v] of ((tick) / (3)) ) mod (4)))))\n else\n if <(block) = [54]> then\n set [tile v] to (((([floor v] of ((((x position) + (x scroll)) + (272)) / (32)) ) * (level height)) + ([floor v] of ((((y position) + (y scroll)) + (156)) / (32)) )) + (1))\n if <(tile) = (save block)> then\n switch costume to (54-2 v)\n else\n switch costume to (54-1 v)\n end\n else\n if <(block) = [55]> then\n switch costume to (join [55-] (jumps))\n else\n if <(block) = [56]> then\n switch costume to (join [56-] (wall jumps))\n else\n if <(block) = [57]> then\n switch costume to (join [57-] (jumps))\n else\n if <(letter (1) of (block)) = [c]> then\n if <[0] = (item (join (join (letter (2) of (block)) (letter (3) of (block))) (join (letter (4) of (block)) (letter (5) of (block)))) of [coins v])> then\n change y by (([sin v] of (((tick) + ((100) * (join (letter (3) of (block)) (join (letter (4) of (block)) (letter (5) of (block)))))) * (3)) ) * (10))\n switch costume to (58 v)\n else\n switch costume to (0 v)\n end\n else\n if <(block) = [59]> then\n if <(([floor v] of ((tick) / (3)) ) mod (16)) < [10]> then\n switch costume to (59-1 v)\n else\n switch costume to (join [59-] ((([floor v] of ((tick) / (3)) ) - (9)) mod (16)))\n end\n else\n if <(block) < [63]> then\n switch costume to (block)\n else\n if <(block) = [63]> then\n if <(item (14) of [not solid v]) = [0]> then\n switch costume to (63-1 v)\n else\n switch costume to (63-2 v)\n end\n else\n if <(block) = [64]> then\n switch costume to (64 v)\n broadcast (message v)\n else\n if <(block) = [65]> then\n if <(item (15) of [not solid v]) = [0]> then\n switch costume to (65-1 v)\n else\n switch costume to (65-2 v)\n end\n else\n if <(block) = [66]> then\n if <(item (16) of [not solid v]) = [0]> then\n switch costume to (66-1 v)\n else\n switch costume to (66-2 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 stamp\n change [render.y v] by (1)\n end\n set x to ((((-224) - ((x scroll) mod (32))) + ((32) * (render.x))) - (-32))\n change [render.x v] by (1)\nend\nmap\n\nif <key (up arrow v) pressed?> then\n change [y scroll v] by (1)\nend\nif <key (down arrow v) pressed?> then\n change [y scroll v] by (-1)\nend\nif <key (right arrow v) pressed?> then\n change [x scroll v] by (1)\nend\nif <key (left arrow v) pressed?> then\n change [x scroll v] by (-1)\nend\nif <(x scroll) < [0]> then\n set [x scroll v] to [0]\nend\nif <(y scroll) < [0]> then\n set [y scroll v] to [0]\nend\nif <((y scroll) / (32)) > ((level height) - (12))> then\n set [y scroll v] to (((level height) - (12)) * (32))\nend\nif <((x scroll) / (32)) > ((level width) - (16))> then\n set [x scroll v] to (((level width) - (16)) * (32))\nend\n\ndelete all of [level v]\nset [level height v] to [125]\nset [level width v] to [200]\nrepeat (25000)\n add [0] to [level v]\nend\n\nwhen I receive [tick v]\nrender\nif <not <(object) = [0]>> then\n switch costume to (object)\n show\n go to x: (x) y: (y)\n broadcast (say v)\n think (message) for (.01) seconds\nend\nhide\nbroadcast (coins v)\n\nif <mouse down?> then\n replace item (((([floor v] of ((((mouse x) + (x scroll)) + (272)) / (32)) ) * (level height)) + ([floor v] of ((((mouse y) + (y scroll)) + (156)) / (32)) )) + (1)) of [level v] with (tile type)\nend\n\nwhen [space v] key pressed\n\nif <key (space v) pressed?> then\n ask [] and wait\n set [tile type v] to (answer)\nend\nif <((y scroll) / (32)) > ((level height) - (12))> then\n set [y scroll v] to (((level height) - (12)) * (32))\nend\nif <((x scroll) / (32)) > ((level width) - (16))> then\n set [x scroll v] to (((level width) - (16)) * (32))\nend\n\ndefine rest coins\ndelete all of [coins v]\nrepeat (999)\n add [0] to [coins v]\nend\n\nwhen flag clicked\nrest coins\n\nwhen I receive [say v]\n\nwhen I receive [tick v]\nchange y by (() - ())\n\nwhen I receive [remder v]\nrender\n\nset [wall jumps v] to [1]\n\ndefine map\n\ngo to x: (0) y: (0)\nset [render.x v] to [0]\nrepeat (200)\n set y to (0)\n change x by (1)\n repeat (125)\n change [render.x v] by (1)\n change y by (1)\n set pen color to (#cecece)\n if <(item (render.x) of [level v]) < [48]> then\n set pen color to (#76ce85)\n end\n if <(letter (1) of (item (render.x) of [level v])) = [c]> then\n set pen color to (#bba965)\n end\n if <not <(item (render.x) of [level v]) = [0]>> then\n pen up\n pen down\n pen up\n end\n end\nend\n\nwhen flag clicked\n\nforever\n\nset [stuff v] to (item (((([floor v] of ((((mouse x) + (x scroll)) + (272)) / (32)) ) * (level height)) + ([floor v] of ((((mouse y) + (y scroll)) + (156)) / (32)) )) + (1)) of [level v])\nif <(x scroll) < [0]> then\n set [x scroll v] to [0]\nend\n\nsay [you need 200 coins]\n\nrest coins\nset [stuff v] to [0]\nset [coins v] to [0]\nrepeat (length of [level v])\n change [stuff v] by (1)\n if <(letter (1) of (item (stuff) of [level v])) = [c]> then\n if <(item (join (join (letter (2) of (item (stuff) of [level v])) (letter (3) of (item (stuff) of [level v]))) (join (letter (4) of (item (stuff) of [level v])) (letter (5) of (item (stuff) of [level v])))) of [coins v]) = [0]> then\n change [coins v] by (1)\n replace item (join (join (letter (2) of (item (stuff) of [level v])) (letter (3) of (item (stuff) of [level v]))) (join (letter (4) of (item (stuff) of [level v])) (letter (5) of (item (stuff) of [level v])))) of [coins v] with [1]\n end\n end\nend\n\n@player\n\nif <(water) = [0]> then\n broadcast (go to save v) and wait\nend\nif <(y vel) < [0]> then\n\ndefine find tile\nset [total x pos v] to ((x position) + (x scroll))\nset [total y pos v] to ((y position) + (y scroll))\nset [tile v] to ((([floor v] of (((total x pos) + (272)) / (32)) ) * (level height)) + ([floor v] of (((total y pos) + (180)) / (32)) ))\n\ndefine scroll\nx scroll\nchange [x scroll v] by ((x position) / (20))\nchange x by ((x position) / (-20))\nchange [y scroll v] by ((((y vel) * (2)) - (y position)) / (-20))\nchange y by ((((y vel) * (2)) - (y position)) / (20))\nif <(x scroll) < [0]> then\n change x by (x scroll)\n set [x scroll v] to [0]\nend\nif <(y scroll) < [32]> then\n change y by ((y scroll) - (32))\n set [y scroll v] to [32]\nend\nif <((y scroll) / (32)) > ((level height) - (12))> then\n change y by ((y scroll) - (((level height) - (12)) * (32)))\n set [y scroll v] to (((level height) - (12)) * (32))\nend\nif <((x scroll) / (32)) > ((level width) - (16))> then\n change x by ((x scroll) - (((level width) - (16)) * (32)))\n set [x scroll v] to (((level width) - (16)) * (32))\nend\n\ndefine x scroll\nif <(x scroll) < [0]> then\n change x by (x scroll)\n set [x scroll v] to [0]\nend\nif <((x scroll) / (32)) > ((level width) - (16))> then\n change x by ((x scroll) - (((level width) - (16)) * (32)))\n set [x scroll v] to (((level width) - (16)) * (32))\nend\n\ndefine down\nset [ground v] to [0]\nif <(total y pos) < ((round ((total y pos) / (32))) * (32))> then\n if <not <[not solid v] contains (item ((tile) - (1)) of [level v])?>> then\n if <not <(letter (1) of (item ((tile) - (1)) of [level v])) = [c]>> then\n change y by (((round ((total y pos) / (32))) * (32)) - (total y pos))\n change y by (-4)\n set [touching ground v] to [0]\n set [y vel v] to [-.1]\n set [ground v] to [1]\n end\n else\n if <not <[not solid v] contains (item (((tile) - (1)) + (level height)) of [level v])?>> then\n if <(total x pos) > (((round ((total x pos) / (32))) * (32)) + (4))> then\n if <not <(letter (1) of (item (((tile) - (1)) + (level height)) of [level v])) = [c]>> then\n change y by (((round ((total y pos) / (32))) * (32)) - (total y pos))\n change y by (-4)\n set [touching ground v] to [0]\n set [y vel v] to [-.1]\n set [ground v] to [1]\n end\n end\n end\n if <not <[not solid v] contains (item (((tile) - (1)) - (level height)) of [level v])?>> then\n if <((round ((total x pos) / (32))) * (32)) > ((total x pos) + (4))> then\n if <not <(letter (1) of (item (((tile) - (1)) - (level height)) of [level v])) = [c]>> then\n change y by (((round ((total y pos) / (32))) * (32)) - (total y pos))\n change y by (-4)\n set [touching ground v] to [0]\n set [y vel v] to [-.1]\n set [ground v] to [1]\n end\n end\n end\n end\nend\nif <not <<[not solid v] contains (item (tile) of [level v])?> or <(letter (1) of (item (tile) of [level v])) = [c]>>> then\n change y by (32)\nend\nif <(ground) = [0]> then\n if <(touching ground) = [0]> then\n set [touching ground v] to [1]\n end\nend\n\ndefine up\nfind ceiling\nif <not <[not solid v] contains (item (tile) of [level v])?>> then\n if <not <(letter (1) of (item (tile) of [level v])) = [c]>> then\n change y by (((round ((total y pos) / (32))) * (32)) - (total y pos))\n change y by (-4)\n set [y vel v] to [0]\n end\nelse\n if <not <[not solid v] contains (item ((tile) + (level height)) of [level v])?>> then\n if <(total x pos) > (((round ((total x pos) / (32))) * (32)) + (4))> then\n if <not <(letter (1) of (item ((tile) + (level height)) of [level v])) = [c]>> then\n change y by (((round ((total y pos) / (32))) * (32)) - (total y pos))\n change y by (-4)\n set [y vel v] to [0]\n end\n end\n end\n if <not <[not solid v] contains (item ((tile) - (level height)) of [level v])?>> then\n if <((round ((total x pos) / (32))) * (32)) > ((total x pos) + (4))> then\n if <not <(letter (1) of (item ((tile) - (level height)) of [level v])) = [c]>> then\n change y by (((round ((total y pos) / (32))) * (32)) - (total y pos))\n change y by (-4)\n set [y vel v] to [0]\n end\n end\n end\nend\n\ndefine find ceiling\nset [tile v] to ((([floor v] of (((total x pos) + (272)) / (32)) ) * (level height)) + ([ceiling v] of (((total y pos) + (164)) / (32)) ))\n\ndefine right\nfind right\nif <not <[not solid v] contains (item (tile) of [level v])?>> then\n if <not <(letter (1) of (item (tile) of [level v])) = [c]>> then\n change x by (((round ((total x pos) / (32))) * (32)) - (total x pos))\n set [x vel v] to [0]\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n if <(y vel) < [-.1]> then\n if <(wall jumps) = [1]> then\n find tile\n if <not <(item (tile) of [level v]) = [52]>> then\n set [touching ground v] to [0]\n set [x vel v] to [-4]\n set [y vel v] to [15]\n end\n find right\n end\n end\n end\n end\nelse\n if <not <[not solid v] contains (item ((tile) - (1)) of [level v])?>> then\n if <((total y pos) - (12)) > ((round ((total y pos) / (32))) * (32))> then\n if <not <(letter (1) of (item ((tile) - (1)) of [level v])) = [c]>> then\n change x by (((round ((total x pos) / (32))) * (32)) - (total x pos))\n set [x vel v] to [0]\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n if <(y vel) < [-.1]> then\n if <(wall jumps) = [1]> then\n find tile\n if <not <(item (tile) of [level v]) = [52]>> then\n set [touching ground v] to [0]\n set [x vel v] to [-4]\n set [y vel v] to [15]\n end\n find right\n end\n end\n end\n end\n end\n end\n if <not <[not solid v] contains (item ((tile) + (1)) of [level v])?>> then\n if <((round ((total y pos) / (32))) * (32)) > ((total y pos) + (16))> then\n if <not <(letter (1) of (item ((tile) + (1)) of [level v])) = [c]>> then\n change x by (((round ((total x pos) / (32))) * (32)) - (total x pos))\n set [x vel v] to [0]\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n if <(y vel) < [-.1]> then\n if <(wall jumps) = [1]> then\n find tile\n if <not <(item (tile) of [level v]) = [52]>> then\n set [touching ground v] to [0]\n set [x vel v] to [-4]\n set [y vel v] to [15]\n end\n find right\n end\n end\n end\n end\n end\n end\nend\n\ndefine find right\nfind tile\nset [tile v] to (((round (((total x pos) + (272)) / (32))) * (level height)) + ([ceiling v] of (((total y pos) + (148)) / (32)) ))\n\ndefine find left\nfind tile\nset [tile v] to (((round (((total x pos) + (240)) / (32))) * (level height)) + ([ceiling v] of (((total y pos) + (148)) / (32)) ))\n\ndefine left\nfind left\nif <not <[not solid v] contains (item (tile) of [level v])?>> then\n if <not <(letter (1) of (item (tile) of [level v])) = [c]>> then\n change x by (((round ((total x pos) / (32))) * (32)) - (total x pos))\n set [x vel v] to [0]\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n if <(y vel) < [-.1]> then\n if <(wall jumps) = [1]> then\n find tile\n if <not <(item (tile) of [level v]) = [52]>> then\n set [touching ground v] to [0]\n set [x vel v] to [4]\n set [y vel v] to [15]\n end\n find left\n end\n end\n end\n end\nelse\n if <not <[not solid v] contains (item ((tile) - (1)) of [level v])?>> then\n if <((total y pos) - (12)) > ((round ((total y pos) / (32))) * (32))> then\n if <not <(letter (1) of (item ((tile) - (1)) of [level v])) = [c]>> then\n change x by (((round ((total x pos) / (32))) * (32)) - (total x pos))\n set [x vel v] to [0]\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n if <(y vel) < [-.1]> then\n if <(wall jumps) = [1]> then\n find tile\n if <not <(item (tile) of [level v]) = [52]>> then\n set [touching ground v] to [0]\n set [x vel v] to [4]\n set [y vel v] to [15]\n end\n find left\n end\n end\n end\n end\n end\n end\n if <not <[not solid v] contains (item ((tile) + (1)) of [level v])?>> then\n if <((round ((total y pos) / (32))) * (32)) > ((total y pos) + (16))> then\n if <not <(letter (1) of (item ((tile) + (1)) of [level v])) = [c]>> then\n change x by (((round ((total x pos) / (32))) * (32)) - (total x pos))\n set [x vel v] to [0]\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n if <(y vel) < [-.1]> then\n if <(wall jumps) = [1]> then\n find tile\n if <not <(item (tile) of [level v]) = [52]>> then\n set [touching ground v] to [0]\n set [x vel v] to [4]\n set [y vel v] to [15]\n end\n find left\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [boss fight v]\nset [x scroll v] to [4030]\nset [y scroll v] to [0]\ngo to x: (0) y: (0)\n\nwhen I receive [go to save v]\ndeath\nset [x scroll v] to (save x)\nset [y scroll v] to (save y)\ngo to x: (0) y: (0)\n\ndefine death\nset [death x v] to (total x pos)\nset [death y v] to (total y pos)\nset [ghost v] effect to (0)\nrepeat (20)\n go to x: (0) y: (0)\n set [rand v] to (pick random (-7) to (7))\n set [x scroll v] to ((death x) + (rand))\n change x by (() - (rand))\n set [rand v] to (pick random (-7) to (7))\n set [y scroll v] to ((death y) + (rand))\n change y by (() - (rand))\n broadcast (remder v)\n change [ghost v] effect by (5)\nend\nset [ghost v] effect to (0)\n\nchange [x scroll v] by (1)\nchange [y scroll v] by (pick random (-10) to (10))\n\nwhen I receive [win v]\nset [x scroll v] to (save x)\nset [y scroll v] to (save y)\ngo to x: (0) y: (0)\n\nset [jumps v] to [50]\n\nset [jumps v] to [60]\n\nif <(wall jumps) = [1]> then\n if <[] = [50]> then\n set [y vel v] to [20]\n change [touching ground v] by (1)\n set [w press v] to [1]\n end\nend\n\nwhen I receive [start game v]\nshow\ndelete all of [not solid v]\nadd [0] to [not solid v]\nadd [49] to [not solid v]\nadd [0] to [not solid v]\nadd [51] to [not solid v]\nadd [0] to [not solid v]\nadd [52] to [not solid v]\nadd [53] to [not solid v]\nadd [54] to [not solid v]\nadd [55] to [not solid v]\nadd [56] to [not solid v]\nadd [57] to [not solid v]\nadd [58] to [not solid v]\nadd [59] to [not solid v]\nadd [0] to [not solid v]\nadd [0] to [not solid v]\nadd [64] to [not solid v]\nadd [0] to [not solid v]\nset [wall jumps v] to [0]\nset [red v] to [1]\nset [blue v] to [1]\nset [save block v] to [0]\nset [x scroll v] to [3900]\nset [y scroll v] to [1600]\nset [save x v] to (x scroll)\nset [save y v] to (y scroll)\nset [jumps v] to [1]\nset [coins collected v] to [0]\nset [water v] to [0]\ngo to x: (0) y: (0)\nforever\n if <(item (tile) of [level v]) = [53]> then\n broadcast (go to save v) and wait\n end\n if <(item (tile) of [level v]) = [59]> then\n if <((([floor v] of ((tick) / (3)) ) - (9)) mod (16)) = [6]> then\n go to x: (0) y: (0)\n set [x scroll v] to (save x)\n set [y scroll v] to (save y)\n end\n end\n if <<<key (d v) pressed?> or <key (right arrow v) pressed?>> or <<mouse down?> and <(x position) < (mouse x)>>> then\n change [x vel v] by (.5)\n end\n if <<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [x vel v] by (-.5)\n end\n set [x vel v] to ((x vel) * (.93))\n change x by ((x vel) / (2))\n scroll\n right\n left\n change x by ((x vel) / (2))\n scroll\n right\n left\n change [y vel v] by (-.9)\n find tile\n if <(item (tile) of [level v]) = [52]> then\n set [y vel v] to ((y vel) * (.8))\n else\n set [y vel v] to ((y vel) * (.93))\n end\n change y by ((y vel) / (2))\n find tile\n down\n up\n change y by ((y vel) / (2))\n scroll\n find tile\n down\n up\n find tile\n if <(item (tile) of [level v]) = [52]> then\n set [touching ground v] to [0]\n end\n if <<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(touching ground) < (jumps)> then\n if <(y vel) < [0]> then\n if <(w press) = [0]> then\n set [y vel v] to [20]\n change [touching ground v] by (1)\n set [w press v] to [1]\n end\n end\n end\n end\n if <not <<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n set [w press v] to [0]\n end\n if <(item (tile) of [level v]) = [49]> then\n replace item (3) of [not solid v] with [48]\n set [red v] to [2]\n end\n if <(item (tile) of [level v]) = [51]> then\n replace item (5) of [not solid v] with [50]\n set [blue v] to [2]\n end\n if <(item (tile) of [level v]) = [54]> then\n set [save x v] to (total x pos)\n set [save y v] to (total y pos)\n set [save block v] to (tile)\n end\n if <(item (tile) of [level v]) = [55]> then\n if <(jumps) = [1]> then\n set [jumps v] to [2]\n end\n end\n if <(item (tile) of [level v]) = [56]> then\n set [wall jumps v] to [1]\n end\n if <(item (tile) of [level v]) = [57]> then\n set [jumps v] to [3]\n end\n if <(letter (1) of (item (tile) of [level v])) = [c]> then\n if <[0] = (item (join (join (letter (2) of (item (tile) of [level v])) (letter (3) of (item (tile) of [level v]))) (join (letter (4) of (item (tile) of [level v])) (letter (5) of (item (tile) of [level v])))) of [coins v])> then\n change [coins collected v] by (1)\n replace item (join (join (letter (2) of (item (tile) of [level v])) (letter (3) of (item (tile) of [level v]))) (join (letter (4) of (item (tile) of [level v])) (letter (5) of (item (tile) of [level v])))) of [coins v] with [1]\n broadcast (coin v)\n end\n end\n if <(coins collected) > [9]> then\n replace item (14) of [not solid v] with [63]\n end\n if <(coins collected) > [59]> then\n replace item (15) of [not solid v] with [65]\n end\n if <(coins collected) > [249]> then\n replace item (16) of [not solid v] with [66]\n end\n find tile\n scroll\n broadcast (tick v)\nend\n\nwhen flag clicked\nhide\n\n@frame\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [start game v]\nshow\n\n@pixel platformer thumbnail\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\n@text engine\n\ndefine write text (x) (y) (text)\nshow\nset size to (100) %\nset [write text.i v] to [0]\ngo to x: (x) y: (y)\nrepeat (length of (text))\n change [write text.i v] by (1)\n switch costume to (letter (write text.i) of (text))\n stamp\n change x by (10)\nend\nhide\n\nwhen I receive [coins v]\nwrite text (-200) (150) (join [coins: ] (join (coins collected) [ /301]))\nwrite text (-200) (-120) (item (1) of [events v])\nwrite text (-200) (-130) (item (2) of [events v])\nwrite text (-200) (-140) (item (3) of [events v])\n\nwrite text (-200) (140) [like favorite and follow]\n\n@intro\n\nwhen flag clicked\nswitch backdrop to (backdrop2 v)\nshow\nset volume to (100) %\ngo to x: (0) y: (0)\nstart sound [rolemu_-_neogauge v]\nswitch costume to (logo v)\nerase all\nset size to (800) %\nwait (1.4) seconds\nrepeat (28)\n change x by (5)\n change y by ((40) / (28))\n set size to (((600) / ((x position) / (2))) + (140)) %\nend\nstamp\nset size to (200) %\nswitch costume to (name v)\ngo to x: (-300) y: (40)\nglide (.5) secs to x: (-20) y: (40)\nstamp\nhide\ngo to x: (10) y: (-200)\nwait (1.1) seconds\nswitch costume to (games v)\nshow\nglide (.5) secs to x: (-20) y: (-10)\nstamp\nwait (2) seconds\nswitch backdrop to (backdrop1 v)\nerase all\nhide\nbroadcast (find slot v)\n\nbroadcast (start game v)\n\n@coder_d6's cloud kit v3\n\ndefine decode (data)\nset [i v] to [1]\nset [characters v] to [ abcdefghijklmnopqrstuvwxyz1234567890!@#$%^&*\(\)`~-=_+\[\]{}\|;:'",./<>?]\nset [decoded v] to []\nset [decode.data v] to (data)\nrepeat (length of (data))\n infanit join (decoded) (letter (join (letter (i) of (decode.data)) (letter ((i) + (1)) of (decode.data))) of (characters))\n set [decoded v] to (join)\n change [i v] by (2)\nend\n\ndefine code (data)\nset [i v] to [0]\nset [characters v] to [ abcdefghijklmnopqrstuvwxyz1234567890!@#$%^&*\(\)`~-=_+\[\]{}\|;:'",./<>?]\nset [coded v] to []\nrepeat (length of (data))\n change [i v] by (1)\n set [j v] to [0]\n repeat until <(letter (j) of (characters)) = (letter (i) of (data))>\n change [j v] by (1)\n end\n if <(length of (j)) > [1]> then\n set [coded v] to (join (coded) (j))\n else\n infanit join (coded) (join [0] (j))\n set [coded v] to (join)\n end\nend\n\ndefine infanit join (join1) (join2)\ndelete (all) of [join data v]\nset [join.i v] to [0]\nrepeat (length of (join1))\n change [join.i v] by (1)\n add (letter (join.i) of (join1)) to [join data v]\nend\nset [join.i v] to [0]\nrepeat (length of (join2))\n change [join.i v] by (1)\n add (letter (join.i) of (join2)) to [join data v]\nend\nset [join v] to (join data)\n\ndefine seperate (data)\ndecode (data)\ndelete (all) of [data v]\nset [i v] to [1]\nrepeat until <(i) > (length of (decoded))>\n set [word v] to []\n if <(letter (i) of (decoded)) = [~]> then\n change [i v] by (1)\n end\n repeat until <<(letter (i) of (decoded)) = [~]> or <(i) > (length of (decoded))>>\n if <not <(letter (i) of (decoded)) = [~]>> then\n set [word v] to (join (word) (letter (i) of (decoded)))\n end\n change [i v] by (1)\n end\n if <not <(word) = []>> then\n add (word) to [data v]\n end\nend\n\ndefine rejoin (data)\ndelete (all) of [rejoin data v]\nset [rejoin.i v] to [0]\nrepeat (length of (data))\n change [rejoin.i v] by (1)\n if <(letter (rejoin.i) of (data)) = [ ]> then\n add [~] to [rejoin data v]\n else\n add (letter (rejoin.i) of (data)) to [rejoin data v]\n end\nend\nadd [~] to [rejoin data v]\ncode (rejoin data)\nset [rejoined v] to (coded)\n\nwhen I receive [find slot v]\nset [check1 v] to (☁ player 1)\nset [check2 v] to (☁ player 2)\nset [check3 v] to (☁ player 3)\nset [check4 v] to (☁ player 4)\nset [check5 v] to (☁ player 5)\nset [check6 v] to (☁ player 6)\nset [check7 v] to (☁ player 7)\nset [check8 v] to (☁ player 8)\nwait (10) seconds\nif <(check1) = (☁ player 1)> then\n set [player v] to [1]\nelse\n if <(check2) = (☁ player 2)> then\n set [player v] to [2]\n else\n if <(check3) = (☁ player 3)> then\n set [player v] to [3]\n else\n if <(check4) = (☁ player 4)> then\n set [player v] to [4]\n else\n if <(check5) = (☁ player 5)> then\n set [player v] to [5]\n else\n if <(check6) = (☁ player 6)> then\n set [player v] to [6]\n else\n if <(check7) = (☁ player 7)> then\n set [player v] to [7]\n else\n if <(check8) = (☁ player 8)> then\n set [player v] to [8]\n else\n broadcast (full v)\n broadcast (start game v)\n stop [this script v]\n end\n end\n end\n end\n player join\n set [id v] to [0]\n repeat (8)\n change [id v] by (1)\n create clone of (_myself_ v)\n end\n broadcast (start game v)\n show variable [players? v]\n forever\n delete all of [data v]\n add (username) to [data v]\n add ([total x pos v] of [player v]) to [data v]\n add ([total y pos v] of [player v]) to [data v]\n add (timer) to [data v]\n add (coins collected) to [data v]\n rejoin (data)\n if <(player) = [1]> then\n set [☁ player 1 v] to (rejoined)\n else\n if <(player) = [2]> then\n set [☁ player 2 v] to (rejoined)\n else\n if <(player) = [3]> then\n set [☁ player 3 v] to (rejoined)\n else\n if <(player) = [4]> then\n set [☁ player 4 v] to (rejoined)\n else\n if <(player) = [5]> then\n set [☁ player 5 v] to (rejoined)\n else\n if <(player) = [6]> then\n set [☁ player 6 v] to (rejoined)\n else\n if <(player) = [7]> then\n set [☁ player 7 v] to (rejoined)\n else\n if <(player) = [8]> then\n set [☁ player 8 v] to (rejoined)\n end\n end\n end\n end\n end\n end\n end\n end\n set [player active? v] to [1]\n broadcast (render players v)\n set [players? v] to (player active?)\n if <not <(check events) = (☁ events)>> then\n events\n end\n if <key (1 v) pressed?> then\n delete (1) of [events v]\n add (join (username) [:_hello]) to [events v]\n rejoin (events)\n set [☁ events v] to (rejoined)\n wait until <not <key (1 v) pressed?>>\n end\n if <key (2 v) pressed?> then\n delete (1) of [events v]\n add (join (username) [:_help]) to [events v]\n rejoin (events)\n set [☁ events v] to (rejoined)\n wait until <not <key (2 v) pressed?>>\n end\n if <key (3 v) pressed?> then\n delete (1) of [events v]\n add (join (username) [:_over_here]) to [events v]\n rejoin (events)\n set [☁ events v] to (rejoined)\n wait until <not <key (3 v) pressed?>>\n end\n if <key (4 v) pressed?> then\n delete (1) of [events v]\n add (join (username) [:_almost]) to [events v]\n rejoin (events)\n set [☁ events v] to (rejoined)\n wait until <not <key (4 v) pressed?>>\n end\n if <key (5 v) pressed?> then\n delete (1) of [events v]\n add (join (username) [:_coins!]) to [events v]\n rejoin (events)\n set [☁ events v] to (rejoined)\n wait until <not <key (5 v) pressed?>>\n end\n set [check events v] to (☁ events)\n end\n end\n end\n end\nend\nplayer join\nset [id v] to [0]\nrepeat (8)\n change [id v] by (1)\n create clone of (_myself_ v)\nend\nbroadcast (start game v)\nshow variable [players? v]\nforever\n delete all of [data v]\n add (username) to [data v]\n add ([total x pos v] of [player v]) to [data v]\n add ([total y pos v] of [player v]) to [data v]\n add (timer) to [data v]\n add (coins collected) to [data v]\n rejoin (data)\n if <(player) = [1]> then\n set [☁ player 1 v] to (rejoined)\n else\n if <(player) = [2]> then\n set [☁ player 2 v] to (rejoined)\n else\n if <(player) = [3]> then\n set [☁ player 3 v] to (rejoined)\n else\n if <(player) = [4]> then\n set [☁ player 4 v] to (rejoined)\n else\n if <(player) = [5]> then\n set [☁ player 5 v] to (rejoined)\n else\n if <(player) = [6]> then\n set [☁ player 6 v] to (rejoined)\n else\n if <(player) = [7]> then\n set [☁ player 7 v] to (rejoined)\n else\n if <(player) = [8]> then\n set [☁ player 8 v] to (rejoined)\n end\n end\n end\n end\n end\n end\n end\n end\n set [player active? v] to [1]\n broadcast (render players v)\n set [players? v] to (player active?)\n if <not <(check events) = (☁ events)>> then\n events\n end\n if <key (1 v) pressed?> then\n delete (1) of [events v]\n add (join (username) [:_hello]) to [events v]\n rejoin (events)\n set [☁ events v] to (rejoined)\n wait until <not <key (1 v) pressed?>>\n end\n if <key (2 v) pressed?> then\n delete (1) of [events v]\n add (join (username) [:_help]) to [events v]\n rejoin (events)\n set [☁ events v] to (rejoined)\n wait until <not <key (2 v) pressed?>>\n end\n if <key (3 v) pressed?> then\n delete (1) of [events v]\n add (join (username) [:_over_here]) to [events v]\n rejoin (events)\n set [☁ events v] to (rejoined)\n wait until <not <key (3 v) pressed?>>\n end\n if <key (4 v) pressed?> then\n delete (1) of [events v]\n add (join (username) [:_almost]) to [events v]\n rejoin (events)\n set [☁ events v] to (rejoined)\n wait until <not <key (4 v) pressed?>>\n end\n if <key (5 v) pressed?> then\n delete (1) of [events v]\n add (join (username) [:_coins!]) to [events v]\n rejoin (events)\n set [☁ events v] to (rejoined)\n wait until <not <key (5 v) pressed?>>\n end\n set [check events v] to (☁ events)\nend\n\nwhen flag clicked\n\nwhen I start as a clone\nshow\nif <(id) = (player)> then\n delete this clone\nend\n\nwhen flag clicked\nhide\nhide variable [players? v]\n\nwhen I receive [render players v]\nrender players\n\ndefine render players\nif <(id) = [1]> then\n if <(check1) = (☁ player 1)> then\n change [active v] by (-1)\n else\n set [active v] to [0]\n end\n seperate (☁ player 1)\n go to x: ((item (2) of [data v]) - (x scroll)) y: ((item (3) of [data v]) - (y scroll))\n set [check1 v] to (☁ player 1)\nelse\n if <(id) = [2]> then\n if <(check1) = (☁ player 2)> then\n change [active v] by (-1)\n else\n set [active v] to [0]\n end\n seperate (☁ player 2)\n go to x: ((item (2) of [data v]) - (x scroll)) y: ((item (3) of [data v]) - (y scroll))\n set [check1 v] to (☁ player 2)\n else\n if <(id) = [3]> then\n if <(check1) = (☁ player 3)> then\n change [active v] by (-1)\n else\n set [active v] to [0]\n end\n seperate (☁ player 3)\n go to x: ((item (2) of [data v]) - (x scroll)) y: ((item (3) of [data v]) - (y scroll))\n set [check1 v] to (☁ player 3)\n else\n if <(id) = [4]> then\n if <(check1) = (☁ player 4)> then\n change [active v] by (-1)\n else\n set [active v] to [0]\n end\n seperate (☁ player 4)\n go to x: ((item (2) of [data v]) - (x scroll)) y: ((item (3) of [data v]) - (y scroll))\n set [check1 v] to (☁ player 4)\n else\n if <(id) = [5]> then\n if <(check1) = (☁ player 5)> then\n change [check1 v] by (-1)\n else\n set [check1 v] to [0]\n end\n seperate (☁ player 5)\n go to x: ((item (2) of [data v]) - (x scroll)) y: ((item (3) of [data v]) - (y scroll))\n set [check1 v] to (☁ player 5)\n else\n if <(id) = [6]> then\n if <(check1) = (☁ player 6)> then\n change [active v] by (-1)\n else\n set [active v] to [0]\n end\n seperate (☁ player 6)\n go to x: ((item (2) of [data v]) - (x scroll)) y: ((item (3) of [data v]) - (y scroll))\n set [check1 v] to (☁ player 6)\n else\n if <(id) = [7]> then\n if <(check1) = (☁ player 7)> then\n change [active v] by (-1)\n else\n set [active v] to [0]\n end\n seperate (☁ player 7)\n go to x: ((item (2) of [data v]) - (x scroll)) y: ((item (3) of [data v]) - (y scroll))\n set [check1 v] to (☁ player 7)\n else\n if <(id) = [8]> then\n if <(check1) = (☁ player 8)> then\n change [active v] by (-1)\n else\n set [active v] to [0]\n end\n seperate (☁ player 8)\n go to x: ((item (2) of [data v]) - (x scroll)) y: ((item (3) of [data v]) - (y scroll))\n set [check1 v] to (☁ player 8)\n end\n end\n end\n end\n end\n end\n end\nend\nif <(active) < [-30]> then\n hide\nelse\n show\n change [player active? v] by (1)\n say (join (item (1) of [data v]) (join [: ] (item (5) of [data v])))\nend\n\ndefine events\ndelete all of [events v]\nseperate (☁ events)\nadd (item (1) of [data v]) to [events v]\nadd (item (2) of [data v]) to [events v]\nadd (item (3) of [data v]) to [events v]\n\ndefine player join\nevents\ndelete (1) of [events v]\nadd (join (username) [_joined]) to [events v]\nrejoin (events)\nset [☁ events v] to (rejoined)\n\nwhen I receive [start game v]\nforever\n set [check for inative v] to (join ([total x pos v] of [player v]) ([total y pos v] of [player v]))\n wait (60) seconds\n if <(check for inative) = (join ([total x pos v] of [player v]) ([total y pos v] of [player v]))> then\n broadcast (stop inactive v) and wait\n stop [all v]\n end\nend\n\nevents\nwait (1) seconds\n\nwhen flag clicked\n\n@Sprite1\n\nwhen flag clicked\nhide\n\nwhen I receive [find slot v]\nswitch costume to (2 v)\nshow\n\nwhen I receive [full v]\nswitch costume to (1 v)\nshow\nwait (3) seconds\nhide\n\nwhen I receive [start game v]\nhide\n\nwhen I receive [stop inactive v]\nswitch costume to (3 v)\nshow\n\n | This is multiplayer\nUse arrow keys or WASD to control. for mobile touch\nchat\n1: hello\n2: help\n3: over here\n4: almost\n5: coins!\n After collecting 10 coins, the white blocks will open. After collecting 60 coins, the gold blocks will open. For the blue and red blocks, you will need to find a switch. The flags are checkpoints. If you fall in lava, you will return to your most recent flag. To avoid the spikes which appear late in the game, you have to go over them when they are down. |
Endless | A Platformer | @Stage\n\nwhen flag clicked\nswitch backdrop to (arrière plan1 v)\n\nwhen I receive [début jeu v]\nswitch backdrop to (arrière plan2 v)\n\n@Sprite1\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nhide variable [☁ highscore v]\nhide variable [☁ score total v]\nhide variable [score v]\n\nwhen flag clicked\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?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [x velocity v] by (1)\n end\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> 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?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n change [y velocity v] by (15)\n end\n end\n if <touching color (#9966ff)?> then\n change [y velocity v] by (15)\n end\n change y by (1)\n if <(x position) > [230]> then\n hide\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 wait (1) seconds\n show\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 (#ff4d4d)?> 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 - Alone v] until done\nend\n\nwhen flag clicked\n\nwhen I receive [début jeu v]\nforever\n if <key (s v) pressed?> then\n broadcast (next v)\n change [☁ score total v] by (-1)\n change [score v] by (-1)\n wait (3) seconds\n end\nend\n\nwhen I receive [début jeu v]\nshow variable [☁ highscore v]\nshow variable [☁ score total v]\nshow variable [score v]\n\n@Sprite3\n\nwhen I receive [next v]\nchange [☁ score total v] by (1)\nchange [score v] by (1)\nrepeat (10)\n change [pixelate v] effect by (10)\nend\nswitch costume to (pick random (1) to (15))\nrepeat (10)\n change [pixelate v] effect by (-10)\nend\n\nswitch costume to (costume2 v)\n\nwhen I receive [début jeu v]\nshow\nswitch costume to (costume1 v)\ngo to x: (-0) y: (-0)\n\nwhen flag clicked\nset [score v] to [0]\nhide\n\nwhen flag clicked\nforever\n if <(score) > (☁ highscore)> then\n set [☁ highscore v] to [0]\n change [☁ highscore v] by (score)\n end\nend\n\n@Sprite4\n\nwhen I receive [next v]\nrepeat (10)\n change [pixelate v] effect by (10)\nend\nswitch costume to (pick random (1) to (15))\nrepeat (10)\n change [pixelate v] effect by (-10)\nend\n\nwhen I receive [début jeu v]\nshow\nswitch costume to (costume1 v)\ngo to x: (-0) y: (-0)\n\nwhen flag clicked\nhide\n\n@Sprite5\n\nwhen flag clicked\nhide\n\nwhen I receive [next v]\nrepeat (10)\n change [pixelate v] effect by (10)\nend\nswitch costume to (pick random (1) to (6))\nrepeat (10)\n change [pixelate v] effect by (-10)\nend\n\nplay sound [Teleport2 v] until done\nplay sound [Teleport2 v] until done\n\nwhen I receive [début jeu v]\nshow\nswitch costume to (costume1 v)\ngo to x: (-0) y: (-0)\n\n@Sprite6\n\nwhen flag clicked\ngo to [back v] layer\nhide\n\nwhen I receive [début jeu v]\nshow\nchange [ghost v] effect by (50)\n\n@Sprite7\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]\nshow\n\n@Sprite8\n\nwhen I receive [début jeu v]\nshow\n\nwhen flag clicked\nhide\n\n@Sprite9\n\nwhen I receive [début jeu v]\nshow\n\nwhen flag clicked\nhide\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 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 flag clicked\nforever\n next costume\nend\n\nwhen flag clicked\nwait (12) seconds\nbroadcast (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\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\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\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\n@Sprite10\n\nwhen flag clicked\nhide\n\n | NEW GAME :\nhttps://scratch.mit.edu/projects/401379385\nSalut ! Bienvenue dans ce nouveau platformer !\nCelui ci est juste interminable !\nToujours les flèches dirrectionnelles pour bouger !\nTouche "s" pour passer un level !\nEt pas de pub svp !\nBon jeu !\n\n\nHello ! Welcome to this new platformer!\nThis one is just endless!\nAlways the directional arrows to move!\n"S" key to pass a level!\nAnd no ads please!\nGood game ! |
Cubeland: Super Scrolling Platformer :) | @Stage\n\nwhen stage clicked\nset [mouse v] to (join ((mouse x) + (SCROLLX)) (join [ ] ((mouse y) + (SCROLLY))))\n\nwhen flag clicked\nswitch backdrop to (select v)\nbroadcast (end intro v)\nwait (1) seconds\nbroadcast (menu v)\n\nwhen I receive [menu v]\nwait (1) seconds\nswitch backdrop to (select v)\n\nwhen I receive [shop v]\nwait (1) seconds\nswitch backdrop to (shop v)\n\nwhen I receive [level maps v]\nwait (1) seconds\nswitch backdrop to (maps v)\n\nwhen I receive [play game v]\nswitch backdrop to (sky v)\n\nwhen flag clicked\ndelete all of [@used objects v]\n\nwhen I receive [play game v]\ndelete all of [@used objects v]\n\nwhen I receive [credits v]\nwait (1) seconds\nswitch backdrop to (stuff v)\n\nset [exit v] to [win]\n\n@blank\n\n@coins\n\nwhen I receive [tick v]\nposition ((x) - (SCROLLX)) ((y) - (SCROLLY))\n\nwhen I receive [reset v]\nclear graphic effects\nset [x v] to [-1000]\nset [y v] to [0]\ndelete this clone\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\nif <(costume [number v]) = [8]> then\n change size by (5)\n change [ghost v] effect by (10)\nelse\n change [coincostume v] by (0.5)\n if <(coincostume) = [7]> then\n set [coincostume v] to [1]\n end\n switch costume to (coincostume)\n if <touching (player v)?> then\n switch costume to (coinend v)\n start sound [coin v]\n change [collected v] by (1)\n add (x) to [@used objects v]\n add (y) to [@used objects v]\n end\nend\n\nwhen I receive [setup v]\nset size to (80) %\nswitch costume to (coin1 v)\nif <(LEVEL) = [1]> then\n clone at [320] [-30]\n clone at [450] [50]\n clone at [500] [50]\n clone at [550] [50]\n clone at [600] [50]\n clone at [812] [50]\n clone at [1000] [125]\n clone at [1525] [50]\n clone at [1525] [100]\n clone at [1525] [150]\n clone at [1525] [200]\n clone at [1284] [350]\n clone at [1111] [370]\n clone at [971] [444]\n clone at [866] [550]\n clone at [1009] [640]\n clone at [1090] [700]\n clone at [1145] [722]\n clone at [1334] [850]\n clone at [1422] [890]\n clone at [1800] [1020]\n clone at [1900] [1020]\n clone at [2000] [1020]\n clone at [2100] [1020]\n clone at [2200] [1020]\n clone at [2300] [1020]\n clone at [2528] [1104]\n clone at [2660] [1250]\n clone at [2570] [1550]\n clone at [2736] [1614]\nelse\n clone at [165] [0]\n clone at [250] [0]\n clone at [300] [75]\n clone at [400] [50]\n clone at [400] [90]\n clone at [650] [90]\n clone at [700] [120]\n clone at [740] [120]\n clone at [780] [80]\n clone at [800] [0]\n clone at [960] [0]\n clone at [960] [50]\n clone at [1000] [150]\n clone at [1050] [200]\n clone at [1100] [150]\n clone at [1150] [75]\n clone at [2240] [0]\n clone at [2240] [-50]\n clone at [2240] [-100]\n clone at [2300] [-100]\n clone at [2350] [-100]\n clone at [2400] [-100]\n clone at [2450] [-100]\n clone at [2500] [-100]\n clone at [2414] [65]\n clone at [2766] [125]\n clone at [2920] [125]\n clone at [3000] [60]\n clone at [3050] [60]\n clone at [3100] [60]\n clone at [3164] [50]\n clone at [3282] [-50]\n clone at [3400] [40]\n clone at [3450] [40]\n clone at [3500] [95]\n clone at [3550] [95]\n clone at [3600] [50]\n clone at [3600] [0]\n clone at [3600] [-50]\n clone at [3525] [120]\nend\nset [x v] to [-1000]\nset [y v] to [0]\n\ndefine clone at (x) (y)\nif <not <<[@used objects v] contains (x)?> and <[@used objects v] contains (y)?>>> then\n set [coincostume v] to [0]\n set [x v] to (x)\n set [y v] to (y)\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nset [collected v] to [0]\n\nif <not <key (any v) pressed?>> then\n\nwhen flag clicked\nhide\n\nbroadcast (Setup v)\n\nswitch costume to (coin1 v)\n\n@items\n\ndefine position (x) (y)\ngo to [front v] layer\ngo to x: (x) y: (y)\nset size to (100) %\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\nif <<<touching (player v)?> and <(costume [number v]) = [1]>> and <(y speed) < [0]>> then\n start sound [collect v]\n change [health v] by (1)\n delete this clone\nend\nif <<<touching (player v)?> and <(costume [number v]) = [2]>> and <(y speed) < [0]>> then\n start sound [collect v]\n change [collected v] by (10)\n delete this clone\nend\n\nif <(health) < [3]> then\n\nwhen I receive [tick v]\nposition ((x) - (SCROLLX)) ((y) - (SCROLLY))\n\nwhen I receive [reset v]\nset [x v] to [-1000]\nset [y v] to [0]\ndelete this clone\n\nwhen I receive [create special box item v]\nset [x v] to (item (1) of [surprise box v])\nset [y v] to (item (2) of [surprise box v])\nswitch costume to (item (3) of [surprise box v])\ncreate clone of (_myself_ v)\nset [x v] to [-1000]\nset [y v] to [0]\ndelete all of [surprise box v]\n\nwhen I start as a clone\nset [y speed v] to [12]\nrepeat until <touching (platform v)?>\n change [y v] by (y speed)\n change [y speed v] by (-1)\nend\nrepeat until <not <touching (platform v)?>>\n change [y v] by (1)\nend\n\nif <(health) < [3]> then\n change [health v] by (1)\nend\n\n@checkpoint\n\ndefine position (x) (y)\ngo to [back v] layer\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\nturn right (((90) - (direction)) / (5)) degrees\nif <<(item (1) of [checkpoint v]) = (x)> and <(item (2) of [checkpoint v]) = (y)>> then\n switch costume to (yes v)\nelse\n switch costume to (no v)\n if <touching (player v)?> then\n start sound [flag v]\n reset timer\n set [health v] to [4]\n point in direction (120)\n delete all of [checkpoint v]\n add (x) to [checkpoint v]\n add (y) to [checkpoint v]\n end\nend\n\nwhen I receive [setup v]\nif <(LEVEL) = [1]> then\n create clone at X: [1725] Y: [1020]\n create clone at X: [2515] Y: [1525]\nelse\n create clone at X: [1170] Y: [-50]\n create clone at X: [3023] Y: [60]\nend\ncreate clone at X: [-1000000] Y: [0]\n\nwhen I receive [tick v]\nposition ((x) - (SCROLLX)) ((y) - (SCROLLY))\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine create clone at X: (xpos) Y: (ypos)\nset [x v] to (xpos)\nset [y v] to (ypos)\ncreate clone of (_myself_ v)\n\nwhen I receive [green flag v]\nhide\n\nbroadcast (tick v)\n\n@yay\n\nwhen I receive [course clear v]\nhide\nset [id v] to [1]\nclone [10]\nset [id v] to [2]\nclone [10]\n\ndefine clone (number or text)\nrepeat (number or text)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nforever\n show\n go to [front v] layer\n go [forward v] (1) layers\nend\n\nwhen I start as a clone\nif <(ID) = [1]> then\n set x to (-50)\n set y to (-500)\nend\nif <(ID) = [2]> then\n set x to (50)\n set y to (-500)\nend\n\nif then\nelse\n if <(ID) = [2]> then\n set x to (250)\n set y to (-500)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nwait (0.1) seconds\nif <<(ID) = [1]> or <(ID) = [2]>> then\n boom eff (pick random (-5.0) to (5.0)) (pick random (10.0) to (27.0))\nelse\n boom eff (pick random (-5.0) to (5.0)) (pick random (10.0) to (15.0))\nend\n\ndefine boom eff (random) (gravity)\nif <(ID) = [3]> then\n switch costume to (confetti v)\nelse\n switch costume to (pick random (1) to (6))\nend\nset [clone v] to (gravity)\nrepeat (5)\n change [clone v] by (-1)\n change x by (random)\n change y by (clone)\n turn right (random) degrees\nend\nrepeat until <(y position) < [-175]>\n change [clone v] by (-1)\n change x by (random)\n change y by (clone)\n turn right (random) degrees\nend\ndelete this clone\n\nif then\n\nwhen I start as a clone\nif <not <(ID) = [3]>> then\n wait (0.8) seconds\n set [id v] to [3]\n clone [50]\nend\n\nwait until <(clone) < [0]>\n\n@Sprite2\n\nwhen flag clicked\nhide\nwait (2.5) seconds\nforever\n show\n go to [front v] layer\n hide variable [collected v]\nend\n\nwhen I receive [tick v]\nshow\n\n@boxes\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nswitch costume to ((used) + (1))\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine create clone at X: (xpos) Y: (ypos)\nif <<[@used objects v] contains (xpos)?> and <[@used objects v] contains (ypos)?>> then\n set [used v] to [1]\nelse\n set [used v] to [0]\nend\nset [x v] to (xpos)\nset [y v] to (ypos)\ncreate clone of (_myself_ v)\n\nwhen I receive [tick v]\nposition ((x) - (SCROLLX)) ((y) - (SCROLLY))\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [bounce player v]\n\nwhen I receive [setup v]\ndelete all of [surprise box v]\nif <(LEVEL) = [1]> then\n create clone at X: [1187] Y: [235]\n create clone at X: [2887] Y: [1666]\nelse\n create clone at X: [2050] Y: [170]\nend\ncreate clone at X: [-1000000] Y: [0]\n\nwhen I receive [check block v]\nif <<touching (player v)?> and <(used) = [0]>> then\n set [used v] to [1]\n delete all of [surprise box v]\n add (x) to [surprise box v]\n add (y) to [surprise box v]\n add [2] to [surprise box v]\n add (x) to [@used objects v]\n add (y) to [@used objects v]\n broadcast (create special box item v)\nend\n\nwhen I receive [green flag v]\nhide\n\n@shop\n\nwhen I receive [end intro v]\nhide\n\nwhen flag clicked\nset [skin v] to [1]\ndelete all of [skins unlocked v]\nadd [000normal] to [skins unlocked v]\nhide\n\nwhen I receive [level maps v]\nhide\n\nwhen I receive [menu v]\nhide\ndelete this clone\n\nwhen I receive [shop v]\nwait (1) seconds\nhide\nswitch costume to (000normal v)\nclear graphic effects\nclone at [-150] [50]\nclone at [-50] [50]\nclone at [50] [50]\nclone at [150] [50]\n\ndefine clone at (x) (y)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\nnext costume\n\nwhen I start as a clone\nshow\nforever\n if <[skins unlocked v] contains (costume [name v])?> then\n set [brightness v] effect to (0)\n else\n set [brightness v] effect to (-80)\n end\n if <(skin) = (costume [number v])> then\n change size by (((110) - (size)) / (7))\n else\n change size by (((90) - (size)) / (7))\n end\nend\n\nwhen I start as a clone\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n if <[skins unlocked v] contains (costume [name v])?> then\n set [skin v] to (costume [number v])\n else\n unlocktest (join (letter (1) of (costume [name v])) (join (letter (2) of (costume [name v])) (letter (3) of (costume [name v]))))\n end\n end\nend\n\ndefine unlocktest (number or text)\nif <(collected) > ((number or text) - (0.5))> then\n start sound [unlock v]\n add (costume [name v]) to [skins unlocked v]\n set [skin v] to (costume [number v])\n change [collected v] by ((number or text) * (-1))\nelse\n start sound [error v]\nend\n\n@level buttons\n\nwhen flag clicked\nhide\n\nwhen I receive [end intro v]\nhide\n\nwhen I receive [menu v]\nhide\ndelete this clone\n\nwhen I receive [shop v]\nhide\n\nwhen I receive [level maps v]\nwait (1) seconds\nswitch costume to (meadows v)\nclone at [50]\nclone at [-50]\n\ndefine clone at (y)\ngo to x: (0) y: (y)\ncreate clone of (_myself_ v)\nnext costume\n\nwhen I start as a clone\nshow\n\nwhen I start as a clone\nforever\n if <touching (mouse-pointer v)?> then\n if <mouse down?> then\n change size by (((70) - (size)) / (7))\n else\n change size by (((110) - (size)) / (7))\n end\n else\n change size by (((90) - (size)) / (7))\n end\nend\n\nwhen I start as a clone\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [level v] to (costume [number v])\n broadcast (level selected v)\n end\nend\n\nwhen I receive [level selected v]\nrepeat (10)\n change size by (((0) - (size)) / (5))\nend\nhide\ndelete this clone\n\n@flag\n\nwhen I receive [tick v]\nposition ((x) - (SCROLLX)) ((y) - (SCROLLY))\n\ndefine position (x) (y)\ngo to [back v] layer\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [setup v]\nif <(LEVEL) = [1]> then\n set [x v] to [3170]\n set [y v] to [1550]\nelse\n set [x v] to [3850]\n set [y v] to [-108]\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [green flag v]\nhide\n\n@fade\n\nwhen flag clicked\nhide\nclear graphic effects\n\nwhen I receive [remove clones v]\nswitch costume to (load v)\ngo to x: (0) y: (0)\nclear graphic effects\ngo to x: (0) y: (0)\nset size to (1) %\nset [ghost v] effect to (100)\nset [pixelate v] effect to (100)\nshow\nrepeat (25)\n change size by (((110) - (size)) / (7))\n change [pixelate v] effect by (-4)\n change [ghost v] effect by (-10)\nend\nrepeat (25)\n change size by (((110) - (size)) / (7))\n change [ghost v] effect by (-10)\nend\nrepeat (10)\n change size by (((0) - (size)) / (4))\n change [ghost v] effect by (10)\n change [pixelate v] effect by (10)\nend\nclear graphic effects\nhide\n\nwhen I receive [end intro v]\nswitch costume to (blank v)\nclear graphic effects\nset size to (100) %\ngo to x: (0) y: (0)\ngo to [front v] layer\nclear graphic effects\nshow\nrepeat (50)\n switch costume to (blank v)\n change [ghost v] effect by (2)\nend\nclear graphic effects\nhide\n\nwhen I receive [level selected v]\nswitch costume to (load v)\ngo to x: (0) y: (0)\nclear graphic effects\ngo to x: (0) y: (0)\nset size to (1) %\nset [ghost v] effect to (100)\nset [pixelate v] effect to (100)\nshow\nrepeat (25)\n change size by (((110) - (size)) / (7))\n change [pixelate v] effect by (-4)\n change [ghost v] effect by (-10)\nend\nrepeat (25)\n change size by (((110) - (size)) / (7))\n change [ghost v] effect by (-10)\nend\nbroadcast (play game v)\nhide\nclear graphic effects\n\nwhen I receive [level complete! v]\nswitch costume to (level v)\ngo to x: (0) y: (0)\nclear graphic effects\ngo to x: (0) y: (0)\nset size to (100) %\nset [ghost v] effect to (100)\nset [pixelate v] effect to (50)\nshow\nbroadcast (level maps v)\nrepeat (25)\n change [pixelate v] effect by (-2)\n change [ghost v] effect by (-10)\nend\nrepeat (25)\n change size by (((100) - (size)) / (7))\n change [ghost v] effect by (-10)\nend\nhide\nclear graphic effects\n\nwhen I receive [black v]\nset size to (100) %\ngo to x: (0) y: (0)\ngo to [front v] layer\nclear graphic effects\nswitch costume to (load v)\nshow\n\nwhen I receive [game start v]\nset size to (100) %\ngo to x: (0) y: (0)\ngo to [front v] layer\nclear graphic effects\nswitch costume to (load v)\nhide\n\n@health thing\n\nwhen I receive [tick v]\nswitch costume to (join [health] (health))\nshow\nset y to (120)\ngo to [front v] layer\nif <(timer) > [4]> then\n change [ghost v] effect by (10)\n change x by (((-300) - (x position)) / (6))\nelse\n change [ghost v] effect by (-10)\n change x by (((-180) - (x position)) / (6))\nend\n\nwhen I receive [green flag v]\nhide\nclear graphic effects\n\nwhen I receive [setup v]\nstop [other scripts in sprite v]\nreset timer\nhide\nset x to (-180)\nset [ghost v] effect to (0)\n\nwhen I receive [die v]\nforever\n switch costume to (health0 v)\n change [ghost v] effect by (-10)\n change x by (((-180) - (x position)) / (6))\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [menu v]\n\nhide\n\nwhen I receive [course clear v]\nhide\n\n@course clear\n\nwhen flag clicked\nhide\n\nwhen I receive [course clear v]\ngo to x: (-222) y: (50)\npoint in direction (45)\nset [ghost v] effect to (100)\nshow\nset size to (90) %\nrepeat (25)\n turn right (((90) - (direction)) / (6)) degrees\n change [ghost v] effect by (-4)\nend\nwait (2) seconds\nrepeat (10)\n change y by (-10)\n change [ghost v] effect by (10)\nend\nhide\nclear graphic effects\nwait (0.5) seconds\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@player\n\nwhen flag clicked\ngo to x: (0) y: (0)\nbroadcast (green flag v) and wait\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\n\nwhen I receive [play game v]\ndelete all of [@used objects v]\ndelete all of [checkpoint v]\nadd [0] to [checkpoint v]\nadd [0] to [checkpoint v]\nforever\n broadcast (black v) and wait\n switch costume to (hit v)\n broadcast (Reset v) and wait\n broadcast (Setup v) and wait\n game on\n set [health v] to [4]\n set [hurt?? v] to [0]\n reset timer\n show\n go to x: (0) y: (0)\n clear graphic effects\n set [exit v] to []\n broadcast (game start v)\n repeat until <<(EXIT) = [win]> or <(EXIT) = [end]>>\n Tick\n position\n if <(EXIT) = [die]> then\n ouch\n if <(health) > [0]> then\n set [exit v] to []\n end\n end\n if <(skin) = [4]> then\n change [color v] effect by (2)\n end\n broadcast (tick v)\n end\n if <(EXIT) = [end]> then\n set [health v] to [0]\n broadcast (die v)\n reset timer\n hide\n clear graphic effects\n wait (1) seconds\n broadcast (black v) and wait\n set [scrollx v] to (item (1) of [checkpoint v])\n set [scrolly v] to (item (2) of [checkpoint v])\n broadcast (tick v) and wait\n end\n if <(EXIT) = [win]> then\n win\n hide\n wait (1) seconds\n broadcast (green flag v)\n broadcast (Level Complete! v)\n hide\n stop [this script v]\n end\nend\n\nif <(skin) = [4]> then\n change [color v] effect by (1)\nend\n\ndefine game on\nset [x v] to (item (1) of [checkpoint v])\nset [y v] to (item (2) of [checkpoint v])\nset [sy v] to [0]\nset [in air v] to [100000000000000000000000000000000000000000000000000]\nset [exit v] to []\nset [sx v] to [0]\nset [scrollx v] to (item (1) of [checkpoint v])\nset [scrolly v] to (item (2) of [checkpoint v])\nset [hurt?? v] to [0]\nbroadcast (tick v) and wait\nshow\n\ndefine Tick\nswitch costume to (hit v)\nsay []\nif <key (left arrow v) pressed?> then\n change [sx v] by (-2)\nend\nif <key (right arrow v) pressed?> then\n change [sx v] by (2)\nend\nset [sx v] to ((SX) * (0.8))\nif <([abs v] of (SX) ) > [0]> then\n change x by (round (SX))\nend\nif <<key (up arrow v) pressed?> and <(in air) < [4]>> then\n set [sy v] to [16]\nend\nchange [sy v] by (-2)\nif <(SY) < [-15]> then\n set [sy v] to [-16]\nend\nChange y by (SY)\nchange [scrollx v] by (((x) - (SCROLLX)) / (8))\nif <[0] > (SCROLLX)> then\n set [scrollx v] to [0]\nend\nchange [scrolly v] by (((y) - (SCROLLY)) / (8))\nif <[0] > (SCROLLY)> then\n set [scrolly v] to [0]\nend\nif <[-175] > (y)> then\n set [exit v] to [end]\nend\nif <touching color (#ff0000)?> then\n set [exit v] to [die]\nend\nif <(x) < [-200]> then\n set [x v] to [-200]\nend\ndie??\nset [scrollx v] to (round (SCROLLX))\nset [scrolly v] to (round (SCROLLY))\nswitch costume to (skin)\nif <touching color (#fcff00)?> then\n set [sy v] to [35]\nend\nif <touching color (#ff0000)?> then\n set [exit v] to [die]\nend\nif <touching (flag v)?> then\n set [exit v] to [win]\nend\nif <touching color (#8dff9c)?> then\n set [exit v] to [die]\nend\n\ndefine Change y by (gravity)\nchange [in air v] by (1)\nchange [y v] by (gravity)\nposition\ndie??\nrepeat until <not <<touching (platform v)?> or <<touching color (#efa100)?> or <touching color (#6b4700)?>>>>\n if <(gravity) > [0]> then\n change [y v] by (-1)\n if <(gravity) > [0]> then\n broadcast (check block v)\n end\n else\n change [y v] by (1)\n set [in air v] to [0]\n end\n set [sy v] to [0]\n position\nend\n\ndefine position\ngo to x: ((x) - (SCROLLX)) y: ((y) - (SCROLLY))\n\ndefine change x by (sx)\nchange [x v] by (sx)\nposition\nif <<touching (platform v)?> or <<touching color (#efa100)?> or <touching color (#6b4700)?>>> then\n repeat (12)\n change [y v] by (1)\n position\n if <not <<touching (platform v)?> or <<touching color (#efa100)?> or <touching color (#6b4700)?>>>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n repeat until <not <<touching (platform v)?> or <<touching color (#efa100)?> or <touching color (#6b4700)?>>>>\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 ouch\nif <(hurt??) = [0]> then\n broadcast (hurt v)\n reset timer\nend\n\ndefine die??\nif <<touching (lava v)?> or <touching (bottom lava v)?>> then\n set [exit v] to [die]\nend\n\ndefine win\nstart sound [win v]\nrepeat (50)\n change x by (((([x position v] of [flag v]) - (25)) - (x position)) / (10))\n change y by (((([y position v] of [flag v]) + (20)) - (y position)) / (10))\nend\nbroadcast (course clear v) and wait\nrepeat (20)\n change x by (10)\nend\n\nwhen I receive [enemyboost v]\nset [sy v] to [10]\nif <key (up arrow v) pressed?> then\n set [sy v] to [25]\nend\n\nwhen I receive [bounce player v]\nset [sy v] to [30]\n\nif <key (up arrow v) pressed?> then\n\nwhen I receive [speedup v]\nset [sx v] to [70]\n\nwhen flag clicked\nset [level v] to [1]\n\n\n\nif <not <(x) = [0]>> then\n set [exit v] to []\n wait (0.3) seconds\n hide\n repeat (2)\n wait (0.3) seconds\n show\n wait (0.3) seconds\n hide\n end\nend\n\nset [exit v] to [die]\n\nif <key (up arrow v) pressed?> then\n if <(sx) > [0]> then\n set [sx v] to [-16]\n else\n set [sx v] to [16]\n end\n set [in air v] to [0]\nelse\n set [sx v] to [0]\nend\n\nchange y by (-1)\n\nset [scrolly v] to [1000]\nset [sy v] to [0]\nset [y v] to [1000]\nset [sy v] to [0]\n\nwhen flag clicked\nset [skin v] to [1]\n\nbroadcast (tick v) and wait\n\nwhen I receive [hurt v]\nchange [health v] by (-1)\nif <(health) = [0]> then\n hide\n set [exit v] to [end]\nelse\n set [hurt?? v] to [1]\n repeat (5)\n repeat (8)\n change [ghost v] effect by (10)\n end\n repeat (8)\n change [ghost v] effect by (-10)\n end\n end\n set [hurt?? v] to [0]\nend\n\n\n\nif <(SCROLLY) < [0]> then\n set [scrolly v] to [0]\nend\n\nset [exit v] to [win]\n\n@platform\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLLX)) ((y) - (SCROLLY))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (1 1 v)\n create clone at X: [480] Y: [0]\n create clone at X: [480] Y: [0]\n create clone at X: [480] Y: [100]\n create clone at X: [-480] Y: [300]\n create clone at X: [300] Y: [360]\n create clone at X: [480] Y: [200]\n create clone at X: [250] Y: [0]\n create clone at X: [270] Y: [0]\n create clone at X: [500] Y: [400]\n create clone at X: [280] Y: [300]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (2 1 v)\n create clone at X: [475] Y: [0]\n create clone at X: [475] Y: [0]\n create clone at X: [475] Y: [0]\n create clone at X: [475] Y: [0]\n create clone at X: [475] Y: [0]\n create clone at X: [475] Y: [0]\n create clone at X: [475] Y: [0]\n create clone at X: [475] Y: [0]\n end\nend\n\ndefine create clone at X: (xpos) Y: (ypos)\ncreate clone of (_myself_ v)\nset [scrolly v] to [0]\nchange [x v] by (xpos)\nchange [y v] by (ypos)\nnext costume\n\nwhen I receive [reset v]\nhide\ndelete this clone\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I start as a clone\nhide\n\nwhen [s v] key pressed\nif <<(username) = [poliakoff]> and <not <(LEVEL) = [6]>>> then\n set [exit v] to [win]\nend\n\nif <(costume [number v]) = [17]> then\n change y by (10)\nend\n\nwhen flag clicked\npoint in direction (90)\n\nwhen I start as a clone\nif <(costume [number v]) = [8]> then\n change [x v] by (175)\n forever\n wait (0.5) seconds\n repeat (58)\n change [x v] by (-6)\n end\n wait (0.5) seconds\n repeat (58)\n change [x v] by (6)\n end\n end\nend\n\nset [exit v] to [win]\n\nchange [x v] by (-2)\n\nstart sound [pop v]\n\n@buttons\n\nwhen flag clicked\nhide\n\nwhen I receive [menu v]\nwait (1) seconds\nswitch costume to (play v)\ncreate clone of (_myself_ v)\nswitch costume to (skins v)\ncreate clone of (_myself_ v)\nswitch costume to (credits v)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nset size to (1) %\nset x to (0)\nif <(costume [number v]) = [1]> then\n set y to (25)\nelse\n if <(costume [number v]) = [2]> then\n set y to (-50)\n else\n if <(costume [number v]) = [4]> then\n set y to (-125)\n else\n go to x: (-200) y: (-150)\n end\n end\nend\nshow\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((125) - (size)) / (8))\n else\n change size by (((100) - (size)) / (8))\n end\nend\n\nwhen I start as a clone\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (remove clones v)\n if <(costume [name v]) = [back]> then\n start sound [back button v]\n else\n start sound [click v]\n end\n if <(costume [name v]) = [play]> then\n broadcast (level maps v)\n else\n if <(costume [name v]) = [skins]> then\n broadcast (shop v)\n else\n if <(costume [name v]) = [credits]> then\n broadcast (credits v)\n else\n broadcast (menu v)\n end\n delete this clone\n end\n delete this clone\n end\n delete this clone\n end\nend\n\nwhen I receive [remove clones v]\nrepeat (10)\n change size by (((0) - (size)) / (5))\nend\nhide\ndelete this clone\n\nwhen I receive [shop v]\nwait (1) seconds\nswitch costume to (back v)\ncreate clone of (_myself_ v)\n\nwhen I receive [level maps v]\nwait (1) seconds\nswitch costume to (back v)\ncreate clone of (_myself_ v)\n\nwhen I receive [level selected v]\nrepeat (10)\n change size by (((0) - (size)) / (5))\nend\nhide\ndelete this clone\n\nwhen I receive [credits v]\nwait (1) seconds\nswitch costume to (back v)\ncreate clone of (_myself_ v)\n\n@cubeland\n\nwhen flag clicked\nclear graphic effects\nhide variable [collected v]\nwait (2) seconds\nforever\n show\n go to [front v] layer\n change [ghost v] effect by (4)\nend\n\nwhen flag clicked\nwait (2.5) seconds\nshow variable [collected v]\n\nhide variable [collected v]\n\nwhen this sprite clicked\ngo to [front v] layer\n\n@score\n\nwhen flag clicked\nbroadcast (killclone v)\nwait (3) seconds\nforever\n hide\n broadcast (killclone v)\n write (letter (1) of (collected)) (letter (2) of (collected)) (letter (3) of (collected)) (length of (collected))\nend\n\nwhen I receive [killclone v]\ndelete this clone\n\ndefine write (1) (2) (3) (length)\ngo to x: (160) y: (135)\nset x to (160)\nif <(length) > [0]> then\n switch costume to (join [number-] (1))\n create clone of (_myself_ v)\n change x by (25)\n if <(length) > [1]> then\n switch costume to (join [number-] (2))\n create clone of (_myself_ v)\n change x by (25)\n if <(length) > [2]> then\n switch costume to (join [number-] (3))\n create clone of (_myself_ v)\n end\n end\nend\n\nwhen I start as a clone\nclear graphic effects\ngo to [front v] layer\nshow\ngo to [front v] layer\n\n@enemy!!\n\nwhen I receive [reset v]\nhide\ndelete this clone\n\nwhen I receive [tick v]\nposition (((x) + (Added position)) - (SCROLLX)) ((y) - (SCROLLY))\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\ngo to [back v] layer\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine create clone at X: (xpos) Y: (ypos)\nset [x v] to (xpos)\nset [y v] to (ypos)\ncreate clone of (_myself_ v)\nbroadcast (tick v)\n\nwhen I receive [setup v]\nshow\nset [x v] to [0]\nset [y v] to [0]\nset [added position v] to [0]\nif <(LEVEL) = [2]> then\n switch costume to (1 v)\n create clone at X: [765] Y: [-68]\n create clone at X: [1925] Y: [45]\nend\ncreate clone at X: [-100000] Y: [1000000000000000]\n\nwhen I start as a clone\nswitch costume to (1 v)\nset [added position v] to [120]\nforever\n repeat (80)\n change [added position v] by (-3)\n end\n set [added position v] to [-120]\n repeat (80)\n change [added position v] by (3)\n end\n set [added position v] to [120]\nend\n\ndefine clone die\nbroadcast (enemyboost v)\nrepeat (4)\n next costume\nend\n\nwait (0.001) seconds\n\nwhen I start as a clone\nforever\n if <touching (player v)?> then\n if <<([y position v] of [player v]) > ((y position) + (15))> and <([sy v] of [player v]) < [-1]>> then\n clone die\n delete this clone\n else\n set [exit v] to [die]\n end\n end\nend\n\nwhen I start as a clone\nforever\n go to [front v] layer\nend\n\n@roll things\n\n | All in project\n\n@timmccool loved |
EASY platformer | @Stage\n\nwhen flag clicked\nforever\n forever\n if <(backdrop [number v]) = [2]> then\n play sound [African Coffin Dance Astronomia_192\(PaglaSongs\) v] until done\n end\n end\nend\n\n@player\n\nwhen flag clicked\nforever\n if <key (right arrow v) pressed?> then\n change [speedx v] by (2)\n end\n if <key (left arrow v) pressed?> then\n change [speedx v] by (-2)\n end\n change x by (speedX)\n if <touching (platform v)?> then\n change x by ((speedX) * (-1))\n set [speedx v] to [0]\n else\n set [speedx v] to ((speedX) * (0.8))\n end\n change y by (speedY)\n if <touching (platform 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?> then\n set [speedy v] to [15]\n set [lock v] to [1]\n end\n end\n else\n set [lock v] to [0]\n change [speedy v] by (-1)\n end\nend\n\nwhen flag clicked\nhide\nswitch backdrop to (blue sky v)\nset [speedx v] to [0]\nset [speedy v] to [0]\n\nwhen I receive [start v]\ngo to x: (-214) y: (-91)\nshow\n\nwhen flag clicked\nforever\n if <(x position) = [243]> then\n broadcast (nextlevel v)\n go to x: (-223) y: (-91)\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#ff0000)?> then\n go to x: (-223) y: (-91)\n end\nend\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\n@platform\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\n\nwhen I receive [start v]\nshow\n\nwhen I receive [nextlevel v]\nnext costume\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [3]> then\n broadcast (lava v)\n end\n if <(costume [number v]) = [4]> then\n broadcast (lava2 v)\n end\n if <(costume [number v]) = [5]> then\n broadcast (lava3 v)\n end\n if <(costume [number v]) = [6]> then\n broadcast (lava4 v)\n end\n if <(costume [number v]) = [7]> then\n broadcast (go away lava v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [7]> then\n broadcast (rtrfd v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [8]> then\n broadcast (stupidman v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [9]> then\n broadcast (stupidman v)\n end\nend\n\n@Sprite1\n\nwhen flag clicked\nshow\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (costume2 v)\n end\n if <not <touching (mouse-pointer v)?>> then\n switch costume to (costume1 v)\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n switch backdrop to (blue sky 2 v)\n broadcast (start v)\n hide\n end\nend\n\nwhen flag clicked\ngo to x: (98) y: (-55)\nforever\n glide (1) secs to (random position v)\nend\n\n@Sprite2\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [lava v]\nshow\ngo to x: (110) y: (-61)\n\nwhen I receive [lava2 v]\nswitch costume to (costume2 v)\ngo to x: (62) y: (38)\n\nwhen I receive [lava3 v]\ngo to [back v] layer\nswitch costume to (costume2 v)\ngo to x: (88) y: (-74)\n\nwhen I receive [lava4 v]\nswitch costume to (costume2 v)\ngo to x: (88) y: (-74)\n\nwhen I receive [go away lava v]\nhide\n\nwhen I receive [stupidman v]\ngo to x: (121) y: (-86)\ngo to [back v] layer\nshow\n\n | this has the song to annoy my brother @hesnotapartofscratch\nto make him more mad: i got the song from @bookdog17 |
PickleMan 2: Retro Platformer V2.5 | @Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop2 v)\nforever\n if <(World) > [0]> then\n switch backdrop to (backdrop4 v)\n if <(Cutscene) = [1]> then\n switch backdrop to (backdrop6 v)\n end\n if <(Cutscene) = [2]> then\n switch backdrop to (backdrop3 v)\n end\n if <(World) = [1.5]> then\n switch backdrop to (backdrop6 v)\n end\n if <(World) = [2.5]> then\n switch backdrop to (backdrop6 v)\n end\n end\nend\n\nwhen flag clicked\nswitch backdrop to (backdrop2 v)\nforever\n if <[0] < (Level)> then\n switch backdrop to (backdrop3 v)\n if <(Level) = [7]> then\n switch backdrop to (backdrop8 v)\n end\n if <(Level) = [24]> then\n if <(Sun0/Moon1) = [2]> then\n switch backdrop to (backdrop9 v)\n end\n if <(Sun0/Moon1) = [1]> then\n switch backdrop to (backdrop3 v)\n end\n if <(Sun0/Moon1) = [1.1]> then\n switch backdrop to (sunset v)\n end\n end\n if <(Level) = [22]> then\n if <(Sun0/Moon1) = [2]> then\n switch backdrop to (backdrop8 v)\n end\n if <(Sun0/Moon1) = [1]> then\n switch backdrop to (backdrop3 v)\n end\n if <(Sun0/Moon1) = [1.1]> then\n switch backdrop to (sunset v)\n end\n end\n end\nend\n\nwhen flag clicked\nswitch backdrop to (backdrop2 v)\nforever\n if <<(Level) = [100]> and <(Stage Forward) = [6]>> then\n set [level v] to [0]\n set [stage forward v] to [1]\n set [world v] to (WorldDatabase)\n end\nend\n\nset [wall v] to [0]\nset [stop v] to [0]\nset [checkpole v] to [1]\nset [health v] to (MAX Health)\n\nwhen flag clicked\nforever\n if <(Z Move) = [2]> then\n if <key (z v) pressed?> then\n change [charge v] by (4)\n if <[200] < (Charge)> then\n set [charge v] to [200]\n end\n end\n end\nend\n\nwhen I receive [error v]\nstop [other scripts in sprite v]\nswitch backdrop to (backdrop5 v)\nstop [all v]\n\nrepeat (100)\n\nset [level complete v] to [0]\n\nwhen flag clicked\nforever\n if <(length of (Level)) = [1]> then\n set [level v] to (join [0] (Level))\n end\nend\n\n@World Map\n\nwhen flag clicked\nhide\nset [world v] to [0]\nforever\n if <(World) = [1]> then\n show\n switch costume to (costume1 v)\n set size to (500) %\n go to x: (15) y: (0)\n switch costume to (world 1 v)\n end\n if <(World) = [2]> then\n show\n switch costume to (costume1 v)\n set size to (800) %\n go to x: (40) y: (0)\n switch costume to (world 2 v)\n end\n if <(World) = [3]> then\n show\n switch costume to (costume1 v)\n set size to (600) %\n go to x: (-20) y: (-20)\n switch costume to (world 3 v)\n end\n if <(World) = [4]> then\n show\n switch costume to (costume1 v)\n set size to (800) %\n go to x: (-80) y: (20)\n switch costume to (world 4 v)\n end\n if <(World) = [5]> then\n show\n switch costume to (costume1 v)\n set size to (500) %\n go to x: (-20) y: (0)\n switch costume to (world 5 v)\n end\n if <(World) = [6]> then\n show\n switch costume to (costume1 v)\n set size to (450) %\n go to x: (35) y: (0)\n switch costume to (world 6 v)\n end\n if <(World) = [7]> then\n show\n switch costume to (costume1 v)\n set size to (340) %\n go to x: (0) y: (-10)\n switch costume to (world 7 v)\n end\n if <(World) = [0]> then\n hide\n end\nend\n\nwhen flag clicked\n\nwhen flag clicked\n\nwhen flag clicked\n\nwhen flag clicked\nforever\n if <(Cheat Codes) = [1]> then\n set [color v] effect to (pick random (1) to (200))\n \n else\n set [color v] effect to (0)\n end\nend\n\n@World Map PickleMan\n\nwhen flag clicked\nhide\nforever\n if <(World) = [1]> then\n show\n set size to (200) %\n end\n if <(World) = [2]> then\n show\n set size to (350) %\n end\n if <(World) = [3]> then\n set size to (250) %\n end\n if <(World) = [4]> then\n set size to (350) %\n end\n if <(World) = [5]> then\n set size to (200) %\n end\n if <(World) = [6]> then\n set size to (175) %\n end\n if <(World) = [7]> then\n set size to (150) %\n end\nend\n\nwhen flag clicked\ngo to x: (-203) y: (-57)\nset [mapy v] to [0]\nset [mapx v] to [0]\nforever\n if <(World) = [1]> then\n if <<(MapX) = [0]> and <(MapY) = [0]>> then\n if <key (right arrow v) pressed?> then\n if <<(MapX) = [0]> and <(MapY) = [0]>> then\n change [mapx v] by (1)\n repeat (10)\n change x by (8)\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nset [level v] to [0]\nforever\n if <(World) = [1]> then\n if <<(MapX) = [1]> and <(MapY) = [0]>> then\n wait (0.3) seconds\n repeat until <not <<(MapX) = [1]> and <(MapY) = [0]>>>\n if <(World) = [1]> then\n if <key (left arrow v) pressed?> then\n if <<(MapX) = [1]> and <(MapY) = [0]>> then\n change [mapx v] by (-1)\n repeat (10)\n change x by (-8)\n end\n end\n end\n if <(Level1Complete) = [0]> then\n if <key (x v) pressed?> then\n set [world v] to [0]\n set [level v] to [1]\n end\n end\n if <(Level1Complete) = [1]> then\n if <key (up arrow v) pressed?> then\n if <<(MapX) = [1]> and <(MapY) = [0]>> then\n change [mapy v] by (1)\n repeat (10)\n change y by (8)\n end\n end\n end\n if <key (right arrow v) pressed?> then\n if <<(MapX) = [1]> and <(MapY) = [0]>> then\n change [mapx v] by (1)\n repeat (10)\n change x by (8)\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(World) = [1]> then\n if <<(MapX) = [2]> and <(MapY) = [0]>> then\n wait (0.3) seconds\n repeat until <not <<(MapX) = [2]> and <(MapY) = [0]>>>\n if <(World) = [1]> then\n if <key (left arrow v) pressed?> then\n if <<(MapX) = [2]> and <(MapY) = [0]>> then\n change [mapx v] by (-1)\n repeat (10)\n change x by (-8)\n end\n end\n end\n if <(Level2Complete) = [0]> then\n if <key (x v) pressed?> then\n set [world v] to [0]\n set [level v] to [2]\n end\n end\n if <(Level2Complete) = [1]> then\n if <key (up arrow v) pressed?> then\n if <<(MapX) = [2]> and <(MapY) = [0]>> then\n change [mapy v] by (1)\n repeat (10)\n change y by (8)\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(World) = [1]> then\n if <<(MapX) = [1]> and <(MapY) = [1]>> then\n wait (0.3) seconds\n repeat until <not <<(MapX) = [1]> and <(MapY) = [1]>>>\n if <(World) = [1]> then\n if <key (down arrow v) pressed?> then\n if <<(MapX) = [1]> and <(MapY) = [1]>> then\n change [mapy v] by (-1)\n repeat (10)\n change y by (-8)\n end\n end\n end\n if <(Level3Complete) = [0]> then\n if <key (x v) pressed?> then\n set [world v] to [0]\n set [level v] to [3]\n end\n end\n if <(Level3Complete) = [1]> then\n if <key (right arrow v) pressed?> then\n if <<(MapX) = [1]> and <(MapY) = [1]>> then\n change [mapx v] by (1)\n repeat (10)\n change x by (8)\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(World) = [1]> then\n if <<(MapX) = [2]> and <(MapY) = [1]>> then\n wait (0.3) seconds\n repeat until <not <<(MapX) = [2]> and <(MapY) = [1]>>>\n if <(World) = [1]> then\n if <key (right arrow v) pressed?> then\n if <<(MapX) = [2]> and <(MapY) = [1]>> then\n change [mapx v] by (1)\n repeat (10)\n change x by (8)\n end\n end\n end\n if <key (left arrow v) pressed?> then\n if <<(MapX) = [2]> and <(MapY) = [1]>> then\n change [mapx v] by (-1)\n repeat (10)\n change x by (-8)\n end\n end\n end\n if <key (down arrow v) pressed?> then\n if <<(MapX) = [2]> and <(MapY) = [1]>> then\n change [mapy v] by (-1)\n repeat (10)\n change y by (-8)\n end\n end\n end\n if <key (x v) pressed?> then\n set [worlddatabase v] to [1]\n set [world v] to [0]\n set [level v] to [100]\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(World) = [1]> then\n if <<(MapX) = [3]> and <(MapY) = [1]>> then\n wait (0.3) seconds\n repeat until <not <<(MapX) = [3]> and <(MapY) = [1]>>>\n if <(World) = [1]> then\n if <key (left arrow v) pressed?> then\n if <<(MapX) = [3]> and <(MapY) = [1]>> then\n change [mapx v] by (-1)\n repeat (10)\n change x by (-8)\n end\n end\n end\n if <(Level4Complete) = [0]> then\n if <key (x v) pressed?> then\n set [world v] to [0]\n set [level v] to [4]\n end\n end\n if <(Level4Complete) = [1]> then\n if <key (right arrow v) pressed?> then\n if <<(MapX) = [3]> and <(MapY) = [1]>> then\n change [mapx v] by (1)\n repeat (10)\n change x by (8)\n end\n end\n end\n if <key (down arrow v) pressed?> then\n if <<(MapX) = [3]> and <(MapY) = [1]>> then\n change [mapy v] by (-1)\n repeat (10)\n change y by (-8)\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(World) = [1]> then\n if <<(MapX) = [3]> and <(MapY) = [0]>> then\n wait (0.3) seconds\n repeat until <not <<(MapX) = [3]> and <(MapY) = [0]>>>\n if <(World) = [1]> then\n if <key (up arrow v) pressed?> then\n if <<(MapX) = [3]> and <(MapY) = [0]>> then\n change [mapy v] by (1)\n repeat (10)\n change y by (8)\n end\n end\n end\n if <(Level5Complete) = [1]> then\n if <key (right arrow v) pressed?> then\n if <<(MapX) = [3]> and <(MapY) = [0]>> then\n change [mapx v] by (1)\n repeat (10)\n change x by (8)\n end\n end\n end\n end\n if <(Level5Complete) = [0]> then\n if <key (x v) pressed?> then\n set [world v] to [0]\n set [level v] to [5]\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nset [levelc complete v] to [0]\nforever\n if <(World) = [1]> then\n if <<(MapX) = [4]> and <(MapY) = [0]>> then\n wait (0.3) seconds\n repeat until <not <<(MapX) = [4]> and <(MapY) = [0]>>>\n if <(World) = [1]> then\n if <key (right arrow v) pressed?> then\n if <<(MapX) = [4]> and <(MapY) = [0]>> then\n change [mapx v] by (1)\n repeat (10)\n change x by (8)\n end\n end\n end\n if <key (left arrow v) pressed?> then\n if <<(MapX) = [4]> and <(MapY) = [0]>> then\n change [mapx v] by (-1)\n repeat (10)\n change x by (-8)\n end\n end\n end\n if <(LevelC Complete) = [0]> then\n if <key (x v) pressed?> then\n set [world v] to [0]\n set [level v] to [10]\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(World) = [1]> then\n if <<(MapX) = [5]> and <(MapY) = [0]>> then\n wait (0.3) seconds\n repeat until <not <<(MapX) = [5]> and <(MapY) = [0]>>>\n if <(World) = [1]> then\n if <key (left arrow v) pressed?> then\n if <<(MapX) = [5]> and <(MapY) = [0]>> then\n change [mapx v] by (-1)\n repeat (10)\n change x by (-8)\n end\n end\n end\n if <(Level6Complete) = [0]> then\n if <key (x v) pressed?> then\n set [world v] to [0]\n set [level v] to [6]\n end\n end\n if <(Level6Complete) = [1]> then\n if <key (up arrow v) pressed?> then\n if <<(MapX) = [5]> and <(MapY) = [0]>> then\n change [mapy v] by (1)\n repeat (10)\n change y by (8)\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(World) = [1]> then\n if <<(MapX) = [4]> and <(MapY) = [1]>> then\n wait (0.3) seconds\n repeat until <not <<(MapX) = [4]> and <(MapY) = [1]>>>\n if <(World) = [1]> then\n if <key (left arrow v) pressed?> then\n if <<(MapX) = [4]> and <(MapY) = [1]>> then\n change [mapx v] by (-1)\n repeat (10)\n change x by (-8)\n end\n end\n end\n if <(Key1) = [1]> then\n if <key (right arrow v) pressed?> then\n if <<(MapX) = [4]> and <(MapY) = [1]>> then\n change [mapx v] by (1)\n repeat (10)\n change x by (8)\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(World) = [1]> then\n if <<(MapX) = [5]> and <(MapY) = [1]>> then\n wait (0.3) seconds\n repeat until <not <<(MapX) = [5]> and <(MapY) = [1]>>>\n if <(World) = [1]> then\n if <key (left arrow v) pressed?> then\n if <<(MapX) = [5]> and <(MapY) = [1]>> then\n change [mapx v] by (-1)\n repeat (10)\n change x by (-8)\n end\n end\n end\n if <(0GameComplete) = [0]> then\n if <key (x v) pressed?> then\n set [world v] to [0]\n set [level v] to [7]\n end\n end\n if <key (down arrow v) pressed?> then\n if <(Level6Complete) = [1]> then\n if <<(MapX) = [5]> and <(MapY) = [1]>> then\n change [mapy v] by (-1)\n repeat (10)\n change y by (-8)\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(World) = [1]> then\n if <<(x position) = [-203]> and <(y position) = [23]>> then\n go to x: (-203) y: (-57)\n set [mapx v] to [0]\n set [mapy v] to [0]\n end\n if <<(x position) = [-203]> and <(y position) = [103]>> then\n go to x: (-203) y: (-57)\n set [mapx v] to [0]\n set [mapy v] to [0]\n end\n if <<(x position) = [-3]> and <(y position) = [-57]>> then\n wait until <<(x position) = [37]> and <(y position) = [-57]>>\n go to x: (-203) y: (-57)\n set [mapx v] to [0]\n set [mapy v] to [0]\n end\n if <<(x position) = [117]> and <(y position) = [-17]>> then\n wait until <<(x position) = [117]> and <(y position) = [-57]>>\n go to x: (-203) y: (-57)\n set [mapx v] to [0]\n set [mapy v] to [0]\n end\n end\nend\n\nwhen flag clicked\nset [level v] to [0]\nforever\n if <(World) = [0]> then\n hide\n end\nend\n\nwhen flag clicked\ngo to x: (-203) y: (-57)\nset [mapy v] to [0]\nset [mapx v] to [0]\nforever\n if <(World) = [2]> then\n wait (0.55) seconds\n repeat until <not <<(MapX) = [0]> and <(MapY) = [0]>>>\n if <<(MapX) = [0]> and <(MapY) = [0]>> then\n if <key (right arrow v) pressed?> then\n if <<(MapX) = [0]> and <(MapY) = [0]>> then\n change [mapx v] by (1)\n repeat (10)\n change x by (12.7)\n end\n end\n end\n if <key (up arrow v) pressed?> then\n if <<(MapX) = [0]> and <(MapY) = [0]>> then\n change [mapy v] by (1)\n repeat (10)\n change y by (12.7)\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\ngo to x: (-203) y: (-57)\nset [mapy v] to [0]\nset [mapx v] to [0]\nforever\n if <(World) = [2]> then\n wait (0.55) seconds\n repeat until <not <<(MapX) = [1]> and <(MapY) = [0]>>>\n if <<(MapX) = [1]> and <(MapY) = [0]>> then\n if <key (left arrow v) pressed?> then\n if <<(MapX) = [1]> and <(MapY) = [0]>> then\n change [mapx v] by (-1)\n repeat (10)\n change x by (-12.5)\n end\n end\n end\n if <(Level1Complete) = [0]> then\n if <key (x v) pressed?> then\n set [world v] to [0]\n set [level v] to [21]\n end\n end\n if <(Level1Complete) = [1]> then\n if <key (up arrow v) pressed?> then\n if <<(MapX) = [1]> and <(MapY) = [0]>> then\n change [mapy v] by (1)\n repeat (10)\n change y by (12.7)\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\ngo to x: (-203) y: (-57)\nset [mapy v] to [0]\nset [mapx v] to [0]\nforever\n if <(World) = [2]> then\n wait (0.55) seconds\n repeat until <not <<(MapX) = [0]> and <(MapY) = [1]>>>\n if <<(MapX) = [0]> and <(MapY) = [1]>> then\n if <key (down arrow v) pressed?> then\n if <<(MapX) = [0]> and <(MapY) = [1]>> then\n change [mapy v] by (-1)\n repeat (10)\n change y by (-12.7)\n end\n end\n end\n if <(Level2Complete) = [0]> then\n if <key (x v) pressed?> then\n set [world v] to [0]\n set [level v] to [22]\n end\n end\n if <(Level2Complete) = [1]> then\n if <key (right arrow v) pressed?> then\n if <<(MapX) = [0]> and <(MapY) = [1]>> then\n change [mapx v] by (1)\n repeat (10)\n change x by (12.7)\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nwait (1) seconds\nforever\n if <(World) = [2]> then\n go to x: (-192) y: (-116)\n \n end\nend\n\nwhen flag clicked\nforever\n if <(World) = [1]> then\n go to x: (-203) y: (-57)\n \n end\nend\n\nwhen flag clicked\ngo to x: (-203) y: (-57)\nset [mapy v] to [0]\nset [mapx v] to [0]\nforever\n if <(World) = [2]> then\n if <<(MapX) = [1]> and <(MapY) = [1]>> then\n wait (0.55) seconds\n repeat until <not <<(MapX) = [1]> and <(MapY) = [1]>>>\n if <(Level3Complete) = [0]> then\n if <key (x v) pressed?> then\n set [world v] to [0]\n set [level v] to [23]\n end\n end\n if <(Level3Complete) = [1]> then\n if <key (right arrow v) pressed?> then\n if <<(MapX) = [1]> and <(MapY) = [1]>> then\n change [mapx v] by (1)\n repeat (10)\n change x by (12.7)\n end\n end\n end\n if <key (up arrow v) pressed?> then\n if <<(MapX) = [1]> and <(MapY) = [1]>> then\n change [mapy v] by (1)\n repeat (10)\n change y by (12.7)\n end\n end\n end\n end\n if <key (down arrow v) pressed?> then\n if <<(MapX) = [1]> and <(MapY) = [1]>> then\n change [mapy v] by (-1)\n repeat (10)\n change y by (-12.7)\n end\n end\n end\n if <key (left arrow v) pressed?> then\n if <<(MapX) = [1]> and <(MapY) = [1]>> then\n change [mapx v] by (-1)\n repeat (10)\n change x by (-12.7)\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\ngo to x: (-203) y: (-57)\nwait (0.1) seconds\nset [mapy v] to [0]\nset [mapx v] to [0]\nforever\n if <(World) = [2]> then\n if <<(MapX) = [2]> and <(MapY) = [1]>> then\n wait (0.55) seconds\n repeat until <not <<(MapX) = [2]> and <(MapY) = [1]>>>\n if <(Key1) = [1]> then\n if <key (right arrow v) pressed?> then\n if <<(MapX) = [2]> and <(MapY) = [1]>> then\n change [mapx v] by (1)\n repeat (10)\n change x by (12.7)\n end\n end\n end\n end\n if <key (left arrow v) pressed?> then\n if <<(MapX) = [2]> and <(MapY) = [1]>> then\n change [mapx v] by (-1)\n repeat (10)\n change x by (-12.7)\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\ngo to x: (-203) y: (-57)\nset [mapy v] to [0]\nset [mapx v] to [0]\nforever\n if <(World) = [2]> then\n if <<(MapX) = [3]> and <(MapY) = [1]>> then\n wait (0.55) seconds\n repeat until <not <<(MapX) = [3]> and <(MapY) = [1]>>>\n if <(Level5Complete) = [0]> then\n if <key (x v) pressed?> then\n set [world v] to [0]\n set [level v] to [25]\n end\n end\n if <(Level5Complete) = [1]> then\n if <key (down arrow v) pressed?> then\n if <<(MapX) = [3]> and <(MapY) = [1]>> then\n change [mapy v] by (-1)\n repeat (10)\n change y by (-12.7)\n end\n end\n end\n end\n if <key (up arrow v) pressed?> then\n if <<(MapX) = [3]> and <(MapY) = [1]>> then\n change [mapy v] by (1)\n repeat (10)\n change y by (12.7)\n end\n end\n end\n if <key (left arrow v) pressed?> then\n if <<(MapX) = [3]> and <(MapY) = [1]>> then\n change [mapx v] by (-1)\n repeat (10)\n change x by (-12.7)\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\ngo to x: (-203) y: (-57)\nset [mapy v] to [0]\nset [mapx v] to [0]\nforever\n if <(World) = [2]> then\n if <<(MapX) = [3]> and <(MapY) = [0]>> then\n wait (0.6) seconds\n repeat until <not <<(MapX) = [3]> and <(MapY) = [0]>>>\n if <key (x v) pressed?> then\n set [world v] to [0]\n set [level v] to [26]\n end\n if <key (up arrow v) pressed?> then\n if <<(MapX) = [3]> and <(MapY) = [0]>> then\n change [mapy v] by (1)\n repeat (10)\n change y by (12.7)\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\ngo to x: (-203) y: (-57)\nwait (0.1) seconds\nset [mapy v] to [0]\nset [mapx v] to [0]\nforever\n if <(World) = [2]> then\n if <<(MapX) = [1]> and <(MapY) = [2]>> then\n wait (0.55) seconds\n repeat until <not <<(MapX) = [1]> and <(MapY) = [2]>>>\n if <key (x v) pressed?> then\n set [worlddatabase v] to [2]\n set [world v] to [0]\n set [level v] to [100]\n end\n if <key (right arrow v) pressed?> then\n if <<(MapX) = [1]> and <(MapY) = [2]>> then\n change [mapx v] by (1)\n repeat (10)\n change x by (12.7)\n end\n end\n end\n if <key (down arrow v) pressed?> then\n if <<(MapX) = [1]> and <(MapY) = [2]>> then\n change [mapy v] by (-1)\n repeat (10)\n change y by (-12.7)\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\ngo to x: (-203) y: (-57)\nwait (0.1) seconds\nset [mapy v] to [0]\nset [mapx v] to [0]\nforever\n if <(World) = [2]> then\n if <<(MapX) = [2]> and <(MapY) = [2]>> then\n wait (0.55) seconds\n repeat until <not <<(MapX) = [2]> and <(MapY) = [2]>>>\n if <(Level4Complete) = [0]> then\n if <key (x v) pressed?> then\n set [world v] to [0]\n set [level v] to [24]\n end\n end\n if <(Level4Complete) = [1]> then\n if <key (right arrow v) pressed?> then\n if <<(MapX) = [2]> and <(MapY) = [2]>> then\n change [mapx v] by (1)\n repeat (10)\n change x by (12.7)\n end\n end\n end\n end\n if <key (left arrow v) pressed?> then\n if <<(MapX) = [2]> and <(MapY) = [2]>> then\n change [mapx v] by (-1)\n repeat (10)\n change x by (-12.7)\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\ngo to x: (-203) y: (-57)\nwait (0.1) seconds\nset [mapy v] to [0]\nset [mapx v] to [0]\nforever\n if <(World) = [2]> then\n if <<(MapX) = [3]> and <(MapY) = [2]>> then\n wait (0.55) seconds\n repeat until <not <<(MapX) = [3]> and <(MapY) = [2]>>>\n if <(LevelC Complete) = [0]> then\n if <key (x v) pressed?> then\n set [world v] to [0]\n set [level v] to [20]\n end\n end\n if <key (down arrow v) pressed?> then\n if <<(MapX) = [3]> and <(MapY) = [2]>> then\n change [mapy v] by (-1)\n repeat (10)\n change y by (-12.7)\n end\n end\n end\n if <key (left arrow v) pressed?> then\n if <<(MapX) = [3]> and <(MapY) = [2]>> then\n change [mapx v] by (-1)\n repeat (10)\n change x by (-12.7)\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Cheat Codes) = [1]> then\n set [color v] effect to (pick random (1) to (200))\n \n else\n set [color v] effect to (0)\n end\nend\n\n@Title Screen\n\nwhen flag clicked\nset [selection screen v] to [0]\nshow\nforever\n if <key (x v) pressed?> then\n hide\n set [selection screen v] to [1]\n stop [this script v]\n end\nend\n\n@New Game\n\nwhen flag clicked\nhide\nset [cutscene v] to [0]\nforever\n if <(Selection Screen) = [1]> then\n show\n if <touching (mouse-pointer v)?> then\n switch costume to (2 v)\n if <mouse down?> then\n set [selection screen v] to [0]\n set [cutscene v] to [1]\n set [world v] to [10]\n end\n else\n switch costume to (1 v)\n end\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(Cutscene) = [3]> then\n set [selection screen v] to [0]\n set [world v] to [1]\n set [level1complete v] to [0]\n set [level2complete v] to [0]\n set [level3complete v] to [0]\n set [level4complete v] to [0]\n set [level5complete v] to [0]\n set [level6complete v] to [0]\n set [levelc complete v] to [0]\n stop [this script v]\n end\nend\n\n@Options\n\nwhen flag clicked\nhide\nforever\n if <(Selection Screen) = [1]> then\n show\n if <touching (mouse-pointer v)?> then\n switch costume to (2 v)\n if <mouse down?> then\n wait (0.3) seconds\n set [selection screen v] to [2]\n end\n else\n switch costume to (1 v)\n end\n else\n hide\n end\nend\n\n@Credits\n\nwhen flag clicked\nhide\nforever\n if <(Selection Screen) = [1]> then\n show\n if <touching (mouse-pointer v)?> then\n switch costume to (2 v)\n if <mouse down?> then\n set [selection screen v] to [9]\n end\n else\n switch costume to (1 v)\n end\n else\n hide\n end\nend\n\n@Back\n\nwhen flag clicked\nhide\nswitch costume to (1 v)\nset [cheat codes v] to [0]\nforever\n if <(Selection Screen) = [2]> then\n set size to (150) %\n go to x: (0) y: (-150)\n show\n if <touching (mouse-pointer v)?> then\n switch costume to (2 v)\n if <mouse down?> then\n wait (0.3) seconds\n set [selection screen v] to [1]\n end\n else\n switch costume to (1 v)\n end\n else\n if <(Selection Screen) = [9]> then\n set size to (150) %\n go to x: (-150) y: (-160)\n show\n if <touching (mouse-pointer v)?> then\n switch costume to (2 v)\n if <mouse down?> then\n wait (0.3) seconds\n set [selection screen v] to [1]\n end\n else\n switch costume to (1 v)\n end\n else\n if <(Selection Screen) = [420]> then\n set size to (125) %\n go to x: (-167) y: (-160)\n show\n if <touching (mouse-pointer v)?> then\n switch costume to (2 v)\n if <mouse down?> then\n wait (0.3) seconds\n set [selection screen v] to [2]\n end\n else\n switch costume to (1 v)\n end\n else\n hide\n end\n end\n end\nend\n\n@Speedrun\n\nwhen flag clicked\nhide\nswitch costume to (1 v)\nset [speedrun v] to [0]\nhide variable [☁ world record v]\nhide variable [timer v]\nforever\n if <(Selection Screen) = [2]> then\n show\n if <touching (mouse-pointer v)?> then\n switch costume to (2 v)\n if <mouse down?> then\n set [speedrun v] to [1]\n set [selection screen v] to [0]\n set [world v] to [1]\n reset timer\n show variable [☁ world record v]\n show variable [timer v]\n set [cheat codes v] to [0]\n set [level1complete v] to [0]\n set [level2complete v] to [0]\n set [level3complete v] to [0]\n set [level4complete v] to [0]\n set [level5complete v] to [0]\n set [level6complete v] to [0]\n set [g v] to [0]\n set [key1 v] to [0]\n set [0gamecomplete v] to [0]\n end\n else\n switch costume to (1 v)\n end\n else\n hide\n end\nend\n\nwhen flag clicked\nset [0gamecomplete v] to [0]\nforever\n set [timer v] to (timer)\n if <(Speedrun) = [1]> then\n if <(0GameComplete) = [1]> then\n if <(Timer) < (☁ World Record)> then\n set [☁ world record v] to (Timer)\n stop [this script v]\n end\n stop [this script v]\n end\n end\nend\n\n@PickleMan\n\nwhen flag clicked\nset [bunny v] to [0]\nforever\n if <key (down arrow v) pressed?> then\n set [downward v] to [1]\n if <(Bounce) = [0]> then\n set [speed y v] to [-12]\n end\n end\nend\n\nwhen flag clicked\nshow\nset size to (200) %\nset [moongravity v] to [0]\nforever\n if <<(speed y) < [4]> or <key (up arrow v) pressed?>> then\n if <<(Level) = [23]> or <(Level) = [26]>> then\n change [speed y v] by (-0.7)\n else\n if <(Moongravity) = [0]> then\n change [speed y v] by (-1)\n else\n change [speed y v] by (-0.4)\n end\n end\n else\n if <<(Level) = [23]> or <(Level) = [26]>> then\n change [speed y v] by (-0.9)\n else\n change [speed y v] by (-2)\n end\n end\n change y by (speed y)\n Touch Ground <(speed y) > [0]>\n if <(y position) < [-180]> then\n if <<(Title) > [0]> and <(Full) < [9.2]>> then\n if <(Stop) = [0]> then\n if <key (left arrow v) pressed?> then\n Walk (-90) (-6)\n else\n if <key (right arrow v) pressed?> then\n Walk (90) (6)\n else\n set [frame v] to [0]\n end\n end\n end\n else\n if <(wall jump) > [0]> then\n change [wall jump v] by (-1)\n else\n if <(Stop) = [0]> then\n set [speed x v] to ((speed x) * ((0.7) + ((SpeedBoost) / (100))))\n if <key (left arrow v) pressed?> then\n change [speed x v] by (-2)\n end\n if <key (right arrow v) pressed?> then\n change [speed x v] by (2)\n end\n end\n end\n if <(Stop) = [0]> then\n if <(speed x) < [-0.5]> then\n Walk (-90) (speed x)\n else\n if <(speed x) > [0.5]> then\n Walk (90) (speed x)\n else\n set [frame v] to [0]\n end\n end\n end\n end\n if <key (up arrow v) pressed?> then\n if <<(jump key) = [0]> and <(falling?) < [3]>> then\n if <(Stop) = [0]> then\n set [speed y v] to [16]\n set [falling? v] to [6]\n set [jump key v] to [1]\n end\n end\n else\n set [jump key v] to [0]\n end\n Set Costume\n broadcast (tick v) and wait\nend\n\ndefine Touch Ground <up?>\nchange [falling? v] by (1)\nGet Touching <not <up?>>\nif <<(speed y) = [0]> and <(touch) = [1]>> then\n set [in platforrm v] to [2]\nelse\n if <(touch) = [0]> then\n set [in platforrm v] to [1]\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 set [speed y v] to [0]\n Get Touching <not <up?>>\nend\n\ndefine Get Touching <check platform?>\nif <not <(Flying2) = [2]>> then\n if <<touching color (#000000)?> or <touching (sprite5 v)?>> then\n set [touch v] to [9]\n if <not <key (down arrow v) pressed?>> then\n set [downward v] to [0]\n end\n else\n if <<check platform?> and <touching (sprite5 v)?>> then\n set [touch v] to [1]\n if <not <key (down arrow v) pressed?>> then\n set [downward v] to [0]\n end\n else\n set [touch v] to [0]\n set [grounded v] to [0]\n end\n end\nend\n\ndefine Walk (direction) (speed)\npoint in direction (direction)\nchange x by (speed)\nset [slope v] to [0]\nGet Touching <>\nrepeat until <<(slope) = [8]> or <(touch) = [0]>>\n change y by (1)\n change [slope v] by (1)\n Get Touching <>\nend\nif <(slope) = [8]> then\n change x by ((0) - (speed))\n change y by ((0) - (slope))\n if <(Full) > [11.1]> then\n if <<key (up arrow v) pressed?> and <([abs v] of (speed) ) > [3]>> then\n if <(wall jump) = [0]> then\n set [speed x v] to ((-1.2) * (speed))\n set [speed y v] to [12]\n set [falling? v] to [6]\n set [wall jump v] to [15]\n end\n else\n set [speed x v] to [0]\n end\n end\nend\nif <<(Title) > [0]> and <(Full) < [9.3]>> then\n change [frame v] by (0.5)\nelse\n if <(speed) < [0]> then\n change [frame v] by ((speed) / (-8))\n else\n change [frame v] by ((speed) / (8))\n end\nend\n\ndefine Set Costume\n\nwhen flag clicked\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 v] to [0]\nset [stage forward v] to [1]\n\nwhen flag clicked\nwait (0.1) seconds\nset [stage forward v] to [1]\ngo to x: (-200) y: (-98)\nforever\n if <(x position) = [240]> then\n if <(Wall) = [0]> then\n change [stage forward v] by (1)\n set [shop v] to [0]\n go to x: (-235) y: (y position)\n end\n end\nend\n\nwhen flag clicked\nset [health v] to [0]\ngo to [front v] layer\nhide\nset [checkpole v] to [1]\nforever\n if <[0] < (Level)> then\n wait (1) seconds\n repeat until <(Level) < [1]>\n if <(y position) = [-187]> then\n if <<(ZZZ-Immunity) = [2]> or <(ZZZ-Immunity) = [3]>> then\n change [health v] by (-1)\n set [bounce v] to [3]\n else\n set [game over v] to [1]\n end\n end\n if <(y position) = [-196]> then\n if <<(ZZZ-Immunity) = [2]> or <(ZZZ-Immunity) = [3]>> then\n change [health v] by (-1)\n set [bounce v] to [3]\n else\n set [game over v] to [1]\n end\n end\n end\n end\nend\n\nwhen flag clicked\ngo to [front v] layer\nhide\nforever\n if <(x position) = [-240]> then\n if <not <<(Level) = [1]> and <(Stage Forward) = [13]>>> then\n if <(Wall) = [0]> then\n set [shop v] to [0]\n if <not <(Stage Forward) = [1]>> then\n go to x: (235) y: (y position)\n change [stage forward v] by (-1)\n end\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <key (left arrow v) pressed?> then\n set [direction v] to [L]\n end\n if <key (right arrow v) pressed?> then\n set [direction v] to [R]\n end\nend\n\nwhen flag clicked\nset [health v] to [3]\nset [airslash v] to [0]\nset [stop v] to [0]\nhide\nforever\n if <(Z Move) = [1]> then\n if <(Direction) = [R]> then\n if <key (z v) pressed?> then\n repeat (3)\n change [speed x v] by (17)\n end\n wait (0.5) seconds\n set [airslash v] to [0]\n end\n end\n if <(Direction) = [L]> then\n if <key (z v) pressed?> then\n repeat (3)\n change [speed x v] by (-17)\n end\n wait (0.5) seconds\n set [airslash v] to [0]\n end\n end\n end\nend\n\nwhen flag clicked\nset [bounce v] to [0]\nforever\n if <(Bounce) = [1]> then\n set [speed y v] to [24]\n wait (0.6) seconds\n set [bounce v] to [0]\n end\nend\n\nwhen flag clicked\nset [bunny v] to [0]\n\nwhen flag clicked\nforever\n if <(Game Over) = [1]> then\n if <not <(Stage Forward) = [1]>> then\n go to x: (-200) y: (100)\n set [stage forward v] to (Checkpole)\n set [health v] to (MAX Health)\n set [wall v] to [0]\n wait (1) seconds\n end\n end\nend\n\nif <(Showtime) = [0]> then\n go to x: (-200) y: (-98)\n if <(Showtime) = [1]> then\n wait until <(Showtime) = [0]>\n end\nend\n\nwhen flag clicked\nforever\n if <[0] < (Level)> then\n show\n end\nend\n\nwhen flag clicked\nset [got hit? v] to [0]\nforever\n if <(Got Hit?) = [1]> then\n change [health v] by (-1)\n switch costume to (normal2 v)\n wait (0.3) seconds\n switch costume to (normal v)\n wait (0.7) seconds\n set [got hit? v] to [0]\n end\nend\n\nwhen flag clicked\nset [wind v] to [0]\nforever\n change x by (Wind)\nend\n\nwhen flag clicked\nset [bounce v] to [0]\nforever\n if <(Bounce) = [2]> then\n set [speed y v] to [26]\n wait (0.6) seconds\n set [bounce v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n if <<touching (slashgello v)?> and <(AirSlash) = [1]>> then\n if <(direction) = [-90]> then\n repeat (3)\n change x by (-30)\n change y by (2)\n end\n end\n if <(direction) = [90]> then\n repeat (3)\n change x by (30)\n change y by (2)\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Rainbow Slashable) = [1]> then\n if <(direction) = [-90]> then\n repeat (3)\n change x by (-30)\n change y by (2)\n end\n set [rainbow slashable v] to [0]\n end\n if <(direction) = [90]> then\n repeat (3)\n change x by (30)\n change y by (2)\n end\n set [rainbow slashable v] to [0]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) < [1]> then\n hide\n end\nend\n\nwhen flag clicked\nset [got hit? v] to [0]\nforever\n if <(Got Hit?) = [1]> then\n play sound [Crunch v] until done\n wait (0.77) seconds\n end\nend\n\nwhen flag clicked\nset [health v] to [3]\nset [airslash v] to [0]\nset [stop v] to [0]\nhide\nforever\n if <(Level) = [0]> then\n go to x: (-200) y: (0)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (trampoline v)?> then\n broadcast (Trampoline Bounce v)\n set [bounce v] to [2]\n end\nend\n\nwhen flag clicked\nforever\n if <<touching (trumpoline v)?> and <(Downward) = [1]>> then\n broadcast (Trampoline Bounce v)\n set [bounce v] to [3]\n end\nend\n\nwhen flag clicked\nset [bounce v] to [0]\nforever\n if <(Bounce) = [3]> then\n set [speed y v] to [36]\n wait (0.6) seconds\n set [bounce v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n set [pickley v] to (y position)\nend\n\nwhen flag clicked\nforever\n set [picklex v] to (x position)\nend\n\nwhen flag clicked\nforever\n if <(Z Move) = [3]> then\n if <key (z v) pressed?> then\n if <(letter (2) of (Z Move-Unlocked)) = [1]> then\n set [bounce v] to [4]\n wait (1.5) seconds\n end\n end\n end\nend\n\nwhen flag clicked\nset [bounce v] to [0]\nforever\n if <(Bounce) = [4]> then\n set [speed y v] to [16]\n wait (0.6) seconds\n set [bounce v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n if <<<(Z Move) = [4]> and <(Got Hit?) = [0]>> and <key (z v) pressed?>> then\n if <(letter (3) of (Z Move-Unlocked)) = [1]> then\n set [stop v] to [1]\n change [meditate v] by (1)\n switch costume to (meditate v)\n if <[49] < (Meditate)> then\n switch costume to (meditate25 v)\n if <[99] < (Meditate)> then\n switch costume to (meditate50 v)\n if <[149] < (Meditate)> then\n switch costume to (meditate75 v)\n if <[199] < (Meditate)> then\n switch costume to (meditate100 v)\n if <[249] < (Meditate)> then\n change [health v] by (1)\n set [meditate v] to [0]\n set [stop v] to [0]\n switch costume to (normal v)\n end\n end\n end\n end\n end\n end\n else\n set [meditate v] to [0]\n switch costume to (normal v)\n set [stop v] to [0]\n wait until <<(Z Move) = [4]> and <key (z v) pressed?>>\n end\nend\n\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\ndelete this clone\n\nclear graphic effects\nset [ghost v] effect to (10)\nrepeat (10)\n change [ghost v] effect by (10)\n wait (0.1) seconds\nend\n\nwhen flag clicked\nset [got hit? v] to [0]\nforever\n if <(Hover) = [1]> then\n if <(Z Move) = [5]> then\n if <[-0.9] > (speed y)> then\n if <key (z v) pressed?> then\n set [speed y v] to [-0.9]\n end\n end\n end\n end\nend\n\nwhen flag clicked\nset [got hit? v] to [0]\nforever\n if <(Level) = [24]> then\n if <(Sun0/Moon1) = [2]> then\n switch costume to (werewolf v)\n end\n if <(Sun0/Moon1) = [1.1]> then\n switch costume to (normal v)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Cheat Codes) = [1]> then\n set [color v] effect to (pick random (1) to (200))\n \n else\n set [color v] effect to (0)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [24]> then\n wait until <not <(Level) = [24]>>\n switch costume to (normal v)\n end\nend\n\n@Hearts\n\nwhen flag clicked\nset [max health v] to [3]\nhide\nforever\n if <[0] < (Level)> then\n show\n if <(Health) = [6]> then\n switch costume to (6 v)\n end\n if <(Health) = [5]> then\n switch costume to (5 v)\n end\n if <(Health) = [4]> then\n switch costume to (4 v)\n end\n if <(Health) = [3]> then\n switch costume to (3 v)\n end\n if <(Health) = [2]> then\n switch costume to (2 v)\n end\n if <(Health) = [1]> then\n switch costume to (1 v)\n end\n if <(Health) = [0]> then\n switch costume to (0 v)\n set [game over v] to [1]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [0]> then\n hide\n end\nend\n\nwhen flag clicked\nset [max health v] to [3]\nhide\nforever\n if <(MAX Health) < (Health)> then\n set [health v] to (MAX Health)\n end\nend\n\nwhen flag clicked\nforever\n if <(Cheat Codes) = [1]> then\n set [color v] effect to (pick random (1) to (200))\n \n else\n set [color v] effect to (0)\n end\nend\n\n@Sourd\n\nwhen flag clicked\nset [x move v] to [1]\nswitch costume to (sword v)\nhide\nforever\n if <[0] < (Level)> then\n if <(X Move) = [1]> then\n if <(Stop) = [0]> then\n if <(Direction) = [R]> then\n if <key (x v) pressed?> then\n if <(Game Over) = [0]> then\n if <(Downward) = [0]> then\n if <(AirSlash) = [0]> then\n point in direction (-10)\n show\n repeat (8)\n if <(AirSlash) = [0]> then\n if <(Downward) = [0]> then\n turn right (20) degrees\n end\n end\n end\n hide\n set [charge v] to [0]\n wait until <not <key (x v) pressed?>>\n end\n end\n end\n end\n end\n if <(Direction) = [L]> then\n if <key (x v) pressed?> then\n if <(Downward) = [0]> then\n if <(AirSlash) = [0]> then\n point in direction (10)\n show\n start sound [Low Whoosh v]\n repeat (8)\n if <(AirSlash) = [0]> then\n if <(Downward) = [0]> then\n turn right (-20) degrees\n end\n end\n end\n hide\n set [charge v] to [0]\n wait until <not <key (x v) pressed?>>\n end\n end\n end\n end\n end\n end\n if <(X Move) = [2]> then\n if <key (x v) pressed?> then\n create clone of (_myself_ v)\n wait (1) seconds\n end\n end\n if <(X Move) = [4]> then\n if <key (x v) pressed?> then\n create clone of (_myself_ v)\n play sound [recording1 v] until done\n wait (.55) seconds\n end\n end\n end\nend\n\nwhen flag clicked\nset [charge v] to [0]\nset [swordsize v] to [200]\nhide\nforever\n go to (pickleman v)\n set size to ((SwordSize) + (Charge)) %\nend\n\nwhen flag clicked\nhide\nforever\n if <(Z Move) = [1]> then\n if <[0] < (Level)> then\n if <(Stop) = [0]> then\n if <(Direction) = [R]> then\n if <key (z v) pressed?> then\n if <(Game Over) = [0]> then\n show\n point in direction (90)\n set [airslash v] to [1]\n wait (0.5) seconds\n set [airslash v] to [0]\n if <not <key (down arrow v) pressed?>> then\n hide\n end\n end\n end\n end\n if <(Direction) = [L]> then\n if <key (z v) pressed?> then\n show\n point in direction (-90)\n set [airslash v] to [1]\n wait (0.5) seconds\n set [airslash v] to [0]\n if <not <key (down arrow v) pressed?>> then\n hide\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <key (down arrow v) pressed?> then\n if <not <<(Level) = [24]> and <(Sun0/Moon1) = [2]>>> then\n if <(Stop) = [0]> then\n if <(Game Over) = [0]> then\n if <[0] < (Level)> then\n show\n point in direction (180)\n wait until <<not <key (down arrow v) pressed?>> or <(Game Over) = [1]>>\n hide\n wait (0.3) seconds\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Bounce) = [1]> then\n if <(Game Over) = [0]> then\n play sound [Jump v] until done\n wait (.59) seconds\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <[0] < (Level)> then\n if <key (x v) pressed?> then\n if <(Game Over) = [0]> then\n if <(Downward) = [0]> then\n if <(AirSlash) = [0]> then\n if <(X Move) = [1]> then\n if <(Stop) = [0]> then\n start sound [Low Whoosh v]\n wait (0.2) seconds\n wait until <not <key (x v) pressed?>>\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <[0] < (Level)> then\n if <(Stop) = [0]> then\n if <key (z v) pressed?> then\n if <(Z Move) = [1]> then\n play sound [High Whoosh v] until done\n wait (.18) seconds\n end\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n\nwhen flag clicked\nhide\nforever\n if <(Game Over) = [1]> then\n hide\n end\nend\n\nwhen I start as a clone\nif <(Stop) = [0]> then\n set size to ((400) + (Charge)) %\n if <(X Move) = [2]> then\n if <(Direction) = [L]> then\n switch costume to (boomer v)\n show\n repeat (20)\n change x by (-12)\n end\n repeat (20)\n change x by (12)\n if <(PickleY) > (y position)> then\n change y by (10)\n end\n if <(y position) > (PickleY)> then\n change y by (-10)\n end\n end\n set [charge v] to [0]\n delete this clone\n end\n if <(Direction) = [R]> then\n switch costume to (boomer v)\n show\n repeat (20)\n change x by (12)\n end\n repeat (20)\n change x by (-12)\n if <(PickleY) > (y position)> then\n change y by (10)\n end\n if <(y position) > (PickleY)> then\n change y by (-10)\n end\n end\n set [charge v] to [0]\n delete this clone\n end\n end\nend\n\nwhen I start as a clone\nif <(X Move) = [2]> then\n forever\n turn right (30) degrees\n end\nend\n\nwhen I start as a clone\nif <(X Move) = [2]> then\n set [boomerdisaper v] to (Stage Forward)\n forever\n if <not <(BoomerDisaper) = (Stage Forward)>> then\n delete this clone\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <(X Move) = [4]> then\n switch costume to (fire1 v)\n wait (0.1) seconds\n switch costume to (fire2 v)\n wait (0.1) seconds\n switch costume to (fire3 v)\n wait (0.1) seconds\n end\nend\n\nwhen I start as a clone\nif <(X Move) = [4]> then\n set [boomerdisaper v] to (Stage Forward)\n forever\n if <not <(BoomerDisaper) = (Stage Forward)>> then\n delete this clone\n end\n end\nend\n\nwhen I start as a clone\nif <(Stop) = [0]> then\n set size to ((400) + (Charge)) %\n if <(X Move) = [4]> then\n if <(Direction) = [L]> then\n show\n point in direction (90)\n repeat until <<touching (_edge_ v)?> or <<touching (sprite5 v)?> and <(Charge) = [0]>>>\n change x by (-15)\n end\n hide\n set [charge v] to [0]\n delete this clone\n end\n if <(Direction) = [R]> then\n show\n point in direction (90)\n repeat until <<touching (_edge_ v)?> or <<touching (sprite5 v)?> and <(Charge) = [0]>>>\n change x by (15)\n end\n hide\n set [charge v] to [0]\n delete this clone\n end\n end\nend\n\nwhen I start as a clone\nif <(X Move) = [2]> then\n play sound [High Whoosh v] until done\nend\n\nwhen flag clicked\nhide\nforever\n if <(Charge) = [200]> then\n play sound [Magic Spell v] until done\n end\nend\n\nwhen I start as a clone\nif <(Stop) = [0]> then\n set size to ((400) + (Charge)) %\n if <(X Move) = [2]> then\n forever\n if <(letter (1) of (X-Moves Unlocked?)) = [0]> then\n delete this clone\n end\n end\n end\nend\n\nwhen I start as a clone\nif <(Stop) = [0]> then\n set size to ((400) + (Charge)) %\n if <(X Move) = [4]> then\n forever\n if <(letter (3) of (X-Moves Unlocked?)) = [0]> then\n delete this clone\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Cheat Codes) = [1]> then\n set [color v] effect to (pick random (1) to (200))\n \n else\n set [color v] effect to (0)\n end\nend\n\n@Ground\n\n@Sprite5\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [1]> then\n show\n if <<(Stage Forward) = [1]> or <<(Stage Forward) = [3]> or <<(Stage Forward) = [4]> or <<(Stage Forward) = [6]> or <<(Stage Forward) = [9]> or <<(Stage Forward) = [11]> or <<(Stage Forward) = [12]> or <(Stage Forward) = [13]>>>>>>>> then\n switch costume to (flat v)\n end\n if <(Stage Forward) = [2]> then\n switch costume to (1-2 v)\n end\n if <(Stage Forward) = [5]> then\n switch costume to (1-5 v)\n end\n if <(Stage Forward) = [7]> then\n switch costume to (1-7/4-10 v)\n end\n if <(Stage Forward) = [8]> then\n switch costume to (1-8 v)\n end\n if <(Stage Forward) = [10]> then\n switch costume to (1-10/4-2/4-9 v)\n end\n if <(Stage Forward) = [14]> then\n switch costume to (flat arena v)\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Game Over) = [0]> then\n if <not <(Level) = [10]>> then\n go to [front v] layer\n end\n if <(Level) = [10]> then\n go to [back v] layer\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) < [1]> then\n hide\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [2]> then\n show\n if <<(Stage Forward) = [4]> or <<(Stage Forward) = [8]> or <(Stage Forward) = [12]>>> then\n switch costume to (flat v)\n end\n if <(Stage Forward) = [1]> then\n switch costume to (2-1 v)\n end\n if <(Stage Forward) = [2]> then\n switch costume to (2-2 v)\n end\n if <(Stage Forward) = [3]> then\n switch costume to (2-3 v)\n end\n if <(Stage Forward) = [5]> then\n switch costume to (2-5 v)\n end\n if <(Stage Forward) = [6]> then\n switch costume to (2-6 v)\n end\n if <(Stage Forward) = [7]> then\n switch costume to (2-7 v)\n end\n if <(Stage Forward) = [9]> then\n switch costume to (2-9 v)\n end\n if <(Stage Forward) = [10]> then\n switch costume to (2-10 v)\n end\n if <(Stage Forward) = [11]> then\n switch costume to (2-11 v)\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [3]> then\n show\n if <<(Stage Forward) = [1]> or <<<(Stage Forward) = [4]> or <(Stage Forward) = [8]>> or <<(Stage Forward) = [11]> or <(Stage Forward) = [12]>>>> then\n switch costume to (flat v)\n end\n if <(Stage Forward) = [10]> then\n switch costume to (3-10/4-5 v)\n end\n if <<(Stage Forward) = [3]> or <(Stage Forward) = [5]>> then\n switch costume to (3-3/3-5 v)\n end\n if <(Stage Forward) = [7]> then\n switch costume to (3-7 v)\n end\n if <(Stage Forward) = [9]> then\n switch costume to (3-9 v)\n end\n if <(Stage Forward) = [2]> then\n switch costume to (3-2 v)\n end\n if <(Stage Forward) = [6]> then\n switch costume to (3-6 v)\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [100]> then\n show\n switch costume to (flat v)\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [4]> then\n show\n if <<(Stage Forward) = [1]> or <<<(Stage Forward) = [6]> or <(Stage Forward) = [11]>> or <(Stage Forward) = [12]>>> then\n switch costume to (flat v)\n end\n if <(Stage Forward) = [3]> then\n switch costume to (4-3/5-2/5-9 v)\n end\n if <(Stage Forward) = [5]> then\n switch costume to (3-10/4-5 v)\n end\n if <(Stage Forward) = [7]> then\n switch costume to (4-7 v)\n end\n if <(Stage Forward) = [10]> then\n switch costume to (1-7/4-10 v)\n end\n if <<(Stage Forward) = [4]> or <(Stage Forward) = [8]>> then\n switch costume to (4-4/4-8 v)\n end\n if <<(Stage Forward) = [2]> or <(Stage Forward) = [9]>> then\n switch costume to (1-10/4-2/4-9 v)\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [5]> then\n show\n if <(Stage Forward) = [1]> then\n switch costume to (flat v)\n end\n if <(Stage Forward) = [2]> then\n switch costume to (4-3/5-2/5-9 v)\n end\n if <(Stage Forward) = [3]> then\n switch costume to (5-3 v)\n end\n if <(Stage Forward) = [10]> then\n switch costume to (5-10 v)\n end\n if <<(Stage Forward) = [4]> or <(Stage Forward) = [8]>> then\n switch costume to (5-4/5-8 v)\n end\n if <(Stage Forward) = [7]> then\n switch costume to (5--7 v)\n end\n if <<(Stage Forward) = [5]> or <(Stage Forward) = [9]>> then\n switch costume to (5-5 v)\n end\n if <(Stage Forward) = [6]> then\n switch costume to (5-6 v)\n end\n if <(Stage Forward) = [11]> then\n switch costume to (5-11 v)\n end\n if <(Stage Forward) = [12]> then\n switch costume to (5-12 v)\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [10]> then\n show\n switch costume to (flat v)\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [6]> then\n show\n if <(Stage Forward) = [1]> then\n switch costume to (flat v)\n end\n if <(Stage Forward) = [2]> then\n switch costume to (1-5 v)\n end\n if <(Stage Forward) = [3]> then\n switch costume to (flat v)\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [7]> then\n show\n if <<(Stage Forward) = [1]> or <<(Stage Forward) = [2]> or <<(Stage Forward) = [5]> or <<(Stage Forward) = [15]> or <(Stage Forward) = [20]>>>>> then\n switch costume to (castleflat v)\n end\n if <(Stage Forward) = [3]> then\n switch costume to (castle-3 v)\n end\n if <(Stage Forward) = [4]> then\n switch costume to (castle-4 v)\n end\n if <(Stage Forward) = [6]> then\n switch costume to (castle-6 v)\n end\n if <(Stage Forward) = [7]> then\n switch costume to (castle-7 v)\n end\n if <(Stage Forward) = [8]> then\n switch costume to (castle-8 v)\n end\n if <(Stage Forward) = [9]> then\n switch costume to (castleflat v)\n end\n if <(Stage Forward) = [10]> then\n switch costume to (castle-10 v)\n end\n if <(Stage Forward) = [11]> then\n switch costume to (castle-11 v)\n end\n if <(Stage Forward) = [12]> then\n switch costume to (castle-12 v)\n end\n if <(Stage Forward) = [13]> then\n switch costume to (castle-13 v)\n end\n if <(Stage Forward) = [14]> then\n switch costume to (castleflat v)\n end\n if <(Stage Forward) = [16]> then\n switch costume to (castle-16 v)\n end\n if <(Stage Forward) = [17]> then\n switch costume to (castle-17 v)\n end\n if <(Stage Forward) = [18]> then\n switch costume to (castle-18 v)\n end\n if <(Stage Forward) = [19]> then\n switch costume to (castleflat v)\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [8]> then\n switch costume to (castleflat v)\n show\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [21]> then\n show\n if <<(Stage Forward) = [1]> or <<(Stage Forward) = [5]> or <<(Stage Forward) = [8]> or <<(Stage Forward) = [6]> or <(Stage Forward) = [12]>>>>> then\n switch costume to (beachflat v)\n end\n if <(Stage Forward) = [2]> then\n switch costume to (beach1-2 v)\n end\n if <(Stage Forward) = [6]> then\n switch costume to (beach1-6 v)\n end\n if <(Stage Forward) = [7]> then\n switch costume to (beach1-7 v)\n end\n if <<(Stage Forward) = [3]> or <(Stage Forward) = [9]>> then\n switch costume to (beach1-3/1-9 v)\n end\n if <(Stage Forward) = [10]> then\n switch costume to (beach1-10 v)\n end\n if <(Stage Forward) = [11]> then\n switch costume to (beach1-11 v)\n end\n if <(Stage Forward) = [4]> then\n switch costume to (beach1-4 v)\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [22]> then\n show\n if <<(Stage Forward) = [1]> or <<(Stage Forward) = [8]> or <<(Stage Forward) = [12]> or <(Stage Forward) = [4]>>>> then\n switch costume to (beachflat v)\n end\n if <(Stage Forward) = [9]> then\n switch costume to (beach2-9 v)\n end\n if <(Stage Forward) = [10]> then\n switch costume to (beach2-10 v)\n end\n if <(Stage Forward) = [11]> then\n switch costume to (beach2-11 v)\n end\n if <(Stage Forward) = [5]> then\n switch costume to (beach2-5 v)\n end\n if <(Stage Forward) = [6]> then\n switch costume to (beach2-6 v)\n end\n if <(Stage Forward) = [7]> then\n switch costume to (beach2-7 v)\n end\n if <(Stage Forward) = [2]> then\n switch costume to (beach2-2 v)\n end\n if <(Stage Forward) = [3]> then\n switch costume to (beach2-3 v)\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [23]> then\n show\n if <<(Stage Forward) = [1]> or <<(Stage Forward) = [8]> or <<<(Stage Forward) = [12]> or <(Stage Forward) = [4]>> or <<(Stage Forward) = [5]> or <(Stage Forward) = [11]>>>>> then\n switch costume to (beachflat v)\n end\n if <(Stage Forward) = [9]> then\n switch costume to (beach3-8 v)\n end\n if <(Stage Forward) = [10]> then\n switch costume to (beach3-10 v)\n end\n if <(Stage Forward) = [6]> then\n switch costume to (beach3-6 v)\n end\n if <(Stage Forward) = [2]> then\n switch costume to (beach3-2 v)\n end\n if <(Stage Forward) = [3]> then\n switch costume to (beach3-3 v)\n end\n if <(Stage Forward) = [7]> then\n switch costume to (beach3-7 v)\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [24]> then\n show\n if <<(Stage Forward) = [1]> or <<(Stage Forward) = [8]> or <<(Stage Forward) = [12]> or <(Stage Forward) = [4]>>>> then\n switch costume to (beachflat v)\n end\n if <(Stage Forward) = [9]> then\n switch costume to (beach2-9 v)\n end\n if <(Stage Forward) = [10]> then\n switch costume to (beach2-10 v)\n end\n if <(Stage Forward) = [11]> then\n switch costume to (beach2-11 v)\n end\n if <(Stage Forward) = [5]> then\n switch costume to (beach2-5 v)\n end\n if <(Stage Forward) = [6]> then\n switch costume to (beach2-6 v)\n end\n if <(Stage Forward) = [7]> then\n switch costume to (beach2-7 v)\n end\n if <(Stage Forward) = [2]> then\n switch costume to (beach2-2 v)\n end\n if <(Stage Forward) = [3]> then\n switch costume to (beach2-3 v)\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [25]> then\n show\n if <<(Stage Forward) = [1]> or <<(Stage Forward) = [2]> or <<(Stage Forward) = [12]> or <<(Stage Forward) = [11]> or <(Stage Forward) = [4]>>>>> then\n switch costume to (beachflat v)\n end\n if <(Stage Forward) = [9]> then\n switch costume to (beach5-9 v)\n end\n if <(Stage Forward) = [3]> then\n switch costume to (beach5-3 v)\n end\n if <(Stage Forward) = [7]> then\n switch costume to (beach5-7 v)\n end\n if <(Stage Forward) = [8]> then\n switch costume to (beach5-8 v)\n end\n if <(Stage Forward) = [5]> then\n switch costume to (beach5-5 v)\n end\n if <(Stage Forward) = [10]> then\n switch costume to (beach5-10 v)\n end\n if <(Stage Forward) = [6]> then\n switch costume to (beach5-6 v)\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [20]> then\n switch costume to (beachflat v)\n show\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [26]> then\n show\n if <<(Stage Forward) = [1]> or <<(Stage Forward) = [2]> or <<(Stage Forward) = [3]> or <<(Stage Forward) = [4]> or <<(Stage Forward) = [5]> or <<(Stage Forward) = [9]> or <<(Stage Forward) = [10]> or <<(Stage Forward) = [13]> or <<(Stage Forward) = [17]> or <(Stage Forward) = [18]>>>>>>>>>> then\n switch costume to (castle2flat v)\n end\n if <(Stage Forward) = [15]> then\n switch costume to (castle2-15 v)\n end\n if <(Stage Forward) = [8]> then\n switch costume to (castle2-8 v)\n end\n if <(Stage Forward) = [7]> then\n switch costume to (castle2-7 v)\n end\n if <(Stage Forward) = [6]> then\n switch costume to (castle2-5 v)\n end\n if <<(Stage Forward) = [14]> or <(Stage Forward) = [16]>> then\n switch costume to (castle2-14/2-16 v)\n end\n if <(Stage Forward) = [11]> then\n switch costume to (castle2-11 v)\n end\n if <(Stage Forward) = [12]> then\n switch costume to (castle2-212 v)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Cheat Codes) = [1]> then\n set [color v] effect to (pick random (1) to (200))\n \n else\n set [color v] effect to (0)\n end\nend\n\n@End Stage2\n\nwhen flag clicked\nset [level complete v] to [0]\nhide\nforever\n if <(Level) = [2]> then\n if <(Stage Forward) = [12]> then\n go to x: (160) y: (100)\n set [wall v] to [1]\n show\n switch costume to (cbm5/5 v)\n if <touching (pickleman v)?> then\n repeat (2)\n switch costume to (cbm4/5 v)\n wait (0.01) seconds\n switch costume to (cbm3/5 v)\n wait (0.01) seconds\n switch costume to (cbm2/5 v)\n wait (0.01) seconds\n switch costume to (cbm1/5 v)\n wait (0.01) seconds\n switch costume to (costume1 v)\n wait (0.01) seconds\n switch costume to (pm1/5 v)\n wait (0.01) seconds\n switch costume to (pm2/5 v)\n wait (0.01) seconds\n switch costume to (pm3/5 v)\n wait (0.01) seconds\n switch costume to (pm4/5 v)\n wait (0.01) seconds\n switch costume to (pm5/5 v)\n wait (0.01) seconds\n switch costume to (pm4/5 v)\n wait (0.01) seconds\n switch costume to (pm3/5 v)\n wait (0.01) seconds\n switch costume to (pm2/5 v)\n wait (0.01) seconds\n switch costume to (pm1/5 v)\n wait (0.01) seconds\n switch costume to (costume1 v)\n wait (0.01) seconds\n switch costume to (cbm1/5 v)\n wait (0.01) seconds\n switch costume to (cbm2/5 v)\n wait (0.01) seconds\n switch costume to (cbm3/5 v)\n wait (0.01) seconds\n end\n switch costume to (cbm4/5 v)\n wait (0.02) seconds\n switch costume to (cbm5/5 v)\n wait (0.03) seconds\n switch costume to (cbm4/5 v)\n wait (0.04) seconds\n switch costume to (cbm3/5 v)\n wait (0.05) seconds\n switch costume to (cbm2/5 v)\n wait (.06) seconds\n switch costume to (cbm1/5 v)\n wait (.08) seconds\n switch costume to (costume1 v)\n wait (.1) seconds\n switch costume to (pm1/5 v)\n wait (.12) seconds\n switch costume to (pm2/5 v)\n wait (.15) seconds\n switch costume to (pm3/5 v)\n wait (.2) seconds\n switch costume to (pm4/5 v)\n wait (.25) seconds\n switch costume to (pm5/5 v)\n wait (1) seconds\n set [level complete v] to [1]\n wait until <(Level) = [0]>\n stop [this script v]\n end\n end\n end\nend\n\nwhen flag clicked\nset [level complete v] to [0]\nhide\nforever\n if <(Level) = [0]> then\n hide\n end\nend\n\nwhen flag clicked\nset [level complete v] to [0]\nhide\nforever\n if <(Level Complete) = [1]> then\n hide\n end\nend\n\nwhen flag clicked\nset [level complete v] to [0]\nhide\nforever\n if <(Level) = [3]> then\n if <(Stage Forward) = [12]> then\n go to x: (160) y: (0)\n set [wall v] to [1]\n show\n switch costume to (cbm5/5 v)\n if <touching (pickleman v)?> then\n repeat (2)\n switch costume to (cbm4/5 v)\n wait (0.01) seconds\n switch costume to (cbm3/5 v)\n wait (0.01) seconds\n switch costume to (cbm2/5 v)\n wait (0.01) seconds\n switch costume to (cbm1/5 v)\n wait (0.01) seconds\n switch costume to (costume1 v)\n wait (0.01) seconds\n switch costume to (pm1/5 v)\n wait (0.01) seconds\n switch costume to (pm2/5 v)\n wait (0.01) seconds\n switch costume to (pm3/5 v)\n wait (0.01) seconds\n switch costume to (pm4/5 v)\n wait (0.01) seconds\n switch costume to (pm5/5 v)\n wait (0.01) seconds\n switch costume to (pm4/5 v)\n wait (0.01) seconds\n switch costume to (pm3/5 v)\n wait (0.01) seconds\n switch costume to (pm2/5 v)\n wait (0.01) seconds\n switch costume to (pm1/5 v)\n wait (0.01) seconds\n switch costume to (costume1 v)\n wait (0.01) seconds\n switch costume to (cbm1/5 v)\n wait (0.01) seconds\n switch costume to (cbm2/5 v)\n wait (0.01) seconds\n switch costume to (cbm3/5 v)\n wait (0.01) seconds\n end\n switch costume to (cbm4/5 v)\n wait (0.02) seconds\n switch costume to (cbm5/5 v)\n wait (0.03) seconds\n switch costume to (cbm4/5 v)\n wait (0.04) seconds\n switch costume to (cbm3/5 v)\n wait (0.05) seconds\n switch costume to (cbm2/5 v)\n wait (.06) seconds\n switch costume to (cbm1/5 v)\n wait (.08) seconds\n switch costume to (costume1 v)\n wait (.1) seconds\n switch costume to (pm1/5 v)\n wait (.12) seconds\n switch costume to (pm2/5 v)\n wait (.15) seconds\n switch costume to (pm3/5 v)\n wait (.2) seconds\n switch costume to (pm4/5 v)\n wait (.25) seconds\n switch costume to (pm5/5 v)\n wait (1) seconds\n set [level complete v] to [1]\n wait until <(Level) = [0]>\n stop [this script v]\n end\n end\n end\nend\n\nwhen flag clicked\nset [level complete v] to [0]\nhide\nforever\n if <(Level) = [5]> then\n if <(Stage Forward) = [12]> then\n go to x: (160) y: (90)\n set [wall v] to [1]\n show\n switch costume to (cbm5/5 v)\n if <touching (pickleman v)?> then\n repeat (2)\n switch costume to (cbm4/5 v)\n wait (0.01) seconds\n switch costume to (cbm3/5 v)\n wait (0.01) seconds\n switch costume to (cbm2/5 v)\n wait (0.01) seconds\n switch costume to (cbm1/5 v)\n wait (0.01) seconds\n switch costume to (costume1 v)\n wait (0.01) seconds\n switch costume to (pm1/5 v)\n wait (0.01) seconds\n switch costume to (pm2/5 v)\n wait (0.01) seconds\n switch costume to (pm3/5 v)\n wait (0.01) seconds\n switch costume to (pm4/5 v)\n wait (0.01) seconds\n switch costume to (pm5/5 v)\n wait (0.01) seconds\n switch costume to (pm4/5 v)\n wait (0.01) seconds\n switch costume to (pm3/5 v)\n wait (0.01) seconds\n switch costume to (pm2/5 v)\n wait (0.01) seconds\n switch costume to (pm1/5 v)\n wait (0.01) seconds\n switch costume to (costume1 v)\n wait (0.01) seconds\n switch costume to (cbm1/5 v)\n wait (0.01) seconds\n switch costume to (cbm2/5 v)\n wait (0.01) seconds\n switch costume to (cbm3/5 v)\n wait (0.01) seconds\n end\n switch costume to (cbm4/5 v)\n wait (0.02) seconds\n switch costume to (cbm5/5 v)\n wait (0.03) seconds\n switch costume to (cbm4/5 v)\n wait (0.04) seconds\n switch costume to (cbm3/5 v)\n wait (0.05) seconds\n switch costume to (cbm2/5 v)\n wait (.06) seconds\n switch costume to (cbm1/5 v)\n wait (.08) seconds\n switch costume to (costume1 v)\n wait (.1) seconds\n switch costume to (pm1/5 v)\n wait (.12) seconds\n switch costume to (pm2/5 v)\n wait (.15) seconds\n switch costume to (pm3/5 v)\n wait (.2) seconds\n switch costume to (pm4/5 v)\n wait (.25) seconds\n switch costume to (pm5/5 v)\n wait (1) seconds\n set [level complete v] to [1]\n wait until <(Level) = [0]>\n stop [this script v]\n end\n end\n end\nend\n\nwhen flag clicked\nset [level complete v] to [0]\nhide\nforever\n if <(Level) = [6]> then\n if <(Stage Forward) = [3]> then\n go to x: (160) y: (0)\n set [wall v] to [1]\n show\n switch costume to (cbm5/5 v)\n if <touching (pickleman v)?> then\n repeat (2)\n switch costume to (cbm4/5 v)\n wait (0.01) seconds\n switch costume to (cbm3/5 v)\n wait (0.01) seconds\n switch costume to (cbm2/5 v)\n wait (0.01) seconds\n switch costume to (cbm1/5 v)\n wait (0.01) seconds\n switch costume to (costume1 v)\n wait (0.01) seconds\n switch costume to (pm1/5 v)\n wait (0.01) seconds\n switch costume to (pm2/5 v)\n wait (0.01) seconds\n switch costume to (pm3/5 v)\n wait (0.01) seconds\n switch costume to (pm4/5 v)\n wait (0.01) seconds\n switch costume to (pm5/5 v)\n wait (0.01) seconds\n switch costume to (pm4/5 v)\n wait (0.01) seconds\n switch costume to (pm3/5 v)\n wait (0.01) seconds\n switch costume to (pm2/5 v)\n wait (0.01) seconds\n switch costume to (pm1/5 v)\n wait (0.01) seconds\n switch costume to (costume1 v)\n wait (0.01) seconds\n switch costume to (cbm1/5 v)\n wait (0.01) seconds\n switch costume to (cbm2/5 v)\n wait (0.01) seconds\n switch costume to (cbm3/5 v)\n wait (0.01) seconds\n end\n switch costume to (cbm4/5 v)\n wait (0.02) seconds\n switch costume to (cbm5/5 v)\n wait (0.03) seconds\n switch costume to (cbm4/5 v)\n wait (0.04) seconds\n switch costume to (cbm3/5 v)\n wait (0.05) seconds\n switch costume to (cbm2/5 v)\n wait (.06) seconds\n switch costume to (cbm1/5 v)\n wait (.08) seconds\n switch costume to (costume1 v)\n wait (.1) seconds\n switch costume to (pm1/5 v)\n wait (.12) seconds\n switch costume to (pm2/5 v)\n wait (.15) seconds\n switch costume to (pm3/5 v)\n wait (.2) seconds\n switch costume to (pm4/5 v)\n wait (.25) seconds\n switch costume to (pm5/5 v)\n wait (1) seconds\n set [level complete v] to [1]\n wait until <(Level) = [0]>\n stop [this script v]\n end\n end\n end\nend\n\nwhen flag clicked\nset [level complete v] to [0]\nhide\nforever\n if <(Level) = [21]> then\n if <(Stage Forward) = [12]> then\n go to x: (160) y: (0)\n set [wall v] to [1]\n show\n switch costume to (cbm5/5 v)\n if <touching (pickleman v)?> then\n repeat (2)\n switch costume to (cbm4/5 v)\n wait (0.01) seconds\n switch costume to (cbm3/5 v)\n wait (0.01) seconds\n switch costume to (cbm2/5 v)\n wait (0.01) seconds\n switch costume to (cbm1/5 v)\n wait (0.01) seconds\n switch costume to (costume1 v)\n wait (0.01) seconds\n switch costume to (pm1/5 v)\n wait (0.01) seconds\n switch costume to (pm2/5 v)\n wait (0.01) seconds\n switch costume to (pm3/5 v)\n wait (0.01) seconds\n switch costume to (pm4/5 v)\n wait (0.01) seconds\n switch costume to (pm5/5 v)\n wait (0.01) seconds\n switch costume to (pm4/5 v)\n wait (0.01) seconds\n switch costume to (pm3/5 v)\n wait (0.01) seconds\n switch costume to (pm2/5 v)\n wait (0.01) seconds\n switch costume to (pm1/5 v)\n wait (0.01) seconds\n switch costume to (costume1 v)\n wait (0.01) seconds\n switch costume to (cbm1/5 v)\n wait (0.01) seconds\n switch costume to (cbm2/5 v)\n wait (0.01) seconds\n switch costume to (cbm3/5 v)\n wait (0.01) seconds\n end\n switch costume to (cbm4/5 v)\n wait (0.02) seconds\n switch costume to (cbm5/5 v)\n wait (0.03) seconds\n switch costume to (cbm4/5 v)\n wait (0.04) seconds\n switch costume to (cbm3/5 v)\n wait (0.05) seconds\n switch costume to (cbm2/5 v)\n wait (.06) seconds\n switch costume to (cbm1/5 v)\n wait (.08) seconds\n switch costume to (costume1 v)\n wait (.1) seconds\n switch costume to (pm1/5 v)\n wait (.12) seconds\n switch costume to (pm2/5 v)\n wait (.15) seconds\n switch costume to (pm3/5 v)\n wait (.2) seconds\n switch costume to (pm4/5 v)\n wait (.25) seconds\n switch costume to (pm5/5 v)\n wait (1) seconds\n set [level complete v] to [1]\n wait until <(Level) = [0]>\n stop [this script v]\n end\n end\n end\nend\n\nwhen flag clicked\nset [level complete v] to [0]\nhide\nforever\n if <(Level) = [22]> then\n if <(Stage Forward) = [12]> then\n go to x: (160) y: (0)\n set [wall v] to [1]\n show\n switch costume to (cbm5/5 v)\n if <touching (pickleman v)?> then\n repeat (2)\n switch costume to (cbm4/5 v)\n wait (0.01) seconds\n switch costume to (cbm3/5 v)\n wait (0.01) seconds\n switch costume to (cbm2/5 v)\n wait (0.01) seconds\n switch costume to (cbm1/5 v)\n wait (0.01) seconds\n switch costume to (costume1 v)\n wait (0.01) seconds\n switch costume to (pm1/5 v)\n wait (0.01) seconds\n switch costume to (pm2/5 v)\n wait (0.01) seconds\n switch costume to (pm3/5 v)\n wait (0.01) seconds\n switch costume to (pm4/5 v)\n wait (0.01) seconds\n switch costume to (pm5/5 v)\n wait (0.01) seconds\n switch costume to (pm4/5 v)\n wait (0.01) seconds\n switch costume to (pm3/5 v)\n wait (0.01) seconds\n switch costume to (pm2/5 v)\n wait (0.01) seconds\n switch costume to (pm1/5 v)\n wait (0.01) seconds\n switch costume to (costume1 v)\n wait (0.01) seconds\n switch costume to (cbm1/5 v)\n wait (0.01) seconds\n switch costume to (cbm2/5 v)\n wait (0.01) seconds\n switch costume to (cbm3/5 v)\n wait (0.01) seconds\n end\n switch costume to (cbm4/5 v)\n wait (0.02) seconds\n switch costume to (cbm5/5 v)\n wait (0.03) seconds\n switch costume to (cbm4/5 v)\n wait (0.04) seconds\n switch costume to (cbm3/5 v)\n wait (0.05) seconds\n switch costume to (cbm2/5 v)\n wait (.06) seconds\n switch costume to (cbm1/5 v)\n wait (.08) seconds\n switch costume to (costume1 v)\n wait (.1) seconds\n switch costume to (pm1/5 v)\n wait (.12) seconds\n switch costume to (pm2/5 v)\n wait (.15) seconds\n switch costume to (pm3/5 v)\n wait (.2) seconds\n switch costume to (pm4/5 v)\n wait (.25) seconds\n switch costume to (pm5/5 v)\n wait (1) seconds\n set [level complete v] to [1]\n wait until <(Level) = [0]>\n stop [this script v]\n end\n end\n end\nend\n\nwhen flag clicked\nset [level complete v] to [0]\nhide\nforever\n if <(Level) = [24]> then\n if <(Stage Forward) = [12]> then\n go to x: (160) y: (0)\n set [wall v] to [1]\n show\n switch costume to (cbm5/5 v)\n if <touching (pickleman v)?> then\n repeat (2)\n switch costume to (cbm4/5 v)\n wait (0.01) seconds\n switch costume to (cbm3/5 v)\n wait (0.01) seconds\n switch costume to (cbm2/5 v)\n wait (0.01) seconds\n switch costume to (cbm1/5 v)\n wait (0.01) seconds\n switch costume to (costume1 v)\n wait (0.01) seconds\n switch costume to (pm1/5 v)\n wait (0.01) seconds\n switch costume to (pm2/5 v)\n wait (0.01) seconds\n switch costume to (pm3/5 v)\n wait (0.01) seconds\n switch costume to (pm4/5 v)\n wait (0.01) seconds\n switch costume to (pm5/5 v)\n wait (0.01) seconds\n switch costume to (pm4/5 v)\n wait (0.01) seconds\n switch costume to (pm3/5 v)\n wait (0.01) seconds\n switch costume to (pm2/5 v)\n wait (0.01) seconds\n switch costume to (pm1/5 v)\n wait (0.01) seconds\n switch costume to (costume1 v)\n wait (0.01) seconds\n switch costume to (cbm1/5 v)\n wait (0.01) seconds\n switch costume to (cbm2/5 v)\n wait (0.01) seconds\n switch costume to (cbm3/5 v)\n wait (0.01) seconds\n end\n switch costume to (cbm4/5 v)\n wait (0.02) seconds\n switch costume to (cbm5/5 v)\n wait (0.03) seconds\n switch costume to (cbm4/5 v)\n wait (0.04) seconds\n switch costume to (cbm3/5 v)\n wait (0.05) seconds\n switch costume to (cbm2/5 v)\n wait (.06) seconds\n switch costume to (cbm1/5 v)\n wait (.08) seconds\n switch costume to (costume1 v)\n wait (.1) seconds\n switch costume to (pm1/5 v)\n wait (.12) seconds\n switch costume to (pm2/5 v)\n wait (.15) seconds\n switch costume to (pm3/5 v)\n wait (.2) seconds\n switch costume to (pm4/5 v)\n wait (.25) seconds\n switch costume to (pm5/5 v)\n wait (1) seconds\n set [level complete v] to [1]\n wait until <(Level) = [0]>\n stop [this script v]\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Cheat Codes) = [1]> then\n set [color v] effect to (pick random (1) to (200))\n \n else\n set [color v] effect to (0)\n end\nend\n\n@Passwords\n\nwhen flag clicked\nhide\nforever\n if <(Selection Screen) = [1]> then\n show\n if <touching (mouse-pointer v)?> then\n switch costume to (2 v)\n if <mouse down?> then\n set [selection screen v] to [0]\n set [speedrun v] to [0]\n ask [Password?] and wait\n set [selection screen v] to [0]\n set [level1complete v] to (letter (1) of (answer))\n set [level2complete v] to (letter (2) of (answer))\n set [level3complete v] to (letter (3) of (answer))\n set [level4complete v] to (letter (4) of (answer))\n set [level5complete v] to (letter (5) of (answer))\n set [level6complete v] to (letter (6) of (answer))\n set [world v] to (letter (7) of (answer))\n set [g v] to (((letter (8) of (answer)) * (100)) + (((letter (9) of (answer)) * (10)) + (letter (10) of (answer))))\n set [key1 v] to (letter (11) of (answer))\n set [x-moves unlocked? v] to (((letter (12) of (answer)) * (100)) + (((letter (13) of (answer)) * (10)) + (letter (14) of (answer))))\n set [z move-unlocked v] to (((letter (15) of (answer)) * (100)) + (((letter (16) of (answer)) * (10)) + (letter (17) of (answer))))\n set [max health v] to (letter (18) of (answer))\n set [swordsize v] to (((letter (19) of (answer)) * (100)) + (((letter (20) of (answer)) * (10)) + (letter (21) of (answer))))\n set [speedboost v] to (letter (22) of (answer))\n set [levelc complete v] to (letter (23) of (answer))\n set [challenges v] to (letter (24) of (answer))\n set [hover v] to (letter (25) of (answer))\n set [zzz-immunity v] to (letter (26) of (answer))\n set [health v] to (MAX Health)\n if <[6] < (MAX Health)> then\n broadcast (Error v)\n end\n if <[275] < (SwordSize)> then\n broadcast (Error v)\n end\n if <[111] < (X-Moves Unlocked?)> then\n broadcast (Error v)\n end\n if <[111] < (Z Move-Unlocked)> then\n broadcast (Error v)\n end\n if <[9] < (SpeedBoost)> then\n broadcast (Error v)\n end\n end\n else\n switch costume to (1 v)\n end\n else\n hide\n end\nend\n\nif <[1] < (World)> then\n broadcast (Error v)\nend\n\nwhen flag clicked\nforever\n if <(SpeedBoost) = [0]> then\n set [speedboost v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n if <(SpeedBoost) = [3]> then\n set [speedboost v] to [3]\n end\nend\n\n@Level Complete\n\nwhen flag clicked\nset [level complete v] to [0]\nforever\n if <(Level Complete) = [0]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <not <(Level) = [0]>> then\n if <(Level Complete) = [1]> then\n show\n switch costume to (costume1 v)\n repeat (114)\n next costume\n wait (0.01) seconds\n end\n wait (3) seconds\n if <(Level) = [20]> then\n set [levelc complete v] to [1]\n end\n if <(Level) = [23]> then\n set [level3complete v] to [1]\n end\n if <(Level) = [24]> then\n set [level4complete v] to [1]\n end\n if <(Level) = [25]> then\n set [level5complete v] to [1]\n end\n if <(Level) = [21]> then\n set [level1complete v] to [1]\n end\n if <(Level) = [22]> then\n set [level2complete v] to [1]\n end\n if <(Level) = [1]> then\n set [level1complete v] to [1]\n end\n if <(Level) = [2]> then\n set [level2complete v] to [1]\n end\n if <(Level) = [3]> then\n set [level3complete v] to [1]\n end\n if <(Level) = [4]> then\n set [level4complete v] to [1]\n end\n if <(Level) = [5]> then\n set [level5complete v] to [1]\n end\n if <(Level) = [10]> then\n set [levelc complete v] to [1]\n end\n if <(Level) = [6]> then\n set [level6complete v] to [1]\n end\n if <<(Level) = [7]> and <(Challenges) = [4]>> then\n change [☁ # of people who have beaten the impossible challenge v] by (1)\n end\n if <(Level) = [7]> then\n set [mapy v] to [0]\n set [mapx v] to [0]\n set [world v] to [1.3]\n set [scb heal v] to [0]\n set [level complete v] to [0]\n set [stage forward v] to [1]\n set [wall v] to [0]\n set [stop v] to [0]\n set [checkpole v] to [1]\n set [health v] to (MAX Health)\n set [level v] to [0]\n set [key1 v] to [0]\n set [level1complete v] to [0]\n set [level2complete v] to [0]\n set [level3complete v] to [0]\n set [level4complete v] to [0]\n set [level5complete v] to [0]\n set [level6complete v] to [0]\n set [levelc complete v] to [0]\n else\n if <(Level) = [26]> then\n set [mapy v] to [0]\n set [mapx v] to [0]\n set [world v] to [2.5]\n set [scb heal v] to [0]\n set [level complete v] to [0]\n set [stage forward v] to [1]\n set [wall v] to [0]\n set [stop v] to [0]\n set [checkpole v] to [1]\n set [health v] to (MAX Health)\n set [level v] to [0]\n set [key1 v] to [0]\n set [level1complete v] to [0]\n set [level2complete v] to [0]\n set [level3complete v] to [0]\n set [level4complete v] to [0]\n set [level5complete v] to [0]\n set [level6complete v] to [0]\n set [levelc complete v] to [0]\n else\n if <(letter (1) of (Level)) = [2]> then\n set [world v] to [2]\n else\n set [world v] to [1]\n end\n set [scb heal v] to [0]\n set [level complete v] to [0]\n set [stage forward v] to [1]\n set [wall v] to [0]\n set [stop v] to [0]\n set [checkpole v] to [1]\n set [health v] to (MAX Health)\n set [level v] to [0]\n end\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [0]> then\n set [level complete v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n if <(letter (1) of (Level)) = [1]> then\n set [level v] to (join [0] (Level))\n end\nend\n\nif then\nelse\nend\n\nwhen flag clicked\nforever\n if <(Cheat Codes) = [1]> then\n set [color v] effect to (pick random (1) to (200))\n \n else\n set [color v] effect to (0)\n end\nend\n\n@Checkpint\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [1]> then\n if <(Stage Forward) = [4]> then\n go to x: (0) y: (-109)\n show\n switch costume to (costume1 v)\n if <touching (pickleman v)?> then\n repeat until <not <<(Level) = [1]> and <(Stage Forward) = [4]>>>\n if <(Level) = [1]> then\n if <(Stage Forward) = [4]> then\n show\n switch costume to (costume3 v)\n set [checkpole v] to [4]\n set [health v] to (MAX Health)\n repeat (6)\n next costume\n end\n play sound [Magic Spell v] until done\n wait until <not <(Stage Forward) = [4]>>\n end\n if <(Stage Forward) = [3]> then\n hide\n end\n if <(Stage Forward) = [5]> then\n hide\n end\n end\n end\n end\n end\n if <(Stage Forward) = [3]> then\n hide\n end\n if <(Stage Forward) = [5]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Game Over) = [1]> then\n hide\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [1]> then\n if <(Stage Forward) = [11]> then\n go to x: (0) y: (-109)\n show\n switch costume to (costume1 v)\n if <touching (pickleman v)?> then\n repeat until <not <<(Level) = [1]> and <(Stage Forward) = [11]>>>\n if <(Level) = [1]> then\n if <(Stage Forward) = [11]> then\n show\n switch costume to (costume3 v)\n set [checkpole v] to [11]\n set [health v] to (MAX Health)\n repeat (6)\n next costume\n end\n play sound [Magic Spell v] until done\n wait until <not <(Stage Forward) = [11]>>\n end\n if <(Stage Forward) = [10]> then\n hide\n end\n if <(Stage Forward) = [12]> then\n hide\n end\n end\n end\n end\n end\n if <(Stage Forward) = [10]> then\n hide\n end\n if <(Stage Forward) = [12]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [1]> then\n if <(Stage Forward) = [13]> then\n go to x: (0) y: (-109)\n show\n switch costume to (costume1 v)\n if <touching (pickleman v)?> then\n repeat until <not <<(Level) = [1]> and <(Stage Forward) = [13]>>>\n if <(Level) = [1]> then\n if <(Stage Forward) = [13]> then\n show\n switch costume to (costume3 v)\n set [checkpole v] to [13]\n set [health v] to (MAX Health)\n repeat (6)\n next costume\n end\n play sound [Magic Spell v] until done\n wait until <not <(Stage Forward) = [13]>>\n end\n if <(Stage Forward) = [12]> then\n hide\n end\n if <(Stage Forward) = [14]> then\n hide\n end\n end\n end\n end\n end\n if <(Stage Forward) = [12]> then\n hide\n end\n if <(Stage Forward) = [14]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [0]> then\n hide\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [2]> then\n if <(Stage Forward) = [4]> then\n go to x: (0) y: (-109)\n show\n switch costume to (costume1 v)\n if <touching (pickleman v)?> then\n repeat until <not <<(Level) = [2]> and <(Stage Forward) = [4]>>>\n if <(Level) = [2]> then\n if <(Stage Forward) = [4]> then\n show\n switch costume to (costume3 v)\n set [checkpole v] to [4]\n set [health v] to (MAX Health)\n repeat (6)\n next costume\n end\n play sound [Magic Spell v] until done\n wait until <not <(Stage Forward) = [4]>>\n end\n if <(Stage Forward) = [3]> then\n hide\n end\n if <(Stage Forward) = [5]> then\n hide\n end\n end\n end\n end\n end\n if <(Stage Forward) = [3]> then\n hide\n end\n if <(Stage Forward) = [5]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [2]> then\n if <(Stage Forward) = [8]> then\n go to x: (0) y: (-109)\n show\n switch costume to (costume1 v)\n if <touching (pickleman v)?> then\n repeat until <not <<(Level) = [2]> and <(Stage Forward) = [8]>>>\n if <(Level) = [2]> then\n if <(Stage Forward) = [8]> then\n show\n switch costume to (costume3 v)\n set [checkpole v] to [8]\n set [health v] to (MAX Health)\n repeat (6)\n next costume\n end\n play sound [Magic Spell v] until done\n wait until <not <(Stage Forward) = [8]>>\n end\n if <(Stage Forward) = [7]> then\n hide\n end\n if <(Stage Forward) = [9]> then\n hide\n end\n end\n end\n end\n end\n if <(Stage Forward) = [7]> then\n hide\n end\n if <(Stage Forward) = [9]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [3]> then\n if <(Stage Forward) = [4]> then\n go to x: (0) y: (-109)\n show\n switch costume to (costume1 v)\n if <touching (pickleman v)?> then\n repeat until <not <<(Level) = [3]> and <(Stage Forward) = [4]>>>\n if <(Level) = [3]> then\n if <(Stage Forward) = [4]> then\n show\n switch costume to (costume3 v)\n set [checkpole v] to [4]\n set [health v] to (MAX Health)\n repeat (6)\n next costume\n end\n play sound [Magic Spell v] until done\n wait until <not <(Stage Forward) = [4]>>\n end\n if <(Stage Forward) = [3]> then\n hide\n end\n if <(Stage Forward) = [5]> then\n hide\n end\n end\n end\n end\n end\n if <(Stage Forward) = [5]> then\n hide\n end\n if <(Stage Forward) = [3]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [3]> then\n if <(Stage Forward) = [8]> then\n go to x: (0) y: (-109)\n show\n switch costume to (costume1 v)\n if <touching (pickleman v)?> then\n repeat until <not <<(Level) = [3]> and <(Stage Forward) = [8]>>>\n if <(Level) = [3]> then\n if <(Stage Forward) = [8]> then\n show\n switch costume to (costume3 v)\n set [checkpole v] to [8]\n set [health v] to (MAX Health)\n repeat (6)\n next costume\n end\n play sound [Magic Spell v] until done\n wait until <not <(Stage Forward) = [8]>>\n end\n if <(Stage Forward) = [7]> then\n hide\n end\n if <(Stage Forward) = [9]> then\n hide\n end\n end\n end\n end\n end\n if <(Stage Forward) = [7]> then\n hide\n end\n if <(Stage Forward) = [9]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [4]> then\n if <(Stage Forward) = [6]> then\n go to x: (0) y: (-109)\n show\n switch costume to (costume1 v)\n if <touching (pickleman v)?> then\n repeat until <not <<(Level) = [4]> and <(Stage Forward) = [6]>>>\n if <(Level) = [4]> then\n if <(Stage Forward) = [6]> then\n show\n switch costume to (costume3 v)\n set [checkpole v] to [6]\n set [health v] to (MAX Health)\n repeat (6)\n next costume\n end\n play sound [Magic Spell v] until done\n wait until <not <(Stage Forward) = [6]>>\n end\n if <(Stage Forward) = [5]> then\n hide\n end\n if <(Stage Forward) = [7]> then\n hide\n end\n end\n end\n end\n end\n if <(Stage Forward) = [5]> then\n hide\n end\n if <(Stage Forward) = [7]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [4]> then\n if <(Stage Forward) = [11]> then\n go to x: (0) y: (-109)\n show\n switch costume to (costume1 v)\n if <touching (pickleman v)?> then\n repeat until <not <<(Level) = [4]> and <(Stage Forward) = [11]>>>\n if <(Level) = [4]> then\n if <(Stage Forward) = [11]> then\n show\n switch costume to (costume3 v)\n set [checkpole v] to [11]\n set [health v] to (MAX Health)\n repeat (6)\n next costume\n end\n play sound [Magic Spell v] until done\n wait until <not <(Stage Forward) = [11]>>\n end\n if <(Stage Forward) = [10]> then\n hide\n end\n if <(Stage Forward) = [12]> then\n hide\n end\n end\n end\n end\n end\n if <(Stage Forward) = [10]> then\n hide\n end\n if <(Stage Forward) = [12]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [5]> then\n if <(Stage Forward) = [4]> then\n go to x: (0) y: (-109)\n show\n switch costume to (costume1 v)\n if <touching (pickleman v)?> then\n repeat until <not <<(Level) = [5]> and <(Stage Forward) = [4]>>>\n if <(Level) = [5]> then\n if <(Stage Forward) = [4]> then\n show\n switch costume to (costume3 v)\n set [checkpole v] to [4]\n set [health v] to (MAX Health)\n repeat (6)\n next costume\n end\n play sound [Magic Spell v] until done\n wait until <not <(Stage Forward) = [4]>>\n end\n if <(Stage Forward) = [3]> then\n hide\n end\n if <(Stage Forward) = [5]> then\n hide\n end\n end\n end\n end\n end\n if <(Stage Forward) = [3]> then\n hide\n end\n if <(Stage Forward) = [5]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [5]> then\n if <(Stage Forward) = [8]> then\n go to x: (0) y: (-109)\n show\n switch costume to (costume1 v)\n if <touching (pickleman v)?> then\n repeat until <not <<(Level) = [5]> and <(Stage Forward) = [8]>>>\n if <(Level) = [5]> then\n if <(Stage Forward) = [8]> then\n show\n switch costume to (costume3 v)\n set [checkpole v] to [8]\n set [health v] to (MAX Health)\n repeat (6)\n next costume\n end\n play sound [Magic Spell v] until done\n wait until <not <(Stage Forward) = [8]>>\n end\n if <(Stage Forward) = [7]> then\n hide\n end\n if <(Stage Forward) = [9]> then\n hide\n end\n end\n end\n end\n end\n if <(Stage Forward) = [7]> then\n hide\n end\n if <(Stage Forward) = [9]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [7]> then\n if <(Stage Forward) = [5]> then\n go to x: (0) y: (-109)\n show\n switch costume to (costume1 v)\n if <touching (pickleman v)?> then\n repeat until <not <<(Level) = [7]> and <(Stage Forward) = [5]>>>\n if <(Level) = [7]> then\n if <(Stage Forward) = [5]> then\n show\n switch costume to (costume3 v)\n set [checkpole v] to [5]\n set [health v] to (MAX Health)\n repeat (6)\n next costume\n end\n play sound [Magic Spell v] until done\n wait until <not <(Stage Forward) = [5]>>\n end\n if <(Stage Forward) = [4]> then\n hide\n end\n if <(Stage Forward) = [6]> then\n hide\n end\n end\n end\n end\n end\n if <(Stage Forward) = [4]> then\n hide\n end\n if <(Stage Forward) = [6]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [7]> then\n if <(Stage Forward) = [9]> then\n go to x: (0) y: (-109)\n show\n switch costume to (costume1 v)\n if <touching (pickleman v)?> then\n repeat until <not <<(Level) = [7]> and <(Stage Forward) = [9]>>>\n if <(Level) = [7]> then\n if <(Stage Forward) = [9]> then\n show\n switch costume to (costume3 v)\n set [checkpole v] to [9]\n set [health v] to (MAX Health)\n repeat (6)\n next costume\n end\n play sound [Magic Spell v] until done\n wait until <not <(Stage Forward) = [9]>>\n end\n if <(Stage Forward) = [8]> then\n hide\n end\n if <(Stage Forward) = [10]> then\n hide\n end\n end\n end\n end\n end\n if <(Stage Forward) = [8]> then\n hide\n end\n if <(Stage Forward) = [10]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [7]> then\n if <(Stage Forward) = [14]> then\n go to x: (0) y: (-109)\n show\n switch costume to (costume1 v)\n if <touching (pickleman v)?> then\n repeat until <not <<(Level) = [7]> and <(Stage Forward) = [14]>>>\n if <(Level) = [7]> then\n if <(Stage Forward) = [14]> then\n show\n switch costume to (costume3 v)\n set [checkpole v] to [14]\n set [health v] to (MAX Health)\n repeat (6)\n next costume\n end\n play sound [Magic Spell v] until done\n wait until <not <(Stage Forward) = [14]>>\n end\n if <(Stage Forward) = [`13]> then\n hide\n end\n if <(Stage Forward) = [15]> then\n hide\n end\n end\n end\n end\n end\n if <(Stage Forward) = [13]> then\n hide\n end\n if <(Stage Forward) = [15]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [7]> then\n if <(Stage Forward) = [19]> then\n go to x: (0) y: (-109)\n show\n switch costume to (costume1 v)\n if <touching (pickleman v)?> then\n repeat until <not <<(Level) = [7]> and <(Stage Forward) = [19]>>>\n if <(Level) = [7]> then\n if <(Stage Forward) = [19]> then\n show\n switch costume to (costume3 v)\n set [checkpole v] to [19]\n set [health v] to (MAX Health)\n repeat (6)\n next costume\n end\n play sound [Magic Spell v] until done\n wait until <not <(Stage Forward) = [19]>>\n end\n if <(Stage Forward) = [18]> then\n hide\n end\n if <(Stage Forward) = [20]> then\n hide\n end\n end\n end\n end\n end\n if <(Stage Forward) = [18]> then\n hide\n end\n if <(Stage Forward) = [20]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [21]> then\n if <(Stage Forward) = [4]> then\n go to x: (0) y: (-109)\n show\n switch costume to (costume1 v)\n if <touching (pickleman v)?> then\n repeat until <not <<(Level) = [21]> and <(Stage Forward) = [4]>>>\n if <(Level) = [21]> then\n if <(Stage Forward) = [4]> then\n show\n switch costume to (costume3 v)\n set [checkpole v] to [4]\n set [health v] to (MAX Health)\n repeat (6)\n next costume\n end\n play sound [Magic Spell v] until done\n wait until <not <(Stage Forward) = [4]>>\n end\n if <(Stage Forward) = [3]> then\n hide\n end\n if <(Stage Forward) = [5]> then\n hide\n end\n end\n end\n end\n end\n if <(Stage Forward) = [3]> then\n hide\n end\n if <(Stage Forward) = [5]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [21]> then\n if <(Stage Forward) = [8]> then\n go to x: (0) y: (-109)\n show\n switch costume to (costume1 v)\n if <touching (pickleman v)?> then\n repeat until <not <<(Level) = [21]> and <(Stage Forward) = [8]>>>\n if <(Level) = [21]> then\n if <(Stage Forward) = [8]> then\n show\n switch costume to (costume3 v)\n set [checkpole v] to [8]\n set [health v] to (MAX Health)\n repeat (6)\n next costume\n end\n play sound [Magic Spell v] until done\n wait until <not <(Stage Forward) = [8]>>\n end\n if <(Stage Forward) = [7]> then\n hide\n end\n if <(Stage Forward) = [9]> then\n hide\n end\n end\n end\n end\n end\n if <(Stage Forward) = [7]> then\n hide\n end\n if <(Stage Forward) = [9]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [22]> then\n if <(Stage Forward) = [8]> then\n go to x: (0) y: (-109)\n show\n switch costume to (costume1 v)\n if <touching (pickleman v)?> then\n repeat until <not <<(Level) = [22]> and <(Stage Forward) = [8]>>>\n if <(Level) = [22]> then\n if <(Stage Forward) = [8]> then\n show\n switch costume to (costume3 v)\n set [checkpole v] to [8]\n set [health v] to (MAX Health)\n repeat (6)\n next costume\n end\n play sound [Magic Spell v] until done\n wait until <not <(Stage Forward) = [8]>>\n end\n if <(Stage Forward) = [7]> then\n hide\n end\n if <(Stage Forward) = [9]> then\n hide\n end\n end\n end\n end\n end\n if <(Stage Forward) = [7]> then\n hide\n end\n if <(Stage Forward) = [9]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [22]> then\n if <(Stage Forward) = [4]> then\n go to x: (0) y: (-109)\n show\n switch costume to (costume1 v)\n if <touching (pickleman v)?> then\n repeat until <not <<(Level) = [22]> and <(Stage Forward) = [4]>>>\n if <(Level) = [22]> then\n if <(Stage Forward) = [4]> then\n show\n switch costume to (costume3 v)\n set [checkpole v] to [4]\n set [health v] to (MAX Health)\n repeat (6)\n next costume\n end\n play sound [Magic Spell v] until done\n wait until <not <(Stage Forward) = [4]>>\n end\n if <(Stage Forward) = [3]> then\n hide\n end\n if <(Stage Forward) = [5]> then\n hide\n end\n end\n end\n end\n end\n if <(Stage Forward) = [3]> then\n hide\n end\n if <(Stage Forward) = [5]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [23]> then\n if <(Stage Forward) = [4]> then\n go to x: (0) y: (-109)\n show\n switch costume to (costume1 v)\n if <touching (pickleman v)?> then\n repeat until <not <<(Level) = [23]> and <(Stage Forward) = [4]>>>\n if <(Level) = [23]> then\n if <(Stage Forward) = [4]> then\n show\n switch costume to (costume3 v)\n set [checkpole v] to [4]\n set [health v] to (MAX Health)\n repeat (6)\n next costume\n end\n play sound [Magic Spell v] until done\n wait until <not <(Stage Forward) = [4]>>\n end\n if <(Stage Forward) = [3]> then\n hide\n end\n if <(Stage Forward) = [5]> then\n hide\n end\n end\n end\n end\n end\n if <(Stage Forward) = [3]> then\n hide\n end\n if <(Stage Forward) = [5]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [23]> then\n if <(Stage Forward) = [8]> then\n go to x: (0) y: (-109)\n show\n switch costume to (costume1 v)\n if <touching (pickleman v)?> then\n repeat until <not <<(Level) = [23]> and <(Stage Forward) = [8]>>>\n if <(Level) = [23]> then\n if <(Stage Forward) = [8]> then\n show\n switch costume to (costume3 v)\n set [checkpole v] to [8]\n set [health v] to (MAX Health)\n repeat (6)\n next costume\n end\n play sound [Magic Spell v] until done\n wait until <not <(Stage Forward) = [8]>>\n end\n if <(Stage Forward) = [7]> then\n hide\n end\n if <(Stage Forward) = [9]> then\n hide\n end\n end\n end\n end\n end\n if <(Stage Forward) = [7]> then\n hide\n end\n if <(Stage Forward) = [9]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [23]> then\n if <(Stage Forward) = [11]> then\n go to x: (0) y: (-109)\n show\n switch costume to (costume1 v)\n if <touching (pickleman v)?> then\n repeat until <not <<(Level) = [23]> and <(Stage Forward) = [11]>>>\n if <(Level) = [23]> then\n if <(Stage Forward) = [11]> then\n show\n switch costume to (costume3 v)\n set [checkpole v] to [11]\n set [health v] to (MAX Health)\n repeat (6)\n next costume\n end\n play sound [Magic Spell v] until done\n wait until <not <(Stage Forward) = [11]>>\n end\n if <(Stage Forward) = [10]> then\n hide\n end\n if <(Stage Forward) = [12]> then\n hide\n end\n end\n end\n end\n end\n if <(Stage Forward) = [10]> then\n hide\n end\n if <(Stage Forward) = [12]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [24]> then\n if <(Stage Forward) = [4]> then\n go to x: (0) y: (-109)\n show\n switch costume to (costume1 v)\n if <touching (pickleman v)?> then\n repeat until <not <<(Level) = [24]> and <(Stage Forward) = [4]>>>\n if <(Level) = [24]> then\n if <(Stage Forward) = [4]> then\n show\n switch costume to (costume3 v)\n set [checkpole v] to [4]\n set [health v] to (MAX Health)\n repeat (6)\n next costume\n end\n play sound [Magic Spell v] until done\n wait until <not <(Stage Forward) = [4]>>\n end\n if <(Stage Forward) = [3]> then\n hide\n end\n if <(Stage Forward) = [5]> then\n hide\n end\n end\n end\n end\n end\n if <(Stage Forward) = [3]> then\n hide\n end\n if <(Stage Forward) = [5]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [24]> then\n if <(Stage Forward) = [8]> then\n go to x: (0) y: (-109)\n show\n switch costume to (costume1 v)\n if <touching (pickleman v)?> then\n repeat until <not <<(Level) = [24]> and <(Stage Forward) = [8]>>>\n if <(Level) = [24]> then\n if <(Stage Forward) = [8]> then\n show\n switch costume to (costume3 v)\n set [checkpole v] to [8]\n set [health v] to (MAX Health)\n repeat (6)\n next costume\n end\n play sound [Magic Spell v] until done\n wait until <not <(Stage Forward) = [8]>>\n end\n if <(Stage Forward) = [7]> then\n hide\n end\n if <(Stage Forward) = [9]> then\n hide\n end\n end\n end\n end\n end\n if <(Stage Forward) = [7]> then\n hide\n end\n if <(Stage Forward) = [9]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [25]> then\n if <(Stage Forward) = [11]> then\n go to x: (0) y: (-109)\n show\n switch costume to (costume1 v)\n if <touching (pickleman v)?> then\n repeat until <not <<(Level) = [25]> and <(Stage Forward) = [11]>>>\n if <(Level) = [25]> then\n if <(Stage Forward) = [11]> then\n show\n switch costume to (costume3 v)\n set [checkpole v] to [11]\n set [health v] to (MAX Health)\n repeat (6)\n next costume\n end\n play sound [Magic Spell v] until done\n wait until <not <(Stage Forward) = [11]>>\n end\n if <(Stage Forward) = [10]> then\n hide\n end\n if <(Stage Forward) = [12]> then\n hide\n end\n end\n end\n end\n end\n if <(Stage Forward) = [10]> then\n hide\n end\n if <(Stage Forward) = [12]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [25]> then\n if <(Stage Forward) = [8]> then\n go to x: (0) y: (-109)\n show\n switch costume to (costume1 v)\n if <touching (pickleman v)?> then\n repeat until <not <<(Level) = [25]> and <(Stage Forward) = [8]>>>\n if <(Level) = [25]> then\n if <(Stage Forward) = [8]> then\n show\n switch costume to (costume3 v)\n set [checkpole v] to [8]\n set [health v] to (MAX Health)\n repeat (6)\n next costume\n end\n play sound [Magic Spell v] until done\n wait until <not <(Stage Forward) = [8]>>\n end\n if <(Stage Forward) = [7]> then\n hide\n end\n if <(Stage Forward) = [9]> then\n hide\n end\n end\n end\n end\n end\n if <(Stage Forward) = [7]> then\n hide\n end\n if <(Stage Forward) = [9]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [25]> then\n if <(Stage Forward) = [4]> then\n go to x: (0) y: (-109)\n show\n switch costume to (costume1 v)\n if <touching (pickleman v)?> then\n repeat until <not <<(Level) = [25]> and <(Stage Forward) = [4]>>>\n if <(Level) = [25]> then\n if <(Stage Forward) = [4]> then\n show\n switch costume to (costume3 v)\n set [checkpole v] to [4]\n set [health v] to (MAX Health)\n repeat (6)\n next costume\n end\n play sound [Magic Spell v] until done\n wait until <not <(Stage Forward) = [4]>>\n end\n if <(Stage Forward) = [3]> then\n hide\n end\n if <(Stage Forward) = [5]> then\n hide\n end\n end\n end\n end\n end\n if <(Stage Forward) = [3]> then\n hide\n end\n if <(Stage Forward) = [5]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [26]> then\n if <(Stage Forward) = [5]> then\n go to x: (0) y: (-109)\n show\n switch costume to (costume1 v)\n if <touching (pickleman v)?> then\n repeat until <not <<(Level) = [26]> and <(Stage Forward) = [5]>>>\n if <(Level) = [26]> then\n if <(Stage Forward) = [5]> then\n show\n switch costume to (costume3 v)\n set [checkpole v] to [5]\n set [health v] to (MAX Health)\n repeat (6)\n next costume\n end\n play sound [Magic Spell v] until done\n wait until <not <(Stage Forward) = [5]>>\n end\n if <(Stage Forward) = [4]> then\n hide\n end\n if <(Stage Forward) = [6]> then\n hide\n end\n end\n end\n end\n end\n if <(Stage Forward) = [4]> then\n hide\n end\n if <(Stage Forward) = [6]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [26]> then\n if <(Stage Forward) = [9]> then\n go to x: (0) y: (-109)\n show\n switch costume to (costume1 v)\n if <touching (pickleman v)?> then\n repeat until <not <<(Level) = [26]> and <(Stage Forward) = [9]>>>\n if <(Level) = [26]> then\n if <(Stage Forward) = [9]> then\n show\n switch costume to (costume3 v)\n set [checkpole v] to [9]\n set [health v] to (MAX Health)\n repeat (6)\n next costume\n end\n play sound [Magic Spell v] until done\n wait until <not <(Stage Forward) = [9]>>\n end\n if <(Stage Forward) = [8]> then\n hide\n end\n if <(Stage Forward) = [10]> then\n hide\n end\n end\n end\n end\n end\n if <(Stage Forward) = [8]> then\n hide\n end\n if <(Stage Forward) = [10]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [26]> then\n if <(Stage Forward) = [13]> then\n go to x: (0) y: (-109)\n show\n switch costume to (costume1 v)\n if <touching (pickleman v)?> then\n repeat until <not <<(Level) = [26]> and <(Stage Forward) = [13]>>>\n if <(Level) = [26]> then\n if <(Stage Forward) = [13]> then\n show\n switch costume to (costume3 v)\n set [checkpole v] to [13]\n set [health v] to (MAX Health)\n repeat (6)\n next costume\n end\n play sound [Magic Spell v] until done\n wait until <not <(Stage Forward) = [13]>>\n end\n if <(Stage Forward) = [12]> then\n hide\n end\n if <(Stage Forward) = [14]> then\n hide\n end\n end\n end\n end\n end\n if <(Stage Forward) = [12]> then\n hide\n end\n if <(Stage Forward) = [14]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [26]> then\n if <(Stage Forward) = [17]> then\n go to x: (0) y: (-109)\n show\n switch costume to (costume1 v)\n if <touching (pickleman v)?> then\n repeat until <not <<(Level) = [26]> and <(Stage Forward) = [17]>>>\n if <(Level) = [26]> then\n if <(Stage Forward) = [17]> then\n show\n switch costume to (costume3 v)\n set [checkpole v] to [17]\n set [health v] to (MAX Health)\n repeat (6)\n next costume\n end\n play sound [Magic Spell v] until done\n wait until <not <(Stage Forward) = [17]>>\n end\n if <(Stage Forward) = [16]> then\n hide\n end\n if <(Stage Forward) = [18]> then\n hide\n end\n end\n end\n end\n end\n if <(Stage Forward) = [16]> then\n hide\n end\n if <(Stage Forward) = [18]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Cheat Codes) = [1]> then\n set [color v] effect to (pick random (1) to (200))\n \n else\n set [color v] effect to (0)\n end\nend\n\n@FryGuy\n\nwhen flag clicked\nhide\nset rotation style [left-right v]\nforever\n point in direction (90)\n repeat until <<not <touching (sprite5 v)?>> or <touching (_edge_ v)?>>\n change x by (-4)\n end\n change x by (8)\n point in direction (-90)\n repeat until <<not <touching (sprite5 v)?>> or <touching (_edge_ v)?>>\n change x by (4)\n end\n change x by (-8)\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [1]> and <(Stage Forward) = [6]>> then\n show\n go to x: (36) y: (-103)\n wait until <not <<(Level) = [1]> and <(Stage Forward) = [6]>>>\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <touching (sourd v)?> then\n if <(Downward) = [1]> then\n set [bounce v] to [1]\n end\n hide\n play sound [Rip v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [1]> and <(Stage Forward) = [7]>> then\n show\n go to x: (36) y: (-72)\n wait until <not <<(Level) = [1]> and <(Stage Forward) = [7]>>>\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <touching (pickleman v)?> then\n set [got hit? v] to [1]\n end\nend\n\nwhen flag clicked\nforever\n if <(Game Over) = [1]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [1]> and <(Stage Forward) = [10]>> then\n show\n go to x: (75) y: (-53)\n wait until <not <<(Level) = [1]> and <(Stage Forward) = [10]>>>\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <<touching (picklebomb v)?> and <(BombBoom) = [1]>> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n next costume\n wait (0.1) seconds\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [4]> and <(Stage Forward) = [2]>> then\n show\n go to x: (75) y: (-53)\n wait until <not <<(Level) = [4]> and <(Stage Forward) = [2]>>>\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [4]> and <(Stage Forward) = [4]>> then\n show\n go to x: (0) y: (-103)\n wait until <not <<(Level) = [4]> and <(Stage Forward) = [4]>>>\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [5]> and <(Stage Forward) = [6]>> then\n show\n go to x: (75) y: (13)\n wait until <not <<(Level) = [5]> and <(Stage Forward) = [6]>>>\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(Cheat Codes) = [1]> then\n set [color v] effect to (pick random (1) to (200))\n \n else\n set [color v] effect to (0)\n end\nend\n\n@LongFry\n\nwhen flag clicked\nhide\nset rotation style [left-right v]\nforever\n\nwhen flag clicked\nforever\n if <<(Level) = [1]> and <(Stage Forward) = [3]>> then\n show\n go to x: (0) y: (92)\n wait until <not <<(Level) = [1]> and <(Stage Forward) = [3]>>>\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <touching (sourd v)?> then\n change y by (-10)\n end\n if <<touching (picklebomb v)?> and <(BombBoom) = [1]>> then\n change y by (-25)\n end\n change y by (2)\n if <[92] < (y position)> then\n set y to (92)\n end\nend\n\nwhen flag clicked\nforever\n if <(Game Over) = [1]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [1]> and <(Stage Forward) = [9]>> then\n show\n go to x: (100) y: (92)\n wait until <not <<(Level) = [1]> and <(Stage Forward) = [9]>>>\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <touching (sourd v)?> then\n if <not <<(X Move) = [3]> and <(BombBoom) = [0]>>> then\n play sound [Rip v] until done\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [4]> and <(Stage Forward) = [3]>> then\n show\n go to x: (150) y: (92)\n wait until <not <<(Level) = [4]> and <(Stage Forward) = [3]>>>\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [4]> and <(Stage Forward) = [7]>> then\n show\n go to x: (150) y: (92)\n wait until <not <<(Level) = [4]> and <(Stage Forward) = [7]>>>\n hide\n end\nend\n\n@Coins\n\nwhen flag clicked\nset [g v] to [000]\nhide\nforever\n if <(Level) = [1]> then\n set [coin screen v] to [1]\n set [coin x v] to [24]\n set [coin y v] to [-60]\n repeat (3)\n create clone of (_myself_ v)\n change [coin x v] by (40)\n end\n set [coin screen v] to [2]\n set [coin x v] to [100]\n set [coin y v] to [20]\n repeat (3)\n create clone of (_myself_ v)\n change [coin y v] by (40)\n end\n \n end\nend\n\nwhen I start as a clone\nset size to (200) %\ngo to x: (Coin X) y: (Coin Y)\nif <(Level) = [1]> then\n if <(Coin Screen) = [1]> then\n forever\n if <(Level) = [1]> then\n if <(Stage Forward) = [8]> then\n show\n if <touching (pickleman v)?> then\n change [g v] by (1)\n change [gg v] by (1)\n hide\n play sound [Coin v] until done\n \n end\n else\n hide\n end\n end\n end\n end\n if <(Coin Screen) = [2]> then\n go to [back v] layer\n forever\n if <(Level) = [1]> then\n if <(Stage Forward) = [9]> then\n show\n if <touching (pickleman v)?> then\n change [g v] by (1)\n change [gg v] by (1)\n hide\n play sound [Coin v] until done\n \n end\n else\n hide\n end\n end\n end\n end\nend\n\nwhen flag clicked\nhide variable [airslash v]\nforever\n if <[0] < (Level)> then\n show variable [g v]\n else\n hide variable [g v]\n end\nend\n\nwhen I start as a clone\nforever\n next costume\n wait (0.01) seconds\nend\n\nwhen flag clicked\nset [g v] to [000]\nhide\nforever\n if <(Level) = [2]> then\n set [coin screen v] to [1]\n set [coin x v] to [-80]\n set [coin y v] to [-120]\n repeat (3)\n create clone of (_myself_ v)\n change [coin y v] by (40)\n end\n set [coin screen v] to [2]\n set [coin x v] to [0]\n set [coin y v] to [-20]\n repeat (1)\n create clone of (_myself_ v)\n end\n set [coin screen v] to [3]\n set [coin x v] to [-87]\n set [coin y v] to [-120]\n repeat (3)\n create clone of (_myself_ v)\n change [coin y v] by (40)\n end\n \n end\nend\n\nwhen I start as a clone\nset size to (200) %\ngo to x: (Coin X) y: (Coin Y)\nif <(Level) = [2]> then\n if <(Coin Screen) = [1]> then\n forever\n if <(Level) = [2]> then\n if <(Stage Forward) = [2]> then\n show\n if <touching (pickleman v)?> then\n change [g v] by (1)\n change [gg v] by (1)\n hide\n play sound [Coin v] until done\n \n end\n else\n hide\n end\n end\n end\n end\n if <(Coin Screen) = [2]> then\n go to [back v] layer\n forever\n if <(Level) = [2]> then\n if <(Stage Forward) = [6]> then\n show\n if <touching (pickleman v)?> then\n change [gg v] by (1)\n change [g v] by (1)\n hide\n play sound [Coin v] until done\n \n end\n else\n hide\n end\n end\n end\n end\n if <(Coin Screen) = [3]> then\n go to [back v] layer\n forever\n if <(Level) = [2]> then\n if <(Stage Forward) = [10]> then\n show\n if <touching (pickleman v)?> then\n change [gg v] by (1)\n change [g v] by (1)\n hide\n play sound [Coin v] until done\n \n end\n else\n hide\n end\n end\n end\n end\nend\n\nwhen flag clicked\nset [g v] to [000]\nhide\nforever\n if <(Level) = [3]> then\n set [coin screen v] to [1]\n set [coin x v] to [-120]\n set [coin y v] to [-40]\n repeat (6)\n create clone of (_myself_ v)\n change [coin x v] by (40)\n end\n set [coin x v] to [-120]\n set [coin y v] to [0]\n repeat (6)\n create clone of (_myself_ v)\n change [coin x v] by (40)\n end\n \n end\nend\n\nwhen I start as a clone\nset size to (200) %\ngo to x: (Coin X) y: (Coin Y)\nif <(Level) = [3]> then\n if <(Coin Screen) = [1]> then\n forever\n if <(Level) = [3]> then\n if <(Stage Forward) = [11]> then\n show\n if <touching (pickleman v)?> then\n change [g v] by (1)\n change [gg v] by (1)\n hide\n play sound [Coin v] until done\n \n end\n else\n hide\n end\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(length of (G)) = [1]> then\n set [g v] to (join [0] (G))\n end\nend\n\nwhen flag clicked\nforever\n if <(length of (G)) = [2]> then\n set [g v] to (join [0] (G))\n end\nend\n\nwhen flag clicked\nforever\n if <(X-Moves Unlocked?) = [0]> then\n set [x-moves unlocked? v] to [000]\n end\nend\n\nwhen flag clicked\nforever\n if <(Z Move-Unlocked) = [0]> then\n set [z move-unlocked v] to [000]\n end\nend\n\nwhen flag clicked\nforever\n if <(X-Moves Unlocked?) = [1]> then\n set [x-moves unlocked? v] to [001]\n end\nend\n\nwhen flag clicked\nforever\n if <(X-Moves Unlocked?) = [10]> then\n set [x-moves unlocked? v] to [010]\n end\nend\n\nwhen flag clicked\nforever\n if <(X-Moves Unlocked?) = [11]> then\n set [x-moves unlocked? v] to [011]\n end\nend\n\nwhen flag clicked\nforever\n if <(Z Move-Unlocked) = [1]> then\n set [z move-unlocked v] to [001]\n end\nend\n\nwhen flag clicked\nforever\n if <(Z Move-Unlocked) = [10]> then\n set [z move-unlocked v] to [010]\n end\nend\n\nwhen flag clicked\nforever\n if <(Z Move-Unlocked) = [11]> then\n set [z move-unlocked v] to [011]\n end\nend\n\nwhen I start as a clone\nset size to (200) %\ngo to x: (Coin X) y: (Coin Y)\nif <(Level) = [4]> then\n if <(Coin Screen) = [1]> then\n forever\n if <(Level) = [4]> then\n if <(Stage Forward) = [3]> then\n show\n if <touching (pickleman v)?> then\n change [g v] by (1)\n change [gg v] by (1)\n hide\n play sound [Coin v] until done\n \n end\n else\n hide\n end\n end\n end\n end\n if <(Coin Screen) = [2]> then\n forever\n if <(Level) = [4]> then\n if <(Stage Forward) = [7]> then\n show\n if <touching (pickleman v)?> then\n change [g v] by (1)\n change [gg v] by (1)\n hide\n play sound [Coin v] until done\n \n end\n else\n hide\n end\n end\n end\n end\n if <(Coin Screen) = [3]> then\n forever\n if <(Level) = [4]> then\n if <(Stage Forward) = [10]> then\n show\n if <touching (pickleman v)?> then\n change [gg v] by (1)\n change [g v] by (1)\n hide\n play sound [Coin v] until done\n \n end\n else\n hide\n end\n end\n end\n end\nend\n\nwhen flag clicked\nset [g v] to [000]\nhide\nforever\n if <(Level) = [4]> then\n set [coin screen v] to [1]\n set [coin x v] to [-160]\n set [coin y v] to [100]\n repeat (3)\n create clone of (_myself_ v)\n change [coin x v] by (40)\n end\n set [coin screen v] to [2]\n set [coin x v] to [-215]\n set [coin y v] to [150]\n repeat (2)\n create clone of (_myself_ v)\n change [coin x v] by (40)\n end\n set [coin x v] to [-215]\n set [coin y v] to [110]\n repeat (2)\n create clone of (_myself_ v)\n change [coin x v] by (40)\n end\n set [coin screen v] to [3]\n set [coin x v] to [-25]\n set [coin y v] to [-20]\n repeat (5)\n create clone of (_myself_ v)\n change [coin x v] by (40)\n end\n \n end\nend\n\nwhen flag clicked\nset [g v] to [000]\nhide\nforever\n if <(Level) = [5]> then\n set [coin screen v] to [1]\n set [coin x v] to [-15]\n set [coin y v] to [10]\n repeat (3)\n create clone of (_myself_ v)\n change [coin x v] by (30)\n end\n set [coin screen v] to [2]\n set [coin x v] to [-15]\n set [coin y v] to [10]\n repeat (3)\n create clone of (_myself_ v)\n change [coin x v] by (30)\n end\n \n end\nend\n\nwhen I start as a clone\nset size to (200) %\ngo to x: (Coin X) y: (Coin Y)\nif <(Level) = [5]> then\n if <(Coin Screen) = [1]> then\n forever\n if <(Level) = [5]> then\n if <(Stage Forward) = [5]> then\n show\n if <touching (pickleman v)?> then\n change [g v] by (1)\n change [gg v] by (1)\n hide\n play sound [Coin v] until done\n \n end\n else\n hide\n end\n end\n end\n end\n if <(Coin Screen) = [2]> then\n forever\n if <(Level) = [5]> then\n if <(Stage Forward) = [9]> then\n show\n if <touching (pickleman v)?> then\n change [g v] by (1)\n change [gg v] by (1)\n hide\n play sound [Coin v] until done\n \n end\n else\n hide\n end\n end\n end\n end\nend\n\nwhen flag clicked\nset [g v] to [000]\nhide\nforever\n if <(Level) = [6]> then\n set [coin screen v] to [1]\n set [coin x v] to [-250]\n set [coin y v] to [-40]\n repeat (7)\n create clone of (_myself_ v)\n change [coin x v] by (50)\n end\n \n end\nend\n\nwhen I start as a clone\nset size to (200) %\ngo to x: (Coin X) y: (Coin Y)\nif <(Level) = [6]> then\n if <(Coin Screen) = [1]> then\n forever\n if <(Level) = [6]> then\n if <(Stage Forward) = [3]> then\n show\n if <touching (pickleman v)?> then\n change [g v] by (1)\n change [gg v] by (1)\n hide\n play sound [Coin v] until done\n \n end\n else\n hide\n end\n end\n end\n end\nend\n\nwhen flag clicked\nset [g v] to [000]\nhide\nforever\n if <(Level) = [21]> then\n set [coin screen v] to [1]\n set [coin x v] to [-25]\n set [coin y v] to [-40]\n repeat (3)\n create clone of (_myself_ v)\n change [coin y v] by (30)\n end\n set [coin x v] to [115]\n set [coin y v] to [-100]\n repeat (3)\n create clone of (_myself_ v)\n change [coin y v] by (30)\n end\n set [coin screen v] to [2]\n set [coin x v] to [75]\n set [coin y v] to [-20]\n repeat (3)\n create clone of (_myself_ v)\n change [coin y v] by (30)\n end\n \n end\nend\n\nwhen I start as a clone\nset size to (200) %\ngo to x: (Coin X) y: (Coin Y)\nif <(Level) = [21]> then\n if <(Coin Screen) = [2]> then\n forever\n if <(Level) = [21]> then\n if <(Stage Forward) = [10]> then\n show\n if <touching (pickleman v)?> then\n change [g v] by (1)\n change [gg v] by (1)\n hide\n play sound [Coin v] until done\n \n end\n else\n hide\n end\n end\n end\n end\n if <(Coin Screen) = [1]> then\n forever\n if <(Level) = [21]> then\n if <(Stage Forward) = [7]> then\n show\n if <touching (pickleman v)?> then\n change [g v] by (1)\n change [gg v] by (1)\n hide\n play sound [Coin v] until done\n \n end\n else\n hide\n end\n end\n end\n end\nend\n\nwhen flag clicked\nset [g v] to [000]\nhide\nforever\n if <(Level) = [22]> then\n set [coin screen v] to [1]\n set [coin x v] to [-70]\n set [coin y v] to [-25]\n repeat (5)\n create clone of (_myself_ v)\n change [coin x v] by (30)\n end\n \n end\nend\n\nwhen I start as a clone\nset size to (200) %\ngo to x: (Coin X) y: (Coin Y)\nif <(Level) = [22]> then\n if <(Coin Screen) = [1]> then\n forever\n if <(Level) = [22]> then\n if <(Stage Forward) = [6]> then\n show\n if <touching (pickleman v)?> then\n change [g v] by (1)\n change [gg v] by (1)\n hide\n play sound [Coin v] until done\n \n end\n else\n hide\n end\n end\n end\n end\nend\n\nwhen flag clicked\nset [g v] to [000]\nhide\nforever\n if <(Level) = [23]> then\n set [coin screen v] to [1]\n set [coin x v] to [-30]\n set [coin y v] to [60]\n repeat (3)\n create clone of (_myself_ v)\n change [coin x v] by (30)\n end\n set [coin screen v] to [2]\n set [coin x v] to [0]\n set [coin y v] to [-60]\n repeat (3)\n create clone of (_myself_ v)\n change [coin y v] by (30)\n end\n \n end\nend\n\nwhen I start as a clone\nset size to (200) %\ngo to x: (Coin X) y: (Coin Y)\nif <(Level) = [23]> then\n if <(Coin Screen) = [2]> then\n forever\n if <(Level) = [23]> then\n if <(Stage Forward) = [10]> then\n show\n if <touching (pickleman v)?> then\n change [g v] by (1)\n change [gg v] by (1)\n hide\n play sound [Coin v] until done\n \n end\n else\n hide\n end\n end\n end\n end\n if <(Coin Screen) = [1]> then\n forever\n if <(Level) = [23]> then\n if <(Stage Forward) = [7]> then\n show\n if <touching (pickleman v)?> then\n change [g v] by (1)\n change [gg v] by (1)\n hide\n play sound [Coin v] until done\n \n end\n else\n hide\n end\n end\n end\n end\nend\n\nwhen flag clicked\nset [g v] to [000]\nhide\nforever\n if <(Level) = [24]> then\n set [coin screen v] to [1]\n set [coin x v] to [-70]\n set [coin y v] to [-25]\n repeat (5)\n create clone of (_myself_ v)\n change [coin x v] by (30)\n end\n \n end\nend\n\nwhen I start as a clone\nset size to (200) %\ngo to x: (Coin X) y: (Coin Y)\nif <(Level) = [24]> then\n if <(Coin Screen) = [1]> then\n forever\n if <(Level) = [24]> then\n if <(Stage Forward) = [6]> then\n show\n if <touching (pickleman v)?> then\n change [g v] by (1)\n change [gg v] by (1)\n hide\n play sound [Coin v] until done\n \n end\n else\n hide\n end\n end\n end\n end\nend\n\nwhen I start as a clone\nset size to (200) %\ngo to x: (Coin X) y: (Coin Y)\nif <(Level) = [25]> then\n if <(Coin Screen) = [1]> then\n forever\n if <(Level) = [25]> then\n if <(Stage Forward) = [5]> then\n show\n if <touching (pickleman v)?> then\n change [g v] by (1)\n change [gg v] by (1)\n hide\n play sound [Coin v] until done\n \n end\n else\n hide\n end\n end\n end\n end\nend\n\nwhen flag clicked\nset [g v] to [000]\nhide\nforever\n if <(Level) = [25]> then\n set [coin screen v] to [1]\n set [coin x v] to [-90]\n set [coin y v] to [30]\n repeat (5)\n create clone of (_myself_ v)\n change [coin x v] by (30)\n end\n \n end\nend\n\nwhen flag clicked\nforever\n if <(Cheat Codes) = [1]> then\n set [color v] effect to (pick random (1) to (200))\n \n else\n set [color v] effect to (0)\n end\nend\n\n@Big Fry\n\nwhen flag clicked\nset [wall v] to [0]\nhide\nset [stop v] to [0]\nforever\n if <(Level) = [1]> then\n if <(Stage Forward) = [12]> then\n create clone of (_myself_ v)\n wait until <not <(Stage Forward) = [12]>>\n end\n end\nend\n\nwhen I start as a clone\ngo to x: (150) y: (-100)\nset [wall v] to [1]\npoint in direction (-90)\nshow\nset [stop v] to [1]\nwait until <(Fight) = [1]>\nset [stop v] to [0]\nforever\n glide (3) secs to x: (-250) y: (y position)\n point in direction (90)\n glide (3) secs to x: (250) y: (y position)\n point in direction (-90)\nend\n\nwhen I start as a clone\nforever\n switch costume to (big fry v)\n if <touching (sourd v)?> then\n change [badguyhealth v] by (-1)\n if <(Downward) = [1]> then\n set [bounce v] to [1]\n end\n switch costume to (hurt v)\n wait (0.3) seconds\n end\nend\n\nwhen I start as a clone\nforever\n if <touching (pickleman v)?> then\n if <(AirSlash) = [0]> then\n set [got hit? v] to [1]\n end\n end\nend\n\nwhen I start as a clone\nwait until <not <(Stage Forward) = [12]>>\nset [fight v] to [0]\ndelete this clone\n\nwhen flag clicked\nset [wall v] to [0]\nhide\nset [stop v] to [0]\nforever\n if <(Level) = [1]> then\n if <(Stage Forward) = [11]> then\n set [badguyhealth v] to [10]\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <(BadGuyHealth) = [0]> then\n stop [other scripts in sprite v]\n broadcast (1-1 Big Fry Glitch Fix v)\n set [fight v] to [0]\n switch costume to (hurt v)\n play sound [ShortRip2 v] until done\n glide (1) secs to x: (150) y: (-100)\n point towards (pickleman v)\n set [stop v] to [1]\n set [fight v] to [2]\n wait until <(Fight) = [3]>\n set [stop v] to [0]\n set [wall v] to [0]\n hide\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [1]> then\n if <(Fight) = [3]> then\n stop [other scripts in sprite v]\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <touching (sourd v)?> then\n play sound [ShortRip v] until done\n end\nend\n\nwhen I start as a clone\nwait until <(Level) = [0]>\ndelete this clone\n\nwhen I start as a clone\nforever\n\nif <<touching (picklebomb v)?> and <(BombBoom) = [1]>> then\n change [badguyhealth v] by (-2)\n switch costume to (hurt v)\n wait (0.3) seconds\nend\n\nwhen I start as a clone\nforever\n change y by (-2)\n wait (0.1) seconds\n change y by (2)\n wait (0.1) seconds\nend\n\nwhen flag clicked\nforever\n if <(Cheat Codes) = [1]> then\n set [color v] effect to (pick random (1) to (200))\n \n else\n set [color v] effect to (0)\n end\nend\n\n@BadGuy Health\n\nwhen flag clicked\nhide\nset [badguyhealth v] to [10]\nforever\n if <[0] < (Level)> then\n show\n if <(BadGuyHealth) = [10]> then\n switch costume to (10 v)\n end\n if <(BadGuyHealth) = [9]> then\n switch costume to (9 v)\n end\n if <(BadGuyHealth) = [8]> then\n switch costume to (8 v)\n end\n if <(BadGuyHealth) = [7]> then\n switch costume to (7 v)\n end\n if <(BadGuyHealth) = [6]> then\n switch costume to (6 v)\n end\n if <(BadGuyHealth) = [5]> then\n switch costume to (5 v)\n end\n if <(BadGuyHealth) = [4]> then\n switch costume to (4 v)\n end\n if <(BadGuyHealth) = [3]> then\n switch costume to (3 v)\n end\n if <(BadGuyHealth) = [2]> then\n switch costume to (2 v)\n end\n if <(BadGuyHealth) = [1]> then\n switch costume to (1 v)\n end\n if <(BadGuyHealth) = [0]> then\n switch costume to (0 v)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [1]> and <(Stage Forward) = [13]>> then\n set [badguyhealth v] to [10]\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [0]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(Cheat Codes) = [1]> then\n set [color v] effect to (pick random (1) to (200))\n \n else\n set [color v] effect to (0)\n end\nend\n\n@JA Level 1 Prop\n\nwhen flag clicked\ngo to x: (200) y: (-50)\nhide\n\nwhen I receive [ja level 1-1 v]\nshow\nwait until <(Fight) = [3]>\nglide (1) secs to x: (200) y: (190)\nhide\n\nwhen flag clicked\nforever\n if <(Cheat Codes) = [1]> then\n set [color v] effect to (pick random (1) to (200))\n \n else\n set [color v] effect to (0)\n end\nend\n\n@Big Fry2\n\nwhen flag clicked\nset [wall v] to [0]\nhide\nset [stop v] to [0]\nforever\n if <(Level) = [1]> then\n if <(Stage Forward) = [14]> then\n create clone of (_myself_ v)\n wait until <not <(Stage Forward) = [14]>>\n end\n end\nend\n\nwhen I start as a clone\ngo to x: (169) y: (-115)\nset [wall v] to [1]\npoint in direction (-90)\nshow\nwait until <(Fight) = [5]>\nset [stop v] to [0]\nforever\n repeat (50)\n change x by (-10)\n end\n point in direction (90)\n repeat (50)\n change x by (10)\n end\n point in direction (-90)\nend\n\nwhen I start as a clone\nswitch costume to (big fry v)\ngo to x: (169) y: (-115)\nset [wall v] to [1]\npoint in direction (-90)\nshow\nset [stop v] to [1]\nwait until <(Fight) = [5]>\nforever\n wait (3) seconds\n play sound [Teleport2 v] until done\n switch costume to (big fry upsidedown v)\n repeat (18)\n change y by (10)\n end\n wait (3) seconds\n play sound [Teleport2 v] until done\n switch costume to (big fry v)\n repeat (18)\n change y by (-10)\n end\nend\n\nwhen I start as a clone\nforever\n if <touching (sourd v)?> then\n change [badguyhealth v] by (-1)\n if <(Downward) = [1]> then\n set [bounce v] to [1]\n end\n wait (0.3) seconds\n end\nend\n\nwhen I start as a clone\nforever\n if <touching (pickleman v)?> then\n if <(AirSlash) = [0]> then\n set [got hit? v] to [1]\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <(BadGuyHealth) = [0]> then\n stop [other scripts in sprite v]\n switch costume to (hurt v)\n play sound [ShortRip2 v] until done\n glide (1) secs to x: (0) y: (-120)\n point towards (pickleman v)\n wait until <(Fight) = [6]>\n set [level complete v] to [1]\n hide\n stop [this script v]\n end\nend\n\nwhen I start as a clone\nwait until <(Stage Forward) = [13]>\ndelete this clone\n\nwhen I start as a clone\nforever\n if <touching (sourd v)?> then\n play sound [ShortRip v] until done\n end\nend\n\nwhen I start as a clone\nwait until <(Level) = [0]>\ndelete this clone\n\nwhen I start as a clone\nforever\n change y by (-2)\n wait (0.1) seconds\n change y by (2)\n wait (0.1) seconds\nend\n\nif <<touching (picklebomb v)?> and <(BombBoom) = [1]>> then\n change [badguyhealth v] by (-2)\n wait (0.3) seconds\nend\n\nwhen flag clicked\nforever\n if <(Cheat Codes) = [1]> then\n set [color v] effect to (pick random (1) to (200))\n \n else\n set [color v] effect to (0)\n end\nend\n\n@Game Over Screen\n\nwhen flag clicked\nset [game over v] to [0]\nhide\nforever\n if <(Game Over) = [1]> then\n if <[0] < (Level)> then\n set [stop v] to [1]\n go to [front v] layer\n show\n play sound [Lose v] until done\n hide\n set [stop v] to [0]\n set [scb heal v] to [0]\n set [game over v] to [0]\n if <(Challenges) = [2]> then\n stop [all v]\n end\n if <(Challenges) = [4]> then\n stop [all v]\n end\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nset [game over v] to [0]\nhide\nforever\n if <(Stage Forward) = [1]> then\n set [game over v] to [0]\n end\nend\n\n@Music\n\nwhen flag clicked\nforever\n if <<(Level) = [1]> or <(Level) = [5]>> then\n if <not <(Level Complete) = [1]>> then\n if <not <<(Stage Forward) = [12]> or <(Stage Forward) = [14]>>> then\n stop all sounds\n play sound [Level 1 and 5 v] until done\n end\n end\n end\nend\n\nplay sound [Placeholder1 v] until done\n\nwhen flag clicked\nforever\n if <(Level Complete) = [1]> then\n if <not <(Level) = [0]>> then\n stop all sounds\n play sound [Xylo2 v] until done\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [2]> or <(Level) = [3]>> then\n if <not <(Level Complete) = [1]>> then\n stop all sounds\n play sound [Level 2 and 3 v] until done\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [7]> then\n if <not <(Level Complete) = [1]>> then\n if <not <(Stage Forward) = [20]>> then\n stop all sounds\n play sound [Level7 v] until done\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [4]> then\n if <not <(Level Complete) = [1]>> then\n if <not <(Stage Forward) = [12]>> then\n play sound [Level4 v] until done\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [1]> or <(Level) = [4]>> then\n if <<(Stage Forward) = [12]> or <(Stage Forward) = [14]>> then\n if <(Level Complete) = [0]> then\n stop all sounds\n play sound [Boss Music v] until done\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [7]> then\n if <(Stage Forward) = [20]> then\n if <(Level Complete) = [0]> then\n stop all sounds\n play sound [music2 v] until done\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [10]> then\n if <(Level Complete) = [0]> then\n stop all sounds\n play sound [Boss Music v] until done\n end\n end\nend\n\nwhen flag clicked\nforever\n\nwhen flag clicked\nforever\n if <(Level) = [100]> then\n stop all sounds\n play sound [223-freeze-.mp3 v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [0]> then\n stop all sounds\n end\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [22]> or <(Level) = [24]>> then\n if <not <(Level Complete) = [1]>> then\n stop all sounds\n play sound [Level2-2/2-4 v] until done\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [21]> then\n if <not <(Level Complete) = [1]>> then\n stop all sounds\n play sound [Level2-1 v] until done\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [23]> then\n if <not <(Level Complete) = [1]>> then\n stop all sounds\n play sound [Level2-3 v] until done\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [25]> then\n if <not <(Level Complete) = [1]>> then\n stop all sounds\n play sound [Level2-5 v] until done\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [26]> then\n if <(Stage Forward) = [18]> then\n if <(Level Complete) = [0]> then\n stop all sounds\n play sound [SNFF v] until done\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [26]> then\n if <not <(Stage Forward) = [18]>> then\n if <(Level Complete) = [0]> then\n stop all sounds\n play sound [Level2-6 v] until done\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [20]> then\n if <(Level Complete) = [0]> then\n stop all sounds\n play sound [Boss Music v] until done\n end\n end\nend\n\n@Trampoline\n\nwhen flag clicked\nswitch costume to (costume2 v)\nhide\nforever\n if <(Level) = [2]> then\n if <(Stage Forward) = [1]> then\n show\n go to x: (82) y: (-90)\n if <(Level) = [0]> then\n hide\n end\n end\n if <(Stage Forward) = [2]> then\n show\n go to x: (-80) y: (-152)\n end\n if <(Stage Forward) = [3]> then\n hide\n end\n if <(Stage Forward) = [6]> then\n hide\n end\n if <(Stage Forward) = [7]> then\n show\n go to x: (-80) y: (-90)\n end\n if <(Stage Forward) = [8]> then\n hide\n end\n if <(Stage Forward) = [9]> then\n show\n go to x: (-120) y: (-152)\n end\n if <(Stage Forward) = [10]> then\n hide\n end\n end\nend\n\nwhen I receive [trampoline bounce v]\nswitch costume to (costume1 v)\nwait (.41) seconds\nswitch costume to (costume2 v)\n\nwhen I receive [trampoline bounce v]\nplay sound [Big Boing v] until done\n\nwhen flag clicked\nforever\n if <(Bounce) = [4]> then\n play sound [Jump v] until done\n wait (1.27) seconds\n end\nend\n\nwhen flag clicked\nswitch costume to (costume2 v)\nhide\nforever\n if <(Game Over) = [1]> then\n hide\n end\nend\n\nwhen flag clicked\nswitch costume to (costume2 v)\nhide\nforever\n if <(Level) = [0]> then\n hide\n end\nend\n\nwhen flag clicked\nswitch costume to (costume2 v)\nhide\nforever\n if <(Level) = [24]> then\n if <(Stage Forward) = [9]> then\n show\n go to x: (0) y: (-152)\n else\n if <(Stage Forward) = [10]> then\n show\n go to x: (0) y: (-152)\n else\n if <(Stage Forward) = [11]> then\n show\n go to x: (0) y: (-152)\n else\n hide\n end\n end\n end\n end\nend\n\n@Trumpoline\n\nwhen flag clicked\nswitch costume to (costume2 v)\nhide\nforever\n if <(Level) = [2]> then\n if <(Stage Forward) = [2]> then\n hide\n end\n if <(Stage Forward) = [3]> then\n show\n go to x: (-65) y: (-152)\n end\n if <(Stage Forward) = [4]> then\n hide\n end\n if <(Stage Forward) = [5]> then\n show\n go to x: (-80) y: (-90)\n end\n if <(Stage Forward) = [6]> then\n show\n go to x: (0) y: (-90)\n end\n if <(Stage Forward) = [7]> then\n hide\n end\n if <(Stage Forward) = [8]> then\n hide\n end\n if <(Stage Forward) = [9]> then\n show\n go to x: (5) y: (0)\n end\n if <(Stage Forward) = [10]> then\n show\n go to x: (-87) y: (-152)\n end\n if <(Stage Forward) = [11]> then\n show\n go to x: (-87) y: (-152)\n end\n if <(Stage Forward) = [12]> then\n show\n go to x: (160) y: (-90)\n end\n end\nend\n\nwhen I receive [trampoline bounce v]\nswitch costume to (costume1 v)\nwait (.41) seconds\nswitch costume to (costume2 v)\n\nwhen I receive [trampoline bounce v]\nplay sound [Big Boing v] until done\n\nwhen flag clicked\nswitch costume to (costume2 v)\nhide\nforever\n if <(Level) = [0]> then\n hide\n end\nend\n\nwhen flag clicked\nswitch costume to (costume2 v)\nhide\nforever\n if <(Game Over) = [1]> then\n hide\n end\nend\n\n@Spikes\n\nwhen flag clicked\nforever\n if <(Game Over) = [1]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [2]> then\n if <(Stage Forward) = [6]> then\n switch costume to (10 v)\n go to x: (-112) y: (-96)\n show\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [2]> then\n if <(Stage Forward) = [5]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <touching (pickleman v)?> then\n if <<(ZZZ-Immunity) = [1]> or <(ZZZ-Immunity) = [3]>> then\n change [got hit? v] by (1)\n else\n set [game over v] to [1]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [2]> then\n if <(Stage Forward) = [7]> then\n switch costume to (2 v)\n go to x: (0) y: (41)\n show\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [2]> then\n if <(Stage Forward) = [8]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [3]> then\n if <(Stage Forward) = [5]> then\n switch costume to (9 v)\n go to x: (-176) y: (-96)\n show\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [3]> then\n if <(Stage Forward) = [4]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [3]> then\n if <(Stage Forward) = [6]> then\n switch costume to (4 v)\n go to x: (85) y: (22)\n show\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [3]> then\n if <(Stage Forward) = [7]> then\n switch costume to (10 v)\n go to x: (-110) y: (-94)\n show\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [3]> then\n if <(Stage Forward) = [8]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [3]> then\n if <(Stage Forward) = [8]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [3]> then\n if <(Stage Forward) = [9]> then\n switch costume to (2 v)\n go to x: (-2) y: (-60)\n show\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [3]> then\n if <(Stage Forward) = [10]> then\n switch costume to (4 v)\n go to x: (137) y: (-12)\n show\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [3]> then\n if <(Stage Forward) = [11]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [5]> then\n if <(Stage Forward) = [6]> then\n switch costume to (2 v)\n go to x: (-140) y: (-94)\n show\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [5]> then\n if <(Stage Forward) = [5]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [5]> then\n if <(Stage Forward) = [7]> then\n hide\n end\n end\nend\n\n@AmourFryGuy\n\nwhen flag clicked\nhide\nset rotation style [left-right v]\nforever\n if <not <<<(Level) = [3]> and <(Stage Forward) = [6]>> or <<<(Level) = [3]> and <(Stage Forward) = [10]>> or <<(Level) = [4]> and <(Stage Forward) = [8]>>>>> then\n point in direction (90)\n repeat until <<touching (sprite5 v)?> or <touching (_edge_ v)?>>\n change x by (-4)\n end\n change x by (8)\n point in direction (-90)\n repeat until <<touching (sprite5 v)?> or <touching (_edge_ v)?>>\n change x by (4)\n end\n change x by (-8)\n else\n point in direction (90)\n repeat until <<not <touching (sprite5 v)?>> or <touching (_edge_ v)?>>\n change x by (-4)\n end\n change x by (8)\n point in direction (-90)\n repeat until <<not <touching (sprite5 v)?>> or <touching (_edge_ v)?>>\n change x by (4)\n end\n change x by (-8)\n end\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [3]> and <(Stage Forward) = [2]>> then\n set size to (200) %\n wait (0.01) seconds\n show\n go to x: (100) y: (-91)\n wait until <not <<(Level) = [3]> and <(Stage Forward) = [2]>>>\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <touching (sourd v)?> then\n if <(Downward) = [1]> then\n set [bounce v] to [3]\n play sound [Clang v] until done\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching (pickleman v)?> then\n set [got hit? v] to [1]\n end\nend\n\nwhen flag clicked\nforever\n if <(Game Over) = [1]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [3]> and <(Stage Forward) = [3]>> then\n set size to (200) %\n wait (0.01) seconds\n show\n go to x: (0) y: (-91)\n wait until <not <<(Level) = [3]> and <(Stage Forward) = [3]>>>\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [3]> and <(Stage Forward) = [5]>> then\n set size to (200) %\n wait (0.01) seconds\n show\n go to x: (0) y: (-45)\n wait until <not <<(Level) = [3]> and <(Stage Forward) = [5]>>>\n hide\n end\nend\n\nwhen flag clicked\nset size to (100) %\nforever\n if <<(Level) = [3]> and <(Stage Forward) = [6]>> then\n set size to (230) %\n wait (0.01) seconds\n show\n go to x: (100) y: (26)\n wait until <not <<(Level) = [3]> and <(Stage Forward) = [6]>>>\n hide\n end\nend\n\nwhen flag clicked\nset size to (100) %\nforever\n if <<(Level) = [3]> and <(Stage Forward) = [7]>> then\n set size to (200) %\n wait (0.01) seconds\n show\n go to x: (100) y: (-39)\n wait until <not <<(Level) = [3]> and <(Stage Forward) = [7]>>>\n hide\n end\nend\n\nwhen flag clicked\nset size to (100) %\nforever\n if <<(Level) = [3]> and <(Stage Forward) = [9]>> then\n set size to (200) %\n wait (0.01) seconds\n show\n go to x: (-50) y: (-91)\n wait until <not <<(Level) = [3]> and <(Stage Forward) = [9]>>>\n hide\n end\nend\n\nwhen flag clicked\nset size to (100) %\nforever\n if <<(Level) = [3]> and <(Stage Forward) = [10]>> then\n set size to (230) %\n wait (0.01) seconds\n show\n go to x: (-109) y: (-53)\n wait until <not <<(Level) = [3]> and <(Stage Forward) = [10]>>>\n hide\n end\nend\n\nwhen flag clicked\nforever\n next costume\n wait (0.1) seconds\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [4]> and <(Stage Forward) = [8]>> then\n set size to (200) %\n wait (0.01) seconds\n show\n go to x: (0) y: (-93)\n wait until <not <<(Level) = [4]> and <(Stage Forward) = [8]>>>\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(Cheat Codes) = [1]> then\n set [color v] effect to (pick random (1) to (200))\n \n else\n set [color v] effect to (0)\n end\nend\n\n@Key\n\nwhen flag clicked\nset [key1 v] to [0]\nhide\nforever\n if <<(Level) = [3]> and <(Stage Forward) = [6]>> then\n show\n if <touching (pickleman v)?> then\n set [key1 v] to [1]\n hide\n play sound [Collect v] until done\n stop [this script v]\n end\n else\n hide\n end\nend\n\nwhen flag clicked\nset [key1 v] to [0]\nhide\nforever\n if <<(Level) = [3]> and <(Stage Forward) = [6]>> then\n glide (0.3) secs to x: (115) y: (152)\n glide (0.3) secs to x: (115) y: (148)\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(Key1) = [1]> then\n wait (.5) seconds\n stop [other scripts in sprite v]\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(Cheat Codes) = [1]> then\n set [color v] effect to (pick random (1) to (200))\n \n else\n set [color v] effect to (0)\n end\nend\n\n@AmourFryGuy2\n\nwhen flag clicked\nhide\nset rotation style [left-right v]\nforever\n if <not <<(Level) = [3]> and <(Stage Forward) = [10]>>> then\n point in direction (90)\n repeat until <<touching (sprite5 v)?> or <touching (_edge_ v)?>>\n change x by (-4)\n end\n change x by (8)\n point in direction (-90)\n repeat until <<touching (sprite5 v)?> or <touching (_edge_ v)?>>\n change x by (4)\n end\n change x by (-8)\n else\n point in direction (90)\n repeat until <<not <touching (sprite5 v)?>> or <touching (_edge_ v)?>>\n change x by (-4)\n end\n change x by (8)\n point in direction (-90)\n repeat until <<not <touching (sprite5 v)?>> or <touching (_edge_ v)?>>\n change x by (4)\n end\n change x by (-8)\n end\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [3]> and <(Stage Forward) = [6]>> then\n set size to (200) %\n wait (0.01) seconds\n show\n go to x: (100) y: (-91)\n wait until <not <<(Level) = [3]> and <(Stage Forward) = [6]>>>\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <touching (sourd v)?> then\n if <(Downward) = [1]> then\n set [bounce v] to [3]\n play sound [Clang v] until done\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching (pickleman v)?> then\n set [got hit? v] to [1]\n end\nend\n\nwhen flag clicked\nforever\n if <(Game Over) = [1]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [3]> and <(Stage Forward) = [9]>> then\n set size to (200) %\n wait (0.01) seconds\n show\n go to x: (100) y: (-91)\n wait until <not <<(Level) = [3]> and <(Stage Forward) = [9]>>>\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [3]> and <(Stage Forward) = [10]>> then\n set size to (230) %\n wait (0.01) seconds\n show\n go to x: (100) y: (-10)\n wait until <not <<(Level) = [3]> and <(Stage Forward) = [10]>>>\n hide\n end\nend\n\nwhen flag clicked\nforever\n next costume\n wait (0.1) seconds\nend\n\nwhen flag clicked\nforever\n if <(Cheat Codes) = [1]> then\n set [color v] effect to (pick random (1) to (200))\n \n else\n set [color v] effect to (0)\n end\nend\n\n@Spikes2\n\nwhen flag clicked\nforever\n if <(Game Over) = [1]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [3]> then\n if <(Stage Forward) = [9]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [3]> then\n if <(Stage Forward) = [10]> then\n switch costume to (5 v)\n go to x: (-57) y: (-56)\n show\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [3]> then\n if <(Stage Forward) = [11]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [5]> then\n if <(Stage Forward) = [3]> then\n switch costume to (10 v)\n go to x: (-125) y: (-95)\n show\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [5]> then\n if <(Stage Forward) = [4]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [5]> then\n if <(Stage Forward) = [2]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <touching (pickleman v)?> then\n if <<(ZZZ-Immunity) = [1]> or <(ZZZ-Immunity) = [3]>> then\n change [got hit? v] by (1)\n else\n set [game over v] to [1]\n end\n end\nend\n\n@PickleBomb\n\nwhen I start as a clone\nforever\n if <not <touching (sprite5 v)?>> then\n change y by (-3)\n end\nend\n\nwhen I start as a clone\nif <(Stop) = [0]> then\n set [bombboom v] to [0]\n set size to ((400) + (Charge)) %\n point in direction (90)\n if <(X Move) = [3]> then\n switch costume to (bomb1 v)\n go to (pickleman v)\n show\n repeat (5)\n next costume\n wait (0.5) seconds\n end\n set [bombboom v] to [1]\n set size to ((800) + ((Charge) * (2))) %\n switch costume to (bomb7 v)\n repeat (10)\n turn right (90) degrees\n end\n set [bombboom v] to [0]\n set [charge v] to [0]\n delete this clone\n end\nend\n\nwhen flag clicked\nhide\nset [bombboom v] to [0]\nforever\n if <[0] < (Level)> then\n if <(X Move) = [3]> then\n if <key (x v) pressed?> then\n create clone of (_myself_ v)\n wait (3.5) seconds\n end\n end\n end\nend\n\nwhen I start as a clone\nset [bombboom v] to [0]\nif <(X Move) = [3]> then\n wait (2.7) seconds\n play sound [Squeaky Toy v] until done\nend\n\nwhen I start as a clone\nset [picklebombdissapear v] to (Stage Forward)\nforever\n if <not <(PickleBombDissapear) = (Stage Forward)>> then\n delete this clone\n end\nend\n\nwhen I start as a clone\nif <(Stop) = [0]> then\n set size to ((400) + (Charge)) %\n if <(X Move) = [3]> then\n forever\n if <(letter (2) of (X-Moves Unlocked?)) = [0]> then\n delete this clone\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Cheat Codes) = [1]> then\n set [color v] effect to (pick random (1) to (200))\n \n else\n set [color v] effect to (0)\n end\nend\n\n@Shop-Boomerang\n\nwhen flag clicked\nforever\n if <<(Level) = [100]> and <(Stage Forward) = [2]>> then\n show\n if <touching (mouse-pointer v)?> then\n say [Boomerrang. Swing it forward at it will come back, 5G]\n if <mouse down?> then\n if <[4] < (G)> then\n if <(X-Moves Unlocked?) = [000]> then\n set [x-moves unlocked? v] to [100]\n end\n if <(X-Moves Unlocked?) = [010]> then\n set [x-moves unlocked? v] to [110]\n end\n if <(X-Moves Unlocked?) = [001]> then\n set [x-moves unlocked? v] to [101]\n end\n if <(X-Moves Unlocked?) = [011]> then\n set [x-moves unlocked? v] to [111]\n end\n change [g v] by (-5)\n hide\n stop [this script v]\n else\n say [Need more G.] for (2) seconds\n end\n end\n else\n say []\n end\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(letter (1) of (X-Moves Unlocked?)) = [1]> then\n stop [other scripts in sprite v]\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(Cheat Codes) = [1]> then\n set [color v] effect to (pick random (1) to (200))\n \n else\n set [color v] effect to (0)\n end\nend\n\n@Shop-Bomb\n\nwhen flag clicked\nforever\n if <<(Level) = [100]> and <(Stage Forward) = [2]>> then\n show\n if <touching (mouse-pointer v)?> then\n say [Bomb. Wait a couple of seconds, and wipes out a huge radius. Does more damage then a Sword. 10G]\n if <mouse down?> then\n if <[9] < (G)> then\n if <(X-Moves Unlocked?) = [000]> then\n set [x-moves unlocked? v] to [010]\n end\n if <(X-Moves Unlocked?) = [100]> then\n set [x-moves unlocked? v] to [110]\n end\n if <(X-Moves Unlocked?) = [001]> then\n set [x-moves unlocked? v] to [011]\n end\n if <(X-Moves Unlocked?) = [101]> then\n set [x-moves unlocked? v] to [111]\n end\n change [g v] by (-10)\n hide\n stop [this script v]\n else\n say [Need more G.] for (2) seconds\n end\n end\n else\n say []\n end\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(letter (2) of (X-Moves Unlocked?)) = [1]> then\n stop [other scripts in sprite v]\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(Cheat Codes) = [1]> then\n set [color v] effect to (pick random (1) to (200))\n \n else\n set [color v] effect to (0)\n end\nend\n\n@Shop-Fireball\n\nwhen flag clicked\nforever\n if <<(Level) = [100]> and <(Stage Forward) = [2]>> then\n show\n if <touching (mouse-pointer v)?> then\n say [Fireball. Shoots forward at a high speed. Can't pass through walls. 15G]\n if <mouse down?> then\n if <[14] < (G)> then\n if <(X-Moves Unlocked?) = [000]> then\n set [x-moves unlocked? v] to [001]\n end\n if <(X-Moves Unlocked?) = [100]> then\n set [x-moves unlocked? v] to [101]\n end\n if <(X-Moves Unlocked?) = [010]> then\n set [x-moves unlocked? v] to [011]\n end\n if <(X-Moves Unlocked?) = [110]> then\n set [x-moves unlocked? v] to [111]\n end\n change [g v] by (-15)\n hide\n stop [this script v]\n else\n say [Need more G.] for (2) seconds\n end\n end\n else\n say []\n end\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(letter (3) of (X-Moves Unlocked?)) = [1]> then\n stop [other scripts in sprite v]\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(Cheat Codes) = [1]> then\n set [color v] effect to (pick random (1) to (200))\n \n else\n set [color v] effect to (0)\n end\nend\n\n@X Move Tracker\n\nwhen flag clicked\nset [x-moves unlocked? v] to [000]\nforever\n if <(X Move) = [-1]> then\n switch costume to (moon v)\n end\n if <(X Move) = [1]> then\n switch costume to (sword v)\n end\n if <(X Move) = [2]> then\n if <(letter (1) of (X-Moves Unlocked?)) = [1]> then\n switch costume to (boomerrang v)\n else\n set [x move v] to [3]\n end\n end\n if <(X Move) = [3]> then\n switch costume to (bomb v)\n if <(letter (2) of (X-Moves Unlocked?)) = [1]> then\n switch costume to (bomb v)\n else\n set [x move v] to [4]\n end\n end\n if <(X Move) = [4]> then\n switch costume to (fireball v)\n if <(letter (3) of (X-Moves Unlocked?)) = [1]> then\n switch costume to (fireball v)\n else\n set [x move v] to [1]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n change [x move v] by (1)\n wait (1) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <(X Move) = [5]> then\n set [x move v] to [1]\n end\nend\n\nwhen flag clicked\nforever\n if <[0] < (Level)> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <key (d v) pressed?> then\n change [x move v] by (1)\n wait (1) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <(Cheat Codes) = [1]> then\n set [color v] effect to (pick random (1) to (200))\n \n else\n set [color v] effect to (0)\n end\nend\n\n@Z Move\n\nwhen flag clicked\nforever\n if <[0] < (Level)> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(Z Move) = [6]> then\n set [z move v] to [1]\n end\nend\n\nwhen flag clicked\nforever\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n change [z move v] by (1)\n wait (1) seconds\n end\nend\n\nwhen flag clicked\nset [x-moves unlocked? v] to [000]\nforever\n if <(Z Move) = [-1]> then\n switch costume to (moon v)\n end\n if <(Z Move) = [1]> then\n switch costume to (swordslash v)\n end\n if <(Z Move) = [2]> then\n if <(letter (1) of (Z Move-Unlocked)) = [1]> then\n switch costume to (charge v)\n else\n set [z move v] to [3]\n end\n end\n if <(Z Move) = [3]> then\n switch costume to (jump boost v)\n if <(letter (2) of (Z Move-Unlocked)) = [1]> then\n switch costume to (jump boost v)\n else\n set [z move v] to [4]\n end\n end\n if <(Z Move) = [4]> then\n switch costume to (focusheal v)\n if <(letter (3) of (Z Move-Unlocked)) = [1]> then\n switch costume to (focusheal v)\n else\n set [z move v] to [5]\n end\n end\n if <(Z Move) = [5]> then\n switch costume to (hover v)\n if <(Hover) = [1]> then\n switch costume to (hover v)\n else\n set [z move v] to [1]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <key (s v) pressed?> then\n change [z move v] by (1)\n wait (1) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <(Cheat Codes) = [1]> then\n set [color v] effect to (pick random (1) to (200))\n \n else\n set [color v] effect to (0)\n end\nend\n\n@Shop-Charge\n\nwhen flag clicked\nset [z move-unlocked v] to [000]\nforever\n if <<(Level) = [100]> and <(Stage Forward) = [3]>> then\n show\n if <touching (mouse-pointer v)?> then\n say [Charge. Hold Z to make your X Move Bigger. 5G]\n if <mouse down?> then\n if <[4] < (G)> then\n if <(Z Move-Unlocked) = [000]> then\n set [z move-unlocked v] to [100]\n end\n if <(Z Move-Unlocked) = [010]> then\n set [z move-unlocked v] to [110]\n end\n if <(Z Move-Unlocked) = [001]> then\n set [z move-unlocked v] to [101]\n end\n if <(Z Move-Unlocked) = [011]> then\n set [z move-unlocked v] to [111]\n end\n change [g v] by (-5)\n hide\n stop [this script v]\n else\n say [Need more G.] for (2) seconds\n end\n end\n else\n say []\n end\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(letter (1) of (Z Move-Unlocked)) = [1]> then\n stop [other scripts in sprite v]\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(Cheat Codes) = [1]> then\n set [color v] effect to (pick random (1) to (200))\n \n else\n set [color v] effect to (0)\n end\nend\n\n@Shop-JumpBoost\n\nwhen flag clicked\nset [z move-unlocked v] to [000]\nforever\n if <<(Level) = [100]> and <(Stage Forward) = [3]>> then\n show\n if <touching (mouse-pointer v)?> then\n say [Jump Boost. Gives you a jump boost in the air. 10G]\n if <mouse down?> then\n if <[9] < (G)> then\n if <(Z Move-Unlocked) = [000]> then\n set [z move-unlocked v] to [010]\n end\n if <(Z Move-Unlocked) = [100]> then\n set [z move-unlocked v] to [110]\n end\n if <(Z Move-Unlocked) = [001]> then\n set [z move-unlocked v] to [011]\n end\n if <(Z Move-Unlocked) = [101]> then\n set [z move-unlocked v] to [111]\n end\n change [g v] by (-10)\n hide\n stop [this script v]\n else\n say [Need more G.] for (2) seconds\n end\n end\n else\n say []\n end\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(letter (2) of (Z Move-Unlocked)) = [1]> then\n stop [other scripts in sprite v]\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(Cheat Codes) = [1]> then\n set [color v] effect to (pick random (1) to (200))\n \n else\n set [color v] effect to (0)\n end\nend\n\n@Shop-FocusHeal\n\nwhen flag clicked\nset [z move-unlocked v] to [000]\nforever\n if <<(Level) = [100]> and <(Stage Forward) = [3]>> then\n show\n if <touching (mouse-pointer v)?> then\n say [Focus Heal. Hold Z to stop moving and meditate. If done for a short while without taking damage, you will heal 1 heart. 20G]\n if <mouse down?> then\n if <[19] < (G)> then\n if <(Z Move-Unlocked) = [000]> then\n set [z move-unlocked v] to [001]\n end\n if <(Z Move-Unlocked) = [100]> then\n set [z move-unlocked v] to [110]\n end\n if <(Z Move-Unlocked) = [010]> then\n set [z move-unlocked v] to [011]\n end\n if <(Z Move-Unlocked) = [110]> then\n set [z move-unlocked v] to [111]\n end\n change [g v] by (-20)\n hide\n stop [this script v]\n else\n say [Need more G.] for (2) seconds\n end\n end\n else\n say []\n end\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(letter (3) of (Z Move-Unlocked)) = [1]> then\n stop [other scripts in sprite v]\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(Cheat Codes) = [1]> then\n set [color v] effect to (pick random (1) to (200))\n \n else\n set [color v] effect to (0)\n end\nend\n\n@Shop-MaxHealthBoost1\n\nwhen flag clicked\nset [z move-unlocked v] to [000]\nforever\n if <<(Level) = [100]> and <(Stage Forward) = [4]>> then\n show\n if <touching (mouse-pointer v)?> then\n say [Extra Health. +1HP 10G]\n if <mouse down?> then\n if <[9] < (G)> then\n change [max health v] by (1)\n change [health v] by (1)\n change [g v] by (-10)\n hide\n stop [this script v]\n else\n say [Need more G.] for (2) seconds\n end\n end\n else\n say []\n end\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <[3] < (MAX Health)> then\n wait (1) seconds\n stop [other scripts in sprite v]\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(Cheat Codes) = [1]> then\n set [color v] effect to (pick random (1) to (200))\n \n else\n set [color v] effect to (0)\n end\nend\n\n@Shop-MaxHealthBoost2\n\nwhen flag clicked\nset [z move-unlocked v] to [000]\nforever\n if <<(Level) = [100]> and <(Stage Forward) = [4]>> then\n show\n if <touching (mouse-pointer v)?> then\n say [Extra Health. +1HP 10G]\n if <mouse down?> then\n if <[9] < (G)> then\n change [max health v] by (1)\n change [health v] by (1)\n change [g v] by (-10)\n hide\n stop [this script v]\n else\n say [Need more G.] for (2) seconds\n end\n end\n else\n say []\n end\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <[4] < (MAX Health)> then\n wait (1) seconds\n stop [other scripts in sprite v]\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(Cheat Codes) = [1]> then\n set [color v] effect to (pick random (1) to (200))\n \n else\n set [color v] effect to (0)\n end\nend\n\n@Shop-MaxHealthBoost3\n\nwhen flag clicked\nset [z move-unlocked v] to [000]\nforever\n if <<(Level) = [100]> and <(Stage Forward) = [4]>> then\n show\n if <touching (mouse-pointer v)?> then\n say [Extra Health. +1HP 10G]\n if <mouse down?> then\n if <[9] < (G)> then\n change [max health v] by (1)\n change [health v] by (1)\n change [g v] by (-10)\n hide\n stop [this script v]\n else\n say [Need more G.] for (2) seconds\n end\n end\n else\n say []\n end\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <[5] < (MAX Health)> then\n wait (1) seconds\n stop [other scripts in sprite v]\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(Cheat Codes) = [1]> then\n set [color v] effect to (pick random (1) to (200))\n \n else\n set [color v] effect to (0)\n end\nend\n\n@Shop-Bigger Sword\n\nwhen flag clicked\nset [z move-unlocked v] to [000]\nforever\n if <<(Level) = [100]> and <(Stage Forward) = [4]>> then\n show\n if <touching (mouse-pointer v)?> then\n say [Bigger Sword. Increases Size of all Sword related attacks. 5G]\n if <mouse down?> then\n if <[4] < (G)> then\n change [swordsize v] by (25)\n change [g v] by (-5)\n hide\n stop [this script v]\n else\n say [Need more G.] for (2) seconds\n end\n end\n else\n say []\n end\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <[200] < (SwordSize)> then\n wait (1) seconds\n stop [other scripts in sprite v]\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(Cheat Codes) = [1]> then\n set [color v] effect to (pick random (1) to (200))\n \n else\n set [color v] effect to (0)\n end\nend\n\n@Shop-Bigger Sword2\n\nwhen flag clicked\nset [z move-unlocked v] to [000]\nforever\n if <<(Level) = [100]> and <(Stage Forward) = [4]>> then\n show\n if <touching (mouse-pointer v)?> then\n say [Bigger Sword. Increases Size of all Sword related attacks. 5G]\n if <mouse down?> then\n if <[4] < (G)> then\n change [swordsize v] by (25)\n change [g v] by (-5)\n hide\n stop [this script v]\n else\n say [Need more G.] for (2) seconds\n end\n end\n else\n say []\n end\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <[225] < (SwordSize)> then\n wait (1) seconds\n stop [other scripts in sprite v]\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(Cheat Codes) = [1]> then\n set [color v] effect to (pick random (1) to (200))\n \n else\n set [color v] effect to (0)\n end\nend\n\n@Shop-Bigger Sword3\n\nwhen flag clicked\nset [z move-unlocked v] to [000]\nforever\n if <<(Level) = [100]> and <(Stage Forward) = [4]>> then\n show\n if <touching (mouse-pointer v)?> then\n say [Bigger Sword. Increases Size of all Sword related attacks. 5G]\n if <mouse down?> then\n if <[4] < (G)> then\n change [swordsize v] by (25)\n change [g v] by (-5)\n hide\n stop [this script v]\n else\n say [Need more G.] for (2) seconds\n end\n end\n else\n say []\n end\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <[250] < (SwordSize)> then\n wait (1) seconds\n stop [other scripts in sprite v]\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(Cheat Codes) = [1]> then\n set [color v] effect to (pick random (1) to (200))\n \n else\n set [color v] effect to (0)\n end\nend\n\n@Shop-Speedshoes1\n\nwhen flag clicked\nset [speedboost v] to [00]\nforever\n if <<(Level) = [100]> and <(Stage Forward) = [4]>> then\n show\n if <touching (mouse-pointer v)?> then\n say [Extra Speed. 5G]\n if <mouse down?> then\n if <[4] < (G)> then\n change [speedboost v] by (3)\n change [g v] by (-5)\n hide\n stop [this script v]\n else\n say [Need more G.] for (2) seconds\n end\n end\n else\n say []\n end\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <[0] < (SpeedBoost)> then\n wait (1) seconds\n stop [other scripts in sprite v]\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(Cheat Codes) = [1]> then\n set [color v] effect to (pick random (1) to (200))\n \n else\n set [color v] effect to (0)\n end\nend\n\n@Shop-Speedshoes2\n\nwhen flag clicked\nset [speedboost v] to [00]\nforever\n if <<(Level) = [100]> and <(Stage Forward) = [4]>> then\n show\n if <touching (mouse-pointer v)?> then\n say [Extra Speed. 5G]\n if <mouse down?> then\n if <[4] < (G)> then\n change [speedboost v] by (3)\n change [g v] by (-5)\n hide\n stop [this script v]\n else\n say [Need more G.] for (2) seconds\n end\n end\n else\n say []\n end\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <[5] < (SpeedBoost)> then\n wait (1) seconds\n stop [other scripts in sprite v]\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(Cheat Codes) = [1]> then\n set [color v] effect to (pick random (1) to (200))\n \n else\n set [color v] effect to (0)\n end\nend\n\n@Shop-Speedshoes3\n\nwhen flag clicked\nset [speedboost v] to [00]\nforever\n if <<(Level) = [100]> and <(Stage Forward) = [4]>> then\n show\n if <touching (mouse-pointer v)?> then\n say [Extra Speed. 5G]\n if <mouse down?> then\n if <[4] < (G)> then\n change [speedboost v] by (3)\n change [g v] by (-5)\n hide\n stop [this script v]\n else\n say [Need more G.] for (2) seconds\n end\n end\n else\n say []\n end\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <[10] < (SpeedBoost)> then\n wait (1) seconds\n stop [other scripts in sprite v]\n hide\n end\nend\n\n@Exit Level\n\nwhen flag clicked\nhide\nforever\n if <<<(Level) = [1]> and <(Stage Forward) = [1]>> or <<<(Level) = [1]> and <(Stage Forward) = [4]>> or <<<(Level) = [1]> and <(Stage Forward) = [11]>> or <<<(Level) = [1]> and <(Stage Forward) = [13]>> or <<<(Level) = [2]> and <(Stage Forward) = [1]>> or <<<(Level) = [2]> and <(Stage Forward) = [4]>> or <<<(Level) = [2]> and <(Stage Forward) = [8]>> or <<<(Level) = [3]> and <(Stage Forward) = [1]>> or <<<(Level) = [3]> and <(Stage Forward) = [4]>> or <<<(Level) = [3]> and <(Stage Forward) = [8]>> or <<<(Level) = [4]> and <(Stage Forward) = [1]>> or <<<(Level) = [4]> and <(Stage Forward) = [6]>> or <<<(Level) = [4]> and <(Stage Forward) = [11]>> or <<<(Level) = [5]> and <(Stage Forward) = [1]>> or <<<(Level) = [5]> and <(Stage Forward) = [4]>> or <<<(Level) = [5]> and <(Stage Forward) = [8]>> or <<<(Level) = [10]> and <(Stage Forward) = [1]>> or <<<(Level) = [7]> and <(Stage Forward) = [1]>> or <<<(Level) = [7]> and <(Stage Forward) = [5]>> or <<<(Level) = [7]> and <(Stage Forward) = [9]>> or <<<(Level) = [7]> and <(Stage Forward) = [14]>> or <<<(Level) = [7]> and <(Stage Forward) = [19]>> or <<<(Level) = [21]> and <(Stage Forward) = [1]>> or <<<(Level) = [21]> and <(Stage Forward) = [4]>> or <<<(Level) = [21]> and <(Stage Forward) = [8]>> or <<<(Level) = [22]> and <(Stage Forward) = [8]>> or <<<(Level) = [22]> and <(Stage Forward) = [4]>> or <<<(Level) = [22]> and <(Stage Forward) = [1]>> or <<<(Level) = [23]> and <(Stage Forward) = [1]>> or <<<(Level) = [23]> and <(Stage Forward) = [4]>> or <<<(Level) = [23]> and <(Stage Forward) = [8]>> or <<<(Level) = [23]> and <(Stage Forward) = [11]>> or <<<(Level) = [24]> and <(Stage Forward) = [8]>> or <<<(Level) = [24]> and <(Stage Forward) = [4]>> or <<<(Level) = [24]> and <(Stage Forward) = [1]>> or <<<(Level) = [25]> and <(Stage Forward) = [1]>> or <<<(Level) = [25]> and <(Stage Forward) = [4]>> or <<<(Level) = [25]> and <(Stage Forward) = [8]>> or <<<(Level) = [26]> and <(Stage Forward) = [1]>> or <<<(Level) = [26]> and <(Stage Forward) = [5]>> or <<<(Level) = [26]> and <(Stage Forward) = [9]>> or <<<(Level) = [26]> and <(Stage Forward) = [13]>> or >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> then\n go to [front v] layer\n switch costume to (costume1 v)\n show\n if <touching (mouse-pointer v)?> then\n switch costume to (costume2 v)\n if <mouse down?> then\n if <(letter (1) of (Level)) = [0]> then\n set [level v] to [0]\n set [world v] to [1]\n set [stage forward v] to [1]\n set [checkpole v] to [1]\n set [scb heal v] to [0]\n else\n set [level v] to [0]\n set [world v] to [2]\n set [stage forward v] to [1]\n set [checkpole v] to [1]\n set [scb heal v] to [0]\n end\n end\n end\n else\n hide\n end\nend\n\n@Password\n\nwhen flag clicked\ndelete all of [passcode v]\nshow list [passcode v]\nforever\n if <<(World) = [3]> or <<(World) = [1]> or <(World) = [2]>>> then\n wait (0.5) seconds\n forever\n if <<(World) = [3]> or <<(World) = [1]> or <(World) = [2]>>> then\n if <<(Challenges) = [2]> or <(Challenges) = [4]>> then\n show list [passcode v]\n delete all of [passcode v]\n else\n wait (0.5) seconds\n hide list [passcode v]\n add (Code) to [passcode v]\n wait until <(World) = [0]>\n delete all of [passcode v]\n end\n else\n show list [passcode v]\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n set [code v] to (join (Level1Complete) (join (Level2Complete) (join (Level3Complete) (join (Level4Complete) (join (Level5Complete) (join (Level6Complete) (join (World) (join (G) (join (Key1) (join (X-Moves Unlocked?) (join (Z Move-Unlocked) (join (MAX Health) (join (SwordSize) (join (SpeedBoost) (join (LevelC Complete) (join (Challenges) (join (Hover) (ZZZ-Immunity))))))))))))))))))\nend\n\n@Talk\n\nwhen flag clicked\nset [fight v] to [0]\nhide\nforever\n if <<<(Level) = [1]> and <(Stage Forward) = [12]>> and <not <(Fight) = [3]>>> then\n go to x: (0) y: (50)\n set [fight v] to [0]\n switch costume to (1-1-1 v)\n show\n wait (0.3) seconds\n wait until <key (x v) pressed?>\n switch costume to (1-1-2 v)\n wait (0.3) seconds\n wait until <key (x v) pressed?>\n switch costume to (1-1-3 v)\n wait (0.3) seconds\n wait until <key (x v) pressed?>\n set [fight v] to [1]\n hide\n wait until <(Fight) = [0]>\n repeat until <not <(Stage Forward) = [12]>>\n if <(Fight) = [2]> then\n show\n switch costume to (1-1-4 v)\n wait (0.3) seconds\n wait until <key (x v) pressed?>\n broadcast (JA Level 1-1 v)\n switch costume to (1-1-5 v)\n wait (0.3) seconds\n wait until <key (x v) pressed?>\n switch costume to (1-1-6 v)\n wait (0.3) seconds\n wait until <key (x v) pressed?>\n switch costume to (1-1-7 v)\n wait (0.3) seconds\n wait until <key (x v) pressed?>\n switch costume to (1-1-8 v)\n wait (0.3) seconds\n wait until <key (x v) pressed?>\n switch costume to (1-1-9 v)\n wait (0.3) seconds\n wait until <key (x v) pressed?>\n switch costume to (1-1-10 v)\n wait (0.3) seconds\n wait until <key (x v) pressed?>\n hide\n wait (1) seconds\n set [fight v] to [3]\n end\n end\n end\nend\n\nwhen flag clicked\nset [fight v] to [0]\nhide\nforever\n if <<(Level) = [1]> and <(Stage Forward) = [14]>> then\n set [fight v] to [0]\n switch costume to (new 1-1-1 v)\n show\n wait (0.3) seconds\n wait until <key (x v) pressed?>\n switch costume to (new 1-1-2 v)\n wait (0.3) seconds\n wait until <key (x v) pressed?>\n hide\n set [fight v] to [5]\n wait until <<(BadGuyHealth) = [0]> or <(Stage Forward) = [13]>>\n if <(Stage Forward) = [14]> then\n show\n switch costume to (new1-1-3 v)\n wait (0.3) seconds\n wait until <key (x v) pressed?>\n hide\n set [fight v] to [6]\n stop [this script v]\n end\n end\nend\n\nwhen flag clicked\n\nwhen I receive [cutscene1talk v]\ngo to x: (0) y: (100)\nswitch costume to (openingcutscene1 v)\nshow\nwait (0.3) seconds\nwait until <key (x v) pressed?>\nswitch costume to (openingcutscene2 v)\nwait (0.3) seconds\nwait until <key (x v) pressed?>\nswitch costume to (openingcutscene3 v)\nwait (0.3) seconds\nwait until <key (x v) pressed?>\nswitch costume to (openingcutscene4 v)\nwait (0.3) seconds\nwait until <key (x v) pressed?>\nswitch costume to (openingcutscene5 v)\nwait (0.3) seconds\nwait until <key (x v) pressed?>\nswitch costume to (openingcutscene6 v)\nwait (0.3) seconds\nwait until <key (x v) pressed?>\nswitch costume to (openingcutscene7 v)\nwait (0.3) seconds\nwait until <key (x v) pressed?>\nbroadcast (JA Fly away. Cutscene v)\nswitch costume to (openingcutscene8 v)\nwait (0.3) seconds\nwait until <key (x v) pressed?>\nswitch costume to (openingcutscene9 v)\nwait (0.3) seconds\nwait until <key (x v) pressed?>\nswitch costume to (openingcutscene10 v)\nwait (0.3) seconds\nwait until <key (x v) pressed?>\nbroadcast (Transition to cutscene 2 v)\nwait (1.5) seconds\nswitch costume to (openingcutscene11 v)\nwait (5) seconds\nwait until <key (x v) pressed?>\nbroadcast (Rumbling v)\nswitch costume to (openingcutscene12 v)\nwait (0.3) seconds\nwait until <key (x v) pressed?>\nbroadcast (PickleMan Walk away v)\nwait (1) seconds\nset [cutscene v] to [3]\nhide\n\nwhen I receive [rumbling v]\nforever\n glide (0) secs to x: (pick random (-5) to (5)) y: (pick random (95) to (105))\n if <(Cutscene) = [3]> then\n stop [this script v]\n end\nend\n\nwhen flag clicked\nset [fight v] to [0]\nhide\nforever\n if <<<(Level) = [4]> and <(Stage Forward) = [12]>> and <not <(Fight) = [1]>>> then\n go to x: (0) y: (50)\n set [fight v] to [0]\n switch costume to (4-1 v)\n show\n wait (0.3) seconds\n wait until <key (x v) pressed?>\n hide\n set [fight v] to [1]\n set [wall v] to [1]\n wait until <<(Fight) = [2]> or <(Fight) = [0]>>\n repeat until <not <(Stage Forward) = [12]>>\n if <(Fight) = [2]> then\n show\n switch costume to (4-2 v)\n wait (0.3) seconds\n wait until <key (x v) pressed?>\n switch costume to (4-3 v)\n wait (0.3) seconds\n wait until <key (x v) pressed?>\n switch costume to (4-4 v)\n wait (0.3) seconds\n wait until <key (x v) pressed?>\n switch costume to (4-5 v)\n wait (0.3) seconds\n wait until <key (x v) pressed?>\n switch costume to (4-6 v)\n wait (0.3) seconds\n wait until <key (x v) pressed?>\n switch costume to (4-7 v)\n wait (0.3) seconds\n wait until <key (x v) pressed?>\n hide\n set [fight v] to [3]\n set [level complete v] to [1]\n stop [this script v]\n end\n end\n end\nend\n\nwhen flag clicked\nset [fight v] to [0]\nhide\nforever\n if <(World) = [1.5]> then\n go to x: (0) y: (100)\n show\n switch costume to (end-1 v)\n wait (1) seconds\n wait until <key (x v) pressed?>\n switch costume to (end-2 v)\n wait (0.3) seconds\n wait until <key (x v) pressed?>\n switch costume to (end-3 v)\n wait (0.3) seconds\n wait until <key (x v) pressed?>\n switch costume to (end-3.5 v)\n wait (0.3) seconds\n wait until <key (x v) pressed?>\n switch costume to (end-4 v)\n wait (0.3) seconds\n wait until <key (x v) pressed?>\n switch costume to (end-5 v)\n wait (0.3) seconds\n wait until <key (x v) pressed?>\n hide\n set [world v] to [2]\n end\nend\n\nwhen flag clicked\nset [fight v] to [0]\nhide\nforever\n if <<(Level) = [23]> and <(Stage Forward) = [12]>> then\n go to x: (0) y: (50)\n set [fight v] to [0]\n switch costume to (squidfry v)\n show\n wait (0.3) seconds\n wait until <key (x v) pressed?>\n set [fight v] to [1]\n hide\n repeat until <not <(Stage Forward) = [12]>>\n if <(Fight) = [2]> then\n show\n switch costume to (squidfry2 v)\n wait (0.3) seconds\n wait until <key (x v) pressed?>\n hide\n set [level complete v] to [1]\n \n end\n end\n end\nend\n\nwhen flag clicked\nset [fight v] to [0]\nhide\nforever\n if <<(Level) = [25]> and <(Stage Forward) = [12]>> then\n go to x: (0) y: (50)\n set [fight v] to [0]\n switch costume to (hocusfry1 v)\n show\n wait (0.3) seconds\n wait until <key (x v) pressed?>\n switch costume to (hocusfry2 v)\n show\n wait (0.3) seconds\n wait until <key (x v) pressed?>\n switch costume to (hocusfry3 v)\n show\n wait (0.3) seconds\n wait until <key (x v) pressed?>\n switch costume to (hocusfry4 v)\n show\n wait (0.3) seconds\n wait until <key (x v) pressed?>\n ask [Give HocusFry 15G? Y/N] and wait\n if <(answer) = [y]> then\n if <[14] < (G)> then\n change [g v] by (-15)\n say [Thanks] for (2) seconds\n set [fight v] to [4]\n hide\n wait until <not <(Stage Forward) = [12]>>\n else\n say [Sorry, not enough.] for (2) seconds\n set [fight v] to [1]\n hide\n wait until <not <(Stage Forward) = [12]>>\n end\n else\n if <(answer) = [n]> then\n say [Okay, buckaroo] for (2) seconds\n set [fight v] to [1]\n hide\n wait until <not <(Stage Forward) = [12]>>\n else\n say [Okay, buckaroo] for (2) seconds\n set [fight v] to [1]\n hide\n wait until <not <(Stage Forward) = [12]>>\n end\n end\n end\nend\n\nwhen flag clicked\nset [fight v] to [0]\nhide\nforever\n if <<(Level) = [25]> and <(Stage Forward) = [12]>> then\n if <(Fight) = [2]> then\n show\n switch costume to (hocusfry5 v)\n wait (0.3) seconds\n wait until <key (x v) pressed?>\n switch costume to (hocusfry3 v)\n wait (0.3) seconds\n wait until <key (x v) pressed?>\n set [level complete v] to [1]\n hide\n wait until <(Level) = [0]>\n end\n end\nend\n\nwhen flag clicked\nset [fight v] to [0]\nhide\nforever\n if <<(Level) = [26]> and <(Stage Forward) = [18]>> then\n go to x: (0) y: (50)\n set [fight v] to [0]\n switch costume to (snff1 v)\n show\n wait (0.3) seconds\n wait until <key (x v) pressed?>\n switch costume to (snff2 v)\n wait (0.3) seconds\n wait until <key (x v) pressed?>\n switch costume to (snff3 v)\n wait (0.3) seconds\n wait until <key (x v) pressed?>\n set [fight v] to [1]\n hide\n repeat until <not <(Stage Forward) = [18]>>\n if <(Fight) = [2]> then\n show\n switch costume to (snff4 v)\n wait (0.3) seconds\n wait until <key (x v) pressed?>\n set [level complete v] to [1]\n hide\n \n end\n end\n end\nend\n\nwhen flag clicked\nset [fight v] to [0]\nhide\nforever\n if <(World) = [2.5]> then\n go to x: (0) y: (100)\n show\n switch costume to (world2end1 v)\n wait (1) seconds\n wait until <key (x v) pressed?>\n switch costume to (world2end2 v)\n wait (0.3) seconds\n wait until <key (x v) pressed?>\n switch costume to (world2end3 v)\n wait (0.3) seconds\n wait until <key (x v) pressed?>\n switch costume to (world2end4 v)\n wait (0.3) seconds\n wait until <key (x v) pressed?>\n switch costume to (world2end5 v)\n wait (0.3) seconds\n wait until <key (x v) pressed?>\n switch costume to (world2end6 v)\n wait (0.3) seconds\n wait until <key (x v) pressed?>\n switch costume to (world2end7 v)\n wait (0.3) seconds\n wait until <key (x v) pressed?>\n hide\n set [world v] to [3]\n end\nend\n\n@CheeseBurgerMan\n\nwhen flag clicked\nforever\n if <(Cutscene) = [1]> then\n show\n else\n hide\n if <<(World) = [1.5]> or <(World) = [2.5]>> then\n show\n end\n end\nend\n\n@General Fry\n\nwhen flag clicked\npoint in direction (90)\nforever\n if <(Cutscene) = [1]> then\n show\n else\n hide\n if <<(World) = [1.5]> or <(World) = [2.5]>> then\n show\n point in direction (90)\n end\n end\nend\n\nwhen I receive [ja fly away. cutscene v]\nwait (0.3) seconds\npoint in direction (-90)\n\n@Macho Fry\n\nwhen flag clicked\nforever\n if <(Cutscene) = [1]> then\n show\n else\n hide\n if <<(World) = [1.5]> or <(World) = [2.5]>> then\n show\n end\n end\nend\n\n@SuperNinjaFrenchFry\n\nwhen flag clicked\nforever\n if <(Cutscene) = [1]> then\n show\n else\n hide\n if <(World) = [1.5]> then\n show\n end\n end\nend\n\n@Jester Apple\n\nwhen flag clicked\ngo to x: (-187) y: (-90)\npoint in direction (-90)\nforever\n if <(Cutscene) = [1]> then\n show\n else\n hide\n if <(World) = [1.5]> then\n show\n go to x: (-187) y: (-90)\n point in direction (-90)\n end\n end\nend\n\nwhen I receive [ja fly away. cutscene v]\nstop [other scripts in sprite v]\nglide (1) secs to x: (-187) y: (200)\nhide\n\n@Shadowing\n\nwhen flag clicked\ngo to [front v] layer\npoint in direction (90)\nclear graphic effects\nhide\nforever\n if <(Cutscene) = [1]> then\n switch costume to (costume2 v)\n set [ghost v] effect to (0)\n show\n wait (3) seconds\n repeat (100)\n change [ghost v] effect by (1)\n end\n broadcast (Cutscene1Talk v)\n stop [this script v]\n end\nend\n\nwhen I receive [transition to cutscene 2 v]\nswitch costume to (costume1 v)\nrepeat (50)\n change [ghost v] effect by (-2)\nend\nset [cutscene v] to [2]\nrepeat (100)\n change [ghost v] effect by (1)\nend\nbroadcast (Cutscene2 v)\n\nwhen flag clicked\ngo to [front v] layer\npoint in direction (90)\nclear graphic effects\nhide\nforever\n if <(World) = [1.3]> then\n set [ghost v] effect to (100)\n switch costume to (costume1 v)\n repeat (50)\n change [ghost v] effect by (-2)\n end\n set [world v] to [1.5]\n repeat (100)\n change [ghost v] effect by (1)\n end\n end\nend\n\n@PickleMan Opening Cutscene\n\nwhen flag clicked\ngo to x: (-168) y: (-74)\nforever\n if <(Cutscene) = [2]> then\n show\n else\n hide\n end\nend\n\nwhen I receive [pickleman walk away v]\nstop [other scripts in sprite v]\nglide (1) secs to x: (245) y: (-74)\nhide\n\nwhen I receive [rumbling v]\nforever\n glide (0) secs to x: (pick random (-173) to (-163)) y: (pick random (-79) to (-69))\nend\n\nwhen flag clicked\nforever\n if <(Cheat Codes) = [1]> then\n set [color v] effect to (pick random (1) to (200))\n \n else\n set [color v] effect to (0)\n end\nend\n\n@CutsceneGrass\n\nwhen flag clicked\ngo to x: (0) y: (10)\nforever\n if <(Cutscene) = [2]> then\n show\n else\n hide\n end\nend\n\nwhen I receive [rumbling v]\nforever\n glide (0) secs to x: (pick random (-5) to (5)) y: (pick random (5) to (15))\n if <(Cutscene) = [3]> then\n stop [this script v]\n end\nend\n\nwhen I receive [rumbling v]\nforever\n play sound [Alert v] until done\n if <(Cutscene) = [3]> then\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(Cheat Codes) = [1]> then\n set [color v] effect to (pick random (1) to (200))\n \n else\n set [color v] effect to (0)\n end\nend\n\n@Fly Frys\n\nwhen flag clicked\nforever\n if <<(Level) = [4]> and <(Stage Forward) = [5]>> then\n show\n wait until <not <<(Level) = [4]> and <(Stage Forward) = [5]>>>\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(Game Over) = [1]> then\n hide\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <touching (pickleman v)?> then\n set [got hit? v] to [1]\n end\nend\n\nwhen flag clicked\nforever\n if <<touching (picklebomb v)?> and <(BombBoom) = [1]>> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <touching (sourd v)?> then\n if <(Downward) = [1]> then\n set [bounce v] to [1]\n end\n hide\n play sound [Rip v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [4]> and <(Stage Forward) = [7]>> then\n wait (0.01) seconds\n show\n wait until <not <<(Level) = [4]> and <(Stage Forward) = [7]>>>\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [4]> and <(Stage Forward) = [8]>> then\n wait (0.01) seconds\n show\n wait until <not <<(Level) = [4]> and <(Stage Forward) = [8]>>>\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [4]> and <(Stage Forward) = [9]>> then\n wait (0.01) seconds\n show\n wait until <not <<(Level) = [4]> and <(Stage Forward) = [9]>>>\n hide\n end\nend\n\nwhen flag clicked\nhide\nforever\n next costume\n wait (0.1) seconds\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [4]> and <(Stage Forward) = [5]>> then\n go to x: (70) y: (0)\n glide (0.8) secs to x: (70) y: (100)\n glide (0.8) secs to x: (70) y: (0)\n end\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [4]> and <(Stage Forward) = [7]>> then\n go to x: (90) y: (90)\n glide (1) secs to x: (-90) y: (90)\n glide (1) secs to x: (90) y: (90)\n end\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [4]> and <(Stage Forward) = [8]>> then\n go to x: (-150) y: (65)\n glide (1) secs to x: (-150) y: (-100)\n glide (1) secs to x: (-150) y: (65)\n end\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [4]> and <(Stage Forward) = [9]>> then\n go to x: (10) y: (65)\n glide (1) secs to x: (10) y: (-150)\n glide (1) secs to x: (10) y: (65)\n end\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [5]> and <(Stage Forward) = [7]>> then\n wait (0.01) seconds\n show\n wait until <not <<(Level) = [5]> and <(Stage Forward) = [7]>>>\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [5]> and <(Stage Forward) = [7]>> then\n go to x: (0) y: (150)\n glide (1) secs to x: (0) y: (-20)\n glide (1) secs to x: (0) y: (150)\n end\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [25]> and <(Stage Forward) = [5]>> then\n wait (0.01) seconds\n show\n wait until <not <<(Level) = [25]> and <(Stage Forward) = [5]>>>\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [25]> and <(Stage Forward) = [5]>> then\n go to x: (150) y: (25)\n glide (1.2) secs to x: (-100) y: (25)\n glide (1.2) secs to x: (150) y: (25)\n end\nend\n\nwhen flag clicked\nforever\n if <(Cheat Codes) = [1]> then\n set [color v] effect to (pick random (1) to (200))\n \n else\n set [color v] effect to (0)\n end\nend\n\n@StinkyCheeseBoyBossBattle\n\nwhen flag clicked\nset [wall v] to [0]\nhide\nset [stop v] to [0]\nforever\n if <(Level) = [4]> then\n if <(Stage Forward) = [12]> then\n create clone of (_myself_ v)\n wait until <not <(Stage Forward) = [12]>>\n end\n end\nend\n\nwhen I start as a clone\n\nwhen I start as a clone\nforever\n if <touching (sourd v)?> then\n if <(costume [name v]) = [Angry]> then\n change [badguyhealth v] by (-1)\n if <(Downward) = [1]> then\n set [bounce v] to [1]\n end\n wait (0.3) seconds\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <touching (pickleman v)?> then\n if <(AirSlash) = [0]> then\n set [got hit? v] to [1]\n end\n end\nend\n\nwhen I start as a clone\nwait until <not <(Stage Forward) = [12]>>\nset [fight v] to [0]\ndelete this clone\n\nwhen flag clicked\nset [wall v] to [0]\nhide\nset [stop v] to [0]\nforever\n if <(Level) = [4]> then\n if <(Stage Forward) = [11]> then\n set [badguyhealth v] to [10]\n set [wall v] to [0]\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <(BadGuyHealth) < [1]> then\n stop [other scripts in sprite v]\n play sound [ShortRip2 v] until done\n glide (1) secs to x: (150) y: (-105)\n point towards (pickleman v)\n set [stop v] to [1]\n set [fight v] to [2]\n switch costume to (sad v)\n wait until <(Level Complete) = [1]>\n switch costume to (happy v)\n wait until <(Level) = [0]>\n set [stop v] to [0]\n hide\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [4]> then\n if <(Fight) = [3]> then\n stop [other scripts in sprite v]\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <touching (sourd v)?> then\n play sound [ShortRip v] until done\n end\nend\n\nwhen I start as a clone\nwait until <<(Level) = [0]> or <(Stage Forward) = [11]>>\ndelete this clone\n\nwhen I start as a clone\nforever\n if <<touching (picklebomb v)?> and <(BombBoom) = [1]>> then\n if <(costume [name v]) = [Angry]> then\n change [badguyhealth v] by (-2)\n wait (0.3) seconds\n end\n end\nend\n\nwhen I start as a clone\nswitch costume to (angry v)\ngo to x: (220) y: (-105)\nshow\nset [stop v] to [1]\nset [fight v] to [0]\nwait until <(Fight) = [1]>\nset [stop v] to [0]\nforever\n point in direction (-90)\n repeat (4)\n repeat (11)\n change x by (-10)\n end\n wait ((pick random (0) to (1)) - (0.5)) seconds\n end\n point in direction (90)\n repeat (4)\n repeat (11)\n change x by (10)\n end\n wait ((pick random (0) to (1)) - (0.5)) seconds\n end\nend\n\nwhen I start as a clone\nswitch costume to (angry v)\ngo to x: (120) y: (-105)\nshow\nset [stop v] to [1]\nset [fight v] to [0]\nwait until <(Fight) = [1]>\nset [stop v] to [0]\nforever\n wait until <<<(distance to [pickleman v]) < [100]> or <(distance to [sourd v]) < [50]>> or <(distance to [picklebomb v]) < [75]>>\n repeat (8)\n change y by (16)\n end\n repeat (16)\n change y by (-8)\n end\nend\n\nwhen I start as a clone\nswitch costume to (angry v)\ngo to x: (120) y: (-105)\nshow\nset [stop v] to [1]\nset [fight v] to [0]\nwait until <(Fight) = [1]>\nset [stop v] to [0]\nforever\n switch costume to (angry v)\n wait (pick random (5) to (7)) seconds\n if <(PickleY) = [-101]> then\n switch costume to (sidecharge v)\n wait (1) seconds\n switch costume to (side1 v)\n wait (0.1) seconds\n switch costume to (side1 v)\n wait (0.1) seconds\n else\n switch costume to (upcharge v)\n wait (1) seconds\n switch costume to (up1 v)\n wait (0.1) seconds\n switch costume to (up2 v)\n wait (0.1) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <(Cheat Codes) = [1]> then\n set [color v] effect to (pick random (1) to (200))\n \n else\n set [color v] effect to (0)\n end\nend\n\n@CookieCrumblingPlatforms\n\nwhen flag clicked\nhide\nforever\n if <<(Level) = [5]> and <(Stage Forward) = [2]>> then\n show\n go to x: (30) y: (-25)\n wait until <<touching (pickleman v)?> or <not <(Stage Forward) = [2]>>>\n if <(Stage Forward) = [2]> then\n wait (1) seconds\n end\n repeat until <<touching (_edge_ v)?> or <not <(Stage Forward) = [2]>>>\n change y by (-10)\n end\n hide\n if <(Stage Forward) = [2]> then\n wait (1) seconds\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <<(Level) = [5]> and <(Stage Forward) = [6]>> then\n show\n go to x: (-130) y: (68)\n wait until <<touching (pickleman v)?> or <not <(Stage Forward) = [6]>>>\n if <(Stage Forward) = [6]> then\n wait (1) seconds\n end\n repeat until <<touching (_edge_ v)?> or <not <(Stage Forward) = [6]>>>\n change y by (-10)\n end\n hide\n if <(Stage Forward) = [6]> then\n wait (1) seconds\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Game Over) = [1]> then\n hide\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <<(Level) = [5]> and <(Stage Forward) = [9]>> then\n show\n go to x: (50) y: (-40)\n wait until <<touching (pickleman v)?> or <not <(Stage Forward) = [9]>>>\n if <(Stage Forward) = [9]> then\n wait (1) seconds\n end\n repeat until <<touching (_edge_ v)?> or <not <(Stage Forward) = [9]>>>\n change y by (-10)\n end\n hide\n if <(Stage Forward) = [9]> then\n wait (1) seconds\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <<(Level) = [5]> and <(Stage Forward) = [11]>> then\n show\n go to x: (140) y: (20)\n wait until <<touching (pickleman v)?> or <not <(Stage Forward) = [11]>>>\n if <(Stage Forward) = [11]> then\n wait (1) seconds\n end\n repeat until <<touching (_edge_ v)?> or <not <(Stage Forward) = [11]>>>\n change y by (-10)\n end\n hide\n if <(Stage Forward) = [11]> then\n wait (1) seconds\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <<(Level) = [5]> and <(Stage Forward) = [12]>> then\n show\n go to x: (0) y: (-50)\n wait until <<touching (pickleman v)?> or <not <(Stage Forward) = [12]>>>\n if <(Stage Forward) = [12]> then\n wait (1) seconds\n end\n repeat until <<touching (_edge_ v)?> or <not <(Stage Forward) = [12]>>>\n change y by (-10)\n end\n hide\n if <(Stage Forward) = [12]> then\n wait (1) seconds\n end\n end\nend\n\n@CookieCrumblingPlatforms2\n\nwhen flag clicked\nhide\nforever\n if <<(Level) = [5]> and <(Stage Forward) = [3]>> then\n show\n go to x: (0) y: (-25)\n wait until <<touching (pickleman v)?> or <not <(Stage Forward) = [3]>>>\n if <(Stage Forward) = [3]> then\n wait (1) seconds\n end\n repeat until <<touching (_edge_ v)?> or <not <(Stage Forward) = [3]>>>\n change y by (-10)\n end\n hide\n if <(Stage Forward) = [3]> then\n wait (1) seconds\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <<(Level) = [5]> and <(Stage Forward) = [7]>> then\n show\n go to x: (-123) y: (-20)\n wait until <<touching (pickleman v)?> or <not <(Stage Forward) = [7]>>>\n if <(Stage Forward) = [7]> then\n wait (1) seconds\n end\n repeat until <<touching (_edge_ v)?> or <not <(Stage Forward) = [7]>>>\n change y by (-10)\n end\n hide\n if <(Stage Forward) = [7]> then\n wait (1) seconds\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Game Over) = [1]> then\n hide\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <<(Level) = [5]> and <(Stage Forward) = [10]>> then\n show\n go to x: (0) y: (-35)\n wait until <<touching (pickleman v)?> or <not <(Stage Forward) = [10]>>>\n if <(Stage Forward) = [10]> then\n wait (1) seconds\n end\n repeat until <<touching (_edge_ v)?> or <not <(Stage Forward) = [10]>>>\n change y by (-10)\n end\n hide\n if <(Stage Forward) = [10]> then\n wait (1) seconds\n end\n end\nend\n\n@CookieCrumblingPlatforms3\n\nwhen flag clicked\nhide\nforever\n if <<(Level) = [5]> and <(Stage Forward) = [5]>> then\n show\n go to x: (50) y: (-30)\n wait until <<touching (pickleman v)?> or <not <(Stage Forward) = [5]>>>\n if <(Stage Forward) = [5]> then\n wait (1) seconds\n end\n repeat until <<touching (_edge_ v)?> or <not <(Stage Forward) = [5]>>>\n change y by (-10)\n end\n hide\n if <(Stage Forward) = [5]> then\n wait (1) seconds\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <<(Level) = [5]> and <(Stage Forward) = [7]>> then\n show\n go to x: (130) y: (65)\n wait until <<touching (pickleman v)?> or <not <(Stage Forward) = [7]>>>\n if <(Stage Forward) = [7]> then\n wait (1) seconds\n end\n repeat until <<touching (_edge_ v)?> or <not <(Stage Forward) = [7]>>>\n change y by (-10)\n end\n hide\n if <(Stage Forward) = [7]> then\n wait (1) seconds\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Game Over) = [1]> then\n hide\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <<(Level) = [5]> and <(Stage Forward) = [11]>> then\n show\n go to x: (-130) y: (65)\n wait until <<touching (pickleman v)?> or <not <(Stage Forward) = [11]>>>\n if <(Stage Forward) = [11]> then\n wait (1) seconds\n end\n repeat until <<touching (_edge_ v)?> or <not <(Stage Forward) = [11]>>>\n change y by (-2)\n end\n hide\n if <(Stage Forward) = [11]> then\n wait (1) seconds\n end\n end\nend\n\n@WaterWave\n\nwhen flag clicked\nforever\n if <(Level) = [10]> then\n glide (0.1) secs to x: (pick random (-5) to (5)) y: (pick random (-110) to (-100))\n else\n glide (0.1) secs to x: (pick random (-5) to (5)) y: (pick random (-130) to (-120))\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [10]> then\n set size to (2000) %\n show\n else\n if <<(Level) = [21]> or <(Level) = [22]>> then\n set size to (2000) %\n show\n else\n hide\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [10]> then\n next costume\n go to [front v] layer\n else\n next costume\n go to [back v] layer\n end\nend\n\nwhen flag clicked\nforever\n if <(Cheat Codes) = [1]> then\n set [color v] effect to (pick random (1) to (200))\n \n else\n set [color v] effect to (0)\n end\nend\n\n@NachoFry\n\nwhen flag clicked\nhide\nset rotation style [left-right v]\nforever\n switch costume to (small fry2 v)\n wait (1.5) seconds\n switch costume to (small fry v)\n wait (0.5) seconds\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [5]> and <(Stage Forward) = [9]>> then\n show\n go to x: (200) y: (102)\n wait until <not <<(Level) = [5]> and <(Stage Forward) = [9]>>>\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <touching (sourd v)?> then\n if <(Downward) = [1]> then\n set [bounce v] to [1]\n end\n hide\n play sound [Rip v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <touching (pickleman v)?> then\n set [got hit? v] to [1]\n end\nend\n\nwhen flag clicked\nforever\n if <(Game Over) = [1]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <<touching (picklebomb v)?> and <(BombBoom) = [1]>> then\n hide\n end\nend\n\nwhen I start as a clone\nif <<<(Level) = [5]> and <(Stage Forward) = [9]>> or <<<(Level) = [5]> and <(Stage Forward) = [10]>> or >> then\n point towards (pickleman v)\n repeat until <touching (_edge_ v)?>\n set rotation style [don't rotate v]\n move (10) steps\n end\n delete this clone\nend\n\nwhen I start as a clone\nforever\n if <touching (pickleman v)?> then\n set [got hit? v] to [1]\n end\nend\n\nwhen flag clicked\nforever\n set size to (200) %\n set rotation style [left-right v]\n point towards (pickleman v)\nend\n\nwhen I start as a clone\nset size to (400) %\nforever\n switch costume to (costume3 v)\n wait (0.01) seconds\n switch costume to (costume2 v)\n wait (0.01) seconds\n switch costume to (costume1 v)\n wait (0.01) seconds\nend\n\nwhen I start as a clone\nforever\n if <not <<<(Level) = [5]> and <(Stage Forward) = [9]>> or <<<(Level) = [5]> and <(Stage Forward) = [10]>> or >>> then\n delete this clone\n end\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [5]> and <(Stage Forward) = [10]>> then\n show\n go to x: (200) y: (102)\n wait until <not <<(Level) = [5]> and <(Stage Forward) = [10]>>>\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(Cheat Codes) = [1]> then\n set [color v] effect to (pick random (1) to (200))\n \n else\n set [color v] effect to (0)\n end\nend\n\n@Master Melon\n\nwhen flag clicked\nhide\nforever\n if <<(Level) = [10]> and <(Stage Forward) = [1]>> then\n set [badguyhealth v] to [10]\n set [wall v] to [0]\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <<(Level) = [10]> and <(Stage Forward) = [2]>> then\n set [wall v] to [1]\n create clone of (_myself_ v)\n wait until <not <<(Level) = [10]> and <(Stage Forward) = [2]>>>\n end\nend\n\nwhen I start as a clone\ngo to x: (260) y: (-150)\nshow\nforever\n set rotation style [left-right v]\n point in direction (-90)\n repeat (48)\n change x by (-10)\n end\n point in direction (90)\n repeat (48)\n change x by (10)\n end\nend\n\nwhen I start as a clone\nforever\n if <touching (sourd v)?> then\n if <(Downward) = [1]> then\n set [bounce v] to [2]\n else\n if <(AirSlash) = [0]> then\n change [badguyhealth v] by (-1)\n wait (0.3) seconds\n end\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <touching (pickleman v)?> then\n if <(AirSlash) = [0]> then\n set [got hit? v] to [1]\n end\n end\nend\n\nwhen I start as a clone\nwait until <<(Level) = [10]> and <(Stage Forward) = [1]>>\ndelete this clone\n\nwhen I start as a clone\ngo to x: (260) y: (-150)\nshow\nforever\n wait (0.5) seconds\n repeat (14)\n change y by (25)\n end\n repeat (14)\n change y by (-25)\n end\nend\n\nrepeat (35)\n change y by (-10)\nend\n\nwhen I start as a clone\nforever\n if <(BadGuyHealth) < [1]> then\n stop [other scripts in sprite v]\n play sound [ShortRip2 v] until done\n set [level complete v] to [1]\n change [g v] by (5)\n hide\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(Cheat Codes) = [1]> then\n set [color v] effect to (pick random (1) to (200))\n \n else\n set [color v] effect to (0)\n end\nend\n\n@CookieCrumblingPlatforms4\n\nwhen flag clicked\nhide\nforever\n if <(Game Over) = [1]> then\n hide\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <<(Level) = [5]> and <(Stage Forward) = [11]>> then\n show\n go to x: (30) y: (-90)\n wait until <<touching (pickleman v)?> or <not <(Stage Forward) = [11]>>>\n if <(Stage Forward) = [11]> then\n wait (1) seconds\n end\n repeat until <<touching (_edge_ v)?> or <not <(Stage Forward) = [11]>>>\n change y by (-10)\n end\n hide\n if <(Stage Forward) = [11]> then\n wait (1) seconds\n end\n end\nend\n\n@Helpful Advice\n\nwhen flag clicked\nforever\n set [ghost v] effect to (30)\n go to [front v] layer\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [1]> and <(Stage Forward) = [1]>> then\n go to x: (0) y: (80)\n switch costume to (walk tip v)\n show\n else\n if <<(Level) = [1]> and <(Stage Forward) = [2]>> then\n go to x: (0) y: (80)\n switch costume to (jump tip v)\n show\n else\n if <<(Level) = [1]> and <(Stage Forward) = [3]>> then\n switch costume to (x tip v)\n show\n go to x: (0) y: (145)\n else\n if <<(Level) = [1]> and <(Stage Forward) = [13]>> then\n go to x: (0) y: (80)\n switch costume to (z tip v)\n show\n else\n if <<(Level) = [2]> and <(Stage Forward) = [1]>> then\n go to x: (0) y: (80)\n switch costume to (bounce v)\n show\n else\n if <<(Level) = [2]> and <(Stage Forward) = [3]>> then\n go to x: (0) y: (150)\n switch costume to (down attack level2 v)\n show\n else\n if <<(Level) = [2]> and <(Stage Forward) = [5]>> then\n go to x: (0) y: (80)\n switch costume to (downspeed v)\n show\n else\n if <<(Level) = [2]> and <(Stage Forward) = [11]>> then\n go to x: (0) y: (80)\n switch costume to (z reminder v)\n show\n else\n if <<(Level) = [3]> and <(Stage Forward) = [2]>> then\n go to x: (0) y: (80)\n switch costume to (down level 3 v)\n show\n else\n if <<(Level) = [3]> and <(Stage Forward) = [3]>> then\n go to x: (20) y: (110)\n switch costume to (downspeed v)\n show\n else\n if <<(Level) = [100]> and <(Stage Forward) = [1]>> then\n go to x: (0) y: (80)\n switch costume to (buying stuff v)\n show\n else\n if <<(Level) = [100]> and <(Stage Forward) = [2]>> then\n go to x: (0) y: (-50)\n switch costume to (equiping v)\n show\n else\n if <<(Level) = [10]> and <(Stage Forward) = [1]>> then\n go to x: (0) y: (80)\n switch costume to (master melon v)\n show\n else\n if <<(Level) = [6]> and <(Stage Forward) = [3]>> then\n go to x: (0) y: (88)\n switch costume to (troll v)\n show\n else\n if <<(Level) = [7]> and <(Stage Forward) = [2]>> then\n go to x: (0) y: (80)\n switch costume to (applebombwarning v)\n show\n else\n if <<(Level) = [21]> and <(Stage Forward) = [2]>> then\n go to x: (0) y: (80)\n switch costume to (2-1-1 v)\n show\n else\n if <<(Level) = [22]> and <(Stage Forward) = [1]>> then\n go to x: (0) y: (80)\n switch costume to (2-2-2 v)\n show\n else\n if <<(Level) = [24]> and <(Stage Forward) = [1]>> then\n go to x: (0) y: (80)\n switch costume to (2-4-1 v)\n show\n else\n hide\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\n@AppleBomb\n\nwhen flag clicked\nhide\nset rotation style [left-right v]\nforever\n point in direction (90)\n repeat until <<not <touching (sprite5 v)?>> or <touching (_edge_ v)?>>\n change x by (-4)\n end\n change x by (8)\n point in direction (-90)\n repeat until <<not <touching (sprite5 v)?>> or <touching (_edge_ v)?>>\n change x by (4)\n end\n change x by (-8)\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [7]> and <(Stage Forward) = [2]>> then\n show\n go to x: (36) y: (-95)\n wait until <not <<(Level) = [7]> and <(Stage Forward) = [2]>>>\n hide\n end\nend\n\nwhen flag clicked\nset size to (200) %\nforever\n switch costume to (costume2 v)\n wait (0.2) seconds\n switch costume to (costume3 v)\n wait (0.2) seconds\nend\n\nwhen flag clicked\nforever\n if <(Game Over) = [1]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <touching (sourd v)?> then\n if <(Downward) = [1]> then\n set [bounce v] to [1]\n end\n hide\n create clone of (_myself_ v)\n play sound [Rip v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <touching (pickleman v)?> then\n set [got hit? v] to [1]\n end\nend\n\nwhen flag clicked\nforever\n if <<touching (picklebomb v)?> and <(BombBoom) = [1]>> then\n hide\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\nshow\nset size to (1000) %\nswitch costume to (costume1 v)\nrepeat (10)\n turn right (90) degrees\nend\ndelete this clone\n\nwhen I start as a clone\nforever\n if <touching (pickleman v)?> then\n set [got hit? v] to [1]\n end\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [7]> and <(Stage Forward) = [6]>> then\n show\n go to x: (0) y: (-63)\n wait until <not <<(Level) = [7]> and <(Stage Forward) = [6]>>>\n hide\n end\nend\n\nwhen I start as a clone\nplay sound [Squeaky Toy v] until done\n\nwhen flag clicked\nforever\n if <(Cheat Codes) = [1]> then\n set [color v] effect to (pick random (1) to (200))\n \n else\n set [color v] effect to (0)\n end\nend\n\n@WreckingBall\n\nwhen flag clicked\ngo to [back v] layer\nhide\n\nwhen flag clicked\nforever\n if <(Game Over) = [1]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <touching (pickleman v)?> then\n set [got hit? v] to [1]\n end\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [7]> and <(Stage Forward) = [3]>> then\n show\n go to x: (0) y: (-3)\n repeat until <not <<(Level) = [7]> and <(Stage Forward) = [3]>>>\n turn left (15) degrees\n end\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [7]> and <(Stage Forward) = [7]>> then\n show\n go to x: (0) y: (23)\n repeat until <not <<(Level) = [7]> and <(Stage Forward) = [7]>>>\n turn left (10) degrees\n end\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [7]> and <(Stage Forward) = [11]>> then\n show\n go to x: (0) y: (100)\n repeat until <not <<(Level) = [7]> and <(Stage Forward) = [11]>>>\n turn left (10) degrees\n end\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [7]> and <(Stage Forward) = [12]>> then\n show\n go to x: (160) y: (60)\n repeat until <not <<(Level) = [7]> and <(Stage Forward) = [12]>>>\n turn left (-10) degrees\n end\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [7]> and <(Stage Forward) = [13]>> then\n show\n go to x: (160) y: (125)\n repeat until <not <<(Level) = [7]> and <(Stage Forward) = [13]>>>\n turn left (8) degrees\n end\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [7]> and <(Stage Forward) = [17]>> then\n show\n go to x: (0) y: (0)\n repeat until <not <<(Level) = [7]> and <(Stage Forward) = [17]>>>\n turn left (-10) degrees\n end\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [7]> and <(Stage Forward) = [18]>> then\n show\n go to x: (190) y: (150)\n repeat until <not <<(Level) = [7]> and <(Stage Forward) = [18]>>>\n turn left (-10) degrees\n end\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(Cheat Codes) = [1]> then\n set [color v] effect to (pick random (1) to (200))\n \n else\n set [color v] effect to (0)\n end\nend\n\n@AppleBomb2\n\nwhen flag clicked\nhide\nset rotation style [left-right v]\nforever\n point in direction (90)\n repeat until <<not <touching (sprite5 v)?>> or <touching (_edge_ v)?>>\n change x by (-4)\n end\n change x by (8)\n point in direction (-90)\n repeat until <<not <touching (sprite5 v)?>> or <touching (_edge_ v)?>>\n change x by (4)\n end\n change x by (-8)\nend\n\nwhen flag clicked\nset size to (200) %\nforever\n switch costume to (costume2 v)\n wait (0.2) seconds\n switch costume to (costume3 v)\n wait (0.2) seconds\nend\n\nwhen flag clicked\nforever\n if <(Game Over) = [1]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <touching (sourd v)?> then\n if <(Downward) = [1]> then\n set [bounce v] to [1]\n end\n hide\n create clone of (_myself_ v)\n play sound [Rip v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <touching (pickleman v)?> then\n set [got hit? v] to [1]\n end\nend\n\nwhen flag clicked\nforever\n if <<touching (picklebomb v)?> and <(BombBoom) = [1]>> then\n hide\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\nshow\nset size to (1000) %\nswitch costume to (costume1 v)\nrepeat (10)\n turn right (90) degrees\nend\ndelete this clone\n\nwhen I start as a clone\nforever\n if <touching (pickleman v)?> then\n set [got hit? v] to [1]\n end\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [7]> and <(Stage Forward) = [6]>> then\n show\n go to x: (150) y: (2)\n wait until <not <<(Level) = [7]> and <(Stage Forward) = [6]>>>\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [7]> and <(Stage Forward) = [10]>> then\n show\n go to x: (150) y: (97)\n wait until <not <<(Level) = [7]> and <(Stage Forward) = [10]>>>\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [7]> and <(Stage Forward) = [12]>> then\n show\n go to x: (150) y: (97)\n wait until <not <<(Level) = [7]> and <(Stage Forward) = [12]>>>\n hide\n end\nend\n\nwhen I start as a clone\nplay sound [Squeaky Toy v] until done\n\nwhen flag clicked\nforever\n if <(Cheat Codes) = [1]> then\n set [color v] effect to (pick random (1) to (200))\n \n else\n set [color v] effect to (0)\n end\nend\n\n@Wacko's\n\nwhen flag clicked\nforever\n set rotation style [all around v]\n turn right (10) degrees\nend\n\nwhen flag clicked\nhide\nforever\n repeat until <<not <touching (sprite5 v)?>> or <touching (_edge_ v)?>>\n change y by (4)\n end\n change y by (-10)\n repeat until <<not <touching (sprite5 v)?>> or <touching (_edge_ v)?>>\n change x by (4)\n end\n change x by (-10)\n repeat until <<not <touching (sprite5 v)?>> or <touching (_edge_ v)?>>\n change y by (-4)\n end\n change y by (10)\n repeat until <<not <touching (sprite5 v)?>> or <touching (_edge_ v)?>>\n change x by (-4)\n end\n change x by (10)\nend\n\nwhen flag clicked\nforever\n if <touching (pickleman v)?> then\n set [got hit? v] to [1]\n end\nend\n\nwhen flag clicked\nforever\n if <(Game Over) = [1]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <touching (sourd v)?> then\n if <(Downward) = [1]> then\n set [bounce v] to [1]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<touching (picklebomb v)?> and <(BombBoom) = [1]>> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [7]> and <(Stage Forward) = [4]>> then\n show\n go to x: (-54) y: (-66)\n wait until <not <<(Level) = [7]> and <(Stage Forward) = [4]>>>\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [7]> and <(Stage Forward) = [8]>> then\n show\n go to x: (-86) y: (-32)\n wait until <not <<(Level) = [7]> and <(Stage Forward) = [8]>>>\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [7]> and <(Stage Forward) = [10]>> then\n show\n go to x: (-54) y: (-64)\n wait until <not <<(Level) = [7]> and <(Stage Forward) = [10]>>>\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [7]> and <(Stage Forward) = [11]>> then\n show\n go to x: (-54) y: (-64)\n wait until <not <<(Level) = [7]> and <(Stage Forward) = [11]>>>\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [7]> and <(Stage Forward) = [13]>> then\n show\n go to x: (-54) y: (66)\n wait until <not <<(Level) = [7]> and <(Stage Forward) = [13]>>>\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [7]> and <(Stage Forward) = [18]>> then\n show\n go to x: (-54) y: (-28)\n wait until <not <<(Level) = [7]> and <(Stage Forward) = [18]>>>\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(Cheat Codes) = [1]> then\n set [color v] effect to (pick random (1) to (200))\n \n else\n set [color v] effect to (0)\n end\nend\n\n@Wacko's2\n\nwhen flag clicked\nforever\n set rotation style [all around v]\n turn right (10) degrees\nend\n\nwhen flag clicked\nhide\nforever\n repeat until <<not <touching (sprite5 v)?>> or <touching (_edge_ v)?>>\n change y by (4)\n end\n change y by (-10)\n repeat until <<not <touching (sprite5 v)?>> or <touching (_edge_ v)?>>\n change x by (4)\n end\n change x by (-10)\n repeat until <<not <touching (sprite5 v)?>> or <touching (_edge_ v)?>>\n change y by (-4)\n end\n change y by (10)\n repeat until <<not <touching (sprite5 v)?>> or <touching (_edge_ v)?>>\n change x by (-4)\n end\n change x by (10)\nend\n\nwhen flag clicked\nforever\n if <touching (pickleman v)?> then\n set [got hit? v] to [1]\n end\nend\n\nwhen flag clicked\nforever\n if <(Game Over) = [1]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <touching (sourd v)?> then\n if <(Downward) = [1]> then\n set [bounce v] to [1]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<touching (picklebomb v)?> and <(BombBoom) = [1]>> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [7]> and <(Stage Forward) = [8]>> then\n show\n go to x: (88) y: (50)\n wait until <not <<(Level) = [7]> and <(Stage Forward) = [8]>>>\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [7]> and <(Stage Forward) = [18]>> then\n show\n go to x: (122) y: (70)\n wait until <not <<(Level) = [7]> and <(Stage Forward) = [18]>>>\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(Cheat Codes) = [1]> then\n set [color v] effect to (pick random (1) to (200))\n \n else\n set [color v] effect to (0)\n end\nend\n\n@DeathBall\n\nwhen flag clicked\nforever\n hide\n if <<<(Level) = [7]> and <<[14] < (Stage Forward)> and <(Stage Forward) < [19]>>> or <<(Stage Forward) = [20]> and <(BadGuyHealth) < [7]>>> then\n if <(PickleY) < [26]> then\n go to [back v] layer\n show\n set size to (200) %\n go to x: (PickleX) y: (189)\n repeat (4)\n change y by (-10)\n end\n repeat until <<touching (sprite5 v)?> or <touching (_edge_ v)?>>\n change y by (-10)\n end\n if <<touching (sprite5 v)?> and <not <[-179] > (y position)>>> then\n repeat (10)\n change size by (10)\n change y by (5)\n end\n repeat until <touching (_edge_ v)?>\n change y by (-10)\n go to [front v] layer\n end\n hide\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n turn left (-15) degrees\nend\n\nwhen flag clicked\nforever\n if <touching (pickleman v)?> then\n set [got hit? v] to [1]\n end\nend\n\nwhen flag clicked\nforever\n if <touching (sourd v)?> then\n if <(Downward) = [1]> then\n set [bounce v] to [1]\n end\n end\nend\n\nwhen flag clicked\nset [0gamecomplete v] to [0]\n\nwhen flag clicked\nforever\n if <<(Stage Forward) = [20]> and <(BadGuyHealth) < [1]>> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(Cheat Codes) = [1]> then\n set [color v] effect to (pick random (1) to (200))\n \n else\n set [color v] effect to (0)\n end\nend\n\n@Jester Apple2\n\nwhen flag clicked\nset [wall v] to [0]\nhide\nset [stop v] to [0]\nset [ja fight v] to [0]\nforever\n if <(Level) = [7]> then\n if <(Stage Forward) = [19]> then\n set [badguyhealth v] to [10]\n set [wall v] to [0]\n set [ja attacks v] to [0]\n end\n end\nend\n\nwhen flag clicked\nset [ja attacks v] to [0]\nset [wall v] to [0]\nhide\nset [stop v] to [0]\nforever\n if <(Level) = [7]> then\n if <(Stage Forward) = [20]> then\n create clone of (_myself_ v)\n set [wall v] to [1]\n wait until <not <(Stage Forward) = [20]>>\n if <(Level) = [7]> then\n play sound [Get wrecked noob v] until done\n end\n end\n end\nend\n\nwhen I start as a clone\nset size to (200) %\ngo to x: (150) y: (-92)\nset [stop v] to [1]\nshow\nif <(JA FIGHT) = [0]> then\n say [Hello their PickleMan]\n play sound [Hello their PickleMan v] until done\n wait (0.5) seconds\n say [Your trying to stop CheeseBurgerMan]\n play sound [Your trying stop CheeseBurgerMan v] until done\n wait (0.5) seconds\n say [I cannot let you stop him, you see.]\n play sound [I cannot let you stop him, you see v] until done\n wait (0.5) seconds\n say [Looks like I have to DESTROY you.]\n play sound [Looks like I have to destroy you. v] until done\nend\npoint in direction (90)\nsay []\nset [ja fight v] to [1]\nwait (0.5) seconds\nset [stop v] to [0]\npoint in direction (90)\nglide (1) secs to x: (150) y: (50)\nset [ja attacks v] to [1]\nwait until <(BadGuyHealth) = [9]>\npoint in direction (-90)\nglide (1) secs to x: (-150) y: (50)\nset [ja attacks v] to [2]\nwait until <(BadGuyHealth) = [8]>\npoint in direction (90)\nglide (1) secs to x: (150) y: (50)\nset [ja attacks v] to [3]\nwait until <(BadGuyHealth) = [7]>\npoint in direction (-90)\nglide (1) secs to x: (-150) y: (50)\nset [ja attacks v] to [4]\nwait until <(BadGuyHealth) = [6]>\npoint in direction (90)\nglide (1) secs to x: (150) y: (50)\nset [ja attacks v] to [1]\nwait until <(BadGuyHealth) = [5]>\npoint in direction (-90)\nglide (1) secs to x: (-150) y: (50)\nset [ja attacks v] to [2]\nwait until <(BadGuyHealth) = [4]>\npoint in direction (90)\nglide (1) secs to x: (150) y: (50)\nset [ja attacks v] to [3]\nwait until <(BadGuyHealth) = [3]>\npoint in direction (-90)\nglide (1) secs to x: (-150) y: (50)\nset [ja attacks v] to [4]\nwait until <(BadGuyHealth) = [2]>\npoint in direction (90)\nglide (1) secs to x: (150) y: (50)\nset [ja attacks v] to [5]\nwait until <(BadGuyHealth) = [1]>\npoint in direction (-90)\nglide (1) secs to x: (-150) y: (50)\nset [ja attacks v] to [6]\nwait until <(BadGuyHealth) = [0]>\nset [ja attacks v] to [0]\n\nwhen I start as a clone\nset [ja attacks v] to [0]\nforever\n if <(BadGuyHealth) < [1]> then\n stop [other scripts in sprite v]\n say [NO IMPOSSIBLE]\n play sound [NO IMPOSSIBLE v] until done\n set [0gamecomplete v] to [1]\n set [level complete v] to [1]\n hide\n stop [this script v]\n end\nend\n\nwhen I start as a clone\nforever\n if <<touching (picklebomb v)?> and <(BombBoom) = [1]>> then\n change [badguyhealth v] by (-1)\n wait (1) seconds\n end\nend\n\nwhen I start as a clone\nforever\n if <touching (sourd v)?> then\n if <(Downward) = [1]> then\n set [bounce v] to [1]\n end\n change [badguyhealth v] by (-1)\n wait (1) seconds\n end\nend\n\nwhen I start as a clone\nforever\n if <(Got Hit?) = [1]> then\n play sound [Hahaha v] until done\n end\nend\n\nwhen I start as a clone\nwait until <not <(Stage Forward) = [20]>>\ndelete this clone\n\nwhen flag clicked\nset [0gamecomplete v] to [0]\n\nwhen flag clicked\nforever\n if <(Cheat Codes) = [1]> then\n set [color v] effect to (pick random (1) to (200))\n \n else\n set [color v] effect to (0)\n end\nend\n\n@DeathBall2\n\nwhen flag clicked\n\nwhen flag clicked\n\nwhen flag clicked\nset [0gamecomplete v] to [0]\n\nwhen flag clicked\nforever\n hide\n if <[0] < (JA ATTACKS)> then\n create clone of (_myself_ v)\n wait (2) seconds\n end\nend\n\nwhen I start as a clone\nforever\n if <touching (pickleman v)?> then\n set [got hit? v] to [1]\n end\nend\n\nwhen I start as a clone\nforever\n if <touching (sourd v)?> then\n if <(Downward) = [1]> then\n set [bounce v] to [2]\n end\n end\nend\n\nwhen I start as a clone\nforever\n turn left (-15) degrees\nend\n\nwhen I start as a clone\nforever\n if <(JA ATTACKS) = [0]> then\n delete this clone\n end\nend\n\nwhen I start as a clone\nshow\nforever\n if <<(JA ATTACKS) = [1]> or <<(JA ATTACKS) = [3]> or <(JA ATTACKS) = [5]>>> then\n go to x: (250) y: (-100)\n repeat until <(x position) = [-250]>\n change x by (-10)\n end\n delete this clone\n end\n if <<(JA ATTACKS) = [2]> or <<(JA ATTACKS) = [4]> or <(JA ATTACKS) = [6]>>> then\n go to x: (-250) y: (-100)\n repeat until <(x position) = [250]>\n change x by (10)\n end\n delete this clone\n end\nend\n\nwhen I start as a clone\nforever\n if <<<(JA ATTACKS) = [3]> or <(JA ATTACKS) = [5]>> or <<(JA ATTACKS) = [4]> or <(JA ATTACKS) = [6]>>> then\n repeat (10)\n change y by (10)\n end\n repeat (10)\n change y by (-10)\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <not <<(Level) = [7]> and <(Stage Forward) = [20]>>> then\n delete this clone\n end\nend\n\nwhen flag clicked\nforever\n if <(Cheat Codes) = [1]> then\n set [color v] effect to (pick random (1) to (200))\n \n else\n set [color v] effect to (0)\n end\nend\n\n@Credits2\n\nwhen flag clicked\nforever\n if <(Selection Screen) = [9]> then\n switch costume to (costume2 v)\n show\n else\n hide\n end\nend\n\n@SCB HEAL\n\nwhen flag clicked\nhide\nset [scb heal v] to [0]\nset size to (200) %\ngo to x: (-220) y: (-106)\nforever\n if <[0] < (Level)> then\n if <[4] < (Level)> then\n if <(SCB HEAL) = [0]> then\n if <key (c v) pressed?> then\n show\n change [health v] by (2)\n set [scb heal v] to [1]\n switch costume to (costume7 v)\n wait (0.5) seconds\n switch costume to (costume2 v)\n wait (0.5) seconds\n hide\n end\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Cheat Codes) = [1]> then\n set [color v] effect to (pick random (1) to (200))\n \n else\n set [color v] effect to (0)\n end\nend\n\n@Speedrun2\n\nwhen flag clicked\nhide\nswitch costume to (1 v)\nset [challenges v] to [0]\nhide variable [☁ 100%worldrecord v]\nhide variable [timer v]\nforever\n if <(Selection Screen) = [2]> then\n show\n if <touching (mouse-pointer v)?> then\n say [Complete every level, collect every coin, collect the key, and beat Master Melon.]\n switch costume to (2 v)\n if <mouse down?> then\n set [speedrun v] to [1]\n set [selection screen v] to [0]\n set [world v] to [1]\n reset timer\n show variable [☁ 100%worldrecord v]\n show variable [timer v]\n set [cheat codes v] to [0]\n set [level1complete v] to [0]\n set [level2complete v] to [0]\n set [level3complete v] to [0]\n set [level4complete v] to [0]\n set [level5complete v] to [0]\n set [level6complete v] to [0]\n set [gg v] to [0]\n set [g v] to [0]\n set [key1 v] to [0]\n set [0gamecomplete v] to [0]\n end\n else\n switch costume to (1 v)\n say []\n end\n else\n hide\n end\nend\n\nwhen flag clicked\nset [gg v] to [0]\nset [0gamecomplete v] to [0]\nforever\n set [timer v] to (timer)\n if <(Speedrun) = [1]> then\n if <(0GameComplete) = [1]> then\n if <(Timer) < (☁ 100%WorldRecord)> then\n if <<(Level1Complete) = [1]> and <<(Level2Complete) = [1]> and <<(Level3Complete) = [1]> and <<(Level4Complete) = [1]> and <<(Level5Complete) = [1]> and <<(Level6Complete) = [1]> and <<(LevelC Complete) = [1]> and <<(Key1) = [1]> and <(GG) = [55]>>>>>>>>> then\n set [☁ 100%worldrecord v] to (Timer)\n stop [this script v]\n end\n end\n stop [this script v]\n end\n end\nend\n\n@1 Hit Run\n\nwhen flag clicked\nhide\nswitch costume to (1 v)\nset [challenges v] to [0]\nset [speedrun v] to [0]\nhide variable [☁ 100%worldrecord v]\nhide variable [timer v]\nforever\n if <(Selection Screen) = [2]> then\n show\n if <touching (mouse-pointer v)?> then\n say [You die in 1 hit! And don't try buying health upgrades, they wont work... I tried.]\n switch costume to (2 v)\n if <mouse down?> then\n set [challenges v] to [1]\n set [world v] to [1]\n set [selection screen v] to [0]\n set [cheat codes v] to [0]\n set [level1complete v] to [0]\n set [level2complete v] to [0]\n set [level3complete v] to [0]\n set [level4complete v] to [0]\n set [level5complete v] to [0]\n set [level6complete v] to [0]\n set [gg v] to [0]\n set [g v] to [0]\n set [key1 v] to [0]\n set [0gamecomplete v] to [0]\n end\n else\n switch costume to (1 v)\n say []\n end\n else\n hide\n end\nend\n\nwhen flag clicked\nset [gg v] to [0]\nset [0gamecomplete v] to [0]\nforever\n set [timer v] to (timer)\n if <(Speedrun) = [1]> then\n if <(0GameComplete) = [1]> then\n if <(Timer) < (☁ 100%WorldRecord)> then\n if <<(Level1Complete) = [1]> and <<(Level2Complete) = [1]> and <<(Level3Complete) = [1]> and <<(Level4Complete) = [1]> and <<(Level5Complete) = [1]> and <<(Level6Complete) = [1]> and <<(LevelC Complete) = [1]> and <<(Key1) = [1]> and <(GG) = [55]>>>>>>>>> then\n set [☁ 100%worldrecord v] to (Timer)\n stop [this script v]\n end\n end\n stop [this script v]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Challenges) = [1]> then\n set [max health v] to [1]\n end\nend\n\nwhen flag clicked\nforever\n if <(Challenges) = [3]> then\n set [g v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n if <(Challenges) = [4]> then\n set [max health v] to [1]\n set [g v] to [0]\n end\nend\n\n@No Death Run\n\nwhen flag clicked\nhide\nswitch costume to (1 v)\nset [challenges v] to [0]\nset [speedrun v] to [0]\nhide variable [☁ 100%worldrecord v]\nhide variable [timer v]\nforever\n if <(Selection Screen) = [2]> then\n show\n if <touching (mouse-pointer v)?> then\n switch costume to (2 v)\n say [Dying Crashes the game!]\n if <mouse down?> then\n set [challenges v] to [2]\n set [world v] to [1]\n set [selection screen v] to [0]\n set [cheat codes v] to [0]\n set [level1complete v] to [0]\n set [level2complete v] to [0]\n set [level3complete v] to [0]\n set [level4complete v] to [0]\n set [level5complete v] to [0]\n set [level6complete v] to [0]\n set [gg v] to [0]\n set [g v] to [0]\n set [key1 v] to [0]\n set [0gamecomplete v] to [0]\n end\n else\n switch costume to (1 v)\n say []\n end\n else\n hide\n end\nend\n\nwhen flag clicked\nset [gg v] to [0]\nset [0gamecomplete v] to [0]\nforever\n set [timer v] to (timer)\n if <(Speedrun) = [1]> then\n if <(0GameComplete) = [1]> then\n if <(Timer) < (☁ 100%WorldRecord)> then\n if <<(Level1Complete) = [1]> and <<(Level2Complete) = [1]> and <<(Level3Complete) = [1]> and <<(Level4Complete) = [1]> and <<(Level5Complete) = [1]> and <<(Level6Complete) = [1]> and <<(LevelC Complete) = [1]> and <<(Key1) = [1]> and <(GG) = [55]>>>>>>>>> then\n set [☁ 100%worldrecord v] to (Timer)\n stop [this script v]\n end\n end\n stop [this script v]\n end\n end\nend\n\n@No Greed\n\nwhen flag clicked\nhide\nswitch costume to (1 v)\nset [challenges v] to [0]\nset [speedrun v] to [0]\nhide variable [☁ 100%worldrecord v]\nhide variable [timer v]\nforever\n if <(Selection Screen) = [2]> then\n show\n if <touching (mouse-pointer v)?> then\n switch costume to (2 v)\n say [The economy of Food World is broken! Collecting coins is useless.]\n if <mouse down?> then\n set [challenges v] to [3]\n set [world v] to [1]\n set [selection screen v] to [0]\n set [cheat codes v] to [0]\n set [level1complete v] to [0]\n set [level2complete v] to [0]\n set [level3complete v] to [0]\n set [level4complete v] to [0]\n set [level5complete v] to [0]\n set [level6complete v] to [0]\n set [gg v] to [0]\n set [g v] to [0]\n set [key1 v] to [0]\n set [0gamecomplete v] to [0]\n end\n else\n switch costume to (1 v)\n say []\n end\n else\n hide\n end\nend\n\nwhen flag clicked\nset [gg v] to [0]\nset [0gamecomplete v] to [0]\nforever\n set [timer v] to (timer)\n if <(Speedrun) = [1]> then\n if <(0GameComplete) = [1]> then\n if <(Timer) < (☁ 100%WorldRecord)> then\n if <<(Level1Complete) = [1]> and <<(Level2Complete) = [1]> and <<(Level3Complete) = [1]> and <<(Level4Complete) = [1]> and <<(Level5Complete) = [1]> and <<(Level6Complete) = [1]> and <<(LevelC Complete) = [1]> and <<(Key1) = [1]> and <(GG) = [55]>>>>>>>>> then\n set [☁ 100%worldrecord v] to (Timer)\n stop [this script v]\n end\n end\n stop [this script v]\n end\n end\nend\n\n@No Death Run3\n\nwhen flag clicked\nhide\nswitch costume to (1 v)\nset [challenges v] to [0]\nset [speedrun v] to [0]\nhide variable [☁ 100%worldrecord v]\nhide variable [timer v]\nforever\n if <(Selection Screen) = [2]> then\n show\n if <touching (mouse-pointer v)?> then\n switch costume to (2 v)\n say [1 Hit, No Death, Coins are Useless. Is this possible?]\n if <mouse down?> then\n set [challenges v] to [4]\n set [world v] to [1]\n set [selection screen v] to [0]\n set [cheat codes v] to [0]\n set [level1complete v] to [0]\n set [level2complete v] to [0]\n set [level3complete v] to [0]\n set [level4complete v] to [0]\n set [level5complete v] to [0]\n set [level6complete v] to [0]\n set [gg v] to [0]\n set [g v] to [0]\n set [key1 v] to [0]\n set [0gamecomplete v] to [0]\n end\n else\n switch costume to (1 v)\n say []\n end\n else\n hide\n end\nend\n\nwhen flag clicked\nset [gg v] to [0]\nset [0gamecomplete v] to [0]\nforever\n set [timer v] to (timer)\n if <(Speedrun) = [1]> then\n if <(0GameComplete) = [1]> then\n if <(Timer) < (☁ 100%WorldRecord)> then\n if <<(Level1Complete) = [1]> and <<(Level2Complete) = [1]> and <<(Level3Complete) = [1]> and <<(Level4Complete) = [1]> and <<(Level5Complete) = [1]> and <<(Level6Complete) = [1]> and <<(LevelC Complete) = [1]> and <<(Key1) = [1]> and <(GG) = [55]>>>>>>>>> then\n set [☁ 100%worldrecord v] to (Timer)\n stop [this script v]\n end\n end\n stop [this script v]\n end\n end\nend\n\n@Database\n\nwhen flag clicked\nhide\nswitch costume to (1 v)\nset [challenges v] to [0]\nset [speedrun v] to [0]\nhide variable [☁ 100%worldrecord v]\nhide variable [timer v]\nforever\n if <(Selection Screen) = [2]> then\n show\n if <touching (mouse-pointer v)?> then\n switch costume to (2 v)\n say [Database off all enemies stats.]\n if <mouse down?> then\n set [selection screen v] to [420]\n end\n else\n switch costume to (1 v)\n say []\n end\n else\n hide\n end\nend\n\nset [challenges v] to [4]\nset [world v] to [1]\n\nset [cheat codes v] to [0]\nset [level1complete v] to [0]\nset [level2complete v] to [0]\nset [level3complete v] to [0]\nset [level4complete v] to [0]\nset [level5complete v] to [0]\nset [level6complete v] to [0]\nset [gg v] to [0]\nset [g v] to [0]\nset [key1 v] to [0]\nset [0gamecomplete v] to [0]\n\nwhen flag clicked\nset [gg v] to [0]\nset [0gamecomplete v] to [0]\nforever\n set [timer v] to (timer)\n if <(Speedrun) = [1]> then\n if <(0GameComplete) = [1]> then\n if <(Timer) < (☁ 100%WorldRecord)> then\n if <<(Level1Complete) = [1]> and <<(Level2Complete) = [1]> and <<(Level3Complete) = [1]> and <<(Level4Complete) = [1]> and <<(Level5Complete) = [1]> and <<(Level6Complete) = [1]> and <<(LevelC Complete) = [1]> and <<(Key1) = [1]> and <(GG) = [55]>>>>>>>>> then\n set [☁ 100%worldrecord v] to (Timer)\n stop [this script v]\n end\n end\n stop [this script v]\n end\n end\nend\n\n@Database Cards\n\nwhen flag clicked\nset [database v] to [1]\nforever\n if <(Selection Screen) = [420]> then\n switch costume to (Database)\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nset [database v] to [1]\nforever\n if <(Database) = [0]> then\n set [database v] to [12]\n end\nend\n\nforever\n if <(Database) = [0]> then\nend\n\nwhen flag clicked\nset [database v] to [1]\nforever\n if <(Database) = [13]> then\n set [database v] to [1]\n end\nend\n\n@DatabaseRight\n\nwhen flag clicked\nset [database v] to [1]\nforever\n if <(Selection Screen) = [420]> then\n show\n if <touching (mouse-pointer v)?> then\n switch costume to (on v)\n if <mouse down?> then\n change [database v] by (1)\n wait (0.3) seconds\n end\n else\n switch costume to (offf v)\n end\n else\n hide\n end\nend\n\n@DatabaseLeft\n\nwhen flag clicked\nset [database v] to [1]\nforever\n if <(Selection Screen) = [420]> then\n show\n if <touching (mouse-pointer v)?> then\n switch costume to (on v)\n if <mouse down?> then\n change [database v] by (-1)\n wait (0.3) seconds\n end\n else\n switch costume to (offf v)\n end\n else\n hide\n end\nend\n\n@JellyFryBoss\n\nwhen flag clicked\nforever\n if <(Cheat Codes) = [1]> then\n set [color v] effect to (pick random (1) to (200))\n \n else\n set [color v] effect to (0)\n end\nend\n\n@JellyBossLightning\n\nwhen flag clicked\nforever\n if <(Cheat Codes) = [1]> then\n set [color v] effect to (pick random (1) to (200))\n \n else\n set [color v] effect to (0)\n end\nend\n\n@WereFry\n\nwhen flag clicked\nhide\nset rotation style [left-right v]\nforever\n point in direction (90)\n repeat until <<not <touching (sprite5 v)?>> or <touching (_edge_ v)?>>\n change x by ((-4) * (Sun0/Moon1))\n end\n change x by ((8) * (Sun0/Moon1))\n point in direction (-90)\n repeat until <<not <touching (sprite5 v)?>> or <touching (_edge_ v)?>>\n change x by ((4) * (Sun0/Moon1))\n end\n change x by ((-8) * (Sun0/Moon1))\nend\n\nwhen flag clicked\nforever\n if <touching (pickleman v)?> then\n set [got hit? v] to [1]\n end\nend\n\nwhen flag clicked\nforever\n if <<touching (picklebomb v)?> and <(BombBoom) = [1]>> then\n if <not <(Sun0/Moon1) = [2]>> then\n hide\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching (sourd v)?> then\n if <not <(Sun0/Moon1) = [2]>> then\n if <(Downward) = [1]> then\n set [bounce v] to [1]\n end\n hide\n play sound [Rip v] until done\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [22]> and <(Stage Forward) = [2]>> then\n show\n go to x: (75) y: (-40)\n wait until <not <<(Level) = [22]> and <(Stage Forward) = [2]>>>\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(Sun0/Moon1) = [2]> then\n switch costume to (twerefry1 v)\n wait (0.1) seconds\n switch costume to (twerefry2 v)\n wait (0.1) seconds\n else\n switch costume to (werefry v)\n wait (0.1) seconds\n switch costume to (werefry2 v)\n wait (0.1) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [22]> and <(Stage Forward) = [3]>> then\n show\n go to x: (120) y: (-103)\n wait until <not <<(Level) = [22]> and <(Stage Forward) = [3]>>>\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [22]> and <(Stage Forward) = [6]>> then\n show\n go to x: (150) y: (73)\n wait until <not <<(Level) = [22]> and <(Stage Forward) = [6]>>>\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [24]> and <(Stage Forward) = [2]>> then\n show\n go to x: (75) y: (-40)\n wait until <not <<(Level) = [24]> and <(Stage Forward) = [2]>>>\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [24]> and <(Stage Forward) = [3]>> then\n show\n go to x: (120) y: (-103)\n wait until <not <<(Level) = [24]> and <(Stage Forward) = [3]>>>\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [24]> and <(Stage Forward) = [6]>> then\n show\n go to x: (150) y: (73)\n wait until <not <<(Level) = [24]> and <(Stage Forward) = [6]>>>\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(Cheat Codes) = [1]> then\n set [color v] effect to (pick random (1) to (200))\n \n else\n set [color v] effect to (0)\n end\nend\n\n@CrabFry\n\nwhen flag clicked\nhide\nset rotation style [left-right v]\nforever\n point in direction (90)\n repeat until <<not <touching (sprite5 v)?>> or <touching (_edge_ v)?>>\n change x by (-4)\n end\n change x by (8)\n point in direction (-90)\n repeat until <<not <touching (sprite5 v)?>> or <touching (_edge_ v)?>>\n change x by (4)\n end\n change x by (-8)\nend\n\nwhen flag clicked\nforever\n if <touching (pickleman v)?> then\n set [got hit? v] to [1]\n end\nend\n\nwhen flag clicked\nforever\n if <<touching (picklebomb v)?> and <(BombBoom) = [1]>> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <touching (sourd v)?> then\n if <(Downward) = [1]> then\n set [bounce v] to [1]\n end\n if <(AirSlash) = [0]> then\n hide\n play sound [Rip v] until done\n else\n set [got hit? v] to [1]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [21]> and <(Stage Forward) = [2]>> then\n show\n go to x: (50) y: (-99)\n wait until <not <<(Level) = [21]> and <(Stage Forward) = [2]>>>\n hide\n end\nend\n\nwhen flag clicked\nforever\n switch costume to (crabfry1 v)\n wait (0.1) seconds\n switch costume to (crabfry2 v)\n wait (0.1) seconds\n switch costume to (crabfry3 v)\n wait (0.1) seconds\n switch costume to (crabfry4 v)\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [21]> and <(Stage Forward) = [3]>> then\n show\n go to x: (50) y: (-35)\n wait until <not <<(Level) = [21]> and <(Stage Forward) = [3]>>>\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [21]> and <(Stage Forward) = [5]>> then\n show\n go to x: (100) y: (-99)\n wait until <not <<(Level) = [21]> and <(Stage Forward) = [5]>>>\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [21]> and <(Stage Forward) = [6]>> then\n show\n go to x: (-40) y: (-67)\n wait until <not <<(Level) = [21]> and <(Stage Forward) = [6]>>>\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [21]> and <(Stage Forward) = [9]>> then\n show\n go to x: (50) y: (-35)\n wait until <not <<(Level) = [21]> and <(Stage Forward) = [9]>>>\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(Cheat Codes) = [1]> then\n set [color v] effect to (pick random (1) to (200))\n \n else\n set [color v] effect to (0)\n end\nend\n\n@TubeFry\n\nwhen flag clicked\nforever\n repeat (20)\n switch costume to (swimming1 v)\n wait (0.1) seconds\n switch costume to (swimming4 v)\n wait (0.1) seconds\n switch costume to (swimming5 v)\n wait (0.1) seconds\n switch costume to (swimming6 v)\n wait (0.1) seconds\n switch costume to (swimming7 v)\n wait (0.1) seconds\n end\nend\n\nwhen flag clicked\nhide\nset rotation style [left-right v]\nforever\n repeat until <touching (sprite5 v)?>\n change x by (-5)\n end\n change x by (10)\n repeat until <touching (sprite5 v)?>\n change x by (5)\n end\n change x by (-10)\nend\n\nwhen flag clicked\nforever\n if <touching (pickleman v)?> then\n set [got hit? v] to [1]\n end\nend\n\nwhen flag clicked\nforever\n if <touching (sourd v)?> then\n if <(Downward) = [1]> then\n set [bounce v] to [2]\n end\n hide\n play sound [Rip v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [21]> and <(Stage Forward) = [10]>> then\n show\n go to x: (0) y: (-150)\n wait until <not <<(Level) = [21]> and <(Stage Forward) = [10]>>>\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [21]> and <(Stage Forward) = [11]>> then\n show\n go to x: (0) y: (-150)\n wait until <not <<(Level) = [21]> and <(Stage Forward) = [11]>>>\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [22]> and <(Stage Forward) = [9]>> then\n show\n go to x: (0) y: (-150)\n wait until <not <<(Level) = [22]> and <(Stage Forward) = [9]>>>\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(Cheat Codes) = [1]> then\n set [color v] effect to (pick random (1) to (200))\n \n else\n set [color v] effect to (0)\n end\nend\n\n@ArmouredTubeFry\n\nwhen flag clicked\nforever\n switch costume to (swimming1 v)\n wait (0.1) seconds\n switch costume to (swimming4 v)\n wait (0.1) seconds\n switch costume to (swimming5 v)\n wait (0.1) seconds\n switch costume to (swimming6 v)\n wait (0.1) seconds\n switch costume to (swimming7 v)\n wait (0.1) seconds\nend\n\nwhen flag clicked\nforever\n if <touching (pickleman v)?> then\n set [got hit? v] to [1]\n end\nend\n\nwhen flag clicked\nhide\nset rotation style [left-right v]\nforever\n repeat until <touching (sprite5 v)?>\n change x by (-5)\n end\n change x by (10)\n repeat until <touching (sprite5 v)?>\n change x by (5)\n end\n change x by (-10)\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [22]> and <(Stage Forward) = [10]>> then\n show\n go to x: (0) y: (-150)\n wait until <not <<(Level) = [22]> and <(Stage Forward) = [10]>>>\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <touching (sourd v)?> then\n if <(Downward) = [1]> then\n set [bounce v] to [3]\n play sound [Clang v] until done\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [22]> and <(Stage Forward) = [11]>> then\n show\n go to x: (0) y: (-150)\n wait until <not <<(Level) = [22]> and <(Stage Forward) = [11]>>>\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(Cheat Codes) = [1]> then\n set [color v] effect to (pick random (1) to (200))\n \n else\n set [color v] effect to (0)\n end\nend\n\n@JellyFry\n\nwhen flag clicked\nforever\n switch costume to (jellyfry v)\n wait (0.1) seconds\n switch costume to (jellyfry2 v)\n wait (0.1) seconds\nend\n\nwhen I start as a clone\nforever\n if <not <<<(Level) = [23]> and <(Stage Forward) = [5]>> or <<<(Level) = [23]> and <(Stage Forward) = [6]>> or <<<(Level) = [23]> and <(Stage Forward) = [9]>> or <<<(Level) = [23]> and <(Stage Forward) = [10]>> or <<<(Level) = [26]> and <(Stage Forward) = [2]>> or <<<(Level) = [26]> and <(Stage Forward) = [6]>> or <<<(Level) = [26]> and <(Stage Forward) = [10]>> or <<<(Level) = [26]> and <(Stage Forward) = [12]>> or <<<(Level) = [26]> and <(Stage Forward) = [15]>> or >>>>>>>>>> then\n delete this clone\n end\nend\n\nwhen I start as a clone\nif <<<(Level) = [23]> and <(Stage Forward) = [5]>> or <<<(Level) = [23]> and <(Stage Forward) = [6]>> or <<<(Level) = [23]> and <(Stage Forward) = [9]>> or <<<(Level) = [23]> and <(Stage Forward) = [10]>> or <<<(Level) = [26]> and <(Stage Forward) = [2]>> or <<<(Level) = [26]> and <(Stage Forward) = [6]>> or <<<(Level) = [26]> and <(Stage Forward) = [10]>> or <<<(Level) = [26]> and <(Stage Forward) = [12]>> or <<<(Level) = [26]> and <(Stage Forward) = [15]>> or >>>>>>>>> then\n show\n set rotation style [all around v]\n point towards (pickleman v)\n repeat until <touching (_edge_ v)?>\n set rotation style [all around v]\n move (10) steps\n end\n delete this clone\nend\n\nwhen flag clicked\nforever\n if <touching (pickleman v)?> then\n set [got hit? v] to [1]\n end\nend\n\nwhen flag clicked\nforever\n if <touching (sourd v)?> then\n if <(Downward) = [1]> then\n set [bounce v] to [1]\n end\n hide\n play sound [Rip v] until done\n set [jello v] to [0]\n end\nend\n\nwhen I start as a clone\nswitch costume to (costume1 v)\nforever\n if <touching (pickleman v)?> then\n set [got hit? v] to [1]\n end\nend\n\nwhen flag clicked\nforever\n if <<touching (picklebomb v)?> and <(BombBoom) = [1]>> then\n set [jello v] to [0]\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [23]> and <(Stage Forward) = [5]>> then\n set [jello v] to [1]\n show\n wait until <not <<(Level) = [23]> and <(Stage Forward) = [5]>>>\n hide\n end\nend\n\nwhen flag clicked\nforever\n wait (1.5) seconds\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [23]> and <(Stage Forward) = [6]>> then\n set [jello v] to [1]\n show\n wait until <not <<(Level) = [23]> and <(Stage Forward) = [6]>>>\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [23]> and <(Stage Forward) = [9]>> then\n set [jello v] to [1]\n show\n wait until <not <<(Level) = [23]> and <(Stage Forward) = [9]>>>\n hide\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <<(Level) = [23]> and <(Stage Forward) = [10]>> then\n set [jello v] to [1]\n show\n wait until <not <<(Level) = [23]> and <(Stage Forward) = [10]>>>\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(Jello) = [1]> then\n go to x: (200) y: (-80)\n glide (1.5) secs to x: (200) y: (110)\n glide (1.5) secs to x: (200) y: (-80)\n end\nend\n\nwhen flag clicked\nforever\n if <(Jello) = [0]> then\n go to x: (500) y: (500)\n end\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [26]> and <(Stage Forward) = [2]>> then\n set [jello v] to [1]\n show\n wait until <not <<(Level) = [26]> and <(Stage Forward) = [2]>>>\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [26]> and <(Stage Forward) = [6]>> then\n set [jello v] to [1]\n show\n wait until <not <<(Level) = [26]> and <(Stage Forward) = [6]>>>\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [26]> and <(Stage Forward) = [10]>> then\n set [jello v] to [1]\n show\n wait until <not <<(Level) = [26]> and <(Stage Forward) = [10]>>>\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [26]> and <(Stage Forward) = [12]>> then\n set [jello v] to [1]\n show\n wait until <not <<(Level) = [26]> and <(Stage Forward) = [12]>>>\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [26]> and <(Stage Forward) = [15]>> then\n set [jello v] to [1]\n show\n wait until <not <<(Level) = [26]> and <(Stage Forward) = [15]>>>\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [26]> and <(Stage Forward) = [16]>> then\n set [jello v] to [1]\n show\n wait until <not <<(Level) = [26]> and <(Stage Forward) = [16]>>>\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(Cheat Codes) = [1]> then\n set [color v] effect to (pick random (1) to (200))\n \n else\n set [color v] effect to (0)\n end\nend\n\n@SpringFry\n\nwhen flag clicked\nforever\n if <<touching (picklebomb v)?> and <(BombBoom) = [1]>> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <touching (pickleman v)?> then\n set [got hit? v] to [1]\n end\nend\n\nwhen flag clicked\nhide\nset rotation style [left-right v]\nforever\n\nwhen flag clicked\nforever\n if <<(Level) = [21]> and <(Stage Forward) = [5]>> then\n switch costume to (spring fry2 v)\n go to x: (150) y: (-94)\n repeat (15)\n change y by (10)\n end\n repeat (15)\n change y by (-10)\n end\n switch costume to (spring fry v)\n wait (0.1) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [21]> and <(Stage Forward) = [5]>> then\n show\n wait until <not <<(Level) = [21]> and <(Stage Forward) = [5]>>>\n hide\n end\nend\n\nwhen flag clicked\nforever\n point towards (pickleman v)\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [21]> and <(Stage Forward) = [7]>> then\n show\n wait until <not <<(Level) = [21]> and <(Stage Forward) = [7]>>>\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [21]> and <(Stage Forward) = [7]>> then\n switch costume to (spring fry2 v)\n go to x: (-24) y: (-8)\n repeat (15)\n change y by (10)\n end\n repeat (15)\n change y by (-10)\n end\n switch costume to (spring fry v)\n wait (0.1) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <touching (sourd v)?> then\n if <(Downward) = [1]> then\n hide\n set [bounce v] to [1]\n play sound [Jump v] until done\n else\n hide\n play sound [Rip v] until done\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [22]> and <(Stage Forward) = [5]>> then\n switch costume to (spring fry2 v)\n go to x: (0) y: (-94)\n repeat (15)\n change y by (10)\n end\n repeat (15)\n change y by (-10)\n end\n switch costume to (spring fry v)\n wait (0.1) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [22]> and <(Stage Forward) = [5]>> then\n show\n wait until <not <<(Level) = [22]> and <(Stage Forward) = [5]>>>\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [22]> and <(Stage Forward) = [11]>> then\n switch costume to (spring fry2 v)\n go to x: (150) y: (-94)\n repeat (15)\n change y by (10)\n end\n repeat (15)\n change y by (-10)\n end\n switch costume to (spring fry v)\n wait (0.1) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [22]> and <(Stage Forward) = [11]>> then\n show\n wait until <not <<(Level) = [22]> and <(Stage Forward) = [11]>>>\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [24]> and <(Stage Forward) = [5]>> then\n switch costume to (spring fry2 v)\n go to x: (0) y: (-94)\n repeat (15)\n change y by (10)\n end\n repeat (15)\n change y by (-10)\n end\n switch costume to (spring fry v)\n wait (0.1) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [24]> and <(Stage Forward) = [11]>> then\n switch costume to (spring fry2 v)\n go to x: (150) y: (-94)\n repeat (15)\n change y by (10)\n end\n repeat (15)\n change y by (-10)\n end\n switch costume to (spring fry v)\n wait (0.1) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [24]> and <(Stage Forward) = [5]>> then\n show\n wait until <not <<(Level) = [24]> and <(Stage Forward) = [5]>>>\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [24]> and <(Stage Forward) = [11]>> then\n show\n wait until <not <<(Level) = [24]> and <(Stage Forward) = [11]>>>\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [25]> and <(Stage Forward) = [6]>> then\n switch costume to (spring fry2 v)\n go to x: (115) y: (27)\n repeat (15)\n change y by (10)\n end\n repeat (15)\n change y by (-10)\n end\n switch costume to (spring fry v)\n wait (0.1) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [25]> and <(Stage Forward) = [6]>> then\n show\n wait until <not <<(Level) = [25]> and <(Stage Forward) = [6]>>>\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(Cheat Codes) = [1]> then\n set [color v] effect to (pick random (1) to (200))\n \n else\n set [color v] effect to (0)\n end\nend\n\n@Sun/Moon\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [22]> or <(Level) = [24]>> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nset [sun0/moon1 v] to [0.5]\nforever\n if <(Level) = [22]> then\n set [sun0/moon1 v] to [1.1]\n switch costume to (sun v)\n go to x: (0) y: (-200)\n repeat (7)\n change y by (10)\n wait (0.01) seconds\n end\n set [sun0/moon1 v] to [1]\n repeat (26)\n change y by (10)\n wait (0.01) seconds\n end\n wait (0.2) seconds\n repeat (26)\n change y by (-10)\n wait (0.01) seconds\n end\n set [sun0/moon1 v] to [1.1]\n repeat (7)\n change y by (-10)\n wait (0.01) seconds\n end\n switch costume to (moon v)\n go to x: (0) y: (-200)\n repeat (7)\n change y by (10)\n wait (0.02) seconds\n end\n set [sun0/moon1 v] to [2]\n repeat (26)\n change y by (10)\n wait (0.02) seconds\n end\n wait (0.3) seconds\n repeat (33)\n change y by (-10)\n wait (0.02) seconds\n end\n else\n if <(Level) = [24]> then\n set [sun0/moon1 v] to [1.1]\n switch costume to (sun v)\n go to x: (0) y: (-200)\n repeat (7)\n change y by (10)\n wait (0.01) seconds\n end\n set [sun0/moon1 v] to [1]\n repeat (26)\n change y by (10)\n wait (0.01) seconds\n end\n wait (0.01) seconds\n repeat (26)\n change y by (-10)\n wait (0.01) seconds\n end\n set [sun0/moon1 v] to [1.1]\n repeat (7)\n change y by (-10)\n wait (0.01) seconds\n end\n switch costume to (picklemoon v)\n go to x: (0) y: (-200)\n repeat (7)\n change y by (10)\n wait (0.05) seconds\n end\n set [sun0/moon1 v] to [2]\n repeat (26)\n change y by (10)\n wait (0.05) seconds\n end\n wait (20) seconds\n repeat (33)\n change y by (-10)\n wait (0.05) seconds\n end\n else\n hide\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [24]> then\n if <(Sun0/Moon1) = [2]> then\n set [x move v] to [-1]\n set [z move v] to [-1]\n end\n if <(Sun0/Moon1) = [1.1]> then\n set [x move v] to [1]\n set [z move v] to [1]\n wait until <(Sun0/Moon1) = [2]>\n end\n end\nend\n\nwhen flag clicked\nset [x move v] to [1]\nset [z move v] to [1]\nset [zzz-immunity v] to [0]\nset [hover v] to [0]\nforever\n if <(Level) = [23]> then\n set [x move v] to [1]\n set [z move v] to [1]\n wait until <not <(Level) = [23]>>\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [22]> then\n set [x move v] to [1]\n set [z move v] to [1]\n wait until <not <(Level) = [22]>>\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [21]> then\n set [x move v] to [1]\n set [z move v] to [1]\n wait until <not <(Level) = [21]>>\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [25]> then\n set [x move v] to [1]\n set [z move v] to [1]\n wait until <not <(Level) = [25]>>\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [20]> then\n set [x move v] to [1]\n set [z move v] to [1]\n wait until <not <(Level) = [20]>>\n end\nend\n\nwhen flag clicked\nforever\n if <(Cheat Codes) = [1]> then\n set [color v] effect to (pick random (1) to (200))\n \n else\n set [color v] effect to (0)\n end\nend\n\n@SpringFry2\n\nwhen flag clicked\nforever\n if <<touching (picklebomb v)?> and <(BombBoom) = [1]>> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <touching (pickleman v)?> then\n set [got hit? v] to [1]\n end\nend\n\nwhen flag clicked\nhide\nset rotation style [left-right v]\nforever\n\nwhen flag clicked\nforever\n if <<(Level) = [21]> and <(Stage Forward) = [6]>> then\n switch costume to (spring fry2 v)\n go to x: (150) y: (35)\n repeat (15)\n change y by (10)\n end\n repeat (15)\n change y by (-10)\n end\n switch costume to (spring fry v)\n wait (0.1) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [21]> and <(Stage Forward) = [6]>> then\n show\n wait until <not <<(Level) = [21]> and <(Stage Forward) = [6]>>>\n hide\n end\nend\n\nwhen flag clicked\nforever\n point towards (pickleman v)\nend\n\nwhen flag clicked\nforever\n if <touching (sourd v)?> then\n if <(Downward) = [1]> then\n hide\n set [bounce v] to [1]\n play sound [Jump v] until done\n else\n hide\n play sound [Rip v] until done\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [22]> and <(Stage Forward) = [6]>> then\n switch costume to (spring fry2 v)\n go to x: (120) y: (-95)\n repeat (10)\n change y by (10)\n end\n repeat (10)\n change y by (-10)\n end\n switch costume to (spring fry v)\n wait (0.1) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [25]> and <(Stage Forward) = [6]>> then\n switch costume to (spring fry2 v)\n go to x: (-150) y: (-95)\n repeat (15)\n change y by (10)\n end\n repeat (15)\n change y by (-10)\n end\n switch costume to (spring fry v)\n wait (0.1) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [25]> and <(Stage Forward) = [6]>> then\n show\n wait until <not <<(Level) = [25]> and <(Stage Forward) = [6]>>>\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(Cheat Codes) = [1]> then\n set [color v] effect to (pick random (1) to (200))\n \n else\n set [color v] effect to (0)\n end\nend\n\n@SpringFry3\n\nwhen flag clicked\nforever\n if <<touching (picklebomb v)?> and <(BombBoom) = [1]>> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <touching (pickleman v)?> then\n set [got hit? v] to [1]\n end\nend\n\nwhen flag clicked\nforever\n if <touching (sourd v)?> then\n if <(Downward) = [1]> then\n hide\n set [bounce v] to [1]\n play sound [Jump v] until done\n else\n hide\n play sound [Rip v] until done\n end\n end\nend\n\nwhen flag clicked\nhide\nset rotation style [left-right v]\nforever\n\nwhen flag clicked\nforever\n if <<(Level) = [21]> and <(Stage Forward) = [7]>> then\n switch costume to (spring fry2 v)\n go to x: (112) y: (-63)\n repeat (15)\n change y by (10)\n end\n repeat (15)\n change y by (-10)\n end\n switch costume to (spring fry v)\n wait (0.1) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [21]> and <(Stage Forward) = [7]>> then\n show\n wait until <not <<(Level) = [21]> and <(Stage Forward) = [7]>>>\n hide\n end\nend\n\nwhen flag clicked\nforever\n point towards (pickleman v)\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [21]> and <(Stage Forward) = [11]>> then\n show\n wait until <not <<(Level) = [21]> and <(Stage Forward) = [11]>>>\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [21]> and <(Stage Forward) = [11]>> then\n switch costume to (spring fry2 v)\n go to x: (150) y: (13)\n repeat (15)\n change y by (10)\n end\n repeat (15)\n change y by (-10)\n end\n switch costume to (spring fry v)\n wait (0.1) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [25]> and <(Stage Forward) = [9]>> then\n show\n wait until <not <<(Level) = [25]> and <(Stage Forward) = [9]>>>\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [25]> and <(Stage Forward) = [9]>> then\n switch costume to (spring fry2 v)\n go to x: (70) y: (-92)\n repeat (15)\n change y by (10)\n end\n repeat (15)\n change y by (-10)\n end\n switch costume to (spring fry v)\n wait (0.1) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <(Cheat Codes) = [1]> then\n set [color v] effect to (pick random (1) to (200))\n \n else\n set [color v] effect to (0)\n end\nend\n\n@WereNachos\n\nwhen flag clicked\nhide\nset rotation style [left-right v]\nforever\n if <(Sun0/Moon1) = [2]> then\n switch costume to (twerenacho1 v)\n wait (0.5) seconds\n switch costume to (twerenacho2 v)\n wait (0.1) seconds\n create clone of (_myself_ v)\n else\n switch costume to (werenacho v)\n wait (1) seconds\n switch costume to (werenachos2 v)\n wait (0.5) seconds\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\nif <<<<(Level) = [24]> and <(Stage Forward) = [7]>> or <<<(Level) = [24]> and <(Stage Forward) = [5]>> or <<(Level) = [24]> and <(Stage Forward) = [11]>>>> or <<<(Level) = [22]> and <(Stage Forward) = [7]>> or <<<(Level) = [22]> and <(Stage Forward) = [5]>> or <<(Level) = [22]> and <(Stage Forward) = [11]>>>>> then\n point towards (pickleman v)\n repeat until <touching (_edge_ v)?>\n set rotation style [don't rotate v]\n move (10) steps\n end\n delete this clone\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [22]> and <(Stage Forward) = [5]>> then\n show\n go to x: (210) y: (75)\n wait until <not <<(Level) = [22]> and <(Stage Forward) = [5]>>>\n hide\n end\nend\n\nwhen flag clicked\nforever\n set size to (200) %\n set rotation style [left-right v]\n point towards (pickleman v)\nend\n\nwhen flag clicked\nforever\n if <touching (pickleman v)?> then\n set [got hit? v] to [1]\n end\nend\n\nwhen flag clicked\nforever\n if <not <(Sun0/Moon1) = [2]>> then\n if <touching (sourd v)?> then\n if <(Downward) = [1]> then\n set [bounce v] to [1]\n end\n hide\n play sound [Rip v] until done\n end\n end\nend\n\nwhen I start as a clone\nset size to (400) %\nforever\n switch costume to (costume3 v)\n wait (0.01) seconds\n switch costume to (costume2 v)\n wait (0.01) seconds\n switch costume to (costume1 v)\n wait (0.01) seconds\nend\n\nwhen I start as a clone\nforever\n if <touching (pickleman v)?> then\n set [got hit? v] to [1]\n end\nend\n\nwhen flag clicked\nforever\n if <not <(Sun0/Moon1) = [2]>> then\n if <<touching (picklebomb v)?> and <(BombBoom) = [1]>> then\n hide\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [22]> and <(Stage Forward) = [7]>> then\n show\n go to x: (210) y: (75)\n wait until <not <<(Level) = [22]> and <(Stage Forward) = [7]>>>\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [22]> and <(Stage Forward) = [11]>> then\n show\n go to x: (220) y: (115)\n wait until <not <<(Level) = [22]> and <(Stage Forward) = [11]>>>\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [22]> and <(Stage Forward) = [11]>> then\n show\n go to x: (220) y: (115)\n wait until <not <<(Level) = [22]> and <(Stage Forward) = [11]>>>\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [24]> and <(Stage Forward) = [11]>> then\n show\n go to x: (220) y: (115)\n wait until <not <<(Level) = [24]> and <(Stage Forward) = [11]>>>\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [24]> and <(Stage Forward) = [7]>> then\n show\n go to x: (210) y: (75)\n wait until <not <<(Level) = [24]> and <(Stage Forward) = [7]>>>\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [24]> and <(Stage Forward) = [5]>> then\n show\n go to x: (210) y: (75)\n wait until <not <<(Level) = [24]> and <(Stage Forward) = [5]>>>\n hide\n end\nend\n\nwhen I start as a clone\nforever\n if <not <<<<(Level) = [22]> and <(Stage Forward) = [7]>> or <<<(Level) = [22]> and <(Stage Forward) = [5]>> or <<(Level) = [22]> and <(Stage Forward) = [11]>>>> or <<<(Level) = [24]> and <(Stage Forward) = [7]>> or <<<(Level) = [24]> and <(Stage Forward) = [5]>> or <<(Level) = [24]> and <(Stage Forward) = [11]>>>>>> then\n delete this clone\n end\nend\n\nwhen flag clicked\nforever\n if <(Cheat Codes) = [1]> then\n set [color v] effect to (pick random (1) to (200))\n \n else\n set [color v] effect to (0)\n end\nend\n\n@BeachKey\n\nwhen flag clicked\nset [key1 v] to [0]\nhide\nforever\n if <<(Level) = [22]> and <(Stage Forward) = [7]>> then\n show\n if <touching (pickleman v)?> then\n set [key1 v] to [1]\n hide\n play sound [Collect v] until done\n stop [this script v]\n end\n else\n hide\n end\nend\n\nwhen flag clicked\nset [key1 v] to [0]\nhide\nforever\n if <<(Level) = [22]> and <(Stage Forward) = [7]>> then\n glide (0.3) secs to x: (150) y: (152)\n glide (0.3) secs to x: (150) y: (148)\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [22]> then\n if <(Key1) = [1]> then\n wait (.5) seconds\n stop [other scripts in sprite v]\n hide\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Cheat Codes) = [1]> then\n set [color v] effect to (pick random (1) to (200))\n \n else\n set [color v] effect to (0)\n end\nend\n\n@WaterFilter\n\nwhen flag clicked\nforever\n if <(Level) = [23]> then\n set [ghost v] effect to (30)\n go to [front v] layer\n end\n if <(Level) = [26]> then\n set [ghost v] effect to (50)\n go to [front v] layer\n end\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [23]> or <(Level) = [26]>> then\n show\n go to [front v] layer\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(Cheat Codes) = [1]> then\n set [color v] effect to (pick random (1) to (200))\n \n else\n set [color v] effect to (0)\n end\nend\n\n@SquidFryArm1\n\nwhen flag clicked\nhide\nforever\n if <<(Level) = [23]> and <(Stage Forward) = [3]>> then\n show\n wait until <not <<(Level) = [23]> and <(Stage Forward) = [3]>>>\n hide\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <<(Level) = [23]> and <(Stage Forward) = [3]>> then\n point in direction (90)\n go to x: (30) y: (-245)\n glide (1.3) secs to x: (30) y: (125)\n glide (1.3) secs to x: (30) y: (-245)\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <<(Level) = [23]> and <(Stage Forward) = [6]>> then\n show\n wait until <not <<(Level) = [23]> and <(Stage Forward) = [6]>>>\n hide\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <<(Level) = [23]> and <(Stage Forward) = [6]>> then\n point in direction (90)\n go to x: (-25) y: (-245)\n glide (1.3) secs to x: (-25) y: (125)\n glide (1.3) secs to x: (-25) y: (-245)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (pickleman v)?> then\n set [got hit? v] to [1]\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <<(Level) = [23]> and <(Stage Forward) = [9]>> then\n show\n wait until <not <<(Level) = [23]> and <(Stage Forward) = [9]>>>\n hide\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <<(Level) = [23]> and <(Stage Forward) = [9]>> then\n point in direction (-90)\n go to x: (-105) y: (250)\n glide (1.3) secs to x: (-105) y: (-150)\n glide (1.3) secs to x: (-105) y: (250)\n end\nend\n\nwhen flag clicked\nforever\n if <(Cheat Codes) = [1]> then\n set [color v] effect to (pick random (1) to (200))\n \n else\n set [color v] effect to (0)\n end\nend\n\n@SquidFryArm2\n\nwhen flag clicked\nhide\nforever\n if <<(Level) = [23]> and <(Stage Forward) = [7]>> then\n show\n wait until <not <<(Level) = [23]> and <(Stage Forward) = [7]>>>\n hide\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <<(Level) = [23]> and <(Stage Forward) = [7]>> then\n point in direction (0)\n go to x: (300) y: (60)\n glide (1.3) secs to x: (-60) y: (60)\n glide (1.3) secs to x: (300) y: (60)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (pickleman v)?> then\n set [got hit? v] to [1]\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <<(Level) = [23]> and <(Stage Forward) = [9]>> then\n show\n wait until <not <<(Level) = [23]> and <(Stage Forward) = [9]>>>\n hide\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <<(Level) = [23]> and <(Stage Forward) = [9]>> then\n point in direction (90)\n go to x: (105) y: (-245)\n glide (1.3) secs to x: (105) y: (145)\n glide (1.3) secs to x: (105) y: (-245)\n end\nend\n\nwhen flag clicked\nforever\n if <(Cheat Codes) = [1]> then\n set [color v] effect to (pick random (1) to (200))\n \n else\n set [color v] effect to (0)\n end\nend\n\n@SquidFryArm3\n\nwhen flag clicked\nhide\nforever\n if <<(Level) = [23]> and <(Stage Forward) = [10]>> then\n point in direction (90)\n go to x: (-3) y: (-245)\n glide (1.3) secs to x: (-3) y: (145)\n glide (1.3) secs to x: (-3) y: (-245)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (pickleman v)?> then\n set [got hit? v] to [1]\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <<(Level) = [23]> and <(Stage Forward) = [10]>> then\n show\n wait until <not <<(Level) = [23]> and <(Stage Forward) = [10]>>>\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(Cheat Codes) = [1]> then\n set [color v] effect to (pick random (1) to (200))\n \n else\n set [color v] effect to (0)\n end\nend\n\n@SquidFryArm4\n\nwhen flag clicked\nhide\nforever\n if <<(Level) = [23]> and <(Stage Forward) = [10]>> then\n point in direction (-90)\n go to x: (-3) y: (245)\n glide (1.3) secs to x: (-3) y: (-145)\n glide (1.3) secs to x: (-3) y: (245)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (pickleman v)?> then\n set [got hit? v] to [1]\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <<(Level) = [23]> and <(Stage Forward) = [10]>> then\n show\n wait until <not <<(Level) = [23]> and <(Stage Forward) = [10]>>>\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(Cheat Codes) = [1]> then\n set [color v] effect to (pick random (1) to (200))\n \n else\n set [color v] effect to (0)\n end\nend\n\n@SquidFry\n\nwhen flag clicked\nforever\n go to [back v] layer\n go [forward v] (1) layers\nend\n\nwhen flag clicked\nset [wall v] to [0]\nhide\nset [stop v] to [0]\nforever\n if <(Level) = [23]> then\n if <(Stage Forward) = [12]> then\n create clone of (_myself_ v)\n wait until <not <(Stage Forward) = [12]>>\n end\n end\nend\n\nwhen flag clicked\nset [wall v] to [0]\nhide\nset [stop v] to [0]\nforever\n if <(Level) = [23]> then\n if <(Stage Forward) = [11]> then\n set [badguyhealth v] to [10]\n end\n end\nend\n\nwhen I start as a clone\ngo to x: (0) y: (90)\nset [wall v] to [1]\npoint in direction (90)\nshow\nset [stop v] to [1]\nwait until <(Fight) = [1]>\nset [stop v] to [0]\nforever\n show\n set size to (100) %\n go to x: (0) y: (90)\n wait (1) seconds\n repeat (4)\n broadcast (InkBlob v)\n wait (0.25) seconds\n end\n wait (1) seconds\n repeat (10)\n change y by (-10)\n change size by (-10)\n end\n hide\n wait (1) seconds\n show\n set size to (200) %\n go to x: (0) y: (-400)\n repeat (40)\n change y by (10)\n end\n wait (1) seconds\n broadcast (SquidwardTenticles v)\n repeat (30)\n change y by (-10)\n end\n hide\n wait (1) seconds\n set size to (10) %\n show\n go to x: (0) y: (-10)\n repeat (9)\n change size by (10)\n change y by (10)\n end\nend\n\nwhen I start as a clone\nwait until <(Level) = [0]>\ndelete this clone\n\nwhen I start as a clone\nforever\n if <(BadGuyHealth) = [0]> then\n stop [other scripts in sprite v]\n set [fight v] to [0]\n play sound [ShortRip2 v] until done\n set [fight v] to [2]\n wait until <(Level) = [0]>\n set [wall v] to [0]\n hide\n stop [this script v]\n end\nend\n\nwhen I start as a clone\nforever\n switch costume to (big fry v)\n if <(size) = [200]> then\n if <touching (sourd v)?> then\n change [badguyhealth v] by (-1)\n if <(Downward) = [1]> then\n set [bounce v] to [1]\n end\n wait (1) seconds\n end\n end\nend\n\nwhen I start as a clone\nwait until <not <(Stage Forward) = [12]>>\ndelete this clone\n\nwhen flag clicked\nforever\n if <(Cheat Codes) = [1]> then\n set [color v] effect to (pick random (1) to (200))\n \n else\n set [color v] effect to (0)\n end\nend\n\n@3D\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [23]> and <(Stage Forward) = [12]>> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(Cheat Codes) = [1]> then\n set [color v] effect to (pick random (1) to (200))\n \n else\n set [color v] effect to (0)\n end\nend\n\n@InkBlobs\n\nwhen I receive [inkblob v]\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\ngo to x: (0) y: (0)\nglide (0.75) secs to (pickleman v)\nwait (0.5) seconds\ndelete this clone\n\nwhen I start as a clone\nset size to (100) %\nrepeat (10)\n change size by (10)\nend\n\nwhen I start as a clone\nforever\n if <touching (pickleman v)?> then\n set [got hit? v] to [1]\n end\nend\n\n@SquidFryArm5\n\nwhen I receive [squidwardtenticles v]\nset rotation style [all around v]\nrepeat (3)\n show\n go to x: (pick random (-200) to (200)) y: (245)\n point towards (pickleman v)\n repeat (50)\n move (10) steps\n end\n repeat (50)\n move (-10) steps\n end\n hide\nend\ndelete this clone\n\nwhen flag clicked\nhide\nforever\n if <touching (pickleman v)?> then\n set [got hit? v] to [1]\n end\nend\n\nwhen flag clicked\nforever\n if <(Cheat Codes) = [1]> then\n set [color v] effect to (pick random (1) to (200))\n \n else\n set [color v] effect to (0)\n end\nend\n\n@Shop-Slow Decent\n\nwhen flag clicked\nset [hover v] to [0]\nforever\n if <<(Level) = [100]> and <(Stage Forward) = [3]>> then\n show\n if <touching (mouse-pointer v)?> then\n say [Slow Decent. Fall slower. 5G]\n if <mouse down?> then\n if <[4] < (G)> then\n change [g v] by (-5)\n set [hover v] to [1]\n stop [this script v]\n else\n say [Need more G.] for (2) seconds\n end\n end\n else\n say []\n end\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(Hover) = [1]> then\n stop [other scripts in sprite v]\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(Cheat Codes) = [1]> then\n set [color v] effect to (pick random (1) to (200))\n \n else\n set [color v] effect to (0)\n end\nend\n\n@Shop-SpikeImmunity\n\nwhen flag clicked\nset [hover v] to [0]\nforever\n if <<(Level) = [100]> and <(Stage Forward) = [5]>> then\n show\n if <touching (mouse-pointer v)?> then\n say [Spikes only deal 1 damage. 10G]\n if <mouse down?> then\n if <[9] < (G)> then\n change [g v] by (-10)\n if <(ZZZ-Immunity) = [0]> then\n set [zzz-immunity v] to [1]\n stop [this script v]\n else\n set [zzz-immunity v] to [3]\n stop [this script v]\n end\n else\n say [Need more G.] for (2) seconds\n end\n end\n else\n say []\n end\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <<(ZZZ-Immunity) = [1]> or <(ZZZ-Immunity) = [3]>> then\n stop [other scripts in sprite v]\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(Cheat Codes) = [1]> then\n set [color v] effect to (pick random (1) to (200))\n \n else\n set [color v] effect to (0)\n end\nend\n\n@Shop-SpikeImmunity2\n\nwhen flag clicked\nset [hover v] to [0]\nforever\n if <<(Level) = [100]> and <(Stage Forward) = [5]>> then\n show\n if <touching (mouse-pointer v)?> then\n say [Falling in a pit only deals 1 damage and you will shoot out of the hole.-15G]\n if <mouse down?> then\n if <[14] < (G)> then\n change [g v] by (-15)\n if <(ZZZ-Immunity) = [0]> then\n set [zzz-immunity v] to [2]\n stop [this script v]\n else\n set [zzz-immunity v] to [3]\n stop [this script v]\n end\n else\n say [Need more G.] for (2) seconds\n end\n end\n else\n say []\n end\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <<(ZZZ-Immunity) = [2]> or <(ZZZ-Immunity) = [3]>> then\n stop [other scripts in sprite v]\n hide\n end\nend\n\n@Rain\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [25]> then\n create clone of (_myself_ v)\n wait (0.1) seconds\n end\nend\n\nwhen I start as a clone\nshow\ngo to x: (pick random (-200) to (200)) y: (180)\npoint in direction (-150)\nrepeat (10)\n move (35) steps\nend\nrepeat until <touching (_edge_ v)?>\n move (35) steps\nend\ndelete this clone\n\nwhen I start as a clone\nforever\n set [ghost v] effect to (50)\n go to [front v] layer\nend\n\nset [ghost v] effect to (50)\n\n@Rain2\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [25]> then\n create clone of (_myself_ v)\n wait (0.1) seconds\n end\nend\n\nwhen I start as a clone\nshow\ngo to x: (240) y: (pick random (-100) to (181))\npoint in direction (-150)\nrepeat (10)\n move (34) steps\nend\nrepeat until <touching (_edge_ v)?>\n move (34) steps\nend\ndelete this clone\n\nwhen I start as a clone\nforever\n set [ghost v] effect to (50)\n go to [front v] layer\nend\n\nwhen flag clicked\nforever\n if <(Cheat Codes) = [1]> then\n set [color v] effect to (pick random (1) to (200))\n \n else\n set [color v] effect to (0)\n end\nend\n\n@Rain3\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [25]> then\n create clone of (_myself_ v)\n wait (0.1) seconds\n end\nend\n\nwhen I start as a clone\nshow\ngo to x: (240) y: (pick random (-100) to (181))\npoint in direction (-150)\nrepeat (10)\n move (33) steps\nend\nrepeat until <touching (_edge_ v)?>\n move (33) steps\nend\ndelete this clone\n\nwhen I start as a clone\nforever\n set [ghost v] effect to (50)\n go to [front v] layer\nend\n\nwhen flag clicked\nforever\n if <(Cheat Codes) = [1]> then\n set [color v] effect to (pick random (1) to (200))\n \n else\n set [color v] effect to (0)\n end\nend\n\n@Rain4\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [25]> then\n create clone of (_myself_ v)\n wait (0.1) seconds\n end\nend\n\nwhen I start as a clone\nshow\ngo to x: (pick random (-200) to (200)) y: (180)\npoint in direction (-150)\nrepeat (10)\n move (36) steps\nend\nrepeat until <touching (_edge_ v)?>\n move (36) steps\nend\ndelete this clone\n\nwhen I start as a clone\nforever\n set [ghost v] effect to (50)\n go to [front v] layer\nend\n\nwhen flag clicked\nforever\n if <(Cheat Codes) = [1]> then\n set [color v] effect to (pick random (1) to (200))\n \n else\n set [color v] effect to (0)\n end\nend\n\n@Mist\n\nwhen flag clicked\nforever\n if <(Level) = [25]> then\n go to [front v] layer\n show\n set [ghost v] effect to (50)\n else\n hide\n end\nend\n\n@ThunderFrys\n\nwhen flag clicked\nforever\n if <<(Level) = [25]> and <(Stage Forward) = [2]>> then\n show\n go to x: (0) y: (140)\n wait until <not <<(Level) = [25]> and <(Stage Forward) = [2]>>>\n hide\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <<(Level) = [25]> and <(Stage Forward) = [2]>> then\n switch costume to (small fry v)\n repeat (20)\n if <(x position) < (PickleX)> then\n change x by (20)\n else\n change x by (-20)\n end\n end\n switch costume to (small fry4 v)\n wait (0.3) seconds\n repeat (5)\n switch costume to (small fry2 v)\n wait (0.1) seconds\n switch costume to (small fry3 v)\n end\n end\nend\n\nwhen flag clicked\nforever\n point towards (pickleman v)\nend\n\nwhen flag clicked\nforever\n if <touching (pickleman v)?> then\n set [got hit? v] to [1]\n end\nend\n\nwhen flag clicked\nforever\n if <<(costume [number v]) = [1]> or <(costume [number v]) = [2]>> then\n if <touching (sourd v)?> then\n if <(Downward) = [1]> then\n set [bounce v] to [2]\n end\n hide\n play sound [Rip v] until done\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<(costume [number v]) = [1]> or <(costume [number v]) = [2]>> then\n if <<touching (picklebomb v)?> and <(BombBoom) = [1]>> then\n hide\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <<(Level) = [25]> and <(Stage Forward) = [5]>> then\n switch costume to (small fry v)\n repeat (20)\n if <(x position) < (PickleX)> then\n change x by (20)\n else\n change x by (-20)\n end\n end\n switch costume to (small fry4 v)\n wait (0.3) seconds\n repeat (5)\n switch costume to (small fry2 v)\n wait (0.1) seconds\n switch costume to (small fry3 v)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [25]> and <(Stage Forward) = [5]>> then\n show\n go to x: (0) y: (140)\n wait until <not <<(Level) = [25]> and <(Stage Forward) = [5]>>>\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [25]> and <(Stage Forward) = [10]>> then\n show\n go to x: (0) y: (140)\n wait until <not <<(Level) = [25]> and <(Stage Forward) = [10]>>>\n hide\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <<(Level) = [25]> and <(Stage Forward) = [10]>> then\n switch costume to (small fry v)\n repeat (20)\n if <(x position) < (PickleX)> then\n change x by (20)\n else\n change x by (-20)\n end\n end\n switch costume to (small fry4 v)\n wait (0.3) seconds\n repeat (5)\n switch costume to (small fry2 v)\n wait (0.1) seconds\n switch costume to (small fry3 v)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Cheat Codes) = [1]> then\n set [color v] effect to (pick random (1) to (200))\n \n else\n set [color v] effect to (0)\n end\nend\n\n@ThunderFrys2\n\nwhen flag clicked\nforever\n point towards (pickleman v)\nend\n\nwhen flag clicked\nforever\n if <touching (pickleman v)?> then\n set [got hit? v] to [1]\n end\nend\n\nwhen flag clicked\nforever\n if <<(costume [number v]) = [1]> or <(costume [number v]) = [2]>> then\n if <touching (sourd v)?> then\n if <(Downward) = [1]> then\n set [bounce v] to [2]\n end\n hide\n play sound [Rip v] until done\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<(costume [number v]) = [1]> or <(costume [number v]) = [2]>> then\n if <<touching (picklebomb v)?> and <(BombBoom) = [1]>> then\n hide\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <<(Level) = [25]> and <(Stage Forward) = [3]>> then\n switch costume to (small fry v)\n repeat (20)\n if <(x position) < (PickleX)> then\n change x by (20)\n else\n change x by (-20)\n end\n end\n switch costume to (small fry4 v)\n wait (0.3) seconds\n repeat (5)\n switch costume to (small fry2 v)\n wait (0.1) seconds\n switch costume to (small fry3 v)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [25]> and <(Stage Forward) = [3]>> then\n show\n go to x: (0) y: (140)\n wait until <not <<(Level) = [25]> and <(Stage Forward) = [3]>>>\n hide\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <<(Level) = [25]> and <(Stage Forward) = [7]>> then\n switch costume to (small fry v)\n repeat (20)\n if <(x position) < (PickleX)> then\n change x by (20)\n else\n change x by (-20)\n end\n end\n switch costume to (small fry4 v)\n wait (0.3) seconds\n repeat (5)\n switch costume to (small fry2 v)\n wait (0.1) seconds\n switch costume to (small fry3 v)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [25]> and <(Stage Forward) = [7]>> then\n show\n go to x: (0) y: (140)\n wait until <not <<(Level) = [25]> and <(Stage Forward) = [7]>>>\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [25]> and <(Stage Forward) = [9]>> then\n show\n go to x: (0) y: (140)\n wait until <not <<(Level) = [25]> and <(Stage Forward) = [9]>>>\n hide\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <<(Level) = [25]> and <(Stage Forward) = [9]>> then\n switch costume to (small fry v)\n repeat (20)\n if <(x position) < (PickleX)> then\n change x by (20)\n else\n change x by (-20)\n end\n end\n switch costume to (small fry4 v)\n wait (0.3) seconds\n repeat (5)\n switch costume to (small fry2 v)\n wait (0.1) seconds\n switch costume to (small fry3 v)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Cheat Codes) = [1]> then\n set [color v] effect to (pick random (1) to (200))\n \n else\n set [color v] effect to (0)\n end\nend\n\n@HocusFry\n\nwhen flag clicked\ngo to x: (200) y: (109)\n\nwhen flag clicked\nset [wall v] to [0]\nhide\nset [stop v] to [0]\nforever\n if <(Level) = [25]> then\n if <(Stage Forward) = [11]> then\n set [badguyhealth v] to [10]\n end\n end\nend\n\nwhen flag clicked\nset [wall v] to [0]\nhide\nset [stop v] to [0]\nforever\n if <(Level) = [25]> then\n if <(Stage Forward) = [12]> then\n create clone of (_myself_ v)\n wait until <not <(Stage Forward) = [12]>>\n end\n end\nend\n\nwhen I start as a clone\nforever\n switch costume to (big fry v)\n if <<(costume [number v]) = [1]> or <(costume [number v]) = [2]>> then\n if <touching (sourd v)?> then\n change [badguyhealth v] by (-1)\n if <(Downward) = [1]> then\n set [bounce v] to [1]\n end\n wait (1) seconds\n end\n end\nend\n\nwhen I start as a clone\nwait until <(Level) = [0]>\ndelete this clone\n\nwhen I start as a clone\nforever\n if <(BadGuyHealth) = [0]> then\n stop [other scripts in sprite v]\n set [fight v] to [0]\n play sound [ShortRip2 v] until done\n set [fight v] to [2]\n wait until <(Level) = [0]>\n set [wall v] to [0]\n hide\n stop [this script v]\n end\nend\n\nwhen I start as a clone\ngo to x: (200) y: (109)\nset [wall v] to [1]\npoint in direction (-90)\nshow\nset [stop v] to [1]\nwait until <(Fight) = [1]>\nset [stop v] to [0]\nforever\n show\n repeat (40)\n change x by (-10)\n end\n repeat (40)\n change x by (10)\n end\nend\n\nwhen I start as a clone\nwait until <not <(Stage Forward) = [12]>>\ndelete this clone\n\nwhen I start as a clone\ngo to x: (200) y: (109)\nset [wall v] to [1]\npoint in direction (-90)\nshow\nset [stop v] to [1]\nwait until <(Fight) = [1]>\nset [stop v] to [0]\nforever\n switch costume to (magic fry v)\n wait (1.42) seconds\n switch costume to (magic fry2 v)\n wait (0.5) seconds\n repeat (3)\n switch costume to (magic fry3 v)\n wait (0.05) seconds\n switch costume to (magic fry4 v)\n wait (0.05) seconds\n end\nend\n\nwhen I start as a clone\nwait until <(Fight) = [1]>\nset [stop v] to [0]\nforever\n wait (3.87) seconds\n broadcast (MagicBall v)\nend\n\nwhen I start as a clone\nforever\n if <(Fight) = [4]> then\n stop [other scripts in sprite v]\n set [level complete v] to [1]\n wait until <(Level) = [0]>\n set [wall v] to [0]\n hide\n stop [this script v]\n end\nend\n\nwhen flag clicked\nwait until <<(Level) = [25]> and <<(Stage Forward) = [12]> and <(Fight) = [1]>>>\nset [stop v] to [0]\nforever\n repeat (40)\n change x by (-10)\n end\n repeat (40)\n change x by (10)\n end\nend\n\nwhen I start as a clone\nforever\n if <touching (pickleman v)?> then\n set [got hit? v] to [1]\n end\nend\n\nwhen flag clicked\nforever\n if <(Cheat Codes) = [1]> then\n set [color v] effect to (pick random (1) to (200))\n \n else\n set [color v] effect to (0)\n end\nend\n\n@MagicBall\n\nwhen flag clicked\nhide\nforever\n next costume\n wait (0.01) seconds\nend\n\nwhen flag clicked\nhide\nforever\n if <<(Level) = [25]> and <<(Stage Forward) = [12]> and <(Fight) = [1]>>> then\n wait (5) seconds\n repeat until <not <<(Level) = [25]> and <<(Stage Forward) = [12]> and <(Fight) = [1]>>>>\n wait (3.14) seconds\n go to (hocusfry v)\n show\n point towards (pickleman v)\n repeat until <touching (_edge_ v)?>\n move (10) steps\n end\n hide\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching (pickleman v)?> then\n set [got hit? v] to [1]\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <<(Level) = [25]> and <<(Stage Forward) = [12]> and <(Fight) = [2]>>> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(Cheat Codes) = [1]> then\n set [color v] effect to (pick random (1) to (200))\n \n else\n set [color v] effect to (0)\n end\nend\n\n@CakeBoss1\n\nwhen flag clicked\nhide\nforever\n if <<(Level) = [20]> and <(Stage Forward) = [1]>> then\n set [badguyhealth v] to [10]\n set [wall v] to [0]\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <<(Level) = [20]> and <(Stage Forward) = [2]>> then\n set [wall v] to [1]\n create clone of (_myself_ v)\n wait until <not <<(Level) = [20]> and <(Stage Forward) = [2]>>>\n end\nend\n\nwhen I start as a clone\ngo to x: (150) y: (5)\nshow\nforever\n wait (pick random (0.5) to (2.1)) seconds\n glide (1) secs to x: (-200) y: (5)\n glide (1) secs to x: (150) y: (5)\nend\n\nwhen I start as a clone\nforever\n if <touching (sourd v)?> then\n if <(AirSlash) = [0]> then\n if <(Downward) = [1]> then\n set [bounce v] to [1]\n end\n change [badguyhealth v] by (-1)\n wait (1) seconds\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <touching (pickleman v)?> then\n if <(AirSlash) = [0]> then\n set [got hit? v] to [1]\n end\n end\nend\n\nwhen I start as a clone\nwait until <<(Level) = [20]> and <(Stage Forward) = [1]>>\ndelete this clone\n\nrepeat (35)\n change y by (-10)\nend\n\nwhen I start as a clone\nforever\n if <(BadGuyHealth) < [1]> then\n stop [other scripts in sprite v]\n play sound [ShortRip2 v] until done\n set [level complete v] to [1]\n hide\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(Cheat Codes) = [1]> then\n set [color v] effect to (pick random (1) to (200))\n \n else\n set [color v] effect to (0)\n end\nend\n\n@CakeBoss2\n\nwhen flag clicked\nhide\nforever\n if <<(Level) = [20]> and <(Stage Forward) = [1]>> then\n set [badguyhealth v] to [10]\n set [wall v] to [0]\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <<(Level) = [20]> and <(Stage Forward) = [2]>> then\n set [wall v] to [1]\n create clone of (_myself_ v)\n wait until <not <<(Level) = [20]> and <(Stage Forward) = [2]>>>\n end\nend\n\nwhen I start as a clone\ngo to x: (150) y: (-33)\nshow\nforever\n wait (pick random (1.4) to (2.6)) seconds\n glide (1) secs to x: (-185) y: (-33)\n glide (1) secs to x: (150) y: (-33)\nend\n\nwhen I start as a clone\nforever\n if <(AirSlash) = [0]> then\n if <touching (sourd v)?> then\n if <(Downward) = [1]> then\n set [bounce v] to [1]\n end\n change [badguyhealth v] by (-1)\n wait (0.3) seconds\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <touching (pickleman v)?> then\n if <(AirSlash) = [0]> then\n set [got hit? v] to [1]\n end\n end\nend\n\nwhen I start as a clone\nwait until <<(Level) = [20]> and <(Stage Forward) = [1]>>\ndelete this clone\n\nrepeat (35)\n change y by (-10)\nend\n\nwhen I start as a clone\nforever\n if <(BadGuyHealth) < [1]> then\n stop [other scripts in sprite v]\n play sound [ShortRip2 v] until done\n set [level complete v] to [1]\n hide\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(Cheat Codes) = [1]> then\n set [color v] effect to (pick random (1) to (200))\n \n else\n set [color v] effect to (0)\n end\nend\n\n@CakeBoss3\n\nwhen flag clicked\nhide\nforever\n if <<(Level) = [20]> and <(Stage Forward) = [1]>> then\n set [badguyhealth v] to [10]\n set [wall v] to [0]\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <<(Level) = [20]> and <(Stage Forward) = [2]>> then\n set [wall v] to [1]\n create clone of (_myself_ v)\n wait until <not <<(Level) = [20]> and <(Stage Forward) = [2]>>>\n end\nend\n\nwhen I start as a clone\ngo to x: (150) y: (-86)\nshow\nforever\n wait (pick random (2.1) to (3.8)) seconds\n glide (1) secs to x: (-169) y: (-86)\n glide (1) secs to x: (150) y: (-86)\nend\n\nwhen I start as a clone\nforever\n if <(AirSlash) = [0]> then\n if <touching (sourd v)?> then\n if <(Downward) = [1]> then\n set [bounce v] to [1]\n end\n change [badguyhealth v] by (-1)\n wait (0.3) seconds\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <touching (pickleman v)?> then\n if <(AirSlash) = [0]> then\n set [got hit? v] to [1]\n end\n end\nend\n\nwhen I start as a clone\nwait until <<(Level) = [20]> and <(Stage Forward) = [1]>>\ndelete this clone\n\nwhen I start as a clone\nforever\n if <(BadGuyHealth) < [1]> then\n stop [other scripts in sprite v]\n play sound [ShortRip2 v] until done\n set [level complete v] to [1]\n change [g v] by (5)\n hide\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(Cheat Codes) = [1]> then\n set [color v] effect to (pick random (1) to (200))\n \n else\n set [color v] effect to (0)\n end\nend\n\n@NinjaFrys\n\nwhen flag clicked\nhide\nset rotation style [left-right v]\nforever\n switch costume to (ninjafry v)\n wait (1.5) seconds\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [26]> and <(Stage Forward) = [4]>> then\n show\n go to x: (150) y: (100)\n wait until <not <<(Level) = [26]> and <(Stage Forward) = [4]>>>\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <touching (sourd v)?> then\n if <(Downward) = [1]> then\n set [bounce v] to [1]\n end\n hide\n play sound [Rip v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <touching (pickleman v)?> then\n set [got hit? v] to [1]\n end\nend\n\nwhen flag clicked\nforever\n if <(Game Over) = [1]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <<touching (picklebomb v)?> and <(BombBoom) = [1]>> then\n hide\n end\nend\n\nwhen I start as a clone\nif <<<(Level) = [26]> and <(Stage Forward) = [4]>> or <<<(Level) = [26]> and <(Stage Forward) = [8]>> or <<<(Level) = [26]> and <(Stage Forward) = [11]>> or <<<(Level) = [26]> and <(Stage Forward) = [12]>> or <<<(Level) = [26]> and <(Stage Forward) = [14]>> or >>>>> then\n point towards (pickleman v)\n repeat until <touching (_edge_ v)?>\n move (10) steps\n end\n delete this clone\nend\n\nwhen I start as a clone\nforever\n if <touching (pickleman v)?> then\n set [got hit? v] to [1]\n end\nend\n\nwhen flag clicked\nforever\n set size to (200) %\n set rotation style [left-right v]\n point towards (pickleman v)\nend\n\nwhen I start as a clone\nset rotation style [all around v]\nset size to (200) %\nforever\n switch costume to (sheirken v)\n wait (0.01) seconds\n switch costume to (sheirken2 v)\n wait (0.01) seconds\nend\n\nwhen I start as a clone\nforever\n if <not <<<(Level) = [26]> and <(Stage Forward) = [4]>> or <<<(Level) = [26]> and <(Stage Forward) = [8]>> or <<<(Level) = [26]> and <(Stage Forward) = [11]>> or <<<(Level) = [26]> and <(Stage Forward) = [12]>> or <<<(Level) = [26]> and <(Stage Forward) = [14]>> or >>>>>> then\n delete this clone\n end\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [26]> and <(Stage Forward) = [8]>> then\n show\n go to x: (200) y: (0)\n wait until <not <<(Level) = [26]> and <(Stage Forward) = [8]>>>\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [26]> and <(Stage Forward) = [11]>> then\n show\n go to x: (130) y: (0)\n wait until <not <<(Level) = [26]> and <(Stage Forward) = [11]>>>\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [26]> and <(Stage Forward) = [12]>> then\n show\n go to x: (150) y: (0)\n wait until <not <<(Level) = [26]> and <(Stage Forward) = [12]>>>\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [26]> and <(Stage Forward) = [14]>> then\n show\n go to x: (180) y: (45)\n wait until <not <<(Level) = [26]> and <(Stage Forward) = [14]>>>\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [26]> and <(Stage Forward) = [15]>> then\n show\n go to x: (138) y: (50)\n wait until <not <<(Level) = [26]> and <(Stage Forward) = [15]>>>\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(Cheat Codes) = [1]> then\n set [color v] effect to (pick random (1) to (200))\n \n else\n set [color v] effect to (0)\n end\nend\n\n@WaffleFry\n\nwhen flag clicked\nhide\nforever\n if <<(Level) = [26]> and <(Stage Forward) = [3]>> then\n show\n wait until <not <<(Level) = [26]> and <(Stage Forward) = [3]>>>\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <touching (pickleman v)?> then\n set [got hit? v] to [1]\n end\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [26]> and <(Stage Forward) = [3]>> then\n go to x: (0) y: (130)\n repeat (20)\n change y by (-10)\n end\n repeat (20)\n change y by (10)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [26]> and <(Stage Forward) = [7]>> then\n show\n wait until <not <<(Level) = [26]> and <(Stage Forward) = [7]>>>\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [26]> and <(Stage Forward) = [10]>> then\n show\n wait until <not <<(Level) = [26]> and <(Stage Forward) = [10]>>>\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [26]> and <(Stage Forward) = [14]>> then\n show\n wait until <not <<(Level) = [26]> and <(Stage Forward) = [14]>>>\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [26]> and <(Stage Forward) = [16]>> then\n show\n wait until <not <<(Level) = [26]> and <(Stage Forward) = [16]>>>\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [26]> and <(Stage Forward) = [7]>> then\n go to x: (0) y: (130)\n repeat (14)\n change y by (-10)\n end\n repeat (14)\n change y by (10)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [26]> and <(Stage Forward) = [10]>> then\n go to x: (0) y: (130)\n repeat (20)\n change y by (-10)\n end\n repeat (20)\n change y by (10)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [26]> and <(Stage Forward) = [14]>> then\n go to x: (-10) y: (130)\n repeat (20)\n change y by (-10)\n end\n repeat (20)\n change y by (10)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [26]> and <(Stage Forward) = [16]>> then\n go to x: (-10) y: (130)\n repeat (20)\n change y by (-10)\n end\n repeat (20)\n change y by (10)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Cheat Codes) = [1]> then\n set [color v] effect to (pick random (1) to (200))\n \n else\n set [color v] effect to (0)\n end\nend\n\n@WaffleFry2\n\nwhen flag clicked\nhide\nforever\n if <<(Level) = [26]> and <(Stage Forward) = [11]>> then\n show\n wait until <not <<(Level) = [26]> and <(Stage Forward) = [11]>>>\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <touching (pickleman v)?> then\n set [got hit? v] to [1]\n end\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [26]> and <(Stage Forward) = [11]>> then\n go to x: (-50) y: (130)\n repeat (20)\n change y by (-10)\n end\n repeat (20)\n change y by (10)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Cheat Codes) = [1]> then\n set [color v] effect to (pick random (1) to (200))\n \n else\n set [color v] effect to (0)\n end\nend\n\n@SNFF\n\nwhen flag clicked\ngo to x: (200) y: (109)\n\nwhen flag clicked\nset [wall v] to [0]\nhide\nset [stop v] to [0]\nforever\n if <(Level) = [26]> then\n if <(Stage Forward) = [17]> then\n set [badguyhealth v] to [10]\n end\n end\nend\n\nwhen flag clicked\nset [wall v] to [0]\nhide\nset [stop v] to [0]\nforever\n if <(Level) = [26]> then\n if <(Stage Forward) = [18]> then\n create clone of (_myself_ v)\n wait until <not <(Stage Forward) = [18]>>\n end\n end\nend\n\nwhen I start as a clone\nforever\n switch costume to (big fry v)\n if <(costume [number v]) = [1]> then\n if <touching (sourd v)?> then\n change [badguyhealth v] by (-1)\n if <(Downward) = [1]> then\n set [bounce v] to [1]\n end\n wait (1) seconds\n end\n end\nend\n\nwhen I start as a clone\nwait until <(Level) = [0]>\ndelete this clone\n\nwhen I start as a clone\nforever\n if <(BadGuyHealth) = [0]> then\n stop [other scripts in sprite v]\n set [fight v] to [0]\n play sound [ShortRip2 v] until done\n set [fight v] to [2]\n wait until <(Level) = [0]>\n set [wall v] to [0]\n hide\n stop [this script v]\n end\nend\n\nwhen I start as a clone\nwait until <not <(Stage Forward) = [18]>>\ndelete this clone\n\nwhen I start as a clone\nswitch costume to (#1fry v)\ngo to x: (200) y: (-92)\nset [wall v] to [1]\npoint in direction (-90)\nshow\nset [snff rng v] to [0]\nset [stop v] to [1]\nwait until <(Fight) = [1]>\nset [stop v] to [0]\nforever\n switch costume to (#1fry v)\n wait (1.9) seconds\n go to x: (pick random (-200) to (200)) y: (pick random (-90) to (150))\n switch costume to (#1fry2 v)\n wait (0.5) seconds\n set [snff rng v] to [1]\n wait (0.1) seconds\n set [snff rng v] to [0]\nend\n\nwhen I start as a clone\nwait until <(Fight) = [1]>\nset [stop v] to [0]\nforever\n set [snfx v] to (x position)\n set [snfy v] to (y position)\nend\n\nwhen flag clicked\nforever\n if <(Cheat Codes) = [1]> then\n set [color v] effect to (pick random (1) to (200))\n \n else\n set [color v] effect to (0)\n end\nend\n\n@ThrowingStars\n\nwhen flag clicked\nhide\nforever\n next costume\n wait (0.01) seconds\nend\n\nwhen I receive [snffattack v]\n\nwhen flag clicked\nforever\n if <touching (pickleman v)?> then\n set [got hit? v] to [1]\n end\nend\n\nwhen flag clicked\nforever\n if <(SNFF RNG) = [1]> then\n show\n go to x: (SNFX) y: (SNFY)\n point towards (pickleman v)\n repeat until <touching (_edge_ v)?>\n move (10) steps\n end\n hide\n end\nend\n\n@ThrowingStars2\n\nwhen flag clicked\nhide\nforever\n next costume\n wait (0.01) seconds\nend\n\nwhen flag clicked\nforever\n if <touching (pickleman v)?> then\n set [got hit? v] to [1]\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(SNFF RNG) = [1]> then\n go to x: (SNFX) y: (SNFY)\n point towards (pickleman v)\n turn right (30) degrees\n show\n repeat until <touching (_edge_ v)?>\n move (10) steps\n end\n hide\n end\nend\n\n@ThrowingStars3\n\nwhen flag clicked\nhide\nforever\n next costume\n wait (0.01) seconds\nend\n\nwhen flag clicked\nforever\n if <touching (pickleman v)?> then\n set [got hit? v] to [1]\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(SNFF RNG) = [1]> then\n go to x: (SNFX) y: (SNFY)\n point towards (pickleman v)\n turn right (-30) degrees\n show\n repeat until <touching (_edge_ v)?>\n move (10) steps\n end\n hide\n end\nend\n\n@ColorCheatCode\n\nwhen flag clicked\nhide\nswitch costume to (1 v)\nset [challenges v] to [0]\nset [speedrun v] to [0]\nhide variable [☁ 100%worldrecord v]\nhide variable [timer v]\nforever\n if <(Selection Screen) = [2]> then\n show\n if <touching (mouse-pointer v)?> then\n switch costume to (2 v)\n say [Everything changes to a random color.]\n if <mouse down?> then\n set [cheat codes v] to [1]\n set [selection screen v] to [0]\n set [world v] to [1]\n set [level1complete v] to [0]\n set [level2complete v] to [0]\n set [level3complete v] to [0]\n set [level4complete v] to [0]\n set [level5complete v] to [0]\n set [level6complete v] to [0]\n set [g v] to [0]\n set [key1 v] to [0]\n end\n else\n switch costume to (1 v)\n say []\n end\n else\n hide\n end\nend\n\n@ColorCheatCode2\n\nwhen flag clicked\nhide\nswitch costume to (1 v)\nset [challenges v] to [0]\nset [speedrun v] to [0]\nhide variable [☁ 100%worldrecord v]\nhide variable [timer v]\nforever\n if <(Selection Screen) = [2]> then\n show\n if <touching (mouse-pointer v)?> then\n switch costume to (2 v)\n say [Lighter Gravity.]\n if <mouse down?> then\n set [moongravity v] to [1]\n set [selection screen v] to [0]\n set [world v] to [1]\n set [level1complete v] to [0]\n set [level2complete v] to [0]\n set [level3complete v] to [0]\n set [level4complete v] to [0]\n set [level5complete v] to [0]\n set [level6complete v] to [0]\n set [g v] to [0]\n set [key1 v] to [0]\n end\n else\n switch costume to (1 v)\n say []\n end\n else\n hide\n end\nend\n\n | V3 releasing very soon. Follow for updates.\nV2.5 Added Moon gravity hack.\nFull Game coming out this summer (Hopefully)\nINTRUCTIONS\nArrows keys to move\nX for standard attack\nZ for Special Attack/Ability\nHOW TO UNLOCK CHEAT CODES DOWN BELOW\nCheatcodes are disabled for speedruns.\n50 Likes- Color Cheat Code\n100 Likes- Moon Gravity Cheat Code\n150 Likes- Double Money Cheat Code\n200 Likes- Atari Cheat Code\n250 Likes- Boss Rush\n300 Likes- Rainbow Cheat Code\n350 Likes- Anime Sword Cheat Code\n400 Likes- Flying Cheat Code\n450 Likes-Super Cheat Code\n500 Likes-New playable Character |
-RAINBOW- A Scrolling Platformer | @Stage\n\nwhen flag clicked\nforever\n play sound [Time Lapse v] until done\nend\n\n@Sprite1\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [front v] layer\nset [ghost v] effect to (100)\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 [setip v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1-6 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: [0] y: [-360]\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 [2233]\n set [y v] to [144]\n switch backdrop to (backdrop2 v)\n else\n set [x v] to [4307]\n set [y v] to [-80]\n if <(SCROLL X) > [5761]> then\n switch backdrop to (backdrop2 v)\n else\n switch backdrop to (backdrop3 v)\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\nif <touching (danger v)?> 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\nhide\nclear graphic effects\nchange [level v] by (1)\nwait (1) seconds\n\ndefine Test - Die\n\ngo to x: (0) y: (0)\n\nwhen flag clicked\nshow\n\nwhen flag clicked\nshow\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 (lvl6 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]\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: [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\nClone at x: [1663] y: [557]\n\n | Arrow Keys to move\nThanks to braveowl21 for the original project Antarctica-A Platformer by Braveowl21.\nmobile friendly |
Explore | A scrolling platformer™ | @Stage\n\nwhen flag clicked\nforever\n play sound [bensound-adventure v] until done\nend\n\n@player_dude\n\nwhen flag clicked\ngo to [front v] layer\nset rotation style [left-right v]\npoint in direction (90)\nswitch backdrop to (backdrop1 v)\nset x to (0)\nset y to (100)\nset [xv v] to [0]\nset [yv v] to [0]\nset [scrollx v] to [660]\nset [scrollxv v] to [0]\nforever\n if <key (right arrow v) pressed?> then\n change [scrollxv v] by (-1)\n point in direction (90)\n end\n if <key (left arrow v) pressed?> then\n change [scrollxv v] by (1)\n point in direction (-90)\n end\n set [scrollxv v] to ((scrollxv) * (0.9))\n change [scrollx v] by (scrollxv)\n if <<touching color (#43bb25)?> or <touching color (#977923)?>> then\n change y by (1)\n if <<touching color (#43bb25)?> or <touching color (#977923)?>> then\n change y by (1)\n if <<touching color (#43bb25)?> or <touching color (#977923)?>> then\n change y by (1)\n if <<touching color (#43bb25)?> or <touching color (#977923)?>> then\n change y by (1)\n if <<touching color (#43bb25)?> or <touching color (#977923)?>> then\n change y by (1)\n if <<touching color (#43bb25)?> or <touching color (#977923)?>> then\n change [scrollx v] by ((scrollxv) * (-2))\n change y by (-5)\n if <key (up arrow v) pressed?> then\n if <[0] > (scrollxv)> then\n set [scrollxv v] to [7]\n else\n set [scrollxv v] to [-7]\n end\n set [yv v] to [14]\n else\n set [scrollxv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n if <touching color (#664b00)?> then\n set [yv v] to [20]\n end\n if <touching color (#ccfdec)?> then\n set [scrollxv v] to [-25]\n end\n if <touching color (#b386ff)?> then\n set [scrollxv v] to [12]\n end\n change [yv v] by (-1)\n change y by (Yv)\n if <<touching color (#46b925)?> or <touching color (#977923)?>> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <<touching color (#43bb25)?> or <touching color (#977923)?>> then\n if <key (up arrow v) pressed?> then\n set [yv v] to [15]\n end\n end\n change y by (1)\n if <<<touching color (#ff8686)?> or <touching color (#ff5555)?>> or <(y position) < [-150]>> then\n set y to (100)\n set [scrollx v] to [660]\n set [scrollxv v] to [0]\n end\n if <touching color (#5c0000)?> then\n broadcast (next level v)\n set [scrollx v] to [660]\n set [scrollxv v] to [0]\n set y to (100)\n end\nend\n\n@ground\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n set x to (scrollX)\nend\n\nwhen I receive [next level v]\nnext costume\n\n | Arrow keys to move.\n\nI am SO sorry that I couldn't get wall detection to work perfectly, I tried for over an hour to try to get it to work.\n\nAll levels are possible! |
Zombie Platformer | @Stage\n\n@Sprite1\n\nwhen flag clicked\nforever\n if <key (right arrow v) pressed?> then\n switch costume to (costume2 v)\n wait (0.2) seconds\n switch costume to (costume1 v)\n wait (0.2) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <key (left arrow v) pressed?> then\n switch costume to (costume4 v)\n wait (0.2) seconds\n switch costume to (costume3 v)\n wait (0.2) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <touching (sprite4 v)?> then\n set [y v] to [25]\n end\nend\n\nwhen flag clicked\nforever\n if <touching (sprite5 v)?> then\n set [y v] to [25]\n end\nend\n\nwhen flag clicked\nforever\n if <touching (sprite6 v)?> then\n set [y v] to [25]\n end\nend\n\nwhen I receive [over v]\nhide\n\nwhen I receive [now v]\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]\nchange y by (20)\nset [y v] to [0]\nset [x v] to [0]\nforever\n change [y v] by (-1)\n if <key (left arrow v) pressed?> then\n change [x v] by (-1)\n if <(backdrop [name v]) = [backdrop18]> then\n switch costume to (costume4 v)\n end\n end\n if <key (right arrow v) pressed?> then\n change [x v] by (1)\n if <(backdrop [name v]) = [backdrop18]> then\n switch costume to (costume5 v)\n end\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <<touching color (#000000)?> or <<touching color (#009933)?> or <touching color (#663b00)?>>> then\n change y by (1)\n end\n if <<touching color (#000000)?> or <<touching color (#009933)?> or <touching color (#663b00)?>>> then\n change y by (1)\n end\n if <<touching color (#000000)?> or <<touching color (#009933)?> or <touching color (#663b00)?>>> then\n change y by (1)\n end\n if <<touching color (#000000)?> or <<touching color (#009933)?> or <touching color (#663b00)?>>> then\n change y by (1)\n end\n if <<touching color (#000000)?> or <<touching color (#009933)?> or <touching color (#663b00)?>>> then\n change y by (-4)\n change x by ((x) * (-1))\n if <key (up arrow v) pressed?> then\n set [y v] to [17]\n if <(x) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n set [x v] to [0]\n end\n end\n change y by (y)\n if <<touching color (#000000)?> or <<touching color (#009933)?> or <touching color (#663b00)?>>> then\n change y by ((y) - ((y) * (2)))\n set [y v] to [0]\n end\n change y by (-1)\n if <<key (up arrow v) pressed?> and <<touching color (#000000)?> or <<touching color (#009933)?> or <touching color (#663b00)?>>>> then\n set [y v] to [15]\n end\n change y by (1)\n if <touching color (#ff0000)?> then\n go to x: (-217) y: (-20)\n end\n if < or <(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 then\n switch costume to (costume2 v)\n end\n if <(backdrop [name v]) = [backdrop17]> then\n switch costume to (costume3 v)\n end\nend\n\nwhen flag clicked\nhide\n\n@Sprite2\n\nwhen flag clicked\ngo to x: (36) y: (28)\nhide\nforever\n if <(backdrop [name v]) = [backdrop3]> then\n repeat until <not <(backdrop [name v]) = [backdrop3]>>\n show\n end\n if <not <(backdrop [name v]) = [backdrop3]>> then\n hide\n end\n end\nend\n\nwhen flag clicked\nforever\n glide (0.5) secs to x: (36) y: (-87)\n wait (0.5) seconds\n glide (0.5) secs to x: (36) y: (28)\n wait (0.5) seconds\nend\n\n@Sprite3\n\nwhen flag clicked\ngo to x: (76) y: (-129)\nhide\nforever\n if <(backdrop [name v]) = [backdrop6]> then\n repeat until <not <(backdrop [name v]) = [backdrop6]>>\n show\n end\n if <not <(backdrop [name v]) = [backdrop6]>> then\n hide\n end\n end\nend\n\nwhen flag clicked\nforever\n glide (0.5) secs to x: (-65) y: (-129)\n wait (0.5) seconds\n glide (0.5) secs to x: (76) y: (-129)\n wait (0.5) seconds\nend\n\n@Sprite4\n\nwhen flag clicked\ngo to x: (79) y: (-113)\nhide\nforever\n if <(backdrop [name v]) = [backdrop11]> then\n repeat until <not <(backdrop [name v]) = [backdrop11]>>\n show\n end\n if <not <(backdrop [name v]) = [backdrop11]>> then\n hide\n end\n end\nend\n\nwhen flag clicked\nswitch costume to (costume2 v)\nforever\n if <touching (sprite1 v)?> then\n wait (0.1) seconds\n go to x: (78) y: (-86)\n switch costume to (costume1 v)\n wait (1) seconds\n go to x: (79) y: (-113)\n switch costume to (costume2 v)\n end\nend\n\n@Sprite5\n\nwhen flag clicked\ngo to x: (79) y: (-113)\nhide\nforever\n if <(backdrop [name v]) = [backdrop12]> then\n repeat until <not <(backdrop [name v]) = [backdrop12]>>\n show\n end\n if <not <(backdrop [name v]) = [backdrop12]>> then\n hide\n end\n end\nend\n\nwhen flag clicked\nswitch costume to (costume2 v)\nforever\n if <touching (sprite1 v)?> then\n wait (0.1) seconds\n go to x: (78) y: (-86)\n switch costume to (costume1 v)\n wait (1) seconds\n go to x: (79) y: (-113)\n switch costume to (costume2 v)\n end\nend\n\n@Sprite6\n\nwhen flag clicked\ngo to x: (-86) y: (-114)\nhide\nforever\n if <(backdrop [name v]) = [backdrop12]> then\n repeat until <not <(backdrop [name v]) = [backdrop12]>>\n show\n end\n if <not <(backdrop [name v]) = [backdrop12]>> then\n hide\n end\n end\nend\n\nwhen flag clicked\nswitch costume to (costume2 v)\nforever\n if <touching (sprite1 v)?> then\n wait (0.1) seconds\n go to x: (-85) y: (-88)\n switch costume to (costume1 v)\n wait (1) seconds\n go to x: (-95) y: (-113)\n switch costume to (costume2 v)\n end\nend\n\n@Sprite7\n\nwhen flag clicked\ngo to x: (76) y: (-129)\nhide\nforever\n if <(backdrop [name v]) = [backdrop12]> then\n repeat until <not <(backdrop [name v]) = [backdrop12]>>\n show\n end\n if <not <(backdrop [name v]) = [backdrop12]>> then\n hide\n end\n end\nend\n\nwhen flag clicked\nforever\n glide (0.5) secs to x: (-87) y: (-129)\n wait (0.5) seconds\n glide (0.5) secs to x: (132) y: (-129)\n wait (0.5) seconds\nend\n\n@Rocks\n\nwhen flag clicked\nswitch costume to (rocks v)\ngo to [front v] layer\ngo to x: (-110) y: (132)\nhide\nforever\n if <(backdrop [name v]) = [backdrop15]> then\n repeat until <not <(backdrop [name v]) = [backdrop15]>>\n show\n end\n if <not <(backdrop [name v]) = [backdrop15]>> then\n hide\n end\n end\nend\n\nwhen I receive [doom v]\nswitch costume to (rocks2 v)\nglide (1) secs to x: (-171) y: (1)\nswitch costume to (rocks3 v)\nglide (1) secs to x: (-193) y: (-99)\nstart sound [Crunch v]\nwait (1) seconds\nbroadcast (over v)\nswitch backdrop to (backdrop16 v)\nhide\n\n@Sprite9\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (18) y: (60)\nhide\nforever\n if <(backdrop [name v]) = [backdrop15]> then\n repeat until <not <(backdrop [name v]) = [backdrop15]>>\n show\n end\n if <not <(backdrop [name v]) = [backdrop15]>> then\n hide\n end\n end\nend\n\nwhen flag clicked\nwait until <(backdrop [name v]) = [backdrop15]>\nwait (2) seconds\nswitch costume to (costume2 v)\nwait (1) seconds\nswitch costume to (costume3 v)\nwait (1) seconds\nswitch costume to (costume4 v)\nwait (1) seconds\nswitch costume to (costume5 v)\nbroadcast (doom v)\n\nwhen I receive [over v]\nhide\n\n@Sprite10\n\nwhen flag clicked\ngo to x: (-19) y: (98)\nhide\n\nwhen I receive [over v]\nshow\n\n@START\n\nwhen flag clicked\nswitch backdrop to (backdrop17 v)\nswitch costume to (costume1 v)\nshow\ngo to x: (0) y: (00)\nwait (2) seconds\nswitch costume to (costume2 v)\nwait (2) seconds\nswitch costume to (costume3 v)\nwait (2) seconds\nbroadcast (start it up v)\nhide\n\n@Sprite11\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [start it up v]\nswitch backdrop to (backdrop18 v)\nshow\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (costume2 v)\n change size by (10)\n wait until <not <touching (mouse-pointer v)?>>\n set size to (100) %\n switch costume to (costume1 v)\n end\nend\n\nwhen this sprite clicked\nbroadcast (now v)\nhide\n\n@Sprite8\n\nwhen flag clicked\nhide\n\n | arrow keys \n over 30 favs and 35 loves :0\n\n\n |
The Journey Home - A Scrolling Platformer #games #all | @Stage\n\nwhen [m v] key pressed\nset [mouse v] to (join ((mouse x) + (SCROLL X)) (join [, ] ((mouse y) + (SCROLL Y))))\nshow variable [mouse v]\n\n@Blank\n\n@Platforms\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [0] y: [360]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [550] y: [300]\n Clone at x: [-720] y: [-650]\n Clone at x: [360] y: [0]\n Clone at x: [800] y: [1025]\n Clone at x: [360] y: [0]\n Clone at x: [450] y: [360]\n Clone at x: [550] y: [-275]\n Clone at x: [360] y: [0]\n Clone at x: [450] y: [500]\n Clone at x: [640] y: [360]\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen flag clicked\nhide\n\nif <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n Clone at x: [0] y: [350]\n Clone at x: [450] y: [100]\nelse\n switch costume to (level 3 1 v)\nend\n\n@Danger (Flattener)\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: [180] y: [-50]\n Clone at x: [360] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [50] y: [650]\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [2]> then\nend\n\nwhen flag clicked\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nforever\n set [y v] to [0]\n repeat (50)\n change [y v] by (2)\n end\n wait (0.5) seconds\n repeat (50)\n change [y v] by (-2)\n end\n wait (0.5) seconds\n set [y v] to [0]\n if <(costume [number v]) = [5]> then\n set [y v] to [720]\n repeat (50)\n change [y v] by (2)\n end\n wait (0.5) seconds\n repeat (50)\n change [y v] by (-2)\n end\n wait (0.5) seconds\n set [y v] to [720]\n end\nend\n\nchange y by (-50)\n\nrepeat (10)\n change y by (-10)\nend\nchange y by (-100)\n\nchange y by (100)\n\nif <(LEVEL) = [2]> then\n switch costume to (level 1 5 v)\n Clone at x: [0] y: [350]\n Clone at x: [450] y: [100]\nelse\n switch costume to (level 3 1 v)\nend\n\nturn right (10) degrees\n\nturn right (10) degrees\n\n@Exit\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <<(costume [name v]) = [Open]> and <touching (player v)?>> then\n set [exit v] to [win]\nend\n\nwhen I receive [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: [1349] y: [77]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (closed v)\n Clone at x: [736] y: [667]\n else\n set [x v] to [-99999]\n end\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\n\nwhen I receive [open portal v]\nswitch costume to (open v)\n\nwhen flag clicked\nhide\n\n@Player\n\nwhen flag clicked\npoint in direction (90)\nhide\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\n\nwhen I receive [play game v]\nset [level v] to [1]\nforever\n broadcast (Reset v) and wait\n broadcast (Setup v) and wait\n Game On\n repeat until <(EXIT) > []>\n Tick\n broadcast (Tick v)\n end\n if <(EXIT) = [win]> then\n Game - Win\n else\n Game - Die\n end\nend\n\nbroadcast (Tick v) and wait\n\ndefine Game On\nset [x v] to [0]\nset [y v] to [0]\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nset [sx v] to [0]\nset [sy v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nset size to (100) %\nset [ghost v] effect to (0)\nshow\n\ndefine Tick\nswitch costume to (join (Colour Chosen) (join [-] [Forward]))\nif <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n switch costume to (join (Colour Chosen) (join [-] [Backward]))\n change [sx v] by (-2)\nend\nif <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n switch costume to (join (Colour Chosen) (join [-] [Forward]))\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?> 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\nchange [scroll x v] by (round (((x) - (SCROLL X)) / (10)))\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nchange [scroll y v] by (round (((y) - (SCROLL Y)) / (4)))\nif <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\nend\nPosition\nif <(y) < [-180]> then\n set [exit v] to [die]\nend\n\ndefine Change player y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nPosition\nrepeat until <not <touching (platforms v)?>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [in air v] to [0]\n end\n Position\n set [sy v] to [0]\nend\n\ndefine Position\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\ndefine Change Player x by (sx)\nchange [x v] by (sx)\nPosition\nif <touching (platforms v)?> then\n repeat (12)\n change [y v] by (1)\n Position\n if <not <touching (platforms v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n if <key (up arrow v) pressed?> then\n if <(sx) > [0]> then\n set [sx v] to [-16]\n else\n set [sx v] to [16]\n end\n set [in air v] to [0]\n else\n set [sx v] to [0]\n end\n repeat until <not <touching (platforms v)?>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n Position\n end\nend\n\ndefine Game - Die\nset [exit v] to []\nset [ghost v] effect to (0)\nrepeat (25)\n change [ghost v] effect by (4)\n change size by (3)\nend\nset size to (100) %\nset [ghost v] effect to (0)\nhide\nwait (0.5) seconds\n\ndefine Test - Die\nif <<touching (danger \(spikes\) v)?> or <touching (danger \(flattener\) v)?>> then\n set [exit v] to [die]\nend\n\ndefine Game - Win\nrepeat (50)\n point towards (exit v)\n turn right (65) degrees\n move ((distance to [exit v]) / (2)) steps\n change size by (-1)\n change [ghost v] effect by (2)\nend\nhide\nchange [level v] by (1)\nwait (1) seconds\n\nset [scroll x v] to (x)\n\nwhen I receive [green flag v]\nbroadcast (Play Game v) and wait\n\nwhen I receive [green flag v]\nforever\n if <touching (trampoline v)?> then\n set [sy v] to [24]\n end\nend\n\n@Player Options\n\nwhen flag clicked\nshow\nswitch costume to (black v)\nset [colour chosen v] to [Black]\n\nwhen I receive [left v]\nswitch costume to ((costume [number v]) - (1))\nforever\n set [colour chosen v] to (costume [name v])\n switch costume to (Colour Chosen)\nend\n\nwhen I receive [left v]\n\nwhen I receive [right v]\n\nwhen I receive [right v]\nnext costume\nforever\n set [colour chosen v] to (costume [name v])\n switch costume to (Colour Chosen)\nend\n\nwhen I receive [green flag v]\nhide\n\n@Left Button\n\nwhen flag clicked\nshow\ngo to x: (-52) y: (-38)\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (selected v)\n else\n switch costume to (deselected v)\n end\nend\n\nwhen flag clicked\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n start sound [Collect v]\n broadcast (Left v)\n wait until <not <mouse down?>>\n end\nend\n\nset [colour chosen v] to (costume [number v])\n\nwhen I receive [green flag v]\nhide\n\n@Get Help Window\n\nwhen I receive [get help v]\nwait (2) seconds\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n repeat (10)\n change size by (-8)\n change [ghost v] effect by (10)\n end\n set [ghost v] effect to (100)\n set size to (20) %\n wait until <not <mouse down?>>\n end\nend\n\nwhen I receive [get help v]\ngo to [front v] layer\nrepeat (10)\n change size by (8)\n change [ghost v] effect by (-10)\nend\n\nwhen flag clicked\nset [ghost v] effect to (100)\nset size to (20) %\n\nwait until <not <mouse down?>>\n\n@Play Button\n\nwhen flag clicked\ngo to x: (0) y: (-115)\nset size to (100) %\nshow\nclear graphic effects\nforever\n if <touching (mouse-pointer v)?> then\n set size to (120) %\n else\n set size to (100) %\n end\n set y to ((([sin v] of ((timer) * (500)) ) * (5)) + (-110))\nend\n\nwhen flag clicked\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n start sound [Connect v]\n broadcast (Green Flag v)\n wait until <not <mouse down?>>\n end\nend\n\nwhen I receive [green flag v]\nhide\n\n@Instructions Window\n\nwhen flag clicked\nset [ghost v] effect to (100)\nset size to (20) %\n\nwhen I receive [instructions v]\ngo to [front v] layer\nrepeat (10)\n change size by (8)\n change [ghost v] effect by (-10)\nend\n\nset [ghost v] effect to (100)\nset size to (20) %\n\nwhen I receive [instructions v]\nwait (2) seconds\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n repeat (10)\n change size by (-8)\n change [ghost v] effect by (10)\n end\n wait until <not <mouse down?>>\n end\nend\n\nwhen I receive [instructions v]\n\nif <[100] < (size)> then\n set size to (100) %\nend\n\n@Sprite1\n\n@Right Button\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (selected v)\n else\n switch costume to (deselected v)\n end\nend\n\nwhen flag clicked\nshow\ngo to x: (50) y: (-38)\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n start sound [Collect v]\n broadcast (Right v)\n wait until <not <mouse down?>>\n end\nend\n\nwhen I receive [green flag v]\nhide\n\n@Title Screen\n\nwhen flag clicked\nshow\ngo to [front v] layer\n\nwhen I receive [green flag v]\nhide\n\nwhen flag clicked\nforever\n play sound [TheFatRat - Prelude \(Jackpot EP Track 3\) v] until done\nend\n\n@Help Button\n\nwhen flag clicked\nshow\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (selected v)\n else\n switch costume to (deselected v)\n end\nend\n\nwhen I receive [green flag v]\nhide\n\nwhen flag clicked\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n start sound [Collect v]\n broadcast (Get Help v)\n wait until <not <mouse down?>>\n end\nend\n\n@Instructions\n\nwhen flag clicked\nshow\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (selected v)\n else\n switch costume to (deselected v)\n end\nend\n\nwhen I receive [green flag v]\nhide\n\nwhen flag clicked\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n start sound [Collect v]\n broadcast (Instructions v)\n wait until <not <mouse down?>>\n end\nend\n\nwait until <not <mouse down?>>\n\n@Danger (Spikes)\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: [180] y: [-50]\n Clone at x: [360] y: [0]\n Clone at x: [-250] y: [360]\n Clone at x: [-100] y: [310]\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [2]> then\n turn right (10) degrees\n else\n if <(costume [number v]) = [4]> then\n turn right (10) degrees\n else\n if <(costume [number v]) = [5]> then\n turn right (10) degrees\n end\n end\n end\nend\n\nwhen flag clicked\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nforever\n turn right (10) degrees\nend\n\nchange y by (-50)\n\nrepeat (10)\n change y by (-10)\nend\n\nchange y by (-100)\n\nchange y by (100)\n\nif <(LEVEL) = [2]> then\n switch costume to (level 1 3 v)\n Clone at x: [0] y: [350]\n Clone at x: [450] y: [100]\nelse\n switch costume to (level 3 1 v)\nend\n\nif <(costume [number v]) = [4]> then\n repeat (50)\n change [y v] by (2)\n end\n wait (0.5) seconds\n repeat (50)\n change [y v] by (-2)\n end\n wait (0.5) seconds\n set [y v] to [0]\nend\n\n@Thumb\n\nwhen flag clicked\ngo to [front v] layer\nset [ghost v] effect to (100)\n\n | THE JOURNEY HOME 2 IS NOW OUT: https://scratch.mit.edu/projects/397920138/\n\n#18 on Trending for Games, thank you guys so much! #44 on trending for All?! THANK YOU!! WHAT?! IT'S TOP LOVED????!!!! THANK YOU! GO CHECK OUT THE JOURNEY HOME 2!!!\n30,000 VIEWS?! 1500+ ❤ and 1225+ ⭐?!\n\nPlease read the Description first before playing, and the story, famous scratchers that have liked this and credits are way down the bottom. \n\nMAKE SURE YOU CLICK THE GREEN FLAG AT LEAST TWICE!\n\nGo check this out: https://scratch.mit.edu/projects/397699561\n\nI would really appreciate if you liked and faved this because it took me a REALLY long time to make this. \n\nI may not be able to reply to all your comments, but I will read them!\n\nANY ADVERTISEMENTS WILL BE DELETED AND REPORTED\n\nIf you really liked this project, suggest it in the comments of this studio. You're helping me out if you do that! :\nhttps://scratch.mit.edu/studios/4228481/comments/ \n\nToo short? If this gets top-loved, I will make a much longer version! Follow for more projects like this!\n\nThis is my first EVER Scrolling Platformer, so please be gentle in the comments! :)\n\nBy the way, this is one whole level, not mini levels, but its a maze! If you're really stuck, use the clues below\n\nCLUE: Just because there are dangers in one direction, doesn't mean that's the path... Also, start by wall jumping on the wall behind you ;)...\n\nPlease choose the colour of your character with the arrows next to the player on the starting screen! Not many people probably knew this! Also, if you click the 'Help' and 'Instructions' button, it will provide the info!\n\nAny suggestions for the next game, or changing this game? Let me know in the comments!\n\nThere was a glitch that if you fall from a place too high, you die. I HAVE FIXED IT WOOHOO!\n\nStory:\n.... You're lost! You need to find the way home! But unlike any platformer, its a maze! With many twists and turns, this is indeed a dangerous trek. Can you find the way home? Or are you going to be lost forever? ....\n\nFAMOUS SCRATCHERS THAT HAVE SEEN THIS:\n@-Phantoms- ❤ and ⭐\n@sushi10000 ❤\n\nCREDITS:\n- @griffpatch for the Youtube Scrolling Platformer Series\n- @carot3 for the inspiration and idea (not copied)\n- TheFatRat for the music (Prelude)\n- Me for everything else (art, player, coding etc.)\n\nPlease do not falsely report this for copying or anything, because I promise I did not copy anyone's ideas or projects :D\n\n#all #games #NeelDaPeel |
Grassland-A Scrolling Platformer | @Stage\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]\nwait (9.5) seconds\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 [2233]\n set [y v] to [144]\n switch backdrop to (backdrop2 v)\n else\n set [x v] to [4307]\n set [y v] to [-80]\n if <(SCROLL X) > [5761]> then\n switch backdrop to (backdrop2 v)\n else\n switch backdrop to (backdrop3 v)\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\nif <touching (danger v)?> 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\nhide\nclear graphic effects\nchange [level v] by (1)\nwait (1) seconds\n\ndefine Test - Die\n\nwhen flag clicked\nif <(y position) = [-181]> then\n broadcast (mou v)\nend\nforever\n\nwhen flag clicked\nswitch costume to (light blue v)\nforever\n if <key (space v) pressed?> then\n wait (1) seconds\n next costume\n end\nend\n\nwhen flag clicked\nforever\n if <key (s v) pressed?> then\n change [scroll x v] by (100)\n end\nend\n\n@Platforms\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((Platforms: y) - (SCROLL Y))\n\nwhen I receive [setip v]\nhide\nset [x v] to [0]\nset [platforms: 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]\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: [0] y: [-360]\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 [platforms: y v] by (y)\nnext costume\n\nClone at x: [1663] y: [557]\n\nwhen flag clicked\nforever\n if <key (s v) pressed?> then\n next costume\n end\n if <(costume [number v]) = [15]> then\n switch costume to (level 1-15 v)\n end\nend\n\n@Danger\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((Danger: y) - (SCROLL Y))\n\nwhen I receive [setip v]\nhide\nset [x v] to [0]\nset [danger: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1-1 v)\n Clone at x: [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: [0] y: [-360]\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 [danger: y v] by (y)\nnext costume\n\nwhen flag clicked\nforever\n if <key (s v) pressed?> then\n next costume\n end\n if <(costume [number v]) = [14]> then\n switch costume to (level 1-14 v)\n end\nend\n\n@Music\n\n@Other Players\n\nwhen flag clicked\nshow\nwait (9.5) seconds\nhide\nbroadcast (Start v)\n\n@Clouds\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((Clouds: y) - (SCROLL Y))\n\nwhen I receive [setip v]\nhide\nset [x v] to [0]\nset [clouds: y v] to [0]\nset [ghost v] effect to (30)\ngo to [back v] layer\nif <(LEVEL) = [1]> then\n switch costume to (level 1-1 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: [0] y: [200]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [-100]\n Clone at x: [480] y: [-100]\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: [0] y: [-360]\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 [clouds: y v] by (y)\nnext costume\n\nwhen flag clicked\nforever\n if <key (s v) pressed?> then\n next costume\n end\n if <(costume [number v]) = [16]> then\n switch costume to (level 1-16 v)\n end\nend\n\n@Checkpoint \n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((Checkpoint : y) - (SCROLL Y))\nif <(costume [number v]) = [2]> then\n if <touching (player v)?> then\n change [checkpoint v] by (1)\n switch costume to (green flag v)\n end\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at x: (x) y: (y)\nset [x v] to (x)\nset [checkpoint : y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nset [checkpoint v] to [0]\nhide\nset [x v] to [0]\nset [checkpoint : y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (close flag v)\n Clone at x: [2233] y: [144]\n Clone at x: [4307] y: [-80]\nend\nset [x v] to [-99999]\n\n@Intro p:1\n\nwhen flag clicked\nshow\nstart sound [Ikson - Last Summer \(1\) v]\npoint in direction (90)\nwait (1) seconds\nrepeat (8)\n turn right (45) degrees\n wait (0.1) seconds\nend\nwait (1) seconds\nrepeat (8)\n turn left (45) degrees\n wait (0.1) seconds\nend\nwait (1) seconds\nrepeat (8)\n turn right (45) degrees\n wait (0.1) seconds\nend\nwait (1) seconds\nrepeat (8)\n turn left (45) degrees\n wait (0.1) seconds\nend\nwait (1) seconds\nhide\nstop all sounds\nforever\n play sound [K-391 - Summertime v] until done\nend\n\n@eI82U0r (1)\n\nwhen flag clicked\ngo to x: (-11) y: (29)\n\n | Use arrow keys to move,Space bar to change your color. Have Fun! \nCan we get to:\n1000 views\n75 loves\n75 favs\n10 remixes\nCheck out my other Scrolling Platformers:\nhttps://scratch.mit.edu/projects/397039241\nhttps://scratch.mit.edu/projects/396777554\nhttps://scratch.mit.edu/projects/397466597 |
Wings of Fire Game Protect Queen Glory! A platformer | @Stage\n\nwhen flag clicked\nset [ghost v] effect to (100)\nrepeat (50)\n change [ghost v] effect by (-2)\nend\nset [ghost v] effect to (0)\n\nwhen flag clicked\nforever\n play sound [Tobu - Candyland \[NCS Release\] v] until done\nend\n\n@Glory\n\nwhen flag clicked\nshow\nclear graphic effects\nset rotation style [left-right v]\nset size to (60) %\ngo to x: (141) y: (-35)\nswitch backdrop to (queens room v)\nset [ghost v] effect to (100)\nrepeat (50)\n change [ghost v] effect by (-2)\nend\nset [ghost v] effect to (0)\n\nwhen backdrop switches to [queens room v]\nrepeat until <not <(backdrop [number v]) = [1]>>\n switch costume to (rainwing front walking v)\n wait (0.2) seconds\n switch costume to (rainwing front walking2 v)\n wait (0.2) seconds\n switch costume to (rainwing front walking3 v)\n wait (0.2) seconds\n switch costume to (rainwing front walking4 v)\n wait (0.2) seconds\nend\n\nwhen I receive [message1 v]\nwait (2) seconds\nsay [Yes, Deathbringer. What is it.] for (3) seconds\nwait (5) seconds\nsay [DEATHBRINGER! Get ON with it already!] for (3) seconds\nwait (7) seconds\nrepeat (11)\n change [color v] effect by (-5)\nend\nset [color v] effect to (-55)\nsay [One DOES NOT criticize one's Queen.] for (3) seconds\nrepeat (11)\n change [color v] effect by (5)\nend\nset [color v] effect to (0)\nsay [I am very busy, if that's all you have to say, I suggest you leave.] for (5) seconds\nwait (6) seconds\nsay [Oh? And YOU heroically stoped him?] for (3) seconds\nwait (6) seconds\nsay [Don't worry, I can take him down myself.] for (3) seconds\nsay [How did that NightWing escape? I thought YOU were the most ANNOYING bodyguard.] for (7) seconds\nwait (8) seconds\nrepeat (12)\n change [color v] effect by (10)\nend\nset [color v] effect to (120)\nsay [WHAT?! The RainWings are in DANGER!] for (4) seconds\nrepeat (12)\n change [color v] effect by (-10)\nend\nset [color v] effect to (0)\nsay [Guards! Go to the RainWing Village. Catch the assasin. Warn the dragons!] for (6) seconds\nbroadcast (GO Guards v)\nwait (7) seconds\nsay [*Ahem, why don't you go with them?] for (3) seconds\nwait (3) seconds\nsay [Oh great, as you wish.] for (2) seconds\nbroadcast (Start v)\nhide\n\nwhen backdrop switches to [end v]\nshow\nswitch costume to (rainwing side walking sprite2 v)\nset size to (45) %\ngo to x: (139) y: (-97)\npoint in direction (90)\nwait (4) seconds\nsay [Yes, indeed.] for (2) seconds\nwait (7) seconds\nsay [Prisoner, you will be punished for attempted murder.] for (5) seconds\nwait (4) seconds\nsay [Oh? Well YOU are very fit to be my prisoner.] for (4) seconds\nwait (3) seconds\nsay [You came just in time, Tsunami.] for (3) seconds\nsay [This RainWing guard saved me from a murderous ungrateful NightWing.] for (5) seconds\nwait (2) seconds\nsay [Of course, I could've saved myself, but reward this brave RainWing and put it on the "Brave List".] for (7) seconds\nwait (7) seconds\nsay [Wonderful! It is now our time to leave. Good luck!] for (4) seconds\nbroadcast (Game Over v)\nhide\nswitch backdrop to (end2 v)\n\nwhen I receive [start v]\nhide\n\n@Deathbringer\n\nwhen flag clicked\ngo to [front v] layer\nclear graphic effects\nhide\nset size to (65) %\nset rotation style [left-right v]\npoint in direction (-90)\nset [ghost v] effect to (100)\nrepeat (50)\n change [ghost v] effect by (-2)\nend\nset [ghost v] effect to (0)\nswitch costume to (nightwing side walking sprite v)\nshow\ngo to x: (-277) y: (-64)\nrepeat (12)\n wait (0.15) seconds\n move (-10) steps\n switch costume to (nightwing side walking sprite2 v)\n wait (0.15) seconds\n move (-10) steps\n switch costume to (nightwing side walking sprite v)\nend\nbroadcast (message1 v)\nsay [Your majesty.] for (2) seconds\nwait (3) seconds\nsay [Queen Glory of the RainWings, the BEST Queen of ALL time! I have---] for (5) seconds\nwait (3) seconds\nsay [Don't you want to listen to a full speech of how WONDERFUL and CALM and PATIENT Queen you are?] for (7) seconds\nwait (8.5) seconds\nsay [Okay, okay. There was a male NightWing who attempted to murder you this morning.] for (6) seconds\nwait (3) seconds\nsay [Unfortunately, no. He still may be on his way to murder my WONDERFUL Queen!] for (6) seconds\nwait (10) seconds\nsay [Youch, but you are still my WONDERFUL Queen.] for (4) seconds\nsay [The assassin escaped into the RainWing village---] for (4) seconds\n\nwhen I receive [go guards v]\nswitch costume to (nightwing side walking sprite2 v)\nwait (4) seconds\nsay [Hmm... They are poorly trained.] for (3) seconds\nwait (3) seconds\nsay [I MUST NEVER leave my Queen.] for (3) seconds\n\nwhen I receive [start v]\nhide\n\nwhen backdrop switches to [end v]\nshow\nswitch costume to (nightwing side walking sprite v)\nset size to (50) %\ngo to x: (119) y: (-94)\npoint in direction (90)\ngo to [back v] layer\nsay [Ah! Wonderful job! The Queen is very pleased.] for (4) seconds\n\nwhen I receive [game over v]\nhide\n\n@RainWing Player\n\nwhen flag clicked\nset [color v] effect to (20)\nset rotation style [left-right v]\nset size to (35) %\npoint in direction (-90)\nswitch costume to (rainwing side walking sprite2 v)\nhide\n\nwhen I receive [start v]\nswitch backdrop to (1 v)\nrepeat until <(backdrop [name v]) = [end]>\n if <key (s v) pressed?> then\n next backdrop\n go to x: (-204) y: (-100)\n point in direction (-90)\n wait (0.2) seconds\n end\nend\n\nwhen I receive [next level v]\nnext backdrop\n\nwhen backdrop switches to [1 v]\nshow\nset [y v] to [0]\nset [yvel v] to [0]\nshow\nset size to (35) %\ngo to x: (-204) y: (-54)\nset [fail? v] to [0]\nforever\n go to [front v] layer\n set [x v] to (x position)\n set [ypos v] to (y position)\n change [yvel v] by (-0.7)\n if <touching color (#fdfdfd)?> then\n set [y v] to [18]\n set [yvel v] to [2]\n end\n if <touching color (#ff94f3)?> then\n set [yvel v] to [15]\n end\n if <<key (space v) pressed?> or <<(y position) < [-160]> or <touching color (#00ceff)?>>> then\n set [fail? v] to [1]\n set [y v] to [0]\n set [yvel v] to [0]\n set size to (35) %\n point in direction (-90)\n go to x: (-204) y: (-54)\n set [x v] to (x position)\n set [ypos v] to (y position)\n set [fail? v] to [0]\n show\n end\n if <key (right arrow v) pressed?> then\n point in direction (-90)\n change [y v] by (0.8)\n end\n if <key (left arrow v) pressed?> then\n point in direction (90)\n change [y v] by (-0.8)\n end\n change x by (Y)\n if <touching color (#1eb600)?> then\n change y by (2)\n if <touching color (#1eb600)?> then\n change y by (2)\n if <touching color (#1eb600)?> then\n change y by (2)\n if <touching color (#1eb600)?> then\n change y by (1)\n if <touching color (#1eb600)?> then\n change y by (1)\n if <touching color (#1eb600)?> then\n change x by ((Y) * (-1))\n change y by (-5)\n if <key (up arrow v) pressed?> then\n if <(Y) > [0]> then\n set [y v] to [-8]\n else\n set [y v] to [8]\n end\n set [yvel v] to [10]\n else\n set [y v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (Yvel)\n if <touching color (#1eb600)?> then\n change y by ((Yvel) * (-1))\n set [yvel v] to [0]\n end\n change y by (-1)\n if <touching color (#1eb600)?> then\n if <key (up arrow v) pressed?> then\n set [yvel v] to [10]\n end\n end\n change y by (1)\n set [y v] to ((Y) * (0.9))\n if <(x position) > [234]> then\n broadcast (next level v)\n change [level v] by (1)\n go to x: (-216) y: (-72)\n end\nend\n\n@Guard 1\n\nwhen flag clicked\nset [color v] effect to (20)\nset rotation style [left-right v]\nset size to (50) %\npoint in direction (-90)\nswitch costume to (rainwing side walking sprite2 v)\nhide\n\nwhen I receive [go guards v]\ngo to x: (50) y: (-18)\nshow\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nsay [Yes, your majesty.] for (2) seconds\nglide (1) secs to x: (50) y: (197)\nhide\n\n@desk\n\nwhen flag clicked\nshow\ngo to [front v] layer\ngo to x: (148) y: (-84)\nset [ghost v] effect to (100)\nrepeat (50)\n change [ghost v] effect by (-2)\nend\nset [ghost v] effect to (0)\n\nwhen I receive [start v]\nhide\n\n@Guards2\n\nwhen flag clicked\nset [color v] effect to (80)\nset rotation style [left-right v]\nset size to (50) %\npoint in direction (-90)\nswitch costume to (rainwing side walking sprite2 v)\nhide\n\nwhen I receive [go guards v]\ngo to x: (-9) y: (-19)\nshow\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nsay [*Yawn] for (2) seconds\nglide (1) secs to x: (-9) y: (197)\nhide\n\nwhen backdrop switches to [end v]\npoint in direction (90)\nset size to (35) %\nswitch costume to (rainwing side walking sprite v)\nset rotation style [all around v]\ngo to [front v] layer\ngo to x: (-221) y: (-108)\nwait (6) seconds\nshow\nglide (1) secs to x: (-82) y: (-108)\nwait (4) seconds\nsay [Ack! He KICKED me!] for (2) seconds\n\nwhen I receive [game over v]\nhide\n\n@Guards3\n\nwhen flag clicked\nset [color v] effect to (-69)\nset rotation style [left-right v]\nset size to (50) %\npoint in direction (-90)\nswitch costume to (rainwing side walking sprite2 v)\nhide\n\nwhen I receive [go guards v]\ngo to x: (-67) y: (-20)\nshow\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nsay [Sure!] for (2) seconds\nglide (1) secs to x: (-67) y: (197)\nhide\n\n@Guards4\n\nwhen flag clicked\nset [color v] effect to (-15)\nset rotation style [left-right v]\nset size to (50) %\npoint in direction (-90)\nswitch costume to (rainwing side walking sprite2 v)\nhide\n\nwhen I receive [go guards v]\ngo to x: (-125) y: (-21)\nshow\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (2) seconds\nglide (1) secs to x: (-125) y: (197)\nhide\n\nwhen backdrop switches to [end v]\npoint in direction (110)\nset size to (35) %\nswitch costume to (rainwing side walking sprite v)\nset rotation style [all around v]\ngo to x: (-152) y: (-108)\ngo to [front v] layer\nwait (6) seconds\nshow\nglide (1) secs to x: (-13) y: (-108)\nsay [Your majesty, where do put this prisoner?] for (4) seconds\n\nwhen I receive [game over v]\nhide\n\n@Guards5/bad\n\nwhen flag clicked\nset [color v] effect to (-80)\nset rotation style [left-right v]\nset size to (50) %\npoint in direction (-90)\nswitch costume to (rainwing side walking sprite2 v)\nhide\n\nwhen I receive [go guards v]\ngo to x: (-181) y: (-18)\nshow\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nsay [I want a mango.] for (2) seconds\nglide (1) secs to x: (-181) y: (197)\nhide\n\nwhen backdrop switches to [end v]\nclear graphic effects\nset size to (40) %\ngo to x: (-189) y: (-124)\nforever\n switch costume to (rainwing back walking sprite v)\n wait (0.2) seconds\n switch costume to (rainwing back walking sprite2 v)\n wait (0.2) seconds\n switch costume to (rainwing back walking sprite3 v)\n wait (0.2) seconds\n switch costume to (rainwing back walking sprite4 v)\n wait (0.2) seconds\nend\n\nwhen backdrop switches to [end v]\nwait (6) seconds\nshow\nglide (1) secs to x: (-50) y: (-124)\nwait (11) seconds\nsay [*Roar! You were NEVER fit to be Queen!] for (4) seconds\nwait (15) seconds\nsay [*Snort] for (2) seconds\n\nwhen I receive [game over v]\nhide\n\n@Tsunami\n\nwhen flag clicked\nhide\nset rotation style [left-right v]\n\nwhen backdrop switches to [end v]\nwait (26) seconds\nshow\npoint in direction (-90)\ngo to x: (-238) y: (-98)\nsay [What's the big commotion about?] for (3) seconds\nglide (1) secs to x: (-190) y: (-98)\nwait (16) seconds\nsay [Sure. Congratulations brave RainWing Guard. You're now the first RainWing on the "Brave List".] for (7) seconds\n\nwhen I receive [game over v]\nhide\n\n@Sprite1\n\nwhen flag clicked\ngo to [front v] layer\nshow\nset [ghost v] effect to (100)\n\n | Arrow keys to move.\nPress s to skip\nPress space to restart\nBlue-Water (Which is bad)\nPink-Mushroom (Bouncy)\nWhite-Wind (Blows you to the right)\nGoal: Protect Queen Glory by catching a NightWing Assasin.\nBonus: Do you want to have an adventure in Jade Mountain Acdemy? Click this link: https://scratch.mit.edu/projects/383314660\nHave you ever wondered what would happen if you wrote a letter to Moonwatcher? Click this link!!!\nhttps://scratch.mit.edu/projects/393783356\nHow about writing a letter to Peril? Click this:\nhttps://scratch.mit.edu/projects/395105696\nDo YOU think you'll survive in Scarlet's arena. Want to find out? Click here!\nhttps://scratch.mit.edu/projects/394148304/ |
Scroling Platformer | @Stage\n\n@Thumb nail!\n\nwhen flag clicked\ngo to [front v] layer\nset [ghost v] effect to (100)\nshow\n\ngo to [front v] layer\nset [ghost v] effect to (0)\nshow\n\nwhen flag clicked\nforever\n play sound [F-777 - The Seven Seas v] until done\nend\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: [3335] y: [-35]\nelse\n if <(Level:) = [2]> then\n Clone at x: [3335] y: [-35]\n else\n if <(Level:) = [3]> then\n Clone at x: [4045] y: [2010]\n else\n if <(Level:) = [4]> then\n Clone at x: [4730] y: [-35]\n else\n if <(Level:) = [5]> then\n Clone at x: [6170] y: [-20]\n else\n if <(Level:) = [6]> then\n Clone at x: [4739] y: [-20]\n else\n if <(Level:) = [bonus]> then\n Clone at x: [4739] y: [-20]\n end\n end\n end\n end\n end\n end\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\n\n@RESET\n\nwhen this sprite clicked\nhide\nset [start level v] to (Level:)\nbroadcast (Play Game v)\n\nwhen I receive [level select in game v]\nhide\n\nwhen I receive [pause game v]\ngo to [front v] layer\nshow\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (costume2 v)\n end\n if <not <touching (mouse-pointer v)?>> then\n switch costume to (costume1 v)\n end\nend\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [back v]\nhide\n\n@grey tint\n\ngo to [front v] layer\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [level select v]\nshow\nset [ghost v] effect to (25)\n\nchange [ghost v] effect by (25)\n\nwhen I receive [play game v]\nhide\n\nwhen I receive [back v]\nhide\n\nwhen I receive [level select in game v]\nshow\nset [ghost v] effect to (25)\n\nwhen I receive [pause game v]\nshow\nset [ghost v] effect to (25)\n\n@play game\n\nwhen I receive [start screen v]\nshow\nset [start level v] to [1]\ngo to x: (8) y: (75)\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\nwait (0.1) seconds\nswitch costume to (costume3 v)\nwait (0.1) seconds\nswitch costume to (costume2 v)\nwait (0.1) seconds\nswitch costume to (costume4 v)\nwait (0.1) seconds\n\nwhen I receive [intro v]\nhide\n\nwhen this sprite clicked\nhide\nbroadcast (Play Game v) and wait\n\nwhen I receive [level select v]\nhide\n\nwhen I receive [play game v]\nshow variable [deaths: v]\nshow variable [level: v]\n\n@Start screen\n\ngo to x: (0) y: (0)\n\nwhen I receive [intro v]\nhide\n\nwhen I receive [start screen v]\nshow\n\nwhen I receive [play game v]\nhide\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 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: [250]\n Clone at x: [450] y: [-250]\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 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: [0] y: [350]\n Clone at x: [550] y: [350]\n Clone at x: [0] y: [-700]\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: [250]\n Clone at x: [0] y: [250]\n Clone at x: [0] y: [250]\n Clone at x: [0] y: [250]\n Clone at x: [0] y: [250]\n Clone at x: [0] y: [250]\n Clone at x: [400] y: [0]\n Clone at x: [0] y: [250]\n Clone at x: [250] y: [250]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n else\n if <(Level:) = [4]> then\n switch costume to (level 4 1 v)\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n else\n if <(Level:) = [5]> then\n switch costume to (level 5 1 v)\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [0] y: [600]\n Clone at x: [650] y: [-600]\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: [550] y: [0]\n else\n if <(Level:) = [6]> then\n switch costume to (level 6 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 else\n if <(Level:) = [bonus]> then\n switch costume to (level bonus 1 v)\n end\n end\n end\n end\n end\n end\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n@Intro p:1\n\nwhen I receive [intro v]\nbroadcast (Start screen v)\n\nshow\nset size to (100) %\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nwait (0.1) seconds\nswitch costume to (costume2 v)\nwait (0.1) seconds\nswitch costume to (costume5 v)\nwait (0.1) seconds\nswitch costume to (costume6 v)\nwait (0.1) seconds\nswitch costume to (costume7 v)\nwait (0.1) seconds\nswitch costume to (costume8 v)\nwait (0.1) seconds\nswitch costume to (costume3 v)\nwait (3) seconds\nrepeat (2)\n switch costume to (costume9 v)\n wait (0.1) seconds\n change size by (-5)\n switch costume to (costume4 v)\n wait (0.1) seconds\n change size by (-5)\n switch costume to (costume10 v)\n wait (0.1) seconds\n change size by (-5)\n switch costume to (costume11 v)\n wait (0.1) seconds\n change size by (-5)\n switch costume to (costume12 v)\n wait (0.1) seconds\n change size by (-5)\n switch costume to (costume13 v)\n wait (0.1) seconds\n change size by (-5)\n switch costume to (costume14 v)\n wait (0.1) seconds\n change size by (-5)\n switch costume to (costume15 v)\n wait (0.1) seconds\n change size by (-5)\n switch costume to (costume16 v)\n wait (0.1) seconds\n change size by (-5)\n switch costume to (costume17 v)\n wait (0.1) seconds\n change size by (-5)\nend\nhide\n\nwhen I receive [intro v]\n\nforever\n play sound [Outro music v] until done\nend\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]\nelse\n if <(Level:) = [2]> then\n switch costume to (level 2 1 v)\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\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: [0] y: [250]\n Clone at x: [550] y: [0]\n Clone at x: [0] y: [-250]\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: [250]\n Clone at x: [0] y: [250]\n Clone at x: [0] y: [250]\n else\n if <(Level:) = [4]> then\n switch costume to (level 4 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 else\n if <(Level:) = [5]> then\n go to [front v] layer\n switch costume to (level 5 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: [450] y: [0]\n Clone at x: [100] y: [100]\n Clone at x: [500] y: [0]\n Clone at x: [500] y: [0]\n Clone at x: [700] y: [-100]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n else\n if <(Level:) = [6]> then\n go to [back v] layer\n switch costume to (level 6 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 else\n if <(Level:) = [bonus]> then\n switch costume to (level bonus 1 v)\n end\n end\n end\n end\n end\n end\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n@Player\n\nwhen flag clicked\nbroadcast (Green Flag v) and wait\nbroadcast (Intro v)\n\nbroadcast (Play Game v) and wait\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\nset [deaths: v] to [0]\n\nwhen I receive [play game v]\nset [easter egg costume switch v] to [1]\nset [level: v] to (Start level)\nforever\n broadcast (RESET v)\n broadcast (Set up v)\n Game On\n repeat until <(EXIT) > [50]>\n Tick\n broadcast (Tick v) and wait\n end\n if <(EXIT) = [win]> then\n Game - win\n else\n Game - Die\n end\nend\n\ndefine Game On\nset [x v] to [0]\nset [y v] to [0]\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nset [speed y v] to [0]\nset [sx v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nset size to (100) %\nset [ghost v] effect to (0)\nshow\n\ndefine Tick\nif <<<mouse down?> and <(mouse x) < [0]>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n change [sx v] by (-3)\nend\nif <<<mouse down?> and <(mouse x) > [0]>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n change [sx v] by (3)\nend\nset [sx v] to ((sx) * (0.8))\nif <([abs v] of (sx) ) > [0.9]> then\n Change Player X by (round (sx))\nend\nif <<<mouse down?> and <(mouse y) > [0]>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n if <(In air) < [4]> then\n set [speed y v] to [16]\n end\nend\nif <(Speed y) > [-15]> 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\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\npoint in direction (-90)\n\npoint in direction (90)\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 wait (0.1) seconds\nend\nhide\nwait (0.5) seconds\nchange [deaths: v] by (1)\n\ndefine Test - die\nif <touching (danger\( lava spikes etc\) v)?> then\n set [exit v] to [die]\nend\n\ndefine Game - win\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\nif <(Level:) < [6]> then\n change [level: v] by (1)\n wait (1) seconds\nelse\n set [level: v] to [bonus]\nend\n\nwhen flag clicked\nforever\n if <<<mouse down?> and <(mouse y) < [-100]>> or <<key (down arrow v) pressed?> or <key (s v) pressed?>>> then\n switch costume to (2 duck v)\n end\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 (easter egg costume switch)\n if <touching (pirates flag \(easter egg\) v)?> then\n set [easter egg costume switch v] to [2]\n end\n end\nend\n\nwhen I receive [play game v]\nforever\n if <touching (statue v)?> then\n think [What an odd looking man] for (4) seconds\n end\nend\n\ndefine Position\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\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 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]\nelse\n if <(Level:) = [2]> then\n switch costume to (level 2 1 v)\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [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 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: [0] y: [250]\n Clone at x: [550] y: [0]\n Clone at x: [0] y: [-250]\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: [250]\n Clone at x: [0] y: [250]\n Clone at x: [0] y: [250]\n Clone at x: [0] y: [250]\n Clone at x: [0] y: [250]\n Clone at x: [400] y: [250]\n Clone at x: [0] y: [250]\n Clone at x: [250] y: [250]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n else\n if <(Level:) = [4]> then\n switch costume to (level 4 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 else\n if <(Level:) = [5]> then\n switch costume to (level 5 1 v)\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [0] y: [450]\n Clone at x: [650] y: [-450]\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: [550] y: [0]\n Clone at x: [750] y: [0]\n Clone at x: [550] y: [0]\n Clone at x: [-1300] y: [400]\n Clone at x: [300] y: [100]\n Clone at x: [300] y: [-100]\n Clone at x: [1350] y: [-400]\n Clone at x: [450] y: [0]\n else\n if <(Level:) = [6]> then\n switch costume to (level 6 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 else\n if <(Level:) = [bonus]> then\n switch costume to (level bonus 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 end\n end\n end\n end\n end\n end\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n | Use arrow keys to move jump over spikes and gaps.\n10❤completed\n20❤completed\n30❤completed\n40❤completed\n50❤completed\n100❤completed\n10 remixes completed |
Volcano || a platformer | @Stage\n\nwhen flag clicked\nforever\n switch backdrop to (Level)\n wait (.2) seconds\n if <key (p v) pressed?> then\n set [level v] to ((Level) + (1))\n broadcast (Screen v)\n end\nend\n\nwhen I receive [screen v]\nwait (1) seconds\nif <(Level) = [9]> then\n broadcast (g v)\nend\n\nwhen I receive [g v]\nstop [other scripts in sprite v]\nswitch backdrop to (9 v)\n\n@dude\n\nwhen flag clicked\nset [deaths v] to [0]\ndelete all of [lethal v]\nwait (1) seconds\nadd [lava] to [lethal v]\nadd [spinny] to [lethal v]\nadd [boom] to [lethal v]\nadd [boomx2] to [lethal v]\nadd [rocket] to [lethal v]\nset size to (500) %\ngo to x: (-150) y: (0)\nset [jump v] to [no]\nset [x velocity v] to [0]\nset [y velocity v] to [0]\nforever\n if <(Play-Game) = [yes]> then\n show\n if <key (right arrow v) pressed?> then\n change [x velocity v] by (2)\n switch costume to (costume1 v)\n end\n if <key (left arrow v) pressed?> then\n change [x velocity v] by (-2)\n switch costume to (costume3 v)\n end\n change x by (X Velocity)\n if <touching (platform v)?> then\n change x by ((X Velocity) * (-1))\n set [x velocity v] to [0]\n else\n set [x velocity v] to ((X Velocity) * (0.8))\n end\n change y by (Y Velocity)\n if <touching (platform v)?> then\n change y by ((Y Velocity) * (-1))\n set [y velocity v] to [0]\n if <(Jump) = [yes]> then\n if <key (up arrow v) pressed?> then\n set [y velocity v] to [15]\n set [jump v] to [no]\n switch costume to (costume2 v)\n end\n end\n else\n change [y velocity v] by (-1)\n set [jump v] to [yes]\n end\n if <(x position) > [230]> then\n broadcast (Screen v)\n wait (1) seconds\n set [level v] to ((Level) + (1))\n go to x: (-200) y: (-42)\n set [x velocity v] to [0]\n set [x velocity v] to [0]\n end\n if <<<<touching ((item (1) of [lethal v]) v)?> or <<<touching ((item (2) of [lethal v]) v)?> or <touching ((item (3) of [lethal v]) v)?>> or <touching ((item (4) of [lethal v]) v)?>>> or <touching ((item (5) of [lethal v]) v)?>> or <touching ((item (6) of [lethal v]) v)?>> then\n set [deaths v] to ((deaths) + (1))\n go to x: (-200) y: (-42)\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n end\n if <(y position) = [-181]> then\n go to x: (-200) y: (-118)\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n end\n if <(Level) = [16]> then\n set [backdrop v] to [4]\n set [play-game v] to [no]\n end\n else\n hide\n end\nend\n\nadd [platform] to [lethal v]\n\nwhen I receive [g v]\nstop [other scripts in sprite v]\nhide\n\n@intro\n\nwhen flag clicked\nset [level v] to [intro]\npoint in direction (90)\nset size to (50) %\nhide\nswitch costume to (- v)\ngo to x: (0) y: (0)\nstart sound [keyboard v]\nrepeat (10)\n show\n next costume\n wait (0.02) seconds\nend\nset [intro v] to [gogo]\nbroadcast (message1 v)\nwait (2) seconds\npoint in direction (90)\nset [intro v] to [nil]\nstart sound [kedr_sfx_ui_computer_complex_confirm_3 v]\nrepeat (50)\n change size by (1)\n wait (.001) seconds\nend\nset [intro v] to [gogo]\nstart sound [science_fiction_engine_shut_down v]\nrepeat (75)\n change size by (-1)\n wait (.0001) seconds\nend\nhide\nset [intro v] to [nil]\nshow\npoint in direction (90)\nstart sound [zapsplat_foley_wood_bambo_swoosh_through_air_001 v]\nset [level v] to [1]\nset [play-game v] to [yes]\nrepeat (25)\n turn right (15) degrees\n change x by (10)\nend\nhide\nstop [other scripts in sprite v]\n\nwhen flag clicked\nforever\n if <(intro) = [gogo]> then\n repeat until <not <(intro) = [gogo]>>\n point in direction (([sin v] of ((timer) * (700)) ) + (90))\n end\n end\nend\n\nwhen I receive [g v]\nstop [other scripts in sprite v]\nhide\n\n@lava\n\nwhen flag clicked\nforever\n if <(Play-Game) = [yes]> then\n show\n switch costume to (Level)\n else\n hide\n end\n wait (.3) seconds\nend\n\nwhen I receive [g v]\nstop [other scripts in sprite v]\nhide\n\n@platform\n\nwhen flag clicked\nset [play-game v] to [no]\nforever\n if <(Play-Game) = [yes]> then\n switch costume to (Level)\n show\n go to x: (0) y: (0)\n else\n hide\n end\nend\n\nwhen I receive [g v]\nstop [other scripts in sprite v]\nhide\n\n@droplet\n\nwhen flag clicked\nhide\nforever\n wait (1) seconds\n if <(Play-Game) = [yes]> then\n if <<(Level) = [2]> or <(Level) = [1]>> then\n wait (pick random (1) to (4)) seconds\n set [drop pos x v] to (pick random (1) to (4))\n create clone of (_myself_ v)\n end\n end\nend\n\nwhen I start as a clone\nswitch costume to (costume1 v)\nif <(drop pos x) = [1]> then\n go to x: (-144) y: (126)\nend\nif <(drop pos x) = [2]> then\n go to x: (-49) y: (101)\nend\nif <(drop pos x) = [3]> then\n go to x: (56) y: (123)\nend\nif <(drop pos x) = [4]> then\n go to x: (153) y: (135)\nend\nshow\nrepeat until <touching (platform v)?>\n change y by (-5)\n if <not <<(Level) = [1]> or <(Level) = [2]>>> then\n delete this clone\n end\nend\nswitch costume to (costume2 v)\nstart sound [zapsplat_cartoon_water_spill_001_46689 v]\nwait (0.01) seconds\ndelete this clone\n\nwhen I receive [g v]\nstop [other scripts in sprite v]\nhide\n\n@Screen\n\nwhen flag clicked\nhide\n\nwhen I receive [screen v]\ngo to [front v] layer\ngo to x: (0) y: (412)\nshow\nglide (.5) secs to x: (0) y: (0)\nwait (.75) seconds\nglide (.5) secs to x: (0) y: (-400)\nwait (.75) seconds\nhide\n\nwhen I receive [g v]\nstop [other scripts in sprite v]\nhide\n\n@spinny\n\nwhen flag clicked\nhide\nforever\n wait (.1) seconds\n if <<(Level) = [4]> or <(Level) = [7]>> then\n go to x: (pick random (-248) to (248)) y: (188)\n wait (pick random (1) to (4)) seconds\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\nshow\npoint towards (dude v)\nturn right (pick random (-20) to (20)) degrees\nstart sound [shing! v]\nrepeat (60)\n move (10) steps\n if <not <<(Level) = [4]> or <(Level) = [7]>>> then\n delete this clone\n end\nend\ndelete this clone\n\nwhen I start as a clone\nrepeat (60)\n next costume\n wait (0.01) seconds\nend\n\nwhen I receive [screen v]\ndelete this clone\n\nwhen I receive [g v]\nstop [other scripts in sprite v]\nhide\n\n@boom\n\nwhen flag clicked\nset size to (50) %\ngo to x: (0) y: (0)\nswitch costume to (1 v)\nhide\nforever\n wait (.1) seconds\n if <<<(Level) = [5]> or <(Level) = [6]>> or <(Level) = [7]>> then\n show\n repeat until <not <<<(Level) = [5]> or <(Level) = [6]>> or <(Level) = [7]>>>\n start sound [zapsplat_nature_water_blowing_air_bubbles_in_bowl_of_water_foam_001_46837 v]\n repeat (40)\n wait (0.01) seconds\n create clone of (_myself_ v)\n end\n wait (5) seconds\n end\n else\n hide\n end\nend\n\nwhen I start as a clone\nswitch costume to (2 v)\nif <(Level) = [5]> then\n go to x: (pick random (-17) to (20)) y: (-80)\n glide (.2) secs to x: (pick random (-17) to (20)) y: (0)\n wait (.01) seconds\n glide (.4) secs to x: (pick random (-17) to (20)) y: (-80)\n delete this clone\nend\nif <<(Level) = [6]> or <(Level) = [7]>> then\n go to x: (pick random (-95) to (-55)) y: (-80)\n glide (.2) secs to x: (pick random (-95) to (-55)) y: (0)\n wait (.01) seconds\n glide (.4) secs to x: (pick random (-95) to (-55)) y: (-80)\n delete this clone\nend\n\nset [level v] to [6]\n\nwhen flag clicked\nforever\n if <(Play-Game) = [yes]> then\n wait (.1) seconds\n if <(Level) = [6]> then\n go to x: (-75) y: (0)\n end\n end\nend\n\nwhen I receive [screen v]\ndelete this clone\n\nwhen I receive [g v]\n\nwhen I receive [g v]\nstop [other scripts in sprite v]\nhide\n\n@boomx2\n\nwhen flag clicked\nset size to (50) %\ngo to x: (70) y: (0)\nswitch costume to (1 v)\nhide\nforever\n wait (.1) seconds\n if <<(Level) = [6]> or <(Level) = [7]>> then\n show\n repeat until <not <<(Level) = [6]> or <(Level) = [7]>>>\n wait (2) seconds\n start sound [lava v]\n repeat (40)\n wait (0.01) seconds\n create clone of (_myself_ v)\n end\n end\n else\n hide\n end\nend\n\nwhen I start as a clone\nswitch costume to (2 v)\ngo to x: (pick random (50) to (90)) y: (-80)\nglide (.2) secs to x: (pick random (50) to (90)) y: (0)\nwait (.01) seconds\nglide (.4) secs to x: (pick random (50) to (90)) y: (-80)\ndelete this clone\n\nset [level v] to [4]\n\nwhen I receive [screen v]\ndelete this clone\n\nwhen I receive [g v]\nstop [other scripts in sprite v]\nhide\n\n@like and fave\n\nwhen I receive [g v]\ngo to x: (0) y: (0)\nshow\nforever\n point in direction (([sin v] of ((timer) * (400)) ) + (90))\nend\n\nwhen flag clicked\nhide\n\n@thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\ngo to [front v] layer\nset size to (105) %\n\n@oofs\n\nwhen flag clicked\nset [oofs id v] to [0]\nset [deaths v] to [0]\nforever\n wait (.1) seconds\n if <<(Play-Game) = [yes]> and <(Level) = [8]>> then\n go to [front v] layer\n wait (.8) seconds\n show\n if <(deaths) < [10]> then\n go to x: (-151) y: (69)\n switch costume to (deaths)\n end\n if <<(deaths) > [9]> and <(deaths) < [100]>> then\n set [oofs id v] to [1]\n go to x: (-180) y: (69)\n switch costume to (letter (1) of (deaths))\n create clone of (_myself_ v)\n end\n else\n hide\n end\nend\n\nwhen I start as a clone\nforever\n if <(oofs id) = [1]> then\n go to [front v] layer\n go to x: (-130) y: (69)\n switch costume to (letter (2) of (deaths))\n else\n delete this clone\n end\nend\n\nwhen I receive [g v]\nhide\nstop [other scripts in sprite v]\n\ngo to x: (2) y: (-153)\n\n | Should I make a part two?\nsorry I accidentally unshared...\narrow keys to move\nlevel too hard? press p to skip.\nreport any bugs or glitches to me!\nI am adding levels every day!\n1 like- ✔️\n5 likes- ✔️\n10 likes- ✔️\n15 likes- ✔️ thanks @colfri !\n20 likes- ✔️ thanks @Thefirstonearth !\n25 likes- ✔️ thanks @rebeelli !\n30 likes- ✔️ thanks @Koper_213 !\n35 likes- ✔️ thanks @felix3001 !\n40 likes-✔️ thanks @Sentient1776 ! |
Astronomical - a platformer | @Stage\n\nwhen flag clicked\nset volume to (100) %\nforever\n play sound [Lensko - Cetus v] until done\nend\n\nwhen flag clicked\nforever\n if <(mute?) = [1]> then\n set volume to (0) %\n else\n set volume to (100) %\n end\n wait until <(mute?) = [1]>\nend\n\n@square\n\nwhen flag clicked\nset rotation style [left-right v]\ngo to x: (0) y: (20)\nhide variable [touching bouncer? v]\nforever\n if <<touching color (#ffe600)?> or <touching color (#605600)?>> then\n set [touching bouncer? v] to [1]\n else\n set [touching bouncer? v] to [0]\n end\nend\n\nwhen flag clicked\nhide variable [touching portal? v]\nforever\n if <touching color (#ff9800)?> then\n set [touching portal? v] to [1]\n else\n set [touching portal? v] to [0]\n end\nend\n\nwhen [timer v] > (0.125)\ngo to x: (0) y: (20)\npoint in direction (90)\nswitch costume to (right v)\n\nwhen flag clicked\ngo to [front v] layer\nhide variable [touching portal? v]\nforever\n wait until <<<<touching color (#ff0000)?> or <touching color (#600000)?>> and <not <<touching color (#74b140)?> or <<touching color (#2b4218)?> or <<touching color (#0077b8)?> or <<touching color (#002d45)?> or <<touching color (#675134)?> or <<touching color (#271e13)?> or <<touching color (#4d3d27)?> or <touching color (#1d170f)?>>>>>>>>>> or <touching color (#2eff00)?>>\n broadcast (restart level v)\nend\n\nwhen flag clicked\nhide variable [touching portal2? v]\nforever\n if <touching color (#2196f3)?> then\n set [touching portal2? v] to [1]\n else\n set [touching portal2? v] to [0]\n end\nend\n\nwhen flag clicked\nhide variable [jump? v]\nforever\n if <(jump?) = [1]> then\n wait until <(jump?) = [0]>\n else\n if <not <key (any v) pressed?>> then\n switch costume to (center 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 (right arrow v) pressed?> or <key (d v) pressed?>> then\n switch costume to (right v)\n end\n end\n end\n end\nend\n\nwhen I receive [jump1 v]\nrepeat until <(jump?) = [2]>\n if <not <key (any v) pressed?>> then\n switch costume to (up v)\n else\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n switch costume to (up left v)\n else\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n switch costume to (up right v)\n end\n end\n end\nend\n\nwhen I receive [jump2 v]\nrepeat until <(jump?) = [0]>\n if <not <key (any v) pressed?>> then\n switch costume to (down v)\n else\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n switch costume to (down left v)\n else\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n switch costume to (down right v)\n end\n end\n end\nend\n\n@planet\n\nwhen flag clicked\nset [bouncing? v] to [0]\nswitch costume to (0 v)\nset size to (487) %\ngo to x: (0) y: (-257.5)\nbroadcast (next level v)\nforever\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n repeat until <not <<key (left arrow v) pressed?> or <key (a v) pressed?>>>\n turn right (1.5) degrees\n end\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n repeat until <not <<key (right arrow v) pressed?> or <key (d v) pressed?>>>\n turn left (1.5) degrees\n end\n end\nend\n\nwhen flag clicked\nhide variable [bouncing? v]\nforever\n wait until <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <(bouncing?) = [0]>>\n set [jump? v] to [1]\n broadcast (jump1 v)\n repeat (4)\n change y by (-10)\n end\n repeat (4)\n change y by (-5)\n end\n repeat (4)\n change y by (-2.5)\n end\n repeat (4)\n change y by (-1.25)\n end\n set [jump? v] to [2]\n broadcast (jump2 v)\n repeat (4)\n change y by (1.25)\n end\n repeat (4)\n change y by (2.5)\n end\n repeat (4)\n change y by (5)\n end\n repeat (4)\n change y by (10)\n end\n go to x: (0) y: (-257)\n set [jump? v] to [0]\nend\n\nwhen I receive [next level v]\ngo to x: (0) y: (-257.5)\npoint in direction (90)\nnext costume\n\nwhen I receive [restart level v]\nstart sound [dead v]\ngo to x: (0) y: (-257.5)\npoint in direction (default rotation)\n\nwhen flag clicked\nhide variable [mute? v]\nset [mute? v] to [0]\nforever\n wait until <key (m v) pressed?>\n if <(mute?) = [0]> then\n set [mute? v] to [1]\n else\n set [mute? v] to [0]\n end\n wait until <not <key (m v) pressed?>>\nend\n\nwhen flag clicked\nset [color v] effect to (0)\nwait until <(costume [number v]) = [2]>\nwait until <(costume [number v]) = [1]>\nbroadcast (end v)\nstart sound [portal v]\nforever\n change [color v] effect by (10)\nend\n\nwhen flag clicked\nforever\n wait until <(touching portal2?) = [1]>\n set [default rotation v] to (direction)\n start sound [portal2 v]\n next costume\n wait until <(touching portal2?) = [0]>\nend\n\nwhen flag clicked\nforever\n wait until <(touching bouncer?) = [1]>\n set [bouncing? v] to [1]\n repeat until <(touching bouncer?) = [0]>\n set [jump? v] to [1]\n broadcast (jump1 v)\n repeat (8)\n change y by (-10)\n end\n repeat (8)\n change y by (-5)\n end\n repeat (8)\n change y by (-2.5)\n end\n repeat (8)\n change y by (-1.25)\n end\n set [jump? v] to [2]\n broadcast (jump2 v)\n repeat (8)\n change y by (1.25)\n end\n repeat (8)\n change y by (2.5)\n end\n repeat (8)\n change y by (5)\n end\n repeat (8)\n change y by (10)\n end\n go to x: (0) y: (-257)\n end\n set [jump? v] to [0]\n set [bouncing? v] to [0]\nend\n\nwhen flag clicked\nhide variable [default rotation v]\nforever\n wait until <(touching portal?) = [1]>\n set [default rotation v] to [90]\n start sound [portal v]\n broadcast (next level v)\n wait until <(touching portal?) = [0]>\nend\n\nstart sound [jump2 v]\n\nstart sound [jump1 v]\n\n@text\n\nwhen flag clicked\ngo to x: (-95) y: (160)\nswitch costume to (0 v)\nshow\nforever\n switch costume to ([costume # v] of [planet v])\nend\n\nwhen [timer v] > (0.125)\nhide\n\n@map\n\nwhen [timer v] > (0.125)\nhide\n\nwhen flag clicked\nset size to (50) %\nshow\nset [color v] effect to (0)\nswitch costume to (0 v)\ngo to x: (200) y: (105)\nforever\n point in direction ([direction v] of [planet v])\n switch costume to ([costume # v] of [planet v])\nend\n\nwhen I receive [end v]\nforever\n change [color v] effect by (10)\nend\n\n@level\n\nwhen flag clicked\ngo to x: (-145) y: (-165)\nshow\nforever\n switch costume to ([costume # v] of [planet v])\nend\n\nwhen flag clicked\nforever\n reset timer\nend\n\nwhen [timer v] > (0.125)\nhide\n\n@marker\n\nwhen flag clicked\ngo to [front v] layer\nset size to (90) %\ngo to x: (200) y: (142.5)\nforever\n if <([costume name v] of [planet v]) = [0]> then\n hide\n else\n show\n end\nend\n\nwhen [timer v] > (0.125)\nhide\n\n@shadow\n\nwhen [timer v] > (0.125)\nhide\n\nwhen flag clicked\nset size to (77.5) %\nset [ghost v] effect to (37.5)\ngo to x: (0) y: (3.75)\nshow\nforever\n wait until <(touching bouncer?) = [1]>\n repeat (8)\n change y by (-10)\n end\n repeat (8)\n change y by (-5)\n end\n repeat (8)\n change y by (-2.5)\n end\n repeat (8)\n change y by (-1.25)\n end\n repeat (8)\n change y by (1.25)\n end\n repeat (8)\n change y by (2.5)\n end\n repeat (8)\n change y by (5)\n end\n repeat (8)\n change y by (10)\n end\n go to x: (0) y: (3.75)\nend\n\nwhen flag clicked\nforever\n wait until <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <(bouncing?) = [0]>>\n repeat (4)\n change y by (-10)\n change [ghost v] effect by (5)\n end\n repeat (4)\n change y by (-5)\n change [ghost v] effect by (2.5)\n end\n repeat (4)\n change y by (-2.5)\n change [ghost v] effect by (1.25)\n end\n repeat (4)\n change y by (-1.25)\n change [ghost v] effect by (0.625)\n end\n repeat (4)\n change y by (1.25)\n change [ghost v] effect by (-0.625)\n end\n repeat (4)\n change y by (2.5)\n change [ghost v] effect by (-1.25)\n end\n repeat (4)\n change y by (5)\n change [ghost v] effect by (-2.5)\n end\n repeat (4)\n change y by (10)\n change [ghost v] effect by (-5)\n end\n go to x: (0) y: (3.75)\nend\n\nmove (10) steps\n\n@thumbnail\n\nwhen flag clicked\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\ngo to [front v] layer\nset size to (100) %\n\n@horizon\n\nwhen flag clicked\nset size to (97) %\ngo to [back v] layer\nforever\n go to x: (0) y: (([y position v] of [planet v]) + (100))\n switch costume to ([costume # v] of [planet v])\nend\n\n@horizon2\n\nwhen flag clicked\nshow\nset size to (15) %\ngo to [back v] layer\nforever\n go to x: ([x position v] of [map v]) y: ([y position v] of [map v])\n switch costume to ([costume # v] of [planet v])\nend\n\nwhen [timer v] > (0.125)\nhide\n\n@shadow2\n\nwhen [timer v] > (0.125)\nhide\n\nwhen flag clicked\nset size to (77.5) %\nset [ghost v] effect to (37.5)\ngo to x: (0) y: (3.75)\nshow\nforever\n wait until <(touching bouncer?) = [1]>\n repeat (8)\n change y by (-10)\n end\n repeat (8)\n change y by (-5)\n end\n repeat (8)\n change y by (-2.5)\n end\n repeat (8)\n change y by (-1.25)\n end\n repeat (8)\n change y by (1.25)\n end\n repeat (8)\n change y by (2.5)\n end\n repeat (8)\n change y by (5)\n end\n repeat (8)\n change y by (10)\n end\n go to x: (0) y: (3.75)\nend\n\nwhen flag clicked\nforever\n wait until <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <(bouncing?) = [0]>>\n repeat (4)\n change y by (-10)\n change [ghost v] effect by (5)\n end\n repeat (4)\n change y by (-5)\n change [ghost v] effect by (2.5)\n end\n repeat (4)\n change y by (-2.5)\n change [ghost v] effect by (1.25)\n end\n repeat (4)\n change y by (-1.25)\n change [ghost v] effect by (0.625)\n end\n repeat (4)\n change y by (1.25)\n change [ghost v] effect by (-0.625)\n end\n repeat (4)\n change y by (2.5)\n change [ghost v] effect by (-1.25)\n end\n repeat (4)\n change y by (5)\n change [ghost v] effect by (-2.5)\n end\n repeat (4)\n change y by (10)\n change [ghost v] effect by (-5)\n end\n go to x: (0) y: (3.75)\nend\n\nmove (10) steps\n\n | Overview:\nAstronomical is one of Scratch's most ambitious round platformers. I will tell you what to do in the top left. Your goal is to complete the level without dying!\n\nControls:\nWASD or arrow keys to move\nM to mute music\n\nCredits:\nLensko - Cetus |
Gray ll - A Platformer | @Stage\n\nwhen flag clicked\nforever\n play sound [Inspiring Emotional Music - Melody Of My Dreams \(Copyright Free Music\) v] until done\n wait (1) seconds\n start sound [Inspiring Indie Background Music v]\nend\n\n@Player1\n\nwhen I receive [estop v]\nshow\n\nwhen I receive [next level v]\ngo to x: (-200) y: (101)\n\nwhen flag clicked\nhide\n\nwhen flag clicked\npoint in direction (90)\nset [xvel v] to [0]\nset [yvel v] to [0]\nforever\n set rotation style [left-right v]\n if <<<mouse down?> and <(x position) > (mouse x)>> or <key (left arrow v) pressed?>> then\n change [xv v] by (-1)\n switch costume to (costume2 v)\n end\n if <<<mouse down?> and <(x position) < (mouse x)>> or <key (right arrow v) pressed?>> then\n change [xv v] by (1)\n switch costume to (costume1 v)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <<touching color (#2a2e45)?> or <touching color (#8d9ae7)?>> then\n change y by (1)\n if <<touching color (#2a2e45)?> or <touching color (#8d9ae7)?>> then\n change y by (1)\n if <<touching color (#2a2e45)?> or <touching color (#8d9ae7)?>> then\n change y by (1)\n if <<touching color (#2a2e45)?> or <touching color (#8d9ae7)?>> then\n change y by (1)\n if <<touching color (#2a2e45)?> or <touching color (#8d9ae7)?>> then\n change y by (1)\n if <<touching color (#2a2e45)?> or <touching color (#8d9ae7)?>> 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 (#2a2e45)?> or <touching color (#8d9ae7)?>> then\n if <<<mouse down?> and <(y position) < (mouse y)>> or <key (up arrow v) pressed?>> then\n set [yv v] to [15]\n end\n end\n change y by (1)\n change [yv v] by (-1)\n change y by (Yv)\n if <<touching color (#2a2e45)?> or <touching color (#8d9ae7)?>> 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 repeat (10)\n change [ghost v] effect by (10)\n end\n set [yv v] to [0]\n set [xv v] to [0]\n go to x: (-200) y: (101)\n set [ghost v] effect to (0)\n end\n if <(y position) < [-170]> then\n go to x: (-200) y: (101)\n end\n if <touching color (#b25151)?> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n set [yv v] to [0]\n set [xv v] to [0]\n go to x: (-200) y: ()\n set [ghost v] effect to (0)\n start sound [Oopsy.. v]\n end\n if <touching color (#a68383)?> then\n set [yv v] to [20]\n end\n if <touching color (#2d5c5c)?> then\n set [xv v] to [21]\n end\nend\n\nwhen I receive [play on v]\ngo to x: (-200) y: (101)\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\nhide\n\nwhen I receive [play on v]\nwait (1) seconds\nshow\n\nwhen flag clicked\nif <(costume [number v]) = [8]> then\n broadcast (Shadow v)\nend\n\n@intro\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (-240) y: (0)\nset size to (100) %\npoint in direction (90)\nshow\nglide (0.5) secs to x: (0) y: (0)\nwait (1) seconds\nrepeat (20)\n turn right (15) degrees\n change size by (-5)\nend\nhide\nbroadcast (play on v)\n\n@intro backdrop\n\nwhen flag clicked\nshow\n\nwhen I receive [play on v]\nhide\n\n@thumbnail2\n\nwhen flag clicked\nbroadcast (go v)\nhide\nwait (1) seconds\nshow\nset [brightness v] effect to (-100)\nset [ghost v] effect to (0)\nrepeat (50)\n change [brightness v] effect by (2)\nend\nrepeat (50)\n change [ghost v] effect by (2)\nend\nwait (1) seconds\nrepeat (50)\n change [brightness v] effect by (2)\nend\nwait (6) seconds\nbroadcast (stop v)\n\n@skip\n\nwhen this sprite clicked\nbroadcast (next level v)\n\nwhen flag clicked\ngo to [front v] layer\ngo [backward v] (50) layers\nshow\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (-5)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [estop v]\nhide\n\n | Arrow Keys to move.\nCLICK THE FLAG TWICE!!!!!\nPART 1 - https://scratch.mit.edu/projects/396127671\nPART 3 - https://scratch.mit.edu/projects/398187082/\nCredit to @hammieswoopdog for helping!\nGo to https://scratch.mit.edu/studios/26665891/projects/ to see all my projects!!! |
The Cave Of The Red Ruby || A Non Generic Platformer #Games | @Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop3 v)\nwait until <(LEVEL) = [9]>\nswitch backdrop to (backdrop1 v)\nwait until <(LEVEL) = [22]>\nswitch backdrop to (backdrop3 v)\n\nchange [brightness v] effect by (pick random (1) to (10))\nset [ghost v] effect to (pick random (1) to (89))\n\nrepeat (2)\n change [mosaic v] effect by (2)\nend\n\nset [mosaic v] effect to (0)\n\nset [brightness v] effect to (0)\n\nchange [color v] effect by (2)\nwait (.04) seconds\n\nforever\n\nwhen flag clicked\n\nwhen flag clicked\nforever\n if <(Mute) = [true]> then\n set volume to (-100) %\n else\n set volume to (100) %\n end\nend\n\nwhen I receive [intro go away :d v]\nforever\n play sound [myk v] until done\nend\n\n@Blank\n\n@Text\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\nswitch costume to (LEVEL)\n\nwhen flag clicked\nhide\nforever\n set [brightness v] effect to (-5)\n go to [back v] layer\n go [forward v] (2) layers\n go to x: (0) y: (0)\nend\n\nwhen flag clicked\nforever\n\nplay sound [Alan Walker - Faded v] until done\n\nwhen I receive [play v]\nshow\n\n@Lava-Danger\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nclear graphic effects\ngo to x: (0) y: (0)\nset [me v] to [1]\nrepeat (3)\n create clone of (_myself_ v)\n change y by (-0)\n change [me v] by (1)\nend\n\nwait (.09) seconds\n\nwait (.09) seconds\n\nwhen flag clicked\ngo [forward v] (1) layers\nforever\n go to x: (0) y: (0)\n switch costume to (LEVEL)\nend\n\nwhen I start as a clone\nshow\nset [floatlava v] to [0]\nforever\n show\n set [ghost v] effect to (0)\n switch costume to (LEVEL)\n change y by ([cos v] of (floatlava) )\n change [floatlava v] by (5.4)\nend\n\n@Bounce\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\nswitch costume to (LEVEL)\n\nwhen flag clicked\nTramp [0] [-70] [100] [4]\nTramp [20] [-140] [100] [5]\nTramp [170] [-140] [100] [5]\nTramp [-120] [-140] [100] [5]\nTramp [-115] [-140] [90] [11]\nTramp [-136] [-90] [100] [20]\nTramp [-29] [70] [100] [20]\nTramp [146] [-120] [60] [20]\nTramp [215] [-84] [60] [22]\nTramp [-105] [-78] [60] [22]\n\nwait (.01) seconds\n\ndefine Tramp (x) (y) (size) (lvl)\nset [level\(till hide tramp\) v] to (lvl)\nset size to (size) %\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nhide\nwait until <(LEVEL) = (Level\(till hide tramp\))>\nshow\nwait until <not <(LEVEL) = (Level\(till hide tramp\))>>\nhide\n\nwhen I start as a clone\nforever\n switch costume to (costume1 v)\n if <touching (player v)?> then\n repeat (10)\n next costume\n end\n end\nend\n\nwait (.2) seconds\n\nshow\n\n@Moving platforms\n\ndefine Mv (x) (y) (xvs) (yvs) (xvc) (yvc) (xrad) (yrad) (turn) (lv) (costu)\nswitch costume to (costu)\npoint in direction (90)\ngo to x: (x) y: (y)\nset [xv v] to (xvs)\nset [yv v] to (yvs)\nrepeat until <not <(LEVEL) = (lv)>>\n if <(xrad) = [0]> then\n set x to (x)\n else\n set x to (([cos v] of (xv) ) * (xrad))\n end\n if <(yrad) = [0]> then\n set y to (y)\n else\n set y to ((([cos v] of (yv) ) * (yrad)) + (y))\n end\n turn right (turn) degrees\n change [xv v] by (xvc)\n change [yv v] by (yvc)\nend\n\nwhen flag clicked\nhide\nwait until <(LEVEL) = [9]>\nshow\nMv [140] [0] [0] [0] [-10] [0] [-10] [0] [0] [9] [1]\nhide\n\nwhen I start as a clone\nshow\nif <(clone) = [1]> then\n show\n Mv [-22] [-142] [0] [90] [0] [5] [0] [60] [0] [2] [1]\n delete this clone\nend\nif <(clone) = [2]> then\n Mv [25] [0] [0] [90] [0] [5] [0] [60] [0] [9] [2]\n delete this clone\nend\nif <(clone) = [3]> then\n Mv [175] [0] [0] [0] [0] [5] [0] [60] [0] [9] [2]\n delete this clone\nend\nif <(clone) = [4]> then\n Mv [0] [0] [0] [90] [0] [4] [0] [130] [5] [10] [1]\n delete this clone\nend\nif <(clone) = [5]> then\n Mv [0] [0] [0] [-90] [0] [4] [0] [130] [20] [10] [1]\n delete this clone\nend\nif <(clone) = [6]> then\n Mv [-100] [0] [90] [0] [12] [0] [44] [0] [0] [12] [3]\n delete this clone\nend\nif <(clone) = [7]> then\n Mv [100] [0] [-90] [0] [12] [0] [44] [0] [0] [12] [4]\n delete this clone\nend\n\nrepeat (3)\n change [clone v] by (1)\n create clone of (_myself_ v)\nend\nwait until <(LEVEL) = [10]>\nrepeat (2)\n change [clone v] by (1)\n create clone of (_myself_ v)\nend\nwait until <(LEVEL) = [11]>\nshow\nMv [0] [-50] [90] [0] [12] [12] [80] [80] [15] [11] [1]\nhide\nrepeat (2)\n change [clone v] by (1)\n create clone of (_myself_ v)\nend\nwait until <(LEVEL) = [19]>\nshow\nMv [0] [0] [0] [0] [0] [12] [0] [90] [15] [19] [1]\nhide\n\nMv [-6] [-142] [0] [-90] [8] [9] [0] [0] [0] [2] [1]\n\nwhen [a v] key pressed\n\nif <(username) = [imklleroffire]> then\n ask [Number/level:] and wait\n set [level v] to (answer)\n broadcast (Next level v)\nend\n\nset [level v] to [9]\n\nhide\nset [clone v] to [0]\nwait until <(LEVEL) = [6]>\nshow\nMv [10] [-40] [0] [14] [12] [2] [0] [2] [15] [6] [2]\nhide\nset [clone v] to [0]\nwait until <(LEVEL) = [7]>\nshow\nMv [70] [-40] [0] [14] [12] [60] [0] [90] [15] [7] [3]\nhide\nset [clone v] to [0]\n\nwhen flag clicked\nset [level v] to [1]\n\nwait until <(LEVEL) = [14]>\nshow\nMv [-40] [-10] [0] [0] [12.4] [0] [-10] [0] [0] [14] [2]\n\n@Sprite1\n\nwhen flag clicked\nhide\nforever\n create clone of (_myself_ v)\n wait (pick random (10) to (20)) seconds\nend\n\nwhen I start as a clone\nif <<(LEVEL) < [21]> and <[9] < (LEVEL)>> then\n hide\nelse\n show\nend\ngo to [back v] layer\nshow\ngo to x: (-210) y: (pick random (90) to (120))\nrepeat until <(x position) > [175]>\n change x by (pick random (4) to (4))\n wait (pick random (.03) to (.09)) seconds\n if <<(LEVEL) < [21]> and <[9] < (LEVEL)>> then\n hide\n else\n show\n end\nend\nrepeat (20)\n change x by (pick random (4) to (4))\n change [ghost v] effect by (5)\n wait (.05) seconds\n if <<(LEVEL) < [21]> and <[9] < (LEVEL)>> then\n hide\n else\n show\n end\nend\ndelete this clone\n\ngo [backward v] (1) layers\n\nwhen I start as a clone\nforever\n go to [back v] layer\nend\n\n@grass\n\ndefine Grass from (xpos1) to (xpos2) (y)\nshow\ngo to x: (xpos1) y: (y)\npoint in direction (90)\nrepeat until <(x position) = (xpos2)>\n change x by (1)\n set size to (pick random (80) to (120)) %\n if <not <(pick random (1) to (2)) = [1]>> then\n create clone of (_myself_ v)\n end\nend\nhide\n\nwhen I start as a clone\nPosition Grass [3]\nforever\n if <touching (player v)?> then\n Sway\n wait until <not <touching (sprite1 v)?>>\n end\nend\n\ndefine Position Grass (x pos amount)\nswitch costume to (base hitbox v)\nif <touching (platforms v)?> then\n repeat until <<not <touching (platforms v)?>> or <touching (_edge_ v)?>>\n change y by (1)\n end\n if <touching (_edge_ v)?> then\n delete this clone\n end\nelse\n repeat until <touching (platforms v)?>\n change y by (-2)\n if <touching (_edge_ v)?> then\n delete this clone\n end\n end\nend\nchange y by (-5)\nchange x by ((0) - (x pos amount))\nif <not <touching (platforms v)?>> then\n delete this clone\nend\nchange x by ((2) * (x pos amount))\nif <not <touching (platforms v)?>> then\n delete this clone\nend\nchange x by ((0) - (x pos amount))\nswitch costume to (pick random (1) to (5))\nchange y by (10)\nif <touching (moving danger v)?> then\n delete this clone\nend\nchange y by (-10)\n\ndefine Sway\nset [velocity v] to ((([x v] of [player v]) + (pick random (-2.0) to (2.0))) * (6))\nset [sine v] to [0]\nrepeat until <<[0] = (round ((Velocity) * (2)))> or <<touching (player v)?> and <([abs v] of (Velocity) ) < ([abs v] of ((speed x2) * (2)) )>>>\n point in direction ((90) - (([sin v] of (Sine) ) * (Velocity)))\n change [sine v] by (-10)\n set [velocity v] to ((0.95) * (Velocity))\nend\n\nwhen flag clicked\n\nwhen I receive [--explosion-- v]\n\nwhen [space v] key pressed\nbroadcast (--Explosion-- v)\n\nwhen I receive [next level v]\ngo [forward v] (3) layers\ndelete this clone\n\ngo to [front v] layer\n\nwhen I receive [next level v]\nwait (.04) seconds\nif <(LEVEL) = [2]> then\n Grass from [-240] to [0] [-50]\n Grass from [90] to [240] [-50]\nend\nif <(LEVEL) = [2]> then\n Grass from [-240] to [0] [-50]\n Grass from [90] to [240] [-50]\nend\nif <(LEVEL) = [3]> then\n Grass from [-240] to [0] [-50]\nend\nif <(LEVEL) = [4]> then\n Grass from [-240] to [-20] [-50]\n Grass from [20] to [240] [-50]\nend\nif <(LEVEL) = [5]> then\n Grass from [-240] to [240] [-50]\nend\nif <(LEVEL) = [6]> then\n Grass from [-240] to [240] [-60]\nend\nif <(LEVEL) = [7]> then\n Grass from [-240] to [-100] [-100]\nend\nif <(LEVEL) = [8]> then\n Grass from [-240] to [-120] [-100]\nend\n\nwhen I receive [retry v]\nbroadcast (Respawn v)\n\ndefine Respawn\nGrass from [-240] to [240] [150]\nif <(LEVEL) = [4]> then\n Grass from [100] to [240] [0]\nend\n\nwhen I receive [layer v]\ngo to [back v] layer\n\nGrass from [90] to [240] [-50]\n\nGrass from [-60] to [-10] [-50]\nGrass from [60] to [100] [-50]\nGrass from [260] to [260] [-50]\n\ngo to [front v] layer\n\nwhen I receive [play v]\nwait (0.05) seconds\nGrass from [-240] to [240] [150]\n\n@Sprite2\n\n@Guards\n\nset drag mode [not draggable v]\nset rotation style [left-right v]\nset [level v] to [1]\nshow\nset [ghost v] effect to (0)\npoint in direction (90)\nswitch costume to (player v)\ngo to [front v] layer\ngo [backward v] (1) layers\nshow\ngo to x: (0) y: (120)\nforever\n change [y v] by (-0.5)\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n point in direction (-90)\n change [x v] by (-1)\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(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 (platforms v)?> or <touching (moving platforms v)?>> then\n change y by (1)\n if <<touching (platforms v)?> or <touching (moving platforms v)?>> then\n change y by (1)\n if <<touching (platforms v)?> or <touching (moving platforms v)?>> then\n change y by (1)\n if <<touching (platforms v)?> or <touching (moving platforms v)?>> then\n change y by (1)\n if <<touching (platforms v)?> or <touching (moving platforms v)?>> then\n change y by (1)\n if <<touching (platforms v)?> or <touching (moving platforms v)?>> then\n change y by (1)\n if <<touching (platforms v)?> or <touching (moving platforms v)?>> then\n change y by (-6)\n if <<key (up arrow v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>> 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)?> 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 (platforms v)?> or <<touching (bounce v)?> or <touching (moving platforms v)?>>> and <<key (up arrow v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>>> then\n set [y v] to [10]\n end\n change y by (0.5)\nend\n\ndefine Guard at (x) (y) (size) (level) (op)\nset [op-ness v] to (op)\nset [clonetype v] to [0]\ngo to x: (x) y: (y)\nset size to (size) %\nset [level\(youk\) v] to (level)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(Clonetype) = [0]> then\n set rotation style [left-right v]\n switch costume to (costume1 v)\n hide\n wait until <(LEVEL) = (Level\(YouK\))>\n show\n wait (.04) seconds\n repeat until <not <(LEVEL) = (Level\(YouK\))>>\n wait ((30) / (OP-Ness)) seconds\n set [clonetype v] to [1]\n create clone of (_myself_ v)\n end\n delete this clone\nend\n\ndefine Attack because Guards are bullies\n\nset [level v] to [0]\n\nAttack because Guards are bullies\n\nwhen I start as a clone\nif <(Clonetype) = [1]> then\n switch costume to (costume2 v)\n show\n point towards (player v)\n repeat (300)\n move (((OP-Ness) - (40)) / (3)) steps\n if <<<touching (platforms v)?> or <touching (moving platforms v)?>> or <touching (_edge_ v)?>> then\n set [ghost v] effect to (0)\n repeat (2)\n change [ghost v] effect by (50)\n wait (.09) seconds\n end\n hide\n delete this clone\n end\n if <touching (player v)?> then\n wait (.04) seconds\n delete this clone\n end\n end\n delete this clone\nend\n\nwait (2) seconds\n\nhide\n\nwhen flag clicked\nGuard at [159] [-103] [100] [12] [50]\nGuard at [-80] [-90] [100] [13] [50]\nGuard at [200] [-90] [100] [13] [50]\nGuard at [128] [63] [100] [13] [50]\nGuard at [-139] [-80] [100] [15] [50]\nGuard at [-27] [29] [100] [15] [50]\nGuard at [194] [-93] [100] [15] [100]\nGuard at [-139] [100] [100] [16] [60]\nGuard at [200] [-78] [100] [16] [50]\nGuard at [64] [124] [100] [17] [50]\nGuard at [100] [35] [100] [18] [100]\nGuard at [130] [35] [100] [18] [50]\nGuard at [160] [35] [100] [18] [50]\nGuard at [100] [-25] [100] [18] [50]\nGuard at [130] [-25] [100] [18] [100]\nGuard at [160] [-25] [100] [18] [100]\nGuard at [100] [-85] [100] [18] [100]\nGuard at [130] [-85] [100] [18] [100]\nGuard at [160] [-85] [100] [18] [100]\n\nhide\n\nGuard at [202] [-89] [100] [15] [50]\nGuard at [180] [144] [100] [15] [50]\n\nwhen I receive [next level v]\nif <(Clonetype) = [1]> then\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clonetype) = [0]> then\n forever\n set [ghost v] effect to (0)\n point towards (player v)\n if <touching (collect v)?> then\n set [clonetype v] to [2]\n create clone of (_myself_ v)\n delete this clone\n end\n end\nend\n\nwhen [i v] key pressed\nif <(username) = [imklleroffire]> then\n set [red ruby? v] to [true]\nend\n\nrepeat (50)\n\nwhen I start as a clone\nif <(Clonetype) = [2]> then\n set [ghost v] effect to (0)\n switch costume to (costume3 v)\n repeat (50)\n change [ghost v] effect by (2)\n change y by (3)\n end\n delete this clone\nend\n\n@Sprite3\n\nwhen flag clicked\n\nforever\n\nwhen I start as a clone\nset [color v] effect to (0)\nset [brightness v] effect to (0)\nset [float1 v] to [0]\nswitch costume to (costume1 v)\nif <(Clone) = [1]> then\n switch costume to (costume2 v)\n wait (1) seconds\nend\nforever\n replace item (1) of [skip v] with (x position)\n replace item (2) of [skip v] with (y position)\n repeat (9)\n turn right ((Clone) + (10)) degrees\n wait (.04) seconds\n end\nend\n\nwhen I start as a clone\nshow\nforever\n wait (.04) seconds\n wait until <(LEVEL) = [1]>\n go to x: (180) y: (-50)\n wait until <(LEVEL) = [2]>\n go to x: (174) y: (-27)\n wait until <(LEVEL) = [3]>\n go to x: (182) y: (34)\n wait until <(LEVEL) = [4]>\n go to x: (196) y: (96)\n wait until <(LEVEL) = [5]>\n go to x: (180) y: (-50)\n wait until <(LEVEL) = [6]>\n go to x: (217) y: (38)\n wait until <(LEVEL) = [7]>\n go to x: (206) y: (-18)\n wait until <(LEVEL) = [8]>\n go to x: (197) y: (-26)\n wait until <(LEVEL) = [9]>\n go to x: (203) y: (59)\n wait until <(LEVEL) = [10]>\n go to x: (203) y: (0)\n wait until <(LEVEL) = [11]>\n go to x: (203) y: (50)\n wait until <(LEVEL) = [12]>\n go to x: (203) y: (0)\n wait until <(LEVEL) = [13]>\n go to x: (203) y: (0)\n wait until <(LEVEL) = [14]>\n go to x: (203) y: (0)\n wait until <(LEVEL) = [15]>\n go to x: (203) y: (0)\n wait until <(LEVEL) = [16]>\n go to x: (192) y: (71)\n wait until <(LEVEL) = [18]>\n go to x: (215) y: (-72)\n wait until <(LEVEL) = [19]>\n go to x: (200) y: (-35)\n wait until <(LEVEL) = [20]>\n go to x: (165) y: (90)\n wait until <(LEVEL) = [22]>\n delete this clone\nend\n\nwait (1) seconds\n\nwhen [b v] key pressed\nset [mouse v] to (join (mouse x) (join [,] (mouse y)))\n\nwhen I start as a clone\nforever\n change [color v] effect by ([cos v] of (Float1) )\n change [brightness v] effect by ([cos v] of (Float1) )\n change y by ([cos v] of (Float1) )\n change [float1 v] by (4)\nend\n\nwait (.17) seconds\n\ngo to x: (165) y: (90)\n\nwhen I receive [play v]\nset [clone v] to [0]\ncreate clone of (_myself_ v)\nset [clone v] to [1]\ncreate clone of (_myself_ v)\n\n@Mv hitbox\n\nwhen flag clicked\n\nforever\n set size to (110) %\n go to (moving platforms v)\n set [ghost v] effect to (100)\nend\n\ngo to x: (-3) y: (-10)\n\nhide\n\n@Collect\n\nwhen flag clicked\nset [red ruby? v] to [false]\nswitch costume to (red ruby v)\n\ndefine Collectable: (x) (y) (costume) (level)\nset [cloneid v] to [0]\ngo to x: (x) y: (y)\nswitch costume to (costume)\nset [levelyouk v] to (level)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(CLoneID) = [0]> then\n hide\n wait (1) seconds\n wait until <(levelyouk) = (LEVEL)>\n show\n wait until <not <(levelyouk) = (LEVEL)>>\n delete this clone\nend\n\nwhen flag clicked\nCollectable: [-80] [10] [Red Ruby] [18]\n\nwhen I start as a clone\nset [brightness v] effect to (0)\nset [c v] to [0]\nforever\n if <(CLoneID) = [0]> then\n point in direction (90)\n change y by ([cos v] of (c) )\n change [brightness v] effect by ([cos v] of (c) )\n change [c v] by (4)\n end\nend\n\nchange [mosaic v] effect by ([cos v] of (c) )\n\nshow\n\nwhen I start as a clone\nif <(CLoneID) = [0]> then\n wait until <touching (player v)?>\n set size to (100) %\n wait (.2) seconds\n repeat (10)\n change [ghost v] effect by (10)\n change size by (-8)\n end\n set [red ruby? v] to [true]\n set [cloneid v] to [1]\n Collect\n delete this clone\nend\n\ndelete this clone\n\ndefine Collect\nrepeat (30)\n set [cloneid v] to [1]\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(CLoneID) = [1]> then\n show\n set [ghost v] effect to (0)\n switch costume to (red ruby v)\n go to (player v)\n set size to (20) %\n change x by (pick random (-20) to (20))\n set [brightness v] effect to (0)\n point in direction (0)\n repeat (25)\n move (7) steps\n change [brightness v] effect by (3)\n end\n delete this clone\nend\n\nwhen [space v] key pressed\nwait (.4) seconds\nif <(Red ruby?) = [true]> then\n set [cloneid v] to [3]\n create clone of (_myself_ v)\n wait (.04) seconds\nend\n\nrepeat (3)\n\nwhen I start as a clone\nif <(CLoneID) = [3]> then\n switch costume to (costume3 v)\n show\n set [brightness v] effect to (0)\n set rotation style [left-right v]\n point in direction ([direction v] of [player v])\n go to (player v)\n repeat (200)\n move (12) steps\n change [brightness v] effect by (3.3)\n end\n delete this clone\nend\n\nset [cloneid v] to [3]\ncreate clone of (_myself_ v)\n\nwait (.04) seconds\n\nwhen I start as a clone\nforever\n if <touching (platforms v)?> then\n if <not <(CLoneID) = [0]>> then\n set size to (100) %\n wait (.2) seconds\n repeat (10)\n change [ghost v] effect by (10)\n change size by (-8)\n end\n delete this clone\n end\n end\nend\n\nif <touching (platforms v)?> then\n delete this clone\nend\n\nturn right (0.2) degrees\n\nwhen I receive [mobile attack v]\nset [cloneid v] to [3]\ncreate clone of (_myself_ v)\n\n@BAckground\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n switch costume to (costume1 v)\n go to [back v] layer\n go [forward v] (1) layers\nend\n\nswitch costume to (LEVEL)\n\ngo to [front v] layer\n\nwhen flag clicked\nshow\nwait until <(LEVEL) = [9]>\nhide\nwait until <(LEVEL) = [22]>\nshow\n\n@Transition\n\nwhen I receive [next level v]\nstart sound [24 FREE Swoosh Transition Sound Effects!2 v]\nset [color v] effect to (0)\nset [brightness v] effect to (0)\nset [ghost v] effect to (0)\nshow\ngo to x: (0) y: (200)\nrepeat (10)\n change y by (-20)\nend\nrepeat (10)\n change [brightness v] effect by (1)\n change [color v] effect by (3)\nend\nrepeat (10)\n change [brightness v] effect by (-1)\n change [color v] effect by (-3)\nend\nwait (.5) seconds\nrepeat (20)\n change y by (10)\n change [ghost v] effect by (5)\nend\nhide\n\nwhen flag clicked\nhide\n\nwait (1) seconds\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nchange [color v] effect by (3)\n\n@Decor\n\nwhen flag clicked\nforever\n go to [front v] layer\n go [backward v] (275) layers\nend\n\n@Spikes\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [play v]\nshow\n\n@Thumb\n\nwhen flag clicked\nset [ghost v] effect to (100)\ngo to [front v] layer\nforever\n go to [front v] layer\nend\n\n@Menu\n\nwhen I receive [play v]\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\nreplace item (1) of [menu v] with [0]\nreplace item (2) of [menu v] with [0]\n\ndefine Make stuff\nset [clone id v] to [0]\nrepeat (6)\n change [clone id v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\nend\n\ndefine Button (x) (y) (type)\ngo to x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\nswitch costume to (type)\nset [type v] to (type)\ncreate clone of (_myself_ v)\n\ngo to [front v] layer\n\nwhen flag clicked\n\nwhen I start as a clone\nif <(type) = [1]> then\n switch costume to (costume1 v)\n show\nend\nif <(type) = [2]> then\n switch costume to (costume2 v)\n show\nend\nif <(type) = [3]> then\n switch costume to (costume3 v)\n show\nend\nif <(type) = [4]> then\n switch costume to (costume4 v)\nend\nif <(type) = [5]> then\n switch costume to (costume5 v)\n show\nend\nif <(type) = [6]> then\n switch costume to (costume6 v)\nend\nif <(type) = [7]> then\n show\n set [mute v] to [false]\n switch costume to (costume7 v)\nend\n\nshow\n\nshow\n\nButton [] [] []\n\nwhen this sprite clicked\nif <not <<(type) = [4]> or <(type) = [6]>>> then\n start sound [Finger Snap v]\n set [brightness v] effect to (0)\n set size to (100) %\n if <(type) = [2]> then\n broadcast (Play v)\n end\n if <(type) = [3]> then\n broadcast (Instructions v)\n end\n if <(type) = [5]> then\n broadcast (Credits v)\n end\n if <(type) = [7]> then\n broadcast (Mute/Un v)\n end\nelse\n hide\nend\n\nMake stuff\n\nwhen flag clicked\n\nwhen flag clicked\n\nwhen I start as a clone\nset [float v] to [0]\nforever\n if <(type) = [2]> then\n change [float v] by (4)\n change y by ([cos v] of (float) )\n end\n if <(type) = [3]> then\n change [float v] by (5)\n change y by ([cos v] of (float) )\n end\nend\n\nset x to (x)\nset y to (y)\nset [x v] to (x position)\nset [y v] to (y position)\n\nset y to ((y) + (10))\n\nwhen I receive [play v]\ndelete this clone\n\nchange [color v] effect by (3)\n\nchange [float v] by (0)\nchange y by ([cos v] of (float) )\n\nif <(type) = [5]> then\n\nbroadcast (Instructions v)\n\nwhen I receive [credits v]\nif <(type) = [6]> then\n show\n set size to (100) %\n repeat (100)\n change size by (10)\n end\nend\n\nwhen I receive [instructions v]\nif <(type) = [4]> then\n show\n set size to (100) %\n repeat (20)\n change size by (10)\n end\nend\n\nbroadcast (Play v)\n\nwhen I receive [mute/un v]\nif <(type) = [7]> then\n if <(Mute) = [false]> then\n switch costume to (costume8 v)\n set [mute v] to [true]\n broadcast (Music-Get out v)\n else\n set [mute v] to [false]\n switch costume to (costume7 v)\n end\nend\n\nbroadcast (Mute/Un v)\n\nwhen flag clicked\n\nforever\nend\n\nset volume to (100) %\n\nset volume to (-100) %\n\nstop all sounds\nstart sound [Finger Snap v]\n\nif <(type) = [7]> then\n if <(Mute) = [false]> then\n else\n end\nend\n\nwhen I start as a clone\n\nwhen I receive [intro go away :d v]\nButton [0] [0] [1]\nButton [0] [0] [2]\nButton [-200] [80] [3]\nButton [-191] [153] [5]\nButton [00] [00] [4]\nButton [00] [00] [6]\nButton [-191] [12] [7]\nset [type v] to [200]\n\n@Sprite4\n\nwhen flag clicked\nhide variable [mouse v]\nhide\nwait until <(LEVEL) = [22]>\nstart sound [Win v]\n\nwhen I receive [play v]\nforever\n if <(Red ruby?) = [true]> then\n go to [front v] layer\n show\n else\n hide\n end\nend\n\nwhen this sprite clicked\nbroadcast (Mobile attack v)\n\n@Sprite5\n\nwhen flag clicked\nhide\ngo to [front v] layer\nforever\n go to [front v] layer\n go [forward v] (1) layers\nend\n\nwhen this sprite clicked\nchange [level v] by (1)\nbroadcast (Next level v)\n\nwhen I receive [play v]\nshow\nwait (1) seconds\ngo to [front v] layer\nforever\n go [forward v] (1) layers\n go to [front v] layer\nend\n\nwhen flag clicked\nwait until <(LEVEL) > [21]>\nhide\n\ndelete this clone\n\n@Intro\n\nwhen flag clicked\nif <not <(Seen?) = [1]>> then\n broadcast (Intro v)\nelse\n broadcast (Intro go away :D v)\nend\n\nrepeat (20)\n\nrepeat (90)\n\nwait (.09) seconds\n\nrepeat (10)\n change x by (70)\nend\nhide\n\nwhen I start as a clone\nif <(Clone #) = [0]> then\n point in direction (90)\n set [ghost v] effect to (0)\n set [brightness v] effect to (0)\n show\n set size to (190) %\n go to x: (30) y: (13)\n repeat (5)\n switch costume to (1 v)\n repeat (13)\n next costume\n end\n end\n broadcast (message1 v) and wait\n switch costume to (21 v)\n wait (0.3) seconds\n next costume\n wait (0.5) seconds\n broadcast (0 v)\n switch costume to (15 v)\n repeat (5)\n next costume\n end\n repeat (30)\n change y by (-10)\n end\n wait (0.2) seconds\n set size to (90) %\n repeat (2)\n go to x: (30) y: (234)\n repeat (45)\n change y by (-10)\n end\n end\n broadcast (1 v)\n set size to (190) %\n go to x: (30) y: (234)\n repeat (20)\n change y by (-10)\n end\n broadcast (3 v)\n repeat (55)\n change y by (-1)\n turn right (15) degrees\n change [brightness v] effect by (5)\n change size by (-5)\n end\n hide\n broadcast (0 v)\n broadcast (2 v)\nend\n\nwhen I start as a clone\nif <(Clone #) = [1]> then\n go to [back v] layer\n set size to (100) %\n set [brightness v] effect to (0)\n set [ghost v] effect to (0)\n show\n switch costume to (costume1 v)\n go to x: (0) y: (0)\nend\n\nwhen I receive [3 v]\nif <(Clone #) = [1]> then\n switch costume to (project name v)\n show\n set [brightness v] effect to (0)\n set [ghost v] effect to (0)\n repeat (70)\n change [brightness v] effect by (2)\n change size by (5)\n wait (.04) seconds\n end\n repeat (20)\n change [ghost v] effect by (5)\n wait (.09) seconds\n end\n wait (7) seconds\n hide\n wait (0) seconds\nend\n\nwhen I receive [message1 v]\nif <(Clone #) = [1]> then\n switch costume to (project name v)\n repeat (10)\n change x by (10)\n wait (.09) seconds\n end\n hide\nend\n\nwhen I receive [1 v]\nif <(Clone #) = [1]> then\n show\n switch costume to (costume3 v)\n go to x: (0) y: (0)\nend\n\nwhen flag clicked\npoint in direction (90)\n\nwhen I receive [intro go away :d v]\nset [seen? v] to [1]\nbroadcast (Outro v)\nhide\n\nwhen I receive [3 v]\n\nwhen I start as a clone\nif <(Clone #) = [3]> then\n go to x: (0) y: (0)\n go to [back v] layer\n set size to (100) %\n show\n switch costume to (costume2 v)\nend\n\nset [brightness v] effect to (0)\nset [ghost v] effect to (0)\nrepeat (70)\n change [brightness v] effect by (2)\n change size by (5)\n wait (.04) seconds\nend\nrepeat (20)\n change [ghost v] effect by (5)\n wait (.09) seconds\nend\nhide\nbroadcast (Intro go away :D v)\n\nwhen I receive [intro go away :d v]\ndelete this clone\n\nwhen I receive [intro v]\nstart sound [meow v]\nset [clone # v] to [0]\ncreate clone of (_myself_ v)\nchange [clone # v] by (1)\ncreate clone of (_myself_ v)\nchange [clone # v] by (1)\ncreate clone of (_myself_ v)\nchange [clone # v] by (1)\ncreate clone of (_myself_ v)\nchange [clone # v] by (1)\ncreate clone of (_myself_ v)\nchange [clone # v] by (2)\n\nset [clone # v] to [3]\nset [clone # v] to [4]\ncreate clone of (_myself_ v)\nset [clone # v] to [6]\n\nwhen I start as a clone\nif <(Clone #) = [4]> then\n go to [front v] layer\n set [ghost v] effect to (0)\n switch costume to (main oc v)\n hide\n go to x: (0) y: (0)\n point in direction (90)\n set [float v] to [0]\n wait (12) seconds\n start sound [6 SECOND INTRO! v]\n go to [front v] layer\n show\n repeat (200)\n set size to ((([cos v] of (Float) ) / (5)) + (100)) %\n point in direction ((([cos v] of (Float) ) * (5)) + (90))\n change [float v] by (7.8)\n end\n repeat (20)\n change [ghost v] effect by (5)\n end\n broadcast (Intro go away :D v)\n delete this clone\nend\n\nstart sound [Suction Cup v]\n\nwhen I start as a clone\nif <(Clone #) = [5]> then\n set size to (pick random (50) to (90)) %\n set [ghost v] effect to (0)\n switch costume to (pick random (28) to (30))\n go to x: (pick random (-220) to (220)) y: (pick random (-200) to (50))\n show\n repeat (50)\n change y by (3)\n change [ghost v] effect by (2)\n end\n delete this clone\nend\n\nhide\ngo to x: (0) y: (0)\npoint in direction (90)\nset [float v] to [0]\nwait (12) seconds\nshow\nrepeat (400)\n change size by ([cos v] of (Float) )\n point in direction ([cos v] of (Float) )\n change [float v] by (3)\nend\nhide\nbroadcast (Intro go away :D v)\ndelete this clone\n\nwhen flag clicked\nwait (13.5) seconds\nif <not <(Seen?) = [1]>> then\n repeat (45)\n set [clone # v] to [5]\n create clone of (_myself_ v)\n wait (.09) seconds\n end\nend\n\nset [color v] effect to (0)\n\nset [clone # v] to [3]\n\nhide\n\nchange size by (10)\n\n@Platforms\n\nwhen I receive [next level v]\ngo to [front v] layer\nnext costume\nswitch costume to (LEVEL)\n\nwhen flag clicked\ngo to [front v] layer\nswitch costume to (costume1 v)\n\nwhen flag clicked\nhide\nforever\n switch costume to (LEVEL)\n go to [front v] layer\n go [backward v] (1) layers\nend\n\nwhen I receive [play v]\nshow\n\n@Moving Danger\n\ndefine Mv (x) (y) (xvs) (yvs) (xvc) (yvc) (xrad) (yrad) (turn) (lv) (costu)\nswitch costume to (costu)\npoint in direction (90)\ngo to x: (x) y: (y)\nset [xv v] to (xvs)\nset [yv v] to (yvs)\nrepeat until <not <(LEVEL) = (lv)>>\n if <(xrad) = [0]> then\n set x to (x)\n else\n set x to (([cos v] of (xv) ) * (xrad))\n end\n if <(yrad) = [0]> then\n set y to (y)\n else\n set y to ((([cos v] of (yv) ) * (yrad)) + (y))\n end\n turn right (turn) degrees\n change [xv v] by (xvc)\n change [yv v] by (yvc)\nend\n\nwhen flag clicked\nset [level v] to [1]\nhide\nwait until <(LEVEL) = [2]>\nshow\nMv [-6] [-142] [0] [14] [12] [9] [0] [-100] [0] [2] [1]\nhide\nset [clone v] to [0]\nwait until <(LEVEL) = [6]>\nshow\nMv [10] [-40] [0] [14] [12] [2] [0] [2] [15] [6] [2]\nhide\nset [clone v] to [0]\nwait until <(LEVEL) = [7]>\nshow\nMv [70] [-40] [0] [14] [12] [60] [0] [90] [15] [7] [3]\nhide\nset [clone v] to [0]\n\nwhen I start as a clone\nshow\nif <(clone) = [1]> then\n show\n Mv [-22] [-142] [0] [90] [0] [5] [0] [60] [0] [2] [1]\n delete this clone\nend\nif <(clone) = [2]> then\n Mv [25] [0] [0] [90] [0] [5] [0] [60] [0] [9] [2]\n delete this clone\nend\nif <(clone) = [3]> then\n Mv [175] [0] [0] [0] [0] [5] [0] [60] [0] [9] [2]\n delete this clone\nend\nif <(clone) = [4]> then\n Mv [0] [0] [0] [90] [0] [4] [0] [130] [5] [10] [1]\n delete this clone\nend\nif <(clone) = [5]> then\n Mv [0] [0] [0] [-90] [0] [4] [0] [130] [20] [10] [1]\n delete this clone\nend\nif <(clone) = [6]> then\n Mv [-100] [0] [90] [0] [12] [0] [44] [0] [0] [12] [3]\n delete this clone\nend\nif <(clone) = [7]> then\n Mv [100] [0] [-90] [0] [12] [0] [44] [0] [0] [12] [4]\n delete this clone\nend\n\nrepeat (3)\n change [clone v] by (1)\n create clone of (_myself_ v)\nend\nwait until <(LEVEL) = [10]>\nrepeat (2)\n change [clone v] by (1)\n create clone of (_myself_ v)\nend\nwait until <(LEVEL) = [11]>\nshow\nMv [0] [-50] [90] [0] [12] [12] [80] [80] [15] [11] [1]\nhide\nrepeat (2)\n change [clone v] by (1)\n create clone of (_myself_ v)\nend\nwait until <(LEVEL) = [19]>\nshow\nMv [0] [0] [0] [0] [0] [12] [0] [90] [15] [19] [1]\nhide\n\nMv [-6] [-142] [0] [-90] [8] [9] [0] [0] [0] [2] [1]\n\nwhen [a v] key pressed\n\nif <(username) = [imklleroffire]> then\n ask [Number/level:] and wait\n set [level v] to (answer)\n broadcast (Next level v)\nend\n\n@Player\n\nwhen I receive [green flag clicked v]\n\nwhen flag clicked\nforever\n wait until <<touching (lava-danger v)?> or <<touching (guards v)?> or <touching (spikes v)?>>>\n set [x v] to [0]\n set [y v] to [2]\n start sound [Lo Geh Tabla v]\n create clone of (_myself_ v)\n hide\n wait until <not <<touching (lava-danger v)?> or <touching (guards v)?>>>\n go to x: (-210) y: (-50)\n show\nend\n\nwhen flag clicked\n\nforever\n set [ghost v] effect to (50)\nend\n\nif <touching color (#66c0ff)?> then\n\nif <key (up arrow v) pressed?> then\n set [y v] to [5]\nelse\n if <key (down arrow v) pressed?> then\n set [y v] to [-5]\n else\n set [y v] to [-1]\n end\nend\n\nwhen flag clicked\n\nforever\n if <touching color (#ffdc66)?> then\nend\n\nchange x by (100)\n\nwhen flag clicked\nforever\n if <touching color (#00ff55)?> then\n set [y v] to [-15]\n end\nend\n\nwhen flag clicked\nforever\n if <touching (bounce v)?> then\n start sound [Jump v]\n set [y v] to [14]\n end\nend\n\nwhen flag clicked\nforever\n if <not <touching color (#66c0ff)?>> then\n set [ghost v] effect to (0)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (sprite3 v)?> then\n point in direction (90)\n set [ghost v] effect to (0)\n broadcast (Next level v)\n change [level v] by (1)\n wait (2) seconds\n end\nend\n\nwhen flag clicked\n\nforever\n show\nend\n\nwhen I receive [next level v]\ngo to x: (-210) y: (-50)\n\nwhen I start as a clone\nswitch costume to (player5 v)\nrepeat (100)\n change size by (-1)\n change y by (2)\n change [ghost v] effect by (1)\n turn right (90) degrees\nend\ndelete this clone\n\nwhen flag clicked\nforever\n wait until <(y position) < [-175]>\n go to x: (-204) y: (-50)\n create clone of (_myself_ v)\n hide\n wait until <not <(y position) < [-175]>>\n go to x: (-204) y: (-50)\n show\nend\n\nwhen flag clicked\nforever\n wait until <touching (moving danger v)?>\n create clone of (_myself_ v)\n hide\n wait until <not <touching (moving danger v)?>>\n go to x: (-204) y: (-50)\n show\nend\n\nswitch costume to (player v)\n\nswitch costume to (player2 v)\n\nwhen flag clicked\nforever\n switch costume to (player v)\n wait (pick random (3) to (5)) seconds\n repeat (7)\n next costume\n end\n switch costume to (player v)\nend\n\nwait (.05) seconds\n\nwhen flag clicked\ngo to x: (-210) y: (92)\n\ngo to x: (-204) y: (-120)\n\nhide\n\nwhen flag clicked\n\nforever\n if <touching (moving platforms v)?> then\n change x by (1)\n end\nend\n\nset [y v] to [20]\n\nchange [y v] by (10)\n\nwait (2) seconds\n\nwait (1) seconds\n\nwait (0) seconds\n\nwait (1) seconds\n\nwait (2) seconds\n\nset size to () %\n\nset size to (180) %\n\nchange size by (-1)\n\nrepeat (20)\n change [ghost v] effect by (5)\n turn right (18) degrees\n wait (.09) seconds\nend\n\nwhen flag clicked\n\nwhen [c v] key pressed\nif <(username) = [imklleroffire]> then\n go to x: ((item (1) of [skip v]) + (150)) y: (item (2) of [skip v])\nend\n\ngo to (sprite3 v)\n\nset y to (y position)\n\nchange x by (10)\n\nforever\n if <touching (mv hitbox v)?> then\n set x to ((([x position v] of [mv hitbox v]) - (x position)) / (2))\n end\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n go to [front v] layer\n go [backward v] (1) layers\nend\n\nwhen I receive [play v]\nset drag mode [not draggable v]\nset rotation style [left-right v]\nset [level v] to [1]\nshow\nset [ghost v] effect to (0)\npoint in direction (90)\nswitch costume to (player v)\ngo to [front v] layer\ngo [backward v] (1) layers\nshow\ngo to x: (-200) y: (120)\nforever\n change [y v] by (-0.5)\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n point in direction (-90)\n change [x v] by (-1)\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(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 (platforms v)?> or <touching (moving platforms v)?>> then\n change y by (1)\n if <<touching (platforms v)?> or <touching (moving platforms v)?>> then\n change y by (1)\n if <<touching (platforms v)?> or <touching (moving platforms v)?>> then\n change y by (1)\n if <<touching (platforms v)?> or <touching (moving platforms v)?>> then\n change y by (1)\n if <<touching (platforms v)?> or <touching (moving platforms v)?>> then\n change y by (1)\n if <<touching (platforms v)?> or <touching (moving platforms v)?>> then\n change y by (1)\n if <<touching (platforms v)?> or <touching (moving platforms v)?>> then\n change y by (-6)\n if <<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<(mouse y) > (y position)> and <mouse down?>>> 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)?> 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 (platforms v)?> or <<touching (bounce v)?> or <touching (moving platforms v)?>>> and <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<(mouse y) > (y position)> and <mouse down?>>>> then\n set [y v] to [10]\n end\n change y by (0.5)\nend\n\nwait (1) seconds\n\n | WOAHWOAHWOAH how did this get #4 ?!? THANK YOU!! PLEASE, CAN I DO THE TREND TRICK? EVERYBODY ABOVE ME IS DOING IT >:(\nNo advertising my god do I have to say it.\nThis got hacked somehow with the entire project messed up, remixes helped me remake it, thank you\nLove+Fav, PLEASE!! It really shows your support :)\nLets get this popular! Then everyone will be excited for part 2 SNEAK PEAK: The Teal Diamond -Part 2\nI replied to every comment when this blew up, I might not be able to anymore. But I will definitely try to see them!\nI was inspired to make this even further because my mom said she thinks it's like Mario and she likes it. xD \n___________________________________________\nInstructions:\nArrow keys or WASD to move :)\nMobile friendly :D\nSpace to attack; Or the mobile option at bottom right once you have the red ruby.\nGet to the portal to get to the next level!\nHAVE FUN! \nGet excited for parts 2-5! More gems...? Stay tuned by following me ;)\n100 views on the share date!! And 42 loves and 37 favs >:) \nCurrently 30K views, whoa. I’m so happy everybody is complimenting the game!! 2000 loves, 1900 favs. |
Shadow - A Platformer (Mobile Friendly! v4.9) #games | @Stage\n\nwhen flag clicked\nswitch backdrop to (menu v)\n\nwhen I receive [play game v]\nswitch backdrop to (in game v)\n\nwhen flag clicked\nset [level v] to [1]\nwait until <(LEVEL) = [16]>\nswitch backdrop to (end v)\n\nwhen flag clicked\nforever\n stop all sounds\n start sound [ParagonX9 - Chaoz Fantasy v]\n wait until <(backdrop [number v]) = [2]>\n repeat until <(backdrop [number v]) = [1]>\n stop all sounds\n start sound [City Lights v]\n wait (134) seconds\n end\n stop all sounds\n start sound [City Lights v]\n wait (80) seconds\nend\n\nwhen I receive [open menu v]\nswitch backdrop to (menu v)\n\nwhen I receive [continue game v]\nswitch backdrop to (in game v)\n\n@Continue\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nreset timer\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((95) - (size)) / (3))\n set [brightness v] effect to (20)\n if <mouse down?> then\n Click\n end\n else\n point in direction (90)\n change size by (((75) - (size)) / (3))\n set [brightness v] effect to (-10)\n end\nend\n\ndefine Click\nstart sound [Hand Clap v]\nchange size by (-2.5)\nwait (0.1) seconds\nchange size by (5)\nwait (0.1) seconds\nchange size by (-2.5)\nwait (0.5) seconds\nbroadcast (Continue Game v)\n\nwhen I receive [continue game v]\nhide\n\nwhen I receive [play game v]\nhide\n\nwhen I receive [open menu v]\nshow\n\n@Play\n\nwhen flag clicked\ngo to x: (60) y: (-100)\nswitch costume to (play v)\nshow\nreset timer\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((95) - (size)) / (3))\n set [brightness v] effect to (20)\n if <mouse down?> then\n Click\n end\n else\n point in direction (90)\n change size by (((75) - (size)) / (3))\n set [brightness v] effect to (-10)\n end\nend\n\ndefine Click\nstart sound [Hand Clap v]\nchange size by (-2.5)\nwait (0.1) seconds\nchange size by (5)\nwait (0.1) seconds\nchange size by (-2.5)\nwait (0.5) seconds\nbroadcast (Play Game v)\n\nwhen I receive [play game v]\nswitch costume to (new v)\nhide\n\nwhen I receive [continue game v]\nswitch costume to (new v)\nhide\n\nwhen I receive [open menu v]\ngo to x: (60) y: (-100)\nswitch costume to (new v)\nshow\n\n@Logo\n\nwhen flag clicked\nshow\ngo to x: (0) y: (125)\nreset timer\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((120) - (size)) / (3))\n set [brightness v] effect to (20)\n if <mouse down?> then\n start sound [Cymbal2 v]\n change size by (-2.5)\n wait (0.1) seconds\n change size by (5)\n wait (0.1) seconds\n change size by (-2.5)\n end\n else\n point in direction (90)\n change size by (((100) - (size)) / (3))\n set [brightness v] effect to (-10)\n end\nend\n\nwhen I receive [continue game v]\nhide\n\nwhen I receive [play game v]\nhide\n\nwhen I receive [open menu v]\nshow\n\n@Thumbnail\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\n@Zoom\n\nwhen flag clicked\nhide\n\nwhen I receive [play game v]\nforever\n if <(LEVEL) = [14]> then\n show\n switch costume to (costume1 v)\n else\n if <(LEVEL) = [15]> then\n show\n switch costume to (costume2 v)\n else\n hide\n end\n end\nend\n\nwhen I receive [open menu v]\nhide\n\nwhen I receive [continue game v]\nforever\n if <(LEVEL) = [14]> then\n show\n switch costume to (costume1 v)\n else\n if <(LEVEL) = [15]> then\n show\n switch costume to (costume2 v)\n else\n hide\n end\n end\nend\n\n@Level\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nchange [level v] by (1)\n\nwhen I receive [play game v]\nset [level v] to [1]\nswitch costume to (costume1 v)\nrepeat (10)\n go to x: (0) y: (0)\n set size to (90) %\n go to [front v] layer\n show\nend\nforever\n switch costume to (LEVEL)\nend\n\nwhen I receive [open menu v]\nhide\n\nwhen I receive [continue game v]\nrepeat (10)\n go to x: (0) y: (0)\n go to [front v] layer\n show\nend\nforever\n switch costume to (LEVEL)\nend\n\n@Trampoline\n\nwhen flag clicked\nhide\n\nwhen flag clicked\n\nwhen I receive [play game v]\nforever\n if <touching (player v)?> then\n start sound [Drum Boing v]\n wait until <not <touching (player v)?>>\n repeat (5)\n wait (0.001) seconds\n next costume\n end\n end\nend\n\nwhen I receive [play game 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 hide\n end\n if <(LEVEL) = [4]> then\n show\n go to x: (-150) y: (-110)\n end\n if <(LEVEL) = [5]> then\n show\n go to x: (-150) y: (-115)\n end\n if <(LEVEL) = [6]> then\n hide\n end\nend\n\nwhen I receive [open menu v]\nhide\n\nwhen I receive [continue game 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 hide\n end\n if <(LEVEL) = [4]> then\n show\n go to x: (-150) y: (-110)\n end\n if <(LEVEL) = [5]> then\n show\n go to x: (-150) y: (-115)\n end\n if <(LEVEL) = [6]> then\n hide\n end\nend\n\nwhen I receive [continue game v]\nforever\n if <touching (player v)?> then\n start sound [Drum Boing v]\n wait until <not <touching (player v)?>>\n repeat (5)\n wait (0.001) seconds\n next costume\n end\n end\nend\n\n@Trampoline2\n\nwhen flag clicked\nhide\n\nwhen I receive [play game 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 hide\n end\n if <(LEVEL) = [4]> then\n hide\n end\n if <(LEVEL) = [5]> then\n show\n go to x: (20) y: (-115)\n end\n if <(LEVEL) = [6]> then\n hide\n end\nend\n\nwhen I receive [play game v]\nforever\n if <touching (player v)?> then\n start sound [Drum Boing v]\n wait until <not <touching (player v)?>>\n repeat (5)\n wait (0.001) seconds\n next costume\n end\n end\nend\n\nwhen I receive [open menu v]\nhide\n\nwhen I receive [continue game 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 hide\n end\n if <(LEVEL) = [4]> then\n hide\n end\n if <(LEVEL) = [5]> then\n show\n go to x: (20) y: (-115)\n end\n if <(LEVEL) = [6]> then\n hide\n end\nend\n\nwhen I receive [continue game v]\nforever\n if <touching (player v)?> then\n start sound [Drum Boing v]\n wait until <not <touching (player v)?>>\n repeat (5)\n wait (0.001) seconds\n next costume\n end\n end\nend\n\n@Text\n\nwhen flag clicked\nhide\n\nwhen I receive [play game v]\nshow\nforever\n wait (0.001) seconds\n go to [front v] layer\n switch costume to (LEVEL)\nend\n\nwhen I receive [open menu v]\nhide\n\nwhen I receive [continue game v]\nshow\nforever\n wait (0.001) seconds\n go to [front v] layer\n switch costume to (LEVEL)\nend\n\n@portal\n\nwhen I receive [open menu v]\nstop [other scripts in sprite v]\nhide\n\nwhen [timer v] > (0.1)\nhide\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nswitch costume to (costume2 v)\nshow\nforever\n turn left (3) degrees\n go to [front v] layer\nend\n\nwhen I start as a clone\nrepeat (10)\n clear graphic effects\nend\nshow\nforever\n if <(LEVEL) = [1]> then\n go to x: (200) y: (0)\n end\n if <(LEVEL) = [2]> then\n go to x: (200) y: (130)\n end\n if <(LEVEL) = [3]> then\n go to x: (200) y: (150)\n end\n if <(LEVEL) = [4]> then\n go to x: (200) y: (20)\n end\n if <(LEVEL) = [5]> then\n go to x: (200) y: (-75)\n end\n if <(LEVEL) = [6]> then\n go to x: (200) y: (-75)\n end\n if <(LEVEL) = [7]> then\n go to x: (200) y: (-75)\n end\n if <(LEVEL) = [8]> then\n go to x: (200) y: (-75)\n end\n if <(LEVEL) = [9]> then\n go to x: (200) y: (150)\n end\n if <(LEVEL) = [10]> then\n go to x: (200) y: (150)\n end\n if <(LEVEL) = [11]> then\n go to x: (200) y: (-20)\n end\n if <(LEVEL) = [12]> then\n go to x: (200) y: (0)\n end\n if <(LEVEL) = [16]> then\n hide\n end\nend\n\nwhen I receive [play game v]\nrepeat (10)\n clear graphic effects\nend\nforever\n show\n if <(LEVEL) = [1]> then\n go to x: (200) y: (0)\n end\n if <(LEVEL) = [2]> then\n go to x: (200) y: (130)\n end\n if <(LEVEL) = [3]> then\n go to x: (200) y: (150)\n end\n if <(LEVEL) = [4]> then\n go to x: (200) y: (20)\n end\n if <(LEVEL) = [5]> then\n go to x: (200) y: (-75)\n end\n if <(LEVEL) = [6]> then\n go to x: (200) y: (-75)\n end\n if <(LEVEL) = [7]> then\n go to x: (200) y: (-75)\n end\n if <(LEVEL) = [8]> then\n go to x: (200) y: (-75)\n end\n if <(LEVEL) = [9]> then\n go to x: (200) y: (150)\n end\n if <(LEVEL) = [10]> then\n go to x: (200) y: (150)\n end\n if <(LEVEL) = [11]> then\n go to x: (200) y: (-20)\n end\n if <(LEVEL) = [12]> then\n go to x: (200) y: (0)\n end\n if <(LEVEL) = [16]> then\n set [ghost v] effect to (100)\n end\nend\n\nwhen I receive [play game v]\nswitch costume to (costume2 v)\ncreate clone of (_myself_ v)\nshow\nforever\n go to [front v] layer\n turn right (3) degrees\nend\n\nwhen I receive [continue game v]\nrepeat (10)\n clear graphic effects\nend\nforever\n show\n if <(LEVEL) = [1]> then\n go to x: (200) y: (0)\n end\n if <(LEVEL) = [2]> then\n go to x: (200) y: (130)\n end\n if <(LEVEL) = [3]> then\n go to x: (200) y: (150)\n end\n if <(LEVEL) = [4]> then\n go to x: (200) y: (20)\n end\n if <(LEVEL) = [5]> then\n go to x: (200) y: (-75)\n end\n if <(LEVEL) = [6]> then\n go to x: (200) y: (-75)\n end\n if <(LEVEL) = [7]> then\n go to x: (200) y: (-75)\n end\n if <(LEVEL) = [8]> then\n go to x: (200) y: (-75)\n end\n if <(LEVEL) = [9]> then\n go to x: (200) y: (150)\n end\n if <(LEVEL) = [10]> then\n go to x: (200) y: (150)\n end\n if <(LEVEL) = [11]> then\n go to x: (200) y: (-20)\n end\n if <(LEVEL) = [12]> then\n go to x: (200) y: (0)\n end\n if <(LEVEL) = [16]> then\n set [ghost v] effect to (100)\n end\nend\n\nwhen I receive [continue game v]\nswitch costume to (costume2 v)\ncreate clone of (_myself_ v)\nshow\nforever\n go to [front v] layer\n turn right (3) degrees\nend\n\n@KillerWheel\n\nwhen I receive [open menu v]\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [play game v]\nforever\n turn left (6) degrees\nend\n\nwhen I receive [play game v]\nforever\n if <(LEVEL) = [1]> then\n go to x: (100) y: (-80)\n end\n if <(LEVEL) = [2]> then\n go to x: (-110) y: (-120)\n end\n if <(LEVEL) = [5]> then\n go to x: (110) y: (-120)\n end\n if <(LEVEL) = [10]> then\n go to x: (0) y: (0)\n end\n if <(LEVEL) = [15]> then\n go to x: (50) y: (-120)\n end\nend\n\nwhen I receive [play game v]\nshow\nforever\n switch costume to (LEVEL)\nend\n\nwhen I receive [continue game v]\nshow\nforever\n switch costume to (LEVEL)\nend\n\nwhen I receive [continue game v]\nforever\n if <(LEVEL) = [1]> then\n go to x: (100) y: (-80)\n end\n if <(LEVEL) = [2]> then\n go to x: (-110) y: (-100)\n end\n if <(LEVEL) = [5]> then\n go to x: (110) y: (-120)\n end\n if <(LEVEL) = [10]> then\n go to x: (10) y: (5)\n end\n if <(LEVEL) = [15]> then\n go to x: (75) y: (-120)\n end\nend\n\nwhen I receive [continue game v]\nforever\n turn left (6) degrees\nend\n\n@Grunge\n\nwhen I receive [open menu v]\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [play game v]\ngo to x: (0) y: (0)\nshow\ngo to [back v] layer\nset [ghost v] effect to (95)\n\nwhen I receive [continue game v]\ngo to x: (0) y: (0)\nshow\ngo to [back v] layer\nset [ghost v] effect to (95)\n\n@Player\n\nwhen I start as a clone\nshow\nrepeat (15)\n switch costume to (guycloneback v)\n change size by (-3)\n change [ghost v] effect by (7)\nend\ndelete this clone\n\nwhen I receive [open menu v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [restart v]\nSetup\n\nwhen flag clicked\nSetup\n\nwhen I receive [previous level v]\nSetup\n\nwhen I receive [next level v]\nSetup\n\nwhen flag clicked\nhide\n\ndefine Setup\nswitch costume to (guy v)\nset [color v] effect to (0)\nset size to (50) %\nset [x v] to [0]\nset [yv v] to [0]\nset [y v] to [0]\ngo to x: (-216) y: (-50)\n\nwhen I receive [play game v]\nforever\n if <touching (portal v)?> then\n broadcast (Next Level v)\n end\nend\n\nwhen I receive [play game v]\nforever\n if <touching (zoom v)?> then\n change [x v] by (5)\n end\nend\n\nwhen I receive [play game v]\nforever\n if <<touching (trampoline v)?> or <touching (trampoline2 v)?>> then\n set [y v] to [15]\n end\nend\n\nwhen I receive [continue game v]\nforever\n if <<touching (trampoline v)?> or <touching (trampoline2 v)?>> then\n set [y v] to [15]\n end\nend\n\nwhen I receive [continue game v]\nforever\n if <touching (zoom v)?> then\n change [x v] by (5)\n end\nend\n\nwhen I receive [continue game v]\nforever\n if <touching (portal v)?> then\n broadcast (Next Level v)\n end\nend\n\nwhen I receive [continue game v]\nstart sound [Coin v]\nshow\ngo to x: (-216) y: (-70)\nset [x v] to [0]\nset [y v] to [0]\nforever\n change [y v] by (-0.5)\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>>> then\n if <[4] < (costume [number v])> then\n change [x v] by (0.8)\n else\n switch costume to (guy v)\n change [x v] by (0.8)\n end\n end\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>>> then\n if <[4] < (costume [number v])> then\n change [x v] by (-0.9)\n else\n switch costume to (guy v)\n change [x v] by (-0.9)\n end\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 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 if <key (up arrow v) pressed?> then\n set [y v] to [4]\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)?> 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)?> 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 (bad v)?> or <<touching (killerwhell2 v)?> or <<[-175] > (y position)> or <touching (killerwheel v)?>>>> then\n change [deaths v] by (1)\n start sound [Punch Gaming Sound Effect HD v]\n repeat (10)\n change [ghost v] effect by (10)\n wait (0.01) seconds\n end\n set [ghost v] effect to (0)\n Setup\n end\nend\n\nwhen I receive [play game v]\nforever\n wait (0.005) seconds\n create clone of (_myself_ v)\nend\n\nwhen I receive [continue game v]\nforever\n wait (0.005) seconds\n create clone of (_myself_ v)\nend\n\nwhen I receive [play game v]\nstart sound [Coin v]\nshow\ngo to x: (-216) y: (-70)\nset [x v] to [0]\nset [y v] to [0]\nforever\n change [y v] by (-0.5)\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>>> then\n if <[4] < (costume [number v])> then\n change [x v] by (0.8)\n else\n switch costume to (guy v)\n change [x v] by (0.8)\n end\n end\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>>> then\n if <[4] < (costume [number v])> then\n change [x v] by (-0.9)\n else\n switch costume to (guy v)\n change [x v] by (-0.9)\n end\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 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 if <key (up arrow v) pressed?> then\n set [y v] to [4]\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)?> 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)?> 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 (bad v)?> or <<touching (killerwhell2 v)?> or <<[-175] > (y position)> or <touching (killerwheel v)?>>>> then\n change [deaths v] by (1)\n start sound [Punch Gaming Sound Effect HD v]\n repeat (10)\n change [ghost v] effect by (10)\n wait (0.01) seconds\n end\n set [ghost v] effect to (0)\n Setup\n end\nend\n\n@Bad\n\nwhen I receive [open menu v]\nhide\n\nwhen I receive [previous level v]\nswitch costume to ((costume [number v]) - (1))\n\nwhen backdrop switches to [backdrop7 v]\ngo to [front v] layer\n\nwhen flag clicked\nhide\n\nwhen I receive [play game v]\nshow\nforever\n switch costume to (LEVEL)\n set size to (90) %\nend\n\nwhen I receive [continue game v]\nshow\nforever\n switch costume to (LEVEL)\n set size to (90) %\nend\n\n@KillerWhell2\n\nwhen I receive [open menu v]\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [play game v]\nforever\n turn right (6) degrees\nend\n\nwhen I receive [play game v]\nshow\nforever\n switch costume to (LEVEL)\nend\n\nwhen I receive [play game v]\nforever\n if <(LEVEL) = [1]> then\n go to x: (-100) y: (-130)\n end\n if <(LEVEL) = [5]> then\n go to x: (-65) y: (-120)\n end\n if <(LEVEL) = [10]> then\n go to x: (-150) y: (150)\n end\nend\n\nwhen I receive [continue game v]\nshow\nforever\n switch costume to (LEVEL)\nend\n\nwhen I receive [continue game v]\nforever\n turn right (6) degrees\nend\n\nwhen I receive [continue game v]\nforever\n if <(LEVEL) = [1]> then\n go to x: (-100) y: (-130)\n end\n if <(LEVEL) = [5]> then\n go to x: (-65) y: (-120)\n end\n if <(LEVEL) = [10]> then\n go to x: (-150) y: (150)\n end\nend\n\n@Menu\n\nwhen flag clicked\nhide\ngo to x: (-172) y: (155)\nreset timer\nforever\n go to [front v] layer\n if <touching (mouse-pointer v)?> then\n change size by (((45) - (size)) / (3))\n set [brightness v] effect to (20)\n if <mouse down?> then\n Click\n end\n else\n point in direction (90)\n change size by (((35) - (size)) / (3))\n set [brightness v] effect to (-10)\n end\n go to [front v] layer\nend\n\ndefine Click\nstart sound [Hand Clap v]\nchange size by (-2.5)\nwait (0.1) seconds\nchange size by (5)\nwait (0.1) seconds\nchange size by (-2.5)\nwait (0.5) seconds\nbroadcast (Open Menu v)\n\nwhen I receive [open menu v]\nstart sound [Coin v]\nhide\n\nwhen I receive [continue game v]\nshow\n\nwhen I receive [play game v]\nshow\n\n@Music\n\nwhen flag clicked\nshow\n\nwhen I receive [continue game v]\nhide\n\nwhen I receive [play game v]\nhide\n\nwhen flag clicked\nset [brightness v] effect to (0)\nforever\n repeat (10)\n change [brightness v] effect by (10)\n end\n repeat (10)\n change [brightness v] effect by (-10)\n end\nend\n\n | Shadow 2 Coming Soon\n#82 On Trending!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! It Is Finally Trending!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! Thank You So Much Scratch Team!\n>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>\nI Spent Days On This!!!\n>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>\nThank You So Much For Playing :D Please Love, Favourite, Remix, Follow And Of Course, Enjoy! More @Teensy564\n>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>Shadow - A Platformer (Mobile Friendly!)\n>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>\nThank Yous:\nThanks To Paragon X9 And @icmy123 For Music.\nThanks To @DarkStar177 For The Saw And The Portal Sprite And The Idea Of The Player Sprite\nThanks @FUNUT For The Button Tutorial.\nThanks To cooltext.com and flamingtext.com for text\nThanks To @Teensy564 For Everything Else.\n>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>\nDescription:\nFight Your Way Through 15 Levels Avoiding Lava, Saws And Spikes! Use Trampolines, Wall Jump And Much, Much, More!\n>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>\nPro Tips:\n1. Read The Text In The Levels\n2. Take Your Time\n3. Follow @Teensy564\n4. Enjoy The Game\n5. Read The Description\n6. Don't Eat Cheese\n7. Slap A Pig\n8. Love This\n9. Favourite This\n10. Don't Die\n>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>\nControls:\nArrow Keys To Move\nMobile Works!\n>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> |
Smash It (mobile friendly) 100%pen (no platformer) | @Stage\n\n@Sprite1\n\nwhen flag clicked\nset [mode v] to [menu]\ndelete all of [trial_xs v]\ndelete all of [trial_ys v]\nforever\n if <(mode) = [menu]> then\n MENU\n end\n if <(mode) = [game]> then\n GAME\n end\n if <(mode) = [game over]> then\n set [mode v] to [menu]\n end\nend\n\ndefine setup\ndelete all of [dot v]\ndelete all of [xs v]\ndelete all of [ys v]\ncreate dots amount: [300]\nerase all\npen up\nset [x v] to [0]\nset [y v] to [-140]\nset [xv v] to [0]\nset [yv v] to [0]\nset [hp v] to [100]\nset [screen_shake_x v] to [0]\nset [screen_shake_y v] to [0]\nset [score v] to [0]\n\ndefine make ground from x: (x) y: (y) to X: (x) Y: (y)\nset pen color to (#ffffff)\nset pen size to (100)\nif <(y) > (OnScreenvar_y)> then\n set y to (((y) - (50)) - (y))\n if <(x) > (OnScreenvar_x)> then\n set x to ((x) + (x))\n pen down\n set x to (240)\n pen up\n else\n set x to (-240)\n pen down\n set x to (240)\n pen up\n end\nend\n\ndefine onScreen\nset [onscreenvar_x v] to ((x) - (240))\nset [onscreenvar_y v] to ((y) - (180))\nset [onscreenvar_x2 v] to ((x) + (240))\nset [onscreenvar_y2 v] to ((y) + (180))\n\ndefine make wall1 from x: (x) y: (y) to X: (x) Y: (y)\nset pen color to (#ffffff)\nset pen size to (25)\nif <(x) > (OnScreenvar_x2)> then\n\ndefine make wall2 from x: (x) y: (y) to X: (x) Y: (y)\nif <(OnScreenvar_x) > (x)> then\n\ndefine detect wall\nif <<(x) = [490]> or <[490] < (x)>> then\n set [x v] to [490]\nend\nif <<(x) = [-490]> or <(x) < [-490]>> then\n set [x v] to [-490]\nend\nif <<(y) = [-140]> or <(y) < [-140]>> then\n set [y v] to [-140]\n set [yv v] to [0]\nend\n\ndefine make Arena\nmake ground from x: [-500] y: [-151] to X: [500] Y: [-150]\nmake wall1 from x: [515] y: [-150] to X: [500] Y: [20000]\nmake wall2 from x: [-515] y: [-150] to X: [-500] Y: [200000]\n\ndefine create dots amount: (amount)\nrepeat (amount)\n set [random v] to (pick random (0) to (10))\n if <(random) = [1]> then\n add [2] to [dot v]\n else\n if <(random) = [2]> then\n add [3] to [dot v]\n else\n if <(random) = [3]> then\n add [4] to [dot v]\n else\n add [1] to [dot v]\n end\n end\n end\n add (pick random (-490) to (490)) to [xs v]\n add (pick random (-100) to (2500)) to [ys v]\nend\n\ndefine update dots (amount)\nset [dot v] to [1]\npen up\nrepeat (amount)\n if <(item (dot) of [dot v]) = [1]> then\n if <<<(OnScreenvar_x2) > (item (dot) of [xs v])> and <(item (dot) of [xs v]) > (OnScreenvar_x)>> and <<(OnScreenvar_y2) > (item (dot) of [ys v])> and <(item (dot) of [ys v]) > (OnScreenvar_y)>>> then\n go to x: ((item (dot) of [xs v]) - (x)) y: ((item (dot) of [ys v]) - (y))\n set pen size to (25)\n set pen color to (#ff2a2a)\n pen down\n end\n end\n if <(item (dot) of [dot v]) = [2]> then\n if <<<(OnScreenvar_x2) > (item (dot) of [xs v])> and <(item (dot) of [xs v]) > (OnScreenvar_x)>> and <<(OnScreenvar_y2) > (item (dot) of [ys v])> and <(item (dot) of [ys v]) > (OnScreenvar_y)>>> then\n go to x: ((item (dot) of [xs v]) - (x)) y: ((item (dot) of [ys v]) - (y))\n set pen size to (15)\n set pen color to (#fff728)\n pen down\n end\n end\n if <(item (dot) of [dot v]) = [3]> then\n if <<<(OnScreenvar_x2) > (item (dot) of [xs v])> and <(item (dot) of [xs v]) > (OnScreenvar_x)>> and <<(OnScreenvar_y2) > (item (dot) of [ys v])> and <(item (dot) of [ys v]) > (OnScreenvar_y)>>> then\n go to x: ((item (dot) of [xs v]) - (x)) y: ((item (dot) of [ys v]) - (y))\n set pen size to (25)\n set pen color to (#ff289a)\n pen down\n end\n end\n if <(item (dot) of [dot v]) = [4]> then\n if <<<(OnScreenvar_x2) > (item (dot) of [xs v])> and <(item (dot) of [xs v]) > (OnScreenvar_x)>> and <<(OnScreenvar_y2) > (item (dot) of [ys v])> and <(item (dot) of [ys v]) > (OnScreenvar_y)>>> then\n go to x: ((item (dot) of [xs v]) - (x)) y: ((item (dot) of [ys v]) - (y))\n set pen size to (25)\n set pen color to (#000000)\n pen down\n end\n end\n change [dot v] by (1)\n pen up\nend\nset [dot v] to [1]\nrepeat (amount)\n if <(item (dot) of [dot v]) = [1]> then\n if <<<(OnScreenvar_x2) > (item (dot) of [xs v])> and <(item (dot) of [xs v]) > (OnScreenvar_x)>> and <<(OnScreenvar_y2) > (item (dot) of [ys v])> and <(item (dot) of [ys v]) > (OnScreenvar_y)>>> then\n go to x: ((item (dot) of [xs v]) - (x)) y: ((item (dot) of [ys v]) - (y))\n set pen size to (36)\n set pen color to (#ff2a2a)\n set pen (transparency v) to (60)\n pen down\n end\n end\n if <(item (dot) of [dot v]) = [2]> then\n if <<<(OnScreenvar_x2) > (item (dot) of [xs v])> and <(item (dot) of [xs v]) > (OnScreenvar_x)>> and <<(OnScreenvar_y2) > (item (dot) of [ys v])> and <(item (dot) of [ys v]) > (OnScreenvar_y)>>> then\n go to x: ((item (dot) of [xs v]) - (x)) y: ((item (dot) of [ys v]) - (y))\n set pen size to (22)\n set pen color to (#fff728)\n set pen (transparency v) to (60)\n pen down\n end\n end\n if <(item (dot) of [dot v]) = [3]> then\n if <<<(OnScreenvar_x2) > (item (dot) of [xs v])> and <(item (dot) of [xs v]) > (OnScreenvar_x)>> and <<(OnScreenvar_y2) > (item (dot) of [ys v])> and <(item (dot) of [ys v]) > (OnScreenvar_y)>>> then\n go to x: ((item (dot) of [xs v]) - (x)) y: ((item (dot) of [ys v]) - (y))\n set pen size to (36)\n set pen color to (#ff289a)\n set pen (transparency v) to (60)\n pen down\n end\n end\n if <(item (dot) of [dot v]) = [4]> then\n if <<<(OnScreenvar_x2) > (item (dot) of [xs v])> and <(item (dot) of [xs v]) > (OnScreenvar_x)>> and <<(OnScreenvar_y2) > (item (dot) of [ys v])> and <(item (dot) of [ys v]) > (OnScreenvar_y)>>> then\n go to x: ((item (dot) of [xs v]) - (x)) y: ((item (dot) of [ys v]) - (y))\n set pen size to (36)\n set pen color to (#000000)\n set pen (transparency v) to (60)\n pen down\n end\n end\n change [dot v] by (1)\n pen up\nend\n\ndefine make hp bar (hp)\nset pen size to (10)\ngo to x: (170) y: (163)\nchange pen size by (3)\nset pen color to (#9e9e9e)\npen down\nchange x by (50)\npen up\nchange pen size by (-5)\ngo to x: (170) y: (163)\nset pen color to (#3ede00)\nchange pen (color v) by (((hp) - (75)) / (2.5))\npen down\nchange x by ((hp) / (2))\npen up\n\ndefine make background\nset pen color to (#525252)\nset pen size to (5000)\npen down\npen up\n\ndefine game\nchange [yv v] by (-0.4)\nchange [y v] by (yv)\nif <mouse down?> then\n point towards (mouse-pointer v)\n set [speed v] to ((distance to [mouse-pointer v]) / (4))\nend\nif <(slo mo?) = [1]> then\n move ((speed) / (24)) steps\n change [hp v] by (-0.8)\n reset timer\nelse\n regenerate hp\n move (speed) steps\n set [speed v] to ((speed) / (1.1))\nend\nchange [x v] by (x position)\nchange [y v] by (y position)\n\ndefine mouse thingy\npen up\ngo to x: (0) y: (0)\nif <mouse down?> then\n set [slo mo? v] to [1]\n set pen size to ((distance to [mouse-pointer v]) / (17))\n set pen color to (#e6e6e6)\n pen down\n repeat until <<(round (mouse x)) = (x position)> and <(round (mouse y)) = (y position)>>\n set pen size to ((distance to [mouse-pointer v]) / (17))\n point towards (mouse-pointer v)\n move ((distance to [mouse-pointer v]) / (7)) steps\n set [yv v] to [0]\n end\nelse\n set [slo mo? v] to [0]\nend\npen up\n\ndefine regenerate hp\nif <(hp) > [100]> then\n set [hp v] to [100]\nend\nif <<(timer) > [1]> and <not <(hp) > [100]>>> then\n change [hp v] by (-0.6)\nend\n\ndefine draw player\ngo to x: (screen_shake_x) y: (screen_shake_y)\nset pen size to (25)\nset pen color to (#009dff)\npen down\npen up\nset pen color to (#009dff)\nset pen size to (36)\nset pen (transparency v) to (60)\nchange pen size by ()\npen down\npen up\n\ndefine detect dots\nset [dot v] to [0]\nrepeat until <(dot) = [151]>\n if <<<[20] > ((x) - (item (dot) of [xs v]))> and <((x) - (item (dot) of [xs v])) > [-20]>> and <<[20] > ((y) - (item (dot) of [ys v]))> and <((y) - (item (dot) of [ys v])) > [-20]>>> then\n if <<((speed) + ([abs v] of (yv) )) > [10]> and <(slo mo?) = [0]>> then\n replace item (dot) of [xs v] with (pick random (-490) to (490))\n replace item (dot) of [ys v] with (pick random (-100) to (2500))\n set [yv v] to [4]\n if <(item (dot) of [dot v]) = [1]> then\n change [score v] by (5)\n change [hp v] by (7)\n set [speed v] to ((speed) / (1.5))\n point in direction (pick random (-60) to (60))\n end\n if <(item (dot) of [dot v]) = [2]> then\n change [hp v] by (10)\n change [score v] by (10)\n turn right (pick random (-60) to (60)) degrees\n set [speed v] to ((speed) / (2))\n end\n if <(item (dot) of [dot v]) = [3]> then\n change [score v] by (0)\n set [speed v] to (speed)\n point in direction (pick random (0) to (360))\n end\n if <(item (dot) of [dot v]) = [4]> then\n set [hp v] to [-150]\n end\n end\n end\n change [dot v] by (1)\nend\n\ndefine make trial\npen up\nset [dot v] to [1]\nset pen color to (#cecece)\nset pen size to (1)\nrepeat ((length of [trial_xs v]) - (1))\n if <<<[240] > ((x) - (item (dot) of [trial_xs v]))> and <((x) - (item (dot) of [trial_xs v])) > [-240]>> and <<[180] > ((y) - (item (dot) of [trial_ys v]))> and <((y) - (item (dot) of [trial_ys v])) > [-180]>>> then\n go to x: ((item (dot) of [trial_xs v]) - (x)) y: ((item (dot) of [trial_ys v]) - (y))\n set [ioioioiioioiioiioio v] to (((round ((item (dot) of [trial_xs v]) - (x))) + (round ((item (dot) of [trial_ys v]) - (y)))) / (14))\n if <(length of [trial_xs v]) > [25]> then\n delete (1) of [trial_xs v]\n delete (1) of [trial_ys v]\n end\n change pen size by (0.33)\n pen down\n end\n change [dot v] by (1)\nend\n\ndefine GAME\nadd (x) to [trial_xs v]\nadd (y) to [trial_ys v]\nset pen color to (#1cd660)\nset pen size to (10)\npen up\nmake trial\npen up\nonScreen\npen up\ndetect wall\npen up\nmake Arena\npen up\nmake hp bar (hp)\npen up\nupdate dots [150]\npen up\nmouse thingy\npen up\ndraw player\npen up\ndetect dots\npen up\ngame\n\ndefine MENU\nmake start button\n\ndefine make start button\ngo to x: (-40) y: (-40)\npoint in direction (0)\nset pen color to (#009dff)\nset pen size to (12)\npen down\nchange y by (80)\npoint in direction (120)\nmove (80) steps\npoint in direction (-120)\nmove (80) steps\nset [text v] to []\nif <<<[40] > (mouse x)> and <(mouse x) > [-50]>> and <<[40] > (mouse y)> and <(mouse y) > [-40]>>> then\n set [text v] to [play]\n go to x: (-28) y: (-28)\n point in direction (0)\n set pen color to (#009dff)\n set pen size to (12)\n pen down\n change y by (56)\n point in direction (120)\n move (56) steps\n point in direction (-120)\n move (56) steps\n go to x: (-16) y: (-16)\n point in direction (0)\n set pen color to (#009dff)\n set pen size to (15)\n pen down\n change y by (36)\n point in direction (120)\n move (36) steps\n point in direction (-120)\n move (36) steps\n go to x: (0) y: (0)\n set pen color to (#009dff)\n set pen size to (23)\n pen down\n if <mouse down?> then\n wait until <not <mouse down?>>\n set [hp v] to [100]\n setup\n setup\n set [mode v] to [game]\n set [score v] to [0]\n end\nend\npen up\n\ndefine game over\nset pen color to (#525252)\nset pen (transparency v) to (98)\nset pen size to (5000)\npen down\npen up\n\n@PTE Ultra+\n\ndefine INTERNAL | calcWW (text) (cspace) (width) (space) (x) (offset)\ndelete all of [_temp0 v]\ndelete all of [_temp1 v]\ndelete all of [_temp2 v]\nset [_i3 v] to [1]\nset [_i4 v] to (space)\nset [_i5 v] to [0]\nset [_i8 v] to [0]\nset [_i9 v] to [0]\nrepeat (length of (text))\n set [_i6 v] to (letter (_i3) of (text))\n if <(_i6) = [ ]> then\n add [1] to [_temp2 v]\n if <((_i5) + (_i4)) > (width)> then\n add ((_i9) - (1)) to [_temp0 v]\n add ((x) + ((offset) * (_i5))) to [_temp1 v]\n set [_i5 v] to (_i4)\n set [_i4 v] to (space)\n set [_i9 v] to ((_i8) + (1))\n else\n change [_i5 v] by (_i4)\n set [_i4 v] to (space)\n change [_i9 v] by ((_i8) + (1))\n end\n set [_i8 v] to [0]\n else\n if < [abcdefghijklmnopqrstuvwxyz] contains (_i6)?> then\n switch costume to (_i6)\n set [_i7 v] to (costume [number v])\n else\n set [_i7 v] to (item # of (_i6) in [_chars v])\n end\n if <not <(_i7) = [0]>> then\n add (_i7) to [_temp2 v]\n set [_i7 v] to ((item (_i7) of [_charwidths v]) + (cspace))\n if <((_i4) + (_i7)) > (width)> then\n add ((_i9) - (1)) to [_temp0 v]\n add ((x) + ((offset) * (_i5))) to [_temp1 v]\n set [_i5 v] to (_i4)\n set [_i4 v] to ((space) + (_i7))\n set [_i9 v] to ((_i8) + (1))\n set [_i8 v] to [1]\n add (item (last) of [_temp2 v]) to [_temp2 v]\n else\n change [_i4 v] by (_i7)\n change [_i8 v] by (1)\n end\n end\n end\n change [_i3 v] by (1)\nend\nif <(_i8) = [0]> then\n if <not <(_i9) = [0]>> then\n add ((_i9) - (1)) to [_temp0 v]\n add ((x) + ((offset) * (_i5))) to [_temp1 v]\n end\nelse\n if <((_i5) + (_i4)) > (width)> then\n add ((_i9) - (1)) to [_temp0 v]\n add ((x) + ((offset) * (_i5))) to [_temp1 v]\n add (_i8) to [_temp0 v]\n add ((x) + ((offset) * (_i4))) to [_temp1 v]\n else\n add ((_i9) + (_i8)) to [_temp0 v]\n add ((x) + ((offset) * ((_i5) + (_i4)))) to [_temp1 v]\n end\nend\nrepeat until <<not <(item (1) of [_temp0 v]) < [1]>> or <(length of [_temp0 v]) < [1]>>\n delete (1) of [_temp0 v]\n delete (1) of [_temp1 v]\nend\nrepeat until <<not <(item (last) of [_temp0 v]) < [1]>> or <(length of [_temp0 v]) < [1]>>\n delete (last) of [_temp0 v]\n delete (last) of [_temp1 v]\nend\n\ndefine Print | Pos (x) (y) Size (size) Width (width) RGB (r) (g) (b) WSU (w) (s) (u) CSpace (cspace) Align (align) Text (text)\nSlow Print | Pos (x) (y) Size (size) Width (width) RGB (r) (g) (b) WSU (w) (s) (u) CSpace (cspace) Align (align) Text (text)\n\ndefine Slow Print | Pos (x) (y) Size (size) Width (width) RGB (r) (g) (b) WSU (w) (s) (u) CSpace (cspace) Align (align) Text (text)\npen up\nset pen color to ((((65536) * (round (r))) + ((256) * (round (g)))) + (round (b)))\nset [_x v] to (x)\nset [_i0 v] to ((0.01) * (size))\nset [_i1 v] to ([abs v] of ((0.125) * ((w) * (size))) )\nif <<(size) = (round (size))> and <not <(w) < [0]>>> then\n if <<((round (_i1)) mod (2)) = [0]> and <not <(_i1) < [0.5]>>> then\n set [_y v] to (round (y))\n else\n set [_y v] to (([floor v] of (y) ) + (0.5))\n end\nelse\n set [_y v] to (y)\nend\nif <(w) < [0]> then\n set [_i2 v] to ((0.125) * (size))\nelse\n set [_i2 v] to (_i1)\nend\nINTERNAL | printText (text) (_y) (_i0) ((width) * (_i0)) ([tan v] of (s) ) ((_i0) * (u)) (((cspace) * ((0.475) * ((size) / ([log v] of (((size) + (1.01)) * ((size) + (1.01))) )))) + (_i2)) (align) ([ceiling v] of ((0.15) * ([sqrt v] of ((width) * ((size) * (size))) )) ) ((1) / (([ceiling v] of ((0.15) * ([sqrt v] of ((width) * ((size) * (size))) )) ) + (1))) (_i1) ((_i1) + (1)) (((0.6) + ((0.4) * <([floor v] of ((u) / (100)) ) = [0]>)) * (_i1)) ((0.09375) * (size))\n\ndefine WW Print | Pos (x) (y) Size (size) Width (width) RGB (r) (g) (b) WW Width (ww width) WSU (w) (s) (u) CSpace (cspace) LSpace (lspace) Align (align) Text (text)\nWW Slow Print | Pos (x) (y) Size (size) Width (width) RGB (r) (g) (b) WW Width (ww width) WSU (w) (s) (u) CSpace (cspace) LSpace (lspace) Align (align) Text (text)\n\ndefine WW Slow Print | Pos (x) (y) Size (size) Width (width) RGB (r) (g) (b) WW Width (ww width) WSU (w) (s) (u) CSpace (cspace) LSpace (lspace) Align (align) Text (text)\npen up\nset pen color to ((((65536) * (round (r))) + ((256) * (round (g)))) + (round (b)))\nset [_i0 v] to ((0.01) * (size))\nset [_i1 v] to ([abs v] of ((0.125) * ((w) * (size))) )\nif <<(size) = (round (size))> and <not <(w) < [0]>>> then\n if <<((round (_i1)) mod (2)) = [0]> and <not <(_i1) < [0.5]>>> then\n set [_y v] to (round (y))\n else\n set [_y v] to (([floor v] of (y) ) + (0.5))\n end\nelse\n set [_y v] to (y)\nend\nif <(w) < [0]> then\n set [_i2 v] to ((0.125) * (size))\nelse\n set [_i2 v] to (_i1)\nend\nset [_i3 v] to (((100) / (size)) / (width))\nset [_i4 v] to ((_i3) * (((cspace) * ((0.475) * ((size) / ([log v] of (((size) + (1.01)) * ((size) + (1.01))) )))) + (_i2)))\nif <(align) = [r]> then\n set [_i5 v] to ((-1) * (_i0))\nelse\n if <(align) = [c]> then\n set [_i5 v] to ((-0.5) * (_i0))\n else\n set [_i5 v] to [0]\n end\nend\nset [_i5 v] to ((width) * (_i5))\nset [_i6 v] to ((item (1) of [_charwidths v]) + (_i4))\nINTERNAL | calcWW (text) (_i4) (((_i3) * (ww width)) + ((_i6) + (_i4))) (_i6) ((x) - ((_i5) * ((_i6) + (_i4)))) (_i5)\nINTERNAL | printWW (_i0) ((width) * (_i0)) ([tan v] of (s) ) ((_i0) * (u)) <not <(u) = [0]>> (((cspace) * ((0.475) * ((size) / ([log v] of (((size) + (1.01)) * ((size) + (1.01))) )))) + (_i2)) (round ((((-0.65) * ((lspace) * (size))) - (size)) - (_i2))) ([ceiling v] of ((0.15) * ([sqrt v] of ((width) * ((size) * (size))) )) ) ((1) / (([ceiling v] of ((0.15) * ([sqrt v] of ((width) * ((size) * (size))) )) ) + (1))) (_i1) ((_i1) + (1)) (((0.6) + ((0.4) * <([floor v] of ((u) / (100)) ) = [0]>)) * (_i1)) ((0.09375) * (size))\n\ndefine INTERNAL | drawBezier (x2) (y2) (x3) (y3) (qual) (dt)\nINTERNAL | bezier (((x3) - ((2) * (x2))) + (x position)) ((2) * ((x2) - (x position))) (x position) (((y3) - ((2) * (y2))) + (y position)) ((2) * ((y2) - (y position))) (y position) (qual) (dt)\ngo to x: (x3) y: (y3)\n\ndefine INTERNAL | bezier (cx1) (cx2) (x1) (cy1) (cy2) (y1) (qual) (dt)\nset [_i4 v] to [0]\nrepeat (qual)\n change [_i4 v] by (dt)\n go to x: (((_i4) * (((_i4) * (cx1)) + (cx2))) + (x1)) y: (((_i4) * (((_i4) * (cy1)) + (cy2))) + (y1))\nend\n\ndefine Newlines | # of Lines (lines) Size (size) Weight (w) LSpace (lspace)\nif <(w) < [0]> then\n change [_y v] by ((lines) * (round ((((-0.65) * ((lspace) * (size))) - (size)) - ((0.125) * (size)))))\nelse\n change [_y v] by ((lines) * (round ((((-0.65) * ((lspace) * (size))) - (size)) - ((0.125) * ((w) * (size))))))\nend\nif <<(size) = (round (size))> and <not <(w) < [0]>>> then\n if <<((round ((0.125) * ((w) * (size)))) mod (2)) = [0]> and <not <((0.125) * ((w) * (size))) < [0.5]>>> then\n set [_y v] to (round (_y))\n else\n set [_y v] to (([floor v] of (_y) ) + (0.5))\n end\nend\n\ndefine INTERNAL | printWW (height) (width) (slant) (underline) <hasundr> (cspace) (lspace) (bezqual) (bezdt) (weight) (dotweight) (underlwt) (underloffset)\nset [_i0 v] to [1]\nset [_i1 v] to [1]\nrepeat (length of [_temp0 v])\n set [_x v] to (item (_i0) of [_temp1 v])\n repeat (item (_i0) of [_temp0 v])\n INTERNAL | printChar (item (_i1) of [_temp2 v]) (height) (width) (_x) (_y) (slant) (bezqual) (bezdt) (weight) (dotweight)\n change [_x v] by (cspace)\n change [_i1 v] by (1)\n end\n change [_i1 v] by (1)\n if <hasundr> then\n set pen size to (underlwt)\n go to x: ((((_x) - (cspace)) + ((slant) * (underline))) + (underloffset)) y: ((_y) + (underline))\n pen down\n set x to (((item (_i0) of [_temp1 v]) + ((slant) * (underline))) - (underloffset))\n pen up\n end\n change [_y v] by (lspace)\n change [_i0 v] by (1)\nend\nchange [_y v] by ((-1) * (lspace))\ndelete all of [_temp2 v]\n\ndefine INTERNAL | printText (text) (y) (height) (width) (slant) (underline) (space) (align) (bezqual) (bezdt) (weight) (dotweight) (underlwt) (underloffset)\nif <<(align) = [c]> or <(align) = [r]>> then\n delete all of [_temp0 v]\n set [_i0 v] to [1]\n set [_i1 v] to [0]\n repeat (length of (text))\n set [_i2 v] to (letter (_i0) of (text))\n if < [abcdefghijklmnopqrstuvwxyz] contains (_i2)?> then\n switch costume to (_i2)\n change [_i1 v] by (((width) * (item (costume [number v]) of [_charwidths v])) + (space))\n add (costume [number v]) to [_temp0 v]\n else\n set [_i2 v] to (item # of (_i2) in [_chars v])\n if <not <(_i2) = [0]>> then\n change [_i1 v] by (((width) * (item (_i2) of [_charwidths v])) + (space))\n add (_i2) to [_temp0 v]\n end\n end\n change [_i0 v] by (1)\n end\n if <(align) = [c]> then\n change [_x v] by ((-0.5) * ((_i1) - (space)))\n else\n change [_x v] by ((-1) * ((_i1) - (space)))\n end\n set [_i6 v] to (_x)\n set [_i0 v] to [1]\n repeat (length of [_temp0 v])\n INTERNAL | printChar (item (_i0) of [_temp0 v]) (height) (width) (_x) (y) (slant) (bezqual) (bezdt) (weight) (dotweight)\n change [_x v] by (space)\n change [_i0 v] by (1)\n end\nelse\n set [_i6 v] to (_x)\n set [_i0 v] to [1]\n repeat (length of (text))\n set [_i7 v] to (letter (_i0) of (text))\n if < [abcdefghijklmnopqrstuvwxyz] contains (_i7)?> then\n switch costume to (_i7)\n INTERNAL | printChar (costume [number v]) (height) (width) (_x) (y) (slant) (bezqual) (bezdt) (weight) (dotweight)\n change [_x v] by (space)\n else\n set [_i7 v] to (item # of (_i7) in [_chars v])\n if <not <(_i7) = [0]>> then\n INTERNAL | printChar (_i7) (height) (width) (_x) (y) (slant) (bezqual) (bezdt) (weight) (dotweight)\n change [_x v] by (space)\n end\n end\n change [_i0 v] by (1)\n end\nend\nif <not <(underline) = [0]>> then\n set pen size to (underlwt)\n go to x: ((((_x) - (space)) + ((slant) * (underline))) + (underloffset)) y: ((y) + (underline))\n pen down\n set x to (((_i6) + ((slant) * (underline))) - (underloffset))\n pen up\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nswitch costume to (sizebypass v)\nset size to (50000) %\nswitch costume to (pte ultra+ v)\n\ndefine INTERNAL | loadFont (font)\nset [_i0 v] to [1]\nrepeat until <(_i0) > (length of (font))>\n set [_i1 v] to (letter (_i0) of (font))\n if <[_chars v] contains (_i1)?> then\n if < [abcdefghijklmnopqrstuvwxyz] contains (_i1)?> then\n switch costume to (_i1)\n set [_i4 v] to (costume [number v])\n else\n set [_i4 v] to (item # of (_i1) in [_chars v])\n end\n if < [abcdefghijklmnopqrstuvwxyz] contains (_i1)?> then\n switch costume to (_i1)\n if <(costume [number v]) > [27]> then\n set [_i2 v] to (item # of (join [_] (_i1)) in [_chardata v])\n set [_i5 v] to (item (_i2) of [_chardata v])\n replace item (_i2) of [_chardata v] with []\n set [_i3 v] to ((item # of (join [_] (_i1)) in [_chardata v]) + (1))\n replace item (_i2) of [_chardata v] with (_i5)\n else\n set [_i3 v] to ((item # of (join [_] (_i1)) in [_chardata v]) + (1))\n end\n else\n set [_i3 v] to ((item # of (join [_] (_i1)) in [_chardata v]) + (1))\n end\n else\n add (_i1) to [_chars v]\n add [0] to [_charids v]\n add [0] to [_charwidths v]\n add (join [_] (_i1)) to [_chardata v]\n set [_i3 v] to ((length of [_chardata v]) + (1))\n set [_i4 v] to (length of [_chars v])\n end\n add [_] to [_chardata v]\n change [_i0 v] by (2)\n set [_i2 v] to []\n repeat until <(letter (_i0) of (font)) = [ ]>\n set [_i2 v] to (join (_i2) (letter (_i0) of (font)))\n change [_i0 v] by (1)\n end\n change [_i0 v] by (1)\n replace item (_i4) of [_charwidths v] with ((1) * (_i2))\n set [_i2 v] to []\n repeat until <(letter (_i0) of (font)) = [ ]>\n set [_i2 v] to (join (_i2) (letter (_i0) of (font)))\n change [_i0 v] by (1)\n end\n change [_i0 v] by (1)\n if <(letter (1) of (item (_i3) of [_chardata v])) = [_]> then\n insert (round (_i2)) at (_i3) of [_chardata v] \n else\n replace item (_i3) of [_chardata v] with (round (_i2))\n end\n change [_i3 v] by (1)\n repeat (round (_i2))\n repeat (2)\n set [_i2 v] to []\n repeat until <(letter (_i0) of (font)) = [ ]>\n set [_i2 v] to (join (_i2) (letter (_i0) of (font)))\n change [_i0 v] by (1)\n end\n change [_i0 v] by (1)\n if <(letter (1) of (item (_i3) of [_chardata v])) = [_]> then\n insert ((1) * (_i2)) at (_i3) of [_chardata v] \n else\n replace item (_i3) of [_chardata v] with ((1) * (_i2))\n end\n change [_i3 v] by (1)\n end\n set [_i2 v] to []\n repeat until <(letter (_i0) of (font)) = [ ]>\n set [_i2 v] to (join (_i2) (letter (_i0) of (font)))\n change [_i0 v] by (1)\n end\n change [_i0 v] by (1)\n if <(letter (1) of (item (_i3) of [_chardata v])) = [_]> then\n insert (round (_i2)) at (_i3) of [_chardata v] \n else\n replace item (_i3) of [_chardata v] with (round (_i2))\n end\n change [_i3 v] by (1)\n repeat (round (_i2))\n if <(letter (_i0) of (font)) = [b]> then\n if <(letter (1) of (item (_i3) of [_chardata v])) = [_]> then\n insert [b] at (_i3) of [_chardata v] \n else\n replace item (_i3) of [_chardata v] with [b]\n end\n change [_i3 v] by (1)\n change [_i0 v] by (2)\n repeat (4)\n set [_i2 v] to []\n repeat until <(letter (_i0) of (font)) = [ ]>\n set [_i2 v] to (join (_i2) (letter (_i0) of (font)))\n change [_i0 v] by (1)\n end\n change [_i0 v] by (1)\n if <(letter (1) of (item (_i3) of [_chardata v])) = [_]> then\n insert ((1) * (_i2)) at (_i3) of [_chardata v] \n else\n replace item (_i3) of [_chardata v] with ((1) * (_i2))\n end\n change [_i3 v] by (1)\n end\n else\n repeat (2)\n set [_i2 v] to []\n repeat until <(letter (_i0) of (font)) = [ ]>\n set [_i2 v] to (join (_i2) (letter (_i0) of (font)))\n change [_i0 v] by (1)\n end\n change [_i0 v] by (1)\n if <(letter (1) of (item (_i3) of [_chardata v])) = [_]> then\n insert ((1) * (_i2)) at (_i3) of [_chardata v] \n else\n replace item (_i3) of [_chardata v] with ((1) * (_i2))\n end\n change [_i3 v] by (1)\n end\n end\n end\n end\n set [_i2 v] to []\n repeat until <(letter (_i0) of (font)) = [ ]>\n set [_i2 v] to (join (_i2) (letter (_i0) of (font)))\n change [_i0 v] by (1)\n end\n change [_i0 v] by (1)\n if <(letter (1) of (item (_i3) of [_chardata v])) = [_]> then\n insert (round (_i2)) at (_i3) of [_chardata v] \n else\n replace item (_i3) of [_chardata v] with (round (_i2))\n end\n change [_i3 v] by (1)\n repeat (round (_i2))\n repeat (2)\n set [_i2 v] to []\n repeat until <(letter (_i0) of (font)) = [ ]>\n set [_i2 v] to (join (_i2) (letter (_i0) of (font)))\n change [_i0 v] by (1)\n end\n change [_i0 v] by (1)\n if <(letter (1) of (item (_i3) of [_chardata v])) = [_]> then\n insert ((1) * (_i2)) at (_i3) of [_chardata v] \n else\n replace item (_i3) of [_chardata v] with ((1) * (_i2))\n end\n change [_i3 v] by (1)\n end\n end\n delete (last) of [_chardata v]\nend\nset [_i0 v] to [1]\nrepeat (length of [_chars v])\n set [_i1 v] to (item (_i0) of [_chars v])\n if < [abcdefghijklmnopqrstuvwxyz] contains (_i1)?> then\n switch costume to (_i1)\n if <(costume [number v]) > [27]> then\n set [_i2 v] to (item # of (join [_] (_i1)) in [_chardata v])\n set [_i3 v] to (item (_i2) of [_chardata v])\n replace item (_i2) of [_chardata v] with []\n replace item (_i0) of [_charids v] with ((item # of (join [_] (_i1)) in [_chardata v]) + (2))\n replace item (_i2) of [_chardata v] with (_i3)\n else\n replace item (_i0) of [_charids v] with ((item # of (join [_] (_i1)) in [_chardata v]) + (2))\n end\n else\n replace item (_i0) of [_charids v] with ((item # of (join [_] (_i1)) in [_chardata v]) + (2))\n end\n change [_i0 v] by (1)\nend\n\ndefine Import Font | Data (font data)\nset [_i0 v] to [1]\nrepeat until <(letter (_i0) of (font data)) = [{]>\n change [_i0 v] by (1)\nend\nchange [_i0 v] by (1)\nrepeat until <(letter (_i0) of (font data)) = [\[]>\n change [_i0 v] by (1)\nend\nchange [_i0 v] by (1)\nset [_i1 v] to []\nrepeat until <(letter (_i0) of (font data)) = [\]]>\n set [_i1 v] to (join (_i1) (letter (_i0) of (font data)))\n change [_i0 v] by (1)\nend\nchange [_i0 v] by (1)\nset [_i6 v] to (_i1)\ndelete all of [_temp0 v]\nchange [_i0 v] by (1)\nrepeat until <<(letter (_i0) of (font data)) = [\[]> or <(letter (_i0) of (font data)) = [}]>>\n change [_i0 v] by (1)\nend\nrepeat until <(letter (_i0) of (font data)) = [}]>\n change [_i0 v] by (1)\n delete all of [_temp1 v]\n add (letter (_i0) of (font data)) to [_temp0 v]\n change [_i0 v] by (2)\n set [_i1 v] to []\n repeat until <<<(letter (_i0) of (font data)) = [,]> or <(letter (_i0) of (font data)) = [;]>> or <(letter (_i0) of (font data)) = [\]]>>\n set [_i1 v] to (join (_i1) (letter (_i0) of (font data)))\n change [_i0 v] by (1)\n end\n add (_i1) to [_temp0 v]\n set [_i2 v] to ((length of [_temp0 v]) + (1))\n set [_i3 v] to [0]\n repeat until <<(letter (_i0) of (font data)) = [\(]> or <(letter (_i0) of (font data)) = [\]]>>\n change [_i0 v] by (1)\n end\n repeat until <(letter (_i0) of (font data)) = [\]]>\n set [_i4 v] to ((length of [_temp0 v]) + (3))\n set [_i5 v] to [0]\n repeat until <(letter (_i0) of (font data)) = [\)]>\n change [_i0 v] by (1)\n if <(letter (_i0) of (font data)) = [b]> then\n add [b] to [_temp0 v]\n change [_i0 v] by (1)\n repeat (4)\n change [_i0 v] by (1)\n set [_i1 v] to []\n repeat until <<<(letter (_i0) of (font data)) = [,]> or <(letter (_i0) of (font data)) = [;]>> or <(letter (_i0) of (font data)) = [\)]>>\n set [_i1 v] to (join (_i1) (letter (_i0) of (font data)))\n change [_i0 v] by (1)\n end\n add (_i1) to [_temp0 v]\n end\n else\n change [_i0 v] by (-1)\n repeat (2)\n change [_i0 v] by (1)\n set [_i1 v] to []\n repeat until <<<(letter (_i0) of (font data)) = [,]> or <(letter (_i0) of (font data)) = [;]>> or <(letter (_i0) of (font data)) = [\)]>>\n set [_i1 v] to (join (_i1) (letter (_i0) of (font data)))\n change [_i0 v] by (1)\n end\n add (_i1) to [_temp0 v]\n end\n end\n change [_i5 v] by (1)\n end\n if <(_i5) = [1]> then\n add (item ((length of [_temp0 v]) - (1)) of [_temp0 v]) to [_temp1 v]\n add (item (last) of [_temp0 v]) to [_temp1 v]\n delete (last) of [_temp0 v]\n delete (last) of [_temp0 v]\n else\n insert ((_i5) - (1)) at (_i4) of [_temp0 v] \n change [_i3 v] by (1)\n end\n repeat until <<(letter (_i0) of (font data)) = [\(]> or <(letter (_i0) of (font data)) = [\]]>>\n change [_i0 v] by (1)\n end\n end\n insert (_i3) at (_i2) of [_temp0 v] \n insert (round ((length of [_temp1 v]) / (2))) at (1) of [_temp1 v] \n repeat (length of [_temp1 v])\n add (item (1) of [_temp1 v]) to [_temp0 v]\n delete (1) of [_temp1 v]\n end\n repeat until <<(letter (_i0) of (font data)) = [\[]> or <(letter (_i0) of (font data)) = [}]>>\n change [_i0 v] by (1)\n end\nend\nadd [] to [_temp0 v]\nset [_i0 v] to (item # of (_i6) in [_fonts v])\nif <((_i0) mod (2)) = [1]> then\n replace item ((_i0) + (1)) of [_fonts v] with (_temp0)\nelse\n add (_i6) to [_fonts v]\n add (_temp0) to [_fonts v]\nend\ndelete all of [_temp0 v]\n\ndefine Load Font | Name (font)\nset [_i0 v] to (item # of (font) in [_fonts v])\nif <((_i0) mod (2)) = [1]> then\n INTERNAL | loadFont (item ((_i0) + (1)) of [_fonts v])\nend\n\ndefine Reset Character Data\ndelete all of [_chars v]\ndelete all of [_charids v]\ndelete all of [_charwidths v]\ndelete all of [_chardata v]\nset [_i0 v] to [1]\nrepeat (53)\n set [_i1 v] to (letter (_i0) of [ abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ])\n add (_i1) to [_chars v]\n add ((length of [_chardata v]) + (3)) to [_charids v]\n add [0] to [_charwidths v]\n add (join [_] (_i1)) to [_chardata v]\n add [0] to [_chardata v]\n change [_i0 v] by (1)\nend\n\ndefine INTERNAL | printChar (num) (height) (width) (x) (y) (slant) (bezqual) (bezdt) (weight) (dotweight)\nchange [_x v] by ((width) * (item (num) of [_charwidths v]))\nset [_i3 v] to (item (num) of [_charids v])\nset pen size to (weight)\nrepeat (item ((_i3) - (1)) of [_chardata v])\n set [_i4 v] to ((height) * (item ((_i3) + (1)) of [_chardata v]))\n go to x: ((x) + (((width) * (item (_i3) of [_chardata v])) + ((slant) * (_i4)))) y: ((y) + (_i4))\n pen down\n change [_i3 v] by (3)\n repeat (item ((_i3) - (1)) of [_chardata v])\n if <(item (_i3) of [_chardata v]) = [b]> then\n set [_i4 v] to ((height) * (item ((_i3) + (2)) of [_chardata v]))\n set [_i5 v] to ((height) * (item ((_i3) + (4)) of [_chardata v]))\n INTERNAL | drawBezier ((x) + (((width) * (item ((_i3) + (1)) of [_chardata v])) + ((slant) * (_i4)))) ((y) + (_i4)) ((x) + (((width) * (item ((_i3) + (3)) of [_chardata v])) + ((slant) * (_i5)))) ((y) + (_i5)) (bezqual) (bezdt)\n change [_i3 v] by (5)\n else\n set [_i4 v] to ((height) * (item ((_i3) + (1)) of [_chardata v]))\n go to x: ((x) + (((width) * (item (_i3) of [_chardata v])) + ((slant) * (_i4)))) y: ((y) + (_i4))\n change [_i3 v] by (2)\n end\n end\n pen up\nend\nset pen size to (dotweight)\nchange [_i3 v] by (1)\nrepeat (item ((_i3) - (1)) of [_chardata v])\n set [_i4 v] to ((height) * (item ((_i3) + (1)) of [_chardata v]))\n go to x: ((x) + (((width) * (item (_i3) of [_chardata v])) + ((slant) * (_i4)))) y: ((y) + (_i4))\n pen down\n pen up\n change [_i3 v] by (2)\nend\n\nwhen flag clicked\nset [highest_score v] to [0]\nforever\n if <not <(mode) = [game over]>> then\n erase all\n end\n make background\n if <(mode) = [menu]> then\n Print | Pos (0) (-80) Size (30) Width (1) RGB (255) (255) (255) WSU (1.4) (0) (0) CSpace (1) Align [c] Text (join [last score: ] (score))\n Print | Pos (0) (140) Size (30) Width (1) RGB (255) (255) (255) WSU (1.4) (0) (0) CSpace (1) Align [c] Text (join [your best: ] (highest_score))\n Print | Pos (0) (80) Size (30) Width (1) RGB (255) (255) (255) WSU (1.4) (0) (0) CSpace (1) Align [c] Text (join [world best: ] (☁ highscore))\n if <(text) = [play]> then\n Print | Pos (0) (-140) Size (30) Width (1) RGB (255) (255) (255) WSU (1.4) (0) (0) CSpace (1) Align [c] Text [play]\n end\n end\n if <(mode) = [game]> then\n make background\n Print | Pos (0) (140) Size (30) Width (1) RGB (255) (255) (255) WSU (1.4) (0) (0) CSpace (1) Align [c] Text (join [score: ] (score))\n if <(score) > (last score)> then\n repeat (5)\n erase all\n make background\n point in direction (90)\n Print | Pos (0) (140) Size (30) Width (1) RGB (255) (255) (255) WSU (1.4) (0) (0) CSpace (1) Align [c] Text (join [score: ] (score))\n Print | Pos (130) (140) Size (20) Width (1) RGB (255) (255) (255) WSU (1.4) (0) (0) CSpace (1) Align [c] Text (join [ +] ((score) - (last score)))\n end\n end\n if <[0] > (hp)> then\n set [mode v] to [game over]\n end\n if <(score) > (highest_score)> then\n set [highest_score v] to (score)\n end\n if <(score) > (☁ highscore)> then\n set [☁ highscore v] to (score)\n end\n set [last score v] to (score)\n end\nend\n\ndefine make background\nset pen color to (#525252)\nset pen size to (5000)\npen down\npen up\n\n@Sprite2\n\nwhen [space v] key pressed\nif <(username) = [dn_scrtch]> then\n show\n go to [front v] layer\nend\n\nwhen flag clicked\nhide\n\n@Sprite3\n\nwhen flag clicked\nforever\nend\n\nif <mouse down?> then\n change [music speed v] by (((-60) - (music speed)) / (4))\nelse\n change [music speed v] by (((0) - (music speed)) / (4))\nend\nset [pitch v] effect to (round (music speed))\n\nwhen flag clicked\nforever\n play sound [Lights \[Dream Trance\] v] until done\nend\n\nif <(mode) = [game]> then\n if <mouse down?> then\n play sound [slow down2 v] until done\n else\n end\nend\n\nwhen flag clicked\nforever\nend\n\n | You constantly loose hp\nuse your mouse/finger to aim. Than release to shoot in direction.\nWhile you're aiming it's slow mo but you're loose life\n\nred dots: regenerate 7 life, +5 score\nsmall yellow dots: regenerate 10 life, +15 score\npink dots: shoots you in random direction\nblack dots: kills you |
Color platformer | @Stage\n\nwhen flag clicked\nswitch backdrop to (1 v)\n\nwhen flag clicked\nforever\n if <key (s v) pressed?> then\n next backdrop\n wait (1) seconds\n end\nend\n\n@Emu\n\nwhen flag clicked\nset size to (50) %\nswitch backdrop to (1 v)\nswitch costume to (costume1 v)\ngo to x: (-222) y: (50)\nset [x v] to [0]\nset [y2 v] to [0]\nforever\n switch costume to (costume2 v)\n set rotation style [left-right v]\n change [y2 v] by (-1)\n change y by (y2)\n change x by (x2)\n fall <(y2) > [0.00000000000000000000000000000001]>\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > ((x position) + (10))>>> then\n point in direction (90)\n change [x2 v] by (1)\n end\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < ((x position) - (10))>>> then\n point in direction (-90)\n change [x2 v] by (-1)\n end\n set [x2 v] to ((x2) * (0.9))\n if <<<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > ((y position) + (10))>>> and <(y2) = [0.00000000000000000000000000000001]>> then\n set [y2 v] to [13]\n end\n if <(y2) > [0.00000000000000000000000000000001]> then\n switch costume to (costume5 v)\n else\n if <not <(y2) > [0.00000000000000000000000000000001]>> then\n switch costume to (costume5 v)\n end\n end\n if <touching (sprite1 v)?> then\n go to x: (-222) y: (50)\n switch backdrop to (next backdrop v)\n erase all\n end\n if <touching color (#ff0000)?> then\n change [deaths v] by (1)\n go to x: (-222) y: (50)\n set [y2 v] to [0]\n end\n if <touching color (#0300ad)?> then\n set [y2 v] to [30]\n end\nend\n\ndefine fall <up>\nrepeat until <not <touching (sprite3 v)?>>\n change y by (1)\n set [y2 v] to [0.00000000000000000000000000000001]\nend\n\nwhen flag clicked\nforever\n play sound [A song for sienna v] until done\nend\n\nwhen flag clicked\nforever\n set [flower face v] to (timer)\nend\n\nwhen [timer v] > (flower face)\npoint in direction (90)\nset size to (100) %\ngo to x: (0) y: (0)\ngo to [front v] layer\nswitch costume to (costume3 v)\n\nwhen I start as a clone\nswitch costume to (costume5 v)\nrepeat (3)\n change [ghost v] effect by (33.3)\nend\ndelete this clone\n\nchange size by (-6)\n\nwhen flag clicked\nforever\n\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nforever\n change [color v] effect by (1)\nend\n\nwhen flag clicked\nforever\n set [ghost v] effect to (10)\nend\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) = [12]> then\n stop [all v]\n end\nend\n\nchange [deaths v] by (1)\n\nwhen flag clicked\n\nwhen flag clicked\nset [deaths v] to [0]\n\nswitch costume to (costume2 v)\n\n@Sprite1\n\nwhen flag clicked\n\nwhen flag clicked\npoint in direction (90)\nforever\n change [color v] effect by (0.5)\n set size to (100) %\n go to x: (216) y: (-41)\n set size to (100) %\n switch costume to (costume1 v)\n if <(backdrop [name v]) = [8]> then\n switch costume to (costume2 v)\n set size to (50) %\n change [color v] effect by (1)\n end\nend\n\nglide (1) secs to (emu v)\n\ngo to x: (201) y: (-41)\n\nwhen flag clicked\nshow\nforever\n if <(backdrop [name v]) = [11]> then\n hide\n end\nend\n\n@Sprite3\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n if <(backdrop [name v]) = [1]> then\n switch costume to (costume5 v)\n end\n if <(backdrop [name v]) = [2]> then\n switch costume to (costume1 v)\n end\n if <(backdrop [name v]) = [3]> then\n switch costume to (costume2 v)\n end\n if <(backdrop [name v]) = [4]> then\n switch costume to (costume3 v)\n end\n if <(backdrop [name v]) = [5]> then\n switch costume to (costume4 v)\n end\n if <(backdrop [name v]) = [6]> then\n switch costume to (costume6 v)\n end\n if <(backdrop [name v]) = [7]> then\n switch costume to (costume7 v)\n end\n if <(backdrop [name v]) = [8]> then\n switch costume to (costume8 v)\n end\n if <(backdrop [name v]) = [9]> then\n switch costume to (costume9 v)\n end\n if <(backdrop [name v]) = [10]> then\n switch costume to (costume10 v)\n end\n if <(backdrop [name v]) = [11]> then\n switch costume to (costume11 v)\n end\nend\n\nwhen flag clicked\nswitch costume to (costume6 v)\n\nwhen flag clicked\n\nwhen flag clicked\nforever\n\nswitch costume to (costume9 v)\n\n@Sprite2\n\nwhen flag clicked\nswitch costume to (intro v)\nforever\n if <(backdrop [name v]) = [1]> then\n switch costume to (intro v)\n end\n if <(backdrop [name v]) = [2]> then\n switch costume to (costume1 v)\n end\n if <(backdrop [name v]) = [3]> then\n switch costume to (costume2 v)\n end\n if <(backdrop [name v]) = [4]> then\n switch costume to (costume3 v)\n end\n if <(backdrop [name v]) = [5]> then\n switch costume to (costume4 v)\n end\n if <(backdrop [name v]) = [6]> then\n switch costume to (costume5 v)\n end\n if <(backdrop [name v]) = [7]> then\n switch costume to (costume6 v)\n end\n if <(backdrop [name v]) = [8]> then\n switch costume to (costume7 v)\n end\n if <(backdrop [name v]) = [9]> then\n switch costume to (costume8 v)\n end\n if <(backdrop [name v]) = [10]> then\n switch costume to (costume9 v)\n end\nend\n\nwhen flag clicked\n\nforever\n\nswitch costume to (costume8 v)\n\n@Sprite5\n\nwhen flag clicked\nforever\n set [ghost v] effect to (10)\nend\n\nwhen flag clicked\nhide\nset size to (50) %\nswitch backdrop to (1 v)\nswitch costume to (costume1 v)\ngo to x: (-222) y: (50)\nset [x2 v] to [0]\nset [y2 v] to [0]\nforever\n switch costume to (costume3 v)\n set rotation style [left-right v]\n change [y2 v] by (-1)\n change y by (y2)\n change x by (x2)\n fall <(y2) > [0.00000000000000000000000000000001]>\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > ((x position) + (10))>>> then\n point in direction (90)\n change [x2 v] by (1)\n end\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < ((x position) - (10))>>> then\n point in direction (-90)\n change [x2 v] by (-1)\n end\n set [x2 v] to ((x2) * (0.9))\n if <<<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > ((y position) + (10))>>> and <(y2) = [0.00000000000000000000000000000001]>> then\n set [y2 v] to [13]\n switch costume to (costume2 v)\n end\n erase all\n if <(y2) > [0.00000000000000000000000000000001]> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\nend\n\ndefine fall <up>\nrepeat until <not <touching (sprite3 v)?>>\n change y by (1)\n set [y2 v] to [0.00000000000000000000000000000001]\nend\n\nwhen flag clicked\nforever\n erase all\n if <<([x position v] of [emu v]) = [-222]> and <([y position v] of [emu v]) = [50]>> then\n go to (emu v)\n erase all\n end\nend\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) = [9]> then\n show\n end\nend\n\nwhen flag clicked\nforever\n change [color v] effect by (1)\nend\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) = [11]> then\n show variable [deaths v]\n end\nend\n\nwhen flag clicked\nhide variable [deaths v]\n\nthink [Hmm...] for (2) seconds\n\n@Sprite6\n\nwhen flag clicked\ngo to [back v] layer\nset [ghost v] effect to (60)\nforever\nend\n\nturn left (15) degrees\n\n | Welcome to Color platformer! Arrow keys to move and don't touch spikes or lava. Blue is bouncy. Full screen is recommended and yes, this is a mobile platformer too. If you liked the project please consider pressing "like" and following! 20 hearts for sequel :) \n10/24/20 press "S" to skip |
Lava Plains - Plains 3 - Extra Hard Platformer #games #trending | @Stage\n\n@thumbnail\n\nwhen flag clicked\nshow\ngo to [front v] layer\nclear graphic effects\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\n wait (0.11) seconds\nend\n\ngo to [front v] layer\nclear graphic effects\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@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@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@TEXT\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 | Welcome to Lava Plains (or Plains 3) \n\nThis was originally created like 2 weeks ago, but It was taken down (twice), but here it is again!\n\nArrow keys to control, on mobile tap around. \n(hint, you can use down arrow to make jumps smaller, game is still possible without down arrow)\n\nWe already got 215 loves. Is 500 too much to ask?\n\nSome levels might be hard but they are 100% Possible. \n\nI tried to make Really Hard, but still somewhat possible platformer!\n\nThis is the final Plains Platformer\n\n###\n#plains #games #sushi10000 #platformer #lavaplains |
Space - Platformer | @Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nforever\n switch backdrop to (level)\nend\n\nwhen flag clicked\nforever\n play sound [Vexento - Pixel Party v] until done\nend\n\n@Player\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nrepeat (10)\n change size by (-5)\n change [ghost v] effect by (-5)\nend\ndelete this clone\n\nwhen flag clicked\ngo to x: (-200) y: (-100)\nset size to (45) %\nswitch costume to (player v)\nshow\nset [level v] to [1]\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xv v] by (1)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xv v] by (-1)\n end\n set [xv v] to ((xv) * (0.9))\n change x by (xv)\n if <touching (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 x by ((xv) * (-1))\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 [12]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n change [yv v] by (-1)\n change y by (yv)\n if <touching (platforms v)?> then\n change y by ((yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching (platforms v)?> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n start sound [Jump13 v]\n set [yv v] to [12]\n end\n end\n if <touching (jumper v)?> then\n start sound [Jump13 v]\n set [yv v] to [20]\n end\n change y by (1)\n if <key (r v) pressed?> then\n reset\n end\n if <<(y position) < [-177]> or <touching (deathly stuff v)?>> then\n death\n end\n if <(x position) > [230]> then\n change [level v] by (1)\n reset\n end\n if <(level) = [18]> then\n broadcast (you won! v)\n end\nend\n\ndefine death\nrepeat (10)\n change [ghost v] effect by (10)\nend\ngo to x: (-200) y: (-100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\n\n\ndefine reset\ngo to x: (-200) y: (-100)\n\n@Thumbnail\n\nwhen flag clicked\ngo to [front v] layer\nhide\n\n@platforms\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n switch costume to (level)\nend\n\n@jumper\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <(level) = [3]> then\n show\n go to x: (0) y: (-80)\n else\n hide\n end\n if <(level) = [4]> then\n show\n go to x: (-101) y: (-150)\n else\n hide\n end\nend\n\n@DEATHLY STUFF\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nforever\n switch costume to (level)\nend\n\n@You arrived home!\n\nwhen flag clicked\nhide\n\nwhen I receive [you won! v]\nshow\n\n | Use the arrow keys or WASD to move the player\n\n18 levels\n\nThere is usually at least 1 fact on each planet\n\nPress R to reset\n\nGEEZ GUYS 2 DAYS AND 20 LOVES AND 14 FAVORITES OMG THIS IS DOING WELL XP |
Cube platformer | @Stage\n\n@Sprite1\n\nwhen flag clicked\ngo to [back v] layer\nswitch costume to (costume1 v)\nshow\n\nwhen I receive [next level v]\nnext costume\n\n@Sprite3\n\n@Sprite4\n\nwhen I start as a clone\nchange [ghost v] effect by (50)\nwait (0.2) seconds\nchange [ghost v] effect by (25)\nwait (0.2) seconds\nchange [ghost v] effect by (25)\ndelete this clone\n\nwhen I receive [start v]\nset [gravité v] to [0]\nforever\n Gravité\nend\n\nwhen I receive [start v]\nforever\n create clone of (_myself_ v)\nend\n\ngo to x: (-15) y: (-101)\nset size to (100) %\n\nwhen flag clicked\nforever\n if <touching color (#77cdd7)?> then\n broadcast (next level v)\n go to x: (-208) y: (-46)\n end\nend\n\nwhen I receive [start v]\nforever\n if <touching color (#7a00ff)?> then\n repeat (20)\n change y by (20)\n end\n end\nend\n\nwhen I receive [start v]\nforever\n wait (0.1) seconds\n next costume\nend\n\nwhen flag clicked\ngo to x: (-2) y: (-62)\n\nwhen I receive [couleur plus v]\nchange [color v] effect by (10)\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: (15) y: (20)\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 (#53ff34)?> then\n change y by (1)\n if <touching color (#53ff34)?> then\n change y by (1)\n if <touching color (#53ff34)?> then\n change y by (1)\n if <touching color (#53ff34)?> then\n change y by (1)\n if <touching color (#53ff34)?> then\n if <touching color (#53ff34)?> 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 (#53ff34)?> 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 (#53ff34)?> then\n if <key (up arrow v) pressed?> then\n change [y velocity v] by (15)\n end\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: (15) y: (20)\n end\n if <touching color (#ffffff)?> then\n broadcast (next level v)\n end\nend\n\nwhen flag clicked\n\nchange y by (1)\nif <(x position) > [230]> then\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n go to x: (15) y: (20)\nend\n\nwhen I receive [next level v]\ngo to x: (5) y: (29)\n\nhide\n\nwhen flag clicked\nforever\n play sound [Odesong v] until done\nend\n\n@Sprite2\n\npoint in direction (-60)\n\npoint in direction (-165)\n\nwhen flag clicked\nhide\n\nshow\n\n | hello this is my very first platformer project i'm sorry for the beug!\n\noperation: useful the arrows to move forward!\n\nI have been working on this project for 3 months I hope you enjoy this project and have fun !!!\n\ndo not hesitate to:\n-follow me\n- liked\n-favorite\n- shared this project\n\nand see you later in the next bye project!\n-------------------------------------------------------------------------\ncoucou voici mon tous premier projet platformer je suis désolé pour les beug!\n\nfonctionnement : utile les flèches pour avancer !\n\nje travaille sur ce projet depuis 3 mois j espere que ce projet vous plaira et amusez vous bien !!!\n\nn hésite pas a:\n-me suivre\n-a liké\n-a mettre en favoris\n- a partagé ce projet \n\net je vous dit a plus tard dans prochain projet bye!\n |
Rage platformer (Scrolling) | @Stage\n\n@Character\n\nwhen flag clicked\nhide variable [level v]\nset [level v] to [1]\ngo to x: (0) y: (0)\nwait (3) seconds\nset [x velocity v] to [0]\nset [y velocity v] to [0]\nforever\n Platform [-1] [15] [3] [.7] [8]\nend\n\ndefine Platform (gravity) (jump height) (side movement) (friction) (slope)\nchange [y velocity v] by (gravity)\nchange y by (Y Velocity)\nif <touching color (#000000)?> then\n repeat until <not <touching color (#000000)?>>\n change y by ((([abs v] of (Y Velocity) ) / (Y Velocity)) * (-1))\n end\n set [y velocity v] to (<<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <(([abs v] of (Y Velocity) ) / (Y Velocity)) = [-1]>> * (jump height))\nend\nset [x velocity v] to (((X Velocity) + ((<<key (left arrow v) pressed?> or <key (a v) pressed?>> * ((side movement) * (-1))) + (<<key (right arrow v) pressed?> or <key (d v) pressed?>> * (side movement)))) * (friction))\nchange x by (X Velocity)\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n point in direction (-90)\nend\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n point in direction (90)\nend\nset [slope v] to [0]\nrepeat until <<(Slope) = ((slope) * (-1))> or <not <touching color (#000000)?>>>\n change y by (1)\n change [slope v] by (-1)\nend\nif <touching color (#000000)?> then\n change y by (Slope)\n repeat until <not <touching color (#000000)?>>\n change x by ((([abs v] of (X Velocity) ) / (X Velocity)) * (-1))\n end\nend\nchange [scrolling x v] by ((x position) * (-1))\nchange [scrolling y v] by ((y position) * (-1))\ngo to x: (0) y: (0)\n\nwhen flag clicked\nforever\n if <touching color (#1cff00)?> then\n change [level v] by (1)\n broadcast (Next Level v)\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#e200ff)?> then\n set [y velocity v] to [20]\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#ff0000)?> then\n broadcast (Die v)\n end\nend\n\nwhen [r v] key pressed\nset [y velocity v] to [0]\nbroadcast (Die v)\n\nwhen I receive [ok v]\nshow variable [level v]\n\n@Level\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset size to (150) %\nset [scrolling x v] to [0]\nset [scrolling y v] to [0]\nforever\n go to x: (Scrolling X) y: (Scrolling Y)\n switch costume to (Level)\nend\n\nwhen I receive [next level v]\nset [scrolling x v] to [0]\nset [scrolling y v] to [0]\n\nwhen I receive [die v]\nset [scrolling x v] to [0]\nset [scrolling y v] to [0]\n\nwhen flag clicked\nforever\n if <[294] < (y position)> then\n broadcast (Die v)\n end\nend\n\n@detector\n\nwhen flag clicked\nhide\nset [faved___ v] to [0]\nset [loved__ v] to [0]\nset [clone id v] to [0]\ncreate clone of (_myself_ v)\nwait (0.2) seconds\nset [clone id v] to [1]\ncreate clone of (_myself_ v)\nwait until <<(LOVED__) = [1]> and <(FAVED___) = [1]>>\nwait (1) seconds\nshow\ngo to x: (0) y: (50)\nreset timer\nswitch costume to (pick random (1) to (4))\nset [ghost v] effect to (100)\nrepeat until <(timer) > [3.5]>\n change y by ((y position) / (-15))\n change [ghost v] effect by (-3)\nend\nreset timer\nrepeat until <(timer) > [3.5]>\n change y by (((y position) - (-100)) / (-15))\n change [ghost v] effect by (10)\nend\n\nwhen I start as a clone\nif <(clone id) = [0]> then\n go to x: (-15) y: (0)\n set [loved__ v] to [0]\n switch costume to (love v)\n forever\n set [love? v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [loved__ v] to [1]\n end\n end\nend\nif <(clone id) = [1]> then\n go to x: (0) y: (0)\n switch costume to (fave v)\n set [faved___ v] to [0]\n forever\n set [fav v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [faved___ v] to [1]\n end\n end\nend\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (0)\nrepeat (100)\n change [ghost v] effect by (1)\nend\nbroadcast (OK v)\n\n@Sprite1\n\nwhen I receive [ok v]\nshow\n\nwhen flag clicked\nhide\n\n | Part 2: https://scratch.mit.edu/projects/405981875/\nPart 3: https://scratch.mit.edu/projects/408675614/\nPlz love, and fave. I would appreciate it\ngo to this. it will be a better series. https://scratch.mit.edu/projects/410835431/ |
Minecraft Platformer 2! V.1.1 | @Stage\n\nwhen flag clicked\nswitch backdrop to (intro v)\n\nwhen I receive [start v]\nwait (0.35) seconds\nswitch backdrop to (pick random (3) to (4))\nhide\nrepeat until <(end) = [true]>\n forever\n play sound (pick random (1) to (7)) until done\n end\nend\n\nwhen I receive [end v]\nswitch backdrop to (outro v)\nhide\nset [end v] to [true]\nstop [other scripts in sprite v]\n\nwhen I receive [cave v]\nswitch backdrop to (backdrop2 v)\nhide\n\nwhen flag clicked\nswitch backdrop to (intro v)\nhide\n\nwhen flag clicked\nset [end v] to [0]\n\nwhen I receive [next level v]\nif <(end) = [true]> then\n stop all sounds\nend\n\n@Player\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]\nswitch costume to (died v)\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 [r v] key pressed\nset [costume # v] to [right]\nswitch costume to (steve1 v)\ngo to x: (-210) y: (-60)\n\nwhen flag clicked\nhide variable [deaths v]\nhide\n\nwhen I receive [hardlevel v]\ngo to x: (-215) y: (-68)\n\nwhen I receive [start v]\nwait (0.5) seconds\nshow\ngo to x: (-50) y: (-50)\nforever\n if <<key (left arrow v) pressed?> and <not <key (up arrow v) pressed?>>> then\n set [costume # v] to [left]\n switch costume to (facing left v)\n wait (.1) seconds\n switch costume to (run 1 left v)\n wait (.1) seconds\n switch costume to (run 1 left2 v)\n wait (.1) seconds\n switch costume to (run 1 left3 v)\n wait (.1) seconds\n switch costume to (run 1 left4 v)\n wait (.1) seconds\n switch costume to (facing left v)\n end\n if <<key (right arrow v) pressed?> and <not <key (up arrow v) pressed?>>> then\n set [costume # v] to [right]\n switch costume to (steve1 v)\n wait (0.1) seconds\n switch costume to (steve2 v)\n wait (.1) seconds\n switch costume to (steve3 v)\n wait (.1) seconds\n switch costume to (steve4 v)\n wait (.1) seconds\n switch costume to (steve5 v)\n wait (.1) seconds\n switch costume to (steve1 v)\n end\n if <<key (left arrow v) pressed?> and <key (up arrow v) pressed?>> then\n set [costume # v] to [left]\n switch costume to (jump left v)\n end\n if <<key (right arrow v) pressed?> and <key (up arrow v) pressed?>> then\n set [costume # v] to [right]\n switch costume to (jump right v)\n end\n if <<not <<key (right arrow v) pressed?> or <<key (left arrow v) pressed?> or <key (up arrow v) pressed?>>>> and <(costume [name v]) = [jump right]>> then\n switch costume to (steve1 v)\n end\n if <<not <<key (right arrow v) pressed?> or <<key (left arrow v) pressed?> or <key (up arrow v) pressed?>>>> and <(costume [name v]) = [jump left]>> then\n switch costume to (facing left v)\n end\n if <<key (up arrow v) pressed?> and <(costume [name v]) = [steve1]>> then\n switch costume to (jump right v)\n wait (1) seconds\n end\n if <<key (up arrow v) pressed?> and <(costume [name v]) = [facing left]>> then\n switch costume to (jump left v)\n wait (1) seconds\n end\n if <<key (up arrow v) pressed?> and <(touching ground) = [0]>> then\n play sound [Jump v] until done\n wait (1) seconds\n end\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nset [deaths v] to [0]\nforever\n set size to (250) %\n go to [front v] layer\nend\n\nwhen I receive [end v]\nshow variable [deaths v]\nstop [other scripts in sprite v]\nset size to (250) %\nswitch costume to (steve6 v)\nstart sound [Cheer v]\nglide (1) secs to x: (-100) y: (-69)\nforever\n glide (0.5) secs to x: (-100) y: (-40)\n wait (0.00000000000000001) seconds\n glide (0.5) secs to x: (-100) y: (-65)\n wait (0.000000000000000001) seconds\nend\n\nwhen I receive [next level v]\nset [costume # v] to [right]\nswitch costume to (steve1 v)\ngo to x: (-210) y: (-60)\n\nwhen I receive [menu v]\nset [menu v] to [1]\nrepeat until <(Menu) = [0]>\n go to x: (143) y: (-17)\n set size to (350) %\nend\n\nwhen I receive [x \(exit menu\) v]\nset [menu v] to [0]\nshow\ngo to x: (-210) y: (-60)\n\nwhen I receive [start v]\ngo to x: (-50) y: (-50)\nwait (0.5) seconds\nshow\nswitch costume to (steve1 v)\nset size to (250) %\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n change [yv v] by (-0.5)\n if <key (left arrow v) pressed?> then\n change [xv v] by (-1.5)\n end\n if <key (right arrow v) pressed?> then\n change [xv v] by (1.5)\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 (2)\n if <touching (ground v)?> then\n change y by (2)\n if <touching (ground v)?> then\n change y by (2)\n if <touching (ground v)?> then\n change y by (2)\n if <touching (ground v)?> then\n change y by (2)\n if <touching (ground v)?> then\n change y by (2)\n if <touching (ground v)?> then\n change y by (-6)\n if <touching (ground v)?> then\n change y by (-6)\n if <key (up arrow v) pressed?> then\n set [yv v] to [10]\n if <(XV) > [0]> then\n set [xv v] to [-10]\n else\n set [xv v] to [10]\n end\n else\n change x by ((XV) * (-1))\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n 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 (-0.5)\n if <<touching (ground v)?> and <key (up arrow v) pressed?>> then\n set [yv v] to [8]\n end\n if <[235] < (x position)> then\n change [level v] by (1)\n set size to (50) %\n broadcast (next level v)\n go to x: (-220) y: (-60)\n end\n if <touching (spikes/lava v)?> then\n switch costume to (steve6 v)\n create clone of (_myself_ v)\n change [deaths v] by (1)\n go to x: (-215) y: (-60)\n switch costume to (steve1 v)\n play sound [Hurt v] until done\n end\n if <touching (zombie v)?> then\n switch costume to (steve6 v)\n create clone of (_myself_ v)\n change [deaths v] by (1)\n go to x: (-215) y: (-60)\n switch costume to (steve1 v)\n play sound [Hurt v] until done\n end\n if <touching (zombie2 v)?> then\n switch costume to (steve6 v)\n create clone of (_myself_ v)\n change [deaths v] by (1)\n go to x: (-215) y: (-60)\n switch costume to (steve1 v)\n play sound [Hurt v] until done\n end\n if <touching (trampoline v)?> then\n set [yv v] to [15]\n end\n change y by (0.5)\nend\n\nwhen I receive [credits v]\nhide\n\n@Thumbnail\n\nwhen flag clicked\nforever\n show\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\n@Ground\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [next level v]\nif <(costume [name v]) = [costume5]> then\n broadcast (HardLevel v)\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [start v]\nwait (0.5) seconds\nshow\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nif <(costume [name v]) = [costume9]> then\n broadcast (end v)\nend\n\nwhen I receive [next level v]\nif <(costume [name v]) = [costume11]> then\n broadcast (Cave v)\nend\n\nwhen I receive [next level v]\nif <(costume [name v]) = [costume16]> then\n broadcast (lol v)\nend\n\nwhen I receive [next level v]\nif <(costume [name v]) = [ZOMBIES!]> then\n broadcast (zombies! v)\nend\n\nwhen I receive [next level v]\nif <(costume [name v]) = [costume8]> then\n broadcast (Help is coming! v)\nend\n\nwhen I receive [next level v]\nif <(costume [name v]) = [costume10]> then\n broadcast (Hide v)\nend\n\n@Spikes/Lava\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nhide\nswitch costume to (costume2 v)\n\nwhen I receive [start v]\nswitch costume to (costume2 v)\nwait (0.5) seconds\nshow\nswitch costume to (costume2 v)\nwait (1) seconds\ngo to [back v] layer\nswitch costume to (costume2 v)\n\nwhen I receive [x \(exit menu\) v]\nshow\n\nwhen I receive [menu v]\nhide\n\n@trampoline\n\nwhen flag clicked\nswitch costume to (costume2 v)\n\nwhen I receive [next level v]\nnext costume\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@Clouds\n\nwhen I start as a clone\ngo to [back v] layer\nswitch costume to (pick random (1) to (3))\nset size to (pick random (70) to (110)) %\nset [ghost v] effect to (pick random (20) to (50))\nset y to (pick random (60) to (160))\nset x to (301)\nshow\nrepeat until <<(x position) < [-300]> or <(x position) = [-300]>>\n change x by (-1.5)\nend\nhide\ndelete this clone\n\nwhen I start as a clone\nforever\n if <(backdrop [name v]) = [backdrop1]> then\n show\n end\n if <(backdrop [name v]) = [intro]> then\n hide\n end\n if <(backdrop [name v]) = [backdrop2]> then\n hide\n end\n if <(backdrop [name v]) = [outro]> then\n show\n end\nend\n\nwhen flag clicked\nhide\nwait (1) seconds\nforever\n create clone of (_myself_ v)\n wait (10) seconds\n hide\nend\n\nwhen I receive [start v]\nwait (3) seconds\nshow\n\n@Skip\n\nwhen this sprite clicked\ngo to [front v] layer\nchange [skips v] by (1)\nplay sound [Click v] until done\nbroadcast (next level v)\n\nwhen flag clicked\nset [skips v] to [0]\ngo to [front v] layer\nhide variable [deaths v]\nhide variable [skips v]\nhide\ngo to x: (0) y: (0)\nforever\n if <not <touching (mouse-pointer v)?>> then\n set [brightness v] effect to (0)\n end\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (15)\n end\nend\n\nwhen I receive [end v]\nshow variable [skips v]\nhide\n\nwhen I receive [start v]\nwait (0.5) seconds\nshow\n\nwhen I receive [menu v]\nhide\n\nwhen I receive [x \(exit menu\) v]\nshow\n\n@words\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [end v]\nshow\n\nwhen I receive [start v]\nwait (0.5) seconds\nshow\n\nwhen I receive [lol v]\nshow\n\n@Sprite3\n\nwhen flag clicked\nhide\n\nwhen I receive [end v]\nwait (1) seconds\nforever\n wait (0.5) seconds\n turn right (5) degrees\n wait (0.5) seconds\n turn left (5) degrees\n wait (0.5) seconds\n turn left (5) degrees\n wait (0.5) seconds\n turn right (5) degrees\nend\n\nwhen I receive [outro v]\npoint in direction (90)\ngo to x: (-300) y: (-50)\nset size to (50) %\nglide (1) secs to x: (0) y: (-50)\n\n@Black\n\nwhen flag clicked\nset [ghost v] effect to (0)\nshow\nrepeat (25)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [intro done! v]\nset [ghost v] effect to (100)\nshow\ngo to [front v] layer\nrepeat (25)\n change [ghost v] effect by (-10)\nend\nhide\n\n@intro Text\n\nwhen flag clicked\nshow\nset [whirl v] effect to (100)\nset [ghost v] effect to (100)\nset size to (115) %\npoint in direction (90)\ngo to x: (0) y: (80)\nrepeat (20)\n change [ghost v] effect by (-10)\n change [whirl v] effect by (-5)\nend\nclear graphic effects\nrepeat (3)\n turn right (2) degrees\nend\nrepeat (3)\n turn right (2) degrees\nend\nrepeat (3)\n turn right (2) degrees\nend\nrepeat (3)\n turn right (2) degrees\nend\nrepeat (3)\n turn right (-2) degrees\nend\nrepeat (3)\n turn right (-2) degrees\nend\nrepeat (3)\n turn right (-2) degrees\nend\nrepeat (3)\n turn right (-2) degrees\nend\nrepeat (3)\n turn right (-2) degrees\nend\nrepeat (3)\n turn right (-2) degrees\nend\nrepeat (3)\n turn right (-2) degrees\nend\nrepeat (3)\n turn right (-2) degrees\nend\nrepeat (3)\n turn right (2) degrees\nend\nrepeat (3)\n turn right (2) degrees\nend\nrepeat (3)\n turn right (2) degrees\nend\nrepeat (3)\n turn right (2) degrees\nend\nrepeat (3)\n turn right (2) degrees\nend\nrepeat (3)\n turn right (2) degrees\nend\nrepeat (3)\n turn right (2) degrees\nend\nrepeat (3)\n turn right (1) degrees\nend\nrepeat (3)\n turn right (-1) degrees\nend\nrepeat (3)\n turn right (-3) degrees\nend\nrepeat (3)\n turn right (-3) degrees\nend\nwait (1) seconds\nwait (2.3) seconds\nbroadcast (Start v)\nhide\n\nrepeat (3)\n turn right (-5) degrees\nend\nrepeat (3)\n turn right (-5) degrees\nend\nrepeat (3)\n turn right (-5) degrees\nend\nrepeat (3)\n turn right (-3) degrees\nend\nrepeat (3)\n turn right (-1) degrees\nend\nrepeat (3)\n turn right (1) degrees\nend\nrepeat (3)\n turn right (3) degrees\nend\nrepeat (3)\n turn right (5) degrees\nend\n\nforever\n if <key (s v) pressed?> then\n broadcast (Intro Done! v)\n end\nend\n\n@Grass Block\n\nwhen flag clicked\nset [whirl v] effect to (100)\nset [ghost v] effect to (100)\nset size to (50) %\npoint in direction (90)\ngo to x: (0) y: (-40)\nrepeat (20)\n show\n change [ghost v] effect by (-10)\n change [whirl v] effect by (-5)\nend\nclear graphic effects\nrepeat (3)\n turn right (2) degrees\nend\nrepeat (3)\n turn right (2) degrees\nend\nrepeat (3)\n turn right (2) degrees\nend\nrepeat (3)\n turn right (2) degrees\nend\nrepeat (3)\n turn right (-2) degrees\nend\nrepeat (3)\n turn right (-2) degrees\nend\nrepeat (3)\n turn right (-2) degrees\nend\nrepeat (3)\n turn right (-2) degrees\nend\nrepeat (3)\n turn right (-2) degrees\nend\nrepeat (3)\n turn right (-2) degrees\nend\nrepeat (3)\n turn right (-2) degrees\nend\nrepeat (3)\n turn right (-2) degrees\nend\nrepeat (3)\n turn right (2) degrees\nend\nrepeat (3)\n turn right (2) degrees\nend\nrepeat (3)\n turn right (2) degrees\nend\nrepeat (3)\n turn right (2) degrees\nend\nrepeat (3)\n turn right (2) degrees\nend\nrepeat (3)\n turn right (2) degrees\nend\nrepeat (3)\n turn right (2) degrees\nend\nrepeat (3)\n turn right (1) degrees\nend\nrepeat (3)\n turn right (-1) degrees\nend\nrepeat (3)\n turn right (-3) degrees\nend\nrepeat (3)\n turn right (-3) degrees\nend\n\nwhen I receive [intro done! v]\nwait (0.5) seconds\nhide\n\n@Intro music\n\nwhen flag clicked\nchange [☁ who looked at this project? v] by (1)\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset volume to (100) %\nset [pitch v] effect to (0)\nstart sound [Volume Alpha - 05 - Living Mice v]\nwait (5.5) seconds\nrepeat (20)\n change volume by (-5)\nend\nstop all sounds\nbroadcast (Intro Done! v)\n\nwhen flag clicked\nswitch backdrop to (2020-05-06_16 v)\n\nwhen flag clicked\nif <(username) = [scratch_coder8937]> then\n say [Hello, scratch_coder8937!] for (2) seconds\nend\n\nwhen flag clicked\nif <(username) = [griffpatch]> then\n say [Hello, griffpatch!] for (2) seconds\nend\n\nwhen flag clicked\nif <(username) = [Cathy390]> then\n say [Hello, Cathy390!] for (2) seconds\nend\n\n@outro heart/stars\n\nwhen I start as a clone\ngo to [front v] layer\ngo to x: (pick random (-232) to (184)) y: (179)\nshow\nglide (.5) secs to x: (x position) y: (-177)\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I receive [end v]\nwait (1) seconds\nforever\n create clone of (_myself_ v)\n if <(star) = [0]> then\n switch costume to (pick random (1) to (3))\n else\n switch costume to (pick random (4) to (5))\n end\n turn right (pick random (1) to (360)) degrees\nend\n\nwhen I receive [end v]\nforever\n play sound (pick random (1) to (3)) until done\nend\n\n@outro words\n\nwhen I receive [end v]\ngo to x: (0) y: (100)\nshow\nset size to (120) %\n\nwhen I receive [end v]\ngo to x: (0) y: (-250)\npoint in direction (90)\nglide (1) secs to x: (0) y: (90)\nforever\n point in direction ((([sin v] of (Awesome) ) * (7)) + (90))\n change y by ([sin v] of (Awesome) )\n change size by ([sin v] of (Awesome) )\n change [awesome v] by (10)\nend\n\nwhen I receive [end v]\nshow\ngo to x: (0) y: (-250)\npoint in direction (90)\nglide (1) secs to x: (0) y: (90)\nforever\n point in direction ((([sin v] of (sin) ) * (10)) + (90))\n change y by (([cos v] of (cos) ) * (0))\n change [sin v] by (10.9)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [end v]\ngo [forward v] (1) layers\n\n@sword\n\nwhen I receive [start v]\nshow\nset size to (150) %\nset rotation style [all around v]\nforever\n go to (player v)\n if <(costume #) = [right]> then\n switch costume to (sword v)\n else\n switch costume to (sword2 v)\n end\nend\n\nwhen flag clicked\nhide\nset [costume # v] to [right]\n\nwhen I receive [start v]\npoint in direction (90)\nset [swinging v] to [0]\nforever\n wait until <key (space v) pressed?>\n start sound [Rip v]\n show\n set [swinging v] to [1]\n if <(costume #) = [right]> then\n repeat (5)\n turn right (8) degrees\n end\n else\n repeat (5)\n turn left (8) degrees\n end\n end\n set [swinging v] to [0]\n point in direction (90)\n wait until <not <key (space v) pressed?>>\nend\n\nwhen I receive [end v]\nhide\n\nwhen I receive [x \(exit menu\) v]\nshow\n\n@Steve's House\n\nwhen I receive [start v]\nset size to (70) %\nwait (0.5) seconds\nshow\nwait (1) seconds\ngo [forward v] (1000000000000) layers\nwait (0.01) seconds\ngo [backward v] (15) layers\n\nwhen flag clicked\ngo to x: (-160) y: (0)\nhide\n\nwhen I receive [next level v]\nhide\n\n@Alex\n\nwhen flag clicked\ngo to x: (300) y: (-69)\nhide\nforever\n set size to (500) %\nend\n\nwhen I receive [end v]\nshow\nglide (1) secs to x: (0) y: (-65)\nwait (.5) seconds\nforever\n glide (0.5) secs to x: (0) y: (-40)\n wait (0.000000000000000001) seconds\n glide (0.5) secs to x: (0) y: (-65)\n wait (0.000000000000000001) seconds\nend\n\n@zombie\n\nwhen flag clicked\nhide\nswitch costume to (zombielook v)\nset size to (100) %\ngo to x: (0) y: (-40)\nforever\n if <<touching (sword v)?> and <(swinging) = [1]>> then\n hide\n start sound [zombiedeath v]\n stop [other scripts in sprite v]\n end\nend\n\nwhen I receive [zombies! v]\ngo to x: (pick random (-20) to (100)) y: (-40)\nshow\npoint towards (player v)\nglide (10) secs to (player v)\nrepeat (5)\n start sound (pick random (1) to (3))\n wait (pick random (3) to (7)) seconds\nend\nforever\n if <touching (zombie2 v)?> then\n go to x: (pick random (-20) to (100)) y: (-47)\n end\n if <<touching (sword v)?> and <(swinging) = [1]>> then\n hide\n start sound [zombiedeath v]\n stop [other scripts in sprite v]\n end\nend\n\nwhen I receive [next level v]\nhide\n\nwhen I receive [end v]\nhide\nstop [other scripts in sprite v]\n\n@zombie2\n\nwhen flag clicked\nhide\nswitch costume to (zombielook v)\nset size to (100) %\ngo to x: (0) y: (-40)\nforever\n if <<touching (sword v)?> and <(swinging) = [1]>> then\n hide\n start sound [zombiedeath v]\n stop [other scripts in sprite v]\n end\nend\n\nwhen I receive [next level v]\nhide\n\nwhen I receive [end v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [zombies! v]\ngo to x: (pick random (-20) to (100)) y: (-40)\nshow\npoint towards (player v)\nglide (10) secs to (player v)\nrepeat (5)\n start sound (pick random (1) to (3))\n wait (pick random (3) to (7)) seconds\nend\nforever\n if <touching (zombie v)?> then\n go to x: (pick random (-20) to (100)) y: (-47)\n end\n if <<touching (sword v)?> and <(swinging) = [1]>> then\n hide\n start sound [zombiedeath v]\n stop [other scripts in sprite v]\n end\nend\n\n@Hint\n\nwhen flag clicked\nset [☁ who looked v] to [0]\nchange [☁ who watched v] by (join (☁ Who watched) (username))\n\nwhen flag clicked\nchange [☁ who looked at this project? v] by (1)\ngo to x: (-100) y: (30)\nhide\n\nwhen I receive [help is coming! v]\nwait (pick random (5) to (12)) seconds\nshow\nforever\n glide (0.5) secs to x: (-130) y: (30)\n wait (0.0005) seconds\n glide (0.5) secs to x: (-100) y: (30)\n wait (0.0005) seconds\nend\n\nwhen I receive [end v]\nrepeat (10)\n hide\nend\nstop [other scripts in sprite v]\n\nwhen I receive [next level v]\nrepeat (10)\n hide\nend\n\nwhen I receive [hide v]\nforever\n stop [other scripts in sprite v]\nend\n\n@Menu Button\n\nwhen flag clicked\nhide\ngo to x: (160) y: (-160)\nset size to (110) %\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\nend\n\nwhen this sprite clicked\nplay sound [click v] until done\nbroadcast (Menu v)\n\nwhen I receive [start v]\nshow\n\nwhen I receive [menu v]\nhide\n\nwhen I receive [x \(exit menu\) v]\nshow\n\nwhen I receive [end v]\nhide\n\n@Menu\n\nwhen flag clicked\nset [menu v] to [0]\nhide\nswitch costume to (costume1 v)\nset size to (200) %\ngo to x: (0) y: (0)\n\nwhen I receive [menu v]\ngo to [front v] layer\nshow\n\nwhen I receive [x \(exit menu\) v]\nhide\n\nwhen I receive [end v]\nhide\n\n@x\n\nwhen flag clicked\ngo to x: (70) y: (90)\nhide\nset size to (200) %\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (10)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [menu v]\ngo to x: (70) y: (90)\nwait (0.1) seconds\ngo to [front v] layer\nshow\nrepeat (10)\n wait (0.01) seconds\n go to [front v] layer\n show\nend\n\nwhen this sprite clicked\nplay sound [click v] until done\nbroadcast (X \(exit menu\) v)\n\nwhen I receive [x \(exit menu\) v]\nhide\n\nwhen I receive [end v]\nhide\n\nwhen I receive [credits v]\ngo to x: (90) y: (145)\nwait (0.1) seconds\ngo to [front v] layer\nshow\nrepeat (10)\n wait (0.01) seconds\n go to [front v] layer\n show\nend\n\n@Sprite1\n\nwhen flag clicked\nhide variable [fps v]\nhide variable [☁ who looked at this project? v]\nhide\nset size to (150) %\nforever\n reset timer\n set [frame v] to [0]\n repeat until <(timer) > [1]>\n change [frame v] by (1)\n end\n set [fps v] to (frame)\nend\n\nwhen I receive [menu v]\nshow\nwait (0.01) seconds\ngo to [front v] layer\n\nwhen I receive [x \(exit menu\) v]\nhide\n\nwhen this sprite clicked\nnext costume\n\nwhen I receive [start v]\nhide\nswitch costume to (check v)\nforever\n if <(costume [name v]) = [check]> then\n show variable [fps v]\n else\n hide variable [fps v]\n end\nend\n\nwhen I receive [end v]\nswitch costume to (uncheck v)\nhide variable [fps v]\n\n@CREEPER\n\nwhen flag clicked\nforever\n if <key (c v) pressed?> then\n show\n go to [front v] layer\n repeat (1)\n switch costume to (costume1 v)\n wait (0.1) seconds\n switch costume to (costume2 v)\n wait (0.1) seconds\n switch costume to (costume3 v)\n wait (0.1) seconds\n switch costume to (costume4 v)\n wait (0.1) seconds\n switch costume to (costume5 v)\n wait (0.1) seconds\n switch costume to (costume6 v)\n wait (0.1) seconds\n switch costume to (costume6 v)\n wait (0.1) seconds\n switch costume to (costume5 v)\n wait (0.1) seconds\n switch costume to (costume4 v)\n wait (0.1) seconds\n switch costume to (costume3 v)\n wait (0.1) seconds\n switch costume to (costume2 v)\n wait (0.1) seconds\n switch costume to (costume1 v)\n wait (0.1) seconds\n switch costume to (costume7 v)\n wait (0.1) seconds\n switch costume to (costume8 v)\n end\n else\n switch costume to (costume1 v)\n hide\n go to [back v] layer\n end\nend\n\n@CreditBackground\n\nwhen flag clicked\nhide\n\nwhen I receive [credits v]\nshow\ngo to [front v] layer\n\nwhen I receive [x \(exit menu\) v]\nhide\ngo to [back v] layer\n\n@Credits\n\nwhen flag clicked\nhide\n\nwhen I receive [credits v]\nshow\ngo to [front v] layer\nwait (0.1) seconds\ngo to [front v] layer\ngo to x: (40) y: (-350)\nglide (22) secs to x: (40) y: (400)\n\nwhen I receive [x \(exit menu\) v]\nhide\n\n@Creditbutton\n\nwhen flag clicked\ngo to x: (0) y: (50)\nhide\nset size to (120) %\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\nend\n\nwhen this sprite clicked\nplay sound [click v] until done\nbroadcast (Credits v)\n\nwhen I receive [menu v]\ngo to [front v] layer\nshow\nwait (0.15) seconds\ngo to [front v] layer\nshow\n\nwhen I receive [end v]\nhide\n\nwhen I receive [x \(exit menu\) v]\nhide\n\n | Help Steve get from his house through the unknown \nlands to find Alex!\n\n~CONTROLS~\n-Arrow keys to move left or right, up/left or right arrow together to jump.\n-Press space to use the sword.\n-"R" to restart!\n\n~CHANGELOG:~\nV.1.0: release version, main platformer\nV.1.1: Added the music "Pigstep" (plays at end)\n\n~~KNOWN BUGS:~~\n-If you walk too close to a wall, you glitch through \n-Sometimes clouds do not disappear\n\n~LINKS~\n-The original platformer: https://scratch.mit.edu/projects/377252791/ (Very Laggy!)\n-Cathy390's platformer (inspiration from this one)\nhttps://scratch.mit.edu/projects/396281170/\n\n~OTHER~\n-More levels will be added soon!\n-Post your score below!\n-Look for an Easter egg somewhere! |
[SUMMER] || A Scrolling Platformer || #Games | @Stage\n\nwhen flag clicked\nset [page v] to [—]\nbroadcast (Intro v) and wait\n\nwhen I receive [play v]\nwait until <(PAGE) = [GAME]>\nrepeat until <(PAGE) = [Title]>\n broadcast (tick v)\n wait until <(D) = [3]>\n wait until <(AUS) = [0]>\nend\n\nwhen I receive [_function v]\nset [d v] to [3]\nwait until <(PAGE) = [GAME]>\nrepeat until <(PAGE) = [Title]>\n broadcast (b.tick v)\nend\n\nwhen flag clicked\nbroadcast (LOAD v)\n\nwhen I receive [intro v]\nset [page v] to [Intro]\n\nwhen I receive [end intro v]\nset [page v] to [Title]\nbroadcast (PAGE)\n\nwhen I receive [play v]\nset [page v] to [GAME]\n\nwhen I receive [title v]\nset [page v] to [Title]\nset [d v] to [-]\n\nwhen flag clicked\nset [sizing v] to [480]\nset [x vel type v] to [1]\nset [x speed v] to [7]\n\nwhen flag clicked\nset [deaths v] to [0]\n\nwhen I receive [play v]\nset [deaths v] to [0]\n\nwhen I receive [options v]\nset [page v] to [Options]\n\nwhen I receive [title v]\nset [d v] to [3]\n\nwhen I receive [_function v]\nConfigure Logs - [PLAY]\n\ndefine Configure Logs - [PLAY]\nwait (.1) seconds\nif <([backdrop # v] of [_stage_ v]) = [1]> then\n add (join (join [LOG] [ ~ ]) (join [Time: \[] (join (join (current [hour v]) (join [:] (join (current [minute v]) [\]]))) (join [ Date: \[] (join (join (current [month v]) (join (join [/] (current [date v])) (join [/] (current [year v])))) [\]]))))) to [play log v]\nend\nif <not <([backdrop # v] of [_stage_ v]) = [1]>> then\n Error - Request Denied\nend\n\nwhen I receive [death v]\nif <(SFX) = [On]> then\n start sound [DEATH v]\nend\n\nwhen I receive [impact v]\nif <(SFX) = [On]> then\n start sound [knock v]\nend\n\nwhen I receive [next level v]\nset [d v] to [-]\nstop [other scripts in sprite v]\nbroadcast (Newscreen v)\nwait (1) seconds\nNext level ((level) + (1))\n\nwait (.01) seconds\nchange [level v] by (1)\n\ndefine Next level (lvl id)\nif <(level) = [1]> then\n set [d v] to [0]\n set [level v] to (lvl id)\n broadcast (play v)\n wait (.01) seconds\n set [level v] to (lvl id)\nelse\n if <(level) = [2]> then\n set [d v] to [0]\n broadcast (STATS v)\n end\nend\n\nwhen I receive [play v]\nbroadcast (_function v)\nwait (.01) seconds\nset [page v] to [GAME]\n\ndefine SETUP UL\nset [ul counter v] to [1]\ndelete all of [update logs v]\nrepeat (length of [bk ul v])\n add (item (UL counter) of [bk ul v]) to [update logs v]\n change [ul counter v] by (1)\nend\n\ndefine Add U Log (update)\nif <<[bk ul v] contains (update)?> = [false]> then\n add (join [Update : ] (join (join [\[ ] (join (update) [ \]])) (join [ Date: \[] (join (join (current [month v]) (join (join [/] (current [date v])) (join [/] (current [year v])))) [\]])))) to [bk ul v]\nend\n\ndefine Reboot UL\ndelete all of [bk ul v]\nAdd U Log [Logs Created]\nAdd U Log [Game Art Finalized]\nAdd U Log [Edited TB, mobile controls added]\nSETUP UL\n\ndefine Reset Play Log\ndelete all of [play log v]\n\ndefine Green Flag Logs\nif <(length of [gfl v]) < [1]> then\n switch backdrop to (backdrop1 v)\n FirstTimeSinceRefresh\n add (join (join [FIRST GFL LOG] [ ~ ]) (join [Time: \[] (join (join (current [hour v]) (join [:] (join (current [minute v]) [\]]))) (join [ Date: \[] (join (join (current [month v]) (join (join [/] (current [date v])) (join [/] (current [year v])))) [\]]))))) to [gfl v]\n Run system\nelse\n add (join (join [GFL LOG] [ ~ ]) (join [Time: \[] (join (join (current [hour v]) (join [:] (join (current [minute v]) [\]]))) (join [ Date: \[] (join (join (current [month v]) (join (join [/] (current [date v])) (join [/] (current [year v])))) [\]]))))) to [gfl v]\nend\n\nwhen flag clicked\nGreen Flag Clicked\n\ndefine Green Flag Clicked\nGreen Flag Logs\n\ndefine Show Logs\nwait (0) seconds\nhide list [play log v]\nwait (0) seconds\nhide list [gfl v]\nwait (0) seconds\nhide list [update logs v]\nwait (0) seconds\n\ndefine Hide Logs\nwait (0) seconds\nshow list [play log v]\nwait (0) seconds\nshow list [gfl v]\nwait (0) seconds\nshow list [update logs v]\nwait (0) seconds\nshow list [temporary file storage v]\nwait (0) seconds\nshow list [portal position\(s\) v]\nwait (0) seconds\n\ndefine FirstTimeSinceRefresh\nswitch backdrop to (backdrop1 v)\ndelete all of [gfl v]\ndelete all of [play log v]\ndelete all of [play log v]\ndelete all of [gfl v]\n\nwhen flag clicked\nHide Logs\n\nwhen I receive [stopped v]\nHide Logs\n\nwhen I receive [_function v]\ndelete all of [bk ul v]\n\nwhen flag clicked\n[NEW] Configure portal positions [LVL]\n\ndefine [OLD] Configure Portal Positions (qty: current levels)\ndelete all of [portal position\(s\) v]\ndelete all of [temporary file storage v]\nadd [1] to [temporary file storage v]\nrepeat (qty: current levels)\n add [Loading PORTAL SCRIPT...] to [portal position\(s\) v]\nend\nrepeat (5)\n wait (0) seconds\nend\nrepeat ((qty: current levels) / (qty: current levels))\n if <[1] = (temporary file storage)> then\n replace item (temporary file storage) of [portal position\(s\) v] with (join (join (join (join [x: ] (join [529] [ ~ ])) [y: ]) [-214]) [ ~])\n add ((temporary file storage) + (1)) to [temporary file storage v]\n delete ((length of [temporary file storage v]) - (1)) of [temporary file storage v]\n end\n wait (.1) seconds\n if <[2] = (temporary file storage)> then\n replace item (temporary file storage) of [portal position\(s\) v] with (join (join (join (join [x: ] (join [-653] [ ~ ])) [y: ]) [140]) [ ~])\n add ((temporary file storage) + (1)) to [temporary file storage v]\n delete ((length of [temporary file storage v]) - (1)) of [temporary file storage v]\n end\nend\nshow list [portal position\(s\) v]\n\nwhen I receive [stats v]\nset [page v] to [STATS]\n\ndefine run backround timer (start) (delay)\nset [backround timer v] to (start)\nwait (delay) seconds\nforever\n change [backround timer v] by (.0158695286373141592654)\nend\n\ndefine reset backround timer\nset [backround timer v] to [0]\n\nwhen I receive [play v]\nforever\n check for pass input\nend\n\ndefine check for pass input\nif <key ((letter (1) of (super secret)) v) pressed?> then\n set [input1 v] to []\n set [pass counter v] to [1]\n set [ssp timer v] to [14]\n repeat until <<(input1) = (super secret)> or <(ssp timer) < [1]>>\n change [ssp timer v] by (-0.569)\n if <key ((letter (pass counter) of (super secret)) v) pressed?> then\n set [input1 v] to (join (input1) (letter (pass counter) of (super secret)))\n change [pass counter v] by (1)\n change [ssp timer v] by (7)\n end\n if <(input1) = (super secret)> then\n [NEW] Configure portal positions []\n broadcast (AH v)\n end\n if <(ssp timer) < [1]> then\n end inputs\n end\n end\nelse\n set [input1 v] to []\n set [ssp timer v] to [READY]\nend\n\ndefine end inputs\ncheck for pass input\nset [input1 v] to []\nset [ssp timer v] to [READY]\nset [ssp timer v] to [10]\n\ndefine Error - Request Denied\nbroadcast (System Errors v)\ndouble-stop project\n\ndefine double-stop project\nrepeat (2)\n stop [all v]\nend\n\ndefine Run system\nrepeat until <[100000] < (backround timer)>\n wait (0) seconds\nend\nswitch backdrop to (backdrop2 v)\nwait until <(PAGE) = [TITLE]>\nError - Request Denied\n\nwhen I receive [dialog v]\nset voice to (tenor v)::tts\nspeak [SYSTEM ERROR]::tts\nwait (0) seconds\nspeak [THE SERVER TIMED OUT! PLEASE REFRESH PROJECT!]::tts\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\ndefine Clear logs (log1) and (log2)\nif <(log1) = [Play Log]> then\n delete all of [play log v]\nend\nif <(log2) = [Play Log]> then\n delete all of [play log v]\nend\nif <(log1) = [GFL]> then\n delete all of [gfl v]\nend\nif <(log2) = [GFL]> then\n delete all of [gfl v]\nend\n\ndefine Clear GFL and PL\nClear logs [Play Log] and [GFL]\n\nwhen I receive [stats v]\nset [page v] to [STATS]\nset [d v] to [-]\n\nwhen I receive [stopped v]\n [OLD] Configure Portal Positions [2]\n\nwhen I receive [ah v]\nchange [gametimecounter v] by (555)\n\ndefine [NEW] Configure portal positions (shortcut)\nrepeat (3)\n add [placeholder] to [portal position\(s\) v]\nend\ndelete all of [portal position\(s\) v]\nset [decode prtl length v] to (length of (join (join (join (shortcut) [ 1c:]) (join [ ] [])) [ |]))\nadd [529] to [portal position\(s\) v]\nadd [-214] to [portal position\(s\) v]\nadd [-653] to [portal position\(s\) v]\nadd [140] to [portal position\(s\) v]\nadd [0] to [portal position\(s\) v]\nadd [0] to [portal position\(s\) v]\n\nrepeat (3)\n add [placeholder] to [portal position\(s\) v]\nend\ndelete all of [portal position\(s\) v]\nset [decode prtl length v] to (length of (join (join (join (shortcut) [ 1c:]) (join [ ] [])) [ |]))\nadd (join (join (join (shortcut) [ 1x:]) (join [ ] [529])) [ |]) to [portal position\(s\) v]\nadd (join (join (join (shortcut) [ 1y:]) (join [ ] [-214])) [ |]) to [portal position\(s\) v]\nadd (join (join (join (shortcut) [ 2x:]) (join [ ] [-653])) [ |]) to [portal position\(s\) v]\nadd (join (join (join (shortcut) [ 2y:]) (join [ ] [140])) [ |]) to [portal position\(s\) v]\nadd (join (join (join (shortcut) [ 3x:]) (join [ ] [0])) [ |]) to [portal position\(s\) v]\nadd (join (join (join (shortcut) [ 3y:]) (join [ ] [0])) [ |]) to [portal position\(s\) v]\n\n@blank\n\n@Player Hitbox\n\nwhen I receive [b.tick v]\nset size to (100) %\nset rotation style [left-right v]\ngo to x: (0) y: (0)\nshow\nset [ghost v] effect to (100)\n\nwhen flag clicked\nhide\n\nwhen I receive [death v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\nset [ghost v] effect to (100)\nwait until <(D) = [0]>\nbroadcast (Glide v)\n\nwhen I receive [fade-in v]\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (.78) seconds\nset [d v] to [3]\n\nwhen flag clicked\nhide\n\nwhen I receive [b.tick v]\nif <<touching color (#ffaf5e)?> or <touching color (#ff8000)?>> then\n broadcast (BOUNCE v)\nend\n\nif <<touching color (#bc66ff)?> or <<touching color (#9966ff)?> or <touching color (#8d54ff)?>>> then\n\nbroadcast (BOUNCE2 v)\n\nwhen I receive [play v]\nforever\n if <touching color (#00cdcd)?> then\n broadcast (SetCHKPT v)\n change [lvl ckpt v] by (1)\n wait until <not <touching color (#00cdcd)?>>\n set [saved x v] to (SCROLL X)\n set [saved y v] to (SCROLL Y)\n end\nend\n\nwhen I receive [death v]\nchange [deaths v] by (1)\n\nwhen I receive [play v]\nforever\n if <<touching color (#ff0000)?> or <touching color (#c80000)?>> then\n broadcast (Death v)\n wait until <not <(D) = [3]>>\n wait until <(D) = [3]>\n end\nend\n\nwhen I receive [next level v]\nset [lvl ckpt v] to [0]\n\nwhen I receive [title v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [stopped v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [_function v]\nforever\n if <<touching color (#001bff)?> or <<touching color (#18ff31)?> or <<touching color (#6fff7e)?> or <touching color (#b4ffbc)?>>>> then\n broadcast (Portal v)\n wait (3) seconds\n broadcast (NEXT LEVEL v)\n wait until <not <<touching color (#00b5b5)?> or <touching color (#2a00ff)?>>>\n end\nend\n\nwhen I receive [portal v]\nrepeat (10)\n set [d v] to [POR]\nend\n\nwhen I receive [play v]\nforever\n if <key (c v) pressed?> then\n broadcast (Death v)\n change [deaths v] by (0)\n wait until <not <key (c v) pressed?>>\n end\nend\n\nif <(D) = [0]> then\n\nwhen I receive [newscreen v]\nrepeat (10)\n set [d v] to [Pending]\nend\n\nwhen I receive [stats v]\nstop [other scripts in sprite v]\nhide\n\n@PlayerArt\n\nwhen I receive [b.tick v]\nset rotation style [all around v]\nif <key (down arrow v) pressed?> then\n switch costume to (player22 v)\nelse\n if <not <<<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < [0]>>>> or <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <[0] < (mouse x)>>>>>> then\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <[0] < (mouse y)>>>> then\n switch costume to (player3 v)\n else\n switch costume to (player2 v)\n end\n else\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <[0] < (mouse x)>>>> then\n switch costume to (player v)\n end\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < [0]>>>> then\n switch costume to (player5 v)\n end\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [death v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\nset [ghost v] effect to (100)\nwait until <(D) = [0]>\nbroadcast (Glide v)\n\nwhen I receive [fade-in v]\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (.78) seconds\nset [d v] to [3]\n\nwhen flag clicked\nhide\n\nwhen I receive [title v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [play v]\nwait (.15) seconds\ngo to [front v] layer\ngo [backward v] (1) layers\nshow\nwait (.2) seconds\ngo to [front v] layer\n\ndefine TypeTalk (text) (delay) (a)\nset [talk1 v] to [0]\nset [talk2 v] to []\nrepeat ((length of (text)) + (1))\n say (Talk2)\n set [talk2 v] to (join (Talk2) (letter (Talk1) of (text)))\n wait (delay) seconds\n change [talk1 v] by (1)\n wait until <(AUS) = [0]>\nend\nsay (Talk2) for (a) seconds\n\nwhen I receive [newscreen v]\nsay [] for (0) seconds\n\nwhen I receive [stopped v]\nhide\n\nwhen I receive [stopped v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [portal v]\nspiral\n\nwhen I receive [_function v]\nset [ghost v] effect to (0)\nset size to (100) %\npoint in direction (90)\n\nwhen flag clicked\nReset Graphics\n\ndefine spiral\ngo to x: (0) y: (0)\nset [ghost v] effect to (0)\nset size to (100) %\npoint in direction (90)\nif <(SFX) = [On]> then\n broadcast (sound v)\nend\nrepeat (50)\n move (3.141592654) steps\n turn right (20) degrees\n change [ghost v] effect by (2)\n change size by (-2)\nend\n\nwhen I receive [_function v]\ngo to x: (0) y: (0)\nset size to (100) %\n\ndefine Reset Graphics\ngo to x: (0) y: (0)\nset [ghost v] effect to (0)\nset size to (100) %\npoint in direction (90)\n\nwhen I receive [_function v]\nReset Graphics\n\nwhen I receive [sound v]\nstart sound [Magic Spell v]\n\nwhen I receive [stats v]\nstop [other scripts in sprite v]\nhide\n\n@LEVEL DEC\n\nwhen I receive [b.tick v]\nif <(D) = [3]> then\n go to x: (SCROLL X) y: (SCROLL Y)\n show\nelse\n go to (-level- v)\nend\nswitch costume to (join (join (join [Level] [ ]) (level)) (join [ ] ((Lvl CKPT) + (1))))\nshow\n\nwhen flag clicked\nhide\n\ndefine Calibrate to size: (s)\nResetV\nswitch costume to (c v)\nset size to (s) %\nswitch costume to ((1) + (1))\nshow\n\nwhen I receive [play v]\nCalibrate to size: (Sizing)\n\nwhen I receive [setchkpt v]\nchange [lvl ckpt v] by (0)\n\nwhen I receive [new lvl v]\nset [lvl ckpt v] to [0]\n\nwhen I receive [play v]\ngo to [back v] layer\ngo [forward v] (3) layers\nset [level v] to [1]\n\nwhen I receive [title v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [play v]\nset [lvl ckpt v] to [0]\n\nwhen I receive [stopped v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [stats v]\nstop [other scripts in sprite v]\nhide\n\nwhen flag clicked\nswitch costume to (level 1 1 v)\n\n@-LEVEL-\n\ndefine ResetV\nset [x v] to [0]\nset [y v] to [0]\n\ndefine Calibrate to size: (s)\nResetV\nswitch costume to (c v)\nset size to (s) %\nswitch costume to ((.5) + (1.5))\nshow\n\nwhen I receive [tick v]\nif <(X VEL TYPE) = [0]> then\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <[0] < (mouse x)>>>> then\n change [x v] by (-1)\n end\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < [0]>>>> then\n change [x v] by (1)\n end\nelse\n if <(X VEL TYPE) = [1]> then\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <[0] < (mouse x)>>>> then\n change x by ((X SPEED) * (-1))\n if <touching (player hitbox v)?> then\n change x by (X SPEED)\n end\n end\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < [0]>>>> then\n change x by (X SPEED)\n if <touching (player hitbox v)?> then\n change x by ((X SPEED) * (-1))\n end\n end\n end\nend\n\nwhen I receive [tick v]\nif <touching (player hitbox v)?> then\n change y by (-1)\n if <touching (player hitbox v)?> then\n change y by (-1)\n if <touching (player hitbox v)?> then\n change y by (-1)\n if <touching (player hitbox v)?> then\n change y by (-1)\n if <touching (player hitbox v)?> then\n change y by (-1)\n if <touching (player hitbox v)?> then\n change y by (-1)\n if <touching (player hitbox v)?> then\n change y by (-1)\n if <touching (player hitbox v)?> then\n change y by (7)\n change x by ((0) - (x))\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <[0] < (mouse y)>>>> 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 [-20]\n broadcast (Jump v)\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\nend\nchange [y v] by (1)\nchange y by (round (y))\nif <touching (player hitbox v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\nend\nchange y by (1)\nif <touching (player hitbox v)?> then\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <[0] < (mouse y)>>>> then\n set [y v] to [-13]\n end\nend\nchange y by (-1)\nset [x v] to ((x) * (0.9))\nchange x by (round (x))\n\ndefine Pos\nResetV\ngo to x: (SAVED X) y: (SAVED Y)\nResetV\n\nwhen I receive [tick v]\nif <(level) = [1]> then\n if <[900] < (y position)> then\n broadcast (Death v)\n end\nend\nif <(level) = [2]> then\n if <[859] < (y position)> then\n broadcast (Death v)\n end\nend\n\nwhen I receive [death v]\nDeath.pos\nResetV\n\ndefine Death.pos\nif <not <(D) = [POR]>> then\n set [d v] to [5]\n wait (.2) seconds\n set [d v] to [0]\nend\nResetV\n\nwhen flag clicked\nset [d v] to [3]\n\nwhen flag clicked\nResetLVL\n\nwhen I receive [b.tick v]\nset [scroll x v] to (round (x position))\nset [scroll y v] to (round (y position))\n\nwhen I receive [glide v]\nglide (.5) secs to x: (SAVED X) y: (SAVED Y)\nwait (1) seconds\nbroadcast (Fade-IN v)\nResetV\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\nResetLVL\nCalibrate to size: (Sizing)\nResetLVL\nPos\n\nwhen I receive [b.tick v]\nset [player xv v] to (x)\nset [player yv v] to (y)\n\nwhen I receive [bounce v]\nset [y v] to [-20]\n\nwhen I receive [b.tick v]\nif <touching (player hitbox v)?> then\n change y by (-2)\nend\nswitch costume to ((level) + (1))\n\nwhen I receive [title v]\nstop [other scripts in sprite v]\nrepeat (10)\n hide\nend\n\ndefine ResetLVL\nif <(level) = [1]> then\n set [saved x v] to [990]\n set [saved y v] to [550]\nend\nif <(level) = [2]> then\n set [saved x v] to [900]\n set [saved y v] to [430]\nend\n\nwhen I receive [play v]\nResetLVL\n\nwhen I receive [stopped v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [_function v]\nrepeat (3)\n ResetLVL\n ResetLVL\nend\n\ndefine decode portal position (qty: cur lvls) (value) (level)\ndelete all of [decoded v]\ndelete all of [decoded v]\nrepeat (qty: cur lvls)\n add [] to [decoded v]\nend\nset [decode char counter v] to [4]\nset [counter char 2 v] to [1]\nrepeat until <(letter (decode char counter) of (item (level) of [portal position\(s\) v])) = (value)>\n replace item (counter char 2) of [decoded v] with (join (item (counter char 2) of [decoded v]) (letter (decode char counter) of (item (level) of [portal position\(s\) v])))\n change [decode char counter v] by (1)\nend\nset [decode char counter v] to [13]\nchange [counter char 2 v] by (1)\nrepeat until <(letter (decode char counter) of (item (level) of [portal position\(s\) v])) = (value)>\n replace item (counter char 2) of [decoded v] with (join (item (counter char 2) of [decoded v]) (letter (decode char counter) of (item (level) of [portal position\(s\) v])))\n change [decode char counter v] by (1)\nend\n\nwhen I receive [portal v]\nnew portal function\n\ndefine Glide to: x: (x) y: (y) speed: (-)\nglide (-) secs to x: (x) y: (y)\n\nwhen flag clicked\ndelete all of [decoded v]\nshow list [decoded v]\n\nwhen I receive [bounce2 v]\nset [y v] to [-40]\n\ndefine Hack\nset [d v] to [0]\ndecode portal position [2] [ ] []\nGlide to: x: (item (1) of [decoded v]) y: (item (2) of [decoded v]) speed: [.25]\nset [d v] to [3]\n\ndefine check for pass input\nif <key ((letter (1) of (super secret)) v) pressed?> then\n set [input1 v] to []\n set [pass counter v] to [1]\n set [ssp timer v] to [14]\n repeat until <<(input1) = (super secret)> or <(ssp timer) < [1]>>\n change [ssp timer v] by (-0.569)\n if <key ((letter (pass counter) of (super secret)) v) pressed?> then\n set [input1 v] to (join (input1) (letter (pass counter) of (super secret)))\n change [pass counter v] by (1)\n change [ssp timer v] by (7)\n end\n if <(input1) = (super secret)> then\n stop [all v]\n end\n if <(ssp timer) < [1]> then\n stop [this script v]\n end\n end\nelse\n set [input1 v] to []\n set [ssp timer v] to [READY]\nend\n\nwhen flag clicked\nset [input1 v] to []\n\nwhen I receive [ah v]\nbroadcast (Portal v)\n\nwhen I receive [ah v]\nset [y v] to [0]\n\nwhen I receive [y to 0 v]\nset [y v] to [0]\nset [player yv v] to [0]\n\nwhen I receive [stats v]\nstop [other scripts in sprite v]\nhide\n\ndefine old portal function\nif <(level) = [1]> then\n decode portal position [2] [ ] (level)\nend\nif <(level) = [2]> then\n decode portal position [2] [~] [2]\nend\nGlide to: x: (item (1) of [decoded v]) y: (item (2) of [decoded v]) speed: [.25]\n\ndefine new portal function\nchange [level v] by (0)\nGlide to: x: (item ((-1) + ((2) * (level))) of [portal position\(s\) v]) y: (item ((0) + ((2) * (level))) of [portal position\(s\) v]) speed: [.25]\n\n@LEVEL PRTL\n\nwhen I receive [b.tick v]\nif <(D) = [3]> then\n go to x: (SCROLL X) y: (SCROLL Y)\nelse\n go to (-level- v)\nend\nswitch costume to ((level) + (1))\nshow\n\nwhen flag clicked\nhide\n\ndefine Calibrate to size: (s)\nResetV\nswitch costume to (c v)\nset size to (s) %\nswitch costume to (level)\nshow\ngo to [back v] layer\n\nwhen I receive [play v]\nCalibrate to size: (Sizing)\n\nwhen I receive [setchkpt v]\nchange [lvl ckpt v] by (0)\n\nwhen I receive [new lvl v]\nset [lvl ckpt v] to [0]\n\nwhen I receive [play v]\nset [level v] to [1]\n\nwhen I receive [title v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [play v]\nset [lvl ckpt v] to [0]\n\nwhen I receive [stopped v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [stats v]\nstop [other scripts in sprite v]\nhide\n\n@Swiper\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nset volume to (50) %\nCalibrate\nshow\ngo to [front v] layer\nset volume to (20) %\nif <(SFX) = [On]> then\n start sound [High Whoosh v]\nend\nglide (.4) secs to x: (0) y: (0)\ngo to [front v] layer\nwait (.5) seconds\ngo to [front v] layer\ngo to [front v] layer\nchange volume by (-10)\nif <(SFX) = [On]> then\n start sound [Low Whoosh v]\nend\nglide (.4) secs to x: (0) y: (500)\ngo to [front v] layer\nhide\ndelete this clone\n\ndefine Calibrate\nswitch costume to (costume2 v)\nset size to (100) %\ngo to x: (-1000) y: (0)\nset size to (800) %\ngo to x: (-1000) y: (0)\nchange x by (-70)\nswitch costume to (costume1 v)\n\nwhen I receive [newscreen v]\ncreate clone of (_myself_ v)\n\nwhen I receive [stopped v]\nstop [other scripts in sprite v]\nhide\n\nwhen I start as a clone\nforever\n go to [front v] layer\nend\n\n@TitleScreen\n\nwhen I receive [load v]\nClone\n\nwhen flag clicked\nhide\n\ndefine Clone\nset [myid v] to [Back]\ncreate clone of (_myself_ v)\nset [myid v] to [Title]\ncreate clone of (_myself_ v)\nset [myid v] to [Play]\ncreate clone of (_myself_ v)\nset [myid v] to [Options]\ncreate clone of (_myself_ v)\nset [myid v] to [Return]\ncreate clone of (_myself_ v)\nset [myid v] to [Help]\ncreate clone of (_myself_ v)\nset [myid v] to [HelpTab]\ncreate clone of (_myself_ v)\nset [myid v] to [0]\n\nwhen I start as a clone\n\nwhen I start as a clone\nswitch costume to (options v)\nif <(myID) = [Back]> then\n go to x: (0) y: (0)\n switch costume to (back v)\n go to [back v] layer\n set size to (100) %\nend\nif <(myID) = [Title]> then\n set size to (100) %\n switch costume to (title v)\n go to [back v] layer\n go [forward v] (1) layers\n go to x: (0) y: (100)\nend\nif <(myID) = [Play]> then\n go to x: (0) y: (-20)\n switch costume to (play v)\n go to [back v] layer\n go [forward v] (2) layers\n set size to (148) %\nend\nif <(myID) = [Options]> then\n go to x: (0) y: (-100)\n switch costume to (options v)\n go to [back v] layer\n go [forward v] (2) layers\n set size to (148) %\nend\nif <(myID) = [Return]> then\n go to x: (-200) y: (-163)\n switch costume to (return v)\n go to [back v] layer\n go [forward v] (2) layers\n set size to (100) %\nend\nif <(myID) = [Help]> then\n go to x: (207) y: (-151)\n switch costume to (help v)\n go to [back v] layer\n go [forward v] (2) layers\n set size to (100) %\nend\n\nwhen I receive [end intro v]\nif <<<<(myID) = [Options]> or <(myID) = [Play]>> or <(myID) = [Title]>> or <(myID) = [Back]>> then\n show\n repeat (6)\n set [ghost v] effect to (0)\n end\nend\n\nwhen I receive [title v]\nif <<<<<(myID) = [Options]> or <(myID) = [Play]>> or <(myID) = [Title]>> or <(myID) = [Back]>> or <(myID) = [Help]>> then\n set [ghost v] effect to (0)\n show\nend\n\nwhen I start as a clone\nif <<(myID) = [Play]> or <(myID) = [Options]>> then\n forever\n if <touching (mouse-pointer v)?> then\n point in direction ((90) + (([sin v] of (((backround timer) - (0)) * (50)) ) * (5)))\n set size to ((162) + (([sin v] of (((backround timer) - (0)) * (150)) ) * (5))) %\n set [brightness v] effect to (-10)\n else\n point in direction ((90) + (([sin v] of (((backround timer) - (0)) * (100)) ) * (5)))\n set size to ((150) + (([sin v] of (((backround timer) - (0)) * (150)) ) * (5))) %\n set [color v] effect to (0)\n set [brightness v] effect to (-1)\n end\n end\nend\nif <(myID) = [Title]> then\n forever\n set y to ((90) + (([sin v] of (((backround timer) - (0)) * (75)) ) * (10)))\n end\nend\nif <(myID) = [Help]> then\n forever\n switch costume to (help v)\n if <touching (mouse-pointer v)?> then\n point in direction ((90) + (([sin v] of (((backround timer) - (0)) * (50)) ) * (2)))\n set size to ((122) + (([sin v] of (((backround timer) - (0)) * (150)) ) * (5))) %\n set [color v] effect to (0)\n set [brightness v] effect to (-10)\n else\n point in direction ((90) + (([sin v] of (((backround timer) - (0)) * (100)) ) * (2)))\n set size to ((110) + (([sin v] of (((backround timer) - (0)) * (75)) ) * (10))) %\n set [color v] effect to (0)\n set [brightness v] effect to (-1)\n end\n end\nend\n\nwhen I start as a clone\nif <<(myID) = [Play]> or <(myID) = [Options]>> then\n forever\n if <touching (mouse-pointer v)?> then\n if <mouse down?> then\n if <(PAGE) = [Title]> then\n broadcast (Newscreen v)\n wait (1) seconds\n broadcast (myID)\n if <[Play] = (myID)> then\n broadcast (start recording stats v)\n end\n end\n end\n end\n end\nend\n\nwhen I receive [options v]\nif <<(myID) = [Return]> or <<(myID) = [Back]> or <(myID) = [Title]>>> then\n repeat (10)\n show\n end\nelse\n hide\nend\n\nwhen I receive [play v]\nhide\n\nwhen I start as a clone\nhide\nif <(myID) = [Return]> then\n forever\n if <(PAGE) = [Options]> then\n show\n go to x: (-200) y: (-163)\n if <touching (mouse-pointer v)?> then\n set size to (107) %\n if <mouse down?> then\n broadcast (Newscreen v)\n wait (1) seconds\n broadcast (Title v)\n end\n else\n set size to (100) %\n end\n else\n if <(PAGE) = [GAME]> then\n go to [front v] layer\n repeat until <not <(PAGE) = [GAME]>>\n show\n go to x: (208) y: (166)\n if <touching (mouse-pointer v)?> then\n set size to (86) %\n if <mouse down?> then\n broadcast (AUS v)\n wait until <(AUS) = [5]>\n wait until <(AUS) = [0]>\n end\n else\n set size to (80) %\n end\n end\n else\n if <(PAGE) = [STATS]> then\n go to [front v] layer\n show\n go to x: (-200) y: (-163)\n if <touching (mouse-pointer v)?> then\n set size to (107) %\n if <mouse down?> then\n broadcast (Newscreen v)\n wait (1) seconds\n broadcast (Title v)\n end\n else\n set size to (100) %\n end\n else\n hide\n end\n end\n end\n end\nend\nif <(myID) = [HelpTab]> then\n switch costume to (helptab v)\n hide\nend\n\nwhen flag clicked\nforever\n wait (0) seconds\nend\n\nwhen I receive [stopped v]\nstop [other scripts in sprite v]\nhide\n\nwhen I start as a clone\nif <(myID) = [Help]> then\n forever\n if <touching (mouse-pointer v)?> then\n if <mouse down?> then\n if <(PAGE) = [Title]> then\n broadcast (help v)\n end\n end\n end\n end\nend\n\nwhen I receive [help v]\nset [page v] to [help]\nif <not <<(myID) = [HelpTab]> or <(myID) = [Back]>>> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n wait until <not <mouse down?>>\n wait until <(PAGE) = [Title]>\n repeat (10)\n change [ghost v] effect by (-10)\n end\nelse\n if <(myID) = [HelpTab]> then\n go to x: (0) y: (0)\n set [ghost v] effect to (100)\n show\n repeat (10)\n change [ghost v] effect by (-10)\n end\n wait until <not <mouse down?>>\n wait until <<mouse down?> and <not <touching (mouse-pointer v)?>>>\n broadcast (Title v)\n repeat (10)\n change [ghost v] effect by (10)\n end\n end\nend\nif <(myID) = [Back]> then\n set [ghost v] effect to (0)\nend\n\nwhen I start as a clone\nif <(myID) = [CHECKPOINT]> then\n go to x: (-206) y: (167)\n hide\nend\n\nwhen I receive [options v]\nif <(myID) = [Return]> then\n show\n repeat (6)\n set [ghost v] effect to (0)\n end\nend\n\n@Backround \n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\nforever\n go to [back v] layer\n go to x: ((SCROLL X) / (2)) y: ((SCROLL Y) / (2))\nend\n\nwhen I receive [play v]\nCalibrate to size: [400]\n\ndefine Calibrate to size: (s)\nResetV\nswitch costume to (costume2 v)\nset size to (s) %\nswitch costume to (costume1 v)\nshow\n\nwhen I receive [stopped v]\nstop [other scripts in sprite v]\nhide\n\n@music\n\nwhen I receive [load v]\nwait (6) seconds\nforever\n play sound [StoneSteps v] until done\nend\n\nwhen I receive [load v]\nwait (7) seconds\nforever\n if <(MSC) = [Off]> then\n set volume to (0) %\n else\n if <(MSC) = [On]> then\n set volume to (100) %\n end\n end\nend\n\n@AUS\n\nwhen flag clicked\nhide\n\nwhen I receive [aus v]\nset [aus v] to [5]\nset [aus ans v] to [0]\nhide\nset [myid v] to [B]\ncreate clone of (_myself_ v)\nset [myid v] to [Q]\ncreate clone of (_myself_ v)\nset [myid v] to [Y]\ncreate clone of (_myself_ v)\nset [myid v] to [N]\ncreate clone of (_myself_ v)\nset [myid v] to [0]\n\nwhen I start as a clone\nswitch costume to (myID)\n\nwhen I receive [answered v]\nif <(myID) = [0]> then\n if <(AUS ANS) = [y]> then\n broadcast (Newscreen v)\n set [aus v] to [0]\n wait (1) seconds\n broadcast (Title v)\n else\n if <(AUS ANS) = [n]> then\n broadcast (resume v)\n set [aus v] to [0]\n end\n end\nend\n\nwhen I receive [resume v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nset [aus ans v] to [0]\ndelete this clone\n\nwhen I receive [newscreen v]\nwait (.5) seconds\ndelete this clone\n\nwhen flag clicked\nset [aus v] to [0]\n\nwhen I start as a clone\nif <(myID) = [N]> then\n go to x: (35) y: (-27)\n set [ghost v] effect to (100)\n show\n repeat (10)\n go to [front v] layer\n change [ghost v] effect by (-10)\n end\nend\n\nwhen I start as a clone\nif <(myID) = [Y]> then\n go to x: (-35) y: (-27)\n set [ghost v] effect to (100)\n show\n repeat (10)\n go to [front v] layer\n change [ghost v] effect by (-10)\n end\nend\n\nwhen I start as a clone\nif <(myID) = [Q]> then\n go to x: (0) y: (0)\n set [ghost v] effect to (100)\n show\n repeat (10)\n go to [front v] layer\n change [ghost v] effect by (-10)\n end\nend\n\nwhen I start as a clone\nif <(myID) = [B]> then\n set size to (100) %\n go to x: (0) y: (0)\n set [ghost v] effect to (100)\n show\n repeat (5)\n go to [front v] layer\n change [ghost v] effect by (-5)\n end\nend\n\nwhen I start as a clone\nif <<(myID) = [N]> or <(myID) = [Y]>> then\n forever\n if <touching (mouse-pointer v)?> then\n set size to (105) %\n set [color v] effect to (0)\n set [brightness v] effect to (-14)\n if <mouse down?> then\n set [aus ans v] to (myID)\n broadcast (Answered v)\n end\n else\n set size to (100) %\n set [color v] effect to (0)\n set [brightness v] effect to (0)\n end\n end\nend\n\nforever\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n set [aus ans v] to [N]\n broadcast (Answered v)\n end\nend\n\nwhen I receive [stopped v]\nstop [other scripts in sprite v]\nhide\n\n@Game Options\n\nwhen I receive [load v]\nCLONE\n\ndefine CLONE\nset [mystatus v] to [On]\nset [myid v] to [SFX]\ncreate clone of (_myself_ v)\nset [myid v] to [MUSIC]\ncreate clone of (_myself_ v)\nset [myid v] to [SNOW]\ncreate clone of (_myself_ v)\nset [myid v] to [VSL]\ncreate clone of (_myself_ v)\nset [myid v] to [E]\ncreate clone of (_myself_ v)\nset [myid v] to [LOGO]\ncreate clone of (_myself_ v)\nset [myid v] to [MYSELF]\n\nwhen I start as a clone\nhide\nSETUP ACC TO (MyID)\nforever\n if <(PAGE) = [Options]> then\n if <<(MyID) = [SNOW]> or <<(MyID) = [MUSIC]> or <(MyID) = [SFX]>>> then\n set size to (96) %\n if <<mouse down?> and <<<((y position) - (dis)) < (mouse y)> and <(mouse y) < ((y position) - ((0) - (dis)))>> and <<((x position) - (dis)) < (mouse x)> and <(mouse x) < ((x position) - ((0) - (dis)))>>>> then\n if <(myStatus) = [On]> then\n set [mystatus v] to [Off]\n else\n if <(myStatus) = [Off]> then\n set [mystatus v] to [On]\n end\n end\n wait until <not <<mouse down?> and <<<((y position) - (dis)) < (mouse y)> and <(mouse y) < ((y position) - ((0) - (dis)))>> and <<((x position) - (dis)) < (mouse x)> and <(mouse x) < ((x position) - ((0) - (dis)))>>>>>\n if <(SFX) = [On]> then\n start sound [Clock Ticking v]\n end\n end\n end\n if <(MyID) = [VSL]> then\n if <touching (mouse-pointer v)?> then\n set size to (120) %\n go to [front v] layer\n set [brightness v] effect to (-14)\n if <mouse down?> then\n Show Logs\n wait until <not <(Log show?) = [true]>>\n end\n else\n go to [front v] layer\n set size to (115) %\n set [brightness v] effect to (0)\n end\n end\n end\nend\n\ndefine SETUP ACC TO (id)\nset drag mode [not draggable v]\nif <(id) = [SFX]> then\n set [mystatus v] to [On]\n go to x: (-130) y: (-9)\n switch costume to (sfx-on v)\nend\nif <(id) = [MUSIC]> then\n set [mystatus v] to [On]\n go to x: (-130) y: (-50)\n switch costume to (music-on v)\nend\nif <(id) = [SNOW]> then\n set [mystatus v] to [On]\n go to x: (-130) y: (-91)\n switch costume to (snow-on v)\nend\nif <(id) = [VSL]> then\n set size to (115) %\n set [mystatus v] to []\n go to x: (95) y: (-87)\n switch costume to (vsl v)\nend\nif <(id) = [LOGO]> then\n set size to (50) %\n set [mystatus v] to []\n go to x: (95) y: (-27)\n switch costume to (costume1 v)\nend\nif <(id) = [E]> then\n set size to (115) %\n set [mystatus v] to []\n go to x: (0) y: (-168)\n switch costume to (e v)\nend\n\nwhen I receive [options v]\nHide Logs\nif <not <<(MyID) = [E]> or <(MyID) = [MYSELF]>>> then\n show\nend\n\nwhen I receive [title v]\nHide Logs\nif <not <(MyID) = [MYSELF]>> then\n hide\nend\nhide\n\nwhen I start as a clone\nforever\n if <(MyID) = [SFX]> then\n set [sfx v] to (myStatus)\n if <(myStatus) = [On]> then\n switch costume to (sfx-on v)\n end\n if <(myStatus) = [Off]> then\n switch costume to (sfx-off v)\n end\n end\n if <(MyID) = [MUSIC]> then\n set [msc v] to (myStatus)\n if <(myStatus) = [On]> then\n switch costume to (music-on v)\n end\n if <(myStatus) = [Off]> then\n switch costume to (music-off v)\n end\n end\n if <(MyID) = [SNOW]> then\n set [snow v] to (myStatus)\n if <(myStatus) = [On]> then\n switch costume to (snow-on v)\n end\n if <(myStatus) = [Off]> then\n switch costume to (snow-off v)\n end\n end\nend\n\nwhen I receive [stopped v]\nstop [other scripts in sprite v]\nhide\n\nwhen flag clicked\nset [dis v] to [22]\nchange [dis v] by (1)\n\ndefine Show Logs\nwait (0) seconds\nhide list [play log v]\nwait (0) seconds\nhide list [gfl v]\nwait (0) seconds\nhide list [update logs v]\nwait (0) seconds\nset [log show? v] to [true]\nbroadcast (SL v)\n\ndefine Hide Logs\nbroadcast (HL v)\nset [log show? v] to [false]\nwait (0) seconds\nshow list [play log v]\nwait (0) seconds\nshow list [gfl v]\nwait (0) seconds\nshow list [update logs v]\nwait (0) seconds\nshow list [temporary file storage v]\nwait (0) seconds\nshow list [portal position\(s\) v]\nwait (0) seconds\n\nwhen flag clicked\nHide Logs\nset [log show? v] to [false]\n\nwhen flag clicked\nhide\n\nwhen I receive [sl v]\nif <(MyID) = [E]> then\n if <(Log show?) = [true]> then\n show\n go to [front v] layer\n repeat until <(Log show?) = [false]>\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (-14)\n set size to (105) %\n if <mouse down?> then\n set [log show? v] to [false]\n Hide Logs\n hide\n end\n else\n set size to (100) %\n set [brightness v] effect to (0)\n end\n end\n hide\n else\n go to [front v] layer\n hide\n end\nend\n\n@Splash / TB\n\nwhen flag clicked\nset [stopped? v] to [false]\nhide\nswitch costume to (costume1 v)\nset size to (100) %\ngo to x: (0) y: (500)\nset size to (100) %\ngo to x: (0) y: (500)\nset size to (100) %\nswitch costume to (bit v)\nset [y v] to [-25]\nshow\nforever\n reset timer\n set [ghost v] effect to (100)\nend\n\nwhen [timer v] > (.01)\nset [stopped? v] to [true]\nbroadcast (stopped v)\nGLIDE\n\ndefine GLIDE\nrepeat until <[0] < (Y)>\n change [y v] by (1.6)\n change y by (Y)\n go to [front v] layer\nend\n\nwhen I receive [stopped v]\nbroadcast (Y to 0 v)\nforever\n switch costume to (bit v)\n show list [temporary file storage v]\n wait (0) seconds\n show list [portal position\(s\) v]\n wait (0) seconds\n if <(MSC) = [On]> then\n play sound [StoneSteps v] until done\n end\nend\n\ndefine run forever\nforever\n wait (e4) seconds\n go to [front v] layer\n show\n reset timer\n show list [gfl v]\n show list [play log v]\n show list [update logs v]\n show list [bk ul v]\nend\n\nbroadcast (end intro v)\n\n@Logo\n\n@STAT DATA/PAGE\n\nwhen I receive [play v]\nRunTimer\n\ndefine REFRESH CLOUD\n\nset [☁ wr deaths v] to (☁ WR DEATHS)\nset [☁ wr time v] to (☁ WR TIME)\n\ndefine REBOOT RECORDS (value) (value2)\nset [☁ wr deaths v] to (value)\nset [☁ wr time v] to (value2)\nREFRESH CLOUD\n\ndefine NORMAL : Reset records\nREBOOT RECORDS [0] [999]\n\ndefine UPDATE LISTS (timeunit)\nPRESET LISTS\nREFRESH CLOUD\nreplace item (item # of [TIME] in [stats v]) of [stats v] with (join [TIME: ] (join ([abs v] of (gametimecounter) ) (timeunit)))\nreplace item (item # of [WR TIME] in [stats v]) of [stats v] with (join [WR TIME: ] (join (☁ WR TIME) (timeunit)))\nreplace item (item # of [DEATHS] in [stats v]) of [stats v] with (join [DEATHS: ] (join (DEATHS) []))\nreplace item (item # of [WR DEATHS] in [stats v]) of [stats v] with (join [WR DEATHS: ] (join (☁ WR DEATHS) []))\n\ndefine PRESET LISTS\ndelete all of [stats v]\nadd [TIME] to [stats v]\nadd [WR TIME] to [stats v]\nadd [DEATHS] to [stats v]\nadd [WR DEATHS] to [stats v]\n\ndefine SEE LIST FUNCTION <status>\nif <<status> = [True]> then\n hide list [stats v]\nelse\n show list [stats v]\nend\n\nwhen flag clicked\nPRESET LISTS\n\ndefine CHECKDEATHRECORDS <newdeathrecord?>\nif <<newdeathrecord?> = [True]> then\n if <<newdeathrecord?> = [True]> then\n if <<newdeathrecord?> = [True]> then\n if <<newdeathrecord?> = [True]> then\n setdeathrecord ([abs v] of (DEATHS) )\n end\n end\n end\nend\n\ndefine setdeathrecord (value)\nset [☁ wr deaths v] to (value)\n\ndefine RunTimer\nset [gametimecounter v] to [0]\nrepeat until <<(PAGE) = [STATS]> or <(PAGE) = [TITLE]>>\n if <(AUS) = [0]> then\n wait (1) seconds\n set [gametimecounter v] to ((gametimecounter) + (1))\n end\nend\n\nwhen I receive [play v]\nforever\n hide\n go to x: (0) y: (0)\n SEE LIST FUNCTION <key (space v) pressed?>\n UPDATE LISTS [ sec]\nend\n\nwhen I receive [aus v]\nshow list [stats v]\n\nwhen I receive [title v]\nstop [other scripts in sprite v]\nshow list [stats v]\n\nwhen I receive [newscreen v]\nif <(PAGE) = [GAME]> then\n repeat until <<(PAGE) = [STATS]> or <(PAGE) = [TITLE]>>\n show list [stats v]\n end\nelse\n show list [stats v]\nend\n\nwhen I receive [stats v]\nPrepare Print\ncreate clone of (_myself_ v)\nPrint txt - broadcast: [Print STATS]\n\ndefine wait for incoming data\nwait (.1) seconds\n\ndefine finalize stat data\nPRESET LISTS\nREFRESH CLOUD\nreplace item (item # of [TIME] in [stats v]) of [stats v] with (join [TIME: ] (join ([abs v] of (gametimecounter) ) (timeunit)))\nreplace item (item # of [WR TIME] in [stats v]) of [stats v] with (join [WR TIME: ] (join ([abs v] of (☁ WR TIME) ) (timeunit)))\nreplace item (item # of [DEATHS] in [stats v]) of [stats v] with (join [DEATHS: ] (join (DEATHS) []))\nreplace item (item # of [WR DEATHS] in [stats v]) of [stats v] with (join [WR DEATHS: ] (join (☁ WR DEATHS) []))\n\ndefine Hide LIST\nrepeat (1)\n show list [stats v]\nend\n\ndefine REFRESH CLOUD VAR\n\nset [☁ wr deaths v] to ([abs v] of (☁ WR DEATHS) )\nset [☁ wr time v] to ([abs v] of (☁ WR TIME) )\n\ndefine Check for records\nREFRESH CLOUD\nCHECKDEATHRECORDS <(☁ WR DEATHS) < (DEATHS)>\nCHECKTIMERECORDS <(gametimecounter) < (☁ WR TIME)>\nREFRESH CLOUD\n\ndefine CHECKTIMERECORDS <newtimerecord?>\nif <<newtimerecord?> = [true]> then\n if <<newtimerecord?> = [true]> then\n if <<newtimerecord?> = [true]> then\n if <<newtimerecord?> = [true]> then\n set new time rec ([abs v] of ((1) * ((gametimecounter) - (0))) )\n REFRESH CLOUD\n end\n end\n end\nend\n\ndefine set new time rec (new record value )\nREFRESH CLOUD\nset [☁ wr time v] to (new record value )\n\ndefine Prepare Print\ngo to x: (0) y: (0)\nHide LIST\nstop [other scripts in sprite v]\nREFRESH CLOUD VAR\nHide LIST\nwait for incoming data\nCheck for records\nfinalize stat data\nCheck for records\n\ndefine Print txt - broadcast: (message)\nbroadcast (message)\n\nwhen I start as a clone\ngo to x: (0) y: (0)\nset size to (100) %\nset [color v] effect to (0)\ngo [backward v] (1) layers\ngo to [front v] layer\nshow\n\nwhen flag clicked\nhide\n\nwhen I receive [newscreen v]\nhide\n\nwhen I receive [title v]\nhide\n\nwhen flag clicked\nset [gametimecounter v] to [0]\n\n@timer\n\ndefine run backround timer (start) (delay)\nset [backround timer v] to (start)\nwait (delay) seconds\nforever\n change [backround timer v] by (.0158695286373141592654)\nend\n\nwhen flag clicked\nrun backround timer [0] [0]\n\n@Sprite3\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 (end intro 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\ngo to [front v] layer\n\n@clouds\n\nwhen I start as a clone\nshow\ngo to [back v] layer\nset [ghost v] effect to (pick random (40) to (75))\ngo to x: (-242) y: (pick random (28) to (-259))\nforever\n repeat until <(x position) > [171]>\n move (pick random (2) to (7)) steps\n end\n delete this clone\nend\n\nwhen I receive [play v]\nhide\nforever\n wait (pick random (1) to (3)) seconds\n create clone of (_myself_ v)\nend\n\n | |
Tag - 2P Platformer | @Stage\n\nwhen flag clicked\nswitch backdrop to (start v)\nbroadcast (Start v)\nforever\n if <(Time Left) > [0]> then\n if <(Tagger) = [P1]> then\n switch backdrop to (backdrop2 v)\n end\n if <(Tagger) = [P2]> then\n switch backdrop to (backdrop1 v)\n end\n else\n if <(Tagger) = [P1]> then\n switch backdrop to (backdrop3 v)\n end\n if <(Tagger) = [P2]> then\n switch backdrop to (backdrop4 v)\n end\n end\nend\n\nwhen flag clicked\nset [time left v] to [60]\nshow variable [time left v]\nforever\n repeat until <(Time Left) = [0]>\n if <(Time Left) > [15]> then\n wait (1) seconds\n change [time left v] by (-1)\n end\n if <<(Time Left) < [17]> and <(Time Left) > [0]>> then\n wait (1) seconds\n start sound [beep v]\n change [time left v] by (-001)\n end\n end\n stop [other scripts in sprite v]\n start sound [Done v]\n wait (1) seconds\n stop all sounds\n broadcast (Finish v)\nend\n\nwhen I receive [finish v]\nstop [other scripts in sprite v]\n\n@Sprite3\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [front v] layer\n\n@Sprite1\n\nwhen I start as a clone\nset size to (104) %\nshow\n\ndefine generate\nset [id v] to [1]\nswitch costume to (parta v)\nrepeat (6)\n create clone of (_myself_ v)\n next costume\n change [id v] by (1)\nend\n\nwhen I receive [position v]\ngo to x: (((id) * (480)) - (scroll x 1)) y: (85)\n\nwhen I receive [start v]\nhide\ngenerate\nset [scroll x 1 v] to [480]\nbroadcast (message1 v)\nforever\n if <(scroll x 1) > [2400]> then\n set [scroll x 1 v] to [480]\n end\n if <[480] > (scroll x 1)> then\n set [scroll x 1 v] to [2400]\n end\nend\n\n@Sprite2\n\nwhen I start as a clone\nset size to (104) %\nshow\n\ndefine generate\nset [id v] to [1]\nswitch costume to (parta v)\nrepeat (6)\n create clone of (_myself_ v)\n next costume\n change [id v] by (1)\nend\n\nwhen I receive [position2 v]\ngo to x: (((id) * (480)) - (scroll x 2)) y: (-85)\n\nwhen I receive [start v]\nhide\ngenerate\nset [scroll x 2 v] to [480]\nforever\n if <(scroll x 2) > [2400]> then\n set [scroll x 2 v] to [480]\n end\n if <[480] > (scroll x 2)> then\n set [scroll x 2 v] to [2400]\n end\nend\n\n@player1\n\nwhen I receive [message1 v]\nswitch costume to (costume1 v)\nset [id v] to [1]\nrepeat (5)\n create clone of (_myself_ v)\n change [id v] by (1)\nend\nset [id v] to [0]\ngo to x: (75) y: (50)\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n if <key (left arrow v) pressed?> then\n change [xv v] by (-2)\n point in direction (-90)\n end\n if <key (right arrow v) pressed?> then\n change [xv v] by (2)\n point in direction (90)\n end\n set [xv v] to ((xv) * (0.8))\n change x by (round (xv))\n Walls\n change [yv v] by (-1)\n if <<key (up arrow v) pressed?> and <(can jump?) = [1]>> then\n set [yv v] to [9]\n end\n change y by (yv)\n Floor\n change [scroll x 1 v] by (round ((x position) / (4)))\n change x by (() - (round ((x position) / (4))))\n broadcast (position v)\n set [p1 x v] to ((x position) + (scroll x 1))\n set [p1 y v] to ((y position) + (-85))\nend\n\ndefine Walls\nif <touching color (#040404)?> then\n change y by (4)\n if <touching color (#040404)?> then\n change y by (-4)\n repeat until <not <touching color (#040404)?>>\n change x by ((() - (xv)) / ([abs v] of (xv) ))\n end\n set [xv v] to [0]\n else\n repeat until <touching color (#040404)?>\n change y by (-1)\n end\n change y by (1)\n end\nend\n\ndefine Floor\nset [can jump? v] to [0]\nif <touching color (#040404)?> then\n repeat until <not <touching color (#040404)?>>\n change y by ((() - (yv)) / ([abs v] of (yv) ))\n end\n if <(yv) < [0]> then\n set [can jump? v] to [1]\n end\n set [yv v] to [0]\nend\n\nwhen I start as a clone\nswitch costume to (costume1 v)\nforever\n point in direction ([direction v] of [player1 v])\n if <(id) = [1]> then\n go to x: ((P1 X) - (scroll x 2)) y: ((P1 Y) + (-85))\n end\n if <(id) = [2]> then\n go to x: (((P1 X) - (scroll x 2)) + (1920)) y: ((P1 Y) + (-85))\n end\n if <(id) = [3]> then\n go to x: (((P1 X) - (scroll x 2)) + (-1920)) y: ((P1 Y) + (-85))\n end\n if <(id) = [4]> then\n go to x: (((P1 X) - (scroll x 2)) + (960)) y: ((() - (P1 Y)) + (-85))\n switch costume to (costume2 v)\n end\n if <(id) = [5]> then\n go to x: (((P1 X) - (scroll x 2)) + (-960)) y: ((() - (P1 Y)) + (-85))\n switch costume to (costume2 v)\n end\nend\n\nwhen I receive [start v]\nset [ghost v] effect to (0)\nforever\n if <<touching (player2 v)?> and <(Tagger) = [P2]>> then\n wait (.3) seconds\n set [tagger v] to [P1]\n end\nend\n\n@player2\n\nwhen I receive [message1 v]\nswitch costume to (costume1 v)\nset [id v] to [1]\nrepeat (5)\n create clone of (_myself_ v)\n change [id v] by (1)\nend\nset [id v] to [0]\ngo to x: (100) y: (-135)\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n if <key (a v) pressed?> then\n change [xv v] by (-2)\n point in direction (-90)\n end\n if <key (d v) pressed?> then\n change [xv v] by (2)\n point in direction (90)\n end\n set [xv v] to ((xv) * (0.8))\n change x by (round (xv))\n Walls\n change [yv v] by (-1)\n if <<key (w v) pressed?> and <(can jump?) = [1]>> then\n set [yv v] to [9]\n end\n change y by (yv)\n Floor\n change [scroll x 2 v] by (round ((x position) / (4)))\n change x by (() - (round ((x position) / (4))))\n broadcast (position2 v)\n set [p2 x v] to ((x position) + (scroll x 2))\n set [p2 y v] to ((y position) + (85))\nend\n\ndefine Walls\nif <touching color (#040404)?> then\n change y by (4)\n if <touching color (#040404)?> then\n change y by (-4)\n repeat until <not <touching color (#040404)?>>\n change x by ((() - (xv)) / ([abs v] of (xv) ))\n end\n set [xv v] to [0]\n else\n repeat until <touching color (#040404)?>\n change y by (-1)\n end\n change y by (1)\n end\nend\n\ndefine Floor\nset [can jump? v] to [0]\nif <touching color (#040404)?> then\n repeat until <not <touching color (#040404)?>>\n change y by ((() - (yv)) / ([abs v] of (yv) ))\n end\n if <(yv) < [0]> then\n set [can jump? v] to [1]\n end\n set [yv v] to [0]\nend\n\nwhen I start as a clone\nswitch costume to (costume1 v)\nforever\n point in direction ([direction v] of [player2 v])\n if <(id) = [1]> then\n go to x: ((P2 X) - (scroll x 1)) y: ((P2 Y) + (85))\n end\n if <(id) = [2]> then\n go to x: (((P2 X) - (scroll x 1)) + (1920)) y: ((P2 Y) + (85))\n end\n if <(id) = [3]> then\n go to x: (((P2 X) - (scroll x 1)) + (-1920)) y: ((P2 Y) + (85))\n end\n if <(id) = [4]> then\n go to x: (((P2 X) - (scroll x 1)) + (960)) y: ((() - (P2 Y)) + (85))\n switch costume to (costume2 v)\n end\n if <(id) = [5]> then\n go to x: (((P2 X) - (scroll x 1)) + (-960)) y: ((() - (P2 Y)) + (85))\n switch costume to (costume2 v)\n end\nend\n\nwhen I receive [start v]\nset [ghost v] effect to (0)\nforever\n if <<touching (player1 v)?> and <(Tagger) = [P1]>> then\n wait (.3) seconds\n set [tagger v] to [P2]\n end\nend\n\n@Tagger\n\ndefine Random Tagger\nset [random v] to (pick random (1) to (2))\nif <(Random) = [1]> then\n set [tagger v] to [P1]\nend\nif <(Random) = [2]> then\n set [tagger v] to [P2]\nend\n\nwhen I receive [finish v]\nstop [other scripts in sprite v]\n\nwhen I receive [start v]\nRandom Tagger\nforever\n if <(Tagger) = [P1]> then\n go to (player1 v)\n end\n if <(Tagger) = [P2]> then\n go to (player2 v)\n end\nend\n\n@Thumbnail\n\nwhen I receive [start v]\nshow variable [time left v]\nhide\n\nwhen flag clicked\nhide\nforever\n reset timer\nend\n\nwhen I receive [finish v]\nhide variable [time left v]\ngo to x: (0) y: (0)\ngo to [front v] layer\nshow\nif <(Tagger) = [P1]> then\n switch costume to (red win v)\nelse\n switch costume to (blue win v)\nend\nstop [all v]\n\nwhen [timer v] > (.1)\nif <(Time Left) = [0]> then\n if <(Tagger) = [P1]> then\n switch costume to (red win v)\n else\n switch costume to (blue win v)\n end\n stop [this script v]\nelse\n hide variable [time left v]\n go to x: (0) y: (0)\n switch costume to (standard v)\n go to [front v] layer\n show\nend\n\nswitch costume to (standard v)\n\n@Music\n\nwhen flag clicked\nplay sound [Checkpoint v] until done\n\nwhen flag clicked\nforever\n if <[16] > (Time Left)> then\n set volume to (20) %\n end\nend\n\nwhen flag clicked\nset volume to (100) %\n\nwhen I receive [finish v]\nstop [other scripts in sprite v]\n\n@Restart\n\nshow\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nset size to (100) %\nforever\n if <touching (mouse-pointer v)?> then\n repeat until <not <touching (mouse-pointer v)?>>\n change size by (((150) - (size)) / (4))\n end\n end\n change size by (((100) - (size)) / (4))\nend\n\nwhen I receive [start v]\nhide\n\nwhen I receive [finish v]\n\nwhen this sprite clicked\n\nbroadcast (Start v)\n\n | PLEASE. If you're going to remix, change something so it's not just a copy.\n\nArrow Keys to move P1\nWASD to move P2.\nYou have 60 seconds to tag each other and once the time is up, whoever isn't it claims victory! The game stops once it's over, and the thumbnail is shown.\nUPDATE 1: Added a new end screen |
Land - A Mobile Platformer remix | @Stage\n\nwhen flag clicked\nswitch backdrop to (intro backdrop v)\n\nwhen I receive [start v]\nswitch backdrop to (1 v)\n\n@player\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nrepeat (10)\n change size by (-5)\n change [ghost v] effect by (-5)\nend\ndelete this clone\n\nwhen I receive [start v]\ngo to x: (-200) y: (-100)\nset size to (80) %\nswitch costume to (costume1 v)\nshow\nset [level v] to [1]\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 (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change x by ((Xv) * (-1))\n 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 [12]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [yv v] by (-1)\n change y by (Yv)\n if <touching (platform v)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching (platform v)?> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [yv v] to [12]\n end\n end\n if <touching (bounce pad v)?> then\n set [yv v] to [20]\n end\n change y by (1)\n if <key (r v) pressed?> then\n reset\n end\n if <<(y position) < [-177]> or <touching (spikes v)?>> then\n reset\n end\n if <(x position) > [230]> then\n change [level v] by (1)\n broadcast (Next level! v)\n reset\n end\nend\n\ndefine reset\ngo to x: (-200) y: (-100)\n\n@Platform\n\nwhen I receive [start v]\ngo to x: (0) y: (0)\nshow\nforever\n switch costume to (level)\nend\n\nwhen flag clicked\nhide\n\n@Spikes\n\nwhen I receive [start v]\nshow\ngo to x: (0) y: (0)\nforever\n switch costume to (level)\nend\n\nwhen flag clicked\nhide\n\n@Bounce Pad\n\nwhen I receive [start v]\nhide\nforever\n if <(level) = [5]> then\n go to x: (-126) y: (-106)\n show\n else\n if <(level) = [9]> then\n go to x: (-147) y: (-142)\n show\n else\n hide\n end\n end\nend\n\nwhen flag clicked\nhide\n\n@thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [start v]\nforever\n play sound [Nightcore - Faded v] until done\nend\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@Sprite11\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (100)\nset size to (pick random (60) to (0)) %\nset [ghost v] effect to (pick random (65) to (112))\ngo to x: (600) y: (pick random (-167.01) to (167))\nglide (pick random (6) to (1)) secs to x: (-300) y: (pick random (-167.01) to (167))\nrepeat (20)\n change [ghost v] effect by (20)\nend\ndelete this clone\n\nwhen I receive [start v]\ngo to [back v] layer\nhide\nforever\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nhide\n\n | [UPDATE] You can now use mobile!\n[UPDATE] Added 3 new levels!\n============================\nWelcome to land a platformer!\nYou can use Arrow Keys or WASD to Move\nDon't Touch Spikes!\nGet to the far right side of the screen to pass the level\nif you are struggling you can press R to reset the level \nSorry if it is short\nHave fun and enjoy!\n\nPls leave a heart and star!\nLevel art from kenney.nl\nMost code by me!\nThx for my intro @mistaclean\nThe thumbnail text is from cooltext.com\nMusic is Nightcore - Faded by Alan Walker\n\n-Fox Out!\n |
Platformer v.0.1.0 | @Stage\n\n@Player\n\nwhen flag clicked\nset y to (0)\nset [last key press v] to [0]\nset [direction v] to [0]\nset [yv v] to [0]\nset [xv v] to [0]\nset [x shift v] to [-140]\nset [scroll x v] to [140]\nforever\n set x to (x shift)\n movement script\n change [scroll x v] by (() - ((x position) - (x shift)))\n if <(x shift) < [0]> then\n set [x shift v] to (x position)\n else\n if <[0] < (scroll x)> then\n set [x shift v] to (() - (scroll x))\n else\n if <(scroll x) < [0]> then\n set [x shift v] to [0]\n end\n end\n end\n set x to (x shift)\nend\n\ndefine movement script\nchange y by (1)\nif <<(text#) = [0]> or <(letter (length of (text#)) of (text#)) = [_]>> then\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> and <(direction) = [1]>> then\n set [last key press v] to [left]\n else\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n set [last key press v] to [right]\n else\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n set [last key press v] to [left]\n end\n end\n end\n if <(delay) < [1]> then\n if <<(last key press) = [left]> and <(direction) = [1]>> then\n set [direction v] to [-1]\n set [delay v] to [20]\n else\n if <(last key press) = [right]> then\n set [direction v] to [1]\n set [delay v] to [20]\n end\n end\n end\n change [xv v] by ((direction) * (0.8))\nend\nset [xv v] to ((Xv) * (0.8))\nchange x by (Xv)\nif <touching (hitbox v)?> then\n repeat (10)\n if <touching (hitbox v)?> then\n change y by (1)\n end\n end\n if <touching (hitbox v)?> then\n change y by (-10)\n change x by (() - (Xv))\n end\nend\nchange y by (-1)\nchange [delay v] by (-1)\nchange y by (Yv)\nchange [yv v] by (-1)\nif <touching (hitbox v)?> then\n set [yv v] to [0]\n repeat until <not <touching (hitbox v)?>>\n change y by (1)\n end\nend\nrepeat (5)\n if <not <touching (hitbox v)?>> then\n change y by (-1)\n end\nend\nif <not <touching (hitbox v)?>> then\n change y by (5)\nend\n\nwhen I receive [player front v]\ngo to [front v] layer\n\nset [yv v] to [0]\nset y to (0)\n\nwhen [b v] key pressed\nset [last key press v] to [0]\nset [direction v] to [0]\n\n@Platform\n\nwhen flag clicked\nshow\nclone layer name: [cloud layer 1] layer number: [12]\nclone layer name: [cloud layer 2] layer number: [11]\nclone layer name: [back layer 3] layer number: [9]\nclone layer name: [back layer 2] layer number: [7]\nclone layer name: [back layer 1] layer number: [5]\nclone layer name: [platforms] layer number: [2]\nclone layer name: [front_platforms] layer number: [2]\nclone layer name: [foreground 3] layer number: [1.5]\nclone layer name: [foreground 2] layer number: [1.5]\nclone layer name: [foreground] layer number: [1.3]\nhide\nbroadcast (start hitboxes v)\nbroadcast (player front v)\nbroadcast (water v)\nbroadcast (start non-scrolling v)\n\ndefine clone layer name: (name) layer number: (number)\nswitch costume to (join (name) [ 1])\nset [layer number v] to (number)\nset [layer v] to (name)\nset [clone# v] to [1]\nrepeat until <not <(costume [name v]) = (join (name) (join [ ] (clone#)))>>\n create clone of (_myself_ v)\n next costume\n change [clone# v] by (1)\nend\n\nwhen I start as a clone\nforever\n switch costume to (tiny v)\n set size to (1000) %\n switch costume to (full v)\n if <(layer) = [foreground 2]> then\n go to x: (((((((clone#) - (1)) * (480)) + (((scroll x) + (x shift)) / ((layer number) / (2)))) - ((timer) * (20))) mod (960)) - (480)) y: (([cos v] of ((timer) * (100)) ) * (3))\n else\n if <[infinite layers v] contains (layer)?> then\n go to x: ((((((clone#) - (1)) * (480)) + (((scroll x) + (x shift)) / ((layer number) / (2)))) mod (960)) - (480)) y: (0)\n else\n go to x: ((((clone#) - (1)) * (480)) + (((scroll x) + (x shift)) / ((layer number) / (2)))) y: (0)\n end\n end\n set size to (100) %\n switch costume to (join (layer) (join [ ] (clone#)))\nend\n\nwhen I receive [water v]\nif <<(layer) = [foreground 2]> or <(layer) = [front_platforms]>> then\n go to [front v] layer\nend\n\n@Hitbox\n\nwhen I receive [start hitboxes v]\nset [ghost v] effect to (100)\nforever\n go to x: (((((scroll x) + (x shift)) - (240)) mod (480)) - (240)) y: (0)\n switch costume to ([ceiling v] of ((((scroll x) + (x shift)) / (-480)) + (0.5)) )\nend\n\nwhen [space v] key pressed\nclear graphic effects\ngo to [front v] layer\n\n@Material\n\nwhen I receive [start non-scrolling v]\ngo to [front v] layer\n\nwhen flag clicked\nswitch costume to (dock s v)\nhide\n\n@Lives\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nset [lives v] to [4]\nswitch costume to (lives v)\ncreate clone of (_myself_ v)\nswitch costume to (4 v)\ncreate clone of (_myself_ v)\n\nwhen I receive [start non-scrolling v]\ngo to [front v] layer\n\nwhen I start as a clone\nshow\nif <(costume [name v]) = [4]> then\n forever\n go to x: (-170) y: (150)\n switch costume to (Lives)\n set size to (94) %\n end\nend\n\n@Controls\n\nwhen I receive [start non-scrolling v]\ngo to x: (0) y: (0)\nshow\ngo to [front v] layer\nwait until <<key (right arrow v) pressed?> or <key (d v) pressed?>>\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\nclear graphic effects\n\n@Signs\n\nwhen I start as a clone\nforever\n set size to (200) %\n go to x: ((my x) + ((scroll x) + (x shift))) y: (my y)\n set size to (100) %\n if <touching (player v)?> then\n if <(text#) = [0]> then\n set [text# v] to (sign #)\n end\n set [sign x v] to (my x)\n set [sign y v] to (my y)\n if <<(z pressed?) = [false]> and <key (z v) pressed?>> then\n set [text# v] to (join (sign #) [_])\n end\n else\n if <<(text#) = (sign #)> or <(text#) = (join (sign #) [_])>> then\n set [text# v] to [0]\n end\n end\n set [z pressed? v] to <key (z v) pressed?>\nend\n\ndefine clone\nclone [300] [-90] [1]\n\ndefine clone (xpos) (ypos) (sign number)\nset [my x v] to (xpos)\nset [my y v] to (ypos)\nset [sign # v] to (sign number)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\ngo to [front v] layer\nshow\nclone\nhide\n\nset [z pressed? v] to [0]\n\n@Text Box\n\nwhen I receive [start hitboxes v]\ngo to [front v] layer\nset [text# v] to [0]\nset [ghost v] effect to (100)\nforever\n go to x: ((sign x) + ((scroll x) + (x shift))) y: ((sign y) + (25))\n switch costume to (text#)\n if <<(text#) = [0]> or <(letter (length of (text#)) of (text#)) = [_]>> then\n change size by ((size) / (-4))\n change [ghost v] effect by (5)\n else\n change [ghost v] effect by (-20)\n change size by (((size) - (100)) / (-3))\n change [ghost v] effect by (-10)\n change [ghost v] effect by (20)\n end\nend\n\n@Sign Text\n\nwhen I receive [player front v]\ngo to [front v] layer\nset size to (100) %\nset [text# v] to [0]\nset [ghost v] effect to (100)\nforever\n go to x: ((sign x) + ((scroll x) + (x shift))) y: ((sign y) + ((+y) + (10)))\n switch costume to (text#)\n if <<(text#) = [0]> or <(letter (length of (text#)) of (text#)) = [_]>> then\n change [ghost v] effect by (20)\n change [+y v] by ((+y) / (-5))\n else\n change [ghost v] effect by (-10)\n change [+y v] by (((15) - (+y)) / (5))\n end\nend\n\n@Animation\n\n@Animation2\n\nwhen flag clicked\n\nwhen I start as a clone\nshow\nforever\n if < (costume [name v]) contains [fall]?> then\n next costume\n wait (0.1) seconds\n next costume\n wait (0.1) seconds\n switch costume to ((costume [number v]) - (2))\n wait (0.1) seconds\n end\nend\n\ngo to x: (45) y: (-73)\nhide\nswitch costume to (waterbase v)\ncreate clone of (_myself_ v)\nswitch costume to (waterfall 1-1 v)\ncreate clone of (_myself_ v)\nswitch costume to (waterfall 2-1 v)\ncreate clone of (_myself_ v)\n\n | v0.1.0\n- Extended platform layer\n- Modified hitboxes\n- Changed paralax perspective\n- Added assets 1 (only controls box works)\nThanks for making it easy to update! :)\n\nBugs:\n- The player is on front of foreground layer\n- The foreground layer is behind the front_platform layer |
Dungeon Journey - A platformer [Mobile friendly] | @Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop2 v)\nforever\n play sound [545395_Midnight v] until done\nend\n\nwhen flag clicked\nwait until <([costume # v] of [ground v]) = [10]>\nswitch backdrop to (backdrop3 v)\n\n@Player\n\nwhen flag clicked\nbroadcast (Restart v)\nswitch costume to (costume1 v)\nshow\nset [x v] to [0]\nset [y v] to [0]\nforever\n go to [front v] layer\n if <touching (ladders v)?> then\n set [y v] to [0]\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n change [y v] by (8)\n end\n if <<key (down arrow v) pressed?> or <<mouse down?> and <(y position) > (mouse y)>>> then\n change [y v] by (-8)\n end\n if <not <touching (ladders v)?>> then\n set [y v] to [15]\n end\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)>>> then\n change [x v] by (-1)\n point in direction (-90)\n end\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>> then\n change [x v] by (1)\n point in direction (90)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching (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 <<mouse down?> and <(mouse y) > (y position)>>> 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 (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?> 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)\nend\n\nwhen flag clicked\nshow\nforever\n if <<(x position) > [230]> and <touching (_edge_ v)?>> then\n broadcast (Next level v)\n end\n if <<touching (spikes v)?> or <<touching (lava v)?> or <<(y position) < [-170]> and <touching (_edge_ v)?>>>> then\n broadcast (Restart v)\n end\n if <touching (bounce v)?> then\n set [y v] to [20]\n end\nend\n\nwhen [r v] key pressed\nbroadcast (Restart v)\n\nwhen I receive [next level v]\nbroadcast (Restart v)\n\nwhen I receive [restart v]\ngo to x: (-220) y: (-30)\nset [y v] to [0]\n\nwhen flag clicked\nforever\n if <touching (water v)?> then\n broadcast (Restart v)\n end\nend\n\n@Light2\n\nwhen flag clicked\nforever\n Fix\nend\n\ndefine Fix\ngo to (player v)\ngo to [back v] layer\nshow\nif <touching (player v)?> then\n set [ghost v] effect to (0)\nelse\n set [ghost v] effect to (100)\nend\n\nwhen flag clicked\nforever\n set size to (50) %\n repeat (10)\n change size by (1)\n end\n wait (0.5) seconds\n repeat (10)\n change size by (-1)\n end\nend\n\nwhen backdrop switches to [backdrop10 v]\nforever\n hide\nend\n\n@Trail thingy\n\nwhen flag clicked\nforever\n hide\n go to (player v)\n create clone of (_myself_ v)\n go to [front v] layer\n if <touching (ladders v)?> then\n go [forward v] (1) layers\n end\n if <touching (stick man v)?> then\n go [forward v] (1) layers\n end\nend\n\nwhen I start as a clone\nshow\nclear graphic effects\ngo to [back v] layer\ngo [forward v] (1) layers\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\n@Ground\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\n@Stick Man\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\n switch costume to ([costume # v] of [ground v])\n go to [back v] layer\nend\n\n@Spikes\n\nwhen flag clicked\nforever\n switch costume to ([costume # v] of [ground v])\n clear graphic effects\nend\n\n@bounce\n\nwhen flag clicked\nwait until <([costume # v] of [ground v]) = [3]>\ngo to x: (-125) y: (-117)\ncreate clone of (_myself_ v)\nwait until <([costume # v] of [ground v]) = [7]>\ngo to x: (-125) y: (-117)\ncreate clone of (_myself_ v)\nwait until <([costume # v] of [ground v]) = [10]>\ngo to x: (-125) y: (-85)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\ngo to [back v] layer\ngo [forward v] (1) layers\nforever\n show\n if <touching (player v)?> then\n set [y v] to [20]\n switch costume to (costume1 v)\n repeat (2)\n next costume\n end\n repeat (2)\n switch costume to ((costume [number v]) - (1))\n end\n else\n switch costume to (costume1 v)\n end\nend\n\nwhen I receive [next level v]\ndelete this clone\n\nwhen flag clicked\ndelete this clone\n\n@Water\n\nwhen flag clicked\ngo to [back v] layer\ngo to x: (0) y: (0)\nset [tide v] to [0]\nforever\n repeat (10)\n change [tide v] by (-0.1)\n end\n repeat (20)\n change [tide v] by (0.1)\n end\n repeat (10)\n change [tide v] by (-0.1)\n end\nend\n\nwhen flag clicked\nforever\n go to [back v] layer\n switch costume to ([costume # v] of [ground v])\n set [ghost v] effect to (50)\n change y by (tide)\nend\n\ngo [backward v] (1) layers\n\n@LADDERS\n\nwhen flag clicked\nforever\n switch costume to ([costume # v] of [ground v])\n clear graphic effects\n go to [back v] layer\nend\n\n@Sprite1\n\nwhen flag clicked\ngo to [front v] layer\nset [ghost v] effect to (100)\nset size to (120) %\nforever\n reset timer\nend\n\nwhen [timer v] > (0.03)\nset size to (120) %\nrepeat (20)\n go to [front v] layer\n show\n change size by (-1)\n change [ghost v] effect by (-5)\nend\n\n | Cringe instructions fixed in 2022 |
Jungle 2 - a scrolling platformer | @Stage\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 [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 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: [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@Platforms\n\nwhen I receive [green flag v]\nhide\nswitch backdrop to (backdrop3 v)\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 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: [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: [700] y: [800]\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: [1663] y: [557]\n\nwhen I receive [green flag v]\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]\nelse\n if <(Checkpoint) = [1]> then\n set [x v] to [2050]\n set [y v] to [20]\n else\n set [x v] to [4307]\n set [y v] to [120]\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) > [6723]> then\n set [scroll x v] to [6723]\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\nif <touching (danger v)?> then\n set [exit v] to [Die]\nend\nif <(SCROLL X) > [0]> then\n switch backdrop to (backdrop3 v)\nend\nif <(SCROLL X) > [2041]> then\n switch backdrop to (backdrop2 v)\nend\nif <(SCROLL X) > [4307]> then\n switch backdrop to (backdrop1 v)\nend\nif <(SCROLL X) > [6450]> then\n switch backdrop to (backdrop2 v)\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\nhide\nclear graphic effects\nchange [level v] by (1)\nwait (1) seconds\n\ndefine Test - Die\n\nif <(Checkpoint) = [1]> then\n set [x v] to [2050]\n set [y v] to [20]\nelse\n set [x v] to [4307]\n set [y v] to [120]\nend\n\nwhen flag clicked\nforever\n if <touching (bounce v)?> then\n if <(in air) < [4]> then\n set [speed y v] to [35]\n end\n end\nend\n\n@Checkpoint \n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <(costume [number v]) = [2]> then\n if <touching (player v)?> then\n change [checkpoint v] by (1)\n switch costume to (green flag v)\n end\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nset [checkpoint v] to [0]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (close flag v)\n Clone at x: [2050] y: [20]\n Clone at x: [4307] y: [100]\nend\nset [x v] to [-99999]\n\nClone at x: [4307] y: [100]\n\n@bild\n\nwhen flag clicked\nhide\n\ngo to [front v] layer\n\n@bounce\n\nwhen I receive [green flag v]\nhide\nswitch backdrop to (backdrop3 v)\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 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: [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: [700] y: [800]\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: [1663] y: [557]\n\nwhen I receive [green flag v]\n\n@Platforms2\n\nwhen I receive [green flag v]\nhide\nswitch backdrop to (backdrop3 v)\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 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: [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: [700] y: [800]\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: [1663] y: [557]\n\nwhen I receive [green flag v]\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\n@Platforms3\n\nwhen I receive [green flag v]\nhide\nswitch backdrop to (backdrop3 v)\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 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: [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: [700] y: [800]\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: [1663] y: [557]\n\nwhen I receive [green flag v]\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@Platforms4\n\nwhen I receive [green flag v]\nhide\nswitch backdrop to (backdrop3 v)\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 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: [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: [700] y: [800]\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: [1663] y: [557]\n\nwhen I receive [green flag v]\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\nwhen flag clicked\nset [ghost v] effect to (40)\nforever\n change y by (-10)\n change y by (10)\nend\n\n@Platforms5\n\nwhen I receive [green flag v]\nhide\nswitch backdrop to (backdrop3 v)\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 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: [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: [700] y: [800]\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: [1663] y: [557]\n\nwhen I receive [green flag v]\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\nwhen flag clicked\nset [ghost v] effect to (40)\nforever\n change y by (-10)\n change y by (10)\nend\n\n@Figur1\n\nwhen flag clicked\nbroadcast (yes v)\nswitch costume to (yes v)\ngo to x: (0) y: (0)\nforever\n go to [front v] layer\nend\n\nwhen this sprite clicked\nnext costume\nif <(costume [name v]) = [yes]> then\n broadcast (yes v)\nelse\n broadcast (no v)\nend\n\n@Figur2\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n go to (random position v)\n set x to (-273)\n if <(y position) < [0]> then\n set y to (pick random (20) to (100))\n end\n create clone of (_myself_ v)\n wait (pick random (0.9) to (1.5)) seconds\nend\n\nrepeat (pick random (1) to (2))\n\nwhen I start as a clone\nset [ghost v] effect to (0)\nforever\n set [ghost v] effect to (pick random (30) to (60))\n go to [back v] layer\n go [backward v] (10) layers\n change x by (0.5)\n if <(x position) > [228]> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\n end\nend\n\nwhen I receive [no v]\nhide\n\nwhen I receive [yes v]\nshow\n\n | JUNGLE 2 (1: https://scratch.mit.edu/projects/395624453 )\n**************************************************************\nYou are an explorer in the jungle...\n**************************************************************\n- Move with arrow keys or mobile\n- Find the ruins\n- Cloud-button to hide the clouds (Then it moves faster)\n- Have fun |
Ball Runner 3D! ✪✪✪✪✪✪✪✪ Mobile friendly 3D running platformer! | @Stage\n\nwhen flag clicked\nswitch backdrop to (untitled v)\n\nwhen I receive [hidescrollingstarfields v]\nswitch backdrop to (backdrop1 v)\n\n@Sprite3\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\ngo to [front v] layer\nset [starfield on/off v] to [ON]\n\nwhen I receive [start v]\nstop [other scripts in sprite v]\nswitch costume to (Level)\nshow\n\nwhen this sprite clicked\nif <(mouse x) > [182]> then\n broadcast (Music v)\nelse\n if <(sTARFIELD ON/OFF) = [ON]> then\n set [starfield on/off v] to [OFF]\n broadcast (HideScrollingStarfields v)\n else\n set [starfield on/off v] to [ON]\n broadcast (sHOWSCROLLINGSTARFIELDS v)\n end\nend\n\nsay (mouse y)\n\nwhen I receive [menupicklevel v]\nforever\n show\n go to [front v] layer\n switch costume to (costume1 v)\nend\n\nclear graphic effects\n\n@Hero\n\nwhen I receive [victory! v]\nstop [other scripts in sprite v]\n\nwhen I receive [gameover v]\nstop [other scripts in sprite v]\nhide\n\nwhen [right arrow v] key pressed\nbroadcast (GoRight v)\n\nwhen [left arrow v] key pressed\nbroadcast (GoLeft? v)\n\nwhen flag clicked\nhide\nset [changing lane? v] to [No]\nset [heroslot v] to [4]\nset [high, medium or low? v] to [Low]\ngo to x: (0) y: (-115)\n\nsay [Hello!] for (0) seconds\n\nrepeat (10)\n change y by (-3)\nend\n\nset [************** v] to [Perfect leapfrog 2]\nset [hero y velocity v] to [20]\nrepeat (41)\n change y by (hero y velocity)\n change [hero y velocity v] by (-1)\nend\n\nsay [Hello!] for (2) seconds\n\nif <(letter (HeroSlot) of (item ((ListLineReader) - (11)) of [levelnowplaying v])) = [L]> then\n LowSequence\nend\n\nset [hero y velocity v] to [15]\nrepeat (21)\n change y by (hero y velocity)\n change [hero y velocity v] by (-1)\nend\nset [high, medium or low? v] to [Medium]\n\nset [hero y velocity v] to [-4]\nrepeat (3)\n change y by (hero y velocity)\n change [hero y velocity v] by (-2)\nend\n\ndefine LowSequence\nset [high, medium or low? v] to [Low]\nset [************** v] to [Keeps the ball rolling on low until it's not on L, launches ramp]\nset [hero y velocity v] to [-4]\nrepeat (3)\n change y by (hero y velocity)\n change [hero y velocity v] by (-2)\nend\nrepeat until <not <(letter (HeroSlot) of (item ((ListLineReader) - (11)) of [levelnowplaying v])) = [L]>>\nif <<(letter (HeroSlot) of (item ((ListLineReader) - (11)) of [levelnowplaying v])) = [H]> or <(letter (HeroSlot) of (item ((ListLineReader) - (11)) of [levelnowplaying v])) = [G]>> then\n set [************** v] to [HIT BY WALL]\n set [hero y velocity v] to [-4]\n repeat (5)\n change y by (hero y velocity)\n change [hero y velocity v] by (-2)\n end\n broadcast (GameOver v)\nend\nif <(letter (HeroSlot) of (item ((ListLineReader) - (11)) of [levelnowplaying v])) = [R]> then\n repeat (18)\n change y by (1)\n end\n set [high, medium or low? v] to [Medium]\nend\n\nrepeat (18)\n change y by (1)\nend\nset [high, medium or low? v] to [Medium]\n\nLowSequence\n\n\n\ndefine JumpingUpSequence\nset [shadow on/off v] to [OFF]\nset [hero y velocity v] to [15]\nset [high, medium or low? v] to [High]\nrepeat (21)\n change y by (hero y velocity)\n change [hero y velocity v] by (-1)\nend\nrepeat until <not <(letter (HeroSlot) of (item ((ListLineReader) - (11)) of [levelnowplaying v])) = [H]>>\nrepeat (10)\n change y by (hero y velocity)\n change [hero y velocity v] by (-1)\nend\nset [shadow on/off v] to [ON]\n\ndefine GoodLeftShift\nset [changing lane? v] to [Yes]\nrepeat (2)\n change x by (-18)\nend\nchange [heroslot v] by (-1)\nrepeat (2)\n change x by (-17)\nend\nset [changing lane? v] to [No]\n\nGoodLeftShift\nstop [this script v]\n\nGoodLeftShift\nstop [this script v]\n\nGoodLeftShift\n\ndefine GoodRightShift\nset [changing lane? v] to [Yes]\nrepeat (2)\n change x by (18)\nend\nchange [heroslot v] by (1)\nrepeat (2)\n change x by (17)\nend\nset [changing lane? v] to [No]\n\nGoodRightShift\nstop [this script v]\n\nset [************** v] to [Hit by badies - basically works]\nset [high, medium or low? v] to []\n\nif <(letter (HeroSlot) of (item ((ListLineReader) - (11)) of [levelnowplaying v])) = [H]> then\n\nwhen I receive [start v]\nwait (1) seconds\nshow\nset [shadow on/off v] to [ON]\nforever\n go to [front v] layer\n if <(letter (HeroSlot) of (item ((ListLineReader) - (11)) of [levelnowplaying v])) = [P]> then\n set [************** v] to [High sequence - started by a jump, ended when not high!]\n JumpingUpSequence\n end\n set [************** v] to [NORMAL sequence]\n set [high, medium or low? v] to [Medium]\n if <(letter (HeroSlot) of (item ((ListLineReader) - (11)) of [levelnowplaying v])) = [B]> then\n set [************** v] to [Death Sequence - basically works]\n set [hero y velocity v] to [-4]\n repeat (5)\n change y by (hero y velocity)\n change [hero y velocity v] by (-2)\n end\n broadcast (GameOver v)\n end\n if <(letter (HeroSlot) of (item ((ListLineReader) - (11)) of [levelnowplaying v])) = [S]> then\n set [************** v] to [Hit by badies - basically works]\n set [hero y velocity v] to [-4]\n repeat (5)\n change y by (hero y velocity)\n change [hero y velocity v] by (-2)\n end\n broadcast (GameOver v)\n end\n if <(letter (HeroSlot) of (item ((ListLineReader) - (11)) of [levelnowplaying v])) = [H]> then\n set [************** v] to [HIT BY WALL]\n set [hero y velocity v] to [-4]\n repeat (5)\n change y by (hero y velocity)\n change [hero y velocity v] by (-2)\n end\n broadcast (GameOver v)\n end\n if <(letter (HeroSlot) of (item ((ListLineReader) - (11)) of [levelnowplaying v])) = [R]> then\n repeat (18)\n change y by (1)\n end\n set [high, medium or low? v] to [medium]\n end\n if <(letter (HeroSlot) of (item ((ListLineReader) - (11)) of [levelnowplaying v])) = [L]> then\n LowSequence\n end\n if <(letter (HeroSlot) of (item ((ListLineReader) - (11)) of [levelnowplaying v])) = [G]> then\n set [************** v] to [MEDIUM]\n end\nend\n\nwhen I receive [goleft? v]\nif <(changing lane?) = [No]> then\n if <(HeroSlot) > [1]> then\n if <(High, Medium or Low?) = [High]> then\n GoodLeftShift\n stop [this script v]\n end\n if <(High, Medium or Low?) = [Medium]> then\n if <not <(letter ((HeroSlot) - (1)) of (item ((ListLineReader) - (11)) of [levelnowplaying v])) = [H]>> then\n GoodLeftShift\n stop [this script v]\n end\n end\n if <(High, Medium or Low?) = [Low]> then\n if <<not <(letter ((HeroSlot) - (1)) of (item ((ListLineReader) - (12)) of [levelnowplaying v])) = [H]>> and <<not <(letter ((HeroSlot) - (1)) of (item ((ListLineReader) - (12)) of [levelnowplaying v])) = [G]>> and <not <(letter ((HeroSlot) - (1)) of (item ((ListLineReader) - (12)) of [levelnowplaying v])) = [R]>>>> then\n GoodLeftShift\n stop [this script v]\n end\n end\n end\nend\n\nwhen I receive [goright v]\nif <(changing lane?) = [No]> then\n if <(HeroSlot) < [7]> then\n if <(High, Medium or Low?) = [High]> then\n GoodRightShift\n stop [this script v]\n end\n if <(High, Medium or Low?) = [Medium]> then\n if <not <(letter ((HeroSlot) - (-1)) of (item ((ListLineReader) - (11)) of [levelnowplaying v])) = [H]>> then\n GoodRightShift\n stop [this script v]\n end\n end\n if <(High, Medium or Low?) = [Low]> then\n if <<not <(letter ((HeroSlot) - (-1)) of (item ((ListLineReader) - (12)) of [levelnowplaying v])) = [H]>> and <<not <(letter ((HeroSlot) - (-1)) of (item ((ListLineReader) - (12)) of [levelnowplaying v])) = [G]>> and <not <(letter ((HeroSlot) - (-1)) of (item ((ListLineReader) - (12)) of [levelnowplaying v])) = [R]>>>> then\n GoodRightShift\n stop [this script v]\n end\n end\n end\nend\n\nwhen [a v] key pressed\nbroadcast (GoLeft? v)\n\nwhen [d v] key pressed\nbroadcast (GoRight v)\n\n@Shadow\n\nwhen I receive [victory! v]\nstop [other scripts in sprite v]\n\nwhen I receive [gameover v]\nstop [other scripts in sprite v]\nhide\n\nwhen flag clicked\nhide\n\nchange y by (10)\n\nset x to ([x position v] of [hero v])\n\nwhen I receive [start v]\nwait (3) seconds\nset [ghost v] effect to (50)\nshow\nforever\n if <(sHADOW oN/oFF) = [ON]> then\n go to (hero v)\n show\n else\n hide\n end\nend\n\n@Slot1\n\nwhen I receive [victory! v]\nstop [other scripts in sprite v]\n\nwhen I receive [victory! v]\nstop [other scripts in sprite v]\n\nwhen flag clicked\n\nwhen I start as a clone\nshow\ngo to [back v] layer\nif <(costume [name v]) = [L]> then\n repeat (134)\n change y by ((0) - ((size) * (0.04)))\n set [size v] to ((size) * (1.012))\n set size to (size) %\n end\n delete this clone\nend\nif <(costume [name v]) = [H]> then\n repeat (145)\n change y by ((0) - ((size) * (0.04)))\n set [size v] to ((size) * (1.012))\n set size to (size) %\n end\n delete this clone\nend\nrepeat (140)\n change y by ((0) - ((size) * (0.04)))\n set [size v] to ((size) * (1.012))\n set size to (size) %\nend\ndelete this clone\n\nwhen I receive [start v]\ngo to x: (0) y: (165)\nset size to (28) %\nhide\nset [listlinereader v] to [1]\nset [size v] to [25]\nif <[1] = [1]> then\n delete this clone\nend\nforever\n switch costume to (letter (1) of (item (ListLineReader) of [levelnowplaying v]))\n create clone of (_myself_ v)\n repeat (10)\n change [listlinereader v] by (1)\nend\n\nif <not <(costume [name v]) = [B]>> then\n create clone of (_myself_ v)\nend\nrepeat (10)\nchange [listlinereader v] by (1)\n\nwhen I receive [gameover v]\nstop [other scripts in sprite v]\n\n@Slot7\n\nwhen I receive [victory! v]\nstop [other scripts in sprite v]\n\nwhen I receive [gameover v]\nstop [other scripts in sprite v]\n\nwhen flag clicked\n\nset size to (15) %\n\nwhen I start as a clone\ngo to [back v] layer\nshow\nif <(costume [name v]) = [L]> then\n repeat (134)\n change y by ((0) - ((size) * (0.04)))\n set [size v] to ((size) * (1.012))\n set size to (size) %\n end\n delete this clone\nend\nif <(costume [name v]) = [H]> then\n repeat (145)\n change y by ((0) - ((size) * (0.04)))\n set [size v] to ((size) * (1.012))\n set size to (size) %\n end\n delete this clone\nend\nrepeat (140)\n change y by ((0) - ((size) * (0.04)))\n set [size v] to ((size) * (1.012))\n set size to (size) %\nend\ndelete this clone\n\nwhen I receive [start v]\ngo to x: (0) y: (165)\nset size to (28) %\nhide\nset [size v] to [25]\nif <[1] = [1]> then\n delete this clone\nend\nforever\n switch costume to (letter (7) of (item (ListLineReader) of [levelnowplaying v]))\n create clone of (_myself_ v)\n repeat (10)\nend\n\nrepeat (140)\n change y by ((0) - ((size) * (0.04)))\n set [size v] to ((size) * (1.012))\n set size to (size) %\nend\ndelete this clone\n\nif <not <(costume [name v]) = [B]>> then\n create clone of (_myself_ v)\nend\n\n@Slot2\n\nwhen I receive [victory! v]\nstop [other scripts in sprite v]\n\nwhen I receive [gameover v]\nstop [other scripts in sprite v]\n\nwhen flag clicked\n\nwhen I start as a clone\ngo to [back v] layer\ngo [forward v] (5) layers\nshow\nif <(costume [name v]) = [L]> then\n repeat (134)\n change y by ((0) - ((size) * (0.04)))\n set [size v] to ((size) * (1.012))\n set size to (size) %\n end\n delete this clone\nend\nif <(costume [name v]) = [H]> then\n repeat (145)\n change y by ((0) - ((size) * (0.04)))\n set [size v] to ((size) * (1.012))\n set size to (size) %\n end\n delete this clone\nend\nrepeat (140)\n change y by ((0) - ((size) * (0.04)))\n set [size v] to ((size) * (1.012))\n set size to (size) %\nend\ndelete this clone\n\nwhen I receive [start v]\ngo to x: (0) y: (165)\nset size to (28) %\nhide\nset [size v] to [25]\nif <[1] = [1]> then\n delete this clone\nend\nforever\n switch costume to (letter (2) of (item (ListLineReader) of [levelnowplaying v]))\n create clone of (_myself_ v)\n repeat (10)\nend\n\nrepeat (140)\n change y by ((0) - ((size) * (0.04)))\n set [size v] to ((size) * (1.012))\n set size to (size) %\nend\ndelete this clone\n\nif <not <(costume [name v]) = [B]>> then\n create clone of (_myself_ v)\nend\nrepeat (10)\n\n@Slot6\n\nwhen I receive [victory! v]\nstop [other scripts in sprite v]\n\nwhen I receive [gameover v]\nstop [other scripts in sprite v]\n\nwhen flag clicked\n\nwhen I start as a clone\ngo to [back v] layer\ngo [forward v] (5) layers\nshow\nif <(costume [name v]) = [L]> then\n repeat (134)\n change y by ((0) - ((size) * (0.04)))\n set [size v] to ((size) * (1.012))\n set size to (size) %\n end\n delete this clone\nend\nif <(costume [name v]) = [H]> then\n repeat (145)\n change y by ((0) - ((size) * (0.04)))\n set [size v] to ((size) * (1.012))\n set size to (size) %\n end\n delete this clone\nend\nrepeat (140)\n change y by ((0) - ((size) * (0.04)))\n set [size v] to ((size) * (1.012))\n set size to (size) %\nend\ndelete this clone\n\nwhen I receive [start v]\ngo to x: (0) y: (165)\nset size to (28) %\nhide\nset [size v] to [25]\nif <[1] = [1]> then\n delete this clone\nend\nforever\n switch costume to (letter (6) of (item (ListLineReader) of [levelnowplaying v]))\n create clone of (_myself_ v)\n repeat (10)\nend\n\n\n\nrepeat (140)\n change y by ((0) - ((size) * (0.04)))\n set [size v] to ((size) * (1.012))\n set size to (size) %\nend\ndelete this clone\n\nif <not <(costume [name v]) = [B]>> then\n create clone of (_myself_ v)\nend\nrepeat (10)\n\n@Slot3\n\nwhen I receive [victory! v]\nstop [other scripts in sprite v]\n\nwhen I receive [gameover v]\nstop [other scripts in sprite v]\n\nwhen flag clicked\n\nwhen I start as a clone\ngo to [back v] layer\ngo [forward v] (9) layers\nshow\nif <(costume [name v]) = [L]> then\n repeat (134)\n change y by ((0) - ((size) * (0.04)))\n set [size v] to ((size) * (1.012))\n set size to (size) %\n end\n delete this clone\nend\nif <(costume [name v]) = [H]> then\n repeat (145)\n change y by ((0) - ((size) * (0.04)))\n set [size v] to ((size) * (1.012))\n set size to (size) %\n end\n delete this clone\nend\nrepeat (140)\n change y by ((0) - ((size) * (0.04)))\n set [size v] to ((size) * (1.012))\n set size to (size) %\nend\ndelete this clone\n\nwhen I receive [start v]\ngo to x: (0) y: (165)\nset size to (28) %\nhide\nset [size v] to [25]\nif <[1] = [1]> then\n delete this clone\nend\nforever\n switch costume to (letter (3) of (item (ListLineReader) of [levelnowplaying v]))\n create clone of (_myself_ v)\n repeat (10)\nend\n\nrepeat (140)\n change y by ((0) - ((size) * (0.04)))\n set [size v] to ((size) * (1.012))\n set size to (size) %\nend\ndelete this clone\n\nswitch costume to (g v)\n\nif <not <(costume [name v]) = [B]>> then\n create clone of (_myself_ v)\nend\nrepeat (10)\n\n@Slot5\n\nwhen I receive [victory! v]\nstop [other scripts in sprite v]\n\nwhen I receive [gameover v]\nstop [other scripts in sprite v]\n\nwhen flag clicked\n\nwhen I start as a clone\ngo to [back v] layer\ngo [forward v] (10) layers\nshow\nif <(costume [name v]) = [L]> then\n repeat (134)\n change y by ((0) - ((size) * (0.04)))\n set [size v] to ((size) * (1.012))\n set size to (size) %\n end\n delete this clone\nend\nif <(costume [name v]) = [H]> then\n repeat (145)\n change y by ((0) - ((size) * (0.04)))\n set [size v] to ((size) * (1.012))\n set size to (size) %\n end\n delete this clone\nend\nrepeat (140)\n change y by ((0) - ((size) * (0.04)))\n set [size v] to ((size) * (1.012))\n set size to (size) %\nend\ndelete this clone\n\nwhen I receive [start v]\ngo to x: (0) y: (165)\nset size to (28) %\nhide\nset [size v] to [25]\nif <[1] = [1]> then\n delete this clone\nend\nforever\n switch costume to (letter (5) of (item (ListLineReader) of [levelnowplaying v]))\n create clone of (_myself_ v)\n repeat (10)\nend\n\nrepeat (140)\n change y by ((0) - ((size) * (0.04)))\n set [size v] to ((size) * (1.012))\n set size to (size) %\nend\ndelete this clone\n\ncreate clone of (_myself_ v)\nrepeat (10)\n\nif <not <(costume [name v]) = [B]>> then\n\n@Slot4\n\nwhen I receive [victory! v]\nstop [other scripts in sprite v]\n\nwhen I receive [gameover v]\nstop [other scripts in sprite v]\n\nwhen flag clicked\n\nwhen I start as a clone\ngo to [back v] layer\ngo [forward v] (20) layers\nshow\nif <(costume [name v]) = [L]> then\n repeat (134)\n change y by ((0) - ((size) * (0.04)))\n set [size v] to ((size) * (1.012))\n set size to (size) %\n end\n delete this clone\nend\nif <(costume [name v]) = [H]> then\n repeat (145)\n change y by ((0) - ((size) * (0.04)))\n set [size v] to ((size) * (1.012))\n set size to (size) %\n end\n delete this clone\nend\nrepeat (140)\n change y by ((0) - ((size) * (0.04)))\n set [size v] to ((size) * (1.012))\n set size to (size) %\nend\ndelete this clone\n\nwhen I receive [start v]\ngo to x: (0) y: (165)\nset size to (28) %\nhide\nset [size v] to [25]\nif <[1] = [1]> then\n delete this clone\nend\nforever\n switch costume to (letter (4) of (item (ListLineReader) of [levelnowplaying v]))\n create clone of (_myself_ v)\n repeat (10)\nend\n\nrepeat (140)\n change y by ((0) - ((size) * (0.04)))\n set [size v] to ((size) * (1.012))\n set size to (size) %\nend\ndelete this clone\n\ncreate clone of (_myself_ v)\nrepeat (10)\n\nif <not <(costume [name v]) = [B]>> then\n\n@Layermaker\n\nwhen flag clicked\nrepeat (100)\n create clone of (_myself_ v)\nend\n\n@BackStarfield\n\nwhen I receive [hidescrollingstarfields v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I start as a clone\nforever\n set y to ((StarfieldBackY) + (360))\n go to [back v] layer\nend\n\nwhen flag clicked\nshow\nswitch backdrop to (untitled v)\nset [brightness v] effect to (-20)\npoint in direction (-90)\ngo to x: (-5) y: (0)\ncreate clone of (_myself_ v)\nset [starfieldbacky v] to [0]\ngo to [back v] layer\nforever\n change [starfieldbacky v] by (-0.5)\n if <(StarfieldBackY) = [-360]> then\n set [starfieldbacky v] to [0]\n end\n set y to (StarfieldBackY)\n go to [back v] layer\nend\n\nwhen I receive [showscrollingstarfields v]\nshow\nswitch backdrop to (untitled v)\nset [brightness v] effect to (-20)\npoint in direction (-90)\ngo to x: (-5) y: (0)\ncreate clone of (_myself_ v)\nset [starfieldbacky v] to [0]\ngo to [back v] layer\nforever\n change [starfieldbacky v] by (-0.5)\n if <(StarfieldBackY) = [-360]> then\n set [starfieldbacky v] to [0]\n end\n set y to (StarfieldBackY)\n go to [back v] layer\nend\n\nswitch costume to (starfield v)\n\n@FrontStarfield\n\nwhen I receive [hidescrollingstarfields v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I start as a clone\nforever\n set y to ((StarfieldY) + (360))\n go to [back v] layer\nend\n\nwhen flag clicked\ngo to x: (5) y: (0)\ncreate clone of (_myself_ v)\nshow\nset [starfieldy v] to [20]\ngo to [back v] layer\nforever\n change [starfieldy v] by (-1)\n if <(StarfieldY) = [-360]> then\n set [starfieldy v] to [0]\n end\n go to [back v] layer\n set y to (StarfieldY)\nend\n\nwhen I receive [showscrollingstarfields v]\ngo to x: (5) y: (0)\ncreate clone of (_myself_ v)\nshow\nset [starfieldy v] to [20]\ngo to [back v] layer\nforever\n change [starfieldy v] by (-1)\n if <(StarfieldY) = [-360]> then\n set [starfieldy v] to [0]\n end\n go to [back v] layer\n set y to (StarfieldY)\nend\n\nhide\n\n@Slot8\n\nwhen flag clicked\n\nwhen I start as a clone\nshow\nrepeat (20)\n change y by ((0) - ((size) * (0.04)))\n set [size v] to ((size) * (1.012))\n set size to (size) %\nend\nrepeat (20)\n change y by ((0) - ((size) * (0.04)))\n set [size v] to ((size) * (1.012))\n set size to (size) %\n change x by ((size) / (-20))\nend\nrepeat (20)\n change y by ((0) - ((size) * (0.04)))\n set [size v] to ((size) * (1.012))\n set size to (size) %\n change x by ((size) / (20))\nend\nrepeat (20)\n change y by ((0) - ((size) * (0.04)))\n set [size v] to ((size) * (1.012))\n set size to (size) %\nend\nrepeat (20)\n change y by ((0) - ((size) * (0.04)))\n set [size v] to ((size) * (1.012))\n set size to (size) %\n change x by ((size) / (20))\nend\nrepeat (20)\n change y by ((0) - ((size) * (0.04)))\n set [size v] to ((size) * (1.012))\n set size to (size) %\n change x by ((size) / (-20))\nend\nrepeat (20)\n change y by ((0) - ((size) * (0.04)))\n set [size v] to ((size) * (1.012))\n set size to (size) %\nend\ndelete this clone\n\nchange x by ((size) / (20))\n\nchange x by ((size) / (-20))\n\nchange x by ((size) / (20))\n\nwhen I receive [start v]\ngo to x: (0) y: (165)\nset size to (28) %\nhide\nset [listlinereader v] to [1]\nset [size v] to [25]\nif <[1] = [1]> then\n delete this clone\nend\nforever\n if <(letter (1) of (item (ListLineReader) of [levelnowplaying v])) = [S]> then\n switch costume to (s v)\n create clone of (_myself_ v)\n end\n if <(letter (2) of (item (ListLineReader) of [levelnowplaying v])) = [S]> then\n switch costume to (s2 v)\n create clone of (_myself_ v)\n end\n if <(letter (3) of (item (ListLineReader) of [levelnowplaying v])) = [S]> then\n switch costume to (s3 v)\n create clone of (_myself_ v)\n end\n if <(letter (4) of (item (ListLineReader) of [levelnowplaying v])) = [S]> then\n switch costume to (s4 v)\n create clone of (_myself_ v)\n end\n if <(letter (5) of (item (ListLineReader) of [levelnowplaying v])) = [S]> then\n switch costume to (s5 v)\n create clone of (_myself_ v)\n end\n if <(letter (6) of (item (ListLineReader) of [levelnowplaying v])) = [S]> then\n switch costume to (s6 v)\n create clone of (_myself_ v)\n end\n if <(letter (7) of (item (ListLineReader) of [levelnowplaying v])) = [S]> then\n switch costume to (s7 v)\n create clone of (_myself_ v)\n end\n repeat (10)\nend\n\nswitch costume to (p v)\n\nchange [listlinereader v] by (1)\n\ngo to [back v] layer\n\n@%Finished\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nhide\nset [% finished v] to [0]\nwait (1) seconds\nwait until <(ListLineReader) > [11]>\nrepeat until <(% finished) = [100]>\n set [% finished v] to ([floor v] of (((ListLineReader) - (11)) / (2)) )\nend\nbroadcast (vICTORY! v)\n\nwait until <(letter (HeroSlot) of (item ((ListLineReader) - (11)) of [levelnowplaying v])) = [Y]>\n\nswitch costume to (costume2 v)\ngo to [front v] layer\nshow\n\n@LevelManager\n\ndelete all of [levelnowplaying v]\n\ndelete all of [level2 v]\n\nwhen flag clicked\nset [level v] to [5]\n\nbroadcast (Start v)\n\ndefine FasterLevelLoading\nset [list load loop counter v] to [1]\ndelete all of [levelnowplaying v]\nrepeat (200)\n change [list load loop counter v] by (1)\n if <(Level) = [1]> then\n add (item (list load loop counter) of [level1 v]) to [levelnowplaying v]\n end\n if <(Level) = [2]> then\n add (item (list load loop counter) of [level2 v]) to [levelnowplaying v]\n end\n if <(Level) = [3]> then\n add (item (list load loop counter) of [level 3 v]) to [levelnowplaying v]\n end\n if <(Level) = [4]> then\n add (item (list load loop counter) of [level 4 v]) to [levelnowplaying v]\n end\n if <(Level) = [5]> then\n add (item (list load loop counter) of [level 5 v]) to [levelnowplaying v]\n end\nend\n\ndelete all of [level1 v]\n\nif <(Level) = [2]> then\n repeat (length of [level2 v])\n change [list load loop counter v] by (1)\n add (item (list load loop counter) of [level2 v]) to [levelnowplaying v]\n end\nend\n\nadd (item (list load loop counter) of [level1 v]) to [levelnowplaying v]\n\nhide list [levelnowplaying v]\n\ndelete all of [level 3 v]\n\nwhen I receive [start v]\nshow list [levelnowplaying v]\nshow list [level1 v]\nshow list [level2 v]\nshow list [level 3 v]\nshow list [level 4 v]\nshow list [level 5 v]\n\ndelete all of [level 4 v]\nhide list [level 4 v]\n\ndelete all of [level 5 v]\nhide list [level 5 v]\n\nwhen I receive [loadplatformdata v]\nFasterLevelLoading\nwait (0.1) seconds\nshow list [levelnowplaying v]\n\nhide list [level1 v]\n\nhide list [level2 v]\n\nhide list [level 3 v]\n\n@PickPlaytypeButtons\n\nwhen I receive [menupicklevel v]\nbroadcast (showworlds% v)\nswitch costume to (1 v)\nset size to (100) %\nclear graphic effects\ngo to x: (-50) y: (100)\nset [color v] effect to (50)\nrepeat (5)\n create clone of (_myself_ v)\n change [color v] effect by (30)\n next costume\n change y by (-60)\nend\nclear graphic effects\ngo to x: (0) y: (0)\nshow\nswitch costume to (tabs v)\n\nset size to (100) %\nswitch costume to (all v)\ngo to x: (-237) y: (-159)\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\nset [startsize v] to (size)\nforever\n set size to (StartSize) %\n if <touching (mouse-pointer v)?> then\n set [clonesizeloopcounter v] to [0]\n repeat until <<not <touching (mouse-pointer v)?>> or <(CloneSizeLoopCounter) = [10]>>\n change [clonesizeloopcounter v] by (1)\n change size by (1)\n ClickedCheck\n end\n set [clonesizeloopcounter v] to [0]\n repeat until <<not <touching (mouse-pointer v)?>> or <(CloneSizeLoopCounter) = [10]>>\n ClickedCheck\n change [clonesizeloopcounter v] by (1)\n change size by (-1)\n end\n end\nend\n\nchange x by (57)\n\nwhen I receive [deletelocalclones v]\nhide\ndelete this clone\n\ndefine ClickedCheck\nif <<mouse down?> and <touching (mouse-pointer v)?>> then\n set [level v] to (costume [name v])\n set [classicgametypeall/single v] to [Single]\n set [test yes/no /play/singleload v] to [Play]\n broadcast (LoadPlatformData v) and wait\n broadcast (DeleteLocalClones v)\n broadcast (Start v)\nend\n\nClickedCheck\n\nClickedCheck\n\n@Homepage\n\nwhen [m v] key pressed\nbroadcast (Music v)\n\nwhen I receive [music v]\nchange [track v] by (1)\nif <(Track) > [4]> then\n set [track v] to [1]\nend\nstop all sounds\nforever\n if <(Track) = [1]> then\n play sound [space-junkies-game-theme-song-feel-for-music2 v] until done\n end\n if <(Track) = [2]> then\n play sound [Menu Guitar - Just Shapes And Beats v] until done\n end\n if <(Track) = [3]> then\n play sound [space-junkies-game-theme-song-feel-for-music2 v] until done\n end\n if <(Track) = [4]> then\n play sound [space-junkies-game-theme-song-feel-for-music2 v] until done\n end\nend\n\nwhen flag clicked\nbroadcast (Music v)\nclear graphic effects\nshow\ngo to x: (0) y: (0)\nset size to (100) %\nclear graphic effects\nswitch costume to (homepage v)\nset [track v] to [1]\nrepeat (50)\n change [pixelate v] effect by (3)\n change [brightness v] effect by (-2)\nend\nswitch costume to (insructions and level v)\nrepeat (50)\n change [pixelate v] effect by (-3)\n change [brightness v] effect by (2)\nend\nwait until <<not <key (any v) pressed?>> and <not <mouse down?>>>\nwait until <<mouse down?> or <key (any v) pressed?>>\nrepeat (50)\n change [pixelate v] effect by (3)\n change [brightness v] effect by (-2)\nend\nbroadcast (MenuPickLevel v)\nrepeat (50)\n change [ghost v] effect by (4)\n change [brightness v] effect by (-2)\nend\nhide\n\nwhen I receive [gameover v]\n\nclear graphic effects\nswitch costume to (gameover v)\ngo to x: (0) y: (-300)\nshow\nglide (1) secs to x: (0) y: (00)\n\nset [control? v] to [Keys]\n\nbroadcast (InfinateLevel v)\n\n@Score\n\nif <(% finished) > [50]> then\n set [%dfinished v] to (% finished)\nend\n\nif then\nend\n\nset [%cfinished v] to [0]\n\nwhen I start as a clone\nshow\nforever\n switch costume to (costume1 v)\n switch costume to (letter ((length of (% finished)) - (Numeral)) of (% finished))\nend\n\nwait (0.5) seconds\n\nwhen flag clicked\nhide\n\nwhen I receive [gameover v]\nstop [other scripts in sprite v]\nwait (0.1) seconds\ngo to [front v] layer\nif <(Level) = [1]> then\n if <(% finished) > (%AFinished)> then\n set [%afinished v] to (% finished)\n end\nend\nif <(Level) = [2]> then\n if <(% finished) > (%BFinished)> then\n set [%bfinished v] to (% finished)\n end\nend\nif <(Level) = [3]> then\n if <(% finished) > (%cfinished)> then\n set [%cfinished v] to (% finished)\n end\nend\nif <(Level) = [4]> then\n if <(% finished) > (%dfinished)> then\n set [%dfinished v] to (% finished)\n end\nend\nif <(Level) = [5]> then\n if <(% finished) > (%efinished)> then\n set [%efinished v] to (% finished)\n end\nend\n\nwhen I receive [start v]\nswitch costume to (10 v)\ngo to [front v] layer\nshow\nset [score v] to [0]\nset size to (70) %\nset [numeral v] to [0]\ngo to x: (15) y: (168)\nset [numeral v] to [0]\nrepeat (3)\n create clone of (_myself_ v)\n change x by (-20)\n change [numeral v] by (1)\n wait (0.1) seconds\nend\nchange x by (85)\nswitch costume to (% v)\n\nwhen I receive [victory! v]\nstop [other scripts in sprite v]\nset [% finished v] to [100]\nwait (0.1) seconds\ngo to [front v] layer\nif <(Level) = [1]> then\n if <(% finished) > (%AFinished)> then\n set [%afinished v] to [100]\n end\nend\nif <(Level) = [2]> then\n if <(% finished) > (%BFinished)> then\n set [%bfinished v] to [100]\n end\nend\nif <(Level) = [3]> then\n if <(% finished) > (%cfinished)> then\n set [%cfinished v] to [100]\n end\nend\nif <(Level) = [4]> then\n if <(% finished) > (%dfinished)> then\n set [%dfinished v] to [100]\n end\nend\nif <(Level) = [5]> then\n if <(% finished) > (%efinished)> then\n set [%efinished v] to [100]\n end\nend\n\n@World e4\n\nwhen I receive [deletelocalclones v]\nhide\ndelete this clone\n\nwhen I start as a clone\nshow\nforever\n switch costume to (costume1 v)\n switch costume to (letter ((length of (%efinished)) - (Numeral)) of (%efinished))\n wait (0.5) seconds\nend\n\nwait (2) seconds\n\ngo to [front v] layer\n\nwhen flag clicked\nhide\n\nwhen I receive [gameover v]\nstop [other scripts in sprite v]\nwait (0.1) seconds\ngo to [front v] layer\n\nwhen I receive [showworlds% v]\nset size to (100) %\nFaster\n\nwait until <(length of (% finished)) > [1]>\n\nwait until <(length of (% finished)) > [2]>\n\nwait (1) seconds\n\ndefine Faster\nswitch costume to (costume1 v)\nset [color v] effect to (170)\ngo to [front v] layer\nshow\nset [numeral v] to [0]\ngo to x: (-140) y: (-140)\nset [numeral v] to [0]\nrepeat (3)\n create clone of (_myself_ v)\n change x by (-25)\n change [numeral v] by (1)\n wait (0.1) seconds\nend\nchange x by (111)\nswitch costume to (% v)\n\n@World d3\n\nwhen I receive [deletelocalclones v]\nhide\ndelete this clone\n\nwhen I start as a clone\nshow\nforever\n switch costume to (costume1 v)\n switch costume to (letter ((length of (%dfinished)) - (Numeral)) of (%dfinished))\n wait (0.5) seconds\nend\n\nwait (2) seconds\n\ngo to [front v] layer\n\nwhen flag clicked\nhide\n\nwhen I receive [gameover v]\nstop [other scripts in sprite v]\nwait (0.1) seconds\ngo to [front v] layer\n\nwhen I receive [showworlds% v]\nset size to (100) %\nFaster\n\nwait until <(length of (% finished)) > [1]>\n\nwait until <(length of (% finished)) > [2]>\n\nwait (1) seconds\n\ndefine Faster\nswitch costume to (costume1 v)\nset [color v] effect to (140)\ngo to [front v] layer\nshow\nset [numeral v] to [0]\ngo to x: (-140) y: (-80)\nset [numeral v] to [0]\nrepeat (3)\n create clone of (_myself_ v)\n change x by (-25)\n change [numeral v] by (1)\n wait (0.1) seconds\nend\nchange x by (111)\nswitch costume to (% v)\n\n@World c2\n\nwhen I receive [deletelocalclones v]\nhide\ndelete this clone\n\nwhen I start as a clone\nshow\nforever\n switch costume to (costume1 v)\n switch costume to (letter ((length of (%cfinished)) - (Numeral)) of (%cfinished))\n wait (0.5) seconds\nend\n\nwait (2) seconds\n\ngo to [front v] layer\n\nwhen flag clicked\nhide\n\nwhen I receive [gameover v]\nstop [other scripts in sprite v]\nwait (0.1) seconds\ngo to [front v] layer\n\nwhen I receive [showworlds% v]\nset size to (100) %\nFaster\n\nwait until <(length of (% finished)) > [1]>\n\nwait until <(length of (% finished)) > [2]>\n\nwait (1) seconds\n\ndefine Faster\nswitch costume to (costume1 v)\ngo to [front v] layer\nset [color v] effect to (110)\nshow\nset [numeral v] to [0]\ngo to x: (-140) y: (-20)\nset [numeral v] to [0]\nrepeat (3)\n create clone of (_myself_ v)\n change x by (-25)\n change [numeral v] by (1)\n wait (0.1) seconds\nend\nchange x by (111)\nswitch costume to (% v)\n\n@World B1\n\nwhen I receive [deletelocalclones v]\nhide\ndelete this clone\n\nwhen I start as a clone\nshow\nforever\n switch costume to (costume1 v)\n switch costume to (letter ((length of (%BFinished)) - (Numeral)) of (%BFinished))\n wait (0.5) seconds\nend\n\nwait (2) seconds\n\ngo to [front v] layer\n\nwhen flag clicked\nhide\n\nwhen I receive [gameover v]\nstop [other scripts in sprite v]\nwait (0.1) seconds\ngo to [front v] layer\n\nwhen I receive [showworlds% v]\nset size to (100) %\nFaster\n\nwait until <(length of (% finished)) > [1]>\n\nwait until <(length of (% finished)) > [2]>\n\nwait (1) seconds\n\ndefine Faster\nset [color v] effect to (80)\nswitch costume to (costume1 v)\ngo to [front v] layer\nshow\nset [numeral v] to [0]\ngo to x: (-140) y: (40)\nset [numeral v] to [0]\nrepeat (3)\n create clone of (_myself_ v)\n change x by (-25)\n change [numeral v] by (1)\n wait (0.1) seconds\nend\nchange x by (111)\nswitch costume to (% v)\n\n@World A5\n\nwhen I receive [deletelocalclones v]\nhide\ndelete this clone\n\nwhen I start as a clone\nshow\nforever\n switch costume to (costume1 v)\n switch costume to (letter ((length of (%AFinished)) - (Numeral)) of (%AFinished))\n wait (0.5) seconds\nend\n\nwait (2) seconds\n\ngo to [front v] layer\n\nwhen flag clicked\nhide\n\nwhen I receive [gameover v]\nstop [other scripts in sprite v]\nwait (0.1) seconds\ngo to [front v] layer\n\nwhen I receive [showworlds% v]\nset size to (100) %\nFaster\n\nwait until <(length of (% finished)) > [1]>\n\nwait until <(length of (% finished)) > [2]>\n\nwait (1) seconds\n\ndefine Faster\nset [color v] effect to (50)\nswitch costume to (costume1 v)\ngo to [front v] layer\nshow\nset [numeral v] to [0]\ngo to x: (-140) y: (100)\nset [numeral v] to [0]\nrepeat (3)\n create clone of (_myself_ v)\n change x by (-25)\n change [numeral v] by (1)\n wait (0.1) seconds\nend\nchange x by (111)\nswitch costume to (% v)\n\nset [%afinished v] to [0]\nset [%bfinished v] to [0]\nset [%cfinished v] to [0]\nset [%dfinished v] to [0]\nset [%efinished v] to [0]\n\n@Blag\n\nwhen I receive [gameover v]\nhide\ngo to x: (0) y: (-187)\nswitch costume to (game over v)\nforever\n go to [front v] layer\n if <not <(letter (1) of (costume [number v])) = [E]>> then\n create clone of (_myself_ v)\n end\n next costume\n wait (1.5) seconds\nend\n\ngo to x: (0) y: (186)\n\nwhen flag clicked\nhide\n\nchange y by (10)\n\nwhen I start as a clone\nshow\nglide (8) secs to x: (0) y: (182)\ndelete this clone\n\n@vICTORY bLAG\n\nwhen I receive [victory! v]\nhide\ngo to x: (0) y: (-187)\nswitch costume to (game over v)\nforever\n go to [front v] layer\n if <not <(letter (1) of (costume [number v])) = [E]>> then\n create clone of (_myself_ v)\n end\n next costume\n wait (1.5) seconds\nend\n\ngo to x: (0) y: (186)\n\nwhen flag clicked\nhide\n\nchange y by (10)\n\nwhen I start as a clone\nshow\nglide (8) secs to x: (0) y: (185)\ndelete this clone\n\n@MouseControl\n\nwhen I receive [start v]\nwait (1) seconds\nforever\n wait until <not <mouse down?>>\n wait until <mouse down?>\n if <(mouse y) < [155]> then\n if <(mouse x) > [0]> then\n broadcast (GoRight v)\n else\n broadcast (GoLeft? v)\n end\n end\nend\n\n | ====⇒ Among Us Flappy Game ⇐=====\nhttps://scratch.mit.edu/projects/434895986/\n————————————————————\nInstructions\n\n❶ Go left and right with arrow keys or A and D.\n❷ Keep the ball running until you get to the end!\n❸ Love, Follow and Fav!\n\n=========================================\nTags\n#mobile\n#ipad\n#platformer\n#3D\n#atomicmagicnumber\n#runner\n#fast\n#2020\n#games\n#music\n |
✨Neon Platformer Part 1✨ | @Stage\n\nwhen I receive [intro v]\nforever\n play sound [Video Game v] until done\nend\n\nwhen I receive [intro v]\nswitch backdrop to (intro v)\nwait (3) seconds\nrepeat (10)\n change [brightness v] effect by (10)\nend\nswitch backdrop to (neon platformer v)\nrepeat (10)\n change [brightness v] effect by (-10)\nend\nrepeat until <key (space v) pressed?>\n change [color v] effect by (10)\nend\nrepeat (10)\n change [brightness v] effect by (10)\nend\nswitch backdrop to (backdrop1 v)\nclear graphic effects\nbroadcast (Start v) and wait\n\n@Neo\n\ndefine Reset\ngo to x: (-186) y: (-138)\n\nchange y by (1)\nchange y by (1)\n\nwhen flag clicked\n\nwhen flag clicked\nforever\n wait (0.0000001) seconds\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n if <<touching (sphere v)?> and <not <([costume name v] of [sphere v]) = [Frozen]>>> then\n set [super v] to [Normal]\n end\n if <<(costume [number v]) = [1]> and <touching (sphere v)?>> then\n Reset\n end\nend\n\nwhen [r v] key pressed\nrepeat (2)\n Reset\nend\n\nwhen flag clicked\nforever\n switch costume to (Super)\nend\n\nwhen flag clicked\nforever\n if <<touching (hitbox v)?> and <([costume # v] of [mystery box??? v]) = [1]>> then\n set [mystery v] to [Yes]\n wait (10) seconds\n set [mystery v] to [No]\n end\n if <touching (next level v)?> then\n change [level v] by (1)\n Reset\n wait (2) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <touching (fall v)?> then\n Reset\n set [super v] to [Normal]\n end\n if <<<touching (thunder sphere v)?> and <not <(Super) = [Normal]>>> and <not <([costume name v] of [thunder sphere v]) = [Costume2]>>> then\n set [super v] to [Normal]\n wait (1) seconds\n end\n if <<<touching (thunder sphere v)?> and <(Super) = [Normal]>> and <not <([costume name v] of [thunder sphere v]) = [Costume2]>>> then\n Reset\n end\nend\n\nwhen I receive [start v]\nset [level v] to [1]\ngo to x: (-229) y: (-160)\nswitch costume to (normal v)\nswitch backdrop to (backdrop1 v)\nshow\ngo to x: (-171) y: (-139)\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 point in direction (-90)\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 point in direction (90)\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 (mystery box??? v)?> or <touching (level v)?>> or <<touching (sphere v)?> and <([costume name v] of [sphere v]) = [Frozen]>>> then\n change y by (1)\n end\n if <<<touching (mystery box??? v)?> or <touching (level v)?>> or <<touching (sphere v)?> and <([costume name v] of [sphere v]) = [Frozen]>>> then\n change y by (1)\n end\n if <<<touching (mystery box??? v)?> or <touching (level v)?>> or <<touching (sphere v)?> and <([costume name v] of [sphere v]) = [Frozen]>>> then\n change y by (1)\n end\n if <<<touching (mystery box??? v)?> or <touching (level v)?>> or <<touching (sphere v)?> and <([costume name v] of [sphere v]) = [Frozen]>>> then\n change y by (1)\n end\n if <<<touching (mystery box??? v)?> or <touching (level v)?>> or <<touching (sphere v)?> and <([costume name v] of [sphere v]) = [Frozen]>>> 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 (mystery box??? v)?> or <touching (level v)?>> or <<touching (sphere v)?> and <([costume name v] of [sphere v]) = [Frozen]>>> 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 (sphere v)?> and <([costume name v] of [sphere v]) = [Frozen]>> or <<touching (mystery box??? v)?> or <touching (level v)?>>>> then\n set [y v] to [17]\n end\nend\n\n@Sprite1\n\nwhen flag clicked\nset [super v] to [Normal]\nswitch costume to (pick random (1) to (13))\nset [mystery v] to [No]\nforever\n if <(Mystery) = [Yes]> then\n show\n go to (mystery box??? v)\n change y by (50)\n glide (3) secs to x: (2) y: (-164)\n if <touching (neo v)?> then\n set [super v] to (costume [name v])\n repeat (30)\n change [brightness v] effect by (10)\n end\n wait (0.5) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n end\n else\n hide\n end\nend\n\nwait (3) seconds\n\n@Intro\n\nwhen flag clicked\npoint in direction (90)\nshow\ngo to x: (0) y: (0)\nswitch backdrop to (tiger v)\nrepeat (156)\n turn right (30) degrees\nend\n\nwhen flag clicked\nset size to (100) %\nforever\n repeat (10)\n change size by (10)\n end\n repeat (10)\n change size by (-10)\n end\nend\n\nwhen flag clicked\nplay sound [Movie 2 v] until done\nplay sound [Roar v] until done\nbroadcast (Intro v)\nhide\nstop [this script v]\n\nwhen I receive [intro v]\nset size to (40) %\nstop [other scripts in sprite v]\nforever\n turn right (2) degrees\n go to x: (185) y: (-131)\n show\nend\n\n@Mystery Box???\n\nwhen flag clicked\nswitch costume to (mysterious?? v)\nset [level v] to [0]\nhide\nforever\n if <(Level) = [4]> then\n show\n go to x: (0) y: (-52)\n else\n hide\n end\n if <(Mystery) = [Yes]> then\n switch costume to (not so mysterious?? v)\n end\nend\n\nwhen I receive [start v]\nset [level v] to [1]\n\nwhen flag clicked\n\n@Level\n\nwhen flag clicked\nhide\nforever\n go to x: (36) y: (28)\n switch costume to (Level)\n go to [back v] layer\nend\n\nwhen I receive [start v]\nshow\n\nset [super v] to [Flame]\n\n@Sprite2\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\nforever\n switch costume to (Level)\nend\n\n@Elements\n\nwhen flag clicked\nhide\nforever\n switch costume to (Super)\nend\n\nwhen [space v] key pressed\ncreate clone of (_myself_ v)\nwait (3) seconds\n\nforever\n\nwhen I start as a clone\nshow\ngo to (neo v)\npoint in direction ([direction v] of [neo v])\nmove (15) steps\nrepeat until <touching (_edge_ v)?>\n move (10) steps\nend\ndelete this clone\n\n@Next Level\n\n@Hitbox\n\nwhen flag clicked\nhide\nforever\n go to (mystery box??? v)\n if <(Level) = [4]> then\n show\n else\n hide\n end\nend\n\n@Sphere\n\nwhen flag clicked\nhide\ngo to x: (182) y: (-129)\nforever\n if <(Level) = [5]> then\n show\n point towards (neo v)\n move (1) steps\n else\n hide\n end\n if <<touching (elements v)?> and <(letter (2) of (Super)) = [r]>> then\n forever\n switch costume to (frozen v)\n end\n end\n if <<touching (elements v)?> and <not <(letter (2) of (Super)) = [r]>>> then\n forever\n hide\n end\n end\n if <(Level) = [6]> then\n hide\n end\nend\n\nwhen flag clicked\nswitch costume to (dark sphere1 v)\nforever\n if <not <(costume [name v]) = [Frozen]>> then\n switch costume to (dark sphere1 v)\n repeat (13)\n next costume\n wait (0.01) seconds\n end\n end\nend\n\n@Fall\n\nwhen flag clicked\ngo to x: (36) y: (-39)\n\n@Thunder Sphere\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\nforever\n if <(Level) = [8]> then\n show\n point in direction (pick random (0) to (360))\n repeat (10)\n move (20) steps\n end\n if <<touching (elements v)?> and <(letter (2) of (Super)) = [r]>> then\n forever\n switch costume to (costume2 v)\n stop [this script v]\n end\n end\n if <<touching (elements v)?> and <not <(letter (2) of (Super)) = [r]>>> then\n forever\n hide\n stop [this script v]\n end\n end\n else\n hide\n end\nend\n\npoint towards (mouse-pointer v)\n\n@Spotlight 4\n\nwhen I receive [intro v]\nhide\n\nwhen flag clicked\nshow\npoint in direction (90)\nforever\n go to x: (173) y: (-195)\n repeat (40)\n turn right (1.5) degrees\n end\n repeat (40)\n turn left (1.5) degrees\n end\n repeat (40)\n turn left (1.5) degrees\n end\n repeat (40)\n turn right (1.5) degrees\n end\nend\n\n@Spotlight 3\n\nwhen flag clicked\nshow\npoint in direction (90)\nforever\n go to x: (72) y: (-195)\n repeat (40)\n turn left (1.5) degrees\n end\n repeat (40)\n turn right (1.5) degrees\n end\n repeat (40)\n turn right (1.5) degrees\n end\n repeat (40)\n turn left (1.5) degrees\n end\nend\n\nwhen I receive [intro v]\nhide\n\n@Spotlight 1\n\nwhen flag clicked\nshow\npoint in direction (90)\nforever\n switch costume to (A: Subject)\n go to x: (-168) y: (-195)\n repeat (40)\n turn left (1.5) degrees\n end\n repeat (40)\n turn right (1.5) degrees\n end\n repeat (40)\n turn right (1.5) degrees\n end\n repeat (40)\n turn left (1.5) degrees\n end\nend\n\nwhen I receive [intro v]\nhide\n\n@Spotlight 2\n\nwhen flag clicked\nshow\npoint in direction (90)\nforever\n go to x: (-51) y: (-195)\n repeat (40)\n turn right (1.5) degrees\n end\n repeat (40)\n turn left (1.5) degrees\n end\n repeat (40)\n turn left (1.5) degrees\n end\n repeat (40)\n turn right (1.5) degrees\n end\nend\n\nwhen I receive [intro v]\nhide\n\n | Press Green Flag Twice and press the space bar to start.\n\nYou can get Five different Power-Up Flowers:\n\nFlame Flowers\nThunder Flower\nFreeze Flowers\nEarth Flowers\nLegendary Flowers (Rare)\n\nAll of them except the Freeze Flower defeat enemies, but the Freeze Flowers freezes enemies \n\nControls:\n\nLeft: Left Arrow\nRight: Right Arrow\nJump: Up Arrow\nAttack (if you have a power-up): Space Bar\nR: Reset |
Zypher (3D Platformer) v.3 | @Stage\n\n@3D Engine\n\ndefine ≈\nset [≈ v] to (((y2) - (y1)) / ((x2) - (x1)))\nif <(x1) > [240]> then\n if <(x2) > [240]> then\n stop [this script v]\n else\n SecondaryPoint [240] ((y1) + (((240) - (x1)) * (≈)))\n end\nend\nif <(y1) > [240]> then\n if <(y2) > [240]> then\n stop [this script v]\n else\n SecondaryPoint ((x1) + (((180) - (y1)) / (≈))) [180]\n end\nend\nif <(x1) < [-240]> then\n if <(x2) < [-240]> then\n stop [this script v]\n else\n SecondaryPoint [-240] ((y1) + (((-240) - (x1)) * (≈)))\n end\nend\nif <(y1) < [-180]> then\n if <(y2) < [-180]> then\n stop [this script v]\n else\n SecondaryPoint ((x1) + (((-180) - (y1)) / (≈))) [-180]\n end\nend\nif <(x2) > [240]> then\n SecondaryPoint2 [240] ((y1) + (((240) - (x1)) * (≈)))\nend\nif <(y2) > [180]> then\n SecondaryPoint2 ((x1) + (((180) - (y1)) / (≈))) [180]\nend\nif <(x2) < [-240]> then\n SecondaryPoint2 [-240] ((y1) + (((-240) - (x1)) * (≈)))\nend\nif <(y2) < [-180]> then\n SecondaryPoint2 ((x1) + (((-180) - (y1)) / (≈))) [-180]\nend\n\ndefine CC\nif <<(z1) < (DFC)> or <(z2) < (DFC)>> then\n set [shortened v] to (((DFC) - (z1)) / ((z2) - (z1)))\n if <(z1) < (DFC)> then\n Point1 ((x1) + (((x2) - (x1)) * (shortened))) ((y1) + (((y2) - (y1)) * (shortened))) (DFC)\n else\n Point2 ((x1) + (((x2) - (x1)) * (shortened))) ((y1) + (((y2) - (y1)) * (shortened))) (DFC)\n end\nend\n\ndefine Line From (x1) (y1) (z1) to (x2) (y2) (z2)\nPoint1 ((x1) - ((CamX) * (-1))) ((y1) - ((CamY) * (-1))) ((z1) - ((CamZ) * (-1)))\nPoint2 ((x2) - ((CamX) * (-1))) ((y2) - ((CamY) * (-1))) ((z2) - ((CamZ) * (-1)))\nif <not <<(z1) < (DFC)> and <(z2) < (DFC)>>> then\n CC\n SecondaryPoint ((ViewField) * ((x1) / (z1))) ((ViewField) * ((y1) / (z1)))\n SecondaryPoint2 ((ViewField) * ((x2) / (z2))) ((ViewField) * ((y2) / (z2)))\n ≈\n go to x: (x1) y: (y1)\n pen down\n go to x: (x2) y: (y2)\n pen up\nend\n\ndefine SecondaryPoint2 (x2) (y2)\nset [x2 v] to (x2)\nset [y2 v] to (y2)\n\ndefine Point1 (x1) (y1) (z1)\nset [x1 v] to (x1)\nset [y1 v] to (y1)\nset [z1 v] to (z1)\n\ndefine Point2 (x2) (y2) (z2)\nset [x2 v] to (x2)\nset [y2 v] to (y2)\nset [z2 v] to (z2)\n\ndefine SecondaryPoint (x1) (y1)\nset [x1 v] to (x1)\nset [y1 v] to (y1)\n\nwhen flag clicked\nstart\nforever\n erase all\n set pen size to (5)\n if <(level) = [1]> then\n Platform [500] [10] type: [normal]\n Platform [500] [-15] type: [normal]\n Platform [500] [-40] type: [normal]\n Platform [500] [-65] type: [end]\n else\n if <(level) = [2]> then\n Platform [500] [10] type: [normal]\n Platform [500] [30] type: [bad]\n Platform [400] [50] type: [end]\n Platform [300] [-15] type: [bounce]\n else\n if <(level) = [3]> then\n Platform [500] [10] type: [normal]\n Platform [500] [0] type: [bad]\n Platform [500] [-10] type: [bounce]\n Platform [900] [0] type: [normal]\n Platform [700] [0] type: [bounce]\n Platform [800] [0] type: [bad]\n Platform [900] [-20] type: [end]\n Platform [800] [80] type: [bounce]\n Platform [1000] [80] type: [bounce]\n Platform [1200] [80] type: [bounce]\n Platform [1410] [120] type: [bad]\n else\n if <(level) = [4]> then\n Platform [500] [10] type: [normal]\n Platform [500] (((40) * ([cos v] of (((2) * (deltacos)) / (3)) )) - (30)) type: [normal]\n Platform [500] [-90] type: [bounce]\n Platform [600] [-110] type: [normal]\n Platform [650] [-110] type: [bad]\n Platform [650] [-140] type: [bounce]\n Platform [1300] [100] type: [teleport]\n Platform [500] [100] type: [end]\n Platform [900] [-140] type: [teleport]\n else\n if <(level) = [5]> then\n Platform [1100] [20] type: [bounce]\n Platform [700] [10] type: [bad]\n Platform [880] [10] type: [bad]\n Platform [1050] [10] type: [bad]\n Platform [1050] [15] type: [bad]\n Platform [1050] [5] type: [bad]\n Platform [1100] [10] type: [normal]\n Platform [500] [10] type: [bounce]\n Platform [900] [10] type: [bounce]\n Platform [710] [10] type: [bounce]\n Platform [1100] [60] type: [normal]\n Platform [1100] [80] type: [normal]\n Platform [1100] [100] type: [normal]\n Platform [1100] [120] type: [end]\n Platform [350] [10] type: [bad]\n Platform [250] [10] type: [bad]\n else\n if <(level) = [6]> then\n Platform [500] [10] type: [normal]\n Platform [530] [20] type: [normal]\n Platform [550] [30] type: [normal]\n Platform [350] [30] type: [bounce]\n Platform [350] [30] type: [bounce]\n Platform [570] [40] type: [bad]\n Platform [590] [50] type: [bad]\n Platform [610] [60] type: [bounce]\n Platform [500] [60] type: [normal]\n Platform [550] [60] type: [bounce]\n Platform [700] [60] type: [bad]\n Platform [800] [60] type: [bounce]\n Platform [900] [60] type: [bounce]\n Platform [1000] [60] type: [bad]\n Platform [1100] [60] type: [normal]\n Platform [1120] [70] type: [normal]\n Platform [1140] [80] type: [normal]\n Platform [1160] [90] type: [bad]\n Platform [1180] [100] type: [normal]\n Platform [1180] [120] type: [normal]\n Platform [1180] [140] type: [normal]\n Platform [1200] [160] type: [end]\n else\n if <(level) = [7]> then\n Platform [500] [10] type: [bounce]\n Platform [650] [0] type: [normal]\n Platform [700] (((40) * ([cos v] of (((3) * (deltacos)) / (3)) )) - (30)) type: [normal]\n Platform [750] (((40) * ([sin v] of (((3) * (deltacos)) / (3)) )) - (30)) type: [normal]\n Platform [800] (((40) * ([cos v] of (((3) * (deltacos)) / (3)) )) - (30)) type: [bounce]\n Platform [1000] (((40) * ([sin v] of (((3) * (deltacos)) / (3)) )) - (30)) type: [bounce]\n Platform [1000] (((40) * ([sin v] of (((3) * (deltacos)) / (3)) )) - (50)) type: [bad]\n Platform [1200] (((40) * ([cos v] of (((3) * (deltacos)) / (3)) )) - (50)) type: [normal]\n Platform [1200] (((40) * ([cos v] of (((3) * (deltacos)) / (3)) )) - (70)) type: [bounce]\n Platform [1200] (((40) * ([cos v] of (((3) * (deltacos)) / (3)) )) - (90)) type: [normal]\n Platform [1200] (((40) * ([cos v] of (((3) * (deltacos)) / (3)) )) - (110)) type: [normal]\n Platform [1200] (((40) * ([cos v] of (((3) * (deltacos)) / (3)) )) - (130)) type: [bad]\n Platform [1200] (((40) * ([cos v] of (((3) * (deltacos)) / (3)) )) - (130)) type: [end]\n Platform [1200] [10] type: [normal]\n else\n if <(level) = [8]> then\n Platform [700] (((80) * ([cos v] of (((3) * (deltacos)) / (3)) )) - (30)) type: [bounce]\n Platform [750] (((40) * ([sin v] of (((3) * (deltacos)) / (3)) )) - (30)) type: [bad]\n Platform [800] (((109) * ([cos v] of (((3) * (deltacos)) / (3)) )) - (30)) type: [normal]\n Platform [1000] (((70) * ([sin v] of (((3) * (deltacos)) / (3)) )) - (30)) type: [bounce]\n Platform [1000] (((40) * ([sin v] of (((3) * (deltacos)) / (3)) )) - (50)) type: [normal]\n Platform [1200] (((80) * ([cos v] of (((3) * (deltacos)) / (3)) )) - (50)) type: [bounce]\n Platform [1200] (((40) * ([cos v] of (((3) * (deltacos)) / (3)) )) - (70)) type: [bounce]\n Platform [1200] (((20) * ([cos v] of (((3) * (deltacos)) / (3)) )) - (90)) type: [bounce]\n Platform [1200] (((40) * ([cos v] of (((3) * (deltacos)) / (3)) )) - (110)) type: [bounce]\n Platform [1200] (((40) * ([cos v] of (((3) * (deltacos)) / (3)) )) - (130)) type: [bounce]\n Platform [1200] (((40) * ([cos v] of (((3) * (deltacos)) / (3)) )) - (130)) type: [normal]\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine RotationLine: (x1) (y1) (z1) to (x2) (y2) (z2) with an angle of: (θy)\nLine From (((x1) * (([cos v] of (θx) ) * ([cos v] of ((θy) + (θy)) ))) + (((y1) * ((([cos v] of (θx) ) * (([sin v] of ((θy) + (θy)) ) * ([sin v] of (θz) ))) - (([sin v] of (θx) ) * ([cos v] of (θz) )))) + ((z1) * ((([cos v] of (θx) ) * (([sin v] of ((θy) + (θy)) ) * ([cos v] of (θz) ))) + (([sin v] of (θx) ) * ([sin v] of (θz) )))))) (((x1) * (([sin v] of (θx) ) * ([cos v] of ((θy) + (θy)) ))) + (((y1) * ((([sin v] of (θx) ) * (([sin v] of ((θy) + (θy)) ) * ([sin v] of (θz) ))) + (([cos v] of (θx) ) * ([cos v] of (θz) )))) + ((z1) * ((([sin v] of (θx) ) * (([sin v] of ((θy) + (θy)) ) * ([cos v] of (θz) ))) - (([cos v] of (θx) ) * ([sin v] of (θz) )))))) (((x1) * ((-1) * ([sin v] of ((θy) + (θy)) ))) + (((y1) * (([cos v] of ((θy) + (θy)) ) * ([sin v] of (θz) ))) + ((z1) * (([cos v] of ((θy) + (θy)) ) * ([cos v] of (θz) ))))) to (((x2) * (([cos v] of (θx) ) * ([cos v] of ((θy) + (θy)) ))) + (((y2) * ((([cos v] of (θx) ) * (([sin v] of ((θy) + (θy)) ) * ([sin v] of (θz) ))) - (([sin v] of (θx) ) * ([cos v] of (θz) )))) + ((z2) * ((([cos v] of (θx) ) * (([sin v] of ((θy) + (θy)) ) * ([cos v] of (θz) ))) + (([sin v] of (θx) ) * ([sin v] of (θz) )))))) (((x2) * (([sin v] of (θx) ) * ([cos v] of ((θy) + (θy)) ))) + (((y2) * ((([sin v] of (θx) ) * (([sin v] of ((θy) + (θy)) ) * ([sin v] of ((θy) + (θy)) ))) + (([cos v] of (θx) ) * ([cos v] of (θz) )))) + ((z2) * ((([sin v] of (θx) ) * (([sin v] of ((θy) + (θy)) ) * ([cos v] of (θz) ))) - (([cos v] of (θx) ) * ([sin v] of (θz) )))))) (((x2) * ((-1) * ([sin v] of ((θy) + (θy)) ))) + (((y2) * (([cos v] of ((θy) + (θy)) ) * ([sin v] of (θz) ))) + ((z2) * (([cos v] of ((θy) + (θy)) ) * ([cos v] of (θz) )))))\n\ndefine start\nset [camx v] to [-30]\nset [camy v] to [-700]\nset [camz v] to [555]\nset [x vel v] to [0]\nset [y vel v] to [0]\nset [θy v] to [-280]\nset [deltacos v] to [0]\n\nwhen flag clicked\nset [level v] to [1]\nforever\n if <(CamY) > [-300]> then\n start\n end\nend\n\ndefine Platform (y shift) (placementangle) type: (type)\nif < (type) contains [normal]?> then\n set pen color to (#ffc60e)\nelse\n if < (type) contains [end]?> then\n set pen color to (#21e800)\n else\n if < (type) contains [bad]?> then\n set pen color to (#ff0000)\n else\n if < (type) contains [bounce]?> then\n set pen color to (#0090ff)\n else\n if < (type) contains [teleport]?> then\n set pen color to (#ff00d0)\n else\n if < (type) contains [special]?> then\n set pen color to (#faff00)\n end\n end\n end\n end\n end\nend\nRotationLine: [500] (y shift) ((0) + (xshift)) to ((470) + (xshift)) (y shift) ((0) + (xshift)) with an angle of: (placementangle)\nRotationLine: [470] (y shift) ((0) + (xshift)) to ((470) + (xshift)) (y shift) ((60) + (xshift)) with an angle of: (placementangle)\nRotationLine: [470] (y shift) ((60) + (xshift)) to ((500) + (xshift)) (y shift) ((60) + (xshift)) with an angle of: (placementangle)\nRotationLine: [500] (y shift) ((60) + (xshift)) to ((500) + (xshift)) (y shift) ((0) + (xshift)) with an angle of: (placementangle)\n\nwhen I receive [message1 v]\nstart\n\nwhen I receive [message2 v]\nstart\n\nwhen flag clicked\nswitch costume to (costume1 v)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nswitch costume to (costume2 v)\nforever\n go to x: (0) y: (0)\nend\n\nwhen I receive [message1 v]\nchange [level v] by (0.5)\nwait (0.000001) seconds\nbroadcast (message3 v)\n\nwhen flag clicked\nforever\n change [deltacos v] by (1)\nend\n\nwhen flag clicked\nforever\n if <(level) = [1]> then\n if <not <(touchyellow) = [true]>> then\n Platform [300] [10] type: [special]\n else\n stop [this script v]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [2]> then\n if <not <(touchyellow) = [true]>> then\n Platform [300] [-103] type: [special]\n else\n stop [this script v]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [3]> then\n if <not <(touchyellow) = [true]>> then\n Platform [1400] [120] type: [special]\n else\n stop [this script v]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [4]> then\n if <not <(touchyellow) = [true]>> then\n Platform [296] (((40) * ([sin v] of (((12) * (deltacos)) / (3)) )) - (29)) type: [special]\n else\n stop [this script v]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [5]> then\n if <not <(touchyellow) = [true]>> then\n Platform [300] [10] type: [special]\n else\n stop [this script v]\n end\n end\nend\n\nwhen I receive [optionstart v]\nstart\n\nwhen flag clicked\nforever\n if <(level) = [6]> then\n if <not <(touchyellow) = [true]>> then\n Platform [490] [60] type: [special]\n else\n stop [this script v]\n end\n end\nend\n\nPlatform [1250] [180] type: [bounce]\nPlatform [1210] [190] type: [bad]\n\nwhen flag clicked\nforever\n if <(level) = [7]> then\n if <not <(touchyellow) = [true]>> then\n Platform [500] (((40) * ([cos v] of (((6) * (deltacos)) / (3)) )) - (130)) type: [special]\n else\n stop [this script v]\n end\n end\nend\n\nset [level v] to [7]\n\nPlatform [700] [10] type: [bad]\nPlatform [880] [10] type: [bad]\n\nPlatform [1050] [10] type: [bad]\nPlatform [1050] [15] type: [bad]\nPlatform [1050] [5] type: [bad]\nPlatform [1100] [10] type: [normal]\nPlatform [500] [10] type: [bounce]\nPlatform [900] [10] type: [bounce]\nPlatform [710] [10] type: [bounce]\nPlatform [1100] [60] type: [normal]\nPlatform [1100] [80] type: [normal]\nPlatform [1100] [100] type: [normal]\nPlatform [1100] [120] type: [end]\nPlatform [350] [10] type: [bad]\nPlatform [250] [10] type: [bad]\n\nset [level v] to [6]\n\nPlatform [800] [-10] type: [bounce]\nPlatform [950] [-20] type: [bounce]\nPlatform [1100] [-30] type: [bounce]\nPlatform [1250] [-40] type: [bounce]\nPlatform [1400] [-50] type: [bounce]\nPlatform [1550] [-60] type: [bounce]\nPlatform [1800] [-30] type: [bounce]\nPlatform [2000] [-40] type: [bounce]\nPlatform [2200] [-50] type: [bounce]\nPlatform [2400] [-60] type: [bounce]\n\nforever\n\nset [level v] to [7]\n\nif <(level) = [7]> then\n change [deltacos v] by (1)\nend\n\n@3D Physics\n\ndefine Physics (gravity) (friction) (jumpheight) (speed) <touching>\nchange [camy v] by (y vel)\nchange [θy v] by (x vel)\nif <(menu) = [802]> then\n if <touching> then\n repeat ([abs v] of (y vel) )\n if <touching> then\n change [camy v] by ((([abs v] of (y vel) ) / (y vel)) * (-1))\n end\n set [y vel v] to [0]\n end\n if <key (up arrow v) pressed?> then\n change [y vel v] by ((jumpheight) * (-1))\n end\n if <touching color (#0090ff)?> then\n set [y vel v] to [-12]\n end\n else\n change [y vel v] by ((gravity) * (-1))\n end\n set [x vel v] to ((x vel) * (friction))\n if <key (right arrow v) pressed?> then\n change [x vel v] by (speed)\n end\n if <key (left arrow v) pressed?> then\n change [x vel v] by ((speed) * (-1))\n end\n if <touching color (#20e800)?> then\n broadcast (message1 v)\n end\n if <touching color (#ff0000)?> then\n broadcast (message2 v)\n end\n if <<touching color (#ff00cf)?> and <(level) = [4]>> then\n set [θy v] to [-370]\n end\nend\n\nwhen flag clicked\nbroadcast (start v)\n\nwhen I receive [start v]\nset [y vel v] to [0]\nset x to (0)\nforever\n go to x: ((0) + ((x vel) * (15))) y: (-75)\n Physics [-0.3] [0.9] [5] [0.1] <<<touching color (#ffc50e)?> or <touching color (#0090ff)?>> or <touching color (#fff600)?>>\n if <(menu) = [801]> then\n set [y vel v] to [0]\n set [x vel v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#faff00)?> then\n set [touchyellow v] to [true]\n else\n set [touchyellow v] to [false]\n end\nend\n\n@Graphics\n\nwhen flag clicked\nstart graphics\n\ndefine start graphics\nclear graphic effects\nset [brightness v] effect to (100)\nwait (2) seconds\nrepeat (34)\n change [pixelate v] effect by (3)\n change [ghost v] effect by (3)\nend\n\nwhen I receive [message3 v]\nstart graphics\n\nwhen I receive [optionstart v]\nstart graphics\n\nwhen flag clicked\nforever\n switch costume to (level)\nend\n\nswitch costume to (level)\n\n@Assets\n\nwhen flag clicked\nset [numberlevels v] to [7]\nset [touchgreen v] to [91]\nset [menu v] to [802]\ngo to x: (-95) y: (50)\nswitch costume to (1ns v)\nshow\nrepeat (4)\n create clone of (_myself_ v)\n next costume\n change x by (60)\nend\ngo to x: (-95) y: (-10)\ncreate clone of (_myself_ v)\nchange x by (60)\nnext costume\ncreate clone of (_myself_ v)\nchange x by (60)\nnext costume\ncreate clone of (_myself_ v)\nhide\n\nwhen I start as a clone\ngo to [front v] layer\nset rotation style [don't rotate v]\npoint in direction (y position)\nforever\n set y to ((direction) + ((-1) * (([y position v] of [slider v]) - (55))))\n if <touching (mouse-pointer v)?> then\n set size to (160) %\n set [brightness v] effect to (20)\n else\n set size to (150) %\n set [brightness v] effect to (0)\n end\n if <(y position) > [103]> then\n set [ghost v] effect to (100)\n else\n set [ghost v] effect to (0)\n end\n if <(menu) = [801]> then\n show\n else\n hide\n end\n if <(costume [number v]) < (((numberlevels) * (3)) + (1))> then\n if <<(touchyellow) = [true]> and < (costume [name v]) contains (level)?>> then\n switch costume to ((costume [number v]) + (numberlevels))\n end\n if <<(touchgreen) = [90]> and <(((costume [number v]) mod (numberlevels)) + (<((costume [number v]) mod (numberlevels)) = [0]> * (numberlevels))) = ((level) - (1))>> then\n switch costume to ((costume [number v]) + ((2) * (numberlevels)))\n end\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [level v] to (((letter (1) of (costume [name v])) + ()) - (0))\n broadcast (optionstart v)\n set [menu v] to [802]\n end\nend\n\nwhen I receive [menu v]\nset [menu v] to [801]\n\nwhen I receive [message1 v]\nset [touchgreen v] to [90]\nwait (1) seconds\nset [touchgreen v] to [91]\n\nif <<<<(costume [number v]) > (numberlevels)> or <(costume [number v]) < (((2) * (numberlevels)) + (1))>> and <(touchgreen) = [90]>> and <(costume [number v]) = ((level) - (1))>> then\n switch costume to ((costume [number v]) + ((2) * (numberlevels)))\nend\n\n@Layouts\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\ncreate clone of (_myself_ v)\nforever\n if <(menu) = [801]> then\n show\n else\n hide\n end\nend\n\nwhen I start as a clone\ngo to x: (0) y: (0)\nswitch costume to (costume2 v)\nforever\n go to [front v] layer\n if <(menu) = [801]> then\n show\n else\n hide\n end\nend\n\n@Slider\n\nwhen flag clicked\nset y to (55)\nset x to (150)\ngo to [front v] layer\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\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n set y to (mouse y)\n if <(y position) > [55]> then\n set y to (55)\n end\n if <[-80] > (y position)> then\n set y to (-80)\n end\n end\n if <(menu) = [801]> then\n show\n else\n hide\n end\nend\n\n@Buttons\n\nwhen flag clicked\ngo to x: (215) y: (-154)\nset rotation style [don't rotate v]\nswitch costume to (costume1 v)\nforever\n if <<touching (mouse-pointer v)?> = [1]> then\n set [ghost v] effect to (50)\n else\n set [ghost v] effect to (0)\n end\n if <<(<touching (mouse-pointer v)?> * <mouse down?>) = [1]> or <key (space v) pressed?>> then\n broadcast (menu v)\n end\nend\n\nset [ghost v] effect to (50)\n\nwhen I start as a clone\nforever\n go to [front v] layer\n if <(direction) = [90]> then\n switch costume to (costume2 v)\n go to x: (-136) y: (-100)\n if <<touching (mouse-pointer v)?> = [1]> then\n set [ghost v] effect to (50)\n else\n set [ghost v] effect to (0)\n end\n if <(menu) = [801]> then\n show\n else\n hide\n end\n if <(<touching (mouse-pointer v)?> * <mouse down?>) = [1]> then\n set [menu v] to [802]\n broadcast (message2 v)\n end\n end\nend\n\nwhen flag clicked\nhide\npoint in direction (90)\ncreate clone of (_myself_ v)\n\nwhen I receive [optionstart v]\nshow\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\nrepeat until <key (space v) pressed?>\n show\nend\nrepeat (50)\n change [pixelate v] effect by (2)\n change [ghost v] effect by (2)\nend\nhide\n\nwhen [timer v] > (0.1)\nclear graphic effects\ngo to [front v] layer\nshow\n\nwhen flag clicked\nforever\n reset timer\nend\n\ngo to [front v] layer\n\n@startbutton\n\nwhen flag clicked\nshow\ngo to x: (0) y: (-150)\nset [ghost v] effect to (100)\nset [pixelate v] effect to (100)\nwait (0.2) seconds\nrepeat (25)\n change [ghost v] effect by (-4)\n change [pixelate v] effect by (-4)\nend\n\nwhen flag clicked\nrepeat until <key (space v) pressed?>\n go to [front v] layer\n show\nend\nrepeat (5)\n change [ghost v] effect by (-20)\nend\nhide\n\n | Zypher (3D Platformer)\nPress space to begin.\nPress the arrow keys more movement. \nOrange-Yellow Platforms have no effect.\nGreen Platforms are the end of the level.\nBlue Platforms are trampolines, increasing your y velocity.\nRed Platforms damage you.\nPurple Platforms teleport you!\nYellow platforms are the secret stars!\n\nv.1 Release\nv.2 New Level\nv.3 New Level; Level 7, Radical Rotation |
Nature Land- A Platformer (Mobile Friendly!) #games #platformer | @Stage\n\n@Sprite1\n\nwhen flag clicked\nwait (5) seconds\nforever\n play sound [Alan Walker - Nebula \(New Song 2019\) v] until done\nend\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nset [yv v] to [0]\nset [xv v] to [0]\ngo to x: (-222) y: (-160)\nforever\n change [yv v] by (-1)\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [xv v] by (-1)\n end\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>> then\n change [xv v] by (1)\n end\n set [xv v] to ((xv) * (.9))\n change x by (xv)\n if <touching color (#55d459)?> then\n change y by (1)\n if <touching color (#55d459)?> then\n change y by (1)\n if <touching color (#55d459)?> then\n change y by (1)\n if <touching color (#55d459)?> then\n change y by (1)\n if <touching color (#55d459)?> then\n change y by (1)\n change x by ((xv) * (-1))\n change y by (-5)\n end\n end\n end\n end\n end\n change y by (yv)\n if <touching color (#55d459)?> then\n change y by ((yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching color (#55d459)?> then\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>> then\n set [yv v] to [12]\n end\n end\n change y by (1)\n if <touching color (#fffd00)?> then\n switch backdrop to (next backdrop v)\n go to x: (-222) y: (-160)\n set [xv v] to [0]\n set [yv v] to [0]\n end\n if <touching color (#ff0000)?> then\n go to x: (-222) y: (-160)\n set [xv v] to [0]\n set [yv v] to [0]\n end\n if <touching color (#ff00c3)?> then\n set [yv v] to [25]\n end\nend\n\nwhen flag clicked\nhide\nwait (5) seconds\ngo to x: (-222) y: (-160)\nshow\n\nwhen I receive [message1 v]\ngo to x: (-222) y: (-160)\n\n@Sprite2\n\nwhen flag clicked\nhide\nset volume to (100) %\nstart sound [FLIGHT v]\nset [clones v] to [0]\nreset timer\nrepeat (8)\n change [clones v] by (1)\n create clone of (_myself_ v)\n wait (0.1) seconds\nend\nwait until <(timer) > [3]>\nrepeat (20)\n change volume by (-7)\n wait (0.2) seconds\nend\n\nwhen I start as a clone\nif <<(Clones) > [0]> and <(Clones) < [9]>> then\n show\n go to x: (0) y: (0)\n switch costume to (Clones)\n set [ghost v] effect to (100)\n point in direction (0)\n set size to (99999999) %\n repeat (50)\n change size by (((125) - (size)) / (8))\n turn right (((90) - (direction)) / (8)) degrees\n change [ghost v] effect by (-4)\n end\nend\n\nwhen I start as a clone\nwait until <(timer) > [4]>\nrepeat (50)\n change size by (((175) - (size)) / (8))\n change [ghost v] effect by (4)\nend\nhide\n\nwhen flag clicked\ngo to [front v] layer\n\n@Sprite3\n\nwhen flag clicked\ngo to x: (36) y: (28)\nshow\nwait (5) seconds\nhide\n\n@Sprite4\n\nwhen flag clicked\nhide\nwait (4) seconds\nshow\n\nwhen this sprite clicked\nbroadcast (message1 v)\n\ngo to x: (-222) y: (-160)\n\nwhen backdrop switches to [arctic10 v]\nhide\n\n@skip\n\nwhen this sprite clicked\nswitch backdrop to (next backdrop v)\n\nwhen flag clicked\nhide\nwait (4) seconds\nshow\n\nwhen backdrop switches to [arctic10 v]\nhide\n\n@Thumbnail\n\nwhen flag clicked\nhide\n\ngo to x: (4) y: (-2)\nshow\ngo to [front v] layer\n\n | CAN WE GET THIS TOP LOVED!?! \nNature Land 2 now out! https://scratch.mit.edu/projects/385019050/\n\nA Journey Home now out https://scratch.mit.edu/projects/403463627/\n\nHit skip button- skip\nHit reset button- reset\n\nI spent a week on this!!!\nMusic Alan Walker - Nebula\n\nThanks to @Plant2 for the skip and reset button sprites \nThanks to @StarflowerVII for the trees in the background \nThanks for all the code and everything else @bookdog17\n\nYou must use the arrow keys (or tap if you are on mobile) to pass all 10 levels. Jump over lava and spikes and bounce really high on the trampolines to reach the end!\n\nAll levels are possible \nRemix all you want!!! \n#games #platformers #Nature #greean #Land #Awesome |
KÜP I (a Platformer) | @Stage\n\nwhen flag clicked\nswitch backdrop to (sıfır v)\n\nwhen I receive [oyun başladıo v]\nforever\n switch backdrop to (!Level)\nend\n\n@Engeller\n\nwhen flag clicked\nforever\n switch costume to (!Level)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [oyun başladıo v]\nshow\n\n@Level\n\nwhen flag clicked\nforever\n switch costume to (!Level)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [oyun başladıo v]\nshow\n\n@Oyuncu\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 point in direction (-90)\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 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 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 (engeller v)?> or <(y position) < [-175]>> or <<key (r v) pressed?> or <touching (yıldızlar v)?>>> then\n Place Player: [-173] [-122] Set Size To: [40]\n end\n if <(x position) > [230]> then\n if <not <(!Level) = [19]>> then\n change [!level v] by (1)\n Place Player: [-173] [-122] Set Size To: [40]\n end\n end\n if <touching color (#f6ff00)?> then\n set [y v] to [20]\n end\nend\n\nwhen flag clicked\nset [müzik v] to [1]\n\nwhen [m v] key pressed\nset [müzik v] to [0]\nstop all sounds\n\nwhen flag clicked\nhide\n\nwhen I receive [oyun başladıo v]\nset [!level v] to [1]\nshow\nPlace Player: [-173] [-122] Set Size To: [40]\nhide variable [y v]\nhide variable [x v]\nset [y v] to [0]\nset [x v] to [0]\nforever\n Gravity, Platform Detection, Physics....\nend\n\nwhen I receive [oyun başladıo v]\nforever\n if <(username) = [efegamer66]> then\n switch costume to (4 v)\n end\n if <(username) = [hasanbaba123456789h]> then\n switch costume to (7 v)\n end\n if <not <<(username) = [efegamer66]> or <(username) = [hasanbaba123456789h]>>> then\n switch costume to (1 v)\n end\nend\n\nwhen I receive [oyun başladıo v]\nforever\n if <(Müzik) = [1]> then\n if <not <(!Level) = [19]>> then\n if <not <<(username) = [efegamer66]> or <(username) = [hasanbaba123456789h]>>> then\n wait (0) seconds\n play sound [Heartache \(from Undertale\) - Piano Tutorial v] until done\n end\n if <(username) = [efegamer66]> then\n play sound [Undertale Megolovania v] until done\n end\n if <(username) = [hasanbaba123456789h]> then\n play sound [Vicetone & Tony Igy - Astronomia v] until done\n end\n end\n end\nend\n\nwhen flag clicked\nwait (0.01) seconds\nforever\n if <(!Level) = [19]> then\n stop all sounds\n wait until <[1] = [2]>\n end\nend\n\nwhen flag clicked\nwait (0.01) seconds\nforever\n if <(!Level) = [19]> then\n play sound [Dance Around v] until done\n end\nend\n\nwhen flag clicked\nset [!level v] to [1]\n\n@Yıldızlar\n\nwhen flag clicked\nset [l 14 comp ? v] to [0]\nset [l 15 comp? v] to [0]\nhide\n\nwhen I start as a clone\nshow\nif <(!Level) = [15]> then\n wait until <(timer) > [15]>\n repeat until <touching (_edge_ v)?>\n change y by (10)\n end\n set [l 15 comp? v] to [1]\n delete this clone\nelse\n repeat until <<touching (_edge_ v)?> or <<(x position) < [-110]> and <(y position) < [-21]>>>\n move (-10) steps\n end\n delete this clone\nend\n\nwhen I receive [oyun başladıo v]\nhide\nforever\n if <(!Level) = [13]> then\n go to x: (170) y: (-20)\n create clone of (_myself_ v)\n wait (0.6) seconds\n go to x: (170) y: (-100)\n create clone of (_myself_ v)\n wait (0.6) seconds\n else\n if <(!Level) = [14]> then\n reset timer\n if <(L 14 Comp ?) = [0]> then\n repeat until <(timer) > [10]>\n go to x: (170) y: (-20)\n create clone of (_myself_ v)\n go to x: (170) y: (-100)\n create clone of (_myself_ v)\n wait (0.6) seconds\n end\n set [l 14 comp ? v] to [1]\n end\n else\n if <(!Level) = [15]> then\n reset timer\n go to x: (170) y: (-20)\n create clone of (_myself_ v)\n go to x: (170) y: (-100)\n create clone of (_myself_ v)\n wait until <(!Level) = [16]>\n else\n delete this clone\n end\n end\n end\nend\n\n@İNTRO\n\nwhen flag clicked\nstart sound [Gaster's Theme - Undertale \[Piano Tutorial\] \(Synthesia\) DS Music v]\npoint in direction (90)\nset [color v] effect to (0)\nset [ghost v] effect to (100)\nrepeat (50)\n change volume by (2)\n change [ghost v] effect by (-2)\nend\nwait (3) seconds\nrepeat (50)\n change volume by (-2)\n change [ghost v] effect by (2)\nend\nstop all sounds\nbroadcast (Oyun Başladıo v)\n\nwhen flag clicked\nforever\n if <(username) = [efegamer66]> then\n switch costume to (i̇ntro2 v)\n else\n switch costume to (i̇ntro v)\n end\nend\n\n@TN\n\nwhen flag clicked\nset [ghost v] effect to (100)\ngo to [front v] layer\n\n@Kukla 1\n\nwhen this sprite clicked\nset [müzik v] to [0]\nstop all sounds\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [oyun başladıo v]\ngo to x: (203) y: (-163)\nshow\n\n | ▧▧▧▧▧▧▧▧▧▧▧ KÜP I ▧▧▧▧▧▧▧▧▧▧▧▧▧\n➳W,A,S,D ve YÖN TUŞLARI ile oynanır\n➳"M" Tuşu ile müzik kapatılır. \n➳"R" Tuşu İle Bölüm yeniden başlatılır\n➳Yıldızlardan ve Dikenlerden uzak durun\n➳Oyun test edilmiştir İMKANSIZ BÖLÜM YOKTUR\n |
Fortnite Platformer | @Stage\n\nwhen flag clicked\nswitch backdrop to (1 v)\n\nwhen I receive [levelup v]\nswitch backdrop to (Level)\n\nwhen flag clicked\nplay sound [Fortnite Spies! Lobby Music \(Season 2 Music Track\) \(1\) v] until done\n\n@Start End screens\n\nwhen flag clicked\nhide\nchange [☁ totalplaysever v] by (1)\nset [level v] to [1]\nbroadcast (gamemusic v)\ngo to x: (0) y: (0)\nshow\nswitch costume to (title v)\ngo to [front v] layer\nclear graphic effects\nwait (2) seconds\ngo to x: (0) y: (0)\nshow\nbroadcast (ShoeMeOptions v)\nrepeat (20)\n go to [front v] layer\n change [brightness v] effect by (-5)\nend\nswitch costume to (selection screen v)\nrepeat (20)\n change [brightness v] effect by (5)\nend\nforever\n if <<(costume [number v]) = [3]> and <<mouse down?> and <<(mouse x) > [66]> and <(mouse y) < [160]>>>> then\n wait (0.1) seconds\n repeat (20)\n go to [front v] layer\n change [brightness v] effect by (-5)\n end\n switch costume to (instructions v)\n repeat (20)\n change [brightness v] effect by (5)\n end\n wait until <not <key (any v) pressed?>>\n wait until <not <mouse down?>>\n wait until <<key (any v) pressed?> or <mouse down?>>\n repeat (20)\n change [brightness v] effect by (-5)\n end\n broadcast (LaunchFirstLevel v)\n repeat (20)\n change [ghost v] effect by (5)\n end\n hide\n stop [this script v]\n end\n if <<mouse down?> and <<(mouse x) < [57]> and <(mouse y) < [115]>>> then\n switch costume to (playbuttonshown v)\n broadcast (ShoeMeOptions v) and wait\n if <(mouse y) > [-24]> then\n if <(mouse x) < [-130]> then\n broadcast (Me1Dance v)\n else\n if <(mouse x) < [-35]> then\n broadcast (Me2Dance v)\n else\n broadcast (Me3Dance v)\n end\n end\n else\n if <(mouse x) < [-130]> then\n broadcast (Me4Dance v)\n else\n if <(mouse x) < [-35]> then\n broadcast (Me5Dance v)\n else\n broadcast (Me6Dance v)\n end\n end\n end\n wait until <not <mouse down?>>\n end\nend\n\nwhen I receive [gamemusic v]\nforever\n stop all sounds\n play sound [\(Lucas Fader Remix\) v] until done\nend\n\nwhen I receive [levelup v]\nif <(Level) = [11]> then\n start sound [Fortnite end music v]\n stop [other scripts in sprite v]\n broadcast (gameover v)\n clear graphic effects\n show\n switch costume to (endscreen v)\n go to x: (0) y: (-360)\n go to [front v] layer\n glide (1) secs to x: (0) y: (0)\nend\n\nwhen I receive [start v]\nif <(PlayerSelected) = [1]> then\n broadcast (Me1 v)\nend\nif <(PlayerSelected) = [2]> then\n broadcast (Me2 v)\nend\nif <(PlayerSelected) = [3]> then\n broadcast (Me3 v)\nend\nif <(PlayerSelected) = [4]> then\n broadcast (Me4 v)\nend\nif <(PlayerSelected) = [5]> then\n broadcast (Me5 v)\nend\nif <(PlayerSelected) = [6]> then\n broadcast (Me6 v)\nend\nhide\nstop [this script v]\n\nset [☁ top v bucks score v] to [0]\nset [☁ totalplaysever v] to [0]\n\n@ControlCharacter\n\nwhen I receive [stashcharacteroffscreen v]\ngo to x: (600) y: (600)\ngo to [back v] layer\nstop [other scripts in sprite v]\nforever\n go to (glider v)\nend\n\nwhen I receive [resumel9 v]\nstop [other scripts in sprite v]\nset [yvelocity v] to [-1]\nset [xvelocity v] to [0]\nset [ghost v] effect to (99)\nforever\n change [yvelocity v] by (-0.5)\n if <[0] > (YVelocity)> then\n if <not <touching (platforms v)?>> then\n if <(YVelocity) < [0]> then\n change y by (-1)\n end\n end\n if <not <touching (platforms v)?>> then\n if <(YVelocity) < [-1]> then\n change y by (-1)\n end\n end\n if <not <touching (platforms v)?>> then\n if <(YVelocity) < [-2]> then\n change y by (-1)\n end\n end\n if <not <touching (platforms v)?>> then\n if <(YVelocity) < [-3]> then\n change y by (-1)\n end\n end\n if <not <touching (platforms v)?>> then\n if <(YVelocity) < [-4]> then\n change y by (-1)\n end\n end\n if <not <touching (platforms v)?>> then\n if <(YVelocity) < [-5]> then\n change y by (-1)\n end\n end\n if <(YVelocity) < [-6]> then\n set [yvelocity v] to [-6]\n end\n if <touching (platforms v)?> then\n change y by (1)\n set [yvelocity v] to [0]\n end\n end\n if <(YVelocity) > [0]> then\n if <not <touching (platforms v)?>> then\n if <(YVelocity) > [0]> then\n change y by (1)\n end\n end\n if <not <touching (platforms v)?>> then\n if <(YVelocity) > [1]> then\n change y by (1)\n end\n end\n if <not <touching (platforms v)?>> then\n if <(YVelocity) > [1]> then\n change y by (1)\n end\n end\n if <not <touching (platforms v)?>> then\n if <(YVelocity) > [1]> then\n change y by (1)\n end\n end\n if <not <touching (platforms v)?>> then\n if <(YVelocity) > [1]> then\n change y by (1)\n end\n end\n if <not <touching (platforms v)?>> then\n if <(YVelocity) > [1]> then\n change y by (1)\n end\n end\n if <(YVelocity) < [-5]> then\n set [yvelocity v] to [-5]\n end\n if <touching (platforms v)?> then\n change y by (-1)\n set [yvelocity v] to [0]\n end\n end\n set [xvelocity v] to ((XVelocity) * (0.85))\n if <<(XVelocity) < [1]> and <(XVelocity) > [-1]>> then\n set [xvelocity v] to [0]\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xvelocity v] by (1.5)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xvelocity v] by (-1.5)\n end\n if <[0] > (XVelocity)> then\n if <not <touching (platforms v)?>> then\n if <(XVelocity) < [0]> then\n change x by (-1)\n end\n end\n if <not <touching (platforms v)?>> then\n if <(XVelocity) < [-1]> then\n change x by (-1)\n end\n end\n if <not <touching (platforms v)?>> then\n if <(XVelocity) < [-2]> then\n change x by (-1)\n end\n end\n if <not <touching (platforms v)?>> then\n if <(XVelocity) < [-3]> then\n change x by (-1)\n end\n end\n if <not <touching (platforms v)?>> then\n if <(XVelocity) < [-4]> then\n change x by (-1)\n end\n end\n if <not <touching (platforms v)?>> then\n if <(XVelocity) < [-5]> then\n change x by (-1)\n end\n end\n if <touching (platforms v)?> then\n change x by (1)\n set [xvelocity v] to [0]\n end\n if <(XVelocity) < [-5]> then\n set [xvelocity v] to [-5]\n end\n end\n if <(XVelocity) > [0]> then\n if <not <touching (platforms v)?>> then\n if <(XVelocity) > [0]> then\n change x by (1)\n end\n end\n if <not <touching (platforms v)?>> then\n if <(XVelocity) > [1]> then\n change x by (1)\n end\n end\n if <not <touching (platforms v)?>> then\n if <(XVelocity) > [2]> then\n change x by (1)\n end\n end\n if <not <touching (platforms v)?>> then\n if <(XVelocity) > [3]> then\n change x by (1)\n end\n end\n if <not <touching (platforms v)?>> then\n if <(XVelocity) > [4]> then\n change x by (1)\n end\n end\n if <not <touching (platforms v)?>> then\n if <(XVelocity) > [5]> then\n change x by (1)\n end\n end\n if <touching (platforms v)?> then\n change x by (-1)\n set [xvelocity v] to [0]\n end\n if <[5] < (XVelocity)> then\n set [xvelocity v] to [5]\n end\n end\nend\n\nwhen [up arrow v] key pressed\nchange y by (-1)\nif <touching (platforms v)?> then\n set [yvelocity v] to [7]\nend\nchange y by (1)\n\nwhen I receive [start v]\nstop [other scripts in sprite v]\nset [yvelocity v] to [0]\nset [xvelocity v] to [0]\nset [ghost v] effect to (99)\nforever\n change [yvelocity v] by (-0.5)\n if <[0] > (YVelocity)> then\n if <not <touching (platforms v)?>> then\n if <(YVelocity) < [0]> then\n change y by (-1)\n end\n end\n if <not <touching (platforms v)?>> then\n if <(YVelocity) < [-1]> then\n change y by (-1)\n end\n end\n if <not <touching (platforms v)?>> then\n if <(YVelocity) < [-2]> then\n change y by (-1)\n end\n end\n if <not <touching (platforms v)?>> then\n if <(YVelocity) < [-3]> then\n change y by (-1)\n end\n end\n if <not <touching (platforms v)?>> then\n if <(YVelocity) < [-4]> then\n change y by (-1)\n end\n end\n if <not <touching (platforms v)?>> then\n if <(YVelocity) < [-5]> then\n change y by (-1)\n end\n end\n if <(YVelocity) < [-6]> then\n set [yvelocity v] to [-6]\n end\n if <touching (platforms v)?> then\n set [yvelocity v] to [0]\n change y by (1)\n end\n end\n if <(YVelocity) > [0]> then\n if <not <touching (platforms v)?>> then\n if <(YVelocity) > [0]> then\n change y by (1)\n end\n end\n if <not <touching (platforms v)?>> then\n if <(YVelocity) > [1]> then\n change y by (1)\n end\n end\n if <not <touching (platforms v)?>> then\n if <(YVelocity) > [1]> then\n change y by (1)\n end\n end\n if <not <touching (platforms v)?>> then\n if <(YVelocity) > [1]> then\n change y by (1)\n end\n end\n if <not <touching (platforms v)?>> then\n if <(YVelocity) > [1]> then\n change y by (1)\n end\n end\n if <not <touching (platforms v)?>> then\n if <(YVelocity) > [1]> then\n change y by (1)\n end\n end\n if <(YVelocity) < [-5]> then\n set [yvelocity v] to [-5]\n end\n if <touching (platforms v)?> then\n change y by (-1)\n set [yvelocity v] to [0]\n end\n end\n set [xvelocity v] to ((XVelocity) * (0.85))\n if <<(XVelocity) < [1]> and <(XVelocity) > [-1]>> then\n set [xvelocity v] to [0]\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xvelocity v] by (1.5)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xvelocity v] by (-1.5)\n end\n if <[0] > (XVelocity)> then\n if <not <touching (platforms v)?>> then\n if <(XVelocity) < [0]> then\n change x by (-1)\n end\n end\n if <not <touching (platforms v)?>> then\n if <(XVelocity) < [-1]> then\n change x by (-1)\n end\n end\n if <not <touching (platforms v)?>> then\n if <(XVelocity) < [-2]> then\n change x by (-1)\n end\n end\n if <not <touching (platforms v)?>> then\n if <(XVelocity) < [-3]> then\n change x by (-1)\n end\n end\n if <not <touching (platforms v)?>> then\n if <(XVelocity) < [-4]> then\n change x by (-1)\n end\n end\n if <not <touching (platforms v)?>> then\n if <(XVelocity) < [-5]> then\n change x by (-1)\n end\n end\n if <touching (platforms v)?> then\n change x by (1)\n set [xvelocity v] to [0]\n end\n if <(XVelocity) < [-5]> then\n set [xvelocity v] to [-5]\n end\n end\n if <(XVelocity) > [0]> then\n if <not <touching (platforms v)?>> then\n if <(XVelocity) > [0]> then\n change x by (1)\n end\n end\n if <not <touching (platforms v)?>> then\n if <(XVelocity) > [1]> then\n change x by (1)\n end\n end\n if <not <touching (platforms v)?>> then\n if <(XVelocity) > [2]> then\n change x by (1)\n end\n end\n if <not <touching (platforms v)?>> then\n if <(XVelocity) > [3]> then\n change x by (1)\n end\n end\n if <not <touching (platforms v)?>> then\n if <(XVelocity) > [4]> then\n change x by (1)\n end\n end\n if <not <touching (platforms v)?>> then\n if <(XVelocity) > [5]> then\n change x by (1)\n end\n end\n if <touching (platforms v)?> then\n change x by (-1)\n set [xvelocity v] to [0]\n end\n if <[5] < (XVelocity)> then\n set [xvelocity v] to [5]\n end\n end\nend\n\nset [yvelocity v] to [0]\nset [xvelocity v] to [0]\n\nwhen [w v] key pressed\nchange y by (-1)\nif <touching (platforms v)?> then\n set [yvelocity v] to [7]\nend\nchange y by (1)\n\nwhen I receive [launchfirstlevel v]\nshow\nset [ghost v] effect to (99)\nstop [other scripts in sprite v]\nforever\n go to (glider v)\nend\n\nwhen I receive [restartlevel v]\nif <(Level) = [1]> then\n broadcast (LaunchFirstLevel v)\nelse\n broadcast (PositionControlCharacter v)\nend\n\nwhen I receive [levelup v]\nbroadcast (PositionControlCharacter v)\n\nwhen I receive [positioncontrolcharacter v]\ngo to x: (-220) y: (-155)\nif <(Level) = [9]> then\n go to x: (-220) y: (140)\nend\n\nwhen I receive [gameover v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [controlleft v]\ngo to x: (-192) y: (78)\nset [xvelocity v] to [0]\n\n@Sprite1\n\nwhen I receive [gameover v]\nhide\nstop [other scripts in sprite v]\n\nwhen flag clicked\nset [ghost v] effect to (99)\nshow\nforever\n go to (controlcharacter v)\n if <touching (platforms v)?> then\n set [controlonground v] to [Yes]\n else\n set [controlonground v] to [No]\n end\nend\n\n@Platforms\n\nwhen I receive [gameover v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [levelup v]\nswitch costume to (Level)\n\nwhen I receive [launchfirstlevel v]\nswitch costume to (1 v)\nshow\n\nset [level v] to [9]\n\nwhen I receive [start v]\nshow\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nswitch costume to (1 v)\n\n@Chests\n\nwhen I receive [restartlevel v]\n\nstop [other scripts in sprite v]\nshow\nswitch costume to (Level)\nwait until <touching (controlcharacter v)?>\nbroadcast (VBucksChest v) and wait\ngo to x: (1) y: (1)\nhide\n\ngo to x: (0) y: (0)\n\ngo to x: (0) y: (0)\n\nwhen I receive [levelup v]\nshow\nstop [other scripts in sprite v]\ngo to x: (0) y: (0)\nswitch costume to (Level)\ngo to x: (0) y: (0)\nwait until <touching (controlcharacter v)?>\nstart sound [69688__lukaso__slot2 v]\nbroadcast (VBucksChest v) and wait\nhide\n\ngo to x: (1) y: (1)\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (small arrows bright v)\nhide\ngo to [back v] layer\n\n@Hints...\n\nwhen I receive [levelup v]\nset [hintlag v] to [0]\nhide\n\nwhen I receive [restartlevel v]\nchange [hintlag v] by (1)\nif <(HintLag) > [2]> then\n show\n go to [back v] layer\n switch costume to (Level)\nend\n\nwhen flag clicked\nset [hintlag v] to [0]\nhide\ngo to x: (0) y: (0)\n\n@Spikes\n\nwhen I receive [gameover v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [levelup v]\nshow\n\nwhen I receive [on v]\ngo to x: (0) y: (0)\nshow\n\nwhen I receive [off v]\nhide\n\nwait until <(y position) = [20]>\n\nwhen I receive [start v]\ngo to [back v] layer\nshow\nforever\n glide (0.3) secs to x: (0) y: (20)\n glide (0.7) secs to x: (0) y: (0)\n glide (0.3) secs to x: (0) y: (20)\n wait (2) seconds\n glide (0.7) secs to x: (0) y: (0)\n wait (3) seconds\nend\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nswitch costume to (1 v)\nforever\n switch costume to (Level)\n if <touching (controlcharacter v)?> then\n broadcast (RestartLevel v)\n start sound [mine v]\n end\nend\n\n@SkipLevel\n\nwhen this sprite clicked\nset [skiplevel v] to [Yes]\nchange [level v] by (1)\nbroadcast (LevelUp v)\n\nwhen I receive [restartlevel v]\nchange [skiplevellag v] by (1)\nif <(SkipLevelLag) > [5]> then\n show\n go to [back v] layer\n switch costume to (Level)\nend\n\nwhen I receive [levelup v]\nhide\nset [skiplevellag v] to [0]\n\nwhen flag clicked\nset [skiplevellag v] to [0]\nset [skiplevel v] to [No]\nhide\ngo to [back v] layer\n\n@lever\n\nwhen I receive [gameover v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [levelup v]\nswitch costume to (on v)\nbroadcast (On v)\nhide\nif <(Level) = [8]> then\n show\n go to x: (220) y: (-157)\n switch costume to (on v)\n forever\n wait until <touching (controlcharacter v)?>\n play sound [353067__josepharaoh99__bite-cartoon-style - hit v] until done\n switch costume to (off v)\n broadcast (Off v)\n play sound [door v] until done\n play sound [sound v] until done\n wait (1) seconds\n wait until <touching (controlcharacter v)?>\n play sound [353067__josepharaoh99__bite-cartoon-style - hit v] until done\n switch costume to (on v)\n broadcast (On v)\n play sound [door v] until done\n play sound [sound v] until done\n wait (1) seconds\n end\nend\nif <(Level) = [10]> then\n show\n go to x: (-226) y: (-22)\n switch costume to (on v)\n forever\n wait until <touching (controlcharacter v)?>\n play sound [353067__josepharaoh99__bite-cartoon-style - hit v] until done\n switch costume to (off v)\n broadcast (Off v)\n play sound [door v] until done\n play sound [sound v] until done\n wait (1) seconds\n wait until <touching (controlcharacter v)?>\n play sound [353067__josepharaoh99__bite-cartoon-style - hit v] until done\n switch costume to (on v)\n broadcast (On v)\n play sound [door v] until done\n play sound [sound v] until done\n wait (1) seconds\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nhide\ngo to [back v] layer\n\n@lava\n\nwhen flag clicked\nhide\ngo to [back v] layer\ngo to x: (-193) y: (-175)\nrepeat (6)\n create clone of (_myself_ v)\n change x by (80)\nend\n\nwhen I start as a clone\nshow\nforever\n next costume\n if <touching (controlcharacter v)?> then\n start sound [Mine v]\n broadcast (RestartLevel v)\n end\nend\n\nswitch costume to (lava v)\n\nsay [NextLevel] for (2) seconds\n\nplay sound [Mine v] until done\n\nwhen I receive [gameover v]\nwait (0.2) seconds\ndelete this clone\n\n@Joystick\n\nwhen I receive [gameover v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [launchfirstlevel v]\ngo to x: (162) y: (-102)\nbroadcast (JoyMouseSenseDown v)\nforever\n if <mouse down?> then\n point towards (mouse-pointer v)\n if <<(direction) > [-23]> and <(direction) < [23]>> then\n switch costume to (n v)\n if <(ControlOnGround) = [Yes]> then\n set [yvelocity v] to [7]\n end\n end\n if <<(direction) > [-68]> and <(direction) < [-23]>> then\n switch costume to (nw v)\n change [xvelocity v] by (-1.5)\n if <(ControlOnGround) = [Yes]> then\n set [yvelocity v] to [7]\n end\n end\n if <<(direction) > [-125]> and <(direction) < [-68]>> then\n switch costume to (w v)\n change [xvelocity v] by (-1.5)\n end\n if <<(direction) > [23]> and <(direction) < [68]>> then\n switch costume to (ne v)\n change [xvelocity v] by (1.5)\n if <(ControlOnGround) = [Yes]> then\n set [yvelocity v] to [7]\n end\n end\n if <<(direction) > [68]> and <(direction) < [125]>> then\n change [xvelocity v] by (1.5)\n switch costume to (e v)\n end\n end\nend\n\nhide\n\nwhen I receive [joymousesensedown v]\nwait (0.1) seconds\nclear graphic effects\nforever\n if <mouse down?> then\n show\n go to [front v] layer\n set [ghost v] effect to (50)\n set [joyshowcounter v] to [0]\n else\n change [joyshowcounter v] by (1)\n if <(JoyShowCounter) > [25]> then\n switch costume to (neutral v)\n end\n if <(JoyShowCounter) > [50]> then\n hide\n end\n end\nend\n\n@Me1\n\nwhen I receive [gameover v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [shoemeoptions v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [me2 v]\nhide\n\nwhen I receive [me3 v]\nhide\n\nwhen I receive [me4 v]\nhide\n\nwhen I receive [me5 v]\nhide\n\nwhen I receive [me6 v]\nhide\n\nwhen I receive [me1dance v]\ngo to [front v] layer\nset [playerselected v] to [1]\nshow\ngo to x: (143) y: (-90)\nset size to (400) %\nforever\n next costume\n wait (0.1) seconds\n if <([costume name v] of [start end screens v]) = [Instructions]> then\n go to [back v] layer\n end\nend\n\nwhen I receive [launchfirstlevel v]\nhide\n\nwhen I receive [stashcharacteroffscreen v]\ngo to x: (-300) y: (-300)\ngo to [back v] layer\nhide\n\nwhen I receive [resumel9 v]\nshow\n\nhide\n\nwhen I receive [me1 v]\nset size to (100) %\nstop [other scripts in sprite v]\nshow\nset [mecostumecounter v] to [0]\nforever\n go to (controlcharacter v)\n if <(XVelocity) = [0]> then\n switch costume to (front v)\n else\n change [mecostumecounter v] by (XVelocity)\n if <<(MeCostumeCounter) > [4]> or <(MeCostumeCounter) < [-4]>> then\n set [mecostumecounter v] to [0]\n next costume\n if <(costume [number v]) = [4]> then\n switch costume to (1 v)\n end\n end\n end\n if <(XVelocity) > [0]> then\n point in direction (90)\n end\n if <(XVelocity) < [0]> then\n point in direction (-90)\n end\nend\n\n@Me2\n\nwhen I receive [gameover v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [resumel9 v]\nshow\n\nwhen I receive [stashcharacteroffscreen v]\ngo to x: (-300) y: (-300)\nhide\ngo to [back v] layer\n\nwhen I receive [launchfirstlevel v]\nhide\n\nwhen I receive [shoemeoptions v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [me2dance v]\nshow\nset [playerselected v] to [2]\ngo to [front v] layer\ngo to x: (143) y: (-90)\nset size to (400) %\nforever\n next costume\n wait (0.1) seconds\n if <([costume name v] of [start end screens v]) = [Instructions]> then\n go to [back v] layer\n end\nend\n\nwhen I receive [me1 v]\nhide\n\nwhen I receive [me3 v]\nhide\n\nwhen I receive [me4 v]\nhide\n\nwhen I receive [me5 v]\nhide\n\nwhen I receive [me6 v]\nhide\n\nwhen I receive [me2 v]\nset size to (75) %\nstop [other scripts in sprite v]\nshow\nset [mecostumecounter v] to [0]\nforever\n go to (controlcharacter v)\n if <(XVelocity) = [0]> then\n switch costume to (front v)\n else\n change [mecostumecounter v] by (XVelocity)\n if <<(MeCostumeCounter) > [4]> or <(MeCostumeCounter) < [-4]>> then\n set [mecostumecounter v] to [0]\n next costume\n if <(costume [number v]) = [4]> then\n switch costume to (1 v)\n end\n end\n end\n if <(XVelocity) > [0]> then\n point in direction (90)\n end\n if <(XVelocity) < [0]> then\n point in direction (-90)\n end\nend\n\n@Me3\n\nwhen I receive [gameover v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [resumel9 v]\nshow\n\nwhen I receive [stashcharacteroffscreen v]\ngo to x: (-300) y: (-300)\ngo to [back v] layer\nhide\n\nwhen I receive [launchfirstlevel v]\nhide\n\nwhen I receive [shoemeoptions v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [me3dance v]\nshow\nset [playerselected v] to [3]\ngo to [front v] layer\ngo to x: (143) y: (-90)\nset size to (400) %\nforever\n next costume\n wait (0.1) seconds\n if <([costume name v] of [start end screens v]) = [Instructions]> then\n go to [back v] layer\n end\nend\n\nwhen I receive [me1 v]\nhide\n\nwhen I receive [me2 v]\nhide\n\nwhen I receive [me4 v]\nhide\n\nwhen I receive [me5 v]\nhide\n\nwhen I receive [me6 v]\nhide\n\nwhen flag clicked\n\n\n\nwhen I receive [me3 v]\nstop [other scripts in sprite v]\nset size to (75) %\nshow\nset [mecostumecounter v] to [0]\nforever\n go to (controlcharacter v)\n if <(XVelocity) = [0]> then\n switch costume to (front v)\n else\n change [mecostumecounter v] by (XVelocity)\n if <<(MeCostumeCounter) > [4]> or <(MeCostumeCounter) < [-4]>> then\n set [mecostumecounter v] to [0]\n next costume\n if <(costume [number v]) = [4]> then\n switch costume to (2 v)\n end\n end\n end\n if <(XVelocity) > [0]> then\n point in direction (90)\n end\n if <(XVelocity) < [0]> then\n point in direction (-90)\n end\nend\n\n@Me4\n\nwhen I receive [gameover v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [resumel9 v]\nshow\n\nwhen I receive [stashcharacteroffscreen v]\ngo to x: (-300) y: (-300)\ngo to [back v] layer\nhide\n\nwhen I receive [launchfirstlevel v]\nhide\n\nwhen I receive [me4dance v]\nshow\ngo to [front v] layer\nset [playerselected v] to [4]\ngo to x: (143) y: (-90)\nset size to (400) %\nforever\n next costume\n wait (0.1) seconds\n if <([costume name v] of [start end screens v]) = [Instructions]> then\n go to [back v] layer\n end\nend\n\nwhen I receive [me1 v]\nhide\n\nwhen I receive [me2 v]\nhide\n\nwhen I receive [me3 v]\nhide\n\nwhen I receive [me5 v]\nhide\n\nwhen I receive [me6 v]\nhide\n\nwhen I receive [shoemeoptions v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [me4 v]\nset size to (75) %\nstop [other scripts in sprite v]\nshow\nset [mecostumecounter v] to [0]\nforever\n go to (controlcharacter v)\n if <(XVelocity) = [0]> then\n switch costume to (front v)\n else\n change [mecostumecounter v] by (XVelocity)\n if <<(MeCostumeCounter) > [4]> or <(MeCostumeCounter) < [-4]>> then\n set [mecostumecounter v] to [0]\n next costume\n if <(costume [number v]) = [4]> then\n switch costume to (2 v)\n end\n end\n end\n if <(XVelocity) > [0]> then\n point in direction (90)\n end\n if <(XVelocity) < [0]> then\n point in direction (-90)\n end\nend\n\n@Me5\n\nwhen I receive [gameover v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [resumel9 v]\nshow\n\nwhen I receive [stashcharacteroffscreen v]\ngo to x: (-300) y: (-300)\ngo to [back v] layer\nhide\n\nwhen I receive [launchfirstlevel v]\nhide\n\nwhen I receive [shoemeoptions v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [me5dance v]\nshow\ngo to [front v] layer\nset [playerselected v] to [5]\ngo to x: (143) y: (-90)\nset size to (400) %\nforever\n next costume\n wait (0.1) seconds\n if <([costume name v] of [start end screens v]) = [Instructions]> then\n go to [back v] layer\n end\nend\n\nwhen I receive [me1 v]\nhide\n\nwhen I receive [me2 v]\nhide\n\nwhen I receive [me3 v]\nhide\n\nwhen I receive [me4 v]\nhide\n\nwhen I receive [me6 v]\nhide\n\nwhen I receive [me5 v]\nset size to (75) %\nstop [other scripts in sprite v]\nshow\nset [mecostumecounter v] to [0]\nforever\n go to (controlcharacter v)\n if <(XVelocity) = [0]> then\n switch costume to (front v)\n else\n change [mecostumecounter v] by (XVelocity)\n if <<(MeCostumeCounter) > [4]> or <(MeCostumeCounter) < [-4]>> then\n set [mecostumecounter v] to [0]\n next costume\n if <(costume [number v]) = [4]> then\n switch costume to (2 v)\n end\n end\n end\n if <(XVelocity) > [0]> then\n point in direction (90)\n end\n if <(XVelocity) < [0]> then\n point in direction (-90)\n end\nend\n\n@Me6\n\nwhen I receive [gameover v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [resumel9 v]\nshow\n\nwhen I receive [stashcharacteroffscreen v]\ngo to x: (-300) y: (-300)\ngo to [back v] layer\nhide\n\nwhen I receive [launchfirstlevel v]\nhide\n\nwhen I receive [shoemeoptions v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [me6dance v]\nshow\ngo to [front v] layer\nset [playerselected v] to [6]\ngo to x: (143) y: (-90)\nset size to (400) %\nforever\n next costume\n wait (0.1) seconds\n if <([costume name v] of [start end screens v]) = [Instructions]> then\n go to [back v] layer\n end\nend\n\nwhen I receive [me1 v]\nhide\n\nwhen I receive [me2 v]\nhide\n\nwhen I receive [me3 v]\nhide\n\nwhen I receive [me4 v]\nhide\n\nwhen I receive [me5 v]\nhide\n\nwhen I receive [me6 v]\nset size to (75) %\nstop [other scripts in sprite v]\nshow\nset [mecostumecounter v] to [0]\nforever\n go to (controlcharacter v)\n if <(XVelocity) = [0]> then\n switch costume to (front v)\n else\n change [mecostumecounter v] by (XVelocity)\n if <<(MeCostumeCounter) > [4]> or <(MeCostumeCounter) < [-4]>> then\n set [mecostumecounter v] to [0]\n next costume\n if <(costume [number v]) = [4]> then\n switch costume to (2 v)\n end\n end\n end\n if <(XVelocity) > [0]> then\n point in direction (90)\n end\n if <(XVelocity) < [0]> then\n point in direction (-90)\n end\nend\n\n@Glider\n\nwhen I receive [gameover v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [launchfirstlevel v]\nbroadcast (WaitUntilGliderTouchesPlatforms v)\ngo to x: (-100) y: (180)\ngo to [front v] layer\nshow\nswitch costume to (PlayerSelected)\nset [xvelocity v] to [0]\nforever\n if <(XVelocity) > [0]> then\n point in direction (90)\n end\n if <(XVelocity) < [0]> then\n point in direction (-90)\n end\n change y by (-1)\n set [xvelocity v] to ((XVelocity) * (1))\n if <<(XVelocity) < [1]> and <(XVelocity) > [-1]>> then\n set [xvelocity v] to [0]\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xvelocity v] by (1)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xvelocity v] by (-1)\n end\n if <(XVelocity) > [0]> then\n if <(XVelocity) > [0]> then\n change x by (1)\n end\n if <(XVelocity) > [1]> then\n change x by (1)\n end\n if <(XVelocity) > [2]> then\n change x by (1)\n end\n if <(XVelocity) > [3]> then\n change x by (1)\n end\n if <[4] < (XVelocity)> then\n set [xvelocity v] to [4]\n end\n end\n if <(XVelocity) < [0]> then\n if <(XVelocity) < [-1]> then\n change x by (-1)\n end\n if <(XVelocity) < [-2]> then\n change x by (-1)\n end\n if <(XVelocity) < [-3]> then\n change x by (-1)\n end\n if <(XVelocity) < [-4]> then\n set [xvelocity v] to [-4]\n end\n end\nend\n\nwhen I receive [waituntilglidertouchesplatforms v]\nwait until <<(x position) < [-230]> or <touching (platforms v)?>>\nif <(Level) = [1]> then\n broadcast (Start v)\n hide\n stop [other scripts in sprite v]\nend\nif <(Level) = [9]> then\n broadcast (ResumeL9 v)\n hide\n stop [other scripts in sprite v]\nend\n\nset [xvelocity v] to [0]\nsay [StopThisScript] for (2) seconds\n\nwhen I receive [restartlevel v]\nif <(Level) = [9]> then\n broadcast (Level9! v)\nend\n\nwhen I receive [levelup v]\nif <(Level) = [9]> then\n broadcast (Level9! v)\nend\n\nwhen I receive [level9! v]\nbroadcast (WaitUntilGliderTouchesPlatforms v)\ngo to x: (90) y: (155)\ngo to [front v] layer\nshow\nswitch costume to (bonus v)\nwait until <touching (controlcharacter v)?>\nbroadcast (Stashcharacteroffscreen v)\nswitch costume to (PlayerSelected)\nforever\n if <(XVelocity) > [0]> then\n point in direction (90)\n end\n if <(XVelocity) < [0]> then\n point in direction (-90)\n end\n change y by (-1)\n set [xvelocity v] to ((XVelocity) * (1))\n if <<(XVelocity) < [1]> and <(XVelocity) > [-1]>> then\n set [xvelocity v] to [0]\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xvelocity v] by (1)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xvelocity v] by (-1)\n end\n if <(XVelocity) > [0]> then\n if <(XVelocity) > [0]> then\n change x by (1)\n end\n if <(XVelocity) > [1]> then\n change x by (1)\n end\n if <(XVelocity) > [2]> then\n change x by (1)\n end\n if <(XVelocity) > [3]> then\n change x by (1)\n end\n if <[4] < (XVelocity)> then\n set [xvelocity v] to [4]\n end\n end\n if <(XVelocity) < [0]> then\n if <(XVelocity) < [-1]> then\n change x by (-1)\n end\n if <(XVelocity) < [-2]> then\n change x by (-1)\n end\n if <(XVelocity) < [-3]> then\n change x by (-1)\n end\n if <(XVelocity) < [-4]> then\n set [xvelocity v] to [-4]\n end\n end\nend\n\nwhen I receive [levelup v]\nif <(Level) = [10]> then\n stop [other scripts in sprite v]\nend\n\n@portal\n\nwhen flag clicked\nset size to (100) %\nbroadcast (PortalPositioning v)\nforever\n next costume\nend\n\nwhen I receive [gameover v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [portalpositioning v]\nset [level v] to [1]\ngo to x: (222) y: (-138)\nshow\nforever\n wait until <touching (controlcharacter v)?>\n change [level v] by (1)\n start sound [Win v]\n broadcast (LevelUp v)\nend\n\nwhen I receive [levelup v]\nif <(Level) = [2]> then\n go to x: (177) y: (162)\nend\nif <(Level) = [3]> then\n go to x: (215) y: (-140)\nend\nif <(Level) = [4]> then\n go to x: (222) y: (-138)\nend\nif <(Level) = [5]> then\n go to x: (222) y: (-132)\nend\nif <(Level) = [6]> then\n go to x: (112) y: (133)\nend\nif <(Level) = [7]> then\n go to x: (148) y: (50)\nend\nif <(Level) = [8]> then\n go to x: (142) y: (145)\nend\nif <(Level) = [9]> then\n go to x: (220) y: (-138)\nend\nif <(Level) = [10]> then\n go to x: (220) y: (-132)\nend\n\n@Awesome!\n\nwhen flag clicked\nset size to (100) %\nhide\nclear graphic effects\n\nwhen I receive [levelup v]\nif <(SkipLevel) = [No]> then\n switch costume to (levelup v)\n if <(Level) = [10]> then\n switch costume to (bonus v bucks v)\n end\n go to x: (0) y: (-65)\n go to [front v] layer\n show\n set [ghost v] effect to (100)\n repeat (5)\n repeat (13)\n change [ghost v] effect by (-5)\n end\n repeat (13)\n change [ghost v] effect by (5)\n end\n end\n repeat (5)\n change [ghost v] effect by (-10)\n end\n glide (2) secs to x: (1) y: (185)\n hide\nend\n\nwhen I receive [gameover v]\nhide\nstop [other scripts in sprite v]\nwait (1) seconds\nswitch costume to (win v)\nset size to (95) %\ngo to x: (0) y: (20)\ngo to [front v] layer\nshow\nset [ghost v] effect to (100)\nforever\n repeat (13)\n change size by (1)\n change [ghost v] effect by (-5)\n end\n repeat (13)\n change [ghost v] effect by (5)\n change size by (-1)\n end\nend\n\n@knight2\n\nwhen I receive [gameover v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [levelup v]\nhide\nswitch costume to (1 v)\nhide\nif <(Level) = [5]> then\n go to x: (-5) y: (60)\n show\n switch costume to (front v)\n wait (3) seconds\n forever\n repeat (8)\n Stutterwalkleft\n wait (0.1) seconds\n end\n switch costume to (front v)\n wait (0.1) seconds\n repeat (8)\n StutterwalkRight\n wait (0.1) seconds\n end\n switch costume to (front v)\n wait (0.1) seconds\n end\nend\nif <(Level) = [7]> then\n go to x: (118) y: (-98)\n show\n switch costume to (front v)\n wait (3) seconds\n forever\n repeat (100)\n Stutterwalkleft\n end\n switch costume to (front v)\n wait (0.1) seconds\n repeat (100)\n StutterwalkRight\n end\n switch costume to (front v)\n wait (0.1) seconds\n end\nend\nif <(Level) = [8]> then\n go to x: (132) y: (12)\n show\n switch costume to (front v)\n wait (3) seconds\n forever\n repeat (100)\n Stutterwalkleft\n end\n switch costume to (front v)\n wait (0.1) seconds\n repeat (100)\n StutterwalkRight\n end\n switch costume to (front v)\n wait (0.1) seconds\n end\nend\nif <(Level) = [10]> then\n go to x: (155) y: (80)\n show\n switch costume to (front v)\n wait (3) seconds\n forever\n repeat (16)\n Stutterwalkleft\n end\n switch costume to (front v)\n wait (0.1) seconds\n repeat (16)\n StutterwalkRight\n end\n switch costume to (front v)\n wait (0.1) seconds\n end\nend\n\nwhen I receive [start v]\nhide\ngo to [back v] layer\n\ndefine Stutterwalkleft\npoint in direction (90)\nchange x by (-3)\nnext costume\nif <touching (controlcharacter v)?> then\n start sound [Mine v]\n broadcast (RestartLevel v)\nend\nif <(costume [number v]) = [4]> then\n switch costume to (1 v)\nend\n\ndefine StutterwalkRight\npoint in direction (-90)\nchange x by (3)\nnext costume\nif <touching (controlcharacter v)?> then\n start sound [Mine v]\n broadcast (RestartLevel v)\nend\nif <(costume [number v]) = [4]> then\n switch costume to (1 v)\nend\n\nwhen flag clicked\nhide\n\nStutterwalkleft\n\n@vbucks\n\nwhen I receive [gameover v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [levelup v]\nif <(SkipLevel) = [No]> then\n if <(Level) < [11]> then\n if <<(x position) = [0]> and <(y position) = [178]>> then\n set [vbucksout v] to [Held]\n hide\n stop [other scripts in sprite v]\n repeat (75)\n go to x: (pick random (-220) to (220)) y: (177)\n create clone of (_myself_ v)\n go to x: (0) y: (178)\n wait (0.1) seconds\n end\n set [vbucksout v] to [Dropped]\n end\n end\nend\nset [skiplevel v] to [No]\n\nwhen I start as a clone\nset size to (pick random (40) to (100)) %\nif <(size) > [75]> then\n go to [front v] layer\nelse\n go to [back v] layer\nend\nshow\nrepeat until <(y position) < [-170]>\n change y by ((0) - ((size) * (0.06)))\n if <(distance to [controlcharacter v]) < (GrabDistance)> then\n glide (0.2) secs to (controlcharacter v)\n change [v bucks v] by (500)\n start sound [Coin v]\n delete this clone\n end\nend\ndelete this clone\n\nwhen flag clicked\ngo to x: (0) y: (178)\nhide\n\n@Score\n\nwhen I receive [levelup v]\nif <(V Bucks) = [0]> then\n go to [front v] layer\n switch costume to (10 v)\n show\n set size to (80) %\n set [numeral v] to [0]\n go to x: (-130) y: (158)\n set [numeral v] to [0]\n repeat (7)\n create clone of (_myself_ v)\n change x by (-12)\n change [numeral v] by (1)\n wait (0.1) seconds\n end\n change x by (-5)\n switch costume to (score v)\nend\n\nwhen flag clicked\nset [v bucks v] to [0]\nhide\n\nset [controlonground v] to [0]\n\nwait (0.1) seconds\n\nwhen I start as a clone\nshow\ngo to [front v] layer\nswitch costume to (0 v)\nforever\n wait (0.1) seconds\n switch costume to (0 v)\n switch costume to (letter ((length of (V Bucks)) - (Numeral)) of (V Bucks))\nend\n\nwhen I receive [gameover v]\nwait (2.5) seconds\ngo to [front v] layer\nswitch costume to (10 v)\nshow\nset size to (100) %\nset [numeral v] to [0]\ngo to x: (70) y: (-90)\nset [numeral v] to [0]\nrepeat (7)\n create clone of (_myself_ v)\n change x by (-17)\n change [numeral v] by (1)\nend\nchange x by (-5)\nswitch costume to (score v)\n\n@LevelShower\n\nwhen I receive [levelup v]\nswitch costume to (Level)\nstart sound [1 v]\n\nwhen flag clicked\nshow\ngo to x: (-42) y: (158)\n\nwhen I receive [launchfirstlevel v]\nswitch costume to (Level)\n\nset [controlonground v] to [0]\n\nwait (0.1) seconds\n\n@High\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\ngo to [front v] layer\nswitch costume to (0 v)\nforever\n wait (0.1) seconds\n switch costume to (0 v)\n switch costume to (letter ((length of (☁ Top V Bucks Score)) - (HighNumeral)) of (☁ Top V Bucks Score))\nend\n\nwhen I receive [gameover v]\nif <(V Bucks) > (☁ Top V Bucks Score)> then\n set [☁ top v bucks score v] to (V Bucks)\nend\nwait (2.5) seconds\ngo to [front v] layer\nswitch costume to (10 v)\nshow\nset size to (75) %\nset [highnumeral v] to [0]\ngo to x: (56) y: (-162)\nset [highnumeral v] to [0]\nrepeat (7)\n create clone of (_myself_ v)\n change x by (-12)\n change [highnumeral v] by (1)\nend\nchange x by (-5)\nswitch costume to (score v)\n\ndelete this clone\n\n@vbucksChest\n\nwhen I receive [gameover v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [vbuckschest v]\nhide\ngo to x: (0) y: (0)\nstop [other scripts in sprite v]\nrepeat (20)\n go to (random position v)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nset size to (pick random (40) to (100)) %\nif <(size) > [75]> then\n go to [front v] layer\nelse\n go to [back v] layer\nend\npoint towards (controlcharacter v)\nshow\nmove (10) steps\nrepeat (10)\n move (-1) steps\nend\nglide (1) secs to (controlcharacter v)\nchange [v bucks v] by (500)\nstart sound [Coin v]\ndelete this clone\n\nwhen flag clicked\nhide\n\n@WarpMe\n\nwhen I start as a clone\nshow\nforever\n next costume\n if <touching (controlcharacter v)?> then\n broadcast (ControlLeft v)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [launchfirstlevel v]\nhide\n\nwhen I receive [gameover v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [levelup v]\nif <(Level) = [10]> then\n go to [back v] layer\n show\n set [color v] effect to (100)\n go to x: (186) y: (147)\n create clone of (_myself_ v)\n go to x: (-192) y: (78)\nend\nforever\n next costume\nend\n\ngo to [back v] layer\n\n@Magnets\n\n\n\ngo to x: (1) y: (1)\n\nwhen I receive [levelup v]\nset [grabdistance v] to [50]\nshow\nstop [other scripts in sprite v]\ngo to x: (0) y: (0)\nswitch costume to (Level)\ngo to x: (0) y: (0)\nwait until <<touching (controlcharacter v)?> or <(VBucksOut) = [Dropped]>>\nif <touching (controlcharacter v)?> then\n set [grabdistance v] to [200]\n start sound [1 v]\nend\nhide\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (1 v)\nhide\ngo to [back v] layer\n\nwhen flag clicked\nstop all sounds\nwait (10) seconds\nplay sound [Fortnite Spies! Lobby Music \(Season 2 Music Track\) \(1\) v] until done\n\n | Arrow keys |
~Vortex~ 100% Pen Platformer | @Stage\n\n@Blank\n\n@Vortex\n\ndefine draw a shape of any given size, sides, color, rotation, x, y, z, and brightness (x) (y) (size)\npen up\ngo to x: ((([sin v] of (rot) ) * (size)) + (x)) y: ((([cos v] of (rot) ) * (size)) + (y))\nchange [rot v] by (90)\npen down\ngo to x: ((([sin v] of (rot) ) * (size)) + (x)) y: ((([cos v] of (rot) ) * (size)) + (y))\nchange [rot v] by (90)\ngo to x: ((([sin v] of (rot) ) * (size)) + (x)) y: ((([cos v] of (rot) ) * (size)) + (y))\nchange [rot v] by (90)\ngo to x: ((([sin v] of (rot) ) * (size)) + (x)) y: ((([cos v] of (rot) ) * (size)) + (y))\nchange [rot v] by (90)\ngo to x: ((([sin v] of (rot) ) * (size)) + (x)) y: ((([cos v] of (rot) ) * (size)) + (y))\npen up\n\ndefine aWeSoMe\nif <([abs v] of ((round (timer)) - (timer)) ) < [.019]> then\n add (round (pick random ((Sx) - (250)) to ((Sx) - (-250)))) to [squarex v]\n add (round (pick random ((Sy) - (250)) to ((Sy) - (-250)))) to [squarey v]\n add (round (pick random (0) to (360))) to [sqaredirection v]\n add [0] to [squaresize v]\n add (round (pick random (97) to (103))) to [squarecolor v]\nend\nset [pcv v] to [0]\nrepeat (length of [sqaredirection v])\n change [pcv v] by (1)\n if <(item (pcv) of [squaresize v]) > [148]> then\n delete (pcv) of [squarecolor v]\n delete (pcv) of [sqaredirection v]\n delete (pcv) of [squaresize v]\n delete (pcv) of [squarex v]\n delete (pcv) of [squarey v]\n end\n set pen (saturation v) to (999)\n set [br v] to (round ((150) - (item (pcv) of [squaresize v])))\n set pen (color v) to (item (pcv) of [squarecolor v])\n set pen (brightness v) to ((br) + (12))\n set pen (transparency v) to (0)\n if <(item (pcv) of [squaresize v]) < [30]> then\n set pen color to (pick random (0) to (200))\n end\n if <not <<(((item (pcv) of [squarex v]) - (round ((Sx) / (1.5)))) - ((item (pcv) of [squaresize v]) / (2))) > [380]> or <(((item (pcv) of [squarey v]) - (round ((Sy) / (1.5)))) - ((item (pcv) of [squaresize v]) / (2))) > [330]>>> then\n set pen size to (50)\n if <not <(br) > [149]>> then\n set [rot v] to (item (pcv) of [sqaredirection v])\n draw a shape of any given size, sides, color, rotation, x, y, z, and brightness ((item (pcv) of [squarex v]) - (round ((Sx) / (1.5)))) ((item (pcv) of [squarey v]) - (round ((Sy) / (1.5)))) (item (pcv) of [squaresize v])\n end\n end\nend\nset [pcv v] to [0]\nrepeat (length of [sqaredirection v])\n change [pcv v] by (1)\n replace item (pcv) of [squaresize v] with ((((150) - (item (pcv) of [squaresize v])) / (21)) + (item (pcv) of [squaresize v]))\n replace item (pcv) of [squarecolor v] with ((((65) - (item (pcv) of [squarecolor v])) / (25)) + (item (pcv) of [squarecolor v]))\nend\n\ndefine abc (text) (x) (y) (s) (c) (sh) (t) (w) (h) (sp)\nif <<not <(length of [chars v]) = [57]>> and <not <(length of [alp v]) = [57]>>> then\n delete all of [chars v]\n add [00020000030203000002030200010301] to [chars v]\n add [00000002000202020202020100010301030103000300000002010001] to [chars v]\n add [030000000002000000020302] to [chars v]\n add [0300000000020000000201020102030103010300] to [chars v]\n add [00000002000203020001020100000300] to [chars v]\n add [000000020002030200010201] to [chars v]\n add [0002030200000002000003000300030103010201] to [chars v]\n add [000000020001030103000302] to [chars v]\n add [000002000002020201000102] to [chars v]\n add [00020302020002020200.4.4] to [chars v]\n add [000000020001020000010202] to [chars v]\n add [0000000200000300] to [chars v]\n add [00000002000202010201040204000402] to [chars v]\n add [000000020002030003000302] to [chars v]\n add [00000002000003000300030200020302] to [chars v]\n add [00000002000203020302030100010301] to [chars v]\n add [0000000200000300030003020002030202010300] to [chars v]\n add [00000002000202020202020100010301030103] to [chars v]\n add [00000200020003.503.50201020100010001010201020302] to [chars v]\n add [0200020200020402] to [chars v]\n add [000000020000030003000302] to [chars v]\n add [0002010001000202] to [chars v]\n add [00020100010002020202030003000402] to [chars v]\n add [0000030203000002] to [chars v]\n add [010001010101000202020101] to [chars v]\n add [000003000000030203020002] to [chars v]\n add [0000030003000302000000020002030200020300] to [chars v]\n add [000002000100010201020001] to [chars v]\n add [0300000000010000000103010301030203020002] to [chars v]\n add [03000302000203020301010103000000] to [chars v]\n add [030003020301000100010002] to [chars v]\n add [0000030003000301030100010001000200020302] to [chars v]\n add [000003000000000100010301030003010001000200020302] to [chars v]\n add [0002030203020000] to [chars v]\n add [00000002000203020302030100010301030103000300000002010001] to [chars v]\n add [000003000300030103010001000100020002030203020301] to [chars v]\n add [0000000000010002] to [chars v]\n add [0002030203020300030000000000000100010201] to [chars v]\n add [00000103020003030001030100020302] to [chars v]\n add [00000200020003.503.50201020100010001010201020302020302-1010301-1] to [chars v]\n add [000003020102010202000200] to [chars v]\n add [0001010202010102] to [chars v]\n add [00000002000202020202020100010201000002000201030002000301] to [chars v]\n add [00020002] to [chars v]\n add [0001010200010100] to [chars v]\n add [0301020203010200] to [chars v]\n add [0000000000020002] to [chars v]\n add [0000-1-1] to [chars v]\n add [00000000] to [chars v]\n add [00020202020202010201000100000000] to [chars v]\n add [00020001] to [chars v]\n add [0002000101010102] to [chars v]\n add [00010201] to [chars v]\n add [00000300] to [chars v]\n add [0000030000010301] to [chars v]\n add [0001020101020100] to [chars v]\n add [00000302] to [chars v]\n add [a] to [alp v]\n add [b] to [alp v]\n add [c] to [alp v]\n add [d] to [alp v]\n add [e] to [alp v]\n add [f] to [alp v]\n add [g] to [alp v]\n add [h] to [alp v]\n add [i] to [alp v]\n add [j] to [alp v]\n add [k] to [alp v]\n add [l] to [alp v]\n add [m] to [alp v]\n add [n] to [alp v]\n add [o] to [alp v]\n add [p] to [alp v]\n add [q] to [alp v]\n add [r] to [alp v]\n add [s] to [alp v]\n add [t] to [alp v]\n add [u] to [alp v]\n add [v] to [alp v]\n add [w] to [alp v]\n add [x] to [alp v]\n add [y] to [alp v]\n add [z] to [alp v]\n add [0] to [alp v]\n add [1] to [alp v]\n add [2] to [alp v]\n add [3] to [alp v]\n add [4] to [alp v]\n add [5] to [alp v]\n add [6] to [alp v]\n add [7] to [alp v]\n add [8] to [alp v]\n add [9] to [alp v]\n add [!] to [alp v]\n add [@] to [alp v]\n add [#] to [alp v]\n add [$] to [alp v]\n add [%] to [alp v]\n add [^] to [alp v]\n add [&] to [alp v]\n add [*] to [alp v]\n add [\(] to [alp v]\n add [\)] to [alp v]\n add [:] to [alp v]\n add [,] to [alp v]\n add [.] to [alp v]\n add [?] to [alp v]\n add ['] to [alp v]\n add ["] to [alp v]\n add [-] to [alp v]\n add [_] to [alp v]\n add [=] to [alp v]\n add [+] to [alp v]\n add [/] to [alp v]\nend\nset pen (color v) to ((c) / (2))\nset pen (brightness v) to (sh)\nset pen size to (t)\nset [ywrite v] to (y)\nset [alphabet v] to [abcdefghijklmnopqrstuvwxyz0123456789!@#$%^&*\(\):,.?'"-_=+/ ]\nset [i v] to [0]\nset [ii v] to [0]\nset [xwrite v] to (x)\nrepeat (length of (text))\n set pen (saturation v) to (9999)\n change [i v] by (1)\n set pen (brightness v) to ((sh) * (.4))\n set pen size to ((t) * (2.5))\n yay (letter (i) of (text)) (s) (w) (h)\n set pen (color v) to ((c) / (2))\n set pen (brightness v) to (sh)\n set pen size to (t)\n yay (letter (i) of (text)) (s) (w) (h)\n if then\n change [xwrite v] by ((sp) / (.78))\n else\n if <<(letter (i) of (text)) = [+]> or <<(letter (i) of (text)) = [-]> or <<<<(letter (i) of (text)) = [^]> or <<(letter (i) of (text)) = [1]> or <<<(letter (i) of (text)) = [v]> or <<(letter (i) of (text)) = [i]> or <(letter (i) of (text)) = [k]>>> or <(letter (i) of (text)) = [y]>>>> or <(letter (i) of (text)) = ["]>> or <(letter (i) of (text)) = [?]>>>> then\n change [xwrite v] by ((sp) / (1.26))\n else\n if <<(letter (i) of (text)) = [w]> or <(letter (i) of (text)) = [t]>> then\n change [xwrite v] by ((sp) / (.9))\n else\n if <<<<(letter (i) of (text)) = [,]> or <<<(letter (i) of (text)) = [*]> or <(letter (i) of (text)) = [!]>> or <(letter (i) of (text)) = [:]>>> or <(letter (i) of (text)) = [.]>> or <(letter (i) of (text)) = [']>> then\n change [xwrite v] by ((sp) / (2))\n else\n if <<(letter (i) of (text)) = [\(]> or <(letter (i) of (text)) = [\)]>> then\n change [xwrite v] by ((sp) / (1))\n else\n change [xwrite v] by (sp)\n end\n end\n end\n end\n end\nend\n\ndefine yay (c) (s) (w) (h)\npen up\nset [iii v] to [1]\nset [iiii v] to (item # of (c) in [alp v])\nrepeat (length of (item (iiii) of [chars v]))\n set [x v] to (join (letter (iii) of (item (iiii) of [chars v])) (letter ((iii) + (1)) of (item (iiii) of [chars v])))\n set [y v] to (join (letter ((iii) + (2)) of (item (iiii) of [chars v])) (letter ((iii) + (3)) of (item (iiii) of [chars v])))\n go to x: (((((x) * (s)) * (w)) + (xwrite)) - (round (Sx))) y: (((((y) * (s)) * (h)) + (ywrite)) - (round (Sy)))\n pen down\n set [x v] to (join (letter ((iii) + (4)) of (item (iiii) of [chars v])) (letter ((iii) + (5)) of (item (iiii) of [chars v])))\n set [y v] to (join (letter ((iii) + (6)) of (item (iiii) of [chars v])) (letter ((iii) + (7)) of (item (iiii) of [chars v])))\n go to x: (((((x) * (s)) * (w)) + (xwrite)) - (round (Sx))) y: (((((y) * (s)) * (h)) + (ywrite)) - (round (Sy)))\n pen up\n change [iii v] by (8)\n if <(iii) > (length of (item (iiii) of [chars v]))> then\n stop [this script v]\n end\nend\n\ndefine hi (px) (py) (x1) (y1) (x2) (y2) (bx) (by)\nset [bx v] to (bx)\nset [by v] to (by)\nset [my variable v] to [0]\nif <(x1) > (x2)> then\n set [xs v] to (x2)\n set [xe v] to (x1)\nelse\n set [xs v] to (x1)\n set [xe v] to (x2)\nend\nif <(y1) > (y2)> then\n set [ys v] to (y2)\n set [ye v] to (y1)\nelse\n set [ys v] to (y1)\n set [ye v] to (y2)\nend\nset [m v] to (((y1) - (y2)) / ((x1) - (x2)))\nset [b v] to ((y1) - ((x1) * (m)))\nif <not <(xs) > ((px) - (() - (bx)))>> then\n if <not <((px) - (bx)) > (xe)>> then\n if <not <(ys) > ((py) - (() - ((by) - (1))))>> then\n if <not <((py) - ((by) - (1))) > (ye)>> then\n if <(m) < [Infinity]> then\n if <[0] < ([abs v] of (m) )> then\n set [by v] to (round (((by) + (([abs v] of ([abs v] of (m) ) ) * (1))) - (() - (([abs v] of (m) ) * ((10) + (([abs v] of (m) ) * (10)))))))\n if <not <([abs v] of (m) ) < [.65]>> then\n if <(by) < (round (((by) + (([abs v] of (m) ) * (24))) - (([abs v] of (m) ) * (5))))> then\n set [by v] to (round (((by) + (([abs v] of (m) ) * (24))) - (5)))\n if <<([abs v] of (m) ) > [1.2]> or <([abs v] of (m) ) = [1.2]>> then\n set [by v] to (round (((by) + (([abs v] of (m) ) * (24))) - (7)))\n end\n if <<([abs v] of (m) ) > [3.3]> or <([abs v] of (m) ) = [3.3]>> then\n set [by v] to (round (((by) + (([abs v] of (m) ) * (24))) - (9)))\n end\n if <<([abs v] of (m) ) > [8]> or <([abs v] of (m) ) = [8]>> then\n set [by v] to (round (((by) + (([abs v] of (m) ) * (24))) - (15)))\n end\n if <<([abs v] of (m) ) > [14.5]> or <([abs v] of (m) ) = [14.5]>> then\n set [by v] to (round (((by) + (([abs v] of (m) ) * (24))) - (20)))\n end\n end\n if <(Yv) > [0]> then\n change [by v] by (3)\n end\n end\n end\n end\n if <([abs v] of ((py) - (((m) * (px)) + (b))) ) < (by)> then\n set [my variable v] to [1]\n end\n if <(m) = [Infinity]> then\n set [my variable v] to [1]\n end\n if <(m) = [-Infinity]> then\n set [my variable v] to [1]\n end\n end\n end\n end\nend\n\nwhen flag clicked\nerase all\npen up\nset pen size to (600)\nset pen color to (#000000)\ngo to x: (0) y: (0)\npen down\npen up\nwait (1) seconds\nDoThEpEnStUfF\n\ndefine :D\nplatter\ngback\naWeSoMe\npen dirt\ntext\ngood stuf\n\ndefine pen dirt\nif <(Resolution) > [1]> then\n penlite\nend\nset [i v] to [0]\nrepeat (length of [length v])\n change [i v] by (1)\n if <(item (I) of [type v]) = [1]> then\n set pen color to (#2a00ff)\n end\n if <(item (I) of [type v]) = [2]> then\n set pen color to (#ff0000)\n end\n if <(item (I) of [type v]) = [3]> then\n set pen color to (#eeff00)\n end\n if <(item (I) of [type v]) = [4]> then\n set pen color to (#04ff00)\n end\n pen up\n set [x1 v] to (round ((item (I) of [xpos v]) - (Sx)))\n set [y1 v] to (round ((item (I) of [ypos v]) - (Sy)))\n set [x2 v] to (round (((item (I) of [xpos v]) + (item (I) of [length v])) - (Sx)))\n set [y2 v] to (round (((item (I) of [ypos v]) + (item (I) of [length2 v])) - (Sy)))\n set pen (saturation v) to (1000)\n set pen size to (10)\n set pen (brightness v) to (100)\n pen up\n go to x: (x1) y: (y1)\n pen down\n go to x: (x2) y: (y2)\n pen up\nend\n\ndefine bello\nc:\nchange [falling? v] by (1)\nchange [yv v] by (-1)\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < [-20]>>> then\n change [xv v] by (-1.3)\nend\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <[20] < (mouse x)>>> then\n change [xv v] by (1.3)\nend\nchange [px v] by (round (Xv))\nc:\nif <(col) = [yes]> then\n xc (Xv)\nend\nchange [py v] by (Yv)\nc:\nif <(col) = [yes]> then\n yc (Yv)\nend\nif <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > [20]>>> and <(Falling?) < [5]>> then\n set [yv v] to [10]\nend\nset [xv v] to ((Xv) * (.8))\nif <[-1000] > (Py)> then\n r\nend\nchange [sx v] by (((Px) - (Sx)) / (7))\nchange [sy v] by (((Py) - (Sy)) / (7))\n:DDDDDD\n\ndefine c:\nset [i v] to [0]\nset [col v] to [no]\nrepeat (length of [length v])\n change [i v] by (1)\n hi (Px) (Py) (item (I) of [xpos v]) (item (I) of [ypos v]) ((item (I) of [xpos v]) + (item (I) of [length v])) ((item (I) of [ypos v]) + (item (I) of [length2 v])) [22] [23]\n if <(my variable) = [1]> then\n if <(item (I) of [type v]) = [1]> then\n set [col v] to [yes]\n end\n stop [this script v]\n end\nend\n\ndefine :) (x) (y)\nset pen color to (#fa00ff)\nset pen (brightness v) to (br)\nchange pen (color v) by ((br) / (-2))\nset pen size to (6)\npen up\ngo to x: ((x) - (15)) y: ((y) - (15))\npen down\ngo to x: ((x) - (-15)) y: ((y) - (15))\ngo to x: ((x) - (-15)) y: ((y) - (-15))\ngo to x: ((x) - (15)) y: ((y) - (-15))\ngo to x: ((x) - (15)) y: ((y) - (15))\n\ndefine (x) (x2) (y) (y2) (t)\nadd (round (x)) to [xpos v]\nadd (round (y)) to [ypos v]\nadd (round ((x2) - (x))) to [length v]\nadd (round ((y2) - (y))) to [length2 v]\nadd (round (t)) to [type v]\n\ndefine r\nset [falling? v] to [99]\nset [xv v] to [0]\nset [px v] to [0]\nset [py v] to [90]\nset [yv v] to [0]\nplatter\n\ndefine platter\ndelete all of [length v]\ndelete all of [length2 v]\ndelete all of [type v]\ndelete all of [xpos v]\ndelete all of [ypos v]\nif <(Lvl) = [1]> then\n [-100] [170] [0] [0] [1]\n [100] [170] [10] [10] [2]\n [250] [300] [0] [0] [3]\n [250] [300] [100] [100] [4]\nend\nif <(Lvl) = [2]> then\n [-50] [-50] [-50] [0] [1]\n [-50] [50] [0] [0] [1]\n [-50] [50] [-50] [-50] [1]\n [50] [50] [0] [-50] [1]\n [150] [250] [50] [50] [1]\n [150] [150] [0] [50] [1]\n [150] [250] [0] [0] [1]\n [250] [250] [50] [0] [1]\n [450] [400] ((([sin v] of ((timer) * (150)) ) * (10)) + (100)) ((([sin v] of ((timer) * (150)) ) * (10)) + (120)) [1]\n [500] [500] [-300] [-300] [4]\n [490] [490] [-290] [-290] [2]\nend\nif <(Lvl) = [3]> then\n [380] [100000] [0] [0] [1]\n [-50] [50] [120] [120] [1]\n [-50] [-50] [0] [120] [1]\n [-50] [50] [0] [0] [1]\n [150] [100] [10] [10] [3]\n [180] [180] [0] [-350] [1]\n [210] [250] [10] [10] [3]\n [340] [310] [10] [10] [3]\n [380] [380] [-200] [0] [1]\n [280] [280] [-200] [0] [1]\n [50] [380] [120] [120] [2]\n [-100] [-50] [-350] [-350] [1]\n [-100] [-200] [-350] [-690] [1]\n [-110] [-110] [-340] [-340] [2]\n [-160] [-160] [-500] [-500] [2]\n [-130] [-130] [-400] [-400] [2]\n [-210] [-210] [-690] [-690] [4]\nend\nif <(Lvl) = [4]> then\n [0] [0] [0] [-990] [1]\n [10] [10] [-50] [-100] [2]\n [0] [-100] [0] [0] [1]\n [-100] [-100] [0] [120] [1]\n [-100] [120] [120] [120] [1]\n [10] [10] [-190] [-240] [3]\n [10] [100] [-245] [-245] [2]\n [0] [110] [-260] [-260] [1]\n [8] [8] [-350] [-350] [3]\n [80] [80] [-270] [-270] [4]\nend\nif <(Lvl) = [5]> then\n [0] [0] [0] [0] [1]\n [0] [0] [-690] [-690] [4]\nend\nif <(Lvl) = [6]> then\n [-100] [800] [0] [0] [1]\n [85] [85] ((([sin v] of ((timer) * (300)) ) * (40)) + (50)) [200] [2]\n [150] [150] ((([sin v] of ((timer) * (300)) ) * (pick random (30) to (50))) + (pick random (50) to (90))) [200] [2]\n [200] [250] [10] [10] [2]\n [400] [400] ((([tan v] of ((timer) * (250)) ) * (10)) + (50)) ((([tan v] of ((timer) * (250)) ) * (10)) + (150)) [2]\n [550] [550] ((([tan v] of (((timer) + (659)) * (100)) ) * (10)) + (50)) ((([tan v] of (((timer) + (659)) * (100)) ) * (10)) + (150)) [2]\n [650] [650] ((([tan v] of (((timer) + (300)) * (100)) ) * (10)) + (50)) ((([tan v] of (((timer) + (300)) * (100)) ) * (10)) + (150)) [2]\n [800] [800] [0] [100] [4]\nend\nif <(Lvl) = [7]> then\n [-50] [100] [0] [0] [1]\n [100] [300] [0] [230] [1]\n [150] [150] [100] [59] [2]\n [250] [250] [176] [215] [2]\n [175] [175] [183] [215] [3]\n [175] [175] [220] [220] [2]\n [390] [500] [355] [482] [1]\n [570] [686] [-690] [-690] [4]\nend\nif <(Lvl) = [8]> then\n [-100] [100] [0] [0] [1]\nend\n\ndefine xc (x)\nif <(col) = [yes]> then\n repeat (7)\n change [py v] by (1)\n c:\n if <not <(col) = [yes]>> then\n stop [this script v]\n end\n end\n change [py v] by (-7)\n repeat until <not <(col) = [yes]>>\n if <(x) > [0]> then\n change [px v] by (-1)\n else\n change [px v] by (1)\n end\n c:\n end\n if <<<<<mouse down?> and <(mouse x) > [20]>> or <<key (d v) pressed?> or <key (right arrow v) pressed?>>> or <<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <<mouse down?> and <[-20] > (mouse x)>>>> and <<<mouse down?> and <(mouse y) > [20]>> or <<key (w v) pressed?> or <key (up arrow v) pressed?>>>> then\n if <(x) > [0]> then\n if <<<mouse down?> and <(mouse x) > [20]>> or <<key (d v) pressed?> or <key (right arrow v) pressed?>>> then\n set [xv v] to [-16]\n end\n else\n if <<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <<mouse down?> and <[-20] > (mouse x)>>> then\n set [xv v] to [16]\n end\n end\n set [yv v] to [12]\n else\n set [xv v] to [0]\n end\nend\n\ndefine yc (y)\nrepeat until <not <(col) = [yes]>>\n if <(y) > [0]> then\n change [py v] by (-1)\n set [falling? v] to [9]\n else\n change [py v] by (1)\n set [falling? v] to [0]\n end\n c:\nend\nset [yv v] to [0]\n\ndefine gback\ngo to x: (0) y: (0)\nset pen color to (#020025)\nset pen size to (603)\npen down\npen up\n\ndefine qwertyuiop\nbroadcast (Tick v)\n\ndefine thegame\nqwertyuiop\nadd (Py) to [pyl v]\nadd (Px) to [pxl v]\nerase all\npen up\nset pen size to (2)\nif <(length of [pxl v]) > [7]> then\n delete (1) of [pxl v]\n delete (1) of [pyl v]\nend\nset [fps v] to (round ((1) / ((timer) - (prev. timer))))\nset [prev. timer v] to (timer)\n:D\nbello\nqwertyuiop\n\nwhen I receive [tick v]\nqwertyuiop\nthegame\nqwertyuiop\n\ndefine good stuf\nif <(Resolution) > [1]> then\n set [i v] to [0]\n repeat ((length of [pyl v]) - ())\n set [br v] to ((((I) - (-1.5)) * (5)) + (25))\n change [i v] by (1)\n if <not <<(round ((item (I) of [pyl v]) - (Sy))) = (round ((Py) - (Sy)))> and <(round ((item (I) of [pxl v]) - (Sx))) = (round ((Px) - (Sx)))>>> then\n :) (round ((item (I) of [pxl v]) - (Sx))) (round ((item (I) of [pyl v]) - (Sy)))\n end\n end\nend\n(round ((Px) - (Sx))) (round ((Py) - (Sy)))\n\ndefine penlite\nset [i v] to [0]\nrepeat (length of [length v])\n change [i v] by (1)\n if <(item (I) of [type v]) = [1]> then\n set pen color to (#1000ff)\n end\n if <(item (I) of [type v]) = [2]> then\n set pen color to (#ff0000)\n end\n if <(item (I) of [type v]) = [3]> then\n set pen color to (#7d8600)\n end\n if <(item (I) of [type v]) = [4]> then\n set pen color to (#04ff00)\n end\n pen up\n set [x1 v] to (round ((item (I) of [xpos v]) - (Sx)))\n set [y1 v] to (round ((item (I) of [ypos v]) - (Sy)))\n set [x2 v] to (round (((item (I) of [xpos v]) + (item (I) of [length v])) - (Sx)))\n set [y2 v] to (round (((item (I) of [ypos v]) + (item (I) of [length2 v])) - (Sy)))\n set pen size to ((([sin v] of ((timer) * (170)) ) * (2)) + (18))\n set pen (brightness v) to (((([sin v] of (((timer) + (359)) * (170)) ) * (15)) + (35)) - ())\n pen up\n go to x: (x1) y: (y1)\n pen down\n go to x: (x2) y: (y2)\n pen up\nend\n\ndefine (x) (y)\nset pen color to (#fa00ff)\nset pen (brightness v) to (br)\nchange pen (color v) by ((br) / (-2))\nset pen size to (6)\npen up\ngo to x: ((x) - (15)) y: ((y) - (15))\npen down\ngo to x: ((x) - (-15)) y: ((y) - (15))\ngo to x: ((x) - (-15)) y: ((y) - (-15))\ngo to x: ((x) - (15)) y: ((y) - (-15))\ngo to x: ((x) - (15)) y: ((y) - (15))\nset pen size to (4)\npen up\ngo to x: ((x) - (5)) y: ((y) - (-5))\npen down\ngo to x: ((x) - (5)) y: ((y) - (2))\npen up\ngo to x: ((x) - (-5)) y: ((y) - (-5))\npen down\ngo to x: ((x) - (-5)) y: ((y) - (2))\n\ndefine :DDDDDD\nset [i v] to [0]\nset [col v] to [no]\nrepeat (length of [length v])\n change [i v] by (1)\n hi (Px) (Py) (item (I) of [xpos v]) (item (I) of [ypos v]) ((item (I) of [xpos v]) + (item (I) of [length v])) ((item (I) of [ypos v]) + (item (I) of [length2 v])) [22] [23]\n if <(my variable) = [1]> then\n if <(item (I) of [type v]) = [1]> then\n end\nend\n\ndefine text\nif <(Lvl) = [1]> then\n abc [hi!] [0] [100] [10] [115] [100] [4] [.5] [.75] [28]\nend\nif <(Lvl) = [2]> then\n abc [Welcome to:] [-170] [150] [10] [115] [100] [4] [.5] [.75] [28]\n abc [vortex] [150] [150] [15] [140] [70] [5] [.6] [.75] [39]\nend\nif <(Lvl) = [3]> then\n abc [^] [65] [90] [10] [115] [100] [4] [.8] [-2] [28]\nend\nif <(Lvl) = [4]> then\n abc [good luck \)] [-170] [170] [10] [115] [100] [4] [.5] [.75] [28]\n abc [:\)] [127] [170] [10] [115] [100] [4] [.5] [.75] []\nend\nif <(Lvl) = [5]> then\n abc [where to now?] [-170] [100] [10] [115] [100] [4] [.5] [.75] [28]\nend\nif <(Lvl) = [6]> then\n abc [timing is key] [-150] [-60] [10] [115] [100] [4] [.5] [.75] [28]\n abc [tan^] [430] [100] [10] [115] [100] [4] [.5] [.75] [28]\n abc [:\)] [580] [100] [10] [115] [100] [4] [.5] [.75] [2]\nend\nif <(Lvl) = [7]> then\n abc [drop] [580] [500] [10] [115] [100] [4] [.5] [.75] [28]\nend\nif <(Lvl) = [8]> then\n abc [the end] [-150] [100] [20] [115] [100] [5] [.5] [.75] [45]\nend\n\ndefine DoThEpEnStUfF\ntexturz\nerase all\nset [xpos v] to [0]\nset [loops v] to [0]\nset [br v] to [0]\nrepeat (100)\n change [loops v] by (((40) - (loops)) / (30))\n change [xpos v] by (((-220) - (xpos)) / (30))\n erase all\n change [br v] by (((100) - (br)) / (30))\n pen up\n set pen size to (600)\n set pen color to (#000000)\n go to x: (0) y: (0)\n pen down\n pen up\n abc [vor] (xpos) [0] (loops) (((loops) * (-2)) + (10)) (br) ((loops) / (5)) [.5] [.68] ((loops) / (.5))\n abc [tex] (((xpos) * (.1)) + (0)) [0] (loops) (((loops) * (-2)) + (10)) (br) ((loops) / (5)) [.5] [.68] ((loops) / (.49))\nend\nrepeat (50)\n change [loops v] by (((40) - (loops)) / (30))\n change [xpos v] by (((-220) - (xpos)) / (30))\n erase all\n change [br v] by (((0) - (br)) / (15))\n pen up\n set pen size to (600)\n set pen color to (#000000)\n go to x: (0) y: (0)\n pen down\n pen up\n abc [vor] (xpos) [0] (loops) (((loops) * (-2)) + (10)) (br) ((loops) / (5)) [.5] [.68] ((loops) / (.5))\n abc [tex] (((xpos) * (.1)) + (0)) [0] (loops) (((loops) * (-2)) + (10)) (br) ((loops) / (5)) [.5] [.68] ((loops) / (.49))\nend\nwait (.3) seconds\nset [size v] to [0]\nrepeat until <(round (size)) = [597]>\n erase all\n change [size v] by (((597) - (size)) / (10))\n pen up\n set pen size to (600)\n set pen color to (#000000)\n go to x: (0) y: (0)\n pen down\n pen up\n pen up\n set pen color to (#0000ff)\n go to x: (0) y: (0)\n set pen size to (size)\n pen down\n pen up\nend\ndelete all of [squarecolor v]\ndelete all of [sqaredirection v]\ndelete all of [squaresize v]\ndelete all of [squarex v]\ndelete all of [squarey v]\nswitch costume to (costume2 v)\nset size to (9999999999999999999999991e+7799999999999999) %\nswitch costume to (costume1 v)\nset [resolution v] to [3]\nset [prev. timer v] to [0]\ndelete all of [pxl v]\ndelete all of [pyl v]\nset [lvl v] to [1]\nset [sy v] to [0]\nset [sx v] to [0]\nr\nset [transparency v] to [0]\nset [loops v] to [0]\nrepeat (20)\n change [loops v] by (1)\n erase all\n set pen (transparency v) to (0)\n add (Px) to [pxl v]\n add (Py) to [pyl v]\n if <(length of [pxl v]) > [7]> then\n delete (1) of [pxl v]\n delete (1) of [pyl v]\n end\n :D\n bello\n change [transparency v] by (5)\n pen up\n set pen color to (#0000ff)\n go to x: (0) y: (0)\n set pen size to (size)\n set pen (transparency v) to (transparency)\n pen down\n pen up\nend\nforever\n qwertyuiop\nend\n\ndefine texturz\nerase all\nset [xpos v] to [0]\nset [loops v] to [0]\nset [br v] to [0]\nrepeat (1)\n change [loops v] by (((40) - (loops)) / (30))\n change [xpos v] by (((-220) - (xpos)) / (30))\n erase all\n change [br v] by (((100) - (br)) / (30))\nend\nrepeat (1)\n change [loops v] by (((40) - (loops)) / (30))\n change [xpos v] by (((-220) - (xpos)) / (30))\n erase all\n change [br v] by (((0) - (br)) / (15))\nend\nset [size v] to [0]\nrepeat until <(round (size)) = (round (size))>\n erase all\n change [size v] by (((597) - (size)) / (10))\n gback\n pen up\n set pen color to (#0015ff)\n go to x: (0) y: (0)\n set pen size to (size)\n pen down\n pen up\nend\ndelete all of [squarecolor v]\ndelete all of [sqaredirection v]\ndelete all of [squaresize v]\ndelete all of [squarex v]\ndelete all of [squarey v]\nswitch costume to (costume2 v)\nset size to (19999999999999999999999999e+779999999) %\nswitch costume to (costume1 v)\nset [resolution v] to [3]\nset [prev. timer v] to [0]\ndelete all of [pxl v]\ndelete all of [pyl v]\nset [lvl v] to [1]\nset [sy v] to [0]\nset [sx v] to [0]\nr\nset [transparency v] to [0]\nset [loops v] to [0]\nrepeat (1)\n change [loops v] by (1)\n erase all\n set pen (transparency v) to (0)\n add (Px) to [pxl v]\n add (Py) to [pyl v]\n if <(length of [pxl v]) > [7]> then\n delete (1) of [pxl v]\n delete (1) of [pyl v]\n end\n :D\n bello\n change [transparency v] by (5)\nend\npen up\nset pen color to (#000000)\ngo to x: (0) y: (0)\nset pen size to (600)\npen down\npen up\n\ndefine qwerty\nerase all\ngback\ndelete all of [length v]\ndelete all of [length2 v]\ndelete all of [xpos v]\ndelete all of [ypos v]\ndelete all of [type v]\ndelete all of [sqaredirection v]\ndelete all of [squarecolor v]\ndelete all of [squaresize v]\ndelete all of [squarex v]\ndelete all of [squarey v]\nadd [27] to [sqaredirection v]\nadd [269] to [sqaredirection v]\nadd [239] to [sqaredirection v]\nadd [309] to [sqaredirection v]\nadd [129] to [sqaredirection v]\nadd [80] to [squarecolor v]\nadd [63] to [squarecolor v]\nadd [90] to [squarecolor v]\nadd [85] to [squarecolor v]\nadd [70] to [squarecolor v]\nadd [147] to [squaresize v]\nadd [141] to [squaresize v]\nadd [140] to [squaresize v]\nadd [98] to [squaresize v]\nadd [81] to [squaresize v]\nadd [-179] to [squarex v]\nadd [-3] to [squarex v]\nadd [-93] to [squarex v]\nadd [120] to [squarex v]\nadd [-131] to [squarex v]\nadd [-56] to [squarey v]\nadd [97] to [squarey v]\nadd [176] to [squarey v]\nadd [-130] to [squarey v]\nadd [22] to [squarey v]\naWeSoMe\n[-300] [70] [0] [0] [1]\n[70] [70] [0] [-200] [1]\n[70] [70] [0] [-200] [1]\n[130] [220] [-30] [-30] [2]\npen dirt\nabc [vortex] [-227] [120] [40] [10] [100] [9] [.5] [.68] [80]\ngood stuf\n\nwhen flag clicked\nwait (8) seconds\nforever\n play sound [Popsicle v] until done\nend\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\n\n | >>>Instructions\n -WASD, Arrow Keys, or Mobile to move.\n -Hold jump to jump higher\n -Don't touch red\n -Yellow is bouncy\n -Green is a portal\n -Blue is ground\n\nSorry if it lags, but phosphorus and forkphorus can't load this amount of awesomeness.\n\n\nAnd DO NOT comment that any of the levels are unfinished or impossible, I made sure all levels but the end one had a perfectly accessible portal. It may be hidden, but it is there. Also DO NOT advertise, ask for f4f, spam, or say this is laggy or hard unless you can tell me how to improve it. |
Knight / A Platformer | @Stage\n\nwhen flag clicked\nswitch backdrop to (fondo1 v)\n\nwhen flag clicked\nset [time v] to [0]\nhide variable [level v]\nhide variable [time v]\nstart sound [1 v]\n\nwhen I receive [start v]\nforever\n wait (1) seconds\n change [time v] by (1)\n next backdrop\nend\n\nwhen I receive [start v]\nstop all sounds\nforever\n play sound [Música v] until done\nend\n\n@Player\n\nwhen flag clicked\nclear graphic effects\nswitch costume to (disfraz1 v)\nset rotation style [left-right v]\npoint in direction (90)\ngo to (hitbox v)\nset size to (600) %\n\nwhen flag clicked\nforever\n if <<key (left arrow v) pressed?> and <not <key (right arrow v) pressed?>>> then\n point in direction (-90)\n repeat until <not <key (left arrow v) pressed?>>\n go to (hitbox v)\n switch costume to (disfraz5 v)\n if <(Next level) = [1]> then\n start sound [Win v]\n repeat (50)\n change [brightness v] effect by (2)\n end\n wait (0.5) seconds\n broadcast (muere2 v)\n broadcast (next v)\n end\n go to (hitbox v)\n wait (0.1) seconds\n go to (hitbox v)\n if <(Next level) = [1]> then\n start sound [Win v]\n repeat (50)\n change [brightness v] effect by (2)\n end\n wait (0.5) seconds\n broadcast (muere2 v)\n broadcast (next v)\n end\n switch costume to (disfraz1 v)\n go to (hitbox v)\n wait (0.1) seconds\n if <(Next level) = [1]> then\n start sound [Win v]\n repeat (50)\n change [brightness v] effect by (2)\n end\n wait (0.5) seconds\n broadcast (muere2 v)\n broadcast (next v)\n end\n go to (hitbox v)\n end\n end\n if <(Next level) = [1]> then\n start sound [Win v]\n repeat (50)\n change [brightness v] effect by (2)\n end\n wait (0.5) seconds\n broadcast (muere2 v)\n broadcast (next v)\n clear graphic effects\n end\nend\n\nwhen flag clicked\nclear graphic effects\nforever\n if <<key (right arrow v) pressed?> and <not <key (left arrow v) pressed?>>> then\n point in direction (90)\n repeat until <not <key (right arrow v) pressed?>>\n go to (hitbox v)\n switch costume to (disfraz5 v)\n go to (hitbox v)\n wait (0.1) seconds\n go to (hitbox v)\n switch costume to (disfraz1 v)\n go to (hitbox v)\n wait (0.1) seconds\n go to (hitbox v)\n end\n end\nend\n\nwhen I receive [muere1 v]\nset rotation style [all around v]\npoint in direction (45)\nwait (0.2) seconds\nbroadcast (muere2 v)\nset rotation style [left-right v]\npoint in direction (90)\n\nbroadcast (muere2 v)\n\nwhen I receive [normal v]\nclear graphic effects\n\nwhen I receive [start v]\nshow\nshow variable [time v]\nshow variable [level v]\nforever\n go to (hitbox v)\n if <key (space v) pressed?> then\n go to (hitbox v)\n wait (0.1) seconds\n start sound [Golpe v]\n go to (hitbox v)\n switch costume to (disfraz1 v)\n repeat (3)\n go to (hitbox v)\n next costume\n end\n repeat (3)\n go to (hitbox v)\n switch costume to ((costume [number v]) - (1))\n end\n end\n if <not <<key (space v) pressed?> or <<key (right arrow v) pressed?> or <key (left arrow v) pressed?>>>> then\n switch costume to (disfraz1 v)\n end\nend\n\nwhen I receive [win v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen I receive [no v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\n@hitbox\n\nwhen flag clicked\nhide variable [☁ best score v]\nset [next level v] to [0]\ngo to x: (-116) y: (122)\nset [ghost v] effect to (99999)\ngo to [back v] layer\nshow\npoint in direction (90)\nset size to (100) %\n\ndefine gravedad\nchange y by (-6)\n\nwhen I receive [derecha v]\nchange [x v] by (-5)\n\nwhen I receive [izquierda v]\nchange [x v] by (5)\n\nwhen I receive [muere2 v]\ngo to x: (-116) y: (122)\nset [x v] to [0]\n\nwhen I receive [abajo v]\nchange y by (-11)\n\nwhen I receive [arriba v]\nchange y by (11)\n\nwhen I receive [start v]\nforever\n if <not <(piso) = [1]>> then\n gravedad\n end\n if <<<touching (slime1 v)?> or <touching (slime2 v)?>> and <not <key (space v) pressed?>>> then\n broadcast (muere1 v)\n start sound [muerte v]\n wait until <not <<touching (slime1 v)?> or <touching (slime2 v)?>>>\n end\n if <touching color (#ff7300)?> then\n broadcast (muere1 v)\n start sound [muerte v]\n wait until <not <touching color (#ff7300)?>>\n end\n if <<touching color (#a4a4a4)?> and <touching color (#ffffff)?>> then\n set [next level v] to [1]\n wait (0.1) seconds\n set [next level v] to [0]\n wait until <not <<touching color (#a4a4a4)?> and <touching color (#ffffff)?>>>\n broadcast (normal v)\n end\nend\n\nwhen I receive [best score v]\n\n@abajo\n\nwhen flag clicked\nset [ghost v] effect to (999999)\nwait (0.1) seconds\nforever\n go to (hitbox v)\n if <touching color (#30ff00)?> then\n set [piso v] to [1]\n else\n set [piso v] to [0]\n end\n if <<touching (piso6 v)?> and <<(Level) = [5]> and <touching color (#30ff00)?>>> then\n show variable [☁ best score v]\n if <(Time) < (☁ Best score)> then\n broadcast (win v)\n set [☁ best score v] to (Time)\n else\n broadcast (no v)\n end\n wait (0.3) seconds\n stop [all v]\n end\nend\n\n@piso\n\nwhen flag clicked\nset [x v] to [0]\ngo to x: (0) y: (0)\nforever\n set x to (x)\nend\n\nwhen flag clicked\nswitch costume to (disfraz1 v)\n\nwhen I receive [next v]\nnext costume\n\n@derecha\n\nwhen flag clicked\nset [ghost v] effect to (999999)\nforever\n go to (hitbox v)\n if <<key (right arrow v) pressed?> and <not <touching color (#30ff00)?>>> then\n broadcast (derecha v)\n end\nend\n\n@izquierda\n\nwhen flag clicked\nset [ghost v] effect to (999999)\nforever\n go to (hitbox v)\n if <<key (left arrow v) pressed?> and <not <touching color (#30ff00)?>>> then\n broadcast (izquierda v)\n end\nend\n\n@piso2\n\nwhen flag clicked\nset [x v] to [0]\ngo to x: (0) y: (0)\nforever\n set x to ((x) + (450))\n set [level v] to (costume [number v])\nend\n\nwhen flag clicked\n\nwhen I receive [next v]\nnext costume\n\nwhen flag clicked\nswitch costume to (disfraz1 v)\nset [level v] to [1]\n\n@Barras\n\nwhen flag clicked\nrepeat (10)\n go to [front v] layer\nend\n\n@Slime1\n\nwhen flag clicked\nshow\nswitch costume to (disfraz1 v)\nset rotation style [left-right v]\npoint in direction (90)\nset size to (500) %\nhide\nwait (0.3) seconds\nshow\nforever\n if <(Level) = [1]> then\n go to (piso2 v)\n repeat (10)\n go to (piso2 v)\n move (-5) steps\n end\n go to (piso2 v)\n point in direction ((direction) * (-1))\n repeat (10)\n wait (0.1) seconds\n go to (piso2 v)\n end\n end\n if <(Level) = [2]> then\n go to (piso v)\n repeat (10)\n go to (piso v)\n move (-5) steps\n end\n go to (piso v)\n point in direction ((direction) * (-1))\n repeat (10)\n wait (0.1) seconds\n go to (piso v)\n end\n end\n if <(Level) = [4]> then\n go to (piso5 v)\n repeat (10)\n go to (piso5 v)\n move (-5) steps\n end\n go to (piso5 v)\n point in direction ((direction) * (-1))\n repeat (10)\n wait (0.1) seconds\n go to (piso5 v)\n end\n end\n if <(Level) = [3]> then\n hide\n end\nend\n\nwhen flag clicked\nset [vida slime 1 v] to [3]\nforever\n if <<key (space v) pressed?> and <touching (player v)?>> then\n start sound [Muerte v]\n switch costume to (disfraz2 v)\n repeat (5)\n change [brightness v] effect by (10)\n end\n repeat (5)\n change [brightness v] effect by (-10)\n end\n switch costume to (disfraz1 v)\n change [vida slime 1 v] by (-1)\n if <(Vida slime 1) = [0]> then\n hide\n end\n wait (0.2) seconds\n end\nend\n\nwhen I receive [muere2 v]\nif <<(Level) = [1]> or <<(Level) = [2]> or <(Level) = [4]>>> then\n set [vida slime 1 v] to [3]\n show\nelse\n hide\nend\n\n@piso3\n\nwhen flag clicked\nset [x v] to [0]\ngo to x: (0) y: (0)\nforever\n set x to ((x) + ((450) * (2)))\nend\n\nwhen I receive [next v]\nnext costume\n\nwhen flag clicked\nswitch costume to (disfraz1 v)\n\n@piso4\n\nwhen flag clicked\nset [x v] to [0]\ngo to x: (0) y: (0)\nforever\n set x to ((x) + ((450) * (3)))\nend\n\nwhen I receive [next v]\nnext costume\n\nwhen flag clicked\nswitch costume to (disfraz1 v)\n\n@piso5\n\nwhen flag clicked\nset [x v] to [0]\ngo to x: (0) y: (0)\nforever\n set x to ((x) + ((450) * (4)))\nend\n\nwhen I receive [next v]\nnext costume\n\nwhen flag clicked\nswitch costume to (disfraz1 v)\n\n@piso6\n\nwhen I receive [next v]\nnext costume\n\nwhen flag clicked\nswitch costume to (disfraz1 v)\n\nwhen flag clicked\nset [x v] to [0]\ngo to x: (0) y: (0)\nforever\n set x to ((x) + ((450) * (5)))\nend\n\nwhen I receive [win v]\nswitch costume to (disfraz5 v)\n\nwhen I receive [no v]\nswitch costume to (disfraz6 v)\n\n@Slime2\n\nwhen flag clicked\nset rotation style [left-right v]\nshow\nswitch costume to (disfraz1 v)\npoint in direction (90)\nset size to (500) %\nhide\nwait (0.3) seconds\nshow\nforever\n if <(Level) = [1]> then\n go to (piso6 v)\n repeat (10)\n go to (piso6 v)\n move (-5) steps\n end\n go to (piso6 v)\n repeat (10)\n wait (0.1) seconds\n go to (piso6 v)\n end\n end\n if <(Level) = [2]> then\n go to (piso v)\n repeat (10)\n go to (piso v)\n move (-5) steps\n end\n go to (piso v)\n repeat (10)\n wait (0.1) seconds\n go to (piso v)\n end\n end\n if <(Level) = [3]> then\n go to (piso3 v)\n repeat (10)\n go to (piso3 v)\n move (-5) steps\n end\n go to (piso3 v)\n repeat (10)\n wait (0.1) seconds\n go to (piso3 v)\n end\n end\n if <(Level) = [4]> then\n go to (piso3 v)\n repeat (10)\n go to (piso3 v)\n move (-5) steps\n end\n go to (piso3 v)\n repeat (10)\n wait (0.1) seconds\n go to (piso3 v)\n end\n end\nend\n\n\n\nwhen flag clicked\nforever\n if <<key (space v) pressed?> and <touching (player v)?>> then\n start sound [Muerte v]\n switch costume to (disfraz2 v)\n repeat (5)\n change [brightness v] effect by (10)\n end\n repeat (5)\n change [brightness v] effect by (-10)\n end\n switch costume to (disfraz1 v)\n wait until <<key (space v) pressed?> and <touching (player v)?>>\n start sound [Muerte v]\n switch costume to (disfraz2 v)\n repeat (5)\n change [brightness v] effect by (10)\n end\n repeat (5)\n change [brightness v] effect by (-10)\n end\n switch costume to (disfraz1 v)\n wait until <<key (space v) pressed?> and <touching (player v)?>>\n start sound [Muerte v]\n switch costume to (disfraz2 v)\n repeat (5)\n change [brightness v] effect by (10)\n end\n repeat (5)\n change [brightness v] effect by (-10)\n end\n switch costume to (disfraz1 v)\n hide\n end\nend\n\nwhen I receive [muere2 v]\nshow\n\n@Objeto1\n\nwhen flag clicked\nhide\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\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\nend\n\ngo to [front v] layer\nshow\n\n@Slime3\n\nwhen flag clicked\nset rotation style [left-right v]\nshow\nswitch costume to (disfraz1 v)\npoint in direction (90)\nset size to (500) %\nhide\nwait (0.3) seconds\nforever\n if <(Level) = [3]> then\n go to (piso3 v)\n repeat (10)\n go to (piso3 v)\n move (-5) steps\n end\n go to (piso3 v)\n repeat (10)\n wait (0.1) seconds\n go to (piso3 v)\n end\n end\n if <(Level) = [4]> then\n go to (piso v)\n repeat (10)\n go to (piso v)\n move (-5) steps\n end\n go to (piso v)\n repeat (10)\n wait (0.1) seconds\n go to (piso v)\n end\n end\nend\n\nshow\n\nwhen flag clicked\nset [vida slime 3 v] to [3]\nforever\n if <<key (space v) pressed?> and <touching (player v)?>> then\n start sound [Muerte v]\n switch costume to (disfraz2 v)\n repeat (5)\n change [brightness v] effect by (10)\n end\n repeat (5)\n change [brightness v] effect by (-10)\n end\n switch costume to (disfraz1 v)\n change [vida slime 3 v] by (-1)\n if <(Vida slime 3) = [0]> then\n hide\n end\n wait (0.2) seconds\n end\nend\n\nwhen I receive [muere2 v]\nif <(Level) = [5]> then\n hide\nend\nif <<(Level) = [3]> or <(Level) = [4]>> then\n set [vida slime 3 v] to [3]\n show\nelse\n hide\nend\n\nwhen flag clicked\nwait until <(Level) = [5]>\nhide\n\n@Objeto2\n\nwhen flag clicked\nset rotation style [left-right v]\npoint in direction (90)\nswitch costume to (disfraz1 v)\nhide\nwait (0.2) seconds\nwait until <(Level) = [3]>\nshow\nrepeat until <touching (hitbox v)?>\n go to (piso v)\nend\nforever\n go to (player v)\n if <key (space v) pressed?> then\n go to (player v)\n switch costume to (disfraz2 v)\n repeat (4)\n change x by (2)\n if <<key (right arrow v) pressed?> and <not <key (left arrow v) pressed?>>> then\n point in direction (90)\n end\n if <<key (left arrow v) pressed?> and <not <key (right arrow v) pressed?>>> then\n point in direction (-90)\n end\n end\n switch costume to (disfraz1 v)\n go to (player v)\n end\n if <<key (right arrow v) pressed?> and <not <key (left arrow v) pressed?>>> then\n point in direction (90)\n end\n if <<key (left arrow v) pressed?> and <not <key (right arrow v) pressed?>>> then\n point in direction (-90)\n end\nend\n\n@arriba\n\nwhen flag clicked\nset [ghost v] effect to (999999)\nforever\n go to (hitbox v)\n if <<key (up arrow v) pressed?> and <(piso) = [1]>> then\n repeat (13)\n broadcast (arriba v)\n go to (hitbox v)\n if <touching color (#30ff00)?> then\n broadcast (abajo v)\n go to (hitbox v)\n end\n end\n end\nend\n\n@Objeto3\n\nwhen flag clicked\nshow\n\nwhen I receive [start v]\nhide\n\nwhen I receive [historia v]\nhide\n\n@Objeto4\n\nwhen flag clicked\nswitch costume to (disfraz1 v)\ngo to x: (63) y: (-25)\nshow\n\nwhen I receive [start v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [historia v]\nhide\n\nwhen I receive [comienza v]\nwait (0.3) seconds\nforever\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n switch costume to (disfraz2 v)\n wait (3) seconds\n switch costume to (disfraz1 v)\n end\nend\n\nwhen I receive [comienza v]\nforever\n if <touching (mouse-pointer v)?> then\n broadcast (\( º-º \) v)\n end\nend\n\n@Objeto5\n\nwhen flag clicked\nset size to (600) %\n\nwhen I receive [start v]\nhide\nstop [other scripts in sprite v]\n\nwhen flag clicked\ngo to x: (-140) y: (-25)\nshow\n\nwhen I receive [historia v]\nhide\nstop [other scripts in sprite v]\n\nwhen flag clicked\n\nwhen I receive [comienza v]\nforever\n if <touching (mouse-pointer v)?> then\n broadcast (\( ºuº \) v)\n end\nend\n\nwhen I receive [comienza v]\nwait (0.3) seconds\nforever\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n stop all sounds\n start sound [A Elec Piano v]\n broadcast (historia v)\n wait (0.3) seconds\n start sound [The Legend of Zelda \(NES\) - Intro \(Main Theme\) v]\n end\nend\n\n@Objeto6\n\nwhen flag clicked\nhide\n\nwhen I receive [historia v]\nswitch costume to (disfraz1 v)\nshow\nstart sound [recording1 v]\nrepeat (18)\n wait (0.2) seconds\n next costume\nend\nstart sound [recording2 v]\nrepeat (9)\n wait (0.2) seconds\n next costume\nend\nwait (0.2) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\nbroadcast (START v)\n\n@Slime4\n\nwhen flag clicked\nset rotation style [left-right v]\nshow\nswitch costume to (disfraz1 v)\npoint in direction (90)\nset size to (500) %\nhide\nwait (0.3) seconds\nshow\nforever\n if <not <(Level) = [4]>> then\n hide\n wait until <(Level) = [4]>\n show\n end\n if <(Level) = [4]> then\n go to (piso4 v)\n repeat (10)\n go to (piso4 v)\n move (-5) steps\n end\n go to (piso4 v)\n repeat (10)\n wait (0.1) seconds\n go to (piso4 v)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<key (space v) pressed?> and <touching (player v)?>> then\n start sound [Muerte v]\n switch costume to (disfraz2 v)\n repeat (5)\n change [brightness v] effect by (10)\n end\n repeat (5)\n change [brightness v] effect by (-10)\n end\n switch costume to (disfraz1 v)\n wait until <<key (space v) pressed?> and <touching (player v)?>>\n start sound [Muerte v]\n switch costume to (disfraz2 v)\n repeat (5)\n change [brightness v] effect by (10)\n end\n repeat (5)\n change [brightness v] effect by (-10)\n end\n switch costume to (disfraz1 v)\n wait until <<key (space v) pressed?> and <touching (player v)?>>\n start sound [Muerte v]\n switch costume to (disfraz2 v)\n repeat (5)\n change [brightness v] effect by (10)\n end\n repeat (5)\n change [brightness v] effect by (-10)\n end\n switch costume to (disfraz1 v)\n hide\n end\nend\n\nwhen I receive [muere2 v]\nshow\n\n@Objeto7\n\nwhen flag clicked\nset [h v] to [0]\nset [ghost v] effect to (0)\nhide\n\nwhen I receive [\( ºuº \) v]\nif <(h) = [0]> then\n show\n go to (objeto5 v)\nend\n\nwhen I receive [\( º-º \) v]\nif <(h) = [0]> then\n show\n go to (objeto4 v)\nend\n\nwhen I receive [historia v]\nstop [other scripts in sprite v]\nset [h v] to [1]\nhide\n\nwhen I receive [comienza v]\nforever\n if <touching (mouse-pointer v)?> then\n start sound [Pop v]\n wait until <not <touching (mouse-pointer v)?>>\n end\nend\n\n@Objeto8\n\nwhen I receive [comienza v]\nhide\n\nwhen flag clicked\nshow\n\n@disfraz1 (15)\n\nwhen flag clicked\nset size to (100) %\nshow\nforever\n if <touching (mouse-pointer v)?> then\n set size to (120) %\n if <mouse down?> then\n hide\n broadcast (COMIENZA v)\n repeat (3)\n stop all sounds\n end\n stop [other scripts in sprite v]\n start sound [The Legend of Zelda v]\n stop [this script v]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n start sound [Muted Conga v]\n set size to (120) %\n wait until <not <touching (mouse-pointer v)?>>\n else\n set size to (100) %\n end\nend\n\n@Slime5\n\nwhen flag clicked\nshow\nswitch costume to (disfraz1 v)\nset rotation style [left-right v]\npoint in direction (90)\nset size to (500) %\nhide\nwait (0.3) seconds\nforever\n if <(Level) = [5]> then\n go to (piso v)\n repeat (10)\n go to (piso v)\n move (-5) steps\n end\n go to (piso v)\n point in direction ((direction) * (-1))\n repeat (10)\n wait (0.1) seconds\n go to (piso v)\n end\n end\nend\n\nwhen flag clicked\nset [vida slime 1 v] to [3]\nforever\n if <<key (space v) pressed?> and <touching (player v)?>> then\n start sound [Muerte v]\n switch costume to (disfraz2 v)\n repeat (5)\n change [brightness v] effect by (10)\n end\n repeat (5)\n change [brightness v] effect by (-10)\n end\n switch costume to (disfraz1 v)\n change [vida slime 1 v] by (-1)\n if <(Vida slime 1) = [0]> then\n hide\n end\n wait (0.2) seconds\n end\nend\n\nwhen I receive [muere2 v]\nif <(Level) = [5]> then\n set [vida slime 1 v] to [3]\n show\nelse\n hide\nend\n\n@Slime6\n\nwhen flag clicked\nset rotation style [left-right v]\nshow\nswitch costume to (disfraz1 v)\npoint in direction (90)\nset size to (500) %\nhide\nforever\n if <(Level) = [5]> then\n go to (piso5 v)\n repeat (10)\n go to (piso5 v)\n move (-5) steps\n end\n go to (piso5 v)\n repeat (10)\n wait (0.1) seconds\n go to (piso5 v)\n end\n end\nend\n\n\n\nwhen flag clicked\nforever\n if <<key (space v) pressed?> and <touching (player v)?>> then\n start sound [Muerte v]\n switch costume to (disfraz2 v)\n repeat (5)\n change [brightness v] effect by (10)\n end\n repeat (5)\n change [brightness v] effect by (-10)\n end\n switch costume to (disfraz1 v)\n change [vida slime 6 v] by (1)\n if <(vida slime 6) = [0]> then\n hide\n end\n wait (0.2) seconds\n end\nend\n\nwhen I receive [muere2 v]\nif <(Level) = [5]> then\n set [vida slime 6 v] to [3]\n show\nelse\n hide\nend\n\nwhen flag clicked\nforever\n reset timer\n repeat (2)\n set size to (size) %\n end\n if <(timer) = [0]> then\n broadcast (t v)\n end\nend\n\n@Objeto9\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\ngo to [front v] layer\ngo to [front v] layer\ngo to [front v] layer\ngo to [front v] layer\n\nwhen I receive [t v]\nshow\nstop [all v]\n\n@Objeto10\n\n | LOS SLIMES TIENEN 3 VIDAS\nNINGÚN NIVEL ES IMPOSIBLE\nalgunas instrucciones están en el juego\nMantené presionado {espacio} para matar un slime\nHold down {space bar} to kill a slime\nSI NO QUIEREN SPOILER NO LEAN LOS COMENTARIOS\n\n¡¡¡POR FIN HE TERMINADO EL JUEGO, AHORA YA NO ES UN BETA!!! :D\nSi no has podido matar ningún slime lee lo que está abajo ↓\n\n\n\n\n\n\n\n\n\n\n\n\nLOS SLIMES TIENEN 3 VIDAS, Y LO ESTÁS ATACANDO MAL, DEBES MANTENER PRESIONADO ESPACIO PARA QUITARLE LAS TRES VIDAS, POR QUE SI TOCÁS ESPACIO SOLO UNA VEZ, ENTONCES LUEGO EL SLIME TE ATACA A TI. :) |
Together Mobile Platformer | @Stage\n\nwhen I receive [game start v]\nforever\n switch backdrop to (join (level) (translate))\nend\n\n@Player red\n\ndefine 動く (選択(変数)) (選択(x, y)) <操作> (x, y) (向き)\nif <操作> then\n if <(選択(変数)) = [ずつ変える]> then\n if <(選択(x, y)) = [x]> then\n change [x v] by (x, y)\n else\n change [y v] by (x, y)\n end\n else\n if <(選択(x, y)) = [x]> then\n set [x v] to (x, y)\n else\n set [y v] to (x, y)\n end\n end\n point in direction (向き)\nend\n\nwhen I receive [game start v]\nset rotation style [left-right v]\nstart position\nset [ghost v] effect to (0)\nforever\n create clone of (_myself_ v)\n 動く [ずつ変える] [x] <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> [2.2] [90]\n 動く [ずつ変える] [x] <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> [-2.2] [-90]\n set [x v] to ((x) * (0.8))\n change x by (x)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change x by ((x) * (-1))\n change y by (-5)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (15))>>> then\n if <(x) > [0]> then\n set [x v] to [-11]\n else\n set [x v] to [11]\n end\n set [y v] to [11]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [y v] by (-1)\n change y by (y)\n if <touching (level v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n 動く [ずつ変える] [y] <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (15))>>> and <touching (level v)?>> [13] []\n 動く [にする] [y] <touching (jump pad v)?> [20] []\n 動く [にする] [x] <touching (boost v)?> [60] []\n change y by (1)\n if <touching (next level v)?> then\n change [level v] by (1)\n start position\n start sound [Connect v]\n wait (0.1) seconds\n end\n if <touching (spikes v)?> then\n broadcast (spikes v)\n wait (0.075) seconds\n end\n if <touching (level2 v)?> then\n set y to (17)\n end\nend\n\nwhen flag clicked\nhide\nbroadcast (Game start v)\n\nwhen I receive [spikes v]\nstart sound [Basketball Bounce v]\nstart position\n\nwhen I start as a clone\nset [ghost v] effect to (0)\nrepeat (4)\n change [ghost v] effect by (25)\n wait (0.01) seconds\nend\ndelete this clone\n\nwhen I receive [finish v]\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [skip v]\nstart position\n\nbroadcast (maintenance v)\n\ndefine start position\npoint in direction (90)\ngo to x: (-210) y: (0)\nset size to (60) %\nshow\nset [x v] to [0]\nset [y v] to [0]\n\n@Player blue\n\nwhen I receive [game start v]\nshow\nforever\n create clone of (_myself_ v)\n go to x: ([x position v] of [player red v]) y: (([y position v] of [player red v]) + (166))\n point in direction ([direction v] of [player red v])\nend\n\nwhen I receive [game start v]\nforever\n if <touching (spikes v)?> then\n broadcast (spikes v)\n wait (0.1) seconds\n end\n if <<(y position) > [179]> or <(level) = [14]>> then\n hide\n else\n show\n end\n if <(level) = [13]> then\n if <(translate) = [En]> then\n say [OMG, I am floating in the air!!] for (0.01) seconds\n else\n say [宙に浮いてる!!] for (0.01) seconds\n end\n end\nend\n\nwhen I start as a clone\nset [ghost v] effect to (0)\nrepeat (4)\n change [ghost v] effect by (25)\n wait (0.01) seconds\nend\ndelete this clone\n\n@Level\n\nwhen I receive [finish v]\ngo to x: (0) y: (0)\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [game start v]\nswitch costume to (1 v)\ngo to x: (0) y: (-190)\nset size to (120) %\nshow\nforever\n switch costume to (level)\nend\n\n@Level2\n\nwhen flag clicked\nhide\n\nwhen I receive [game start v]\ngo to x: (0) y: (-25)\nset size to (120) %\nforever\n if <<(level) = [13]> or <(level) = [14]>> then\n hide\n else\n show\n if <<(level) = [6]> or <(level) = [10]>> then\n switch costume to (2 v)\n else\n if <<(level) = [7]> or <<(level) = [8]> or <(level) = [9]>>> then\n switch costume to (3 v)\n else\n switch costume to (1 v)\n end\n end\n end\nend\n\n@spikes\n\nwhen I receive [finish v]\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [game start v]\nforever\n if <<(level) = [1]> or <(level) = [5]>> then\n hide\n end\n if <(level) = [2]> then\n x : 0 y : 0 表示する [2]\n end\n if <(level) = [3]> then\n x : 0 y : 0 表示する [3]\n end\n if <(level) = [4]> then\n x : 0 y : 0 表示する [4]\n end\n if <(level) = [5]> then\n x : 0 y : 0 表示する [5]\n end\n if <(level) = [6]> then\n x : 0 y : 0 表示する [6]\n end\n if <(level) = [7]> then\n x : 0 y : 0 表示する [7]\n end\n if <(level) = [8]> then\n x : 0 y : 0 表示する [8]\n end\n if <(level) = [9]> then\n x : 0 y : 0 表示する [9]\n end\n if <(level) = [10]> then\n x : 0 y : 0 表示する [10]\n end\n if <(level) = [11]> then\n x : 0 y : 0 表示する [11]\n end\n if <(level) = [12]> then\n x : 0 y : 0 表示する [12]\n end\n if <(level) = [13]> then\n x : 0 y : 0 表示する [13]\n end\nend\n\ndefine x : 0 y : 0 表示する (コスチュームno.)\nswitch costume to (コスチュームno.)\ngo to x: (0) y: (0)\nshow\n\n@JUMP pad\n\nwhen I receive [game start v]\nhide\nforever\n if <(level) = [4]> then\n go to x: (20) y: (-80)\n show\n else\n hide\n end\n if <touching (player red v)?> then\n play sound [煙モクモク v] until done\n end\nend\n\nwhen I receive [game start v]\nswitch costume to (1 v)\nforever\n if <<touching (player red v)?> or <touching (player blue v)?>> then\n repeat (6)\n next costume\n wait (0.065) seconds\n end\n switch costume to (1 v)\n end\nend\n\n@BOOST\n\nwhen I receive [game start v]\nhide\nforever\n if <(level) = [12]> then\n go to x: (-150) y: (-10)\n show\n else\n hide\n end\n if <touching (player red v)?> then\n play sound [Siren Whistle v] until done\n end\nend\n\n@next level\n\nwhen I receive [game start v]\nforever\n repeat (6)\n change y by (2)\n wait (0.05) seconds\n end\n repeat (4)\n change y by (1.5)\n wait (0.05) seconds\n end\n repeat (2)\n change y by (1)\n wait (0.05) seconds\n end\n repeat (6)\n change y by (-2)\n wait (0.05) seconds\n end\n repeat (4)\n change y by (-1.5)\n wait (0.05) seconds\n end\n repeat (2)\n change y by (-1)\n wait (0.05) seconds\n end\nend\n\nwhen I receive [game start v]\nset [level v] to [1]\ngo to x: (200) y: (-55)\nforever\n if <(level) = [14]> then\n hide\n else\n show\n end\nend\n\n@Light\n\nwhen I receive [game start v]\nset size to (175) %\ngo to [back v] layer\nforever\n if <<(level) = [7]> or <<(level) = [8]> or <(level) = [9]>>> then\n go to (player red v)\n show\n else\n hide\n end\nend\n\nset [level v] to [9]\n\n@Translate\n\nwhen I receive [finish v]\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [game start v]\nshow\nswitch costume to (翻訳 v)\ngo to x: (-205) y: (145)\nforever\n repeat (6)\n change y by (1.5)\n wait (0.05) seconds\n end\n repeat (4)\n change y by (1)\n wait (0.05) seconds\n end\n repeat (2)\n change y by (0.5)\n wait (0.05) seconds\n end\n repeat (6)\n change y by (-1.5)\n wait (0.05) seconds\n end\n repeat (4)\n change y by (-1)\n wait (0.05) seconds\n end\n repeat (2)\n change y by (-0.5)\n wait (0.05) seconds\n end\nend\n\nwhen I receive [game start v]\nset size to (100) %\nforever\n if <touching (mouse-pointer v)?> then\n point in direction (75)\n if <mouse down?> then\n broadcast (translate v)\n play sound [Coin v] until done\n wait (0.1) seconds\n end\n else\n point in direction (90)\n end\nend\n\nwhen I receive [translate v]\nnext costume\n\nwhen I receive [game start v]\nforever\n if <(costume [name v]) = [翻訳]> then\n set [translate v] to [En]\n else\n set [translate v] to [Ja]\n end\nend\n\n@Skip\n\nwhen I receive [finish v]\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [game start v]\nset y to (150)\nshow\nforever\n repeat (6)\n change y by (-1.5)\n wait (0.05) seconds\n end\n repeat (4)\n change y by (-1)\n wait (0.05) seconds\n end\n repeat (2)\n change y by (-0.5)\n wait (0.05) seconds\n end\n repeat (6)\n change y by (1.5)\n wait (0.05) seconds\n end\n repeat (4)\n change y by (1)\n wait (0.05) seconds\n end\n repeat (2)\n change y by (0.5)\n wait (0.05) seconds\n end\nend\n\nwhen I receive [game start v]\nset size to (100) %\nforever\n if <touching (mouse-pointer v)?> then\n point in direction (75)\n if <mouse down?> then\n broadcast (skip v)\n wait (0.5) seconds\n end\n else\n point in direction (90)\n end\nend\n\nwhen I receive [game start v]\nforever\n if <(costume [number v]) = [1]> then\n set x to (-135)\n else\n set x to (-65)\n end\n if <(translate) = [En]> then\n switch costume to (skip v)\n else\n switch costume to (スキップ v)\n end\nend\n\nwhen I receive [skip v]\nchange [level v] by (1)\nplay sound [Coin v] until done\n\nwait (0.5) seconds\n\n@文字\n\nwhen I receive [game start v]\nhide\n\nhide\n\n@文字2\n\nwhen I receive [game start v]\nhide\n\nhide\n\n@Follow,❤️,⭐️\n\nwhen I receive [game start v]\nset [ghost v] effect to (50)\ngo to x: (0) y: (-162)\nset size to (100) %\nhide\nwait (6) seconds\nbroadcast (宣伝 v)\n\nwhen I receive [game start v]\nswitch costume to (1 v)\n\nwhen I receive [宣伝 v]\nshow\nwait (6) seconds\nhide\n\n@Follow,❤️,⭐️ 2\n\nwhen I receive [宣伝 v]\nshow\nwait (6) seconds\nhide\n\nwhen I receive [game start v]\ngo to x: (0) y: (-162)\nhide\n\nwhen I receive [game start v]\nforever\n if <(translate) = [En]> then\n switch costume to (1 v)\n else\n switch costume to (・フォロー ・❤️ ・⭐️ v)\n end\nend\n\n@Light (演出)\n\nwhen I receive [game start v]\nhide\nforever\n create clone of (_myself_ v)\n wait (0.2) seconds\nend\n\nwhen I start as a clone\nset x to (220)\nset size to (pick random (50) to (60)) %\nif <(level) = [14]> then\n set y to (pick random (160) to (-160))\nelse\n set y to (pick random (160) to (-80))\nend\nshow\nrepeat (88)\n change x by (-5)\nend\ndelete this clone\n\nwhen I start as a clone\nrepeat (3)\n repeat (6)\n change y by (2)\n wait (0.05) seconds\n end\n repeat (4)\n change y by (1.5)\n wait (0.05) seconds\n end\n repeat (2)\n change y by (1)\n wait (0.05) seconds\n end\n repeat (6)\n change y by (-2)\n wait (0.05) seconds\n end\n repeat (4)\n change y by (-1.5)\n wait (0.05) seconds\n end\n repeat (2)\n change y by (-1)\n wait (0.05) seconds\n end\nend\n\n@BGM\n\nwhen I receive [game start v]\nstop all sounds\nforever\n start sound [bensound-creativeminds v]\n wait (147.17) seconds\nend\n\nwhen I receive [finish v]\nstop [other scripts in sprite v]\nstop all sounds\nwait (0.75) seconds\nforever\n play sound [bensound-endlessmotion v] until done\nend\n\n@finish\n\nwhen I receive [game start v]\npoint in direction (90)\npoint in direction (90)\npoint in direction (90)\nforever\n if <(level) = [14]> then\n point in direction (90)\n go to x: (0) y: (0)\n set size to (200) %\n show\n repeat (10)\n turn right (1) degrees\n wait (0.05) seconds\n end\n forever\n repeat (20)\n turn left (1) degrees\n wait (0.05) seconds\n end\n repeat (20)\n turn right (1) degrees\n wait (0.05) seconds\n end\n end\n else\n hide\n end\nend\n\nwhen I receive [game start v]\nforever\n if <(level) = [14]> then\n broadcast (finish v)\n wait until <(level) = [1000]>\n else\n hide\n end\nend\n\nwhen I receive [game start v]\nforever\n if <(translate) = [En]> then\n switch costume to (a v)\n else\n switch costume to (b v)\n end\nend\n\n@finish2\n\nwhen I receive [game start v]\npoint in direction (90)\npoint in direction (90)\npoint in direction (90)\nforever\n if <(level) = [14]> then\n point in direction (90)\n go to x: (0) y: (100)\n set size to (125) %\n show\n forever\n repeat (10)\n change size by (3)\n wait (0.01) seconds\n end\n repeat (10)\n change size by (-3)\n wait (0.01) seconds\n end\n end\n else\n hide\n end\nend\n\nwhen I receive [game start v]\nforever\n if <(translate) = [En]> then\n switch costume to (thank you for playing!! \(1\) v)\n else\n switch costume to (遊んでくれてありがとう!! \(1\) v)\n end\nend\n\n@サムネ\n\nwhen I receive [game start v]\nhide\n\n@-seven7- icon\n\nwhen I receive [game start v]\nshow list [recommended v]\ngo to x: (0) y: (0)\nhide\ndelete all of [recommended v]\nadd [Earth -platform game- \[mobile friendly\] \[English & 日本語\]] to [recommended v]\nadd [↓] to [recommended v]\nadd [https://scratch.mit.edu/projects/398841513/] to [recommended v]\nadd [] to [recommended v]\nadd [Please follow me!! フォローして下さい!!] to [recommended v]\nadd [↓] to [recommended v]\nadd [https://scratch.mit.edu/users/-seven7-/] to [recommended v]\n\nwhen I receive [finish v]\nshow\nforever\n if <touching (mouse-pointer v)?> then\n hide list [recommended v]\n end\nend\n\n@maintenance\n\nwhen I receive [maintenance v]\nshow\n\n | THE SECOND EDITION IS OUT!!!!! ↓\nhttps://scratch.mit.edu/projects/583242711/\n第二弾ついに登場!!!!! ↑\n\n~~~~~~~~~~~~Together Mobile Platformer~~~~~~~~~~\n\nCLICK GREEN FLAG TWICE!!\n注:緑の旗を必ず二回クリックして下さい。\n\n〇Characteristics\n • Because mobile friendly you can play on tablet and \n cell phone!!\n • Two costumes move TOGETHER!! You can have an \n unprecedented experience!!\n • You can enjoy funny 14 levels!!\n〇Operation\n • Arrow keys, WAD keys and touch screen to move.\n〇Difficulty level\n • 1 2 3 ④ 5 \n\n\n〇特徴\n・タブレット・スマホに対応しています!!\n・二つのコスチュームが ”同時に” 動きます!!\n あなたはいままでにない経験をすることができま\n す!!\n・あなたは愉快な14つのレベルを楽しむことができま\n す!!\n〇操作方法\n・矢印キー、WADキー、タッチスクリーンで動きま\n す。\n〇難易度\n・1 2 3 ④ 5 |
Box platformer | @Stage\n\nwhen flag clicked\nset volume to (100) %\nforever\n play sound [H-Audio - Pixel Dungeons v] until done\nend\n\nwhen flag clicked\nforever\n if <key (1 v) pressed?> then\n change volume by (1)\n end\n if <key (2 v) pressed?> then\n change volume by (-1)\n end\nend\n\nwhen [d v] key pressed\nstop [all v]\n\n@Player\n\nwhen flag clicked\nforever\n if <touching color (#9770c9)?> then\n go to x: (-227) y: (-69)\n broadcast (next stage v)\n end\n if <touching color (#e14731)?> then\n go to x: (-227) y: (-69)\n change [life v] by (-1)\n end\n if <(Life) = [0]> then\n broadcast (Gameover v)\n end\n if <touching color (#707dd6)?> then\n set [y v] to [20]\n end\nend\n\nwhen [r v] key pressed\ngo to x: (-227) y: (-69)\n\nwhen flag clicked\nset [life v] to [3]\npoint in direction (90)\ngo to x: (-216) y: (-77)\nset [x v] to [0]\nset [y v] to [0]\nforever\n go to [front v] layer\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 set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching color (#7f7f7f)?> then\n change x by ((x) * (-1))\n if <key (up arrow v) pressed?> then\n set [y v] to [12]\n end\n end\nend\n\nwhen flag clicked\nforever\n change [y v] by (-1)\n change y by (y)\n if <<touching color (#16c64d)?> or <touching color (#7f7f7f)?>> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n if <<key (up arrow v) pressed?> and <touching color (#16c64d)?>> then\n set [y v] to [12]\n end\n change y by (1)\nend\n\n@Stage\n\nwhen flag clicked\nswitch costume to (level 1 v)\n\nwhen I receive [next stage v]\nnext costume\n\nshow\n\nwhen flag clicked\nshow\nforever\n go to [front v] layer\n go to x: (0) y: (0)\n if <(costume [number v]) = [8]> then\n broadcast (moving platform v)\n end\n if <(costume [number v]) = [9]> then\n broadcast (moving platform v)\n end\n if <(costume [number v]) = [10]> then\n broadcast (moving magma v)\n end\n if <(costume [number v]) = [11]> then\n broadcast (fin game v)\n end\n if <(costume [number v]) = [12]> then\n broadcast (boss fight v)\n stop [this script v]\n end\nend\n\nwhen I receive [win v]\nswitch costume to (outro3 v)\n\nwhen I receive [gameover v]\nswitch costume to (outro4 v)\n\nwhen flag clicked\nshow\nforever\n go to [front v] layer\n go to x: (0) y: (0)\n if <(costume [number v]) = [9]> then\n broadcast (moving platform v)\n end\n if <(costume [number v]) = [8]> then\n broadcast (moving platform v)\n end\n if <(costume [number v]) = [10]> then\n broadcast (moving magma v)\n end\nend\n\n@moving platform1\n\nwhen I receive [moving platform v]\nswitch costume to (costume1 v)\nshow\n\nwhen I receive [moving magma v]\nswitch costume to (costume2 v)\nshow\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\ngo to x: (127) y: (-80)\nforever\n glide (2) secs to x: (-103) y: (-80)\n wait (0.9) seconds\n glide (2) secs to x: (127) y: (-80)\n wait (0.9) seconds\nend\n\nwhen I receive [fin game v]\nhide\n\n@Moving platform 2\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\ngo to x: (-103) y: (-80)\nforever\n glide (2) secs to x: (127) y: (-80)\n wait (0.9) seconds\n glide (2) secs to x: (-103) y: (-80)\n wait (0.9) seconds\nend\n\nwhen I receive [moving magma v]\nhide\n\nwhen I receive [moving platform v]\nswitch costume to (costume1 v)\nshow\n\nwhen I receive [fin game v]\nhide\n\n@Level boss\n\nwhen flag clicked\nhide\n\nwhen I receive [boss fight v]\nshow\n\nwhen I receive [defeat v]\nhide\nbroadcast (win v)\n\nwhen I receive [gameover v]\nhide\n\n@Player shot\n\nwhen [z v] key pressed\nshow\nforever\n go to x: (-7) y: (-134)\n forever\n change x by (5)\n if <touching color (#316ae0)?> then\n hide\n stop [this script v]\n end\n if <touching color (#e14731)?> then\n hide\n change [bullets v] by (1)\n if <(bullets) = [5]> then\n broadcast (defeat v)\n end\n stop [this script v]\n end\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [boss fight v]\nset [bullets v] to [0]\nshow variable [bullets v]\n\n@Shield\n\nwhen I receive [boss fight v]\nshow\ngo to x: (-20) y: (-139)\nforever\n glide (0.2) secs to x: (-20) y: (-99)\n glide (0.2) secs to x: (-20) y: (-139)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [gameover v]\nhide\n\nwhen I receive [win v]\nhide\n\nwhen I receive [defeat v]\nhide\n\n | -Keyboard control\n- Broadcast and receive\n-Lives\n-Levels\n- Boss fight\n |
Colours / A Platformer | @Stage\n\n@Player\n\ndefine Start\nset [dead v] to [0]\nset [skipped v] to [0]\nset [level now v] to [OFF]\nset [collected v] to [NO]\nset [points v] to [0]\nset [level v] to [0]\nset [deaths v] to [0]\nset [xv v] to [0]\nset [yv v] to [0]\nset [id v] to [0]\nhide variable [skipped v]\nhide variable [time v]\nhide variable [level v]\nhide variable [points v]\nhide variable [game on/off v]\n\nwhen flag clicked\nhide variable [deaths v]\nset [time v] to [0]\nforever\n if <(Game ON/OFF) = [ON]> then\n repeat until <<(backdrop [name v]) = [YOU WON]> or <(Game ON/OFF) = [OFF]>>\n wait (1) seconds\n change [time v] by (1)\n end\n else\n if <(Game ON/OFF) = [OFF]> then\n wait until <(Game ON/OFF) = [ON]>\n end\n end\nend\n\nwhen I receive [hide v]\nhide\n\ndefine Controls,platformer physics\nswitch costume to (right v)\nshow\nforever\n Costiumes\n if <(Game ON/OFF) = [ON]> then\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 (right v)\n change [xv v] by (1)\n Costiumes\n end\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(x position) > (mouse x)>>>> then\n switch costume to (left v)\n change [xv v] by (-1)\n Costiumes\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <<touching color (#ff8c27)?> or <touching (moving platform v)?>> then\n change y by (1)\n if <<touching color (#ff8c27)?> or <touching (moving platform v)?>> then\n change y by (1)\n if <<touching color (#ff8c27)?> or <touching (moving platform v)?>> then\n change y by (1)\n if <<touching color (#ff8c27)?> or <touching (moving platform v)?>> then\n change y by (1)\n if <<touching color (#ff8c27)?> or <touching (moving platform v)?>> then\n change y by (1)\n if <<touching color (#ff8c27)?> or <touching (moving platform v)?>> then\n change x by ((Xv) * (-1))\n change y by (-5)\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n if <(Xv) > [0]> then\n set [xv v] to [-9]\n else\n set [xv v] to [9]\n end\n set [yv v] to [13]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [yv v] by (-1)\n change y by (Yv)\n if <touching color (#5500ff)?> then\n set [yv v] to [20]\n end\n if <<touching color (#ff8c27)?> or <touching (moving platform v)?>> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <<touching color (#ff8c27)?> or <touching (moving platform v)?>> then\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n set [yv v] to [15]\n end\n end\n change y by (1)\n if <touching (star or heart v)?> then\n set [collected v] to [YES]\n end\n if <(Collected) = [YES]> then\n if <touching color (#ff4040)?> then\n Kill 2\n end\n if <(x position) > [220]> then\n Next level\n end\n if <<touching color (#ffb950)?> or <touching color (#ff8c00)?>> then\n Kill 2\n end\n if <[-175] > (y position)> then\n Kill 2\n end\n if <touching (star or heart v)?> then\n change [points v] by (1)\n broadcast (Delete v)\n end\n if <touching (crusher v)?> then\n Kill 2\n end\n else\n if <(Collected) = [NO]> then\n if <touching (crusher v)?> then\n KILL\n end\n if <touching color (#ff4040)?> then\n KILL\n end\n if <(x position) > [220]> then\n Next level\n end\n if <<touching color (#ffb950)?> or <touching color (#ff8c00)?>> then\n KILL\n end\n if <[-175] > (y position)> then\n KILL\n end\n end\n end\n if <(LEVEL) = [19]> then\n if <([size v] of [star or heart v]) = [78]> then\n if <touching (star or heart v)?> then\n switch backdrop to (you won v)\n set [game on/off v] to [OFF]\n end\n end\n end\n else\n if <(Game ON/OFF) = [OFF]> then\n wait until <(Game ON/OFF) = [ON]>\n end\n end\nend\n\nwhen flag clicked\nhide\nswitch costume to (right v)\nswitch backdrop to (menu v)\n\nwhen I receive [next level v]\nhide\nwait (2.5) seconds\nshow\n\nwhen I receive [show v]\nswitch costume to (right v)\ngo to x: (-205) y: (-64)\nshow\n\nwhen backdrop switches to [you won v]\nhide\nset [game on/off v] to [OFF]\n\nwhen I receive [next level v]\nswitch costume to (right v)\n\nwhen backdrop switches to [you won v]\nshow variable [deaths v]\nshow variable [time v]\n\ndefine Costiumes\nif <(costume [name v]) = [Right]> then\n if <key (down arrow v) pressed?> then\n switch costume to (right2 v)\n else\n if <not <key (down arrow v) pressed?>> then\n switch costume to (right v)\n end\n if <key (s v) pressed?> then\n switch costume to (right2 v)\n else\n if <not <key (s v) pressed?>> then\n switch costume to (right v)\n end\n end\n end\nelse\n if <(costume [name v]) = [Left]> then\n if <key (down arrow v) pressed?> then\n switch costume to (left2 v)\n else\n if <not <key (down arrow v) pressed?>> then\n switch costume to (left v)\n end\n if <key (s v) pressed?> then\n switch costume to (left2 v)\n else\n if <not <key (s v) pressed?>> then\n switch costume to (left v)\n end\n end\n end\n end\nend\n\nwhen backdrop switches to [highscore v]\nhide\nset [game on/off v] to [OFF]\n\nwhen backdrop switches to [backdrop1 v]\nhide variable [time v]\nhide variable [deaths v]\nbroadcast (Setup v)\n\ndefine KILL\nset [dead v] to [No]\ngo to x: (-217) y: (-10)\nchange [deaths v] by (1)\nbroadcast (Setup v)\nset [collected v] to [NO]\n\nwhen I receive [dead v]\nKILL\n\ndefine Next level\ngo to x: (-205) y: (-40)\nbroadcast (Delete v)\nbroadcast (Next level v)\nset [collected v] to [NO]\n\ndefine Kill 2\nset [dead v] to [No]\ngo to x: (-217) y: (-10)\nchange [deaths v] by (1)\nbroadcast (Setup v)\nchange [points v] by (-1)\nset [collected v] to [NO]\n\nwhen backdrop switches to [backdrop1 v]\ngo to [front v] layer\nset [game on/off v] to [ON]\ngo to x: (-205) y: (-40)\nshow\nbroadcast (Setup v)\npoint in direction (90)\nControls,platformer physics\n\nwhen I receive [setup v]\nset [dead v] to [No]\n\nwhen flag clicked\nStart\n\nwhen [space v] key pressed\nset [mouse v] to (join (mouse x) (join [,] (mouse y)))\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\n@Crusher\n\ndefine Start\nswitch costume to (costume1 v)\nshow\nforever\n if <<(backdrop [name v]) = [backdrop9]> and <(Game ON/OFF) = [ON]>> then\n repeat until <(backdrop [name v]) = [backdrop10]>\n if <(Game ON/OFF) = [ON]> then\n wait (0.5) seconds\n repeat (15)\n change y by (-7.5)\n end\n wait (1) seconds\n repeat (15)\n change y by (7.5)\n end\n if <(backdrop [name v]) = [backdrop10]> then\n next costume\n end\n else\n if <(Game ON/OFF) = [OFF]> then\n hide\n wait until <(Game ON/OFF) = [ON]>\n end\n end\n end\n else\n if <<(backdrop [name v]) = [backdrop16]> and <(Game ON/OFF) = [ON]>> then\n show\n repeat until <(backdrop [name v]) = [END Backdrop]>\n if <(Game ON/OFF) = [ON]> then\n wait (0.5) seconds\n repeat (15)\n change y by (-7.5)\n end\n wait (1) seconds\n repeat (15)\n change y by (7.5)\n end\n if <(backdrop [name v]) = [END Backdrop]> then\n next costume\n end\n else\n if <(Game ON/OFF) = [OFF]> then\n wait until <(Game ON/OFF) = [ON]>\n end\n end\n end\n else\n hide\n end\n end\nend\n\nwhen backdrop switches to [backdrop9 v]\nif <(backdrop [number v]) = [9]> then\n Clone at x : [-59] y: [30]\n create clone of (_myself_ v)\n Start\nelse\n stop [other scripts in sprite v]\n stop [this script v]\nend\n\ndefine Clone at x : (x) y: (y)\nshow\ngo to x: (x) y: (y)\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nClone at x : [135] y: [30]\nforever\n if <<(backdrop [name v]) = [backdrop9]> and <(Game ON/OFF) = [ON]>> then\n repeat until <(backdrop [name v]) = [backdrop10]>\n if <(Game ON/OFF) = [ON]> then\n wait (0.5) seconds\n repeat (15)\n change y by (-7.5)\n end\n wait (1) seconds\n repeat (15)\n change y by (7.5)\n end\n if <(backdrop [name v]) = [backdrop10]> then\n next costume\n end\n else\n if <(Game ON/OFF) = [OFF]> then\n hide\n wait until <(Game ON/OFF) = [ON]>\n end\n end\n end\n else\n if <<(backdrop [name v]) = [backdrop16]> and <(Game ON/OFF) = [ON]>> then\n show\n repeat until <(backdrop [name v]) = [END Backdrop]>\n if <(Game ON/OFF) = [ON]> then\n wait (0.5) seconds\n repeat (15)\n change y by (-7.5)\n end\n wait (1) seconds\n repeat (15)\n change y by (7.5)\n end\n if <(backdrop [name v]) = [END Backdrop]> then\n next costume\n end\n else\n if <(Game ON/OFF) = [OFF]> then\n wait until <(Game ON/OFF) = [ON]>\n end\n end\n end\n else\n hide\n end\n end\nend\n\n@BACK ARROW\n\nwhen flag clicked\nhide\nset size to (100) %\n\nwhen this sprite clicked\nif <(costume [number v]) = [1]> then\n if <(Dead) = [Yes]> then\n if <(Collected) = [Yes]> then\n change [points v] by (-1)\n change [deaths v] by (1)\n else\n if <(Collected) = [No]> then\n broadcast (DEAD v)\n change [deaths v] by (1)\n set [game on/off v] to [ON]\n broadcast (CHANGE v)\n broadcast (Setup v)\n broadcast (SHow v)\n end\n end\n else\n if <(Dead) = [No]> then\n if <(Collected) = [Yes]> then\n change [points v] by (-1)\n set [game on/off v] to [ON]\n broadcast (CHANGE v)\n broadcast (Setup v)\n broadcast (SHow v)\n else\n if <(Collected) = [No]> then\n set [game on/off v] to [ON]\n broadcast (CHANGE v)\n broadcast (Setup v)\n broadcast (SHow v)\n end\n end\n end\n end\nend\n\nwhen backdrop switches to [you won v]\nhide\n\nwhen I receive [setup v]\nhide variable [deaths v]\nhide variable [time v]\nhide variable [points v]\n\nwhen I receive [next level v]\nhide\n\nwhen I receive [setup v]\nset [collected v] to [NO]\nshow\n\ndefine Go to x: (x) y : (y) size : (size)\nforever\n go to x: (x) y: (y)\n set size to (size) %\nend\n\nwhen backdrop switches to [backdrop1 v]\nshow\nGo to x: [-184] y : [153] size : [100]\nforever\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (50)\n else\n set [ghost v] effect to (0)\n end\nend\n\nwhen backdrop switches to [end backdrop v]\nforever\n hide\nend\n\n@PAUSE/START\n\nwhen this sprite clicked\nnext costume\nif <(costume [number v]) = [1]> then\n repeat until <(costume [number v]) = [2]>\n set [game on/off v] to [ON]\n end\nend\nif <(costume [number v]) = [2]> then\n repeat until <(costume [number v]) = [1]>\n set [game on/off v] to [OFF]\n end\nend\n\nwhen flag clicked\nswitch costume to (1 v)\n\nwhen [r v] key pressed\nnext costume\n\nwhen backdrop switches to [you won v]\nhide\n\nwhen backdrop switches to [menu v]\nhide\n\nwhen flag clicked\nGo to x : [-115] y : [220] size : [100]\nshow\n\nwhen I receive [setup v]\nshow\n\nwhen I receive [change v]\nswitch costume to (1 v)\n\nwhen I receive [next level v]\nswitch costume to (1 v)\nhide\n\ndefine Go to x : (x) y : (y) size : (size)\nforever\n go to x: (x) y: (y)\n set size to (size) %\nend\n\nwhen backdrop switches to [end backdrop v]\nforever\n hide\nend\n\nwhen backdrop switches to [end backdrop v]\nforever\n hide\nend\n\n@SKIP Button\n\nwhen this sprite clicked\nchange [skipped v] by (1)\nif <<<not <(LEVEL) = [18]>> and <(LEVEL) > [0]>> and <(Game ON/OFF) = [ON]>> then\n hide\n broadcast (Next level v)\n broadcast (Delete v)\n broadcast (HIDE v)\n wait (3) seconds\n broadcast (Setup v)\nelse\n if <(LEVEL) = [18]> then\n hide\n stop [other scripts in sprite v]\n stop [this script v]\n end\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen backdrop switches to [menu v]\nhide\n\nwhen flag clicked\nGo to x: [-58] y: [220] Size : [100]\nshow\n\nwhen I receive [setup v]\nshow\n\nwhen I receive [next level v]\nswitch costume to (costume1 v)\nhide\n\ndefine Go to x: (x) y: (y) Size : (size)\nforever\n go to x: (x) y: (y)\n set size to (size) %\n if <(backdrop [name v]) = [END Backdrop]> then\n hide\n end\nend\n\nwhen backdrop switches to [you won v]\nforever\n hide\nend\n\nwhen [s v] key pressed\nchange [skipped v] by (1)\nif <<<not <(LEVEL) = [18]>> and <(LEVEL) > [0]>> and <(Game ON/OFF) = [ON]>> then\n hide\n broadcast (Next level v)\n broadcast (Delete v)\n broadcast (HIDE v)\n wait (3) seconds\n broadcast (Setup v)\nelse\n if <(LEVEL) = [18]> then\n hide\n stop [other scripts in sprite v]\n stop [this script v]\n end\nend\n\nwhen backdrop switches to [you won v]\nshow variable [skipped v]\nshow variable [points v]\n\n@Next level\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\n\nwhen I receive [next level v]\nset [level now v] to [ON]\ngo to x: (-450) y: (2)\nshow\nrepeat (11)\n move (41) steps\nend\nwait (2) seconds\nswitch backdrop to (next backdrop v)\n\n move (41) steps\n if <<(x position) = [466]> and <(y position) = [2]>> then\n hide\n end\n set [level now v] to [OFF]\nend\n\nwhen I receive [next level v]\nforever\n if <<(costume [number v]) = [1]> and <(Level now) = [ON]>> then\n set [game on/off v] to [OFF]\n else\n if <<(costume [number v]) = [1]> and <(Level now) = [OFF]>> then\n set [game on/off v] to [ON]\n end\n end\nend\n\nwhen I receive [setup v]\nset [game on/off v] to [ON]\n\nwhen I receive [next level v]\nwait (2.5) seconds\nchange [level v] by (1)\nbroadcast (SHow v)\nset [game on/off v] to [OFF]\nbroadcast (Game Started v)\nbroadcast (Setup v)\n\nwhen backdrop switches to [end backdrop v]\nwait (4) seconds\nswitch backdrop to (you won v)\nset [game on/off v] to [OFF]\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen backdrop switches to [you won v]\nforever\n show variable [points v]\nend\n\n@Star or Heart\n\nwhen I start as a clone\nshow\nforever\n if <(LEVEL) = [1]> then\n switch costume to (2 v)\n Clone at x : [69] y : [-4] size : [78]\n show\n else\n if <(LEVEL) = [2]> then\n switch costume to (1 v)\n Clone at x : [-19] y : [130] size : [78]\n show\n else\n if <(LEVEL) = [3]> then\n switch costume to (2 v)\n Clone at x : [87] y : [-1] size : [78]\n show\n else\n if <(LEVEL) = [4]> then\n switch costume to (2 v)\n Clone at x : [104] y : [-91] size : [78]\n show\n else\n if <(LEVEL) = [5]> then\n switch costume to (1 v)\n Clone at x : [52] y : [-105] size : [78]\n show\n else\n if <(LEVEL) = [6]> then\n switch costume to (1 v)\n Clone at x : [27] y : [15] size : [78]\n show\n else\n if <(LEVEL) = [7]> then\n switch costume to (1 v)\n Clone at x : [44] y : [11] size : [78]\n show\n else\n if <(LEVEL) = [8]> then\n switch costume to (1 v)\n Clone at x : [-130] y : [-10] size : [78]\n show\n else\n if <(LEVEL) = [9]> then\n switch costume to (2 v)\n Clone at x : [10] y : [8] size : [78]\n show\n else\n if <(LEVEL) = [10]> then\n switch costume to (1 v)\n Clone at x : [47] y : [-100] size : [78]\n show\n else\n if <(LEVEL) = [11]> then\n switch costume to (2 v)\n Clone at x : [208] y : [-104] size : [78]\n show\n else\n if <(LEVEL) = [12]> then\n switch costume to (2 v)\n Clone at x : [59] y : [106] size : [78]\n show\n else\n if <(LEVEL) = [13]> then\n switch costume to (1 v)\n Clone at x : [-216] y : [100] size : [78]\n show\n else\n if <(LEVEL) = [14]> then\n switch costume to (1 v)\n Clone at x : [153] y : [46] size : [78]\n show\n else\n hide\n stop [other scripts in sprite v]\n stop [this script 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\nend\n\nif <(LEVEL) = [15]> then\n switch costume to (2 v)\n Clone at x : [92] y : [90] size : [78]\n show\nelse\n if <(LEVEL) = [16]> then\n switch costume to (1 v)\n Clone at x : [-176] y : [108] size : [78]\n show\n else\n if <(LEVEL) = [17]> then\n switch costume to (1 v)\n Clone at x : [183] y : [48] size : [78]\n show\n else\n hide\n end\n end\nend\n\nif <(LEVEL) = [18]> then\n switch costume to (2 v)\n Clone at x : [189] y : [25] size : [150]\n show\nend\n\ndefine Clone at x : (x) y : (y) size : (size)\nforever\n go to x: (x) y: (y)\n set size to (size) %\nend\n\nwhen flag clicked\nset size to (78) %\nhide\n\nwhen I receive [setup v]\nbroadcast (Delete v)\nshow\ncreate clone of (_myself_ v)\nwait until <(backdrop [number v]) = [2]>\nbroadcast (Delete v)\nshow\ncreate clone of (_myself_ v)\nwait until <(backdrop [number v]) = [3]>\nbroadcast (Delete v)\nshow\ncreate clone of (_myself_ v)\nwait until <(backdrop [number v]) = [4]>\nbroadcast (Delete v)\nshow\ncreate clone of (_myself_ v)\nwait until <(backdrop [number v]) = [5]>\nbroadcast (Delete v)\nbroadcast (Setup v)\nshow\ncreate clone of (_myself_ v)\nwait until <(backdrop [number v]) = [6]>\nbroadcast (Delete v)\nbroadcast (Setup v)\nshow\ncreate clone of (_myself_ v)\nwait until <(backdrop [number v]) = [7]>\nbroadcast (Delete v)\nbroadcast (Setup v)\nshow\ncreate clone of (_myself_ v)\nwait until <(backdrop [number v]) = [8]>\nbroadcast (Delete v)\nbroadcast (Setup v)\nshow\ncreate clone of (_myself_ v)\nwait until <(backdrop [number v]) = [9]>\nbroadcast (Delete v)\nbroadcast (Setup v)\nshow\ncreate clone of (_myself_ v)\nwait until <(backdrop [number v]) = [10]>\nbroadcast (Delete v)\nbroadcast (Setup v)\nshow\ncreate clone of (_myself_ v)\nwait until <(backdrop [number v]) = [11]>\nbroadcast (Delete v)\nbroadcast (Setup v)\nshow\ncreate clone of (_myself_ v)\nwait until <(backdrop [number v]) = [12]>\nbroadcast (Delete v)\nbroadcast (Setup v)\nshow\ncreate clone of (_myself_ v)\nwait until <(backdrop [number v]) = [13]>\nbroadcast (Delete v)\nbroadcast (Setup v)\nshow\ncreate clone of (_myself_ v)\nwait until <(backdrop [number v]) = [14]>\nbroadcast (Delete v)\nbroadcast (Setup v)\nshow\ncreate clone of (_myself_ v)\nwait until <(backdrop [number v]) = [15]>\nbroadcast (Delete v)\nbroadcast (Setup v)\nshow\ncreate clone of (_myself_ v)\nwait until <(backdrop [number v]) = [16]>\nbroadcast (Delete v)\nbroadcast (Setup v)\nshow\ncreate clone of (_myself_ v)\nwait until <(backdrop [number v]) = [17]>\nbroadcast (Delete v)\nbroadcast (Setup v)\nshow\ncreate clone of (_myself_ v)\n\nwhen I receive [next level v]\nwait (2.4) seconds\nbroadcast (Setup v)\n\nwhen I receive [delete v]\nhide\ndelete this clone\n\nwhen flag clicked\nswitch costume to (pick random (1) to (2))\n\nwhen I receive [last backdrop v]\nforever\n show variable [points v]\n show variable [time v]\n show variable [deaths v]\nend\n\n@PLAY BUTTON\n\nwhen flag clicked\nset [level v] to [1]\ngo to x: (23) y: (-70)\nshow\nforever\n if <touching (mouse-pointer v)?> then\n set size to ((size) + (((110) - (size)) / (2))) %\n else\n set size to ((size) + (((90) - (size)) / (2))) %\n end\nend\n\nwhen flag clicked\nforever\n if <(LEVEL) = [1]> then\n show\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n switch backdrop to (backdrop1 v)\n hide\n if <(Level now) = [ON]> then\n end\n else\n hide\n end\nend\n\n@Pen\n\ndefine Run machine\nforever\n if <(Start) = [Yes]> then\n set pen color to (#ef0f0f)\n set pen size to (48)\n pen down\n repeat (4)\n repeat (50)\n change x by (10)\n end\n change y by (-47)\n change pen (color v) by (10)\n repeat (50)\n change x by (-10)\n end\n change y by (-47)\n change pen (color v) by (10)\n end\n set [start v] to [No]\n else\n if <(Start) = [No]> then\n wait until <(Start) = [Yes]>\n end\n end\nend\n\nwhen flag clicked\nset [start v] to [Yes]\ngo to x: (-227) y: (165)\nerase all\nRun machine\nwait (2) seconds\n\ndefine Stop engine\nforever\n stop [other scripts in sprite v]\n erase all\nend\n\nwhen flag clicked\nforever\n if <(backdrop [name v]) = [backdrop1]> then\n Stop engine\n end\nend\n\n@LOGO SCRATCH\n\nwhen flag clicked\nforever\n go to x: (76.5) y: (95)\n set y to ((98) + (([sin v] of (((timer) - (3)) * (420)) ) * (10)))\n if <(backdrop [name v]) = [MENU]> then\n show\n else\n hide\n end\nend\n\n | =========================================\n Colours / A Platformer\n \n Please ❤️ and ⭐ :D \n\nIf this platformer will reach 100❤️ and 75⭐. I'll \nadd part 2 \n \n *****Controls*****\n Arrow keys to move or WASD\n Mobile: touch\n You can wall jump \n \n *****Rules*****\n\n Try to don't touch spikes and lava or a gap\n Collect hearts and stars\n Try to do it as fast as you can \n Have fun !\n=========================================\n Famous ❤️ + ⭐\n\n@AA30072008 ❤️ + ⭐\n@lnfinityCode ❤️\n@GoldFernStudios ❤️\n@CardboardGuy236 ❤️ + ⭐\n@AtomicSapper101 ❤️\n\n |
Archer || A Scrolling Platformer | @Stage\n\nwhen flag clicked\nbroadcast (Start Menu v)\n\n@Blank\n\n@Archer\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\ngo [forward v] (999999999) layers\nset size to (80) %\npoint in direction (-90)\n\nwhen I receive [play game v]\nshow\nhide variable [mouse v]\nset [ghost v] effect to (0)\nswitch costume to (costum4 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 else\n Die\n end\nend\n\ndefine Game On\nset size to (30) %\npoint in direction (-90)\nset [ghost v] effect to (0)\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nset [sy v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nshow\n\ndefine Tick\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or > then\n switch costume to (costume2 v)\n Change Player x by [-8]\nend\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or > then\n switch costume to (costume3 v)\n Change Player x by [8]\nend\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or > then\n if <(in air) < [4]> then\n set [sy v] to [20]\n end\nend\nchange [sy v] by (-2)\nChange Player y by (sy)\nPosition\nTest Die\nchange [scroll x v] by (round (((x) - (SCROLL X)) / (5)))\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nchange [scroll y v] by (round (((y) - (SCROLL Y)) / (4)))\nif <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\nend\nPosition\nif <(y) < [-180]> then\n set [exit v] to [die]\nend\n\ndefine Change Player y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nPosition\nrepeat until <not <touching (ground v)?>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [in air v] to [0]\n end\n Position\n set [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 (ground v)?> then\n repeat (12)\n change [y v] by (1)\n Position\n if <not <touching (ground v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n repeat until <not <touching (ground v)?>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n Position\n end\nend\n\ndefine Die\nset [exit v] to []\nrepeat (4)\n hide\n wait (0.1) seconds\n show\n wait (0.1) seconds\nend\nhide\nwait (0.5) seconds\n\ndefine Test Die\nif <<<touching (enemy v)?> or <touching (enemy3 v)?>> or <<touching (danger v)?> or <<touching (enemy2 v)?> or <touching (enemy4 v)?>>>> then\n set [exit v] to [die]\nend\n\ndefine Win\nhide\nchange [level v] by (1)\n\nwhen I receive [start game v]\nbroadcast (Green Flag v) and wait\nbroadcast (Play Game v) and wait\n\nwhen flag clicked\nhide\n\nwhen I receive [die v]\ngo to x: (0) y: (-62)\n\nwhen flag clicked\nwait (7) seconds\nset [x v] to [0]\nset [y v] to [0]\nset [scroll x v] to [0]\nset [scroll y v] to [0]\n\n@Ground\n\nwhen I receive [green flag v]\nshow\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nshow\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\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 Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [500] 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 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 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 receive [start menu v]\nhide\n\n@Ground2\n\nwhen I receive [green flag v]\nshow\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nshow\ngo to [back v] layer\ngo [backward v] (100) layers\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\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 Clone at x: [360] y: [0]\n Clone at x: [200] 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 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 receive [start menu v]\nhide\n\n@Main Menu\n\nwhen flag clicked\nif <not <(username) = [Thomas282]>> then\n set [☁ who visited my project v] to [1]\nend\ngo to x: (0) y: (0)\n\nwhen this sprite clicked\nbroadcast (Start Game v)\n\nwhen I receive [start menu v]\nwait (9) seconds\nshow\nforever\n if <touching (mouse-pointer v)?> then\n set size to (130) %\n set [brightness v] effect to (20)\n else\n set size to (100) %\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [intructions v]\nhide\n\nwhen I receive [back v]\nshow\n\nwhen I receive [play game v]\nhide\n\n@exit\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <<<(costume [name v]) = [open]> and <touching (archer v)?>> or <key (s v) pressed?>> then\n if <not <(LEVEL) > [3]>> then\n set [exit v] to [win]\n if <not <key (s v) pressed?>> then\n change [arrow v] by (5)\n end\n end\nend\n\nwhen I receive [setup v]\ngo to [back v] layer\nhide\nset [collected v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n go to [front v] layer\n switch costume to (closed v)\n Clone at x: [2050] y: [300]\nelse\n if <(LEVEL) = [2]> then\n go to [front v] layer\n switch costume to (closed v)\n Clone at x: [2080] y: [300]\n else\n if <(LEVEL) = [3]> then\n go to [front v] layer\n switch costume to (closed v)\n Clone at x: [2100] y: [350]\n else\n if <(LEVEL) = [4]> then\n go to [front v] layer\n switch costume to (closed v)\n Clone at x: [3333] y: [600]\n end\n end\n end\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\n\nwhen I receive [open portal v]\nswitch costume to (open v)\n\nwhen I receive [start menu v]\nhide\n\n@Danger\n\nwhen I receive [start menu v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\ngo to [front v] layer\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\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 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) = [3]> then\n switch costume to (level 3 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n else\n if <(LEVEL) = [4]> then\n switch costume to (level 4 1 v)\n Clone at x: [360] 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 [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n@Key\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone (x) (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen [m v] key pressed\nset [mouse v] to (join ((mouse x) + (SCROLL X)) (join [ , ] ((mouse 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 Clone [1000] [70]\n Clone [3000] [200]\nelse\n if <(LEVEL) = [2]> then\n Clone [1000] [250]\n Clone [3000] [70]\n else\n if <(LEVEL) = [3]> then\n Clone [735] [200]\n Clone [3000] [600]\n else\n if <(LEVEL) = [4]> then\n Clone [3000] [600]\n end\n end\n end\nend\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) (((y) - (SCROLL Y)) + ([sin v] of ((timer) * ((100) * (5))) ))\nif <touching (archer v)?> then\n change [collected v] by (1)\n if <(Collected) = [1]> then\n broadcast (open portal v)\n else\n start sound [Collect-Connect v]\n delete this clone\n end\nend\n\nwhen I receive [start menu v]\nhide\n\nwhen I receive [start game v]\nshow\n\n@Write\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [start game v]\nshow\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 Clone [3000] [200]\nelse\n if <(LEVEL) = [2]> then\n Clone [1100] [110]\n else\n if <(LEVEL) = [3]> then\n Clone [3000] [200]\n else\n if <(LEVEL) = [4]> then\n Clone [3000] [200]\n end\n end\n end\nend\n\nwhen I receive [start menu v]\nhide\n\ndefine Clone (x) (y)\nset [x v] to (x)\nset [y v] to (y)\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 show\nelse\n hide\nend\n\n@Arrow\n\nwhen I receive [bow v]\npoint in direction ([direction v] of [bow v])\ncreate clone of (_myself_ v)\n\nwhen flag clicked\ngo to (bow v)\nhide\n\nwhen I start as a clone\ngo to (bow v)\nswitch costume to (arrow v)\nchange volume by (-20)\nshow\nstart sound [fire_bow_sound-mike-koenig.mp3 v]\nrepeat until <<touching (_edge_ v)?> or <<touching (enemy v)?> or <<touching (ground v)?> or <<touching (danger v)?> or <<touching (enemy2 v)?> or <<touching (enemy3 v)?> or <touching (enemy4 v)?>>>>>>>\n move (10) steps\n if <touching (enemy v)?> then\n broadcast (Enemy Defeat v)\n delete this clone\n end\n if <touching (enemy2 v)?> then\n broadcast (Enemy Defeat 2 v)\n delete this clone\n end\n if <touching (enemy3 v)?> then\n broadcast (Enemy Defeat 3 v)\n delete this clone\n end\nend\ndelete this clone\n\n@Bow\n\nwhen flag clicked\nset size to (85) %\nhide\nswitch costume to (no arrow v)\npoint in direction (([direction v] of [archer v]) * (-1))\nforever\n go to (archer v)\n point towards (mouse-pointer v)\nend\n\nwhen [1 v] key pressed\nshow\nswitch costume to (no arrow v)\nset size to (175) %\ngo to (archer v)\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\n\nwhen I receive [play game v]\nshow\ngo to (archer v)\nwait (1) seconds\nforever\n if <<key (space v) pressed?> or <mouse down?>> then\n if <not <(Arrow) = [0]>> then\n change [arrow v] by (-1)\n end\n if <not <(Arrow) = [0]>> then\n if <(costume [number v]) = [1]> then\n switch costume to (no arrow v)\n set volume to (100) %\n start sound [string_tension-mike-koenig v]\n repeat until <(costume [number v]) = [5]>\n next costume\n wait (0.05) seconds\n end\n wait (1) seconds\n broadcast (bow v)\n wait (0.1) seconds\n switch costume to (no arrow v)\n wait (0.2) seconds\n end\n end\n end\nend\n\n@Enemy\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]\ngo to [front v] layer\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n set size to (30) %\n Clone at x: [400] y: [42]\n Clone at x: [400] y: [42]\n Clone at x: [400] y: [42]\n Clone at x: [400] y: [42]\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I receive [enemy defeat v]\ndelete this clone\n\n@Enemy2\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]\ngo to [front v] layer\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n set size to (30) %\n Clone at x: [420] y: [42]\n Clone at x: [420] y: [42]\n Clone at x: [420] y: [42]\n Clone at x: [420] y: [42]\nelse\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen flag clicked\nforever\n if <touching (bow v)?> then\n delete this clone\n end\nend\n\nwhen I receive [enemy defeat 2 v]\ndelete this clone\n\n@Enemy3\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]\ngo to [front v] layer\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n set size to (30) %\n Clone at x: [410] y: [22.5]\n Clone at x: [410] y: [22.5]\n Clone at x: [410] y: [22.5]\n Clone at x: [410] y: [22.5]\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen flag clicked\nforever\n if <touching (bow v)?> then\n delete this clone\n end\nend\n\nwhen I receive [enemy defeat 3 v]\ndelete this clone\n\n@clouds\n\nwhen flag clicked\n\nhide\nforever\n create clone of (_myself_ v)\n wait (13) seconds\nend\n\nwhen I start as a clone\n\ngo to [back v] layer\ngo [forward v] (3) layers\nswitch costume to (pick random (1) to (3))\nset size to (pick random (90) to (110)) %\nset [ghost v] effect to (pick random (20) to (40))\nset y to (pick random (100) to (185))\nset x to (301)\nshow\nrepeat until <<(x position) < [-290]> or <(x position) = [-290]>>\n change x by (-1)\nend\ndelete this clone\n\nwhen I receive [the end v]\n\nstop [other scripts in sprite v]\nhide\n\n@Thumbnail\n\nwhen flag clicked\ngo to [front v] layer\nswitch costume to (thumbnail2 v)\nshow\nwait (3) seconds\nset [ghost v] effect to (200)\n\n@sun\n\nwhen I start as a clone\ngo to [back v] layer\nset size to (100) %\nswitch costume to (fantasia2 v)\nset [ghost v] effect to (50)\nforever\n repeat (45)\n change size by (0.5)\n end\n repeat (45)\n change size by (-0.5)\n end\nend\n\nwhen I receive [play game v]\nshow\ngo to [back v] layer\ngo [backward v] (55555) layers\nswitch costume to (fantasia1 v)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nhide\n\n@Who\n\nwhen flag clicked\nif <not <(username) = [Thomas282]>> then\n Read In Visited Lists\n Add Me To Visited List (username)\n Display and Store Visited List\nend\n\ndefine Read In Visited Lists\ndelete (all) of [who list v]\ndelete (all) of [when list v]\ndelete (all) of [count list v]\nInit Reader (☁ Who visited)\nrepeat until <(parseIdx) > (length of (parseStr))>\n Read String\n add (?Val) to [who list v]\n Read Number\n add (?Val) to [when list v]\n Read Number\n add (?Val) to [count list v]\nend\n\ndefine Init Reader (text)\nset [parsestr v] to (text)\nset [parseidx v] to [1]\n\nwhen flag clicked\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 <(?Val) > [8388608]> then\n set [?val v] to ((?Val) - (16777215))\nend\nchange [parseidx v] by (1)\n\ndefine Write Number (val)\nif <(val) < [0]> then\n set [?val v] to (round ((val) + (16777215)))\nelse\n set [?val v] to (round (val))\nend\nset [parsestr v] to (join (parseStr) (join (length of (?Val)) (?Val)))\n\ndefine Write String (txt)\nWrite Number (length of (txt))\nset [?val v] to []\nset [ti v] to [1]\nrepeat (length of (txt))\n set [tc v] to (letter (ti) of (txt))\n set [ti2 v] to [1]\n repeat until <<(tc) = (letter (ti2) of (_Chars))> or <(ti2) > (length of (_Chars))>>\n change [ti2 v] by (1)\n end\n if <(ti2) < [10]> then\n set [?val v] to (join (?Val) [0])\n end\n set [?val v] to (join (?Val) (ti2))\n change [ti v] by (1)\nend\nset [parsestr v] to (join (parseStr) (?Val))\n\ndefine Read String\nRead Number\nset [parselen v] to (?Val)\nset [?val v] to []\nrepeat (parseLen)\n set [ti2 v] to (((letter (parseIdx) of (parseStr)) * (10)) + (letter ((parseIdx) + (1)) of (parseStr)))\n set [?val v] to (join (?Val) (letter (ti2) of (_Chars)))\n change [parseidx v] by (2)\nend\n\ndefine Add Me To Visited List (who)\nset [whoidx v] to [1]\nset [found? v] to [0]\nrepeat (length of [who list v])\n set [who v] to (item (whoIdx) of [who list v])\n if <(who) = (who)> then\n set [when v] to (item (whoIdx) of [when list v])\n if <(when) = ([floor v] of (days since 2000) )> then\n set [found? v] to [1]\n set [count v] to ((item (whoIdx) of [count list v]) + (1))\n replace item (whoIdx) of [count list v] with (count)\n end\n end\n change [whoidx v] by (1)\nend\nif <(found?) = [0]> then\n insert (who) at (1) of [who list v] \n insert ([floor v] of (days since 2000) ) at (1) of [when list v] \n insert [1] at (1) of [count list v] \nend\n\ndefine Display and Store Visited List\ndelete (all) of [visited list v]\nset [whoidx v] to [1]\nInit Reader []\nset [last when v] to [0]\nrepeat (length of [who list v])\n set [who v] to (item (whoIdx) of [who list v])\n set [when v] to (item (whoIdx) of [when list v])\n set [count v] to (item (whoIdx) of [count list v])\n Write String (who)\n Write Number (when)\n Write Number (count)\n if <not <(last when) = (when)>> then\n set [last when v] to (when)\n set [when v] to (([floor v] of (days since 2000) ) - (when))\n if <(when) = [0]> then\n set [when v] to [Today]\n else\n if <(when) = [1]> then\n set [when v] to [Yesterday]\n else\n set [when v] to (join (when) [ days ago])\n end\n end\n add [] to [visited list v]\n add (join [>>>>> ] (join (when) [ <<<<<])) to [visited list v]\n add [] to [visited list v]\n end\n add (join (who) (join [ x] (count))) to [visited list v]\n change [whoidx v] by (1)\nend\ndelete (1) of [visited list v]\nset [☁ who visited v] to (parseStr)\n\n@Arrow (Enemy)\n\nwhen I receive [bow v]\n\npoint in direction ([direction v] of [bow \(enemy\) v])\ncreate clone of (_myself_ v)\n\nwhen flag clicked\n\ngo to (bow \(enemy\) v)\nhide\n\nwhen I start as a clone\n\ngo to (bow \(enemy\) v)\nswitch costume to (arrow v)\nchange volume by (-20)\nshow\nstart sound [fire_bow_sound-mike-koenig.mp3 v]\nrepeat until <<touching (_edge_ v)?> or <touching (archer v)?>>\n move (10) steps\n if <touching (archer v)?> then\n set [exit v] to [die]\n end\nend\ndelete this clone\n\n@Bow (Enemy)\n\nwhen flag clicked\n\nset size to (85) %\nhide\nswitch costume to (no arrow v)\npoint in direction (([direction v] of [enemy3 v]) * (-1))\nforever\n go to (enemy3 v)\nend\n\nwhen [1 v] key pressed\n\nshow\nswitch costume to (no arrow v)\nset size to (175) %\ngo to (enemy3 v)\n\ndefine Position (x) (y)\n\ngo to x: (x) y: (y)\n\nwhen [right arrow v] key pressed\n\npoint in direction (90)\n\nwhen [left arrow v] key pressed\n\npoint in direction (-90)\n\nwhen I receive [play game v]\n\nshow\ngo to (enemy3 v)\nforever\n if <(distance to [archer v]) < [300]> then\n switch costume to (no arrow v)\n set volume to (100) %\n start sound [string_tension-mike-koenig v]\n repeat until <(costume [number v]) = [5]>\n next costume\n wait (0.05) seconds\n end\n wait (1) seconds\n broadcast (bow 2 v)\n wait (0.1) seconds\n switch costume to (no arrow v)\n wait (0.2) seconds\n end\nend\n\n@writer\n\nwhen I receive [start menu v]\nhide\n\nwhen I receive [green flag v]\nshow\n\nwhen I receive [setup v]\nshow\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [4]> then\n show\nelse\n hide\nend\n\n@Kukla 2\n\nwhen flag clicked\nset [ghost v] effect to (50)\nhide variable [arrow v]\nhide\n\nwhen I receive [play game v]\nset [arrow v] to [12]\nshow variable [arrow v]\nshow\n\n@Story\n\nwhen flag clicked\nhide\n\nwhen I receive [start menu v]\nwait (3) seconds\nshow\ngo to [front v] layer\ngo [forward v] (888888) layers\nswitch costume to (0 v)\nwait (3) seconds\nswitch costume to (1 v)\nrepeat (4)\n next costume\n wait (0.1) seconds\nend\nrepeat (4)\n next costume\n wait (0.05) seconds\nend\nrepeat (4)\n next costume\n wait (0.01) seconds\nend\nrepeat (3)\n next costume\n wait (0.3) seconds\nend\nrepeat (11)\n next costume\n wait (0.07) seconds\nend\nwait (1) seconds\nnext costume\nwait (3) seconds\nnext costume\nwait (2) seconds\nhide\n\n | -------------------------------------\nControls:\nWAD and Arrows to move\nSpacebar or Click Mouse to fire\nPress 'S' to skip level \n(don't try to make bug because you can't find any bug)\n-------------------------------------\n |
Avatar-platformer | @Stage\n\n@Aang\n\nwhen flag clicked\nshow\nswitch costume to (aang-bend v)\ngo to x: (-206) y: (-16)\ngo to [front v] layer\ngo [forward v] (1) layers\ngo [forward v] (1) layers\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 switch costume to (aang-desert3 v)\n end\n if <key (right arrow v) pressed?> then\n change [x v] by (1)\n switch costume to (aang-bend v)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching color (#000000)?> then\n change y by (1)\n end\n if <touching color (#000000)?> then\n change y by (1)\n end\n if <touching color (#000000)?> then\n change y by (1)\n end\n if <touching color (#000000)?> then\n change y by (1)\n end\n if <touching color (#000000)?> then\n change y by (-4)\n change x by ((x) * (-1))\n if <key (up arrow v) pressed?> then\n set [y v] to [15]\n if <([abs v] of (x) ) = (x)> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n set [x v] to [0]\n end\n end\n change y by (y)\n if <touching color (#000000)?> then\n change y by ((y) - ((y) * (2)))\n set [y v] to [0]\n end\n change y by (-1)\n if <<key (up arrow v) pressed?> and <touching color (#000000)?>> then\n set [y v] to [15]\n switch costume to (aang-bend v)\n end\n change y by (1)\n if <key (space v) pressed?> then\n broadcast (Air Bend v)\n end\n if <<touching (fire nation soldier v)?> or <touching color (#ff2727)?>> then\n go to x: (-206) y: (-16)\n end\n if <touching (end if level v)?> then\n broadcast (next level v)\n end\n if <[4] < ([costume # v] of [level floors v])> then\n if <key (w v) pressed?> then\n broadcast (water bend v)\n end\n end\n if <[6] < ([costume # v] of [level floors v])> then\n if <key (r v) pressed?> then\n broadcast (Earth bend v)\n end\n end\n if <([costume # v] of [level floors v]) = [10]> then\n if <key (f v) pressed?> then\n broadcast (Fire bend v)\n end\n end\n if <([costume # v] of [level floors v]) = [11]> then\n hide\n stop [all v]\n end\nend\n\nwhen I receive [next level v]\ngo to x: (-206) y: (-16)\n\n@fire nation soldier\n\nwhen flag clicked\nshow\nswitch costume to (firebender flame left v)\nforever\n if <touching color (#000000)?> then\n wait (2) seconds\n switch costume to (firebender flame left2 v)\n wait (2) seconds\n switch costume to (firebender flame left v)\n end\nend\n\nwhen I receive [damage v]\nhide\nwait (4) seconds\nshow\n\nwhen flag clicked\nforever\n if <([costume # v] of [level floors v]) = [1]> then\n go to x: (45) y: (-10)\n end\n if <([costume # v] of [level floors v]) = [2]> then\n go to x: (164) y: (-10)\n end\n if <([costume # v] of [level floors v]) = [3]> then\n go to x: (65) y: (-7)\n end\n if <([costume # v] of [level floors v]) = [4]> then\n hide\n end\n if <([costume # v] of [level floors v]) = [5]> then\n hide\n end\n if <([costume # v] of [level floors v]) = [6]> then\n hide\n end\n if <([costume # v] of [level floors v]) = [7]> then\n hide\n end\n if <([costume # v] of [level floors v]) = [8]> then\n show\n wait (4) seconds\n go to x: (19) y: (9)\n end\n if <([costume # v] of [level floors v]) = [9]> then\n hide\n end\n if <([costume # v] of [level floors v]) = [10]> then\n hide\n end\n if <([costume # v] of [level floors v]) = [11]> then\n hide\n end\nend\n\nwhen I receive [next level v]\nshow\n\n@Level floors\n\nwhen flag clicked\ngo to [back v] layer\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\n\nwhen I receive [next level v]\nnext costume\n\n@All bends\n\nwhen flag clicked\nhide\nforever\n if <touching (fire nation soldier v)?> then\n hide\n end\nend\n\nwhen I receive [air bend v]\nswitch costume to (air v)\nshow\nif <([costume # v] of [level floors v]) < [11]> then\n go to (aang v)\n glide (1) secs to (fire nation soldier v)\n broadcast (damage v)\n change [whirl v] effect by (522)\n hide\nelse\n go to (avatar state aang v)\n glide (1) secs to (ozi v)\n broadcast (damage v)\n change [whirl v] effect by (522)\n hide\nend\n\nwhen I receive [water bend v]\nshow\nswitch costume to (water v)\nif <([costume # v] of [level floors v]) < [11]> then\n go to (aang v)\n glide (1) secs to (fire nation soldier v)\n broadcast (damage v)\n hide\nelse\n go to (avatar state aang v)\n glide (1) secs to (ozi v)\n broadcast (damage v)\n hide\nend\n\nwhen I receive [earth bend v]\nset [whirl v] effect to (0)\nswitch costume to (earth v)\nshow\nif <([costume # v] of [level floors v]) < [11]> then\n go to (aang v)\n glide (1) secs to (fire nation soldier v)\n broadcast (damage v)\n hide\nelse\n go to (avatar state aang v)\n glide (1) secs to (ozi v)\n broadcast (damage v)\n hide\nend\n\nwhen I receive [fire bend v]\nswitch costume to (fire v)\nshow\nif <([costume # v] of [level floors v]) < [11]> then\n go to (aang v)\n glide (0.5) secs to (fire nation soldier v)\n broadcast (damage v)\n hide\nelse\n go to (avatar state aang v)\n glide (0.5) secs to (ozi v)\n broadcast (damage v)\n hide\nend\n\n@End if level\n\nwhen flag clicked\nshow\ngo to [front v] layer\nforever\n if <([costume # v] of [level floors v]) = [1]> then\n go to x: (175) y: (70)\n end\n if <([costume # v] of [level floors v]) = [2]> then\n go to x: (182) y: (-27)\n end\n if <([costume # v] of [level floors v]) = [3]> then\n go to x: (182) y: (-27)\n end\n if <([costume # v] of [level floors v]) = [4]> then\n go to x: (188) y: (-10)\n end\n if <([costume # v] of [level floors v]) = [5]> then\n go to x: (155) y: (-15)\n end\n if <([costume # v] of [level floors v]) = [6]> then\n go to x: (172) y: (-28)\n end\n if <([costume # v] of [level floors v]) = [7]> then\n go to x: (81) y: (120)\n end\n if <([costume # v] of [level floors v]) = [8]> then\n go to x: (177) y: (-21)\n end\n if <([costume # v] of [level floors v]) = [9]> then\n go to x: (-179) y: (98)\n end\n if <([costume # v] of [level floors v]) = [10]> then\n go to x: (130) y: (-86)\n end\n if <([costume # v] of [level floors v]) = [11]> then\n hide\n end\nend\n\n@Ozi\n\nwhen flag clicked\nhide variable [ozi's lifes v]\nhide\nforever\n if <([costume # v] of [level floors v]) = [11]> then\n show\n broadcast (OZI TIME! v)\n end\nend\n\nwhen I receive [ozi time! v]\nshow variable [ozi's lifes v]\nset [ozi's lifes v] to [10]\nswitch costume to (ozai v)\ngo to x: (59) y: (153)\nwait (1) seconds\nswitch costume to (ozai fly v)\nglide (1) secs to x: (-31) y: (-103)\nswitch costume to (ozai v)\nsay [WHERE DID YOU GO AVATAR?!] for (2) seconds\nwait (1) seconds\nswitch costume to (ozai flame v)\nwait (1) seconds\nswitch costume to (ozai flame2 v)\nwait (0.4) seconds\nswitch costume to (ozai flame3 v)\nwait (0.4) seconds\nswitch costume to (ozai flame4 v)\nwait (0.4) seconds\nswitch costume to (ozai fly v)\nglide (1) secs to x: (-28) y: (73)\nsay [Show your self!] for (2) seconds\nbroadcast (show your self v)\nwait (7) seconds\nforever\n wait (3) seconds\n glide (1) secs to (random position v)\n switch costume to (ozai flame3 v)\n wait (1) seconds\n switch costume to (ozai flame5 v)\n wait (5) seconds\n switch costume to (ozai fly v)\nend\n\nwhen I receive [ozi time! v]\nforever\n if <touching (all bends v)?> then\n change [ozi's lifes v] by (-1)\n say [Argh!] for (2) seconds\n end\n if <(Ozi's Lifes) < [0]> then\n hide\n broadcast (WIN! v)\n stop [this script v]\n end\nend\n\n@Avatar state aang\n\nwhen flag clicked\nhide variable [aang's lifes v]\ngo to [front v] layer\nhide\n\nwhen I receive [show your self v]\nswitch costume to (avatar state aang v)\ngo to x: (-202) y: (-94)\nset [brightness v] effect to (100)\nshow\nwait (0.5) seconds\nrepeat (4)\n wait (1) seconds\n change [brightness v] effect by (-25)\nend\nsay [Prepare to be destroyed Fire Lord!] for (2) seconds\nset [x v] to [0]\nset [y v] to [0]\nshow variable [aang's lifes v]\nset [aang's lifes v] to [3]\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 (level floors v)?> then\n change y by (1)\n end\n if <touching (level floors v)?> then\n change y by (1)\n end\n if <touching (level floors v)?> then\n change y by (1)\n end\n if <touching (level floors v)?> then\n change y by (1)\n end\n if <touching (level floors 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 change y by (y)\n if <touching (level floors 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 (level floors v)?>> then\n set [y v] to [15]\n end\n change y by (1)\n if <key (space v) pressed?> then\n say [You will fight no longer, Fire Lord!] for (2) seconds\n switch costume to (hype avatar state v)\n end\n if <(costume [name v]) = [Hype Avatar state]> then\n if <key (space v) pressed?> then\n broadcast (Air Bend v)\n end\n if <key (r v) pressed?> then\n broadcast (Earth bend v)\n end\n if <key (f v) pressed?> then\n broadcast (Fire bend v)\n end\n if <key (w v) pressed?> then\n broadcast (water bend v)\n end\n end\n if <touching (ozi v)?> then\n go to x: (-195) y: (-92)\n change [aang's lifes v] by (-1)\n end\n if <[0] > (Aang's Lifes)> then\n switch costume to (r.i.p v)\n stop [this script v]\n end\nend\n\nwhen I receive [win! v]\nswitch costume to (avatar state aang v)\nsay [We won! You did it!] for (2) seconds\n\n | (Click green flag multiple times before playing!)\nYou are the Avatar, you must complete levels of this platformer to collect new bending skills! Fight fire benders along the way to bring peace! ☮✌ Unlock amazing power to make your path easier and get help from friends along the way!---------->⭐?✅\n___________________\nPress green flag twice\nArrow keys to move \nSpace to airbend\nW to water bend\nF to fire bend\nR to earth bend\nWatch out, fire benders don't stay down forever!\n(At the final battle, press space to go into the HYPER AVATAR STATE!)\n___________________ |
Good vs Evil | A Platformer (Mobile Friendly) | @Stage\n\nwhen flag clicked\nset volume to (100) %\nswitch backdrop to (intro v)\n\nwhen I receive [start the platformer v]\nif <(Evil/Good?) = [Evil]> then\n switch backdrop to (lava background v)\nelse\n if <(Evil/Good?) = [Good]> then\n switch backdrop to (sky background v)\n end\nend\n\nwhen I receive [start home screen v]\nswitch backdrop to (home screen v)\n\nwhen I receive [choose your side v]\nswitch backdrop to (choose your side v)\n\nwhen I receive [mobile or pc? v]\nswitch backdrop to (mobile or pc? v)\n\nwhen I receive [start the platformer v]\nstop all sounds\nif <(Evil/Good?) = [Good]> then\n forever\n play sound [Sunlight v] until done\n end\nelse\n forever\n play sound [best dramatic music ever!! v] until done\n end\nend\n\nwhen I receive [choose your shop side v]\nswitch backdrop to (choose your side v)\n\nwhen I receive [show the blooming text again v]\nswitch backdrop to (home screen v)\n\nwhen I receive [turn music off v]\nrepeat (10)\n change volume by (-10)\nend\nset volume to (0) %\n\nwhen I receive [turn music on v]\nrepeat (10)\n change volume by (10)\nend\nset volume to (100) %\n\nwhen flag clicked\nwait (1) seconds\nset [evil/good? v] to []\n\nset [evil/good? v] to []\n\nswitch backdrop to (thumbnail v)\n\n@Intro 1\n\nwhen flag clicked\nhide\nwait (2.3) seconds\nforever\n create clone of (_myself_ v)\n wait (.3) seconds\nend\n\nwhen I start as a clone\nswitch costume to (blank v)\nset [speed3 v] to [10]\nset [ghost v] effect to (15)\nset size to (100) %\ngo to x: (0) y: (0)\ngo to [back v] layer\ngo [forward v] (1) layers\nshow\nrepeat (10)\n change size by (Speed3)\n change [speed3 v] by (-1)\nend\ndelete this clone\n\nwhen flag clicked\nset rotation style [all around v]\nforever\n turn right (15) degrees\nend\n\nwhen [timer v] > (0.4)\nhide\n\nwhen flag clicked\nforever\n if <(end intro?) = [1]> then\n forever\n stop [other scripts in sprite v]\n end\n end\nend\n\n@Intro 2\n\nwhen flag clicked\nhide\nwait (2.3) seconds\nrepeat until <(end intro?) = [1]>\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(pick random (1) to (3)) = [1]> then\n switch costume to (red v)\nelse\n if <(pick random (1) to (3)) = [2]> then\n switch costume to (yellow v)\n else\n if <(pick random (1) to (3)) = [3]> then\n switch costume to (blue v)\n end\n end\nend\nset [ghost v] effect to (30)\ngo to x: (0) y: (0)\nset rotation style [all around v]\nshow\npoint in direction (pick random (0) to (360))\nrepeat (16)\n move (10) steps\nend\ndelete this clone\n\nwhen flag clicked\nset [end intro? v] to [0]\nwait (7.5) seconds\nset [end intro? v] to [1]\nstop all sounds\nwait (1) seconds\nbroadcast (Start home screen v)\n\nwhen [timer v] > (0.4)\nhide\n\n@Intro 3\n\nwhen flag clicked\nhide\nwait (2.3) seconds\nshow\ngo to [front v] layer\npoint in direction (90)\nswitch costume to (untitled drawing \(28\) v)\nset size to (100) %\nrepeat until <(end intro?) = [1]>\n set [speed v] to [-10]\n repeat (20)\n change size by (Speed)\n change [speed v] by (1)\n end\n set size to (100) %\nend\nhide\n\nwhen flag clicked\nstart sound [TheFatRat - Infinite Power!2 v]\n\nwhen [timer v] > (0.4)\nhide\n\n@Player?\n\nwhen I start as a clone\nset rotation style [all around v]\nrepeat (40)\n turn right (15) degrees\n change y by (10)\n change [ghost v] effect by (2.5)\nend\nset [ghost v] effect to (0)\nhide\ndelete this clone\n\nwhen I receive [next skin v]\nnext costume\nif <(costume [number v]) = [1]> then\n next costume\nend\nset [skin v] to (costume [number v])\n\nwhen I receive [previous skin v]\nswitch costume to ((costume [number v]) - (1))\nif <(costume [number v]) = [1]> then\n switch costume to ((costume [number v]) - (1))\nend\nset [skin v] to (costume [number v])\n\nwhen flag clicked\nset [left/right? v] to [90]\nforever\n if <(direction) = [-90]> then\n set [left/right? v] to [-90]\n broadcast (left v)\n else\n set [left/right? v] to [90]\n broadcast (right v)\n end\nend\n\nwhen [timer v] > (0.4)\nhide\n\nwhen flag clicked\nforever\n if <<touching (le bouncy v)?> or <touching (le bouncy2 v)?>> then\n set [player?: yv v] to [20]\n end\nend\n\nwhen flag clicked\nset [success!? v] to [0]\nrepeat until <(Success!?) = [1]>\n \n broadcast (Success!!! v)\n set [success!? v] to [1]\n end\nend\nchange [☁ koalas saved v] by (1)\nforever\n hide\nend\n\nwhen I receive [success!!! v]\nforever\n hide\n go to [back v] layer\nend\n\nwhen flag clicked\nforever\n if <(x position) > [239]> then\n change [cash v] by (10)\n wait (0.01) seconds\n broadcast (Transition v)\n go to x: (-200) y: (-33)\n broadcast (Next Level v)\n end\nend\n\nwhen flag clicked\nhide variable [deaths v]\nhide variable [time taken v]\n\nwhen I receive [start the platformer v]\nshow\ngo to x: (-200) y: (-33)\nset [player?: xv v] to [0]\nset [player?: yv v] to [0]\n\nwhen flag clicked\nhide\nforever\n set rotation style [left-right v]\nend\n\nwhen flag clicked\nforever\n if <touching (speeeeeeeed!!!!!!!!! v)?> then\n change x by (30)\n end\nend\n\nwhen I receive [next level v]\ngo to x: (-200) y: (-33)\n\nwhen flag clicked\nset [deaths v] to [0]\n\nwhen I start as a clone\n\nwhen I receive [start the platformer v]\nif <(Evil/Good?) = [Evil]> then\n switch costume to (evil default v)\nelse\n if <(Evil/Good?) = [Good]> then\n switch costume to (good default v)\n end\nend\nif <(PC or Mobile?) = [PC]> then\n show\n set rotation style [left-right v]\n set size to (15) %\n set [player?: xv v] to [0]\n set [player?: yv v] to [0]\n forever\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [player?: xv v] by (1)\n point in direction (90)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [player?: xv v] by (-1)\n point in direction (-90)\n end\n set [player?: xv v] to ((Player?: Xv) * (0.825))\n change x by (Player?: Xv)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change x by ((Player?: Xv) * (-2))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(Player?: Xv) > [0]> then\n set [player?: xv v] to [-5]\n else\n set [player?: xv v] to [5]\n end\n set [player?: yv v] to [10]\n else\n set [player?: xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [player?: yv v] by (-1)\n change y by (Player?: Yv)\n if <touching (ground v)?> then\n change y by ((Player?: Yv) * (-1))\n set [player?: yv v] to [0]\n end\n change y by (-1)\n if <touching (ground v)?> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [player?: yv v] to [13]\n end\n end\n if then\n set [ghost v] effect to (0)\n create clone of (_myself_ v)\n wait (0.01) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n set [ghost v] effect to (0)\n go to x: (-200) y: (-33)\n change [deaths v] by (1)\n change [☁ worldwide deaths v] by (1)\n set [player?: xv v] to [0]\n end\n change y by (1)\n end\nelse\n if <(Evil/Good?) = [Evil]> then\n switch costume to (evil default v)\n else\n if <(Evil/Good?) = [Good]> then\n switch costume to (good default v)\n end\n end\n if <(PC or Mobile?) = [Mobile]> then\n show\n set rotation style [left-right v]\n set size to (15) %\n set [player?: xv v] to [0]\n set [player?: yv v] to [0]\n forever\n if <<mouse down?> and <(mouse x) > (x position)>> then\n change [player?: xv v] by (1)\n point in direction (90)\n end\n if <<mouse down?> and <(mouse x) < (x position)>> then\n change [player?: xv v] by (-1)\n point in direction (-90)\n end\n set [player?: xv v] to ((Player?: Xv) * (0.825))\n change x by (Player?: Xv)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change x by ((Player?: Xv) * (-2))\n change y by (-5)\n if <<mouse down?> and <(mouse y) > (y position)>> then\n if <(Player?: Xv) > [0]> then\n set [player?: xv v] to [-5]\n else\n set [player?: xv v] to [5]\n end\n set [player?: yv v] to [10]\n else\n set [player?: xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [player?: yv v] by (-1)\n change y by (Player?: Yv)\n if <touching (ground v)?> then\n change y by ((Player?: Yv) * (-1))\n set [player?: yv v] to [0]\n end\n change y by (-1)\n if <touching (ground v)?> then\n if <<mouse down?> and <((mouse y) - (y position)) > [50]>> then\n set [player?: yv v] to [13]\n end\n end\n if <<<<<touching (death v)?> or <touching (spike v)?>> or <touching (water v)?>> or <touching (lava v)?>> or <touching (acid rain residue4 v)?>> then\n set [ghost v] effect to (0)\n create clone of (_myself_ v)\n repeat (10)\n change [ghost v] effect by (10)\n end\n set [ghost v] effect to (0)\n go to x: (-200) y: (-33)\n change [deaths v] by (1)\n change [☁ worldwide deaths v] by (1)\n set [player?: xv v] to [0]\n end\n change y by (1)\n end\n end\nend\n\nwhen I receive [next costume v]\nnext costume\n\nwhen I receive [previous coustume v]\nswitch costume to ((costume [number v]) - (1))\n\nwhen flag clicked\nbroadcast (blinkblinkblinkblink v)\n\nwhen I receive [success!!! v]\nforever\n hide\nend\n\nwhen I receive [back from menu v]\nshow\n\nwhen flag clicked\nforever\n if <(Skin Bought/Chosen) = [Blue]> then\n switch costume to (blue skin v)\n else\n if <(Skin Bought/Chosen) = [Green]> then\n switch costume to (green skin v)\n else\n if <(Skin Bought/Chosen) = [Red]> then\n switch costume to (red skin v)\n else\n if <(Skin Bought/Chosen) = [Gold]> then\n switch costume to (gold skin v)\n else\n if <(Skin Bought/Chosen) = [Pink]> then\n switch costume to (pink skin v)\n else\n if <(Skin Bought/Chosen) = [cheekyscuola]> then\n switch costume to (cheekyscuola skin v)\n else\n if <(Skin Bought/Chosen) = [levi_minecraft]> then\n switch costume to (levi_minecraft skin v)\n else\n if <(Skin Bought/Chosen) = [duoof]> then\n switch costume to (duoof skin v)\n else\n if <(Skin Bought/Chosen) = [Sunny Day]> then\n switch costume to (sunny day skin v)\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nset [ghost v] effect to (0)\n\nwhen I receive [back from menu v]\nset [ghost v] effect to (100)\nrepeat (10)\n set y to (-120)\nend\nset [ghost v] effect to (0)\nset y to (-84)\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nforever\n if <touching (water v)?> then\n change [player?: yv v] by (2)\n end\nend\n\nswitch costume to (clone trail v)\nset size to (35) %\nrepeat (10)\n change size by (-3.5)\nend\ndelete this clone\n\ndefine Dead/Restart\nset [ghost v] effect to (0)\ncreate clone of (_myself_ v)\nrepeat (10)\n change [ghost v] effect by (10)\nend\nset [ghost v] effect to (0)\ngo to x: (-200) y: (-33)\nset [player?: xv v] to [0]\n\nwhen I receive [restart v]\nDead/Restart\n\nwhen I receive [settings v]\nif <(Is Settings Open?) = [Yes]> then\n set [ghost v] effect to (100)\nend\n\nwhen I receive [back from da settings v]\nset [ghost v] effect to (0)\n\nwhen flag clicked\nforever\n if <<(Home Screen?) = [No]> and <<not <(Evil/Good?) = []>> and <not <(PC or Mobile?) = []>>>> then\n show\n else\n hide\n end\nend\n\n@Ground\n\nwhen flag clicked\nset [drawing level finished? v] to [1]\nhide\nswitch costume to (random land v)\ngo to x: (-2) y: (5)\ngo to [front v] layer\n\ndefine Touch Ground <up?>\nchange [falling v] by (1)\nrepeat until <not <touching (ground v)?>>\n change y by (1)\n set [falling v] to [0]\n set [speed y v] to [0]\nend\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [8]> then\n broadcast (Show Fake Lava v)\n end\nend\n\nwhen flag clicked\nset [time taken v] to [0]\nforever\n if <(costume [number v]) = [9]> then\n broadcast (Hide Next Level v)\n end\nend\n\nwhen I receive [start the platformer v]\nshow\n\nwhen [timer v] > (0.4)\nhide variable [deaths v]\nhide variable [time taken v]\nhide\n\nwhen flag clicked\nforever\n if <not <(costume [number v]) = [8]>> then\n broadcast (Hide Fake Lava v)\n else\n broadcast (Show Fake Lava v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [11]> then\n broadcast (Hide Infected Water v)\n end\nend\n\nwhen flag clicked\nset pen size to (10)\nerase all\nset pen color to (#767676)\n\nwhen flag clicked\nset [stop effects v] to [0]\nforever\n if <(costume [number v]) = [14]> then\n broadcast (Escape!! v)\n set [stop effects v] to [1]\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [3]> then\n broadcast (Acid Rain Residue coordinates Lv3 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [2]> then\n broadcast (Acid Rain Residue Lv2 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [5]> then\n broadcast (Acid Rain Residue Lv5 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [4]> then\n broadcast (Acid Rain Residue Lv4 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [1]> then\n broadcast (Acid Rain Residue Lv6 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [7]> then\n broadcast (Show Speeeeeeeed!!!!! v)\n end\nend\n\nwhen flag clicked\nset [ghost v] effect to (0)\nforever\n if <(costume [number v]) = [5]> then\n broadcast (guard v)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nshow\nforever\n if <(costume [number v]) = [10]> then\n broadcast (Show move platform v)\n end\nend\n\nwhen flag clicked\nset volume to (90) %\n\nwhen I receive [start the platformer v]\nif <(Evil/Good?) = [Evil]> then\n switch costume to (evil lvl 1 v)\nelse\n if <(Evil/Good?) = [Good]> then\n switch costume to (good lvl 1 v)\n end\nend\n\nwhen flag clicked\nforever\n if <not <<<(costume [number v]) = [14]> or <<(costume [number v]) = [15]> or <(costume [number v]) = [16]>>> or <(costume [number v]) = [1]>>> then\n broadcast (Fire!!!!!! v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [16]> then\n broadcast (water v)\n end\nend\n\nbroadcast (Start the Platformer v)\n\nwhen I receive [start music again v]\nset volume to (100) %\n\nwhen I receive [stop music temporairily v]\nset volume to (0) %\n\nwhen flag clicked\nhide\n\nwhen I receive [start the platformer v]\nshow\n\nwhen flag clicked\nforever\n\n\n\nbroadcast (Acid Rain Residue coordinates Lv3 v)\n\nwhen I receive [good skin shop v]\nset [ghost v] effect to (100)\n\nwhen I receive [evil skin shop v]\nset [ghost v] effect to (100)\n\nwhen I receive [hide shop v]\nset [ghost v] effect to (0)\n\nwhen I receive [show tasks v]\nset [ghost v] effect to (100)\n\nwhen I receive [hide tasks v]\nset [ghost v] effect to (0)\n\nwhen flag clicked\nswitch costume to (random land v)\nset [level of game :p v] to [0]\nforever\n if <<(costume [number v]) = [1]> or <(costume [number v]) = [23]>> then\n set [level of game :p v] to [1]\n else\n if <<(costume [number v]) = [2]> or <(costume [number v]) = [24]>> then\n set [level of game :p v] to [2]\n else\n if <<(costume [number v]) = [3]> or <(costume [number v]) = [25]>> then\n set [level of game :p v] to [3]\n else\n if <<(costume [number v]) = [4]> or <(costume [number v]) = [26]>> then\n set [level of game :p v] to [4]\n else\n if <<(costume [number v]) = [5]> or <(costume [number v]) = [27]>> then\n set [level of game :p v] to [5]\n else\n if <<(costume [number v]) = [6]> or <(costume [number v]) = [28]>> then\n set [level of game :p v] to [6]\n else\n if <<(costume [number v]) = [7]> or <(costume [number v]) = [29]>> then\n set [level of game :p v] to [7]\n else\n if <<(costume [number v]) = [8]> or <(costume [number v]) = [30]>> then\n set [level of game :p v] to [8]\n else\n if <<(costume [number v]) = [9]> or <(costume [number v]) = [31]>> then\n set [level of game :p v] to [9]\n else\n if <<(costume [number v]) = [10]> or <(costume [number v]) = [32]>> then\n set [level of game :p v] to [10]\n else\n if <<(costume [number v]) = [11]> or <(costume [number v]) = [33]>> then\n set [level of game :p v] to [11]\n else\n if <<(costume [number v]) = [12]> or <(costume [number v]) = [34]>> then\n set [level of game :p v] to [12]\n else\n if <<(costume [number v]) = [13]> or <(costume [number v]) = [35]>> then\n set [level of game :p v] to [13]\n else\n if <<(costume [number v]) = [14]> or <(costume [number v]) = [36]>> then\n set [level of game :p v] to [14]\n else\n if <<(costume [number v]) = [15]> or <(costume [number v]) = [37]>> then\n set [level of game :p v] to [15]\n else\n if <<(costume [number v]) = [16]> or <(costume [number v]) = [38]>> then\n set [level of game :p v] to [16]\n else\n if <<(costume [number v]) = [17]> or <(costume [number v]) = [39]>> then\n set [level of game :p v] to [17]\n else\n if <<(costume [number v]) = [18]> or <(costume [number v]) = [40]>> then\n set [level of game :p v] to [18]\n else\n if <<(costume [number v]) = [19]> or <(costume [number v]) = [41]>> then\n set [level of game :p v] to [19]\n else\n if <<(costume [number v]) = [20]> or <(costume [number v]) = [42]>> then\n set [level of game :p v] to [20]\n else\n if <<(costume [number v]) = [21]> or <(costume [number v]) = [43]>> then\n set [level of game :p v] to [21]\n else\n if <<(costume [number v]) = [22]> or <(costume [number v]) = [44]>> then\n set [level of game :p v] to [22]\n else\n set [level of game :p v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<(Level of game :P) = [5]> or <(Level of game :P) = [25]>> then\n broadcast (level 5 passed v)\n forever\n stop [this script v]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<(Level of game :P) = [10]> or <(Level of game :P) = [30]>> then\n broadcast (level 10 passed v)\n forever\n stop [this script v]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<(Level of game :P) = [15]> or <(Level of game :P) = [35]>> then\n broadcast (level 15 passed v)\n forever\n stop [this script v]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<(Level of game :P) = [22]> or <(Level of game :P) = [44]>> then\n broadcast (complete the platformer v)\n forever\n stop [this script v]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Evil/Good?) = [Good]> then\n broadcast (da good side has been chosen v)\n forever\n stop [this script v]\n end\n else\n if <(Evil/Good?) = [Evil]> then\n broadcast (da evil side has been chosen v)\n forever\n stop [this script v]\n end\n end\n end\nend\n\nwhen I receive [start home screen v]\nswitch costume to (random land v)\n\n@Death\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\n\nwhen I receive [start the platformer v]\nshow\n\nwhen [timer v] > (0.4)\nhide\n\nwhen I receive [success!!! v]\nhide\n\nwhen flag clicked\nhide\nforever\n go to [front v] layer\nend\n\nwhen I receive [text v]\nhide\n\n@Branding\n\nwhen flag clicked\nset [timer v] to [0]\nforever\n change [timer v] by (0.01)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [mobile? v]\nhide\n\nwhen I receive [start home screen v]\nshow\nforever\n point in direction ((90) + (([cos v] of (((timer) - (3)) * (400)) ) * (10)))\nend\n\nwhen I receive [start home screen v]\nstart sound [Fortnite - Original Main Menu Music \[Theme OST VGM Soundtrack\].mp3 v]\ngo to x: (11) y: (-50)\nset size to (100) %\nshow\nforever\n if <touching (mouse-pointer v)?> then\n repeat until <(size) = [110]>\n change size by (2)\n end\n else\n repeat until <(size) = [100]>\n change size by (-2)\n end\n end\nend\n\nwhen I receive [start home screen v]\nshow\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 I receive [choose your side v]\nhide\n\nwhen I receive [menu v]\nshow\n\nwhen I receive [back from menu v]\nhide\n\nwhen I receive [show the blooming text again v]\nshow\n\nwhen I receive [choose your shop side v]\nhide\n\nwhen I receive [evil skin shop v]\nhide\n\nwhen I receive [good skin shop v]\nhide\n\nwhen I receive [hide shop v]\nshow\n\nwhen I receive [mobile or pc? v]\nhide\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen I receive [show tasks v]\nhide\n\nwhen I receive [hide tasks v]\nshow\n\n@Play\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n wait until <not <touching (mouse-pointer v)?>>\n end\nend\n\nplay sound [hoverSFX v] until done\n\nwhen [timer v] > (0.4)\nhide\n\nwhen I receive [start home screen v]\nshow\n\nwhen I receive [start the platformer v]\nshow\n\nwhen flag clicked\ngo to x: (0) y: (-80)\nhide\n\nwhen I receive [start home screen v]\nshow\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 I receive [start home screen v]\nset size to (100) %\nshow\nforever\n if <touching (mouse-pointer v)?> then\n repeat until <(size) = [110]>\n change size by (2)\n end\n else\n repeat until <(size) = [100]>\n change size by (-2)\n end\n end\nend\n\nwhen this sprite clicked\nif <(Good/Evil Side Chosen?) = [1]> then\n hide\n broadcast (mobile or pc? v)\nelse\n hide\n broadcast (choose your side v)\nend\n\nwhen I receive [choose your side v]\nhide\n\nwhen I receive [start the platformer v]\nhide\n\nwhen I receive [back from menu v]\nhide\n\nwhen I receive [choose your shop side v]\nhide\n\nwhen I receive [show the blooming text again v]\nshow\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen I receive [evil skin shop v]\nhide\n\nwhen I receive [good skin shop v]\nhide\n\nwhen I receive [hide shop v]\nif <(menu back/forward) = [Back]> then\n hide\nelse\n show\nend\n\nwhen I receive [show tasks v]\nhide\n\nwhen I receive [hide tasks v]\nshow\n\nwhen I receive [hide tasks v]\nif <(is game menu is?) = [Yes]> then\n hide\nelse\n show\nend\n\n@Shop\n\nwhen flag clicked\ngo to x: (100) y: (-80)\nhide\n\nwhen I receive [start the platformer v]\nshow\n\nwhen I receive [start home screen v]\nshow\n\nwhen [timer v] > (0.4)\nhide\n\nwhen I receive [start home screen v]\nshow\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 I receive [start home screen v]\nset size to (100) %\nshow\nforever\n if <touching (mouse-pointer v)?> then\n repeat until <(size) = [110]>\n change size by (2)\n end\n else\n repeat until <(size) = [100]>\n change size by (-2)\n end\n end\nend\n\nwhen I receive [choose your side v]\nhide\n\nwhen I receive [start the platformer v]\nhide\n\nwhen I receive [menu v]\nshow\n\nwhen I receive [back from menu v]\nhide\n\nwhen this sprite clicked\nset [shop? v] to [Show]\nbroadcast (Good Skin Shop v)\n\nif <(Evil/Good?) = [Evil]> then\n broadcast (Evil Skin Shop v)\nelse\n if <(Evil/Good?) = [Good]> then\n broadcast (Good Skin Shop v)\n else\n set [good/evil side chosen? v] to [1]\n broadcast (choose your shop side v)\n end\nend\n\nwhen I receive [choose your shop side v]\nhide\n\nwhen I receive [show the blooming text again v]\nshow\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen I receive [evil skin shop v]\nhide\n\nwhen I receive [good skin shop v]\nhide\n\nwhen I receive [hide shop v]\nshow\n\nwhen flag clicked\nset [good/evil side chosen? v] to []\n\nwhen I receive [mobile or pc? v]\nhide\n\nset [good/evil side chosen? v] to []\n\nwhen I receive [show tasks v]\nhide\n\nwhen I receive [hide tasks v]\nshow\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n wait until <not <touching (mouse-pointer v)?>>\n end\nend\n\nplay sound [hoverSFX v] until done\n\n@Tasks\n\nwhen flag clicked\nset [tasks? v] to []\ngo to x: (-100) y: (-80)\nhide\n\nwhen I receive [start the platformer v]\nhide\n\nwhen I receive [start home screen v]\nshow\n\nwhen [timer v] > (0.4)\nhide\n\nwhen I receive [start home screen v]\nshow\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 I receive [start home screen v]\nset size to (100) %\nshow\nforever\n if <touching (mouse-pointer v)?> then\n repeat until <(size) = [110]>\n change size by (2)\n end\n else\n repeat until <(size) = [100]>\n change size by (-2)\n end\n end\nend\n\nwhen I receive [choose your side v]\nhide\n\nwhen I receive [start the platformer v]\nhide\n\nwhen I receive [menu v]\nshow\n\nwhen I receive [back from menu v]\nhide\n\nwhen I receive [choose your shop side v]\nhide\n\nwhen I receive [show the blooming text again v]\nshow\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen I receive [evil skin shop v]\nhide\n\nwhen I receive [good skin shop v]\nhide\n\nwhen I receive [hide shop v]\nshow\n\nwhen I receive [mobile or pc? v]\nhide\n\nwhen this sprite clicked\nset [tasks? v] to [Show]\nbroadcast (Show Tasks v)\n\nwhen I receive [show tasks v]\nhide\n\nwhen I receive [hide tasks v]\nshow\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n wait until <not <touching (mouse-pointer v)?>>\n end\nend\n\nplay sound [hoverSFX v] until done\n\n@Mobile?\n\nwhen I receive [choose your side v]\nhide\n\nwhen I receive [start the platformer v]\nhide\n\nwhen flag clicked\nset [pc or mobile? v] to []\nset [evil/good? v] to []\nhide\ngo to x: (-97) y: (-20)\n\nwhen I receive [mobile or pc? v]\nshow\n\nwhen I receive [start home screen v]\nset size to (100) %\nforever\n if <touching (mouse-pointer v)?> then\n repeat until <(size) = [110]>\n change size by (2)\n end\n else\n repeat until <(size) = [100]>\n change size by (-2)\n end\n end\nend\n\nwhen I receive [start home screen v]\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\nset [pc or mobile? v] to [Mobile]\nbroadcast (Start the Platformer v)\nhide\n\nwhen I receive [start the platformer v]\nhide\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n broadcast (Button Sound Effect duh v)\n wait until <not <touching (mouse-pointer v)?>>\n end\nend\n\n@PC?\n\nwhen flag clicked\nhide\ngo to x: (97) y: (-20)\n\nwhen I receive [start the platformer v]\nhide\n\nwhen I receive [choose your side v]\nhide\n\nwhen I receive [mobile or pc? v]\nshow\n\nwhen I receive [start home screen v]\nset size to (100) %\nforever\n if <touching (mouse-pointer v)?> then\n repeat until <(size) = [110]>\n change size by (2)\n end\n else\n repeat until <(size) = [100]>\n change size by (-2)\n end\n end\nend\n\nwhen I receive [start home screen v]\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\nset [pc or mobile? v] to [PC]\nhide\nbroadcast (Start the Platformer v)\ncreate clone of (sun v)\n\nwhen I receive [start the platformer v]\nhide\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n broadcast (Button Sound Effect duh v)\n wait until <not <touching (mouse-pointer v)?>>\n end\nend\n\n@Good Side\n\nwhen I receive [choose your side v]\nshow\n\nwhen I receive [start the platformer v]\nhide\n\nwhen flag clicked\nhide\ngo to x: (-97) y: (-20)\n\nwhen this sprite clicked\nhide\nbroadcast (mobile or pc? v)\nset [evil/good? v] to [Good]\n\nwhen I receive [start home screen v]\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 I receive [start home screen v]\nset size to (100) %\nforever\n if <touching (mouse-pointer v)?> then\n repeat until <(size) = [110]>\n change size by (2)\n end\n else\n repeat until <(size) = [100]>\n change size by (-2)\n end\n end\nend\n\nhide\n\nwhen I receive [start the platformer v]\nhide\n\nwhen I receive [mobile or pc? v]\nhide\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n broadcast (Button Sound Effect duh v)\n wait until <not <touching (mouse-pointer v)?>>\n end\nend\n\n@Evil Side\n\nwhen I receive [choose your side v]\nshow\n\nwhen I receive [start the platformer v]\nhide\n\nwhen flag clicked\nhide\ngo to x: (97) y: (-20)\n\nwhen this sprite clicked\nhide\nbroadcast (mobile or pc? v)\nset [evil/good? v] to [Evil]\n\nwhen I receive [start home screen v]\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 I receive [start home screen v]\nset size to (100) %\nforever\n if <touching (mouse-pointer v)?> then\n repeat until <(size) = [110]>\n change size by (2)\n end\n else\n repeat until <(size) = [100]>\n change size by (-2)\n end\n end\nend\n\nwhen I receive [start the platformer v]\nhide\n\nwhen I receive [mobile or pc? v]\nhide\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n broadcast (Button Sound Effect duh v)\n wait until <not <touching (mouse-pointer v)?>>\n end\nend\n\n@Menu\n\nwhen flag clicked\nset [is game menu is? v] to []\ngo to x: (-210) y: (150)\nhide\n\nwhen I receive [start the platformer v]\nshow\n\nwhen I receive [start home screen v]\nset [is game menu is? v] to [No]\nhide\n\nwhen [timer v] > (0.4)\nhide\n\nwhen I receive [start the platformer v]\nset size to (100) %\nshow\nforever\n if <touching (mouse-pointer v)?> then\n repeat until <(size) = [110]>\n change size by (2)\n end\n else\n repeat until <(size) = [100]>\n change size by (-2)\n end\n end\nend\n\nwhen I receive [start the platformer v]\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\nset [is game menu is? v] to [Yes]\nif <(menu back/forward) = [forward]> then\n broadcast (menu v)\n set [menu back/forward v] to [back]\n set [is game menu is? v] to [Yes]\nelse\n broadcast (back from menu v)\n set [menu back/forward v] to [forward]\n set [is game menu is? v] to [No]\nend\n\nwhen flag clicked\nset [menu back/forward v] to []\nforever\n go to [front v] layer\nend\n\nwhen I receive [good skin shop v]\nhide\n\nwhen I receive [hide shop v]\nif <(is game menu is?) = [Yes]> then\n show\nelse\n hide\nend\n\nbroadcast (menu v)\nset [menu back/forward v] to [back]\n\nbroadcast (back from menu v)\nset [menu back/forward v] to [forward]\n\nwhen I receive [show tasks v]\nhide\n\nwhen I receive [hide tasks v]\nif <(is game menu is?) = [Yes]> then\n show\nelse\n hide\nend\n\nset [cash v] to [500]\n\nwhen flag clicked\nforever\n if <touching (player? v)?> then\n set [ghost v] effect to (75)\n else\n if <not <touching (player? v)?>> then\n set [ghost v] effect to (0)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n broadcast (Button Sound Effect duh v)\n wait until <not <touching (mouse-pointer v)?>>\n end\nend\n\nwhen flag clicked\nforever\n if then\n show\n else\n hide\n end\nend\n\nwhen I receive [start the platformer v]\nforever\n if <<(On/Off 1) = [1]> and <<<(Is Settings Open?) = [Yes]> and <not <(Tasks?) = [Show]>>> and <<not <(Home Screen?) = [Yes]>> and <not <(Shop?) = [Show]>>>>> then\n show\n else\n if <<(On/Off 1) = [0]> or <<(Shop?) = [Show]> or <<(Tasks?) = [Show]> or <<(Home Screen?) = [Yes]> or <(Is Settings Open?) = [Yes]>>>>> then\n hide\n end\n end\nend\n\nset [cash v] to [100]\n\n@Skip\n\nwhen flag clicked\nset [is game menu is? v] to []\ngo to x: (-138) y: (150)\nhide\n\nwhen I receive [start the platformer v]\nshow\n\nwhen I receive [start home screen v]\nset [is game menu is? v] to [No]\nhide\n\nwhen [timer v] > (0.4)\nhide\n\nwhen I receive [start the platformer v]\nset size to (100) %\nshow\nforever\n if <touching (mouse-pointer v)?> then\n repeat until <(size) = [110]>\n change size by (2)\n end\n else\n repeat until <(size) = [100]>\n change size by (-2)\n end\n end\nend\n\nwhen I receive [start the platformer v]\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (-20)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen this sprite clicked\nif <(username) = [cheekyscuola]> then\n broadcast (Next Level v)\n wait (0.01) seconds\nelse\n broadcast (Permission to Skip? v) and wait\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen I receive [good skin shop v]\nhide\n\nwhen I receive [hide shop v]\nhide\n\nbroadcast (menu v)\nset [menu back/forward v] to [back]\n\nbroadcast (back from menu v)\nset [menu back/forward v] to [forward]\n\nwhen I receive [show tasks v]\nhide\n\nwhen I receive [hide tasks v]\nif <(is game menu is?) = [Yes]> then\n show\nelse\n hide\nend\n\nwhen I receive [menu v]\nhide\n\nwhen I receive [back from menu v]\nshow\n\nwhen flag clicked\nforever\n if <touching (player? v)?> then\n set [ghost v] effect to (75)\n else\n if <not <touching (player? v)?>> then\n set [ghost v] effect to (0)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n wait until <not <touching (mouse-pointer v)?>>\n end\nend\n\nbroadcast (Button Sound Effect duh v)\n\nhide\n\nwhen I receive [hide tasks v]\nhide\n\nwhen I receive [start the platformer v]\nforever\n if <<<(On/Off 1) = [1]> and <(Is Settings Open?) = [Yes]>> and <<not <(Home Screen?) = [Yes]>> and <not <(is game menu is?) = [Yes]>>>> then\n show\n else\n if <<(On/Off 1) = [0]> or <<(Is Settings Open?) = [No]> or <<(Home Screen?) = [Yes]> or <(is game menu is?) = [Yes]>>>> then\n hide\n end\n end\nend\n\nask [Skiping a level will cost you £30. Are you sure that you want to skip this level? \(Type YES or NO\)] and wait\n\n@Restart\n\nwhen flag clicked\nset [is game menu is? v] to []\ngo to x: (-66) y: (150)\nhide\n\nwhen I receive [start the platformer v]\nshow\n\nwhen I receive [start home screen v]\nset [is game menu is? v] to [No]\nhide\n\nwhen [timer v] > (0.4)\nhide\n\nwhen I receive [start the platformer v]\nset size to (100) %\nshow\nforever\n if <touching (mouse-pointer v)?> then\n repeat until <(size) = [110]>\n change size by (2)\n end\n else\n repeat until <(size) = [100]>\n change size by (-2)\n end\n end\nend\n\nwhen I receive [start the platformer v]\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 (Restart v)\nwait (0.01) seconds\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen I receive [good skin shop v]\nhide\n\nwhen I receive [hide shop v]\nhide\n\nif <(is game menu is?) = [Yes]> then\n show\nelse\nend\n\nbroadcast (menu v)\nset [menu back/forward v] to [back]\n\nbroadcast (back from menu v)\nset [menu back/forward v] to [forward]\n\nwhen I receive [show tasks v]\nhide\n\nwhen I receive [hide tasks v]\nif <(is game menu is?) = [Yes]> then\n show\nelse\n hide\nend\n\nwhen I receive [menu v]\nhide\n\nwhen flag clicked\nforever\n if <touching (player? v)?> then\n set [ghost v] effect to (75)\n else\n if <not <touching (player? v)?>> then\n set [ghost v] effect to (0)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n broadcast (Button Sound Effect duh v)\n wait until <not <touching (mouse-pointer v)?>>\n end\nend\n\nwhen I receive [back from menu v]\nshow\n\nwhen I receive [hide tasks v]\nhide\n\nwhen I receive [start the platformer v]\nforever\n if <<<(On/Off 1) = [1]> and <(Is Settings Open?) = [Yes]>> and <<not <(Home Screen?) = [Yes]>> and <not <(is game menu is?) = [Yes]>>>> then\n show\n else\n if <<(On/Off 1) = [0]> or <<(Is Settings Open?) = [No]> or <<(Home Screen?) = [Yes]> or <(is game menu is?) = [Yes]>>>> then\n hide\n end\n end\nend\n\n@Gui\n\nwhen flag clicked\nforever\n go to (mouse-pointer v)\n Sense\nend\n\ndefine Sense\nswitch costume to (sense v)\nshow\nset [ghost v] effect to (20)\ngo to [front v] layer\nif <touching (play v)?> then\n switch costume to (play v)\nelse\n if <touching (tasks v)?> then\n switch costume to (tasks v)\n else\n if <touching (shop v)?> then\n switch costume to (shop v)\n else\n if <touching (menu v)?> then\n switch costume to (menu v)\n else\n if <touching (vexento - empty v)?> then\n switch costume to (vexento - empty v)\n else\n if <touching (lights \[dream trance\] v)?> then\n switch costume to (lights \[dream trance\] v)\n else\n if <touching (random v)?> then\n switch costume to (random v)\n else\n if <touching (back button v)?> then\n switch costume to (back v)\n else\n if <touching (marshmello - alone v)?> then\n switch costume to (marshmello - alone v)\n else\n if <touching (thefatrat - windfall v)?> then\n switch costume to (thefatrat - windfall v)\n else\n if <<touching (?? v)?> or <touching (??? v)?>> then\n switch costume to (??? v)\n else\n if <touching (disfigure - blank v)?> then\n switch costume to (disfigure - blank v)\n else\n if <touching (thefatrat - time lapse v)?> then\n switch costume to (thefatrat - time lapse v)\n else\n if <touching (vexento - we are one v)?> then\n switch costume to (vexento - we are one v)\n else\n if <touching (revenge v)?> then\n switch costume to (revenge v)\n else\n if <touching (vexento - pegasus v)?> then\n switch costume to (vexento - pegasus v)\n else\n if <touching (never gonna give you up v)?> then\n switch costume to (never gonna give you up v)\n else\n if <touching (avicii - levels v)?> then\n switch costume to (avicii - levels v)\n else\n if <<touching (cloud v)?> and <(Random variable1) = [0]>> then\n switch costume to (highscore v)\n else\n if <<touching (instructions v)?> and <(Random variable2) = [0]>> then\n switch costume to (instructions v)\n else\n if <touching (costume selection v)?> then\n switch costume to (costume selection v)\n else\n if <(LOL variable) = [1]> then\n go to [front v] layer\n switch costume to (resume v)\n else\n if <<touching (pause/play button v)?> and <([costume # v] of [pause/play button v]) = [1]>> then\n switch costume to (pause v)\n else\n hide\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\n go [forward v] (99) layers\nend\n\nwhen I receive [menu v]\nforever\n go to [front v] layer\n go [forward v] (99) layers\nend\n\nwhen I receive [start home screen v]\nforever\n go to [front v] layer\n go [forward v] (99) layers\nend\n\n@Clouds\n\nwhen I start as a clone\nif <not <(Home Screen?) = [Yes]>> then\n go [backward v] (pick random (10) to (20)) layers\n go to x: (190) y: (pick random (-90) to (190))\n set [ghost v] effect to (pick random (50) to (90))\n set size to (pick random (100) to (300)) %\n show\n set [cloud speed v] to ((size) / (120))\n repeat until <[-240] > (x position)>\n change x by ((Cloud Speed) / (-1))\n end\n delete this clone\nelse\n delete this clone\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start the platformer v]\nif <(Evil/Good?) = [Good]> then\n forever\n wait (0.7) seconds\n create clone of (_myself_ v)\n end\nelse\n hide\nend\n\n@Awesome Particles\n\nwhen I start as a clone\nif <not <(Home Screen?) = [Yes]>> then\n set [ghost v] effect to (65)\n go to [back v] layer\n show\n if <(size) > [99]> then\n glide (4) secs to x: (x position) y: (200)\n delete this clone\n end\n if <(size) > [80]> then\n glide (3) secs to x: (x position) y: (200)\n delete this clone\n end\n if <(size) > [65]> then\n glide (2) secs to x: (x position) y: (200)\n delete this clone\n end\n if <(size) > [50]> then\n glide (1.5) secs to x: (x position) y: (200)\n delete this clone\n end\n if <(size) > [40]> then\n glide (1) secs to x: (x position) y: (200)\n delete this clone\n end\nelse\n delete this clone\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start the platformer v]\nif <(Evil/Good?) = [Evil]> then\n forever\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\n end\nelse\n hide\nend\n\nwhen I receive [stop all v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@Cash\n\nwhen I start as a clone\nshow\nforever\n go to [front v] layer\n set size to (125) %\n go to x: (((Coindigits) * (20)) - (-160)) y: (160)\n if <<(length of (cashdisplay)) < (Coindigits)> or <<(Tasks?) = [Show]> or <<(Shop?) = [Show]> or <(Home Screen?) = [Yes]>>>> then\n hide\n else\n show\n go to [front v] layer\n switch costume to (letter (Coindigits) of (cashdisplay))\n end\nend\n\nwhen flag clicked\nset [shop? v] to [0]\nforever\n if <(Cash) < [1000]> then\n set [cashdisplay v] to (round (Cash))\n end\n if <<(Cash) > ((1000) - (1))> and <(Cash) < [1000000]>> then\n set [cashdisplay v] to (join ((round (((Cash) / (1000)) * (100))) / (100)) [K])\n end\nend\n\nwhen I receive [start the platformer v]\nwait (1) seconds\nset [coindigits v] to [1]\nrepeat (30)\n create clone of (_myself_ v)\n change [coindigits v] by (1)\nend\nhide\n\nwhen flag clicked\nforever\n set [show cash for the blooming shop! v] to (join [£] (Cash))\nend\n\nwhen flag clicked\nhide variable [show cash for the blooming shop! v]\n\nwhen I receive [good skin shop v]\nshow variable [show cash for the blooming shop! v]\n\nwhen I receive [evil skin shop v]\nshow variable [show cash for the blooming shop! v]\n\nwhen I receive [hide shop v]\nhide variable [show cash for the blooming shop! v]\n\nwhen flag clicked\nset [playing? v] to []\nforever\n if <<(is game menu is?) = [Yes]> or <<(Shop?) = [Show]> or <<(Home Screen?) = [Yes]> or <(Tasks?) = [Show]>>>> then\n set [playing? v] to [No]\n else\n set [playing? v] to [Yes]\n end\nend\n\nwhen I receive [start the platformer v]\nset [playing? v] to [Yes]\n\nwhen flag clicked\nset [playing? v] to []\n\nwhen I receive [start home screen v]\nset [home screen? v] to [Yes]\nforever\n if <<(PC or Mobile?) = [PC]> or <(PC or Mobile?) = [Mobile]>> then\n set [home screen? v] to [No]\n else\n set [home screen? v] to [Yes]\n end\nend\n\nwhen I start as a clone\nforever\n if <touching (player? v)?> then\n set [ghost v] effect to (75)\n else\n if <not <touching (player? v)?>> then\n set [ghost v] effect to (0)\n end\n end\nend\n\n@Money Box! xD\n\nwhen flag clicked\nhide\n\nwhen I receive [start the platformer v]\nshow\n\nwhen [timer v] > (0.4)\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [hide shop v]\nif <(is game menu is?) = [No]> then\n hide\nelse\n show\nend\n\nwhen I receive [back from menu v]\nshow\n\nwhen I receive [good skin shop v]\nhide\n\nwhen I receive [evil skin shop v]\nhide\n\nwhen I receive [show tasks v]\nhide\n\nwhen I receive [hide tasks v]\nshow\n\nwhen I receive [hide tasks v]\nif <(is game menu is?) = [No]> then\n hide\nelse\n show\nend\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\n go to [front v] layer\nend\n\nwhen flag clicked\nforever\n if <touching (player? v)?> then\n set [ghost v] effect to (75)\n else\n if <not <touching (player? v)?>> then\n set [ghost v] effect to (0)\n end\n end\nend\n\nwhen I receive [settings v]\n\nwhen I receive [start home screen v]\nhide\n\n@Shop Background\n\nif <(Evil/Good?) = [Evil]> then\n broadcast (Evil Skin Shop v)\nelse\n if <(Evil/Good?) = [Good]> then\n broadcast (Good Skin Shop v)\n end\nend\n\nwhen I receive [evil skin shop v]\nshow\nswitch costume to (evil v)\n\nwhen I receive [good skin shop v]\nshow\nswitch costume to (default v)\n\nwhen flag clicked\nhide\n\nwhen I receive [back from menu v]\nhide\n\nwhen I receive [next level v]\nhide\n\nwhen I receive [start home screen v]\nhide\n\nwhen I receive [start the platformer v]\nhide\n\nwhen flag clicked\nforever\n\ngo to [front v] layer\n\nwhen I receive [hide shop v]\nhide\n\nwhen [timer v] > (0.4)\nhide\n\n@Good Shop Side Thing\n\nwhen I receive [choose your shop side v]\nshow\n\nwhen I receive [start the platformer v]\nhide\n\nwhen flag clicked\nhide\ngo to x: (-97) y: (-20)\n\nwhen this sprite clicked\nhide\nset [evil/good? v] to [Good]\nbroadcast (show the blooming text again v)\n\nwhen I receive [start home screen v]\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 I receive [start home screen v]\nset size to (100) %\nforever\n if <touching (mouse-pointer v)?> then\n repeat until <(size) = [110]>\n change size by (2)\n end\n else\n repeat until <(size) = [100]>\n change size by (-2)\n end\n end\nend\n\nwhen I receive [start the platformer v]\nhide\n\nwhen I receive [mobile or pc? v]\nhide\n\nwhen I receive [show the blooming text again v]\nhide\n\n@Evil Shop Side Thing\n\nwhen I receive [choose your shop side v]\nshow\n\nwhen I receive [start the platformer v]\nhide\n\nwhen flag clicked\nhide\ngo to x: (97) y: (-20)\n\nwhen this sprite clicked\nhide\nset [evil/good? v] to [Evil]\nbroadcast (show the blooming text again v)\n\nwhen I receive [start home screen v]\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 I receive [start home screen v]\nset size to (100) %\nforever\n if <touching (mouse-pointer v)?> then\n repeat until <(size) = [110]>\n change size by (2)\n end\n else\n repeat until <(size) = [100]>\n change size by (-2)\n end\n end\nend\n\nwhen I receive [start the platformer v]\nhide\n\nwhen I receive [mobile or pc? v]\nhide\n\nwhen I receive [show the blooming text again v]\nhide\n\n@Back Button (Tasks)\n\nwhen flag clicked\ngo to x: (-199) y: (144)\nhide\n\nwhen [timer v] > (0.4)\nhide\n\nwhen I receive [show tasks v]\nshow\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen this sprite clicked\nset [tasks? v] to [Hide]\nbroadcast (Hide Tasks v)\nhide\n\nwhen I receive [start home screen v]\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 I receive [start home screen v]\nset size to (50) %\nforever\n if <touching (mouse-pointer v)?> then\n repeat until <(size) = [60]>\n change size by (2)\n end\n else\n repeat until <(size) = [50]>\n change size by (-2)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n broadcast (Button Sound Effect duh v)\n wait until <not <touching (mouse-pointer v)?>>\n end\nend\n\nwhen [timer v] > (0.4)\nhide\n\n@Back Button (Shop)\n\nwhen flag clicked\ngo to x: (-199) y: (144)\nhide\n\nwhen [timer v] > (0.4)\nhide\n\nwhen I receive [evil skin shop v]\nshow\n\nwhen I receive [good skin shop v]\nshow\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen this sprite clicked\nset [shop? v] to [Hide]\nbroadcast (Hide Shop v)\nhide\n\nwhen I receive [start home screen v]\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 I receive [start home screen v]\nset size to (50) %\nforever\n if <touching (mouse-pointer v)?> then\n repeat until <(size) = [60]>\n change size by (2)\n end\n else\n repeat until <(size) = [50]>\n change size by (-2)\n end\n end\nend\n\nset [menu back/forward v] to [forward]\nwait (0.01) seconds\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n broadcast (Button Sound Effect duh v)\n wait until <not <touching (mouse-pointer v)?>>\n end\nend\n\nwhen [timer v] > (0.4)\nhide\n\n@Blue Skin\n\nwhen flag clicked\ngo to x: (-150) y: (50)\nhide\n\nwhen [timer v] > (0.4)\nhide\n\nwhen I receive [good skin shop v]\nshow\n\nwhen I receive [evil skin shop v]\nshow\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen I receive [hide shop v]\nhide\n\nwhen I receive [start home screen v]\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 I receive [start home screen v]\nforever\n if <touching (mouse-pointer v)?> then\n repeat until <(size) = [110]>\n change size by (2)\n end\n else\n repeat until <(size) = [100]>\n change size by (-2)\n end\n end\nend\n\nwhen this sprite clicked\nif <(Bought?) = [Yes]> then\n broadcast (Blue Skin v)\n switch costume to (bought v)\n set [skin bought/chosen v] to [Blue]\nelse\n if <<not <(costume [number v]) = [2]>> and <<(Cash) > [5]> or <(Cash) = [5]>>> then\n set [bought? v] to [Yes]\n if <<(Cash) > [5]> or <(Cash) = [5]>> then\n change [cash v] by (-5)\n wait (0.01) seconds\n broadcast (Blue Skin v)\n switch costume to (bought v)\n set [skin bought/chosen v] to [Blue]\n end\n else\n switch costume to (blue skin v)\n end\nend\n\nwhen flag clicked\nswitch costume to (blue skin v)\nset [skin bought/chosen v] to []\nset [bought? v] to []\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [2]> then\n forever\n switch costume to (bought v)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Bought?) = [Yes]> then\n switch costume to (bought v)\n else\n switch costume to (blue skin v)\n end\nend\n\nwhen flag clicked\nset [bought? v] to []\nforever\n if <touching (mouse-pointer v)?> then\n broadcast (Button Sound Effect duh v)\n wait until <not <touching (mouse-pointer v)?>>\n end\nend\n\nwhen [timer v] > (0.4)\nhide\n\n@Green Skin\n\nwhen flag clicked\nswitch costume to (green skin v)\ngo to x: (-150) y: (0)\nhide\n\nwhen [timer v] > (0.4)\nhide\n\nwhen I receive [good skin shop v]\nshow\n\nwhen I receive [evil skin shop v]\nshow\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen I receive [hide shop v]\nhide\n\nwhen I receive [start home screen v]\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 I receive [start home screen v]\nforever\n if <touching (mouse-pointer v)?> then\n repeat until <(size) = [110]>\n change size by (2)\n end\n else\n repeat until <(size) = [100]>\n change size by (-2)\n end\n end\nend\n\nset [skin bought/chosen v] to [Green]\n\nwhen this sprite clicked\nif <(Bought?) = [Yes]> then\n broadcast (Green Skin v)\n switch costume to (bought v)\n set [skin bought/chosen v] to [Green]\nelse\n if <<not <(costume [number v]) = [2]>> and <<(Cash) > [15]> or <(Cash) = [15]>>> then\n set [bought? v] to [Yes]\n if <<(Cash) > [15]> or <(Cash) = [15]>> then\n change [cash v] by (-15)\n wait (0.01) seconds\n broadcast (Green Skin v)\n switch costume to (bought v)\n set [skin bought/chosen v] to [Green]\n end\n else\n switch costume to (green skin v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [2]> then\n forever\n switch costume to (bought v)\n end\n end\nend\n\nwhen flag clicked\nset [bought? v] to []\nforever\n if <(Bought?) = [Yes]> then\n switch costume to (bought v)\n else\n switch costume to (blue skin v)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n broadcast (Button Sound Effect duh v)\n wait until <not <touching (mouse-pointer v)?>>\n end\nend\n\nwhen [timer v] > (0.4)\nhide\n\n@Red Skin\n\nwhen flag clicked\nswitch costume to (red skin v)\ngo to x: (-150) y: (-50)\nhide\n\nwhen [timer v] > (0.4)\nhide\n\nwhen I receive [good skin shop v]\nshow\n\nwhen I receive [evil skin shop v]\nshow\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen I receive [hide shop v]\nhide\n\nwhen I receive [start home screen v]\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 I receive [start home screen v]\nforever\n if <touching (mouse-pointer v)?> then\n repeat until <(size) = [110]>\n change size by (2)\n end\n else\n repeat until <(size) = [100]>\n change size by (-2)\n end\n end\nend\n\nwhen this sprite clicked\nif <(Bought?) = [Yes]> then\n broadcast (Red Skin v)\n switch costume to (bought v)\n set [skin bought/chosen v] to [Red]\nelse\n if <<not <(costume [number v]) = [2]>> and <<(Cash) > [30]> or <(Cash) = [30]>>> then\n set [bought? v] to [Yes]\n if <<(Cash) > [30]> or <(Cash) = [30]>> then\n change [cash v] by (-30)\n wait (0.01) seconds\n broadcast (Red Skin v)\n switch costume to (bought v)\n set [skin bought/chosen v] to [Red]\n end\n else\n switch costume to (red skin v)\n end\nend\n\nif <not <(costume [number v]) = [2]>> then\n set [boughtred v] to [Yes]\n if <<(Cash) > [30]> or <(Cash) = [30]>> then\n change [cash v] by (-30)\n wait (0.01) seconds\n broadcast (Red Skin v)\n switch costume to (sold v)\n set [skin bought/chosen v] to [Red]\n end\nelse\n broadcast (Red Skin v)\n set [skin bought/chosen v] to [Red]\nend\n\nwhen flag clicked\nset [bought? v] to []\nforever\n if <(costume [number v]) = [2]> then\n forever\n switch costume to (bought v)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Bought?) = [Yes]> then\n forever\n switch costume to (bought v)\n end\n else\n switch costume to (blue skin v)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n broadcast (Button Sound Effect duh v)\n wait until <not <touching (mouse-pointer v)?>>\n end\nend\n\nwhen [timer v] > (0.4)\nhide\n\n@Gold Skin\n\nwhen flag clicked\nset [bought? v] to []\nswitch costume to (gold skin v)\ngo to x: (-150) y: (-100)\nhide\n\nwhen [timer v] > (0.4)\nhide\n\nwhen I receive [good skin shop v]\nshow\n\nwhen I receive [evil skin shop v]\nshow\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen I receive [hide shop v]\nhide\n\nwhen I receive [start home screen v]\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 I receive [start home screen v]\nforever\n if <touching (mouse-pointer v)?> then\n repeat until <(size) = [110]>\n change size by (2)\n end\n else\n repeat until <(size) = [100]>\n change size by (-2)\n end\n end\nend\n\nset [skin bought/chosen v] to [Blue]\n\nwhen this sprite clicked\nif <(Bought?) = [Yes]> then\n broadcast (Gold Skin v)\n switch costume to (bought v)\n set [skin bought/chosen v] to [Gold]\nelse\n if <<not <(costume [number v]) = [2]>> and <<(Cash) > [50]> or <(Cash) = [50]>>> then\n set [bought? v] to [Yes]\n if <<(Cash) > [50]> or <(Cash) = [50]>> then\n change [cash v] by (-50)\n wait (0.01) seconds\n broadcast (Gold Skin v)\n switch costume to (bought v)\n set [skin bought/chosen v] to [Gold]\n end\n else\n switch costume to (gold skin v)\n end\nend\n\nif <not <(costume [number v]) = [2]>> then\n if <<(Cash) > [50]> or <(Cash) = [50]>> then\n change [cash v] by (-50)\n wait (0.01) seconds\n broadcast (Gold Skin v)\n switch costume to (sold v)\n set [skin bought/chosen v] to [Gold]\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [2]> then\n forever\n switch costume to (bought v)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n broadcast (Button Sound Effect duh v)\n wait until <not <touching (mouse-pointer v)?>>\n end\nend\n\nwhen [timer v] > (0.4)\nhide\n\n@Pink Skin\n\nwhen flag clicked\nswitch costume to (pink skin v)\ngo to x: (-45) y: (50)\nhide\n\nwhen [timer v] > (0.4)\nhide\n\nwhen I receive [good skin shop v]\nshow\n\nwhen I receive [evil skin shop v]\nshow\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen I receive [hide shop v]\nhide\n\nwhen I receive [start home screen v]\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 I receive [start home screen v]\nforever\n if <touching (mouse-pointer v)?> then\n repeat until <(size) = [110]>\n change size by (2)\n end\n else\n repeat until <(size) = [100]>\n change size by (-2)\n end\n end\nend\n\nwhen this sprite clicked\nif <(Bought?) = [Yes]> then\n broadcast (Pink Skin v)\n switch costume to (bought v)\n set [skin bought/chosen v] to [Pink]\nelse\n if <<not <(costume [number v]) = [2]>> and <<(Cash) > [50]> or <(Cash) = [50]>>> then\n set [bought? v] to [Yes]\n if <<(Cash) > [50]> or <(Cash) = [50]>> then\n change [cash v] by (-50)\n wait (0.01) seconds\n broadcast (Pink Skin v)\n switch costume to (bought v)\n set [skin bought/chosen v] to [Pink]\n end\n else\n switch costume to (pink skin v)\n end\nend\n\nif <not <(costume [number v]) = [2]>> then\n if <<(Cash) > [50]> or <(Cash) = [50]>> then\n change [cash v] by (-50)\n wait (0.01) seconds\n broadcast (Pink Skin v)\n switch costume to (sold v)\n set [skin bought/chosen v] to [Pink]\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [2]> then\n forever\n switch costume to (bought v)\n end\n end\nend\n\nshow\ngo to [front v] layer\n\nwhen flag clicked\nforever\n if <<(Shop?) = [Show]> and <touching (mouse-pointer v)?>> then\n broadcast (Button Sound Effect duh v)\n wait until <not <touching (mouse-pointer v)?>>\n end\nend\n\nwhen flag clicked\nset [bought? v] to []\n\nshow\n\n\n\nwhen [timer v] > (0.4)\nhide\n\n@cheekyscuola Skin\n\nwhen flag clicked\nswitch costume to (cheekyscuola skin v)\ngo to x: (-45) y: (0)\nhide\n\nwhen [timer v] > (0.4)\nhide\n\nwhen I receive [good skin shop v]\nshow\n\nwhen I receive [evil skin shop v]\nshow\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen I receive [hide shop v]\nhide\n\nwhen I receive [start home screen v]\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 I receive [start home screen v]\nforever\n if <touching (mouse-pointer v)?> then\n repeat until <(size) = [110]>\n change size by (2)\n end\n else\n repeat until <(size) = [100]>\n change size by (-2)\n end\n end\nend\n\nset [skin bought/chosen v] to [Blue]\n\nwhen this sprite clicked\nif <(Bought?) = [Yes]> then\n broadcast (cheekyscuola Skin v)\n switch costume to (bought v)\n set [skin bought/chosen v] to [cheekyscuola]\nelse\n if <<not <(costume [number v]) = [2]>> and <<(Cash) > [50]> or <(Cash) = [50]>>> then\n set [bought? v] to [Yes]\n if <<(Cash) > [100]> or <(Cash) = [100]>> then\n change [cash v] by (-100)\n wait (0.01) seconds\n broadcast (cheekyscuola Skin v)\n switch costume to (bought v)\n set [skin bought/chosen v] to [cheekyscuola]\n end\n else\n switch costume to (cheekyscuola skin v)\n end\nend\n\nif <not <(costume [number v]) = [2]>> then\n if <<(Cash) > [50]> or <(Cash) = [50]>> then\n change [cash v] by (-50)\n wait (0.01) seconds\n broadcast (Pink Skin v)\n switch costume to (sold v)\n set [skin bought/chosen v] to [Pink]\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [2]> then\n forever\n switch costume to (bought v)\n end\n end\nend\n\nshow\ngo to [front v] layer\n\nwhen flag clicked\nforever\n if <<(Shop?) = [Show]> and <touching (mouse-pointer v)?>> then\n broadcast (Button Sound Effect duh v)\n wait until <not <touching (mouse-pointer v)?>>\n end\nend\n\n\n\nwhen flag clicked\nset [bought? v] to []\n\nshow\n\n\n\nhide\n\nwhen [timer v] > (0.4)\nhide\n\n@levi_minecraft Skin\n\nwhen flag clicked\nswitch costume to (levi_minecraft skin v)\ngo to x: (-45) y: (-50)\nhide\n\nwhen [timer v] > (0.4)\nhide\n\nwhen I receive [good skin shop v]\nshow\n\nwhen I receive [evil skin shop v]\nshow\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen I receive [hide shop v]\nhide\n\nwhen I receive [start home screen v]\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 I receive [start home screen v]\nforever\n if <touching (mouse-pointer v)?> then\n repeat until <(size) = [110]>\n change size by (2)\n end\n else\n repeat until <(size) = [100]>\n change size by (-2)\n end\n end\nend\n\nset [skin bought/chosen v] to [Blue]\n\nwhen this sprite clicked\nif <(Bought?) = [Yes]> then\n broadcast (Levi_minecraft Skin v)\n switch costume to (bought v)\n set [skin bought/chosen v] to [levi_minecraft]\nelse\n if <<not <(costume [number v]) = [2]>> and <<(Cash) > [100]> or <(Cash) = [100]>>> then\n set [bought? v] to [Yes]\n if <<(Cash) > [100]> or <(Cash) = [100]>> then\n change [cash v] by (-100)\n wait (0.01) seconds\n broadcast (Levi_minecraft Skin v)\n switch costume to (bought v)\n set [skin bought/chosen v] to [levi_minecraft]\n end\n else\n switch costume to (levi_minecraft skin v)\n end\nend\n\nif <not <(costume [number v]) = [2]>> then\n if <<(Cash) > [50]> or <(Cash) = [50]>> then\n change [cash v] by (-50)\n wait (0.01) seconds\n broadcast (Pink Skin v)\n switch costume to (sold v)\n set [skin bought/chosen v] to [Pink]\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [2]> then\n forever\n switch costume to (bought v)\n end\n end\nend\n\nshow\ngo to [front v] layer\n\nwhen flag clicked\nforever\n if <<(Shop?) = [Show]> and <touching (mouse-pointer v)?>> then\n broadcast (Button Sound Effect duh v)\n wait until <not <touching (mouse-pointer v)?>>\n end\nend\n\n\n\nwhen flag clicked\nset [bought? v] to []\n\nshow\n\n\n\nhide\n\nwhen [timer v] > (0.4)\nhide\n\n@duoof Skin\n\nwhen flag clicked\nswitch costume to (duoof skin v)\ngo to x: (-45) y: (-100)\nhide\n\nwhen [timer v] > (0.4)\nhide\n\nwhen I receive [good skin shop v]\nshow\n\nwhen I receive [evil skin shop v]\nshow\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen I receive [hide shop v]\nhide\n\nwhen I receive [start home screen v]\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 I receive [start home screen v]\nforever\n if <touching (mouse-pointer v)?> then\n repeat until <(size) = [110]>\n change size by (2)\n end\n else\n repeat until <(size) = [100]>\n change size by (-2)\n end\n end\nend\n\nset [skin bought/chosen v] to [Blue]\n\nwhen this sprite clicked\nif <(Bought?) = [Yes]> then\n broadcast (duoof Skin v)\n switch costume to (bought v)\n set [skin bought/chosen v] to [duoof]\nelse\n if <<not <(costume [number v]) = [2]>> and <<(Cash) > [100]> or <(Cash) = [100]>>> then\n set [bought? v] to [Yes]\n if <<(Cash) > [100]> or <(Cash) = [100]>> then\n change [cash v] by (-100)\n wait (0.01) seconds\n broadcast (duoof Skin v)\n switch costume to (bought v)\n set [skin bought/chosen v] to [duoof]\n end\n else\n switch costume to (duoof skin v)\n end\nend\n\nif <not <(costume [number v]) = [2]>> then\n if <<(Cash) > [50]> or <(Cash) = [50]>> then\n change [cash v] by (-50)\n wait (0.01) seconds\n broadcast (Pink Skin v)\n switch costume to (sold v)\n set [skin bought/chosen v] to [Pink]\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [2]> then\n forever\n switch costume to (bought v)\n end\n end\nend\n\nshow\ngo to [front v] layer\n\nwhen flag clicked\nforever\n if <<(Shop?) = [Show]> and <touching (mouse-pointer v)?>> then\n broadcast (Button Sound Effect duh v)\n wait until <not <touching (mouse-pointer v)?>>\n end\nend\n\n\n\nwhen flag clicked\nset [bought? v] to []\n\nshow\n\n\n\nhide\n\nwhen [timer v] > (0.4)\nhide\n\n@Sunny Day Skin\n\nwhen flag clicked\nswitch costume to (duoof skin v)\ngo to x: (60) y: (50)\nhide\n\nwhen [timer v] > (0.4)\nhide\n\nwhen I receive [good skin shop v]\nshow\n\nwhen I receive [evil skin shop v]\nshow\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen I receive [hide shop v]\nhide\n\nwhen I receive [start home screen v]\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 I receive [start home screen v]\nforever\n if <touching (mouse-pointer v)?> then\n repeat until <(size) = [110]>\n change size by (2)\n end\n else\n repeat until <(size) = [100]>\n change size by (-2)\n end\n end\nend\n\nwhen this sprite clicked\nif <(Bought?) = [Yes]> then\n broadcast (Sunny Day Skin v)\n switch costume to (bought v)\n set [skin bought/chosen v] to [Sunny Day]\nelse\n if <<not <(costume [number v]) = [2]>> and <<(Cash) > [125]> or <(Cash) = [125]>>> then\n set [bought? v] to [Yes]\n if <<(Cash) > [125]> or <(Cash) = [125]>> then\n change [cash v] by (-125)\n wait (0.01) seconds\n broadcast (Sunny Day Skin v)\n switch costume to (bought v)\n set [skin bought/chosen v] to [Sunny Day Skin]\n end\n else\n switch costume to (sunny day skin v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [2]> then\n end\nend\n\nforever\n switch costume to (bought v)\nend\n\nwhen flag clicked\nforever\n if <<(Shop?) = [Show]> and <touching (mouse-pointer v)?>> then\n broadcast (Button Sound Effect duh v)\n wait until <not <touching (mouse-pointer v)?>>\n end\nend\n\nwhen flag clicked\nswitch costume to (sunny day skin v)\nset [bought? v] to []\n\nwhen [timer v] > (0.4)\nhide\n\n@Task 1\n\nwhen flag clicked\nset [cash v] to [0]\nswitch costume to (task 1 v)\ngo to x: (-150) y: (50)\nhide\n\nwhen [timer v] > (0.4)\nhide\n\nwhen I receive [show tasks v]\nshow\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen I receive [hide tasks v]\nhide\n\nwhen I receive [start home screen v]\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 I receive [start home screen v]\nforever\n if <touching (mouse-pointer v)?> then\n repeat until <(size) = [110]>\n change size by (2)\n end\n else\n repeat until <(size) = [100]>\n change size by (-2)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [2]> then\n forever\n switch costume to (completed v)\n end\n end\nend\n\nwhen I receive [show tasks v]\nshow\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen I receive [start the platformer v]\nswitch costume to (completed v)\nchange [cash v] by (10)\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n broadcast (Button Sound Effect duh v)\n wait until <not <touching (mouse-pointer v)?>>\n end\nend\n\n@Task 2\n\nwhen flag clicked\nset [cash v] to [0]\nswitch costume to (task 1 v)\ngo to x: (-150) y: (0)\nhide\n\nwhen [timer v] > (0.4)\nhide\n\nwhen I receive [show tasks v]\nshow\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen I receive [hide tasks v]\nhide\n\nwhen I receive [start home screen v]\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 I receive [start home screen v]\nforever\n if <touching (mouse-pointer v)?> then\n repeat until <(size) = [110]>\n change size by (2)\n end\n else\n repeat until <(size) = [100]>\n change size by (-2)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [2]> then\n forever\n switch costume to (completed v)\n end\n end\nend\n\nwhen I receive [show tasks v]\nshow\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen I receive [level 5 passed v]\nswitch costume to (completed v)\nchange [cash v] by (5)\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n broadcast (Button Sound Effect duh v)\n wait until <not <touching (mouse-pointer v)?>>\n end\nend\n\n@Task 3\n\nwhen flag clicked\nset [cash v] to [0]\nswitch costume to (task 1 v)\ngo to x: (-150) y: (-50)\nhide\n\nwhen [timer v] > (0.4)\nhide\n\nwhen I receive [show tasks v]\nshow\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen I receive [hide tasks v]\nhide\n\nwhen I receive [start home screen v]\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 I receive [start home screen v]\nforever\n if <touching (mouse-pointer v)?> then\n repeat until <(size) = [110]>\n change size by (2)\n end\n else\n repeat until <(size) = [100]>\n change size by (-2)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [2]> then\n forever\n switch costume to (completed v)\n end\n end\nend\n\nwhen I receive [show tasks v]\nshow\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen I receive [level 10 passed v]\nswitch costume to (completed v)\nchange [cash v] by (10)\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n broadcast (Button Sound Effect duh v)\n wait until <not <touching (mouse-pointer v)?>>\n end\nend\n\n@Task 4\n\nwhen flag clicked\nset [cash v] to [0]\nswitch costume to (task 1 v)\ngo to x: (-150) y: (-100)\nhide\n\nwhen [timer v] > (0.4)\nhide\n\nwhen I receive [show tasks v]\nshow\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen I receive [hide tasks v]\nhide\n\nwhen I receive [start home screen v]\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 I receive [start home screen v]\nforever\n if <touching (mouse-pointer v)?> then\n repeat until <(size) = [110]>\n change size by (2)\n end\n else\n repeat until <(size) = [100]>\n change size by (-2)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [2]> then\n forever\n switch costume to (completed v)\n end\n end\nend\n\nwhen I receive [show tasks v]\nshow\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen I receive [level 15 passed v]\nswitch costume to (completed v)\nchange [cash v] by (15)\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n broadcast (Button Sound Effect duh v)\n wait until <not <touching (mouse-pointer v)?>>\n end\nend\n\n@Task 5\n\nwhen flag clicked\nset [cash v] to [0]\nswitch costume to (task 1 v)\ngo to x: (-45) y: (50)\nhide\n\nwhen [timer v] > (0.4)\nhide\n\nwhen I receive [show tasks v]\nshow\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen I receive [hide tasks v]\nhide\n\nwhen I receive [start home screen v]\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 I receive [start home screen v]\nforever\n if <touching (mouse-pointer v)?> then\n repeat until <(size) = [110]>\n change size by (2)\n end\n else\n repeat until <(size) = [100]>\n change size by (-2)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [2]> then\n forever\n switch costume to (completed v)\n end\n end\nend\n\nwhen I receive [show tasks v]\nshow\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen I receive [complete the platformer v]\nswitch costume to (completed v)\nchange [cash v] by (20)\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n broadcast (Button Sound Effect duh v)\n wait until <not <touching (mouse-pointer v)?>>\n end\nend\n\n@Task 6\n\nwhen flag clicked\nset [cash v] to [0]\nswitch costume to (task 1 v)\ngo to x: (-45) y: (0)\nhide\n\nwhen [timer v] > (0.4)\nhide\n\nwhen I receive [show tasks v]\nshow\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen I receive [hide tasks v]\nhide\n\nwhen I receive [start home screen v]\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 I receive [start home screen v]\nforever\n if <touching (mouse-pointer v)?> then\n repeat until <(size) = [110]>\n change size by (2)\n end\n else\n repeat until <(size) = [100]>\n change size by (-2)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [2]> then\n forever\n switch costume to (completed v)\n end\n end\nend\n\nwhen I receive [show tasks v]\nshow\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen I receive [da good side has been chosen v]\nswitch costume to (completed v)\nchange [cash v] by (5)\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n broadcast (Button Sound Effect duh v)\n wait until <not <touching (mouse-pointer v)?>>\n end\nend\n\n@Task 7\n\nwhen flag clicked\nset [cash v] to [0]\nswitch costume to (task 1 v)\ngo to x: (-45) y: (-50)\nhide\n\nwhen [timer v] > (0.4)\nhide\n\nwhen I receive [show tasks v]\nshow\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen I receive [hide tasks v]\nhide\n\nwhen I receive [start home screen v]\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 I receive [start home screen v]\nforever\n if <touching (mouse-pointer v)?> then\n repeat until <(size) = [110]>\n change size by (2)\n end\n else\n repeat until <(size) = [100]>\n change size by (-2)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [2]> then\n forever\n switch costume to (completed v)\n end\n end\nend\n\nwhen I receive [show tasks v]\nshow\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen I receive [da evil side has been chosen v]\nswitch costume to (completed v)\nchange [cash v] by (5)\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n broadcast (Button Sound Effect duh v)\n wait until <not <touching (mouse-pointer v)?>>\n end\nend\n\n@Tasks Background\n\nif <(Evil/Good?) = [Evil]> then\n broadcast (Evil Skin Shop v)\nelse\n if <(Evil/Good?) = [Good]> then\n broadcast (Good Skin Shop v)\n end\nend\n\nwhen I receive [show tasks v]\nshow\nswitch costume to (default v)\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [back from menu v]\nhide\n\nwhen I receive [next level v]\nhide\n\nwhen I receive [start home screen v]\nhide\n\nwhen I receive [start the platformer v]\nhide\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\nend\n\nwhen I receive [hide tasks v]\nhide\nswitch costume to (default v)\n\n@Epic text for da story >:D\n\nwhen [timer v] > (0.4)\nhide\n\nwhen flag clicked\nhide\nforever\n go to [front v] layer\nend\n\nwhen I receive [start the platformer v]\nshow\nif <(Evil/Good?) = [Evil]> then\n switch costume to (evil text 1 v)\nelse\n switch costume to (good text 1 v)\nend\n\nwhen I receive [next level v]\nnext costume\nwait (0.01) seconds\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\nend\n\nwhen I receive [start home screen v]\nswitch costume to (blank v)\n\n@Shadows\n\nwhen flag clicked\nforever\n set [ghost v] effect to (50)\nend\n\nwhen flag clicked\nhide\nforever\n go to [back v] layer\nend\n\nwhen I receive [next level v]\nnext costume\nwait (0.01) seconds\n\nwhen [timer v] > (0.4)\nhide\n\nwhen I receive [start the platformer v]\nshow\nif <(Evil/Good?) = [Evil]> then\n switch costume to (evil lvl 1 shadows v)\nelse\n switch costume to (good lvl 1 shadows v)\nend\n\nwhen I receive [start home screen v]\nswitch costume to (hide v)\n\n@Spike\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nforever\n go to [back v] layer\nend\n\nwhen [timer v] > (0.4)\nhide\n\nwhen I receive [start the platformer v]\ngo to x: (0) y: (0)\nshow\nif <(Evil/Good?) = [Evil]> then\n switch costume to (evil spike lvl 1 v)\nelse\n switch costume to (good spike lvl 1 v)\nend\n\nwhen I receive [next level v]\nnext costume\nwait (0.01) seconds\n\n@le bouncy\n\nwhen [timer v] > (0.4)\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [start the platformer v]\nshow\nif <(Evil/Good?) = [Evil]> then\n show\n switch costume to (evil text 1 v)\nelse\n if <(Evil/Good?) = [Good]> then\n show\n switch costume to (good text 1 v)\n end\nend\n\nwhen flag clicked\nforever\n hide\n reset timer\n set [brightness v] effect to (-8)\n set [color v] effect to (185)\nend\n\nwhen I start as a clone\nswitch costume to (test v)\nforever\n if <touching (player? v)?> then\n if <(Evil/Good?) = [Evil]> then\n repeat (8)\n next costume\n end\n repeat (8)\n switch costume to ((costume [number v]) - (1))\n end\n else\n if <(Evil/Good?) = [Good]> then\n repeat (8)\n next costume\n end\n repeat (8)\n switch costume to ((costume [number v]) - (1))\n end\n end\n end\n end\n if <(Evil/Good?) = [Evil]> then\n clear graphic effects\n set [brightness v] effect to (-8)\n set [color v] effect to (185)\n else\n if <(Evil/Good?) = [Good]> then\n clear graphic effects\n end\n end\n if <(Level of game :P) = [1]> then\n delete this clone\n else\n if <(Level of game :P) = [2]> then\n delete this clone\n else\n if <(Level of game :P) = [3]> then\n delete this clone\n else\n if <(Level of game :P) = [4]> then\n delete this clone\n else\n if <(Level of game :P) = [5]> then\n delete this clone\n else\n if <(Level of game :P) = [6]> then\n delete this clone\n else\n if <(Level of game :P) = [7]> then\n show\n go to x: (-150) y: (-92)\n else\n if <(Level of game :P) = [8]> then\n delete this clone\n else\n if <(Level of game :P) = [9]> then\n delete this clone\n else\n if <(Level of game :P) = [10]> then\n delete this clone\n else\n if <(Level of game :P) = [11]> then\n delete this clone\n else\n if <(Level of game :P) = [12]> then\n delete this clone\n else\n if <(Level of game :P) = [13]> then\n delete this clone\n else\n if <(Level of game :P) = [14]> then\n show\n go to x: (-49) y: (-91)\n else\n if <(Level of game :P) = [15]> then\n delete this clone\n else\n if <(Level of game :P) = [16]> then\n show\n go to x: (-145) y: (-92)\n else\n if <(Level of game :P) = [17]> then\n hide\n delete this clone\n else\n if <(Level of game :P) = [18]> then\n show\n go to x: (-201) y: (-102)\n else\n if <(Level of game :P) = [19]> then\n delete this clone\n else\n if <(Level of game :P) = [20]> then\n delete this clone\n else\n if <(Level of game :P) = [21]> then\n delete this clone\n else\n if <(Level of game :P) = [22]> then\n delete this clone\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndelete this clone\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\n switch costume to (test v)\nend\n\nif <(Level of game :P) = [18]> then\n show\n go to x: (-48) y: (-90)\nend\n\nif <(Level of game :P) = [17]> then\n hide\n delete this clone\nend\n\n@le bouncy2\n\nwhen [timer v] > (0.4)\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [start the platformer v]\nif <(Evil/Good?) = [Evil]> then\n show\n switch costume to (evil text 1 v)\nelse\n if <(Evil/Good?) = [Good]> then\n show\n switch costume to (good text 1 v)\n end\nend\n\nshow\n\nwhen flag clicked\nforever\n hide\n reset timer\n set [brightness v] effect to (-8)\n set [color v] effect to (185)\nend\n\nwhen I start as a clone\nswitch costume to (test v)\nforever\n if <touching (player? v)?> then\n if <(Evil/Good?) = [Evil]> then\n repeat (8)\n next costume\n end\n repeat (8)\n switch costume to ((costume [number v]) - (1))\n end\n else\n if <(Evil/Good?) = [Good]> then\n repeat (8)\n next costume\n end\n repeat (8)\n switch costume to ((costume [number v]) - (1))\n end\n end\n end\n end\n if <(Evil/Good?) = [Evil]> then\n clear graphic effects\n set [brightness v] effect to (-8)\n set [color v] effect to (185)\n else\n if <(Evil/Good?) = [Good]> then\n clear graphic effects\n end\n end\n if <<(Level of game :P) = [1]> or <(Level of game :P) = [23]>> then\n delete this clone\n else\n if <<(Level of game :P) = [2]> or <(Level of game :P) = [24]>> then\n delete this clone\n else\n if <<(Level of game :P) = [3]> or <(Level of game :P) = [25]>> then\n delete this clone\n else\n if <<(Level of game :P) = [4]> or <(Level of game :P) = [26]>> then\n delete this clone\n else\n if <<(Level of game :P) = [5]> or <(Level of game :P) = [27]>> then\n delete this clone\n else\n if <<(Level of game :P) = [6]> or <(Level of game :P) = [28]>> then\n delete this clone\n else\n if <<(Level of game :P) = [7]> or <(Level of game :P) = [29]>> then\n show\n go to x: (0) y: (26)\n else\n if <<(Level of game :P) = [8]> or <(Level of game :P) = [30]>> then\n delete this clone\n else\n if <<(Level of game :P) = [9]> or <(Level of game :P) = [31]>> then\n delete this clone\n else\n if <<(Level of game :P) = [10]> or <(Level of game :P) = [32]>> then\n delete this clone\n else\n if <<(Level of game :P) = [11]> or <(Level of game :P) = [33]>> then\n delete this clone\n else\n if <<(Level of game :P) = [12]> or <(Level of game :P) = [34]>> then\n delete this clone\n else\n if <(Level of game :P) = [13]> then\n delete this clone\n else\n if <(Level of game :P) = [13]> then\n delete this clone\n else\n if <(Level of game :P) = [14]> then\n delete this clone\n else\n if <(Level of game :P) = [14]> then\n delete this clone\n else\n if <(Level of game :P) = [15]> then\n delete this clone\n else\n if <(Level of game :P) = [16]> then\n delete this clone\n else\n if <(Level of game :P) = [17]> then\n delete this clone\n else\n if <(Level of game :P) = [18]> then\n show\n go to x: (-3) y: (-98)\n else\n if <(Level of game :P) = [19]> then\n delete this clone\n else\n if <(Level of game :P) = [20]> then\n delete this clone\n else\n if <(Level of game :P) = [21]> then\n delete this clone\n else\n if <(Level of game :P) = [22]> then\n delete this clone\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\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 switch costume to (test v)\n create clone of (_myself_ v)\nend\n\nhide\n\n@Water\n\nwhen I start as a clone\nforever\n if <(Evil/Good?) = [Good]> then\n show\n set [ghost v] effect to (60)\n go to [back v] layer\n switch costume to (Level of game :P)\n set y to ((([sin v] of (((timer) + (me)) * (300)) ) * (8)) - ((me) * (10)))\n end\nend\n\nwhen I receive [start the platformer v]\nclear graphic effects\nhide\ngo to x: (0) y: (0)\nset [me v] to [1]\nrepeat (3)\n create clone of (_myself_ v)\n change y by (-5)\n change [brightness v] effect by (-10)\n change [me v] by (1)\nend\n\n@Lava\n\nwhen I start as a clone\nforever\n if <(Evil/Good?) = [Evil]> then\n show\n set [ghost v] effect to (60)\n go to [back v] layer\n switch costume to (Level of game :P)\n set y to ((([sin v] of (((timer) + (me*)) * (300)) ) * (8)) - ((me*) * (10)))\n end\nend\n\nwhen I receive [start the platformer v]\nclear graphic effects\nhide\ngo to x: (0) y: (0)\nset [me* v] to [1]\nrepeat (3)\n create clone of (_myself_ v)\n change y by (-5)\n change [brightness v] effect by (-10)\n change [me* v] by (1)\nend\n\n@Background Art\n\nwhen flag clicked\nswitch costume to (level 1 v)\nhide\n\nwhen I receive [next level v]\nnext costume\nwait (0.01) seconds\n\nwhen [timer v] > (0.4)\nhide\n\nwhen I receive [start the platformer v]\nif <(Evil/Good?) = [Evil]> then\n switch costume to (evil level 1 v)\nelse\n if <(Evil/Good?) = [Good]> then\n switch costume to (level 1 v)\n end\nend\nforever\n show\n go to [back v] layer\nend\n\n@Settings\n\nwhen flag clicked\nset [is game menu is? v] to []\ngo to x: (205) y: (121)\nhide\n\nwhen I receive [start the platformer v]\nshow\n\nwhen I receive [start home screen v]\nset [is game menu is? v] to [No]\nhide\n\nwhen [timer v] > (0.4)\nhide\n\nwhen I receive [start the platformer v]\nset size to (100) %\nshow\nforever\n if <touching (mouse-pointer v)?> then\n repeat until <(size) = [110]>\n change size by (2)\n end\n else\n repeat until <(size) = [100]>\n change size by (-2)\n end\n end\nend\n\nwhen I receive [start the platformer v]\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (-20)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen this sprite clicked\nif <(Is Settings Open?) = [Yes]> then\n broadcast (Settings v)\n wait (0.01) seconds\n set [is settings open? v] to [No]\nelse\n if <(Is Settings Open?) = [No]> then\n broadcast (Back From da Settings v)\n wait (0.01) seconds\n broadcast (Settings v)\n wait (0.01) seconds\n set [is settings open? v] to [Yes]\n end\nend\n\nwhen flag clicked\nset [menu back/forward v] to []\nforever\n go to [front v] layer\nend\n\nwhen I receive [good skin shop v]\nhide\n\nwhen I receive [hide shop v]\nif <(is game menu is?) = [Yes]> then\n show\nelse\n hide\nend\n\nbroadcast (menu v)\nset [menu back/forward v] to [back]\n\nbroadcast (back from menu v)\nset [menu back/forward v] to [forward]\n\nwhen I receive [show tasks v]\nhide\n\nwhen I receive [hide tasks v]\nif <(is game menu is?) = [Yes]> then\n show\nelse\n hide\nend\n\nwhen I receive [menu v]\nhide\n\nwhen I receive [back from menu v]\nshow\n\nforever\n\ngo to x: (0) y: (0)\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nforever\n if <touching (player? v)?> then\n set [ghost v] effect to (75)\n else\n if <not <touching (player? v)?>> then\n set [ghost v] effect to (0)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n broadcast (Button Sound Effect duh v)\n wait until <not <touching (mouse-pointer v)?>>\n end\nend\n\nwhen I receive [settings v]\nforever\n go to [front v] layer\nend\n\n@SettingsMenu\n\nwhen I receive [settings v]\nif <(Is Settings Open?) = [Yes]> then\n show\nelse\n if <(Is Settings Open?) = [No]> then\n hide\n end\nend\n\nwhen flag clicked\nset [is settings open? v] to [No]\nhide\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen I receive [start the platformer v]\nset [is settings open? v] to [Yes]\n\n@On/Off (Button Show?)\n\nwhen flag clicked\nset [on/off 1 v] to [1]\nswitch costume to (costume2 v)\nhide\n\nwhen I receive [settings v]\nshow\n\nwhen this sprite clicked\nif <(On/Off 1) = [1]> then\n switch costume to (costume3 v)\n set [on/off 1 v] to [0]\nelse\n switch costume to (costume2 v)\n set [on/off 1 v] to [1]\nend\n\nwhen [timer v] > (0.4)\nhide\n\nwhen I receive [back from settings v]\nhide\n\nwhen I receive [start the platformer v]\nhide\n\nwhen I receive [settings v]\nshow\n\nwhen flag clicked\nforever\n if <(Is Settings Open?) = [No]> then\n go to [front v] layer\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nrepeat until <(Is Settings Open?) = [Yes]>\n hide\nend\n\nforever\n \n set [ghost v] effect to (100)\n else\n set [ghost v] effect to (0)\n end\nend\n\nwhen I receive [settings v]\nshow\nforever\n go to [front v] layer\nend\n\n@On/Off (Music)\n\nwhen flag clicked\nset [on/off 2 v] to [1]\nswitch costume to (costume2 v)\nhide\n\nwhen I receive [settings v]\nshow\n\nwhen this sprite clicked\nif <(On/Off 2) = [1]> then\n broadcast (Turn Music Off v)\n switch costume to (costume3 v)\n set [on/off 2 v] to [0]\nelse\n broadcast (Turn Music On v)\n switch costume to (costume2 v)\n set [on/off 2 v] to [1]\nend\n\nwhen [timer v] > (0.4)\nhide\n\nwhen I receive [back from settings v]\nhide\n\nwhen I receive [start the platformer v]\nhide\n\nwhen I receive [settings v]\nshow\n\nwhen flag clicked\nforever\n if <(Is Settings Open?) = [No]> then\n go to [front v] layer\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nrepeat until <(Is Settings Open?) = [Yes]>\n hide\nend\n\nforever\n \n set [ghost v] effect to (100)\n else\n set [ghost v] effect to (0)\n end\nend\n\nwhen I receive [settings v]\nshow\nforever\n go to [front v] layer\nend\n\n@Home\n\nwhen flag clicked\nset [is game menu is? v] to []\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [start home screen v]\nset [is game menu is? v] to [No]\nhide\n\nwhen [timer v] > (0.4)\nhide\n\nwhen I receive [start the platformer v]\nset size to (100) %\nforever\n if <touching (mouse-pointer v)?> then\n repeat until <(size) = [110]>\n change size by (2)\n end\n else\n repeat until <(size) = [100]>\n change size by (-2)\n end\n end\nend\n\nwhen I receive [start the platformer v]\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\nset [pc or mobile? v] to []\nset [home screen? v] to [Yes]\nbroadcast (Start home screen v)\nwait (0.01) seconds\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen I receive [good skin shop v]\nhide\n\nwhen I receive [hide shop v]\nhide\n\nwhen I receive [show tasks v]\nhide\n\nwhen I receive [menu v]\nhide\n\nwhen flag clicked\nforever\n if <touching (player? v)?> then\n set [ghost v] effect to (75)\n else\n if <not <touching (player? v)?>> then\n set [ghost v] effect to (0)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n broadcast (Button Sound Effect duh v)\n wait until <not <touching (mouse-pointer v)?>>\n end\nend\n\nwhen I receive [hide tasks v]\nhide\n\nwhen flag clicked\nforever\n if <(Level of game :P) = [22]> then\n show\n else\n hide\n end\nend\n\n@Permission to Skip?\n\nwhen flag clicked\nforever\n go to x: (0) y: (-100)\n show\nend\n\nwhen I receive [permission to skip? v]\nask [Skiping a level will cost you £30. Are you sure that you want to skip this level? \(Type YES or NO\)] and wait\nif <<(answer) = [YES]> and <<(Cash) > [30]> or <(Cash) = [30]>>> then\n change [cash v] by (-30)\n wait (0.01) seconds\n broadcast (Next Level v)\n wait (0.01) seconds\nelse\n if <<(answer) = [No]> or <(answer) = []>> then\nend\n\n@Achievement Earned\n\nwhen flag clicked\nhide\ngo to x: (300) y: (-157)\n\nwhen [timer v] > (0.4)\nhide\ngo to x: (300) y: (-157)\n\nwhen I receive [level 5 passed v]\nshow\nglide (0.8) secs to x: (189) y: (-157)\nwait (1) seconds\nglide (0.8) secs to x: (300) y: (-157)\nhide\n\nwhen I receive [level 10 passed v]\nshow\nglide (0.8) secs to x: (189) y: (-157)\nwait (1) seconds\nglide (0.8) secs to x: (300) y: (-157)\nhide\n\nwhen I receive [level 15 passed v]\nshow\nglide (0.8) secs to x: (189) y: (-157)\nwait (1) seconds\nglide (0.8) secs to x: (300) y: (-157)\nhide\n\nwhen I receive [complete the platformer v]\nshow\nglide (0.8) secs to x: (189) y: (-157)\nwait (1) seconds\nglide (0.8) secs to x: (300) y: (-157)\nhide\n\nwhen I receive [da evil side has been chosen v]\nshow\nglide (0.8) secs to x: (189) y: (-157)\nwait (1) seconds\nglide (0.8) secs to x: (300) y: (-157)\nhide\n\nwhen I receive [da good side has been chosen v]\nshow\nglide (0.8) secs to x: (189) y: (-157)\nwait (1) seconds\nglide (0.8) secs to x: (300) y: (-157)\nhide\n\nwhen I receive [start the platformer v]\nshow\nglide (0.8) secs to x: (189) y: (-157)\nwait (1) seconds\nglide (0.8) secs to x: (300) y: (-157)\nhide\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@Thumbnail\n\nwhen flag clicked\nforever\n show\n set [ghost v] effect to (100)\n go to [front v] layer\nend\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (0) y: (240)\nforever\n reset timer\nend\n\nwhen [timer v] > (0.4)\nhide variable [show cash for the blooming shop! v]\ngo to [front v] layer\nstop all sounds\nshow\nglide (0.2) secs to x: (0) y: (-50)\nglide (0.2) secs to x: (0) y: (25)\nglide (0.2) secs to x: (0) y: (0)\nstart sound [Sad Violin… but it's OOF v]\nforever\n go [forward v] (1) layers\nend\n\nwhen I receive [just start v]\ngo to x: (0) y: (0)\nshow\nwait (2) seconds\nrepeat (100)\n change [ghost v] effect by (1)\nend\nbroadcast (Start home screen v)\n\ngo to [front v] layer\n\ngo to [front v] layer\n\n | Welcome to my best platformer ever!! :D\n----------------------------------------------------------------\nYou can in this game:\n• Choose two different paths and styles of game! :D\n• Buy skins from a shop\n• Earn Achievements and in-game money! :DD\n• Turn buttons and music on/off\n• Love and fav this project! lol xD\n\n----------------------------Controls---------------------------\n\n• Arrow keys or WASD to move.\n• At the beginning press the play button and choose you path and mobile or pc controls.\n• Press the Arrow Button to skip a level.\n• Press the Restart Button to restart the level if it glitches. (Which it shouldn't)\n• Press the button at the end of the platformer to go to the home screen and play it again from the other side's point of view. (You will keep your in-game money)\n• Click the green flag again if buttons show or the achievement thing pulls up. :P |
⚔️ᴅᴜɴɢᴇᴏɴ ǫᴜᴇsᴛ⚔️-A mobile friendly platformer | @Stage\n\n@Sprite1\n\nwhen flag clicked\n\ngo to [front v] layer\n\ndefine platform (jump height) (gravity) (friction) (running speed)\nif <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n change [x velocity v] by (running speed)\n set rotation style [left-right v]\n point in direction (90)\nend\nif <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n change [x velocity v] by ((running speed) * (-1))\n set rotation style [left-right v]\n point in direction (-90)\nend\nset [x velocity v] to ((X velocity) * (friction))\nchange x by ((X velocity) * (1.8))\nif <touching (level v)?> then\n set [slope v] to [0]\n repeat until <<not <touching (level v)?>> or <(Slope) = [8]>>\n change [slope v] by (1)\n change y by (1)\n end\n if <touching (level v)?> then\n change y by ((Slope) * (-1))\n repeat ([ceiling v] of ([abs v] of (X velocity) ) )\n if <touching (level v)?> then\n repeat ([abs v] of (X velocity) )\n change x by (([abs v] of (X velocity) ) / ((X velocity) * (-0.70)))\n end\n end\n end\n set [x velocity v] to [0]\n end\nend\nchange y by (Y velocity)\nif <touching (level v)?> then\n repeat ([ceiling v] of ([abs v] of (Y velocity) ) )\n if <touching (level v)?> then\n change y by (([abs v] of (Y velocity) ) / ((Y velocity) * (-1)))\n end\n end\n if <<<key (w v) pressed?> or <key (up arrow v) pressed?>> and <(([abs v] of (Y velocity) ) / (Y velocity)) = [-1]>> then\n set [y velocity v] to (jump height)\n else\n set [y velocity v] to [0]\n end\nelse\n change [y velocity v] by (-1)\nend\nrepeat ([abs v] of (X velocity) )\n change x by (([abs v] of (X velocity) ) / ((X velocity) * (-1)))\nend\nif <touching (bouce v)?> then\n set [y velocity v] to [25]\nend\nif <touching (sprite2 v)?> then\n set [die v] to [1]\n switch costume to (costume1 v)\n broadcast (die v)\n hide\nend\n\nwhen flag clicked\n\nif <not <touching (bouce v)?>> then\n\nif <key (up arrow v) pressed?> then\n\nwhen I receive [nex level v]\nrepeat (10)\n change size by (-1)\nend\nset size to (40) %\ngo to x: (-150) y: (-136)\n\nbroadcast (next level v)\n\nchange y by (-5)\nchange x by (1)\n\nrepeat until <touching (_edge_ v)?>\n\nturn right (15) degrees\nset [y velocity v] to [-5]\nset [x velocity v] to [1]\n\npoint in direction (90)\n\nwhen I receive [computer v]\nforever\n platform [13] [-16] [0.7] [2]\nend\n\nwhen I receive [die v]\n\nwhen flag clicked\nbroadcast (spawn v)\ngo to x: (-150) y: (-136)\n\nrepeat (5)\n change [ghost v] effect by (20)\n wait (0.001) seconds\nend\ngo to x: (-150) y: (-136)\n\nwhen flag clicked\nshow\n\nwhen I receive [ok\] v]\nshow\ngo to x: (-150) y: (-131)\n\nwhen [r v] key pressed\n\nwhen [r v] key pressed\ngo to x: (-150) y: (-136)\n\nwhen I receive [die v]\nhide\n\nwhen I receive [die v]\n\nwait (1) seconds\n\nset [die v] to [0]\n\nwait (1) seconds\n\nwhen flag clicked\nforever\n play sound [Dungeon music \(free\) v] until done\nend\n\nwhen I receive [die v]\nstart sound [glass_break-SF v]\n\nturn left (15) degrees\n\nturn left (15) degrees\n\nif <mouse down?> then\n change [y velocity v] by (-1.3)\nend\n\nif <mouse down?> then\n change y by (([abs v] of (Y velocity) ) / ((Y velocity) * (1)))\nend\n\nif <mouse down?> then\n wait (0.01) seconds\nend\n\nif <not <mouse down?>> then\n\ndefine run engine\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 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 point in direction (90)\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 (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 ((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 (level v)?>> then\n set [y v] to [13]\n end\n change y by (1)\n if <(y position) > [180]> then\n set [y v] to [0]\n end\n if <touching (bouce v)?> then\n set [y v] to [25]\n end\n if <touching (sprite2 v)?> then\n set [die v] to [1]\n switch costume to (costume1 v)\n broadcast (die v)\n hide\n end\nend\n\nwhen I receive [computer v]\nforever\n\nwhen I receive [mobile v]\nforever\n run engine\nend\n\nturn right (15) degrees\n\ngo to (random position v)\n\nswitch backdrop to (backdrop2 v)\n\nturn left (15) degrees\n\n@Level\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\nsay (Level)\n\n@Sprite2\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\n@Sprite4\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\nturn right (15) degrees\n\n@Bouce\n\nwhen flag clicked\n\nwhen I receive [nex level v]\nwait (3) seconds\nif <(Level) = [7]> then\n go to x: (-119) y: (-128)\n create clone of (_myself_ v)\nend\nif <(Level) = [8]> then\n go to x: (-119) y: (-128)\n create clone of (_myself_ v)\nend\nif <(Level) = [12]> then\n go to x: (140) y: (-127)\n create clone of (_myself_ v)\n go to x: (175) y: (16)\n create clone of (_myself_ v)\n go to x: (96) y: (138)\n create clone of (_myself_ v)\nend\nif <(Level) = [13]> then\n go to x: (-113) y: (-128)\n create clone of (_myself_ v)\n go to x: (-26) y: (-128)\n create clone of (_myself_ v)\n go to x: (64) y: (-128)\n create clone of (_myself_ v)\n go to x: (172) y: (-128)\n create clone of (_myself_ v)\nend\nif <(Level) = [14]> then\n go to x: (-140) y: (-128)\n create clone of (_myself_ v)\nend\n\ngo to x: (172) y: (-128)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\ngo to [back v] layer\ngo [forward v] (2) layers\nshow\nforever\n if <touching (sprite1 v)?> then\n broadcast (bounce v)\n switch costume to (costume3 v)\n repeat (3)\n wait (0.03) seconds\n next costume\n end\n end\nend\n\nwhen I start as a clone\n\nwhen I receive [nex level v]\nwait (1) seconds\nset [nex level v] to [1]\nwait (0.00001) seconds\nset [nex level v] to [0]\n\nwhen I start as a clone\nforever\n if <(nex level) = [1]> then\n delete this clone\n end\nend\n\nwait until <key (up arrow v) pressed?>\n\ngo to x: (-26) y: (-128)\ncreate clone of (_myself_ v)\ngo to x: (64) y: (-128)\ncreate clone of (_myself_ v)\n\nwhen I receive [bounce v]\nstart sound [Bounce @Sound_Bound v]\n\n@Sprite5\n\nwhen flag clicked\nset [ghost v] effect to (100)\nset [level v] to [1]\nforever\n switch costume to (Level)\n go to (sprite4 v)\n if <touching (sprite1 v)?> then\n broadcast (NEXTLEVEL v)\n wait (1) seconds\n broadcast (nex level v)\n wait (1) seconds\n end\nend\n\nwhen I receive [dugeon journey v]\nchange [level v] by (1)\n\n@Sprite6\n\nwhen flag clicked\nhide\n\nwhen I receive [nex level v]\ngo to x: (0) y: (8)\nshow\nrepeat (41)\n change y by (-4)\nend\nwait (0.5) seconds\nrepeat (41)\n change y by (4)\nend\nhide\n\n@Sprite7\n\nwhen flag clicked\nhide\n\nwhen I receive [nex level v]\nshow\ngo to x: (0) y: (8)\nrepeat (41)\n change y by (4)\nend\nbroadcast (dugeon journey v)\nwait (0.5) seconds\nrepeat (41)\n change y by (-4)\nend\nhide\n\nchange size by (10)\n\n@Sprite9\n\nwhen I receive [die v]\npoint in direction (90)\nshow\ngo to (sprite1 v)\nrepeat (7)\n if <not <touching (level v)?>> then\n change y by (5)\n wait (0.01) seconds\n end\nend\nrepeat until <touching (_edge_ v)?>\n turn right (-8) degrees\n change y by (-5)\nend\nrepeat (2)\n turn right (-8) degrees\n change y by (-5)\nend\nhide\nbroadcast (ok\] v)\n\nwhen flag clicked\nhide\n\nturn right (3) degrees\nchange y by (-5)\nchange x by (1)\n\nwait (0.01) seconds\n\n@Sprite10\n\nwhen flag clicked\nshow\nwait (1) seconds\nhide\n\ngo to [front v] layer\n\n@Sprite11\n\nwhen flag clicked\nshow\nswitch costume to (1 v)\nforever\n if <touching (sprite1 v)?> then\n set [touching sign v] to [1]\n else\n set [touching sign v] to [0]\n end\nend\n\nwhen I receive [nex level v]\nif <not <<(Level) = [15]> or <<(Level) = [6]> or <(Level) = [4]>>>> then\n hide\nend\nif <(Level) = [4]> then\n show\n switch costume to (4 v)\nend\nif <(Level) = [6]> then\n show\n switch costume to (6 v)\nend\nif <(Level) = [15]> then\n switch costume to (15 v)\n show\nend\n\nhide\n\n@Sprite13\n\nwhen I receive [nex level v]\n\nwhen flag clicked\nforever\n if <(touching sign) = [1]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n switch costume to ([costume # v] of [sprite11 v])\nend\n\n@Sprite14\n\nwhen I receive [nex level v]\nhide\nset [deaths per level v] to [0]\n\nwhen flag clicked\nhide\nset [deaths per level v] to [0]\n\nwhen I receive [die v]\nchange [deaths per level v] by (1)\n\nwhen I receive [nex level v]\nforever\n if <(deaths per level) = [5]> then\n show\n wait until <<[1] = (nex level)> or <<mouse down?> and <touching (mouse-pointer v)?>>>\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n hide\n broadcast (nex level v)\n else\n hide\n end\n end\nend\n\nif <[] > [6]> then\nend\n\nwhen I receive [nextlevel v]\nhide\nstop [other scripts in sprite v]\n\n@Sprite16\n\nwhen I receive [die v]\nshow\nclear graphic effects\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen flag clicked\nhide\nset [ghost v] effect to (100)\n\n@gSSSrFvjUzkvmxmeMYjyJ5\n\nwhen flag clicked\nhide\nwait (1) seconds\n\ngo to x: (0) y: (0)\n\nwait (1) seconds\n\nwhen I receive [selct v]\nshow\nswitch costume to (gsssrfvjuzkvmxmemyjyj5 v)\nrepeat (36)\n next costume\n wait (0.01) seconds\nend\nwait (1.4) seconds\nhide\n\n@Sprite3\n\nwhen flag clicked\nhide\n\nwait (2) seconds\n\nwhen I start as a clone\nswitch costume to (costume2 v)\nwait (2) seconds\nhide\n\nwhen I receive [selct v]\nshow\nwait (0.5) seconds\ncreate clone of (_myself_ v)\nwait (2) seconds\nhide\n\n@Sprite12\n\n@Sprite15\n\nwhen flag clicked\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [up key? v] to [1]\n else\n set [up key? v] to [0]\n end\nend\n\n\n\nwhen flag clicked\n\nset y to (29)\n\n@Sprite8\n\nwhen flag clicked\nswitch costume to (download \(1\) v)\ncreate clone of (_myself_ v)\nswitch costume to (download \(1\)2 v)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nwait until <mouse down?>\nif <touching (mouse-pointer v)?> then\n if <(costume [number v]) = [1]> then\n broadcast (mobile v)\n else\n broadcast (computer v)\n end\nend\nrepeat (100)\n change [pixelate v] effect by (1)\nend\nbroadcast (selct v)\ndelete this clone\n\n | ⚔️Welcome to the dungeon⚔️\nControls:\narrow keys, WASD, or mobile(if you are on mobile, it is recommended but not necessary to switch to a computer).Press r to restart\nReach the door at the end of the level to advance to the next.\nIf you try a lot of times and don't succeed, the skip button will appear.\nDon't forget to follow for more!\n\n\n |
Volcano: Scrolling platformer | @Stage\n\nwhen [down arrow v] key pressed\nset [mouse v] to (join ((mouse x) + (SCROLLX)) (join [ ] ((mouse y) + (SCROLLY))))\n\nwhen flag clicked\nforever\n play sound [huh v] until done\nend\n\n@platform\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLLX)) ((y) - (SCROLLY))\n\nwhen I receive [setup v]\nshow\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (1 1 v)\n create clone at X: [500] Y: [0]\n create clone at X: [500] Y: [0]\n create clone at X: [450] Y: [0]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (2 1 v)\n create clone at X: [450] Y: [0]\n create clone at X: [480] Y: [0]\n create clone at X: [500] Y: [0]\n else\n if <(LEVEL) = [3]> then\n switch costume to (3 1 v)\n create clone at X: [500] Y: [0]\n create clone at X: [500] Y: [0]\n else\n if <(LEVEL) = [4]> then\n switch costume to (4 1 v)\n create clone at X: [600] Y: [0]\n create clone at X: [500] Y: [0]\n create clone at X: [0] Y: [400]\n else\n if <(LEVEL) = [5]> then\n switch costume to (5 1 v)\n create clone at X: [700] Y: [0]\n create clone at X: [750] Y: [0]\n else\n switch costume to (win v)\n end\n end\n end\n end\nend\n\ndefine create clone at X: (xpos) Y: (ypos)\ncreate clone of (_myself_ v)\nbroadcast (tick v)\nchange [x v] by (xpos)\nchange [y v] by (ypos)\nnext costume\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I start as a clone\nshow\n\nwhen [s v] key pressed\nif <<(username) = [poliakoff]> and <not <(LEVEL) = [6]>>> then\n set [exit v] to [win]\nend\n\nif <(costume [number v]) = [17]> then\n change y by (10)\nend\n\nwhen flag clicked\npoint in direction (90)\n\ngo to x: () y: ()\n\n@lava\n\nwhen I receive [tick v]\nblock name ((y) - (SCROLLY))\n\ndefine block name (number or text)\nset [ghost v] effect to (30)\ngo to x: (0) y: (number or text)\nswitch costume to (costume1 v)\nshow\ngo to [front v] layer\nchange [y v] by (y speed)\nif <(y) > [-35]> then\n change [y speed v] by (-0.2)\nelse\n change [y speed v] by (0.2)\nend\n\nset y to (0)\n\nwhen I receive [reset v]\npoint in direction (90)\nset [y speed v] to [5]\nhide\nset [y v] to [-20]\n\nif <(number or text) = (y position)> then\n\n@jump monsters\n\ndefine position (x) (y)\ngo to [back v] layer\nswitch costume to (hit v)\ngo to x: (x) y: (y)\nif <(y speed) > [-1]> then\n point in direction (90)\nelse\n point in direction (-90)\nend\nif <touching (sprite1 v)?> then\n set [exit v] to [die]\nend\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\nchange [y speed v] by (-1)\nif <(y speed) < [-30]> then\n set [y speed v] to [30]\nend\nswitch costume to (costume1 v)\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [tick v]\nchange [y v] by (y speed)\nposition ((x) - (SCROLLX)) ((y) - (SCROLLY))\n\nwhen I receive [green flag v]\nhide\n\ndefine create clone at X: (xpos) Y: (ypos)\nset [x v] to (xpos)\nset [y v] to (ypos)\ngo to x: (250) y: (-151)\ncreate clone of (_myself_ v)\n\nbroadcast (tick v)\n\nwhen I receive [setup v]\nshow\nset [x v] to [0]\nset [y v] to [0]\nset [y speed v] to [10]\nif <(LEVEL) = [1]> then\n create clone at X: [500] Y: [0]\n create clone at X: [1125] Y: [0]\nelse\n if <(LEVEL) = [2]> then\n create clone at X: [590] Y: [0]\n create clone at X: [1200] Y: [100]\n create clone at X: [1320] Y: [100]\n else\n if <(LEVEL) = [3]> then\n create clone at X: [299] Y: [-100]\n create clone at X: [1125] Y: [-30]\n else\n if <(LEVEL) = [4]> then\n create clone at X: [890] Y: [0]\n else\n if <(LEVEL) = [5]> then\n create clone at X: [100] Y: [0]\n create clone at X: [1430] Y: [80]\n create clone at X: [1500] Y: [80]\n create clone at X: [1570] Y: [80]\n else\n end\n end\n end\n end\nend\nset [x v] to [-1000]\nset [y v] to [0]\nshow\n\n@enemy!!\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [tick v]\nif <(LEVEL) > [4.5]> then\n position (((x) + ((Added position) / (1.5))) - (SCROLLX)) ((y) - (SCROLLY))\nelse\n position (((x) + (Added position)) - (SCROLLX)) ((y) - (SCROLLY))\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 create clone at X: (xpos) Y: (ypos)\nset [x v] to (xpos)\nset [y v] to (ypos)\ncreate clone of (_myself_ v)\nbroadcast (tick v)\n\nwhen I receive [setup v]\nshow\nset [x v] to [0]\nset [y v] to [0]\nset [added position v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (1 v)\n create clone at X: [1465] Y: [-50]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (1 v)\n create clone at X: [1000] Y: [105]\n else\n if <(LEVEL) = [3]> then\n switch costume to (1 v)\n else\n if <(LEVEL) = [5]> then\n switch costume to (1 v)\n create clone at X: [750] Y: [-105]\n else\n if <(LEVEL) = [6]> then\n switch costume to (1 v)\n create clone at X: [0] Y: [100]\n end\n end\n end\n end\nend\ncreate clone at X: [-100000] Y: [1000000000000000]\n\nwhen I start as a clone\nswitch costume to (1 v)\nset [added position v] to [120]\nforever\n repeat (80)\n change [added position v] by (-3)\n end\n set [added position v] to [-120]\n repeat (80)\n change [added position v] by (3)\n end\n set [added position v] to [120]\nend\n\ndefine clone die\nbroadcast (bounce player v)\nrepeat (4)\n next costume\nend\n\nwait (0.001) seconds\n\nwhen I start as a clone\nforever\n if <touching (sprite1 v)?> then\n if <<([y position v] of [sprite1 v]) > ((y position) + (15))> and <([sy v] of [sprite1 v]) < [-1]>> then\n clone die\n delete this clone\n else\n set [exit v] to [die]\n end\n end\nend\n\n@portal\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <not <(costume [number v]) = [1]>> then\nend\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\n set [portalshowing v] to [1]\nelse\n hide\n set [portalshowing v] to [0]\nend\nif <(costume [number v]) = [2]> then\n turn left (3) degrees\n set size to ((120) - (([abs v] of (direction) ) / (3))) %\nelse\n if <(costume [number v]) = [3]> then\n turn right (3) degrees\n set size to ((120) - (([abs v] of (direction) ) / (3))) %\n end\nend\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [reset v]\nhide\nset [x v] to [-10000000]\nset [y v] to [0]\ndelete this clone\n\nwhen I receive [setup v]\nset size to (100) %\npoint in direction (90)\nswitch costume to (costume1 v)\nif <(LEVEL) = [1]> then\n set [x v] to [1680]\n set [y v] to [50]\nelse\n if <(LEVEL) = [2]> then\n set [x v] to [1600]\n set [y v] to [0]\n else\n if <(LEVEL) = [3]> then\n set [x v] to [1219]\n set [y v] to [0]\n else\n if <(LEVEL) = [4]> then\n set [x v] to [1250]\n set [y v] to [600]\n else\n if <(LEVEL) = [5]> then\n set [x v] to [1800]\n set [y v] to [75]\n end\n end\n end\n end\nend\nswitch costume to (costume3 v)\ncreate clone of (_myself_ v)\nswitch costume to (costume2 v)\ncreate clone of (_myself_ v)\nswitch costume to (costume1 v)\n\nwhen I receive [tick v]\nposition ((x) - (SCROLLX)) ((y) - (SCROLLY))\n\nwhen flag clicked\nset [x v] to [-10000000]\nset [y v] to [0]\nhide\n\ngo to [front v] layer\n\nwhen I start as a clone\ngo to [front v] layer\n\n@Sprite1\n\nwhen flag clicked\ngo to x: (0) y: (0)\nbroadcast (green flag v) and wait\nbroadcast (play game v) and wait\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\n\nwhen I receive [play game v]\nset [level v] to [1]\nforever\n broadcast (Reset v) and wait\n broadcast (Setup v) and wait\n game on\n broadcast (tick v) and wait\n repeat until <(EXIT) > []>\n Tick\n position\n if <not <(EXIT) = [die]>> then\n broadcast (tick v) and wait\n end\n end\n if <(EXIT) = [die]> then\n 😢\n else\n win\n end\n set [exit v] to []\nend\n\ndefine game on\ngo to [front v] layer\npoint in direction (90)\nclear graphic effects\nset size to (50) %\nset [x v] to [0]\nset [y v] to [0]\nset [sy v] to [0]\nset [in air v] to [100000000000000000000000000000000000000000000000000]\nset [exit v] to []\nset [sx v] to [0]\nset [scrollx v] to [0]\nset [scrolly v] to [0]\nposition\nshow\n\ndefine Tick\ngo to [front v] layer\nsay []\nif <key (left arrow v) pressed?> then\n change [sx v] by (-2)\nend\nif <key (right arrow v) pressed?> then\n change [sx v] by (2)\nend\nset [sx v] to ((SX) * (0.8))\nif <([abs v] of (SX) ) > [0.9]> then\n change x by (round (SX))\nend\nif <<key (up arrow v) pressed?> and <(in air) < [2]>> then\n set [sy v] to [16]\nend\nchange [sy v] by (-2)\nif <(SY) < [-15]> then\n set [sy v] to [-16]\nend\nChange y by (SY)\nif <(x) > [0]> then\n set [scrollx v] to (x)\nend\nif <(x position) > [225]> then\n set [x v] to ((SCROLLX) + (225))\nend\nif <(y) > [0]> then\n set [scrolly v] to (y)\nelse\n set [scrolly v] to [0]\nend\nif <[-175] > (y)> then\n set [exit v] to [die]\nend\nif <touching color (#ff7400)?> then\n set [exit v] to [die]\nend\nif <<touching (portal v)?> and <(x) > [100]>> then\n set [exit v] to [win]\nend\nif <touching color (#ffee00)?> then\n set [sy v] to [30]\n set [in air v] to [10]\nend\nif <<touching color (#000000)?> and <not <key (up arrow v) pressed?>>> then\n set [in air v] to [0]\nend\nif <(LEVEL) = [6]> then\n set [scrollx v] to [0]\n set [scrolly v] to [0]\nend\nposition\n\ndefine Change y by (gravity)\nchange [in air v] by (1)\nchange [y v] by (gravity)\nposition\nrepeat until <not <touching color (#ff0000)?>>\n if <(gravity) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [in air v] to [0]\n end\n set [sy v] to [0]\n position\nend\ndie??\n\ndefine position\ngo to x: ((x) - (SCROLLX)) y: ((y) - (SCROLLY))\n\ndefine change x by (sx)\nchange [x v] by (sx)\nposition\nif <touching color (#ff0000)?> then\n if <key (up arrow v) pressed?> then\n if <(sx) > [0]> then\n set [sx v] to [-8]\n else\n set [sx v] to [8]\n end\n set [in air v] to [0]\n else\n set [sx v] to [0]\n end\n repeat until <not <touching color (#ff0000)?>>\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 😢\nbroadcast (die v)\nset [exit v] to []\nhide\nclear graphic effects\nwait (0.5) seconds\nwait until <(die) = [0]>\nwait (0.5) seconds\n\ndefine win\nset rotation style [don't rotate v]\nrepeat (50)\n go to [front v] layer\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)\n\nwait (0.5) seconds\n\nchange [ghost v] effect by (-100)\n\nwhen I receive [tick v]\n\nwhen I receive [bounce player v]\nset [sy v] to [10]\n\nif <key (up arrow v) pressed?> then\n\nwhen I receive [speedup v]\nset [sx v] to [70]\n\n\n\ndefine die??\nif <<touching (jump monsters v)?> or <touching (lava v)?>> then\n set [exit v] to [die]\nend\n\n@die\n\nwhen flag clicked\nhide\n\nwhen I receive [die v]\nclone\nhide\n\ndefine clone\nhide\nset [die v] to [250]\nrepeat (250)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nset size to (100) %\nclear graphic effects\nset [speed v] to (pick random (18) to (45))\ngo to (sprite1 v)\npoint in direction (pick random (1) to (360))\nshow\nrepeat (20)\n change y by ((speed) / (5))\n move ((speed) / (1.5)) steps\n change [ghost v] effect by (2)\n change [speed v] by (-1)\n if <<(x position) > [220]> or <(x position) < [-220]>> then\n set [speed v] to (((x position) * (-1)) / (180))\n end\nend\nset [y v] to [0]\nrepeat until <(y position) < [-175]>\n change [y v] by (-1)\n change y by (y)\nend\nchange [die v] by (-1)\ndelete this clone\n\n@orbs\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\nif <<<touching (sprite1 v)?> and <key (up arrow v) pressed?>> and <([in air v] of [sprite1 v]) < [2]>> then\n set size to (400) %\nelse\n change size by (((130) - (size)) / (6))\nend\n\nwhen I receive [tick v]\nposition ((x) - (SCROLLX)) ((y) - (SCROLLY))\n\ndefine clone at (x) (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\nset [x v] to [-1000]\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [setup v]\nset [x v] to [-10000000]\nif <(LEVEL) = [4]> then\n clone at [250] [-50]\n clone at [500] [-10]\n clone at [600] [50]\n clone at [990] [100]\n clone at [990] [175]\n clone at [990] [250]\n clone at [990] [325]\nelse\n if <(LEVEL) = [5]> then\n clone at [350] [0]\n clone at [1030] [50]\n clone at [1150] [50]\n end\nend\n\n@bg\n\ndefine position (x) (y)\ngo to [back v] layer\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [tick v]\nposition ((x) - ((SCROLLX) / (2))) [0]\n\nwhen flag clicked\nset [x v] to [0]\nswitch costume to (costume1 v)\nrepeat (3)\n create clone of (_myself_ v)\n change [x v] by (480)\nend\n\n@thumbnail\n\nwhen flag clicked\nhide\n\nshow\ngo to [front v] layer\n\n | https://scratch.mit.edu/projects/468647664/ Sequel :)\n\n➡Use arrow keys to move \n➡5 levels of fun\n➡2 different types of enemies\n➡Rising and falling lava\n\nStay alert for more scrolling platfomers. When they are out, they will appear here https://scratch.mit.edu/studios/26709304/projects/\n\n\n ---------{Credits}-----------\nScrolling scripts: @griffpatch\nNintendo for music\nAll other by me |
Drawn || A Stickman Platformer #games | @Stage\n\nwhen flag clicked\nforever\n if <(Level) = [15]> then\n switch backdrop to (level 1-3 v)\n else\n switch backdrop to (level 1-2 v)\n end\nend\n\nwhen flag clicked\nforever\n play sound [168734_Jumper v] until done\nend\n\n@Player\n\nwhen flag clicked\nshow\nset [level v] to [1]\nbroadcast (Reset v)\nforever\n set rotation style [left-right v]\n go to [back v] layer\n if <<(x position) > [230]> and <not <(Level) = [15]>>> then\n broadcast (Reset v)\n broadcast (Transition v)\n change [level v] by (1)\n start sound [Ding \(CinemaSins\) - Sound Effect.mp3 v]\n end\n if <touching (spikes v)?> then\n start sound [oof v]\n broadcast (Reset v)\n create clone of (_myself_ v)\n end\n platform physics (12.5) (-1) (0.7) (2)\nend\n\nwhen flag clicked\nset [walk v] to [5]\nforever\n change [walk v] by (1)\n if <(Walk) > [8]> then\n set [walk v] to [5]\n end\n wait (0.05) seconds\nend\n\ndefine platform physics (jump height) (gravity) (friction) (movement speed)\nswitch costume to (hitbox v)\nchange y by (y vel)\nif <<touching (ground v)?> or <touching (moving block v)?>> then\n repeat ([abs v] of (y vel) )\n if <<touching (ground v)?> or <touching (moving block v)?>> then\n change y by ((-1) * (([abs v] of (y vel) ) / (y vel)))\n end\n end\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <not <(y vel) > [0]>>> then\n set [y vel v] to (jump height)\n else\n set [y vel v] to [0]\n end\nelse\n change [y vel v] by (gravity)\nend\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x vel v] by (movement speed)\n point in direction (90)\nend\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x vel v] by ((-1) * (movement speed))\n point in direction (-90)\nend\nchange x by (x vel)\nif <<touching (ground v)?> or <touching (moving block v)?>> then\n set [old y v] to (y position)\n repeat ([abs v] of (x vel) )\n if <<touching (ground v)?> or <touching (moving block v)?>> then\n change y by (1)\n end\n end\n if <<touching (ground v)?> or <touching (moving block v)?>> then\n set y to (old y)\n repeat ([ceiling v] of ([abs v] of (x vel) ) )\n if <<touching (ground v)?> or <touching (moving block v)?>> then\n change x by ((-1) * (([abs v] of (x vel) ) / (x vel)))\n end\n end\n set [x vel v] to [0]\n end\nend\nset [x vel v] to ((x vel) * (friction))\nswitch costume to (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 (Walk)\nend\nif <(y vel) > [1]> then\n switch costume to (jump v)\nend\nif <(y vel) < [-3]> then\n switch costume to (fall v)\nend\nif <touching (trampoline v)?> then\n set [y vel v] to [20]\n start sound [Cartoon Sound Effect - Bounce.mp3 v]\nend\n\nwhen I receive [reset v]\npoint in direction (90)\ngo to x: (-228) y: (-69)\nset [x vel v] to [0]\nset [y vel v] to [0]\n\nwhen I start as a clone\nclear graphic effects\nforever\n change [ghost v] effect by (4)\n change size by (10)\nend\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen [l v] key pressed\nbroadcast (Reset v)\n\nwhen flag clicked\nforever\n if <key (s v) pressed?> then\n broadcast (Reset v)\n change [level v] by (1)\n wait (0.3) seconds\n end\nend\n\n@Spikes\n\nwhen flag clicked\nshow\nforever\n go to x: (0) y: (-2)\n switch costume to (Level)\nend\n\n@Ground\n\nwhen flag clicked\nshow\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\nend\n\n@Trampoline\n\nwhen flag clicked\nshow\nforever\n go to x: (0) y: (-3)\n switch costume to (Level)\nend\n\n@Moving Block\n\nwhen flag clicked\ngo to x: (-86) y: (-131)\nhide\nforever\n set [ghost v] effect to (100)\n glide (2) secs to x: (86) y: (-131)\n glide (2) secs to x: (-86) y: (-131)\nend\n\nwhen flag clicked\nforever\n if <(Level) = [14]> then\n show\n else\n hide\n end\nend\n\n@Thumb\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\n@Moving Block2\n\nwhen flag clicked\ngo to x: (-86) y: (-131)\nhide\nforever\n glide (2) secs to x: (86) y: (-131)\n glide (2) secs to x: (-86) y: (-131)\nend\n\nwhen flag clicked\nforever\n if <(Level) = [14]> then\n show\n else\n hide\n end\nend\n\n | Hi And Welcome To My Newest Platformer\nDrawn || A Stickman Platformer\n▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬\n▶ Advertising Will Be Reported\n▶ "S" To Skip A Level\n▶ Arrow Keys ◈ WAD To Move\n▶ If There Is Lag Press "L"\n▶ Watch Out For Spikes\n★ ALL LEVELS ARE POSSIBLE\n★★★★★★★★★★Credits★★★★★★★★★★\n@Funut For The Platformer Engine And Player Art (I Made Some Modifications)\ncooltext.com\n@0014049 For The Backdrop Art\nMusic: Jumper by Waterflame (Geometry Dash)\nOther Sound Effects From Roblox And @Funut\nEverything Else By Me\n\nRemember To ❤️ And ⭐️ For Waffles!\n\nOver 209 Code Blocks |
Nature Platformer (Collaboration work) Mobile & PC | @Stage\n\nwhen flag clicked\nswitch backdrop to (when title time v)\n\nwhen I receive [title v]\nswitch backdrop to (usually v)\n\nwhen I receive [title v]\nforever\n play sound [TheFatRat - Fly Away feat. Anjulie.mp3 v] until done\nend\n\n@title name\n\nwhen flag clicked\nset size to (10) %\npoint in direction (-90)\nhide\nclear graphic effects\nshow\ngo to x: (-1) y: (300)\nswitch costume to (25192810_32x326 v)\nrepeat until <(y position) < [-2]>\n change y by (((-4) - (y position)) / (7.5))\n turn right (((90) - (direction)) / (6)) degrees\n change size by (((150) - (size)) / (5))\nend\nwait (0.5) seconds\nrepeat until <[300] < (y position)>\n change y by (((-4) - (y position)) / (-7.5))\n turn left (((90) - (direction)) / (6)) degrees\n change size by (((150) - (size)) / (-5))\nend\nhide\nwait (0.1) seconds\nbroadcast (title v)\n\n@Hero\n\nwhen I receive [title v]\ngo to [front v] layer\nshow\nset size to (85) %\nswitch costume to (コスチューム1 v)\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]\nset [move ok? v] to [1]\nforever\n if <(Move ok?) = [1]> then\n set rotation style [left-right v]\n if <<<mouse down?> and <(x position) > (mouse x)>> or <key (left arrow v) pressed?>> then\n change [xv v] by (-1)\n point in direction (-90)\n end\n if <<<mouse down?> and <(x position) < (mouse x)>> or <key (right arrow v) pressed?>> then\n change [xv v] by (1)\n point in direction (90)\n end\n if <<<mouse down?> and <(mouse y) < (y position)>> or <key (down arrow v) pressed?>> then\n switch costume to (コスチューム2 v)\n set [xv v] to ((Xv) * (1.02))\n else\n switch costume to (コスチューム1 v)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <<touching color (#52ff5f)?> or <<touching color (#37ad41)?> or <touching color (#bd7100)?>>> then\n change y by (1)\n if <<touching color (#52ff5f)?> or <<touching color (#37ad41)?> or <touching color (#bd7100)?>>> then\n change y by (1)\n if <<touching color (#52ff5f)?> or <<touching color (#37ad41)?> or <touching color (#bd7100)?>>> then\n change y by (1)\n if <<touching color (#52ff5f)?> or <<touching color (#37ad41)?> or <touching color (#bd7100)?>>> then\n change y by (1)\n if <<touching color (#52ff5f)?> or <<touching color (#37ad41)?> or <touching color (#bd7100)?>>> then\n change y by (1)\n if <<touching color (#52ff5f)?> or <<touching color (#37ad41)?> or <touching color (#bd7100)?>>> 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 (#52ff5f)?> or <<touching color (#37ad41)?> or <touching color (#bd7100)?>>> 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 [ぷよん v]\n point in direction ((Yv) * (0.5))\n end\n end\n change y by (1)\n change [yv v] by (-1)\n change y by (Yv)\n if <<touching color (#52ff5f)?> or <<touching color (#37ad41)?> or <touching color (#bd7100)?>>> 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 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 broadcast (死 v)\n start sound [しょげる v]\n set rotation style [all around v]\n set [y v] to [20]\n change y by (20)\n repeat until <(y position) < [-170]>\n turn right (15) degrees\n create clone of (残像 v)\n change y by (y)\n change [y v] by (-2)\n end\n go to x: (-201) y: (-50)\n end\n if <touching color (#aeaeaf)?> then\n broadcast (死 v)\n start sound [しょげる v]\n set rotation style [all around v]\n set [y v] to [20]\n change y by (20)\n repeat until <(y position) < [-170]>\n turn right (15) degrees\n create clone of (残像 v)\n change y by (y)\n change [y v] by (-2)\n end\n end\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [も〜どりだよ☆ v]\nset [xvel v] to [0]\nset [yvel v] to [0]\ngo to x: (-201) y: (-50)\n\nwhen I receive [next level v]\nset [xvel v] to [0]\nset [yvel v] to [0]\ngo to x: (-201) y: (-50)\n\n@floor\n\nwhen flag clicked\nhide\n\nwhen I receive [title v]\nshow\nswitch costume to (1 v)\ngo to x: (0) y: (0)\n\nwhen I receive [next level v]\nnext costume\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 [title 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@やり直〜し\n\nwhen flag clicked\nhide\n\nwhen I receive [title v]\nshow\nset drag mode [not draggable v]\nshow\nset size to (40) %\ngo to [front v] layer\ngo to x: (-203) y: (-155)\nforever\n if <touching (mouse-pointer v)?> then\n set size to (45) %\n else\n set size to (40) %\n end\nend\n\nwhen this sprite clicked\nbroadcast (も〜どりだよ☆ v)\nplay sound [Crunch v] until done\n\n@次〜へ\n\nwhen flag clicked\nhide\n\nwhen I receive [title v]\nshow\nset [ズルって言えるのかな? v] to [0]\nset drag mode [not draggable v]\nshow\nset size to (47) %\ngo to x: (-157) y: (-155)\ngo to [front v] layer\nforever\n if <touching (mouse-pointer v)?> then\n set size to (52) %\n else\n set size to (47) %\n end\nend\n\nwhen this sprite clicked\nif <not <([costume # v] of [floor v]) = [11]>> then\n set [ズルって言えるのかな? v] to [1]\n broadcast (next level v)\n play sound [Magic Spell v] until done\nend\n\n@next level\n\nwhen flag clicked\nhide\ngo to [front v] layer\n\nwhen I receive [next level v]\nswitch costume to (なんか v)\ngo to [front v] layer\ngo to x: (-17) y: (0)\nset [move ok? v] to [0]\nshow\nset [勢い v] to [90]\nrepeat (20)\n set [勢い v] to ((勢い) * (0.9))\n change x by ((勢い) * (-1))\nend\nbroadcast (next next level v)\n\nwhen I receive [next next level v]\ngo to [front v] layer\nset [勢い v] to [90]\nrepeat (10)\n set [勢い v] to ((勢い) * (0.9))\n change x by ((勢い) * (-1))\nend\nhide\nset [move ok? v] to [1]\n\nset size to (50) %\n\ngo to [front v] layer\nrepeat (15)\n switch costume to (costume2 v)\n change size by (-70)\n switch costume to (costume1 v)\nend\nhide\n\nshow\ngo to [front v] layer\nrepeat (15)\n switch costume to (costume2 v)\n change size by (70)\n switch costume to (costume1 v)\nend\n\nwhen I receive [title v]\nforever\n change [color v] effect by (1)\nend\n\n@時計の枠\n\nwhen flag clicked\nhide\n\ndefine 準備\ngo to x: (-190) y: (139)\nset [ghost v] effect to (100)\nswitch costume to (枠1 v)\nshow\nrepeat (16)\n change [ghost v] effect by (-5)\nend\n\nwhen I receive [表示 v]\n準備\n\nwhen I receive [title v]\n準備\n\nwait (2) seconds\n\ngo [backward v] (3) layers\n\n@時間\n\nwhen I receive [タイマー止める v]\nstop [other scripts in sprite v]\nif <not <(最高記録) < (遅っw)>> then\n set [最高記録 v] to (遅っw)\nend\nshow variable [最高記録 v]\n\nwhen flag clicked\nhide variable [隠し v]\nhide variable [最高記録 v]\nhide\n\ndefine (数字) (x) (y) (大きさ) (明るさ) (透明度) (色)\nset [color v] effect to (色)\nset [時間 クローンしていい? v] to [0]\nhide\ngo to [front v] layer\ngo to x: (x) y: (y)\nset size to (大きさ) %\nset [brightness v] effect to (明るさ)\nset [ghost v] effect to (透明度)\nset [数字の変数 v] to [0]\nrepeat (length of (数字))\n change [数字の変数 v] by (1)\n switch costume to (letter (数字の変数) of (数字))\n create clone of (_myself_ v)\n change x by ((大きさ) / (9.5))\nend\nset [時間 クローンしていい? v] to [1]\n\nwhen I start as a clone\ngo [backward v] (1) layers\nwait until <(時間 クローンしていい?) = [1]>\nset [ghost v] effect to (100)\nshow\nrepeat (5)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [消せ! v]\ndelete this clone\n\nwhen I receive [隠しステージ v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\ndelete this clone\n\nwhen I receive [表示 v]\nstop [other scripts in sprite v]\nbroadcast (消せ! v)\nスタート?\n\ndefine スタート?\nset [遅っw v] to [0]\nforever\n if <not <([costume # v] of [floor v]) = [11]>> then\n (遅っw) [-187] [137] [100] [-100] [0] [50]\n wait (0.9) seconds\n broadcast (消せ! v)\n change [遅っw v] by (1)\n end\nend\n\nwhen I receive [タイマー止める2 v]\nstop [other scripts in sprite v]\nbroadcast (消せ! v)\n(遅っw) [155] [143] [100] [-100] [0] [0]\nif <not <(隠し) < (遅っw)>> then\n set [隠し v] to (遅っw)\nend\nshow variable [隠し v]\n\nwhen I receive [title v]\nスタート?\n\n@comments\n\nwhen flag clicked\nhide\nset [level v] to [1]\n\ndefine When? (level) Position (x) (y)\ngo [forward v] (2) layers\nif <(level) = (Level)> then\n switch costume to (Level)\n set size to (5) %\n show\n repeat until <(round (size)) = [110]>\n change size by (((110) - (size)) / (8))\n end\n if <(y) = []> then\n set y to (50)\n end\n if <(x) = []> then\n set x to (0)\n end\n forever\n set y to (((([sin v] of ((timer) * (250)) ) + (10)) * (1.5)) * (5))\n end\nend\n\nwhen I receive [next level v]\nreset timer\nchange [level v] by (1)\nWhen? [2] Position [] []\nWhen? [3] Position [] []\nWhen? [4] Position [] []\nWhen? [5] Position [] []\nWhen? [6] Position [] []\nWhen? [7] Position [] []\nWhen? [8] Position [] []\nWhen? [9] Position [] []\nWhen? [10] Position [] []\nWhen? [11] Position [] []\n\nwhen I receive [title v]\nshow\nreset timer\nWhen? [1] Position [] []\nswitch costume to (1 v)\n\n@スプライト1\n\nwhen flag clicked\nhide\n\nshow\ngo to [front v] layer\ngo to x: (0) y: (0)\n\n | ・続編です!\n(Next game! Plz look at this!)\n https://scratch.mit.edu/projects/395587622/\n・私たちのグループ(HYNL)はこちら\n(Click here for our group (HYNL))\n https://scratch.mit.edu/studios/26720614/\n・私の作品がまとまったスタジオはこちら\n(Click here for the studio where my work is organized)\n https://scratch.mit.edu/studios/26060782/\n いつもとは少し違う形にしました。外国のPlatformerのイメージです。(少しかっこいいイメージです!)\n・コラボ先の作品はこちら\n https://scratch.mit.edu/projects/399843046/\n『注目のプロジェクト』に載りました!ありがとうございましたー!\n========================================\n[How to play]\nArrow keys.\nThis work is a collaboration work with @nakaokun.\nThank you very much!\nDon't advertisement in this comment place.\nIf you do, we may report to the scratch team.\nIf you like it, plz love and favorite!\n\n <Credits>\n-@krishtheking123 for atmosphere\n-@sushi10000 for hero's costume\n-@KOBANEKO521 for music\n-@nekopyon for programs and costumes of time\n-@hclhcl for Directing when damaged\n\n#HYNL #group #love #platformer #platformerzoku #Game #Games #lightblue012 #hgwrs16 #yessusitarou #nakaokun #nature #collaboration #music #art #English #language #Japanese #time #lightblue #light #square #cube #simple #platformerdaisuki #platformerlove #future |
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