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プラットフォーマー!!!(PLATFORMER!!!)
@Stage\n\nwhen I receive [終わり! v]\nswitch backdrop to (海 v)\n\nwhen flag clicked\n\n@軽量化\n\n@ステージ\n\nwhen I receive [次のステージ v]\nnext costume\n\nwhen flag clicked\nhide variable [タイム v]\n\nwhen I receive [終わり! v]\nset [タイム v] to [0]\nshow variable [タイム v]\nswitch costume to (コスチューム1 \(3\) v)\nrepeat until <(costume [number v]) = [15]>\n wait (1) seconds\n change [タイム v] by (1)\nend\n\nwhen I receive [終わり! v]\nshow\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nbroadcast (終わり! v)\n\n@ネクスト\n\nwhen I start as a clone\nif <<(costume [name v]) = [1]> or <<(costume [name v]) = [2]> or <<(costume [name v]) = [3]> or <(costume [name v]) = [next]>>>> then\n set [brightness v] effect to (0)\n go to [front v] layer\n set x to (-465)\n set y to (0)\n show\n repeat until <(round (x position)) = [0]>\n change x by (((0) - (x position)) / (7))\n end\n wait (0.9) seconds\n delete this clone\nend\nif <<(costume [name v]) = [4]> or <<(costume [name v]) = [5]> or <(costume [name v]) = [6]>>> then\n go to [front v] layer\n change [color v] effect by (10)\n set x to (0)\n set y to (345)\n show\n repeat until <(round (y position)) = [0]>\n change y by (((0) - (y position)) / (7))\n end\nend\nif <<(costume [name v]) = [☆]> or <<(costume [name v]) = [♡]> or <(costume [name v]) = [👤]>>> then\n set [color v] effect to (0)\n go to [front v] layer\n set x to (0)\n set y to (345)\n show\n repeat until <(round (y position)) = [0]>\n change y by (((0) - (y position)) / (7))\n end\nend\nif <(costume [name v]) = [4]> then\n wait (0.3) seconds\n repeat until <[464] < (x position)>\n change x by ((1) + ((x position) / (4)))\n end\n delete this clone\nend\nif <(costume [name v]) = [5]> then\n wait (0.2) seconds\n repeat until <[464] < (x position)>\n change x by ((1) + ((x position) / (4)))\n end\n delete this clone\nend\nif <(costume [name v]) = [6]> then\n wait (0.1) seconds\n repeat until <[464] < (x position)>\n change x by ((1) + ((x position) / (4)))\n end\n delete this clone\nend\nif <(costume [name v]) = [♡]> then\n wait (0.2) seconds\n repeat until <[319] < (x position)>\n change x by ((1) + ((x position) / (4)))\n end\n delete this clone\nend\nif <(costume [name v]) = [👤]> then\n wait (0.125) seconds\n repeat until <[360] < (x position)>\n change x by ((1) + ((x position) / (4)))\n end\n delete this clone\nend\nif <(costume [name v]) = [☆]> then\n wait (0.2) seconds\n repeat until <[185] < (x position)>\n change x by ((1) + ((x position) / (4)))\n end\n delete this clone\nend\n\ndefine クローン (名前)\nswitch costume to (名前)\ncreate clone of (_myself_ v)\n\nwhen I receive [次のステージ v]\nhide\nstart sound [High Whoosh v]\nクローン [1]\nwait (0.15) seconds\nクローン [2]\nwait (0.15) seconds\nクローン [3]\nwait (0.15) seconds\nクローン [next]\nwait (0.75) seconds\nクローン [5]\nwait (0.15) seconds\nクローン [6]\nwait (0.15) seconds\nクローン [7]\nクローン [☆]\nクローン [♡]\nクローン [👤]\nchange [color v] effect by (15)\n\nwhen flag clicked\nset [color v] effect to (pick random (-200) to (200))\n\nstart sound [Finger Snap v]\n\n@針\n\nwhen flag clicked\nhide\nswitch costume to (コスチューム1 \(4\) v)\n\nwhen I receive [次のステージ v]\nnext costume\n\nwhen I receive [終わり! v]\nshow\n\n@スプライト3\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\n@プレイヤー\n\nwhen I receive [イントロ完 v]\n\nwhen flag clicked\nhide\n\ndefine 戻る\nbroadcast (i v)\nstart sound [Crunch v]\ngo to x: (-210) y: (0)\nshow\nset [海賊王になる男\(\(\(?: x v] to [0]\nset [海賊王になる男\(\(\(?: y v] to [0]\n\nwhen I receive [すてーじかわった v]\nwait (0.8) seconds\n戻る(クリア)\n\nwhen I receive [次! v]\nhide\nwait (2.5) seconds\n\nwhen I start as a clone\nswitch costume to (コスチューム3 v)\n残像\n\ndefine 戻る(クリア)\nset [ステージのバグ解消 v] to [0]\ngo to x: (-210) y: (0)\nshow\nswitch costume to (コスチューム1 v)\n\nwhen I start as a clone\nset [ghost v] effect to (0)\nswitch costume to (コスチューム3 v)\nrepeat (15)\n change size by (-2)\n change [ghost v] effect by (7)\nend\ndelete this clone\n\ndefine 残像\nset [ghost v] effect to (0)\nrepeat (5)\n change [ghost v] effect by (20)\nend\ndelete this clone\n\nwhen I receive [イントロ完 v]\nforever\n wait until <touching (水 v)?>\n if <<key (up arrow v) pressed?> or <<mouse down?> and <[0] < (mouse y)>>> then\n set [海賊王になる男\(\(\(?: y v] to [5]\n else\n set [海賊王になる男\(\(\(?: y v] to [-1.5]\n end\nend\n\nwhen I receive [終わり! v]\nset volume to (100) %\nforever\n play sound [BGM① v] until done\nend\n\nswitch costume to (コスチューム1 v)\n\nwhen I receive [huhh0 v]\nif <not <<touching (動くステージ v)?> or <<touching (ステージ v)?> or <<touching (鍵穴 v)?> or <touching (鍵穴2 v)?>>>>> then\n change y by (-1)\nend\n\nwhen flag clicked\nbroadcast (Intro start v)\n\nwhen flag clicked\nhide\n\nwhen flag clicked\n\nwhen I receive [終わり! v]\ngo to x: (-210) y: (0)\nshow\nset rotation style [left-right v]\nset [海賊王になる男\(\(\(?: x v] to [0]\nset [海賊王になる男\(\(\(?: y v] to [0]\nset size to (70) %\nforever\n if <<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<mouse down?> and <[0] < (mouse y)>>> then\n if <<<<key (w v) pressed?> or <key (up arrow v) pressed?>> and <<<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 <[0] < (mouse y)>>> then\n switch costume to (コスチューム4 v)\n else\n switch costume to (コスチューム6 v)\n end\n else\n switch costume to (コスチューム1 v)\n if <<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <<mouse down?> and <(mouse x) < [0]>>> then\n switch costume to (コスチューム2 v)\n else\n if <<<key (d v) pressed?> or <key (right arrow v) pressed?>> or <<mouse down?> and <[0] < (mouse x)>>> then\n switch costume to (コスチューム2 v)\n else\n switch costume to (コスチューム1 v)\n end\n end\n end\n if <<<key (d v) pressed?> or <key (right arrow v) pressed?>> or <<mouse down?> and <[0] < (mouse x)>>> then\n point in direction (90)\n change [海賊王になる男\(\(\(?: x v] by (1.75)\n end\n if <<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <<mouse down?> and <(mouse x) < [0]>>> then\n change [海賊王になる男\(\(\(?: x v] by (-1.75)\n point in direction (-90)\n end\n set [海賊王になる男\(\(\(?: x v] to ((海賊王になる男\(\(\(?: x) * (0.8))\n change x by (海賊王になる男\(\(\(?: x)\n if <<touching (動くステージ v)?> or > then\n change y by (1)\n if <<touching (動くステージ v)?> or > then\n change y by (1)\n if <<touching (動くステージ v)?> or > then\n change y by (1)\n if <<touching (動くステージ v)?> or > then\n change y by (1)\n if <<touching (動くステージ v)?> or > then\n change y by (1)\n if <<touching (動くステージ v)?> or <<touching (ステージ v)?> or <<touching (鍵穴 v)?> or <touching (鍵穴2 v)?>>>> then\n change x by ((海賊王になる男\(\(\(?: x) * (-1))\n change y by (-5)\n if <<<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<mouse down?> and <[0] < (mouse y)>>> and <not <touching (水 v)?>>> then\n start sound [壁キック v]\n if <(海賊王になる男\(\(\(?: x) > [0]> then\n set [海賊王になる男\(\(\(?: x v] to [-15]\n else\n set [海賊王になる男\(\(\(?: x v] to [15]\n end\n set [海賊王になる男\(\(\(?: y v] to [15.5]\n else\n set [海賊王になる男\(\(\(?: x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [海賊王になる男\(\(\(?: y v] by (-1)\n change y by (海賊王になる男\(\(\(?: y)\n if <<touching (動くステージ v)?> or <<touching (ステージ v)?> or <<touching (鍵穴 v)?> or <touching (鍵穴2 v)?>>>> then\n change y by ((海賊王になる男\(\(\(?: y) * (-1))\n set [海賊王になる男\(\(\(?: y v] to [0]\n end\n if <<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<mouse down?> and <[0] < (mouse y)>>> then\n change y by (-1)\n if <<<touching (動くステージ v)?> or <<touching (ステージ v)?> or <<touching (鍵穴 v)?> or <touching (鍵穴2 v)?>>>> and <<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<mouse down?> and <[0] < (mouse y)>>>> then\n change [海賊王になる男\(\(\(?: y v] by (17)\n start sound [ジャンプ3 v]\n end\n change y by (1)\n end\n if <[240] < (x position)> then\n broadcast (次のステージ v)\n go to x: (-210) y: (0)\n set [ステージのバグ解消 v] to [1]\n wait (3) seconds\n set [海賊王になる男\(\(\(?: x v] to [0]\n set [海賊王になる男\(\(\(?: y v] to [0]\n end\n if <touching (ジャンプ台 v)?> then\n start sound [ジャンプ3 v]\n set [海賊王になる男\(\(\(?: y v] to [20]\n end\n if <<(y position) < [-182]> or <<touching (針 v)?> or <<touching (敵キャラ v)?> or <<touching (針\(特殊?\) v)?> or <touching (動く針2 v)?>>>>> then\n if <touching (敵キャラ v)?> then\n if <touching color (#da4343)?> then\n if <touching color (#dd4848)?> then\n 戻る\n end\n else\n 戻る\n end\n else\n 戻る\n end\n end\n create clone of (_myself_ v)\n broadcast (huhh0 v)\nend\n\nwhen I receive [スタート v]\nset rotation style [left-right v]\nforever\n say (username)\n show\nend\n\n@素材1\n\nwhen flag clicked\ndelete all of [ユーザー名素材 v]\nadd [a] to [ユーザー名素材 v]\nadd [b] to [ユーザー名素材 v]\nadd [c] to [ユーザー名素材 v]\nadd [d] to [ユーザー名素材 v]\nadd [e] to [ユーザー名素材 v]\nadd [f] to [ユーザー名素材 v]\nadd [g] to [ユーザー名素材 v]\nadd [h] to [ユーザー名素材 v]\nadd [i] to [ユーザー名素材 v]\nadd [j] to [ユーザー名素材 v]\nadd [k] to [ユーザー名素材 v]\nadd [l] to [ユーザー名素材 v]\nadd [m] to [ユーザー名素材 v]\nadd [n] to [ユーザー名素材 v]\nadd [o] to [ユーザー名素材 v]\nadd [p] to [ユーザー名素材 v]\nadd [q] to [ユーザー名素材 v]\nadd [r] to [ユーザー名素材 v]\nadd [s] to [ユーザー名素材 v]\nadd [t] to [ユーザー名素材 v]\nadd [u] to [ユーザー名素材 v]\nadd [v] to [ユーザー名素材 v]\nadd [w] to [ユーザー名素材 v]\nadd [x] to [ユーザー名素材 v]\nadd [y] to [ユーザー名素材 v]\nadd [z] to [ユーザー名素材 v]\nadd [0] to [ユーザー名素材 v]\nadd [1] to [ユーザー名素材 v]\nadd [2] to [ユーザー名素材 v]\nadd [3] to [ユーザー名素材 v]\nadd [4] to [ユーザー名素材 v]\nadd [5] to [ユーザー名素材 v]\nadd [6] to [ユーザー名素材 v]\nadd [7] to [ユーザー名素材 v]\nadd [8] to [ユーザー名素材 v]\nadd [9] to [ユーザー名素材 v]\nadd [-] to [ユーザー名素材 v]\nadd [_] to [ユーザー名素材 v]\ndelete all of [ユーザー名 v]\nrepeat (10)\n add [] to [ユーザー名 v]\nend\nset [i v] to [1]\nset [ユーザー名数値 v] to []\nrepeat (length of (username))\n set [ユーザー名数値 v] to (join (ユーザー名数値) ((item # of (letter (i) of (username)) in [ユーザー名素材 v]) + (10)))\n change [i v] by (1)\nend\nforever\n ユーザー名 (☁ 1P) [1]\n ユーザー名 (☁ 2P) [2]\n ユーザー名 (☁ 3P) [3]\n ユーザー名 (☁ 4P) [4]\n ユーザー名 (☁ 5P) [5]\n ユーザー名 (☁ 6P) [6]\n ユーザー名 (☁ 7P) [7]\n ユーザー名 (☁ 8P) [8]\n ユーザー名 (☁ 9P) [9]\n ユーザー名 (☁ 10P) [10]\n wait (3) seconds\nend\n\nwhen I receive [スタート v]\nforever\n if <(自分は何Pか?) = [1]> then\n set [☁ 1p v] to (join (プレイヤーデータ) (ユーザー名数値))\n end\n if <(自分は何Pか?) = [2]> then\n set [☁ 2p v] to (join (プレイヤーデータ) (ユーザー名数値))\n end\n if <(自分は何Pか?) = [3]> then\n set [☁ 3p v] to (join (プレイヤーデータ) (ユーザー名数値))\n end\n if <(自分は何Pか?) = [4]> then\n set [☁ 4p v] to (join (プレイヤーデータ) (ユーザー名数値))\n end\n if <(自分は何Pか?) = [5]> then\n set [☁ 5p v] to (join (プレイヤーデータ) (ユーザー名数値))\n end\n if <(自分は何Pか?) = [6]> then\n set [☁ 6p v] to (join (プレイヤーデータ) (ユーザー名数値))\n end\n if <(自分は何Pか?) = [7]> then\n set [☁ 7p v] to (join (プレイヤーデータ) (ユーザー名数値))\n end\n if <(自分は何Pか?) = [8]> then\n set [☁ 8p v] to (join (プレイヤーデータ) (ユーザー名数値))\n end\n if <(自分は何Pか?) = [9]> then\n set [☁ 9p v] to (join (プレイヤーデータ) (ユーザー名数値))\n end\n if <(自分は何Pか?) = [10]> then\n set [☁ 10p v] to (join (プレイヤーデータ) (ユーザー名数値))\n end\nend\n\nwhen flag clicked\nset [自分は何pか? v] to [0]\nhide\nif <(username) = []> then\n switch costume to (サインインして v)\n show\n go to [front v] layer\n stop [all v]\nelse\n if <(☁ 1p) = [0]> then\n set [自分は何pか? v] to [1]\n else\n if <(☁ 2p) = [0]> then\n set [自分は何pか? v] to [2]\n else\n if <(☁ 3p) = [0]> then\n set [自分は何pか? v] to [3]\n else\n if <(☁ 4p) = [0]> then\n set [自分は何pか? v] to [4]\n else\n if <(☁ 5p) = [0]> then\n set [自分は何pか? v] to [5]\n else\n if <(☁ 6p) = [0]> then\n set [自分は何pか? v] to [6]\n else\n if <(☁ 7p) = [0]> then\n set [自分は何pか? v] to [7]\n else\n if <(☁ 8p) = [0]> then\n set [自分は何pか? v] to [8]\n else\n if <(☁ 9p) = [0]> then\n set [自分は何pか? v] to [9]\n else\n if <(☁ 10p) = [0]> then\n set [自分は何pか? v] to [9]\n else\n switch costume to (サーバーがいっぱい v)\n go to [front v] layer\n stop [all v]\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\nset [クローンid v] to [0]\nrepeat (10)\n change [クローンid v] by (1)\n create clone of (_myself_ v)\nend\nbroadcast (スタート v)\n\ndefine ユーザー名 (データ) (何p)\nset [復元 v] to (length of (プレイヤーデータ))\nreplace item (何p) of [ユーザー名 v] with []\nrepeat ((length of (データ)) - (length of (プレイヤーデータ)))\n replace item (何p) of [ユーザー名 v] with (join (item (何p) of [ユーザー名 v]) (item ((join (letter ((復元) - (1)) of (データ)) (letter (復元) of (データ))) - (10)) of [ユーザー名素材 v]))\n change [復元 v] by (2)\nend\n\nwhen I start as a clone\nswitch costume to (キャラ v)\nset rotation style [left-right v]\nforever\n if <(クローンID) = (自分は何Pか?)> then\n delete this clone\n else\n if <(クローンID) = [1]> then\n 他のプレイヤー (☁ 1P) [1]\n end\n if <(クローンID) = [2]> then\n 他のプレイヤー (☁ 2P) [2]\n end\n if <(クローンID) = [3]> then\n 他のプレイヤー (☁ 3P) [3]\n end\n if <(クローンID) = [4]> then\n 他のプレイヤー (☁ 4P) [4]\n end\n if <(クローンID) = [5]> then\n 他のプレイヤー (☁ 5P) [5]\n end\n if <(クローンID) = [6]> then\n 他のプレイヤー (☁ 6P) [6]\n end\n if <(クローンID) = [7]> then\n 他のプレイヤー (☁ 7P) [7]\n end\n if <(クローンID) = [8]> then\n 他のプレイヤー (☁ 8P) [8]\n end\n if <(クローンID) = [9]> then\n 他のプレイヤー (☁ 9P) [9]\n end\n if <(クローンID) = [10]> then\n 他のプレイヤー (☁ 10P) [10]\n end\n end\nend\n\ndefine 他のプレイヤー (データ) (何p)\nif <[0] < (データ)> then\n show\n go to x: ((join (letter (2) of (データ)) (join (letter (3) of (データ)) (letter (4) of (データ)))) - (500)) y: ((join (letter (5) of (データ)) (join (letter (6) of (データ)) (letter (7) of (データ)))) - (500))\n point in direction ((join (letter (8) of (データ)) (join (letter (9) of (データ)) (letter (10) of (データ)))) - (500))\n say (item (何p) of [ユーザー名 v])\nelse\n hide\nend\n\nwhen flag clicked\nforever\n set [プレイヤーデータ v] to (join (letter (2) of (current [second v])) (join ((round ([x position v] of [素材2 v])) + (500)) (join ((round ([y position v] of [素材2 v])) + (500)) ((round ([direction v] of [素材2 v])) + (500)))))\nend\n\nwhen flag clicked\nforever\n set [1p抜けた? v] to (letter (1) of (☁ 1P))\n set [2p抜けた? v] to (letter (1) of (☁ 2P))\n set [3p抜けた? v] to (letter (1) of (☁ 3P))\n set [4p抜けた? v] to (letter (1) of (☁ 4P))\n set [5p抜けた? v] to (letter (1) of (☁ 5P))\n set [6p抜けた? v] to (letter (1) of (☁ 6P))\n set [7p抜けた? v] to (letter (1) of (☁ 7P))\n set [8p抜けた? v] to (letter (1) of (☁ 8P))\n set [9p抜けた? v] to (letter (1) of (☁ 9P))\n set [10p抜けた? v] to (letter (1) of (☁ 10P))\n wait (1.5) seconds\n if <(letter (1) of (☁ 1P)) = (1P抜けた?)> then\n set [☁ 1p v] to [0]\n end\n if <(letter (1) of (☁ 2P)) = (2P抜けた?)> then\n set [☁ 2p v] to [0]\n end\n if <(letter (1) of (☁ 3P)) = (3P抜けた?)> then\n set [☁ 3p v] to [0]\n end\n if <(letter (1) of (☁ 4P)) = (4P抜けた?)> then\n set [☁ 4p v] to [0]\n end\n if <(letter (1) of (☁ 5P)) = (5P抜けた?)> then\n set [☁ 5p v] to [0]\n end\n if <(letter (1) of (☁ 6P)) = (6P抜けた?)> then\n set [☁ 6p v] to [0]\n end\n if <(letter (1) of (☁ 7P)) = (7P抜けた?)> then\n set [☁ 7p v] to [0]\n end\n if <(letter (1) of (☁ 8P)) = (8P抜けた?)> then\n set [☁ 8p v] to [0]\n end\n if <(letter (1) of (☁ 9P)) = (9P抜けた?)> then\n set [☁ 9p v] to [0]\n end\n if <(letter (1) of (☁ 10P)) = (10P抜けた?)> then\n set [☁ 10p v] to [0]\n end\nend\n\n@スプライト1\n\nwhen flag clicked\ngo to x: (36) y: (28)\n\n@スプライト2\n\n
English is below(英語は下にあります)\n・矢印キーで操作\n・針に当たったらダメです\n・クリアしたらぜひ言ってください(難しい)\n・⭐&❤お願いします\n\n・Operate with arrow keys\n・It's no good if it hits the needle.\n・Please let me know when you clear it (difficult)\n・⭐&❤ please
Super Robot 64 [v1.1.3] 3D Platformer Prototype
@Stage\n\n@Blank\n\n@MainRenderer\n\ndefine int draw line (x1) (y1) (x2) (y2) (start size) (end size) (x normal) (y normal) (size diff) (x diff) (y diff)\nset [aox v] to (x1)\nset [aoy v] to (y1)\nif <(start size) > [1]> then\n set [pivot v] to (start size)\nelse\n set [pivot v] to [1]\nend\nif <(pivot) < (end size)> then\n repeat until <((pivot) * (2)) > (end size)>\n set [l v] to ((((2) * (pivot)) - (start size)) / (size diff))\n set [box v] to ((x1) + ((x diff) * (L)))\n set [boy v] to ((y1) + ((y diff) * (L)))\n set pen size to (1)\n go to x: ((Box) - ((pivot) * (x normal))) y: ((Boy) - ((pivot) * (y normal)))\n pen down\n set pen size to (pivot)\n go to x: (Aox) y: (Aoy)\n go to x: ((Box) + ((pivot) * (x normal))) y: ((Boy) + ((pivot) * (y normal)))\n pen up\n set [aox v] to (Box)\n set [aoy v] to (Boy)\n set [pivot v] to ((pivot) * (2))\n end\n go to x: ((x2) - (((end size) - (pivot)) * (x normal))) y: ((y2) - (((end size) - (pivot)) * (y normal)))\n set pen size to (1)\n pen down\n set pen size to (pivot)\n go to x: (Aox) y: (Aoy)\n go to x: ((x2) + (((end size) - (pivot)) * (x normal))) y: ((y2) + (((end size) - (pivot)) * (y normal)))\n pen up\n go to x: (x2) y: (y2)\n set pen size to (end size)\n pen down\n pen up\nend\n\ndefine draw line from x (x1) y (y1) to x (x2) y (y2) start width (start size) end width (end size)\nif <(start size) = (end size)> then\ngo to x: (x1) y: (y1)\nset pen size to (1)\npen down\nset pen size to ((start size) + (<(start size) > (end size)> * ((end size) - (start size))))\ngo to x: (x2) y: (y2)\npen up\n\ngo to x: (x1) y: (y1)\nset pen size to (1)\npen down\nset pen size to (start size)\ngo to x: (x2) y: (y2)\npen up\n\ndefine QuickSort\ndelete (all) of [sort.l v]\ndelete (all) of [sort.r v]\nadd [1] to [sort.l v]\nadd (length of [objdis v]) to [sort.r v]\nrepeat until <(length of [sort.r v]) = [0]>\n set [left v] to (item (1) of [sort.l v])\n set [right v] to (item (1) of [sort.r v])\n set [pivot v] to [L]\n repeat until <(left) = (right)>\n if <(pivot) = [L]> then\n if <(item (left) of [objdis v]) > (item (right) of [objdis v])> then\n set [td v] to (item (left) of [objdis v])\n replace item (left) of [objdis v] with (item (right) of [objdis v])\n replace item (right) of [objdis v] with (td)\n set [td v] to (item (left) of [sorteditemids v])\n replace item (left) of [sorteditemids v] with (item (right) of [sorteditemids v])\n replace item (right) of [sorteditemids v] with (td)\n set [pivot v] to [R]\n else\n change [right v] by (-1)\n end\n else\n if <(item (left) of [objdis v]) > (item (right) of [objdis v])> then\n set [td v] to (item (left) of [objdis v])\n replace item (left) of [objdis v] with (item (right) of [objdis v])\n replace item (right) of [objdis v] with (td)\n set [td v] to (item (left) of [sorteditemids v])\n replace item (left) of [sorteditemids v] with (item (right) of [sorteditemids v])\n replace item (right) of [sorteditemids v] with (td)\n set [pivot v] to [L]\n else\n change [left v] by (1)\n end\n end\n end\n set [l v] to (item (1) of [sort.l v])\n set [r v] to (item (1) of [sort.r v])\n delete (1) of [sort.l v]\n delete (1) of [sort.r v]\n if <not <(left) = (L)>> then\n add (L) to [sort.l v]\n add ((left) - (1)) to [sort.r v]\n end\n if <not <(left) = (R)>> then\n add ((left) + (1)) to [sort.l v]\n add (R) to [sort.r v]\n end\nend\n\ndefine 3D || x (x) y (y) z (z)\nif <(z) > [1]> then\n set [scrnx v] to ((x) * ((disToScrn) / (z)))\n set [scrny v] to ((y) * ((disToScrn) / (z)))\nelse\n set [scrnx v] to ((x) * ((disToScrn) / (1)))\n set [scrny v] to ((y) * ((disToScrn) / (1)))\nend\n\ndefine ROTATION MATRIX || x (x) z (z) || DIRECTION (dir)\nset [rotatedx v] to (((z) * ([sin v] of (dir) )) + ((x) * ([cos v] of (dir) )))\nset [rotatedz v] to (((z) * ([cos v] of (dir) )) - ((x) * ([sin v] of (dir) )))\n\ndefine SORT || DISTANCE (dis)\n\ndefine ROTATION MATRIX || y (y) z (z) || DIRECTION (dir)\nset [rotatedy v] to (((z) * ([sin v] of (dir) )) + ((y) * ([cos v] of (dir) )))\nset [rotatedz v] to (((z) * ([cos v] of (dir) )) - ((y) * ([sin v] of (dir) )))\n\ndefine ADD HITBOX || x: (x1) (x2) || y: (y1) (y2) || z: (z1) (z2)\nif <(x2) > (x1)> then\n add (x1) to [hitbox meshes v]\n add (x2) to [hitbox meshes v]\nelse\n add (x2) to [hitbox meshes v]\n add (x1) to [hitbox meshes v]\nend\nif <(y2) > (y1)> then\n add (y1) to [hitbox meshes v]\n add (y2) to [hitbox meshes v]\nelse\n add (y2) to [hitbox meshes v]\n add (y1) to [hitbox meshes v]\nend\nif <(z2) > (z1)> then\n add (z1) to [hitbox meshes v]\n add (z2) to [hitbox meshes v]\nelse\n add (z2) to [hitbox meshes v]\n add (z1) to [hitbox meshes v]\nend\n\ndefine ADD CUBOID || x: (x1) (x2) y: (y1) (y2) z: (z1) (z2)\nAdd OBJ || x (x1) y (y2) z (z1)\nAdd OBJ || x (x2) y (y2) z (z1)\nAdd OBJ || x (x1) y (y1) z (z1)\nAdd OBJ || x (x1) y (y2) z (z2)\nAdd OBJ || x (x2) y (y2) z (z2)\nAdd OBJ || x (x2) y (y1) z (z1)\nAdd OBJ || x (x2) y (y1) z (z2)\nAdd OBJ || x (x1) y (y1) z (z2)\nADD HITBOX || x: (x1) (x2) || y: (y1) (y2) || z: (z1) (z2)\n\nset [distoscrn v] to [300]\nAdd OBJ || x [50] y [50] z [50]\nAdd OBJ || x [-50] y [50] z [50]\nAdd OBJ || x [50] y [0] z [50]\nAdd OBJ || x [50] y [50] z [-50]\nAdd OBJ || x [-50] y [50] z [-50]\nAdd OBJ || x [-50] y [0] z [50]\nAdd OBJ || x [-50] y [0] z [-50]\nAdd OBJ || x [50] y [0] z [-50]\nADD HITBOX || x: [50] [-50] || y: [0] [50] || z: [50] [-50]\n\nset [c1 v] to [1]\nrepeat until <not <(dis) < (item (C1) of [objdis v])>>\n change [c1 v] by (1)\nend\ninsert (dis) at (C1) of [objdis v] \ngo [forward v] ((C1) - (1)) layers\n\ndefine READ FROM || GameObjects\nset [readval v] to (item (readNum) of [gameobjects v])\nchange [readnum v] by (1)\n\ndefine READ || ITEM (item)\nset [readval v] to []\nset [c2 v] to (letter (readNum) of (item))\nchange [readnum v] by (1)\nrepeat until <<(C2) = [/]> or <<(C2) = [;]> or <<(C2) = [|]> or <(C2) = []>>>>\n set [readval v] to (join (readVal) (C2))\n set [c2 v] to (letter (readNum) of (item))\n change [readnum v] by (1)\nend\n\nif <(t) = [F]> then\n repeat until <<(C2) = [|]> or <<(C2) = [null]> or <(C2) = []>>>\n set [readval v] to (join (readVal) (C2))\n set [c2 v] to (letter (readNum) of (item))\n change [readnum v] by (1)\n end\nend\n\ndefine TO 2D || x: (x) y: (y) z: (z)\nROTATION MATRIX || x ((x) - (camX)) z ((z) - (camZ)) || DIRECTION ((0) - (camDir\(y\)))\nROTATION MATRIX || y ((y) - (camY)) z (rotatedZ) || DIRECTION ((0) - (camDir\(x\)))\n3D || x (rotatedX) y (rotatedY) z (rotatedZ)\n\ndefine RENDERSCENE\nswitch costume to (tiny v)\nset size to (9999999999) %\nswitch costume to (11 v)\nset [c2 v] to (length of [sorteditemids v])\nrepeat (length of [sorteditemids v])\n set [readnum v] to (item (C2) of [sorteditemids v])\n set [c1 v] to (C2)\n delete all of [b v]\n repeat until <[] = (item (readNum) of [renderbuffer v])>\n add (item (readNum) of [renderbuffer v]) to [b v]\n change [readnum v] by (1)\n end\n if < (item (1) of [b v]) contains [T]?> then\n delete (1) of [b v]\n set pen color to (((item (10) of [b v]) * (65536)) + (((item (11) of [b v]) * (256)) + (item (12) of [b v])))\n set [td v] to (((item (C1) of [objdis v]) - (renderDistance)) / (2))\n if <[0] > (td)> then\n set [td v] to [0]\n end\n set pen (transparency v) to ((item (13) of [b v]) + (td))\n if <[100] > (((item (C1) of [objdis v]) - (renderDistance)) / (2))> then\n DRAW 3D TRI || (item (1) of [b v]) (item (2) of [b v]) (item (3) of [b v]) (item (4) of [b v]) (item (5) of [b v]) (item (6) of [b v]) (item (7) of [b v]) (item (8) of [b v]) (item (9) of [b v]) z-cull [10]\n end\n else\n if then\n if <[I] = (letter (2) of (item (1) of [b v]))> then\n delete (1) of [b v]\n TO 2D || x: (item (1) of [b v]) y: (item (2) of [b v]) z: (item (3) of [b v])\n replace item (1) of [b v] with (scrnX)\n replace item (2) of [b v] with (scrnY)\n if <<(renderDistance) > (rotatedZ)> and <(rotatedZ) > [0]>> then\n go to x: (item (1) of [b v]) y: (item (2) of [b v])\n set size to ((item (4) of [b v]) * ((disToScrn) / (rotatedZ))) %\n switch costume to (item (6) of [b v])\n set [ghost v] effect to (item (5) of [b v])\n stamp\n clear graphic effects\n switch costume to (tiny v)\n set size to (9999999999) %\n switch costume to (11 v)\n end\n else\n set pen (transparency v) to (((item (C1) of [objdis v]) - (renderDistance)) / (2))\n delete (1) of [b v]\n TO 2D || x: (item (1) of [b v]) y: (item (2) of [b v]) z: (item (3) of [b v])\n replace item (1) of [b v] with (scrnX)\n replace item (2) of [b v] with (scrnY)\n if <(rotatedZ) > [0]> then\n go to x: (item (1) of [b v]) y: (item (2) of [b v])\n set pen color to (((item (7) of [b v]) * (65536)) + (((item (8) of [b v]) * (256)) + (item (9) of [b v])))\n set pen (transparency v) to (item (10) of [b v])\n set pen size to ((item (11) of [b v]) * ((disToScrn) / (rotatedZ)))\n if <(renderDistance) > (item (C1) of [objdis v])> then\n pen down\n change x by (0)\n pen up\n end\n end\n end\n else\n if < (item (1) of [b v]) contains [S]?> then\n delete (1) of [b v]\n TO 2D || x: (item (1) of [b v]) y: (item (2) of [b v]) z: (item (3) of [b v])\n replace item (1) of [b v] with (scrnX)\n replace item (2) of [b v] with (scrnY)\n TO 2D || x: (item (4) of [b v]) y: (item (5) of [b v]) z: (item (6) of [b v])\n replace item (4) of [b v] with (scrnX)\n replace item (5) of [b v] with (scrnY)\n TO 2D || x: (item (7) of [b v]) y: (item (8) of [b v]) z: (item (9) of [b v])\n replace item (7) of [b v] with (scrnX)\n replace item (8) of [b v] with (scrnY)\n set pen color to (#000000)\n fill (item (1) of [b v]) (item (2) of [b v]) (item (4) of [b v]) (item (5) of [b v]) (item (7) of [b v]) (item (8) of [b v]) resolution: (renderResolution) \n else\n delete (1) of [b v]\n delete all of [sort.r v]\n delete all of [sort.l v]\n TO 2D || x: (item (1) of [b v]) y: (item (2) of [b v]) z: (item (3) of [b v])\n add (scrnX) to [sort.l v]\n add (scrnY) to [sort.l v]\n add (rotatedX) to [sort.r v]\n add (rotatedY) to [sort.r v]\n add (rotatedZ) to [sort.r v]\n set [incx v] to (rotatedZ)\n TO 2D || x: (item (4) of [b v]) y: (item (5) of [b v]) z: (item (6) of [b v])\n add (scrnX) to [sort.l v]\n add (scrnY) to [sort.l v]\n add (rotatedX) to [sort.r v]\n add (rotatedY) to [sort.r v]\n add (rotatedZ) to [sort.r v]\n set [incy v] to (rotatedZ)\n if <<[0] < (incx)> or <[0] < (incy)>> then\n if (item (10) of [b v]) then\n set [cox v] to ((item (10) of [b v]) * ((disToScrn) / (incx)))\n set [coy v] to ((item (10) of [b v]) * ((disToScrn) / (incy)))\n else\n set [cox v] to [3]\n set [coy v] to [3]\n end\n if <(incy) < [0]> then\n cull line || (item (1) of [sort.r v]) (item (2) of [sort.r v]) (item (3) of [sort.r v]) (item (4) of [sort.r v]) (item (5) of [sort.r v]) (item (6) of [sort.r v]) z-cull [10]\n replace item (3) of [sort.l v] with (((cross x) * (disToScrn)) / (10))\n replace item (4) of [sort.l v] with (((cross y) * (disToScrn)) / (10))\n set [coy v] to (((item (10) of [b v]) * (disToScrn)) / (10))\n else\n if <(incx) < [0]> then\n cull line || (item (1) of [sort.r v]) (item (2) of [sort.r v]) (item (3) of [sort.r v]) (item (4) of [sort.r v]) (item (5) of [sort.r v]) (item (6) of [sort.r v]) z-cull [10]\n replace item (1) of [sort.l v] with (((cross x) * (disToScrn)) / (10))\n replace item (2) of [sort.l v] with (((cross y) * (disToScrn)) / (10))\n set [cox v] to (((item (10) of [b v]) * (disToScrn)) / (10))\n end\n end\n set pen color to (((item (7) of [b v]) * (65536)) + (((item (8) of [b v]) * (256)) + (item (9) of [b v])))\n set pen (transparency v) to (((item (C1) of [objdis v]) - (renderDistance)) / (2))\n draw line from x (item (1) of [sort.l v]) y (item (2) of [sort.l v]) to x (item (3) of [sort.l v]) y (item (4) of [sort.l v]) start width (Cox) end width (Coy)\n end\n end\n end\n end\n change [c2 v] by (-1)\nend\nswitch costume to (symbolpen v)\n\nreplace item (1) of [b v] with [thing]\nreplace item (2) of [b v] with [thing]\n\nreplace item (4) of [b v] with [thing]\nreplace item (5) of [b v] with [thing]\n\nset [incy v] to (rotatedZ)\nif (item (10) of [b v]) then\n set [cox v] to ((item (10) of [b v]) * ((disToScrn) / ([abs v] of (incx) )))\n set [coy v] to ((item (10) of [b v]) * ((disToScrn) / ([abs v] of (incy) )))\nelse\n set [cox v] to [3]\n set [coy v] to [3]\nend\nset [aox v] to (item (1) of [sort.r v])\nset [aoy v] to (item (2) of [sort.r v])\nset [box v] to (item (3) of [sort.r v])\nset [boy v] to (item (4) of [sort.r v])\nif <(incy) < [0]> then\n cull line || (Aox) (Aoy) (item (3) of [b v]) (Box) (Boy) (item (6) of [b v]) z-cull [1]\n set [coy v] to ((Coy) + (((Cox) - (Coy)) * (((0) - (incy)) / ((incx) - (incy)))))\n TO 2D || x: (cross x) y: (cross y) z: [1]\n replace item (4) of [b v] with (scrnX)\n replace item (5) of [b v] with (scrnY)\nelse\n if <(incx) < [0]> then\n cull line || (Box) (Boy) (item (6) of [b v]) (Aox) (Aoy) (item (3) of [b v]) z-cull [1]\n set [cox v] to ((Cox) + (((Coy) - (Cox)) * (((0) - (incx)) / ((incy) - (incx)))))\n TO 2D || x: (cross x) y: (cross y) z: [1]\n replace item (1) of [b v] with (scrnX)\n replace item (2) of [b v] with (scrnY)\n end\nend\nset pen color to (((item (7) of [b v]) * (65536)) + (((item (8) of [b v]) * (256)) + (item (9) of [b v])))\nset pen (transparency v) to (((item (C1) of [objdis v]) - (renderDistance)) / (2))\ndraw line from x (item (1) of [b v]) y (item (2) of [b v]) to x (item (4) of [b v]) y (item (5) of [b v]) start width (Cox) end width (Coy)\n\ngo to x: (scrnX) y: (scrnY)\npoint in direction ((90) + ([atan v] of (((0) - (scrnX)) / (((disToScrn) / ([tan v] of (camDir\(x\)) )) - (scrnY))) ))\nif <<(x position) = (scrnX)> and <(y position) = (scrnY)>> then\n set size to ((100) * ((disToScrn) / (z))) %\n show\nelse\n hide\nend\nhide\nbroadcast (Render v)\nSORT || DISTANCE ((((OBJX) - (camX)) * ((OBJX) - (camX))) + ((((OBJY) - (camY)) * ((OBJY) - (camY))) + (((OBJZ) - (camZ)) * ((OBJZ) - (camZ)))))\n\ndefine PROCESS DATA\nset [c1 v] to [0]\ndelete all of [sorteditemids v]\ndelete all of [objdis v]\ndelete all of [renderbuffer v]\nset [readnum v] to [1]\nrepeat until <(readNum) > (length of [gameobjects v])>\n delete all of [b v]\n set [readval v] to [null]\n repeat until <[] = (readVal)>\n READ FROM || GameObjects\n add (readVal) to [b v]\n end\n if < (item (1) of [b v]) contains [T]?> then\n if < (item (1) of [b v]) contains [E]?> then\n delete (1) of [b v]\n set [pivot v] to [-1]\n else\n delete (1) of [b v]\n INTERNAL: cross ((item (4) of [b v]) - (item (1) of [b v])) ((item (5) of [b v]) - (item (2) of [b v])) ((item (6) of [b v]) - (item (3) of [b v])) ((item (7) of [b v]) - (item (1) of [b v])) ((item (8) of [b v]) - (item (2) of [b v])) ((item (9) of [b v]) - (item (3) of [b v]))\n set [pivot v] to ([sqrt v] of (((cross x) * (cross x)) + (((cross y) * (cross y)) + ((cross z) * (cross z)))) )\n set [cross x v] to ((cross x) / (pivot))\n set [cross y v] to ((cross y) / (pivot))\n set [cross z v] to ((cross z) / (pivot))\n set [rotatedx v] to ((item (1) of [b v]) - (camX))\n set [rotatedy v] to ((item (2) of [b v]) - (camY))\n set [rotatedz v] to ((item (3) of [b v]) - (camZ))\n set [pivot v] to ([sqrt v] of (((rotatedX) * (rotatedX)) + (((rotatedY) * (rotatedY)) + ((rotatedZ) * (rotatedZ)))) )\n set [rotatedx v] to ((rotatedX) / (pivot))\n set [rotatedy v] to ((rotatedY) / (pivot))\n set [rotatedz v] to ((rotatedZ) / (pivot))\n set [pivot v] to (((rotatedX) * (cross x)) + (((rotatedY) * (cross y)) + ((rotatedZ) * (cross z))))\n end\n if <<(BackFaceCulling?) = [0]> or <[0] > (pivot)>> then\n INSERT TRI FOR SORT (item (1) of [b v]) (item (2) of [b v]) (item (3) of [b v]) (item (4) of [b v]) (item (5) of [b v]) (item (6) of [b v]) (item (7) of [b v]) (item (8) of [b v]) (item (9) of [b v]) (item (10) of [b v]) (item (11) of [b v]) (item (12) of [b v]) [0] []\n end\n else\n if < (item (1) of [b v]) contains [E]?> then\n if < (item (1) of [b v]) contains [EE]?> then\n WRITE ENEMY || ID (letter (3) of (item (1) of [b v])) YROT (item (8) of [b v])\n else\n if <(letter (2) of (item (1) of [b v])) = [P]> then\n INSERT LINE FOR SORT (item (2) of [b v]) (item (3) of [b v]) (item (4) of [b v]) (item (2) of [b v]) (item (3) of [b v]) (item (4) of [b v]) (item (8) of [b v]) (item (9) of [b v]) (item (10) of [b v]) (item (11) of [b v]) (item (12) of [b v]) [] \n else\n if <(letter (2) of (item (1) of [b v])) = [C]> then\n if <(letter (3) of (item (1) of [b v])) = [P]> then\n INSERT LINE FOR SORT (item (2) of [b v]) ((item (3) of [b v]) - (50)) (item (4) of [b v]) (item (2) of [b v]) ((item (3) of [b v]) + (150)) (item (4) of [b v]) [150] [150] [150] [10] [10] [0] <>\n if (item (5) of [b v]) then\n INSERT TRI FOR SORT (item (2) of [b v]) (item (6) of [b v]) (item (4) of [b v]) (item (2) of [b v]) ((item (6) of [b v]) - (50)) (item (4) of [b v]) (item (2) of [b v]) ((item (6) of [b v]) - (25)) ((item (4) of [b v]) + (50)) [150] [150] [255] [0] [50]\n else\n INSERT TRI FOR SORT (item (2) of [b v]) (item (6) of [b v]) (item (4) of [b v]) (item (2) of [b v]) ((item (6) of [b v]) - (50)) (item (4) of [b v]) (item (2) of [b v]) ((item (6) of [b v]) - (25)) ((item (4) of [b v]) + (50)) [100] [100] [100] [0] [250]\n end\n else\n \n INSERT LINE FOR SORT (item (2) of [b v]) (item (3) of [b v]) (item (4) of [b v]) (item (2) of [b v]) (item (3) of [b v]) (item (4) of [b v]) (item (8) of [b v]) (item (9) of [b v]) (item (10) of [b v]) [0] (item (12) of [b v]) [] \n end\n INSERT IMAGE FOR SORT (item (2) of [b v]) (item (3) of [b v]) (item (4) of [b v]) , [100] [0] (join [Asset_Coin] (item (11) of [b v]))\n end\n else\n if <(letter (2) of (item (1) of [b v])) = [B]> then\n INSERT LINE FOR SORT (item (2) of [b v]) (item (3) of [b v]) (item (4) of [b v]) ((item (2) of [b v]) + (item (5) of [b v])) ((item (3) of [b v]) + (item (6) of [b v])) ((item (4) of [b v]) + (item (7) of [b v])) (item (8) of [b v]) (item (9) of [b v]) (item (10) of [b v]) [0] [5] [] <>\n else\n if <(item (1) of [b v]) = [END]> then\n INSERT IMAGE FOR SORT (item (2) of [b v]) (item (3) of [b v]) (item (4) of [b v]) , [100] [0] [Asset_Star]\n else\n INSERT IMAGE FOR SORT (item (2) of [b v]) (item (3) of [b v]) (item (4) of [b v]) , (item (5) of [b v]) (item (6) of [b v]) (item (7) of [b v])\n end\n end\n end\n end\n end\n else\n if < (item (1) of [b v]) contains [S]?> then\n delete (1) of [b v]\n delete all of [sort.r v]\n ROTATION MATRIX || x (() - (item (4) of [b v])) z (() - (item (4) of [b v])) || DIRECTION (TweenedplayerYDir)\n add ((item (1) of [b v]) + (rotatedX)) to [sort.r v]\n add ((item (3) of [b v]) + (rotatedZ)) to [sort.r v]\n ROTATION MATRIX || x (() - (item (4) of [b v])) z (item (4) of [b v]) || DIRECTION (TweenedplayerYDir)\n add ((item (1) of [b v]) + (rotatedX)) to [sort.r v]\n add ((item (3) of [b v]) + (rotatedZ)) to [sort.r v]\n ROTATION MATRIX || x (item (4) of [b v]) z (() - (item (4) of [b v])) || DIRECTION (TweenedplayerYDir)\n add ((item (1) of [b v]) + (rotatedX)) to [sort.r v]\n add ((item (3) of [b v]) + (rotatedZ)) to [sort.r v]\n ROTATION MATRIX || x (item (4) of [b v]) z (item (4) of [b v]) || DIRECTION (TweenedplayerYDir)\n add ((item (1) of [b v]) + (rotatedX)) to [sort.r v]\n add ((item (3) of [b v]) + (rotatedZ)) to [sort.r v]\n INSERT TRI FOR SORT (item (7) of [sort.r v]) (item (2) of [b v]) (item (8) of [sort.r v]) (item (5) of [sort.r v]) (item (2) of [b v]) (item (6) of [sort.r v]) (item (3) of [sort.r v]) (item (2) of [b v]) (item (4) of [sort.r v]) [0] [0] [0] [0] [150]\n INSERT TRI FOR SORT (item (1) of [sort.r v]) (item (2) of [b v]) (item (2) of [sort.r v]) (item (5) of [sort.r v]) (item (2) of [b v]) (item (6) of [sort.r v]) (item (3) of [sort.r v]) (item (2) of [b v]) (item (4) of [sort.r v]) [0] [0] [0] [0] [150]\n else\n delete (1) of [b v]\n INSERT LINE FOR SORT (item (1) of [b v]) (item (2) of [b v]) (item (3) of [b v]) (item (4) of [b v]) (item (5) of [b v]) (item (6) of [b v]) (item (7) of [b v]) (item (8) of [b v]) (item (9) of [b v]) (item (10) of [b v]) (item (10) of [b v]) [] <>\n end\n end\n end\nend\nPLAYER RENDER\nQuickSort\n\ndefine Add OBJ || x (x) y (y) z (z)\nshow\nset [objx v] to (x)\nset [objy v] to (y)\nset [objz v] to (z)\ncreate clone of (_myself_ v)\nhide\n\ndefine PLAYER RENDER\ndelete all of [sort.l v]\nset [readnum v] to [1]\nGET CURRENT ANIM\nset [readval v] to [null]\nrepeat until <(readVal) = []>\n READ || ITEM (ind)\n if <not <[] = (readVal)>> then\n if <not <((0) + (readVal)) = (readVal)>> then\n add [] to [sort.l v]\n end\n add (readVal) to [sort.l v]\n end\nend\ndelete (1) of [sort.l v]\ninternal PLAYER WRITE\n\ndefine INSERT TRI FOR SORT (x1) (y1) (z1) (x2) (y2) (z2) (x3) (y3) (z3) (r) (g) (b) (a) (priority?)\nset [aox v] to ((((x1) + ((x2) + (x3))) / (3)) - (camX))\nset [box v] to ((((y1) + ((y2) + (y3))) / (3)) - (camY))\nset [cox v] to ((((z1) + ((z2) + (z3))) / (3)) - (camZ))\nif <([sqrt v] of (((Aox) * (Aox)) + (((Box) * (Box)) + ((Cox) * (Cox)))) ) < ((renderDistance) + (200))> then\n add (([sqrt v] of (((Aox) * (Aox)) + (((Box) * (Box)) + ((Cox) * (Cox)))) ) - (priority?)) to [objdis v]\n add [T] to [renderbuffer v]\n add (length of [renderbuffer v]) to [sorteditemids v]\n add (x1) to [renderbuffer v]\n add (y1) to [renderbuffer v]\n add (z1) to [renderbuffer v]\n add (x2) to [renderbuffer v]\n add (y2) to [renderbuffer v]\n add (z2) to [renderbuffer v]\n add (x3) to [renderbuffer v]\n add (y3) to [renderbuffer v]\n add (z3) to [renderbuffer v]\n add (r) to [renderbuffer v]\n add (g) to [renderbuffer v]\n add (b) to [renderbuffer v]\n add (a) to [renderbuffer v]\n add [] to [renderbuffer v]\nend\n\ndefine INSERT LINE FOR SORT (x1) (y1) (z1) (x2) (y2) (z2) (r) (g) (b) (a) (s) (priority) <ispoint?>\nset [aox v] to ((((x1) + (x2)) / (2)) - (camX))\nset [box v] to ((((y1) + (y2)) / (2)) - (camY))\nset [cox v] to ((((z1) + (z2)) / (2)) - (camZ))\nadd ((([sqrt v] of (((Aox) * (Aox)) + (((Box) * (Box)) + ((Cox) * (Cox)))) ) - ((100) + ())) - (priority)) to [objdis v]\nif <ispoint?> then\n add [EP] to [renderbuffer v]\nelse\n add [L] to [renderbuffer v]\nend\nadd (length of [renderbuffer v]) to [sorteditemids v]\nadd (x1) to [renderbuffer v]\nadd (y1) to [renderbuffer v]\nadd (z1) to [renderbuffer v]\nadd (x2) to [renderbuffer v]\nadd (y2) to [renderbuffer v]\nadd (z2) to [renderbuffer v]\nadd (r) to [renderbuffer v]\nadd (g) to [renderbuffer v]\nadd (b) to [renderbuffer v]\nadd (a) to [renderbuffer v]\nadd (s) to [renderbuffer v]\nadd [] to [renderbuffer v]\n\ndefine internal PLAYER WRITE\nset [readnum v] to [1]\nrepeat until <(readNum) > (length of [sort.l v])>\n READ FROM || SORT.L\n set [ind v] to (readVal)\n set [td v] to [0]\n set [peri v] to []\n delete all of [b v]\n repeat ((2) + < (ind) contains [T]?>)\n change [td v] by (1)\n READ FROM || SORT.L\n add (readVal) to [b v]\n READ FROM || SORT.L\n add (readVal) to [b v]\n READ FROM || SORT.L\n add (readVal) to [b v]\n replace item (((td) * (3)) - (1)) of [b v] with ((item (((td) * (3)) - (1)) of [b v]) * ((1) + ((<<(playerAnimCos) = [6]> or <(playerAnimCos) = [7]>> * ([playeryspd v] of [event/physics handler v])) / (200))))\n ROTATION MATRIX || y (item (((td) * (3)) - (1)) of [b v]) z (item ((td) * (3)) of [b v]) || DIRECTION (playerXDir)\n replace item (((td) * (3)) - (1)) of [b v] with (rotatedY)\n replace item ((td) * (3)) of [b v] with (rotatedZ)\n ROTATION MATRIX || x (item (((td) * (3)) - (2)) of [b v]) z (item ((td) * (3)) of [b v]) || DIRECTION (TweenedplayerYDir)\n replace item (((td) * (3)) - (2)) of [b v] with ((rotatedX) + (playerX))\n replace item (((td) * (3)) - (1)) of [b v] with ((item (((td) * (3)) - (1)) of [b v]) + (playerY))\n replace item ((td) * (3)) of [b v] with ((rotatedZ) + (playerZ))\n end\n READ FROM || SORT.L\n set [aox v] to (readVal)\n READ FROM || SORT.L\n set [box v] to (readVal)\n READ FROM || SORT.L\n set [cox v] to (readVal)\n READ FROM || SORT.L\n set [aoy v] to (readVal)\n repeat until <(readVal) = []>\n READ FROM || SORT.L\n end\n if < (ind) contains [T]?> then\n INTERNAL: cross ((item (4) of [b v]) - (item (1) of [b v])) ((item (5) of [b v]) - (item (2) of [b v])) ((item (6) of [b v]) - (item (3) of [b v])) ((item (7) of [b v]) - (item (1) of [b v])) ((item (8) of [b v]) - (item (2) of [b v])) ((item (9) of [b v]) - (item (3) of [b v]))\n set [pivot v] to ([sqrt v] of (((cross x) * (cross x)) + (((cross y) * (cross y)) + ((cross z) * (cross z)))) )\n set [cross x v] to ((cross x) / (pivot))\n set [cross y v] to ((cross y) / (pivot))\n set [cross z v] to ((cross z) / (pivot))\n set [rotatedx v] to ((item (1) of [b v]) - (camX))\n set [rotatedy v] to ((item (2) of [b v]) - (camY))\n set [rotatedz v] to ((item (3) of [b v]) - (camZ))\n set [pivot v] to ([sqrt v] of (((rotatedX) * (rotatedX)) + (((rotatedY) * (rotatedY)) + ((rotatedZ) * (rotatedZ)))) )\n set [rotatedx v] to ((rotatedX) / (pivot))\n set [rotatedy v] to ((rotatedY) / (pivot))\n set [rotatedz v] to ((rotatedZ) / (pivot))\n set [pivot v] to (((rotatedX) * (cross x)) + (((rotatedY) * (cross y)) + ((rotatedZ) * (cross z))))\n if <<(BackFaceCulling?) = [0]> or <[0] > (pivot)>> then\n set [peri v] to (join [T;] (peri))\n INSERT TRI FOR SORT (item (1) of [b v]) (item (2) of [b v]) (item (3) of [b v]) (item (4) of [b v]) (item (5) of [b v]) (item (6) of [b v]) (item (7) of [b v]) (item (8) of [b v]) (item (9) of [b v]) (Aox) (Box) (Cox) [0] [250]\n end\n else\n set [peri v] to (join [L;] (peri))\n INSERT LINE FOR SORT (item (1) of [b v]) (item (2) of [b v]) (item (3) of [b v]) (item (4) of [b v]) (item (5) of [b v]) (item (6) of [b v]) (Aox) (Box) (Cox) (Aoy) (Aoy) [160] <>\n end\nend\n\nset [aox v] to (join (Aox) (join (data) [|]))\n\ndefine GET CURRENT ANIM\nset [ind v] to (item (playerAnimCos) of [playeranims v])\n\ninsert [thing] at (1) of [playeranims v] \n\nadd (item (7) of [playeranims v]) to [playeranims v]\n\ndefine INTERNAL: cross (x1) (y1) (z1) (x2) (y2) (z2)\nset [cross x v] to (((y1) * (z2)) - ((y2) * (z1)))\nset [cross y v] to (((x2) * (z1)) - ((x1) * (z2)))\nset [cross z v] to (((x1) * (y2)) - ((x2) * (y1)))\n\ndefine fill (ax) (ay) (bx) (by) (cx) (cy) resolution: (res) <outline?>\npen up\nif <<(ay) > [180]> and <<(by) > [180]> and <(cy) > [180]>>> then\n stop [this script v]\nend\nif <<[-180] > (ay)> and <<[-180] > (by)> and <[-180] > (cy)>>> then\n stop [this script v]\nend\nif <<(ax) > [240]> and <<(bx) > [240]> and <(cx) > [240]>>> then\n stop [this script v]\nend\nif <<[-240] > (ax)> and <<[-240] > (bx)> and <[-240] > (cx)>>> then\n stop [this script v]\nend\nchange [right v] by (1)\nset [lena v] to ([sqrt v] of ((((bx) - (cx)) * ((bx) - (cx))) + (((by) - (cy)) * ((by) - (cy)))) )\nset [lenb v] to ([sqrt v] of ((((ax) - (cx)) * ((ax) - (cx))) + (((ay) - (cy)) * ((ay) - (cy)))) )\nset [lenc v] to ([sqrt v] of ((((ax) - (bx)) * ((ax) - (bx))) + (((ay) - (by)) * ((ay) - (by)))) )\nset [peri v] to ((1) / (((lena) + (lenb)) + (lenc)))\nset [incx v] to (((((lena) * (ax)) + ((lenb) * (bx))) + ((lenc) * (cx))) * (peri))\nset [incy v] to (((((lena) * (ay)) + ((lenb) * (by))) + ((lenc) * (cy))) * (peri))\nset [ind v] to ([sqrt v] of ((((((lenb) + (lenc)) - (lena)) * (((lenc) + (lena)) - (lenb))) * (((lena) + (lenb)) - (lenc))) * (peri)) )\nset [aox v] to ((incx) - (ax))\nset [aoy v] to ((incy) - (ay))\nset [box v] to ((incx) - (bx))\nset [boy v] to ((incy) - (by))\nset [cox v] to ((incx) - (cx))\nset [coy v] to ((incy) - (cy))\nif <<(lena) < (lenb)> and <(lena) < (lenc)>> then\n set [td v] to ([sqrt v] of (((Aox) * (Aox)) + ((Aoy) * (Aoy))) )\nelse\n if <<(lenb) > (lena)> or <(lenb) > (lenc)>> then\n set [td v] to ([sqrt v] of (((Cox) * (Cox)) + ((Coy) * (Coy))) )\n else\n set [td v] to ([sqrt v] of (((Box) * (Box)) + ((Boy) * (Boy))) )\n end\nend\nset [rate v] to ((((td) * (2)) - (ind)) / ((td) * (4)))\nset [td v] to ((1) + (0))\ngo to x: (round (incx)) y: (round (incy))\nset pen size to (ind)\npen down\nchange x by (0)\npen up\nset [peri v] to ([ceiling v] of (([log v] of ((res) / (ind)) ) / ([log v] of (rate) )) )\nrepeat (peri)\n set [td v] to ((td) * (rate))\n set pen size to ((ind) * (td))\n go to x: (((Aox) * (td)) + (ax)) y: (((Aoy) * (td)) + (ay))\n pen down\n go to x: (((Box) * (td)) + (bx)) y: (((Boy) * (td)) + (by))\n go to x: (((Cox) * (td)) + (cx)) y: (((Coy) * (td)) + (cy))\n go to x: (((Aox) * (td)) + (ax)) y: (((Aoy) * (td)) + (ay))\n pen up\n change pen (brightness v) by ((-10) / (peri))\n change pen (saturation v) by ((10) / (peri))\nend\nif <outline?> then\n set pen size to (res)\n pen down\n go to x: (ax) y: (ay)\n go to x: (bx) y: (by)\n go to x: (cx) y: (cy)\n go to x: (ax) y: (ay)\n pen up\nend\nchange pen (brightness v) by (10)\nchange pen (saturation v) by (-10)\n\nchange pen (brightness v) by (-20)\n\ndefine DRAW 3D TRI || (x1) (y1) (z1) (x2) (y2) (z2) (x3) (y3) (z3) z-cull (zc)\nGET LIGHTING OF TRI || (x1) (y1) (z1) (x2) (y2) (z2) (x3) (y3) (z3)\ndelete all of [sort.l v]\ndelete all of [b v]\nTO 2D || x: (x1) y: (y1) z: (z1)\nadd (rotatedX) to [b v]\nadd (rotatedY) to [b v]\nadd (rotatedZ) to [b v]\nadd (rotatedX) to [sort.l v]\nadd (rotatedY) to [sort.l v]\nadd (rotatedZ) to [sort.l v]\nTO 2D || x: (x2) y: (y2) z: (z2)\nadd (rotatedX) to [b v]\nadd (rotatedY) to [b v]\nadd (rotatedZ) to [b v]\nadd (rotatedX) to [sort.l v]\nadd (rotatedY) to [sort.l v]\nadd (rotatedZ) to [sort.l v]\nTO 2D || x: (x3) y: (y3) z: (z3)\nadd (rotatedX) to [b v]\nadd (rotatedY) to [b v]\nadd (rotatedZ) to [b v]\nadd (rotatedX) to [sort.l v]\nadd (rotatedY) to [sort.l v]\nadd (rotatedZ) to [sort.l v]\nadd (rotatedX) to [sort.l v]\nadd (rotatedY) to [sort.l v]\nadd (rotatedZ) to [sort.l v]\nadd [] to [b v]\nadd [] to [b v]\nadd [] to [b v]\nset [ind v] to (<(item (3) of [b v]) < (zc)> + (<(item (6) of [b v]) < (zc)> + <(item (9) of [b v]) < (zc)>))\nset [r v] to [0]\nif <[3] > (ind)> then\n if <(ind) > [0]> then\n if <(ind) = [1]> then\n set [r v] to [1]\n if <(item (3) of [b v]) < (zc)> then\n cull line || (item (1) of [sort.l v]) (item (2) of [sort.l v]) (item (3) of [sort.l v]) (item (7) of [sort.l v]) (item (8) of [sort.l v]) (item (9) of [sort.l v]) z-cull (zc)\n replace item (10) of [sort.l v] with (cross x)\n replace item (11) of [sort.l v] with (cross y)\n replace item (12) of [sort.l v] with (zc)\n cull line || (item (1) of [sort.l v]) (item (2) of [sort.l v]) (item (3) of [sort.l v]) (item (4) of [sort.l v]) (item (5) of [sort.l v]) (item (6) of [sort.l v]) z-cull (zc)\n replace item (1) of [sort.l v] with (cross x)\n replace item (2) of [sort.l v] with (cross y)\n replace item (3) of [sort.l v] with (zc)\n end\n if <(item (6) of [b v]) < (zc)> then\n cull line || (item (4) of [sort.l v]) (item (5) of [sort.l v]) (item (6) of [sort.l v]) (item (7) of [sort.l v]) (item (8) of [sort.l v]) (item (9) of [sort.l v]) z-cull (zc)\n replace item (10) of [sort.l v] with (item (7) of [sort.l v])\n replace item (11) of [sort.l v] with (item (8) of [sort.l v])\n replace item (12) of [sort.l v] with (item (9) of [sort.l v])\n replace item (7) of [sort.l v] with (cross x)\n replace item (8) of [sort.l v] with (cross y)\n replace item (9) of [sort.l v] with (zc)\n cull line || (item (4) of [sort.l v]) (item (5) of [sort.l v]) (item (6) of [sort.l v]) (item (1) of [sort.l v]) (item (2) of [sort.l v]) (item (3) of [sort.l v]) z-cull (zc)\n replace item (4) of [sort.l v] with (cross x)\n replace item (5) of [sort.l v] with (cross y)\n replace item (6) of [sort.l v] with (zc)\n end\n if <(item (9) of [b v]) < (zc)> then\n cull line || (item (7) of [sort.l v]) (item (8) of [sort.l v]) (item (9) of [sort.l v]) (item (1) of [sort.l v]) (item (2) of [sort.l v]) (item (3) of [sort.l v]) z-cull (zc)\n replace item (10) of [sort.l v] with (cross x)\n replace item (11) of [sort.l v] with (cross y)\n replace item (12) of [sort.l v] with (zc)\n cull line || (item (7) of [sort.l v]) (item (8) of [sort.l v]) (item (9) of [sort.l v]) (item (4) of [sort.l v]) (item (5) of [sort.l v]) (item (6) of [sort.l v]) z-cull (zc)\n replace item (7) of [sort.l v] with (cross x)\n replace item (8) of [sort.l v] with (cross y)\n replace item (9) of [sort.l v] with (zc)\n end\n else\n if <(item (3) of [b v]) > (zc)> then\n cull line || (item (1) of [sort.l v]) (item (2) of [sort.l v]) (item (3) of [sort.l v]) (item (4) of [sort.l v]) (item (5) of [sort.l v]) (item (6) of [sort.l v]) z-cull (zc)\n replace item (4) of [sort.l v] with (cross x)\n replace item (5) of [sort.l v] with (cross y)\n replace item (6) of [sort.l v] with (zc)\n cull line || (item (1) of [sort.l v]) (item (2) of [sort.l v]) (item (3) of [sort.l v]) (item (7) of [sort.l v]) (item (8) of [sort.l v]) (item (9) of [sort.l v]) z-cull (zc)\n replace item (7) of [sort.l v] with (cross x)\n replace item (8) of [sort.l v] with (cross y)\n replace item (9) of [sort.l v] with (zc)\n end\n if <(item (6) of [b v]) > (zc)> then\n cull line || (item (4) of [sort.l v]) (item (5) of [sort.l v]) (item (6) of [sort.l v]) (item (1) of [sort.l v]) (item (2) of [sort.l v]) (item (3) of [sort.l v]) z-cull (zc)\n replace item (1) of [sort.l v] with (cross x)\n replace item (2) of [sort.l v] with (cross y)\n replace item (3) of [sort.l v] with (zc)\n cull line || (item (4) of [sort.l v]) (item (5) of [sort.l v]) (item (6) of [sort.l v]) (item (7) of [sort.l v]) (item (8) of [sort.l v]) (item (9) of [sort.l v]) z-cull (zc)\n replace item (7) of [sort.l v] with (cross x)\n replace item (8) of [sort.l v] with (cross y)\n replace item (9) of [sort.l v] with (zc)\n end\n if <(item (9) of [b v]) > [1]> then\n cull line || (item (7) of [sort.l v]) (item (8) of [sort.l v]) (item (9) of [sort.l v]) (item (4) of [sort.l v]) (item (5) of [sort.l v]) (item (6) of [sort.l v]) z-cull (zc)\n replace item (4) of [sort.l v] with (cross x)\n replace item (5) of [sort.l v] with (cross y)\n replace item (6) of [sort.l v] with (zc)\n cull line || (item (7) of [sort.l v]) (item (8) of [sort.l v]) (item (9) of [sort.l v]) (item (1) of [sort.l v]) (item (2) of [sort.l v]) (item (3) of [sort.l v]) z-cull (zc)\n replace item (1) of [sort.l v] with (cross x)\n replace item (2) of [sort.l v] with (cross y)\n replace item (3) of [sort.l v] with (zc)\n end\n end\n end\n delete all of [b v]\n add ((disToScrn) * ((item (1) of [sort.l v]) / (item (3) of [sort.l v]))) to [b v]\n add ((disToScrn) * ((item (2) of [sort.l v]) / (item (3) of [sort.l v]))) to [b v]\n add ((disToScrn) * ((item (4) of [sort.l v]) / (item (6) of [sort.l v]))) to [b v]\n add ((disToScrn) * ((item (5) of [sort.l v]) / (item (6) of [sort.l v]))) to [b v]\n add ((disToScrn) * ((item (7) of [sort.l v]) / (item (9) of [sort.l v]))) to [b v]\n add ((disToScrn) * ((item (8) of [sort.l v]) / (item (9) of [sort.l v]))) to [b v]\n add ((disToScrn) * ((item (10) of [sort.l v]) / (item (12) of [sort.l v]))) to [b v]\n add ((disToScrn) * ((item (11) of [sort.l v]) / (item (12) of [sort.l v]))) to [b v]\n if <[1] = (R)> then\n fill (item (1) of [b v]) (item (2) of [b v]) (item (3) of [b v]) (item (4) of [b v]) (item (5) of [b v]) (item (6) of [b v]) resolution: (renderResolution) <>\n fill (item (1) of [b v]) (item (2) of [b v]) (item (7) of [b v]) (item (8) of [b v]) (item (5) of [b v]) (item (6) of [b v]) resolution: (renderResolution) <>\n else\n fill (item (1) of [b v]) (item (2) of [b v]) (item (3) of [b v]) (item (4) of [b v]) (item (5) of [b v]) (item (6) of [b v]) resolution: (renderResolution) \n end\nend\n\npen down\ngo to x: (item (1) of [b v]) y: (item (2) of [b v])\ngo to x: (item (3) of [b v]) y: (item (4) of [b v])\ngo to x: (item (5) of [b v]) y: (item (6) of [b v])\ngo to x: (item (7) of [b v]) y: (item (8) of [b v])\ngo to x: (item (1) of [b v]) y: (item (2) of [b v])\npen up\n\ndefine RENDER\nerase all\nRENDERBG [1]\ninsert time (days since 2000) label [ignore]\nPROCESS DATA\ninsert time (days since 2000) label [Rendering: Data: ]\nRENDERSCENE\ninsert time (days since 2000) label [Rendering: Draw: ]\nbroadcast (FPS v)\n\ndefine reset debug\nset [otime v] to (days since 2000)\ndelete all of [debug v]\n\ndefine insert time (time) label (label)\nadd (join (label) (join (round (((time) - (oTime)) * (86400000))) [ms])) to [debug v]\nset [otime v] to (days since 2000)\n\nstop [all v]\n\ndefine Repackage\nset [c3 v] to [0]\nset [returnval1 v] to []\nrepeat ((length of [b v]) - (1))\n change [c3 v] by (1)\n set [returnval1 v] to (join (returnVal1) (join (item (C3) of [b v]) [/]))\nend\n\ndefine READ FROM || SORT.L\nset [readval v] to (item (readNum) of [sort.l v])\nchange [readnum v] by (1)\n\ndefine WRITE ENEMY || ID (id) YROT (yr)\nset [rate v] to (readNum)\ndelete all of [sort.l v]\nset [readnum v] to [1]\nset [ind v] to (item (id) of [entityanims v])\nset [readval v] to [null]\nrepeat until <(readVal) = []>\n READ || ITEM (ind)\n if <not <[] = (readVal)>> then\n if <not <((0) + (readVal)) = (readVal)>> then\n add [] to [sort.l v]\n end\n add (readVal) to [sort.l v]\n end\nend\ndelete (1) of [sort.l v]\nset [readnum v] to [1]\nrepeat until <(readNum) > (length of [sort.l v])>\n READ FROM || SORT.L\n set [ind v] to (readVal)\n set [td v] to [0]\n set [peri v] to []\n delete all of [sort.r v]\n repeat ((2) + < (ind) contains [T]?>)\n change [td v] by (3)\n READ FROM || SORT.L\n add (readVal) to [sort.r v]\n READ FROM || SORT.L\n add (readVal) to [sort.r v]\n READ FROM || SORT.L\n add (readVal) to [sort.r v]\n ROTATION MATRIX || x (item ((td) - (2)) of [sort.r v]) z (item (td) of [sort.r v]) || DIRECTION (yr)\n replace item ((td) - (2)) of [sort.r v] with ((rotatedX) + (item (2) of [b v]))\n if <(item (9) of [b v]) > [0]> then\n replace item ((td) - (1)) of [sort.r v] with (((item ((td) - (1)) of [sort.r v]) * (.2)) + (item (3) of [b v]))\n else\n replace item ((td) - (1)) of [sort.r v] with ((item ((td) - (1)) of [sort.r v]) + (item (3) of [b v]))\n end\n replace item (td) of [sort.r v] with ((rotatedZ) + (item (4) of [b v]))\n set [peri v] to (join (join (join (join (join (peri) (item ((td) - (2)) of [sort.r v])) [/]) (item ((td) - (1)) of [sort.r v])) (join [/] (item (td) of [sort.r v]))) [/])\n end\n READ FROM || SORT.L\n set [aox v] to (readVal)\n READ FROM || SORT.L\n set [box v] to (readVal)\n READ FROM || SORT.L\n set [cox v] to (readVal)\n repeat until <(readVal) = []>\n READ FROM || SORT.L\n if <not <(readVal) = []>> then\n set [peri v] to (join (peri) (join (readVal) [/]))\n end\n end\n if < (ind) contains [T]?> then\n INTERNAL: cross ((item (4) of [sort.r v]) - (item (1) of [sort.r v])) ((item (5) of [sort.r v]) - (item (2) of [sort.r v])) ((item (6) of [sort.r v]) - (item (3) of [sort.r v])) ((item (7) of [sort.r v]) - (item (1) of [sort.r v])) ((item (8) of [sort.r v]) - (item (2) of [sort.r v])) ((item (9) of [sort.r v]) - (item (3) of [sort.r v]))\n set [pivot v] to ([sqrt v] of (((cross x) * (cross x)) + (((cross y) * (cross y)) + ((cross z) * (cross z)))) )\n set [cross x v] to ((cross x) / (pivot))\n set [cross y v] to ((cross y) / (pivot))\n set [cross z v] to ((cross z) / (pivot))\n set [rotatedx v] to ((item (1) of [sort.r v]) - (camX))\n set [rotatedy v] to ((item (2) of [sort.r v]) - (camY))\n set [rotatedz v] to ((item (3) of [sort.r v]) - (camZ))\n set [pivot v] to ([sqrt v] of (((rotatedX) * (rotatedX)) + (((rotatedY) * (rotatedY)) + ((rotatedZ) * (rotatedZ)))) )\n set [rotatedx v] to ((rotatedX) / (pivot))\n set [rotatedy v] to ((rotatedY) / (pivot))\n set [rotatedz v] to ((rotatedZ) / (pivot))\n set [pivot v] to (((rotatedX) * (cross x)) + (((rotatedY) * (cross y)) + ((rotatedZ) * (cross z))))\n if <<(BackFaceCulling?) = [0]> or <[0] > (pivot)>> then\n set [peri v] to (join [T;] (peri))\n INSERT TRI FOR SORT (item (1) of [sort.r v]) (item (2) of [sort.r v]) (item (3) of [sort.r v]) (item (4) of [sort.r v]) (item (5) of [sort.r v]) (item (6) of [sort.r v]) (item (7) of [sort.r v]) (item (8) of [sort.r v]) (item (9) of [sort.r v]) (Aox) (Box) (Cox) [50] [250]\n end\n else\n set [peri v] to (join [L;] (peri))\n INSERT LINE FOR SORT (item (1) of [sort.r v]) (item (2) of [sort.r v]) (item (3) of [sort.r v]) (item (4) of [sort.r v]) (item (5) of [sort.r v]) (item (6) of [sort.r v]) [unused, fix in free time] [] [] [] [] [55] <>\n end\nend\nset [readnum v] to (rate)\n\nif <[] = (priority?)> then\n add ([sqrt v] of (((Aox) * (Aox)) + (((Box) * (Box)) + ((Cox) * (Cox)))) ) to [objdis v]\nend\n\ndefine RENDERBG (type)\nshow\nclear graphic effects\nswitch costume to (tiny v)\nset size to (99999999) %\nswitch costume to (type)\ngo to x: ((((((16) / (-3)) * (camDir\(y\))) + (0)) mod (960)) - (480)) y: ((((-4) * (camDir\(x\))) - ((camY) / (100))) + (10))\nswitch costume to (tiny v)\nset size to (200) %\nswitch costume to (type)\nstamp\nswitch costume to (tiny v)\nset size to (99999999) %\nswitch costume to ((type) + ((1) * <<(((camDir\(y\)) + (180)) mod (360)) > [90]> and <(((camDir\(y\)) + (180)) mod (360)) < [270]>>))\ngo to x: ((((((16) / (-3)) * (camDir\(y\))) + (480)) mod (960)) - (480)) y: ((((-4) * (camDir\(x\))) - ((camY) / (100))) + (10))\nswitch costume to (tiny v)\nset size to (200) %\nswitch costume to ((type) + ((1) * <<(((camDir\(y\)) + (180)) mod (360)) > [90]> and <(((camDir\(y\)) + (180)) mod (360)) < [270]>>))\nstamp\nswitch costume to (symbolpen v)\nhide\n\ngo to [back v] layer\n\nwhen I receive [render v]\nRENDER\n\nstop [all v]\n\nforever\n\ndefine INSERT IMAGE FOR SORT (x) (y) (z) , (s) (g) (t)\nset [aox v] to ((x) - (camX))\nset [box v] to ((y) - (camY))\nset [cox v] to ((z) - (camZ))\nadd (([sqrt v] of (((Aox) * (Aox)) + (((Box) * (Box)) + ((Cox) * (Cox)))) ) - (250)) to [objdis v]\nadd [EIBF] to [renderbuffer v]\nadd (length of [renderbuffer v]) to [sorteditemids v]\nadd (x) to [renderbuffer v]\nadd (y) to [renderbuffer v]\nadd (z) to [renderbuffer v]\nadd (s) to [renderbuffer v]\nadd (g) to [renderbuffer v]\nadd (t) to [renderbuffer v]\nadd [] to [renderbuffer v]\n\ndefine cull line || (x1) (y1) (z1) (x2) (y2) (z2) z-cull (zc)\nset [cross x v] to ((x1) + (((x2) - (x1)) * (((zc) - (z1)) / ((z2) - (z1)))))\nset [cross y v] to ((y1) + (((y2) - (y1)) * (((zc) - (z1)) / ((z2) - (z1)))))\n\nchange pen (saturation v) by (10)\n\nchange pen (brightness v) by (-20)\n\ndefine GET LIGHTING OF TRI || (x1) (y1) (z1) (x2) (y2) (z2) (x3) (y3) (z3)\nINTERNAL: cross ((x2) - (x1)) ((y2) - (y1)) ((z2) - (z1)) ((x3) - (x1)) ((y3) - (y1)) ((z3) - (z1))\nset [ind v] to ([sqrt v] of (((cross x) * (cross x)) + (((cross y) * (cross y)) + ((cross z) * (cross z)))) )\nset [cross x v] to ((cross x) / (ind))\nset [cross y v] to ((cross y) / (ind))\nset [cross z v] to ((cross z) / (ind))\nset [ind v] to (() - (((lightdx) * (cross x)) + (((lightdy) * (cross y)) + ((lightdz) * (cross z)))))\nchange pen (brightness v) by (((ind) - (.5)) * (20))\nset [ind v] to ((ind) * ((ind) * (ind)))\n\nwhen I receive [setuplevel v]\n\n@Event/Physics Handler\n\ndefine RAY INTERSECT TRI? || (o0) (o1) (o2) , (d0) (d1) (d2) , (a0) (a1) (a2) , (b0) (b1) (b2) , (c0) (c1) (c2)\nset [cross x v] to ((b0) - (a0))\nset [cross y v] to ((b1) - (a1))\nset [cross z v] to ((b2) - (a2))\nset [returnval1 v] to ((c0) - (a0))\nset [returnval2 v] to ((c1) - (a1))\nset [returnval3 v] to ((c2) - (a2))\nset [nx v] to (((d1) * (returnVal3)) - ((d2) * (returnVal2)))\nset [ny v] to (((d2) * (returnVal1)) - ((d0) * (returnVal3)))\nset [nz v] to (((d0) * (returnVal2)) - ((d1) * (returnVal1)))\nset [#determiner v] to (((cross x) * (nx)) + (((cross y) * (ny)) + ((cross z) * (nz))))\nset [px v] to ((o0) - (a0))\nset [py v] to ((o1) - (a1))\nset [pz v] to ((o2) - (a2))\nset [dist y v] to ((((nx) * (px)) + (((ny) * (py)) + ((nz) * (pz)))) * ((1) / (#Determiner)))\nif <<(dist y) < [0]> or <(dist y) > [1]>> then\n set [iscollide? v] to [0]\nelse\n set [ox v] to (((py) * (cross z)) - ((pz) * (cross y)))\n set [oy v] to (((pz) * (cross x)) - ((px) * (cross z)))\n set [oz v] to (((px) * (cross y)) - ((py) * (cross x)))\n set [dist z v] to ((((d0) * (ox)) + (((d1) * (oy)) + ((d2) * (oz)))) * ((1) / (#Determiner)))\n if <<(dist z) < [0]> or <((dist y) + (dist z)) > [1]>> then\n set [iscollide? v] to [0]\n else\n set [dist x v] to ((((returnVal1) * (ox)) + (((returnVal2) * (oy)) + ((returnVal3) * (oz)))) * ((1) / (#Determiner)))\n set [iscollide? v] to [1]\n end\nend\n\ndefine PHYSICS || SPD (spd) FRICTION (friction) GRAVITY (gravity) JUMP POWER (jump power)\nif <(gameControls) = [MOBILE]> then\n change [camdir\(y\) v] by ((((((180) * <not <([y v] of [mobilecontrols v]) > [0]>>) + ([atan v] of (([x v] of [mobilecontrols v]) / ([y v] of [mobilecontrols v])) )) + (180)) mod (360)) - (180))\nend\nif <[1] < (((playerXSpd) * (playerXSpd)) + ((playerZSpd) * (playerZSpd)))> then\n if <[0] = (playerZSpd)> then\n set [playerydir v] to (((((0) + ([atan v] of ((playerXSpd) / (0.1)) )) + (180)) mod (360)) - (180))\n else\n set [playerydir v] to ((((((180) * <not <(playerZSpd) > [0]>>) + ([atan v] of ((playerXSpd) / (playerZSpd)) )) + (180)) mod (360)) - (180))\n end\nend\nif <([abs v] of ((playerYDir) - (TweenedplayerYDir)) ) > ([abs v] of ((playerYDir) - ((TweenedplayerYDir) + (360))) )> then\n change [tweenedplayerydir v] by (360)\nend\nif <([abs v] of ((playerYDir) - (TweenedplayerYDir)) ) > ([abs v] of ((playerYDir) - ((TweenedplayerYDir) - (360))) )> then\n change [tweenedplayerydir v] by (-360)\nend\nchange [tweenedplayerydir v] by ((_deltaT) * (((playerYDir) - (TweenedplayerYDir)) / (5)))\nif <(GPAnimTick) < [0]> then\n change [playeryspd v] by ((gravity) * (_deltaT))\n set [c1 v] to ([sqrt v] of (((playerXSpd) * (playerXSpd)) + (((playerYSpd) * (playerYSpd)) + ((playerZSpd) * (playerZSpd)))) )\n IS COLLIDE || HITBOX (playerX) (playerY) (playerZ) ((playerSize) + ((_deltaT) * (C1))) & gameObjs (TYPE [] ) getData? <>\n set [c1 v] to (isCollide?)\n change [playerx v] by ((playerXSpd) * (_deltaT))\n set [c4 v] to [0]\n if <(C1) = [1]> then\n IS COLLIDE || HITBOX (playerX) (playerY) (playerZ) (playerSize) & gameObjs (TYPE [] ) getData? <>\n else\n set [iscollide? v] to [0]\n end\n repeat until <<(isCollide?) = [0]> or <(C4) = [10]>>\n change [c4 v] by (2)\n IS COLLIDE || HITBOX (playerX) ((playerY) + (C4)) (playerZ) (playerSize) & gameObjs (TYPE [] ) getData? <>\n if <(isCollide?) = [0]> then\n change [playery v] by (C4)\n end\n end\n set [c4 v] to [0]\n if <(isCollide?) = [1]> then\n repeat until <<(isCollide?) = [0]> or <([abs v] of (C4) ) > ([abs v] of (playerXSpd) )>>\n change [c4 v] by (1)\n change [playerx v] by ((() - (_deltaT)) * ((playerXSpd) / ([abs v] of (playerXSpd) )))\n IS COLLIDE || HITBOX (playerX) (playerY) (playerZ) (playerSize) & gameObjs (TYPE [] ) getData? <>\n end\n set [playerxspd v] to [0]\n end\n if <<(item (5) of [keyframes v]) = [1]> and <(playerAirtimeStatus) = [1]>> then\n PLAYER HORI INSTANT ((spd) * (1.2)) (friction) (camDir\(y\))\n set [playeryspd v] to (jump power)\n set [playerairtimestatus v] to [-1]\n set [𝛾 v] to [0]\n repeat (40)\n change [𝛾 v] by (9)\n set [𝛽 v] to (pick random (2.0) to (5.0))\n CREATE PARTICLE || ID [EP1] DATA (playerX) (playerY) (playerZ) , ((𝛽) * ([sin v] of (𝛾) )) (pick random (0.00) to (2.00)) ((𝛽) * ([cos v] of (𝛾) )) , [255] [255] [255] [25] , [20]\n end\n start sound [High Whoosh2 v]\n end\n change [playery v] by ((_deltaT) * (playerYSpd))\n if <(C1) = [1]> then\n IS COLLIDE || HITBOX (playerX) (playerY) (playerZ) (playerSize) & gameObjs (TYPE [] ) getData? <>\n else\n set [iscollide? v] to [0]\n end\n set [c4 v] to [0]\n if <(isCollide?) = [1]> then\n repeat until <<(isCollide?) = [0]> or <([abs v] of (C4) ) > ([abs v] of (playerYSpd) )>>\n change [c4 v] by (1)\n change [playery v] by ((_deltaT) * (() - ((playerYSpd) / ([abs v] of (playerYSpd) ))))\n IS COLLIDE || HITBOX (playerX) (playerY) (playerZ) (playerSize) & gameObjs (TYPE [] ) getData? <>\n end\n if <(item (5) of [keyframes v]) and <(playerYSpd) < [0]>> then\n set [playeryspd v] to (jump power)\n set [playerairtimestatus v] to [1]\n set [𝛾 v] to [0]\n repeat (40)\n change [𝛾 v] by (9)\n set [𝛽 v] to (pick random (2.0) to (5.0))\n CREATE PARTICLE || ID [EP1] DATA (playerX) (playerY) (playerZ) , ((𝛽) * ([sin v] of (𝛾) )) (pick random (0.00) to (2.00)) ((𝛽) * ([cos v] of (𝛾) )) , [255] [255] [255] [25] , [20]\n end\n start sound [High Whoosh v]\n else\n if <[g] = (playerAirtimeStatus)> then\n set [𝛾 v] to [0]\n repeat (40)\n change [𝛾 v] by (9)\n set [𝛽 v] to (pick random (2.0) to (7.0))\n CREATE PARTICLE || ID [EP1] DATA (playerX) ((playerY) - (playerSize)) (playerZ) , ((𝛽) * ([sin v] of (𝛾) )) [0] ((𝛽) * ([cos v] of (𝛾) )) , [255] [255] [255] [0] , [20]\n end\n start sound [loud impact v]\n else\n if <[-5] > ((playerYSpd) / (_deltaT))> then\n start sound [impact v]\n end\n end\n set [playeryspd v] to [0]\n set [playerairtimestatus v] to [0]\n PLAYER HORI MOVEMENT (spd) (friction) ((_deltaT) / (2))\n end\n set [inair? v] to [0]\n else\n if <(playerAirtimeStatus) = [l]> then\n PLAYER HORI MOVEMENT ((2) * (spd)) [1] ((_deltaT) / (100))\n else\n if <not <(playerAirtimeStatus) = [h]>> then\n PLAYER HORI MOVEMENT (spd) [.97] ((_deltaT) / (20))\n end\n end\n IS COLLIDE || HITBOX (playerX) ((playerY) - (20)) (playerZ) (playerSize) & gameObjs (TYPE [] ) getData? <>\n if <(isCollide?) = [0]> then\n IS COLLIDE || HITBOX (playerX) ((playerY) + (10)) (playerZ) (playerSize) & gameObjs (TYPE [] ) getData? <>\n if <(isCollide?) = [0]> then\n if <(inAir?) = [0]> then\n if <not <(playerAirtimeStatus) = [l]>> then\n set [playerairtimestatus v] to [1]\n end\n end\n end\n set [inair? v] to [1]\n else\n if <(playerAirtimeStatus) = [0]> then\n set [c4 v] to [0]\n set [iscollide? v] to [0]\n repeat until <<(isCollide?) = [1]> or <(C4) = [-20]>>\n change [c4 v] by (-1)\n IS COLLIDE || HITBOX (playerX) ((playerY) + (C4)) (playerZ) (playerSize) & gameObjs (TYPE [] ) getData? <>\n if <(isCollide?) = [1]> then\n change [playery v] by ((C4) + (1))\n if <(item (5) of [keyframes v]) and <(playerYSpd) < [0]>> then\n set [playeryspd v] to (jump power)\n set [playerairtimestatus v] to [1]\n set [𝛾 v] to [0]\n repeat (40)\n change [𝛾 v] by (9)\n set [𝛽 v] to (pick random (2.0) to (5.0))\n CREATE PARTICLE || ID [EP1] DATA (playerX) (playerY) (playerZ) , ((𝛽) * ([sin v] of (𝛾) )) (pick random (0.00) to (2.00)) ((𝛽) * ([cos v] of (𝛾) )) , [255] [255] [255] [25] , [20]\n end\n start sound [High Whoosh v]\n else\n if <[g] = (playerAirtimeStatus)> then\n set [𝛾 v] to [0]\n repeat (40)\n change [𝛾 v] by (9)\n set [𝛽 v] to (pick random (2.0) to (7.0))\n CREATE PARTICLE || ID [EP1] DATA (playerX) ((playerY) - (playerSize)) (playerZ) , ((𝛽) * ([sin v] of (𝛾) )) [0] ((𝛽) * ([cos v] of (𝛾) )) , [255] [255] [255] [0] , [20]\n end\n start sound [loud impact v]\n else\n if <[-5] > (playerYSpd)> then\n start sound [impact v]\n end\n end\n set [playeryspd v] to [0]\n set [playerairtimestatus v] to [0]\n PLAYER HORI MOVEMENT (spd) (friction) ((_deltaT) / (2))\n end\n set [inair? v] to [0]\n end\n end\n end\n end\n end\n change [playerz v] by ((_deltaT) * (playerZSpd))\n set [c4 v] to [0]\n if <(C1) = [1]> then\n IS COLLIDE || HITBOX (playerX) (playerY) (playerZ) (playerSize) & gameObjs (TYPE [] ) getData? <>\n else\n set [iscollide? v] to [0]\n end\n repeat until <<(isCollide?) = [0]> or <(C4) = [10]>>\n change [c4 v] by (2)\n IS COLLIDE || HITBOX (playerX) ((playerY) - (C4)) (playerZ) (playerSize) & gameObjs (TYPE [] ) getData? <>\n if <(isCollide?) = [0]> then\n change [playery v] by (() - (C4))\n else\n IS COLLIDE || HITBOX (playerX) ((playerY) + (C4)) (playerZ) (playerSize) & gameObjs (TYPE [] ) getData? <>\n if <(isCollide?) = [0]> then\n change [playery v] by (C4)\n end\n end\n end\n set [c4 v] to [0]\n if <(isCollide?) = [1]> then\n repeat until <<(isCollide?) = [0]> or <([abs v] of (C4) ) > ([abs v] of (playerZSpd) )>>\n change [c4 v] by (1)\n change [playerz v] by ((_deltaT) * (() - (([abs v] of (playerZSpd) ) / (playerZSpd))))\n IS COLLIDE || HITBOX (playerX) (playerY) (playerZ) (playerSize) & gameObjs (TYPE [] ) getData? <>\n end\n set [playerzspd v] to [0]\n end\n if <<[1] = (item (7) of [keyframes v])> and <<not <(playerAirtimeStatus) = [0]>> and <not <(playerAirtimeStatus) = [g]>>>> then\n set [playerxspd v] to [0]\n set [playerzspd v] to [0]\n set [playeryspd v] to [-40]\n set [playerairtimestatus v] to [g]\n set [gpanimtick v] to [9]\n end\n if <<(item (6) of [keyframes v]) = [1]> and <<(playerAirtimeStatus) = [0]> or <([abs v] of (playerAirtimeStatus) ) = [1]>>> then\n if <not <((item (1) of [keyframes v]) - (item (2) of [keyframes v])) = [0]>> then\n PLAYER HORI INSTANT ((playerSpeed) * (2)) [1] (camDir\(y\))\n else\n if <not <((item (3) of [keyframes v]) - (item (4) of [keyframes v])) = [0]>> then\n PLAYER HORI INSTANT ((playerSpeed) * (2)) [1] (camDir\(y\))\n else\n replace item (1) of [keyframes v] with [1]\n PLAYER HORI INSTANT ((playerSpeed) * (2)) [1] (playerYDir)\n end\n end\n set [playeryspd v] to (jump power)\n set [playerairtimestatus v] to [l]\n set [𝛾 v] to [0]\n repeat (40)\n change [𝛾 v] by (9)\n set [𝛽 v] to (pick random (2.0) to (5.0))\n CREATE PARTICLE || ID [EP1] DATA (playerX) (playerY) (playerZ) , ((𝛽) * ([sin v] of (𝛾) )) (pick random (0.00) to (2.00)) ((𝛽) * ([cos v] of (𝛾) )) , [255] [255] [255] [25] , [20]\n end\n start sound [mixkit-quick-jump-arcade-game-2 v]\n end\n if <<(playerYSpd) > [0]> and <(playerAirtimeStatus) = [g]>> then\n set [playerairtimestatus v] to [1]\n end\nelse\n change [gpanimtick v] by (() - (_deltaT))\nend\nGET ANIMS\n\ndefine SOLID DETECTION || x (x) y (y) z (z) || PLAYER HEIGHT (height)\nif <((y) - (height)) < [0]> then\n set [returnval1 v] to [1]\n stop [this script v]\nend\nset [c1 v] to [0]\nrepeat ((length of [hitbox meshes v]) / (6))\n if <<(x) > (item ((C1) + (1)) of [hitbox meshes v])> and <(x) < (item ((C1) + (2)) of [hitbox meshes v])>> then\n if <<(y) > (item ((C1) + (3)) of [hitbox meshes v])> and <((y) - (height)) < (item ((C1) + (4)) of [hitbox meshes v])>> then\n if <<(z) > (item ((C1) + (5)) of [hitbox meshes v])> and <(z) < (item ((C1) + (6)) of [hitbox meshes v])>> then\n set [returnval1 v] to [1]\n stop [this script v]\n end\n end\n end\n change [c1 v] by (6)\nend\nset [returnval1 v] to [0]\n\ndefine GODMODE || ACCEL (acel) FRICTION (friction)\nchange [playeryspd v] by ((<key (z v) pressed?> - <key (x v) pressed?>) * (acel))\nif <key (w v) pressed?> then\n change [playerxspd v] by ((acel) * ([sin v] of (camDir\(y\)) ))\n change [playerzspd v] by ((acel) * ([cos v] of (camDir\(y\)) ))\nend\nif <key (s v) pressed?> then\n change [playerxspd v] by ((() - (acel)) * ([sin v] of (camDir\(y\)) ))\n change [playerzspd v] by ((() - (acel)) * ([cos v] of (camDir\(y\)) ))\nend\nif <key (d v) pressed?> then\n change [playerxspd v] by ((acel) * ([sin v] of ((camDir\(y\)) + (90)) ))\n change [playerzspd v] by ((acel) * ([cos v] of ((camDir\(y\)) + (90)) ))\nend\nif <key (a v) pressed?> then\n change [playerxspd v] by ((acel) * ([sin v] of ((camDir\(y\)) - (90)) ))\n change [playerzspd v] by ((acel) * ([cos v] of ((camDir\(y\)) - (90)) ))\nend\nset [playerxspd v] to ((playerXSpd) * (friction))\nset [playerzspd v] to ((playerZSpd) * (friction))\nset [playeryspd v] to ((playerYSpd) * (friction))\nchange [playerx v] by ((_deltaT) * (playerXSpd))\nchange [playery v] by ((_deltaT) * (playerYSpd))\nchange [playerz v] by ((_deltaT) * (playerZSpd))\n\ndefine PLAYER MOVEMENT\nif <(editorStatus) = [0]> then\n if <(gameControls) = [MOBILE]> then\n PHYSICS || SPD ((12) * ((([x v] of [mobilecontrols v]) * ([x v] of [mobilecontrols v])) + (([y v] of [mobilecontrols v]) * ([y v] of [mobilecontrols v])))) FRICTION [.8] GRAVITY [-1.5] JUMP POWER [22]\n else\n PHYSICS || SPD [12] FRICTION [.8] GRAVITY [-1.5] JUMP POWER [22]\n end\nelse\n GODMODE || ACCEL [7] FRICTION [0.9]\nend\n\ndefine CAMERA MOVEMENT (fx) (fy) (fz) <cammove?>\nif <cammove?> then\n change [camxaxis v] by (((item (8) of [keyframes v]) - (item (9) of [keyframes v])) * ((-5) * (_deltaT)))\n change [camyaxis v] by (((item (10) of [keyframes v]) - (item (11) of [keyframes v])) * ((5) * (_deltaT)))\n set [camx v] to ((fx) + (([sin v] of (camYAxis) ) * ((camPlayerDis) * ([cos v] of (camXAxis) ))))\n set [camy v] to ((fy) + ((camPlayerDis) * ([sin v] of (camXAxis) )))\n set [camz v] to ((fz) + (([cos v] of (camYAxis) ) * ((camPlayerDis) * ([cos v] of (camXAxis) ))))\nend\nset [camdir\(y\) v] to ((< ((fx) - (camX)) contains [-]?> * (180)) + ((90) - ([atan v] of (((fz) - (camZ)) / ((fx) - (camX))) )))\nset [camdir\(x\) v] to ([atan v] of (((fy) - (camY)) / ((camPlayerDis) * ([cos v] of (camXAxis) ))) )\nif <cammove?> then\n change [camplayerdis v] by ((<key (i v) pressed?> - <key (o v) pressed?>) * ((10) * (_deltaT)))\n if <(camXAxis) > [-100]> then\n set [camxaxis v] to [-100]\n end\n if <[-180] > (camXAxis)> then\n set [camxaxis v] to [-180]\n end\nelse\n set [camplayerdis v] to (((fx) - (camX)) * ((fx) - (camX)))\n change [camplayerdis v] by (((fy) - (camY)) * ((fy) - (camY)))\n set [camplayerdis v] to (() - ([sqrt v] of ((camPlayerDis) + (((fz) - (camZ)) * ((fz) - (camZ)))) ))\nend\nif <<(KEYFRAMES) = [0]> and <(gameControls) = [MOBILE]>> then\n GET SHORTEST ROTATION || (camYAxis) ((playerYDir) + (180))\n change [camyaxis v] by ((returnVal1) / (50))\nend\n\ndefine IS COLLIDE || HITBOX (hx) (hy) (hz) (hr) & gameObjs (TYPE (t) ) getData? <getdata?>\nset [iscollide? v] to [0]\nset [readnum v] to [1]\nset [c3 v] to [0]\nif <getdata?> then\n delete all of [collisiondata v]\nend\nrepeat (length of [physicscache v])\n delete all of [b v]\n change [c3 v] by (1)\n set [readnum v] to (item (C3) of [physicscache v])\n set [readval v] to [null]\n repeat until <[] = (readVal)>\n READ FROM || GameObjects\n add (readVal) to [b v]\n end\n if <[] = (t)> then\n if <<(item (1) of [b v]) = [EMT]> or <<(item (1) of [b v]) = [PT]> or <(item (1) of [b v]) = [EST]>>> then\n delete (1) of [b v]\n set [cross x v] to ((playerX) - (item (1) of [b v]))\n set [cross y v] to ((playerY) - (item (2) of [b v]))\n set [cross z v] to ((playerZ) - (item (3) of [b v]))\n set [c2 v] to ([sqrt v] of (((cross x) * (cross x)) + (((cross y) * (cross y)) + ((cross z) * (cross z)))) )\n if <[750] > (C2)> then\n INTERNAL: cross ((item (4) of [b v]) - (item (1) of [b v])) ((item (5) of [b v]) - (item (2) of [b v])) ((item (6) of [b v]) - (item (3) of [b v])) ((item (7) of [b v]) - (item (1) of [b v])) ((item (8) of [b v]) - (item (2) of [b v])) ((item (9) of [b v]) - (item (3) of [b v]))\n set [c2 v] to ([sqrt v] of (((cross x) * (cross x)) + (((cross y) * (cross y)) + ((cross z) * (cross z)))) )\n set [cross x v] to ((cross x) / (C2))\n set [cross y v] to ((cross y) / (C2))\n set [cross z v] to ((cross z) / (C2))\n triangle sphere | (hx) (hy) (hz) radius (hr) triangle (item (1) of [b v]) (item (2) of [b v]) (item (3) of [b v]) , (item (4) of [b v]) (item (5) of [b v]) (item (6) of [b v]) , (item (7) of [b v]) (item (8) of [b v]) (item (9) of [b v]) normals (cross x) (cross y) (cross z)\n if <(intersects?) = [1]> then\n set [iscollide? v] to [1]\n add (C3) to [collisiondata v]\n add (item (C3) of [gameobjects v]) to [collisiondata v]\n if <not <getdata?>> then\n stop [this script v]\n end\n end\n end\n else\n if <(item (1) of [b v]) = [PL]> then\n delete (1) of [b v]\n line sphere | (hx) (hy) (hz) r (hr) line (item (1) of [b v]) (item (2) of [b v]) (item (3) of [b v]) (item (4) of [b v]) (item (5) of [b v]) (item (6) of [b v]) r (item (10) of [b v])\n if <(intersects?) = [1]> then\n set [iscollide? v] to [1]\n add (item (C3) of [physicscache v]) to [collisiondata v]\n add (item (item (C3) of [physicscache v]) of [gameobjects v]) to [collisiondata v]\n if <not <getdata?>> then\n stop [this script v]\n end\n end\n end\n end\n else\n if < (item (1) of [b v]) contains (t)?> then\n delete (1) of [b v]\n INTERNAL: cross ((item (4) of [b v]) - (item (1) of [b v])) ((item (5) of [b v]) - (item (2) of [b v])) ((item (6) of [b v]) - (item (3) of [b v])) ((item (7) of [b v]) - (item (1) of [b v])) ((item (8) of [b v]) - (item (2) of [b v])) ((item (9) of [b v]) - (item (3) of [b v]))\n set [c2 v] to ([sqrt v] of (((cross x) * (cross x)) + (((cross y) * (cross y)) + ((cross z) * (cross z)))) )\n set [cross x v] to ((cross x) / (C2))\n set [cross y v] to ((cross y) / (C2))\n set [cross z v] to ((cross z) / (C2))\n triangle sphere | (hx) (hy) (hz) radius (hr) triangle (item (1) of [b v]) (item (2) of [b v]) (item (3) of [b v]) , (item (4) of [b v]) (item (5) of [b v]) (item (6) of [b v]) , (item (7) of [b v]) (item (8) of [b v]) (item (9) of [b v]) normals (cross x) (cross y) (cross z)\n if <(intersects?) = [1]> then\n set [iscollide? v] to [1]\n add (item (C3) of [physicscache v]) to [collisiondata v]\n add (item (item (C3) of [physicscache v]) of [gameobjects v]) to [collisiondata v]\n if <not <getdata?>> then\n stop [this script v]\n end\n end\n end\n end\nend\n\ndefine READ FROM || GameObjects\nset [readval v] to (item (readNum) of [gameobjects v])\nchange [readnum v] by (1)\n\nwhen [0 v] key pressed\nset [editorstatus v] to (((editorStatus) + (1)) mod (2))\n\ndefine triangle sphere | (px) (py) (pz) radius (rad) triangle (x1) (y1) (z1) , (x2) (y2) (z2) , (x3) (y3) (z3) normals (nx) (ny) (nz)\nset [ox v] to ((px) - (x1))\nset [oy v] to ((py) - (y1))\nset [oz v] to ((pz) - (z1))\nset [dot v] to ((((nx) * (ox)) + ((ny) * (oy))) + ((nz) * (oz)))\nset [px v] to ((x1) + ((ox) - ((dot) * (nx))))\nset [py v] to ((y1) + ((oy) - ((dot) * (ny))))\nset [pz v] to ((z1) + ((oz) - ((dot) * (nz))))\nset [ux v] to ((x2) - (x1))\nset [uy v] to ((y2) - (y1))\nset [uz v] to ((z2) - (z1))\nset [vx v] to ((x3) - (x1))\nset [vy v] to ((y3) - (y1))\nset [vz v] to ((z3) - (z1))\nINTERNAL: cross (ux) (uy) (uz) (vx) (vy) (vz)\nset [nx v] to (cross x)\nset [ny v] to (cross y)\nset [nz v] to (cross z)\nset [wx v] to ((px) - (x1))\nset [wy v] to ((py) - (y1))\nset [wz v] to ((pz) - (z1))\nINTERNAL: cross (ux) (uy) (uz) (wx) (wy) (wz)\nset [𝛾 v] to (((((cross x) * (nx)) + ((cross y) * (ny))) + ((cross z) * (nz))) / ((((nx) * (nx)) + ((ny) * (ny))) + ((nz) * (nz))))\nINTERNAL: cross (wx) (wy) (wz) (vx) (vy) (vz)\nset [𝛽 v] to (((((cross x) * (nx)) + ((cross y) * (ny))) + ((cross z) * (nz))) / ((((nx) * (nx)) + ((ny) * (ny))) + ((nz) * (nz))))\nset [𝛼 v] to (((1) - (𝛾)) - (𝛽))\nset [inside tri v] to <<<((round (((𝛼) + ((𝛽) + (𝛾))) * (10000))) / (10000)) = [1]> and <<not <(𝛼) < [0]>> and <not <(𝛼) > [1]>>>> and <<<not <(𝛽) < [0]>> and <not <(𝛽) > [1]>>> and <<not <(𝛾) < [0]>> and <not <(𝛾) > [1]>>>>>\nif <(inside tri) = [false]> then\n delete all of [cycle v]\n INTERNAL: closest to point (px) (py) (pz) to line segment (x1) (y1) (z1) , (x2) (y2) (z2)\n INTERNAL: closest to point (px) (py) (pz) to line segment (x2) (y2) (z2) , (x3) (y3) (z3)\n INTERNAL: closest to point (px) (py) (pz) to line segment (x3) (y3) (z3) , (x1) (y1) (z1)\n set [𝛼 v] to ([sqrt v] of ((((item (1) of [cycle v]) - (px)) * ((item (1) of [cycle v]) - (px))) + ((((item (2) of [cycle v]) - (py)) * ((item (2) of [cycle v]) - (py))) + (((item (3) of [cycle v]) - (pz)) * ((item (3) of [cycle v]) - (pz))))) )\n set [𝛽 v] to ([sqrt v] of ((((item (4) of [cycle v]) - (px)) * ((item (4) of [cycle v]) - (px))) + ((((item (5) of [cycle v]) - (py)) * ((item (5) of [cycle v]) - (py))) + (((item (6) of [cycle v]) - (pz)) * ((item (6) of [cycle v]) - (pz))))) )\n set [𝛾 v] to ([sqrt v] of ((((item (7) of [cycle v]) - (px)) * ((item (7) of [cycle v]) - (px))) + ((((item (8) of [cycle v]) - (py)) * ((item (8) of [cycle v]) - (py))) + (((item (9) of [cycle v]) - (pz)) * ((item (9) of [cycle v]) - (pz))))) )\n if <<(𝛼) < (𝛽)> and <(𝛼) < (𝛾)>> then\n set [px v] to (item (1) of [cycle v])\n set [py v] to (item (2) of [cycle v])\n set [pz v] to (item (3) of [cycle v])\n else\n if <(𝛽) < (𝛾)> then\n set [px v] to (item (4) of [cycle v])\n set [py v] to (item (5) of [cycle v])\n set [pz v] to (item (6) of [cycle v])\n else\n set [px v] to (item (7) of [cycle v])\n set [py v] to (item (8) of [cycle v])\n set [pz v] to (item (9) of [cycle v])\n end\n end\nend\nset [dist x v] to ((px) - (px))\nset [dist y v] to ((py) - (py))\nset [dist z v] to ((pz) - (pz))\nset [dist v] to ([sqrt v] of (((dist x) * (dist x)) + (((dist y) * (dist y)) + ((dist z) * (dist z)))) )\nif <not <(rad) < (dist)>> then\n set [intersects? v] to [1]\nelse\n set [intersects? v] to [0]\nend\n\ndefine INTERNAL: closest to point (px) (py) (pz) to line segment (x1) (y1) (z1) , (x2) (y2) (z2)\nset [ux v] to ((x2) - (x1))\nset [uy v] to ((y2) - (y1))\nset [uz v] to ((z2) - (z1))\nset [𝛾 v] to ((((((px) - (x1)) * (ux)) + (((py) - (y1)) * (uy))) + (((pz) - (z1)) * (uz))) / (((ux) * (ux)) + (((uy) * (uy)) + ((uz) * (uz)))))\nif <not <(𝛾) > [0]>> then\n add (x1) to [cycle v]\n add (y1) to [cycle v]\n add (z1) to [cycle v]\nelse\n if <not <(𝛾) < [1]>> then\n add (x2) to [cycle v]\n add (y2) to [cycle v]\n add (z2) to [cycle v]\n else\n add ((x1) + ((𝛾) * (ux))) to [cycle v]\n add ((y1) + ((𝛾) * (uy))) to [cycle v]\n add ((z1) + ((𝛾) * (uz))) to [cycle v]\n end\nend\n\ndefine INTERNAL: cross (x1) (y1) (z1) (x2) (y2) (z2)\nset [cross x v] to (((y1) * (z2)) - ((y2) * (z1)))\nset [cross y v] to (((x2) * (z1)) - ((x1) * (z2)))\nset [cross z v] to (((x1) * (y2)) - ((x2) * (y1)))\n\ndefine GET KEYFRAMES\nif <(gameControls) = [PC]> then\n if <key (w v) pressed?> then\n replace item (1) of [keyframes v] with ((item (1) of [keyframes v]) + (1))\n else\n replace item (1) of [keyframes v] with [0]\n end\n if <key (s v) pressed?> then\n replace item (2) of [keyframes v] with ((item (2) of [keyframes v]) + (1))\n else\n replace item (2) of [keyframes v] with [0]\n end\n if <key (d v) pressed?> then\n replace item (3) of [keyframes v] with ((item (3) of [keyframes v]) + (1))\n else\n replace item (3) of [keyframes v] with [0]\n end\n if <key (a v) pressed?> then\n replace item (4) of [keyframes v] with ((item (4) of [keyframes v]) + (1))\n else\n replace item (4) of [keyframes v] with [0]\n end\n if <key (space v) pressed?> then\n replace item (5) of [keyframes v] with ((item (5) of [keyframes v]) + (1))\n else\n replace item (5) of [keyframes v] with [0]\n end\n if <key (e v) pressed?> then\n replace item (6) of [keyframes v] with ((item (6) of [keyframes v]) + (1))\n else\n replace item (6) of [keyframes v] with [0]\n end\n if <key (q v) pressed?> then\n replace item (7) of [keyframes v] with ((item (7) of [keyframes v]) + (1))\n else\n replace item (7) of [keyframes v] with [0]\n end\n if <key (up arrow v) pressed?> then\n replace item (8) of [keyframes v] with [1]\n else\n replace item (8) of [keyframes v] with [0]\n end\n if <key (down arrow v) pressed?> then\n replace item (9) of [keyframes v] with [1]\n else\n replace item (9) of [keyframes v] with [0]\n end\n if <key (right arrow v) pressed?> then\n replace item (10) of [keyframes v] with [1]\n else\n replace item (10) of [keyframes v] with [0]\n end\n if <key (left arrow v) pressed?> then\n replace item (11) of [keyframes v] with [1]\n else\n replace item (11) of [keyframes v] with [0]\n end\nend\n\ndefine INIT KEYFRAMES\ndelete all of [keyframes v]\nrepeat (11)\n add [0] to [keyframes v]\nend\n\ndefine PLAYER HORI MOVEMENT (spd) (friction) (accel)\nif (item (1) of [keyframes v]) then\n change [playerxspd v] by ((accel) * (((spd) * ([sin v] of (camDir\(y\)) )) - (playerXSpd)))\n change [playerzspd v] by ((accel) * (((spd) * ([cos v] of (camDir\(y\)) )) - (playerZSpd)))\nend\nif (item (2) of [keyframes v]) then\n change [playerxspd v] by ((accel) * (((() - (spd)) * ([sin v] of (camDir\(y\)) )) - (playerXSpd)))\n change [playerzspd v] by ((accel) * (((() - (spd)) * ([cos v] of (camDir\(y\)) )) - (playerZSpd)))\nend\nif (item (3) of [keyframes v]) then\n change [playerxspd v] by ((accel) * (((spd) * ([sin v] of ((camDir\(y\)) + (90)) )) - (playerXSpd)))\n change [playerzspd v] by ((accel) * (((spd) * ([cos v] of ((camDir\(y\)) + (90)) )) - (playerZSpd)))\nend\nif (item (4) of [keyframes v]) then\n change [playerxspd v] by ((accel) * (((spd) * ([sin v] of ((camDir\(y\)) - (90)) )) - (playerXSpd)))\n change [playerzspd v] by ((accel) * (((spd) * ([cos v] of ((camDir\(y\)) - (90)) )) - (playerZSpd)))\nend\nif <not <<(item (1) of [keyframes v]) or (item (2) of [keyframes v])> or <(item (3) of [keyframes v]) or (item (4) of [keyframes v])>>> then\n set [playerxspd v] to ((playerXSpd) * ([e ^ v] of ((_deltaT) * ([ln v] of (friction) )) ))\n set [playerzspd v] to ((playerZSpd) * ([e ^ v] of ((_deltaT) * ([ln v] of (friction) )) ))\nend\n\ndefine HANDLE PHYSICS/EVENTS\nIS COLLIDE || HITBOX (playerX) (playerY) (playerZ) ((playerSize) + (5)) & gameObjs (TYPE [T] ) getData? \nif <[collisiondata v] contains [EMT]?> then\n MOVING PLATFORMS PHYSICS\nend\nif <[collisiondata v] contains [EST]?> then\n SPINNINGPLATFORMPHYSICS\nend\nif <[collisiondata v] contains [KT]?> then\n set [playeryspd v] to [20]\n change [playery v] by (10)\nend\nif <[collisiondata v] contains [BT]?> then\n delete all of [b v]\n set [readval v] to [null]\n set [readnum v] to (item ((item # of [BT] in [collisiondata v]) - (1)) of [collisiondata v])\n repeat until <[] = (readVal)>\n READ FROM || GameObjects\n add (readVal) to [b v]\n end\n delete (1) of [b v]\n set [ox v] to ((item (7) of [b v]) - (item (1) of [b v]))\n set [oy v] to ((item (8) of [b v]) - (item (2) of [b v]))\n set [oz v] to ((item (9) of [b v]) - (item (3) of [b v]))\n set [wx v] to ((item (4) of [b v]) - (item (1) of [b v]))\n set [wy v] to ((item (5) of [b v]) - (item (2) of [b v]))\n set [wz v] to ((item (6) of [b v]) - (item (3) of [b v]))\n INTERNAL: cross (wx) (wy) (wz) (ox) (oy) (oz)\n set [𝛼 v] to ([sqrt v] of (((cross x) * (cross x)) + (((cross y) * (cross y)) + ((cross z) * (cross z)))) )\n set [cross x v] to ((50) * ((cross x) / (𝛼)))\n set [cross y v] to ((50) * ((cross y) / (𝛼)))\n set [cross z v] to ((50) * ((cross z) / (𝛼)))\n set [playerxspd v] to (cross x)\n set [playeryspd v] to (cross y)\n set [playerzspd v] to (cross z)\n set [playerairtimestatus v] to [1]\n PLAYER HORI INSTANT ((3) * (5)) [1] (camDir\(y\))\n start sound [Clang v]\nend\nif <[-2500] > (playerY)> then\n set [playerdead? v] to [1]\nend\nset [c1 v] to (item # of [S] in [gameobjects v])\nif <(C1) > [0]> then\n repeat (6)\n delete ((C1) - (1)) of [gameobjects v]\n end\nend\nRAY-OBJ COLLIDE? || (playerX) (playerY) (playerZ) (playerX) ((playerY) - (1)) (playerZ) below? \nif <(isCollide?) = [1]> then\n add [] to [gameobjects v]\n add [S] to [gameobjects v]\n add (round (playerX)) to [gameobjects v]\n add (round ((playerY) - (dist x))) to [gameobjects v]\n add (round (playerZ)) to [gameobjects v]\n add ((playerSize) / (2)) to [gameobjects v]\nend\n\ndefine PLAYER HORI INSTANT (spd) (friction) (axis)\nif (item (1) of [keyframes v]) then\n set [playerxspd v] to ((spd) * ([sin v] of (axis) ))\n set [playerzspd v] to ((spd) * ([cos v] of (axis) ))\nend\nif (item (2) of [keyframes v]) then\n set [playerxspd v] to ((() - (spd)) * ([sin v] of (axis) ))\n set [playerzspd v] to ((() - (spd)) * ([cos v] of (axis) ))\nend\nif (item (3) of [keyframes v]) then\n set [playerxspd v] to ((spd) * ([sin v] of ((axis) + (90)) ))\n set [playerzspd v] to ((spd) * ([cos v] of ((axis) + (90)) ))\nend\nif (item (4) of [keyframes v]) then\n set [playerxspd v] to ((spd) * ([sin v] of ((axis) - (90)) ))\n set [playerzspd v] to ((spd) * ([cos v] of ((axis) - (90)) ))\nend\nset [playerxspd v] to ((playerXSpd) * ([e ^ v] of ((_deltaT) * ([ln v] of (friction) )) ))\nset [playerzspd v] to ((playerZSpd) * ([e ^ v] of ((_deltaT) * ([ln v] of (friction) )) ))\n\ndefine GET ANIMS\nif <(playerAirtimeStatus) = [g]> then\n set [playeranimcos v] to [9]\n if <((GPAnimTick) - (3)) > [0]> then\n set [playerxdir v] to ((60) * ((GPAnimTick) - (3)))\n else\n set [playerxdir v] to [0]\n end\nelse\n if <(playerAirtimeStatus) = [l]> then\n set [playeranimcos v] to [8]\n set [playerxdir v] to ([atan v] of ((playerYSpd) / ([sqrt v] of (((playerXSpd) * (playerXSpd)) + ((playerZSpd) * (playerZSpd))) )) )\n else\n if <[0] = (inAir?)> then\n if <[2] > (((playerXSpd) * (playerXSpd)) + ((playerZSpd) * (playerZSpd)))> then\n set [playeranimcos v] to ((4) + (((timer) * (2)) mod (2)))\n else\n set [𝛼 v] to (playerAnimCos)\n set [playeranimcos v] to ((1) + (((timer) * (10)) mod (4)))\n if <not <([floor v] of (𝛼) ) = ([floor v] of (playerAnimCos) )>> then\n if <([floor v] of (playerAnimCos) ) = [1]> then\n CREATE PARTICLE || ID [EP1] DATA ((playerX) + ((15) * ([cos v] of (TweenedplayerYDir) ))) ((playerY) - (playerSize)) ((playerZ) + ((15) * ([sin v] of (TweenedplayerYDir) ))) , ((-0.5) * (playerXSpd)) [1] ((-0.5) * (playerZSpd)) , [255] [255] [255] [0] , (pick random (10) to (15))\n else\n if <([floor v] of (playerAnimCos) ) = [3]> then\n CREATE PARTICLE || ID [EP1] DATA ((playerX) + ((-15) * ([cos v] of (TweenedplayerYDir) ))) ((playerY) - (playerSize)) ((playerZ) + ((-15) * ([sin v] of (TweenedplayerYDir) ))) , ((-0.5) * (playerXSpd)) [1] ((-0.5) * (playerZSpd)) , [255] [255] [255] [0] , (pick random (10) to (15))\n end\n end\n end\n end\n set [playerxdir v] to [0]\n else\n if <(playerAirtimeStatus) = [-1]> then\n set [playeranimcos v] to [7]\n else\n set [playeranimcos v] to [6]\n end\n set [playerxdir v] to ([atan v] of ((playerYSpd) / (50)) )\n end\n end\nend\n\ndefine CREATE PARTICLE || ID (id) DATA (x) (y) (z) , (xv) (yv) (zv) , (r) (g) (b) (a) , (s)\nadd [] to [gameobjects v]\nadd (id) to [gameobjects v]\nadd (x) to [gameobjects v]\nadd (y) to [gameobjects v]\nadd (z) to [gameobjects v]\nadd (xv) to [gameobjects v]\nadd (yv) to [gameobjects v]\nadd (zv) to [gameobjects v]\nadd (r) to [gameobjects v]\nadd (g) to [gameobjects v]\nadd (b) to [gameobjects v]\nadd (a) to [gameobjects v]\nadd (s) to [gameobjects v]\n\ndefine PLAYERRESPAWN\nset [camplayerdis v] to [-500]\nset [camdir\(y\) v] to [0]\nset [camdir\(x\) v] to [0]\nset [playerx v] to (respawnX)\nset [playery v] to (respawnY)\nset [playerz v] to (respawnZ)\nset [playersize v] to [40]\nset [playerxspd v] to [0]\nset [playeryspd v] to [0]\nset [playerzspd v] to [0]\nset [playerdead? v] to [0]\nbroadcast (LoadState v)\n\ndefine line sphere | (sx) (sy) (sz) r (r) line (x1) (y1) (z1) (x2) (y2) (z2) r (lr)\nset [ux v] to ((sx) - (x1))\nset [uy v] to ((sy) - (y1))\nset [uz v] to ((sz) - (z1))\nset [dist x v] to ((x2) - (x1))\nset [dist y v] to ((y2) - (y1))\nset [dist z v] to ((z2) - (z1))\nset [𝛼 v] to ([sqrt v] of (((dist z) * (dist z)) + (((dist y) * (dist y)) + ((dist x) * (dist x)))) )\nset [dist x v] to (((x2) - (x1)) / (𝛼))\nset [dist y v] to (((y2) - (y1)) / (𝛼))\nset [dist z v] to (((z2) - (z1)) / (𝛼))\nset [dist v] to (((dist x) * (ux)) + (((dist y) * (uy)) + ((dist z) * (uz))))\nif <<(dist) > (() - (r))> and <((𝛼) + (r)) > (dist)>> then\n set [nx v] to (((dist y) * (uz)) - ((dist z) * (uy)))\n set [ny v] to (((dist z) * (ux)) - ((dist x) * (uz)))\n set [nz v] to (((dist x) * (uy)) - ((dist y) * (ux)))\n set [𝛼 v] to ([sqrt v] of (((nx) * (nx)) + (((ny) * (ny)) + ((nz) * (nz)))) )\n set [intersects? v] to (<(𝛼) < (((lr) + (r)) / (1.414))> + ())\nelse\n set [intersects? v] to [0]\nend\n\ndefine MOVING PLATFORMS PHYSICS\ndelete all of [b v]\nset [readval v] to [null]\nset [readnum v] to (item ((item # of [EMT] in [collisiondata v]) - (1)) of [collisiondata v])\nrepeat until <[] = (readVal)>\n READ FROM || GameObjects\n add (readVal) to [b v]\nend\nchange [playerx v] by ((item (2) of [b v]) - (item (20) of [b v]))\nchange [playery v] by ((item (3) of [b v]) - (item (21) of [b v]))\nchange [playerz v] by ((item (4) of [b v]) - (item (22) of [b v]))\n\nwhen I receive [startgame v]\nbroadcast (SetupLevel v) and wait\nbroadcast (SaveState v) and wait\nset [respawnx v] to (item (11) of [introstats v])\nset [respawny v] to (item (12) of [introstats v])\nset [respawnz v] to (item (13) of [introstats v])\nset [lightdx v] to (item (14) of [introstats v])\nset [lightdy v] to (item (15) of [introstats v])\nset [lightdz v] to (item (16) of [introstats v])\nPLAYERRESPAWN\nINIT KEYFRAMES\nreset timer\nset [oldgamestate v] to [NiL]\nset [gamestate v] to [I]\nset [_timer v] to [0]\nset volume to (((masterVolume) * (SFXVolume)) / (100)) %\nforever\n if <not <(gameState) = (oldGameState)>> then\n if <(gameState) = [I]> then\n set [camx v] to (item (1) of [introstats v])\n set [camy v] to (item (2) of [introstats v])\n set [camz v] to (item (3) of [introstats v])\n set [camxaxis v] to (item (4) of [introstats v])\n set [camyaxis v] to (item (5) of [introstats v])\n set [renderdistance v] to [10000]\n else\n if <(gameState) = [N]> then\n if <not < (oldGameState) contains [M]?>> then\n broadcast (BlackScreen v) and wait\n PLAYERRESPAWN\n set [camxaxis v] to [-150]\n set [camyaxis v] to [180]\n set [renderdistance v] to [5000]\n end\n else\n if < (gameState) contains [M]?> then\n end\n end\n end\n set [oldgamestate v] to (gameState)\n if <(_deltaT) > [0]> then\n change [_timer v] by ((_deltaT) / (30))\n end\n if <(gameState) = [I]> then\n broadcast (ManageEntities v)\n HANDLE PHYSICS/EVENTS\n CAMERA MOVEMENT [0] [200] [3400] <>\n broadcast (Render v)\n if <(_timer) > (item (8) of [introstats v])> then\n set [gamestate v] to [N]\n end\n else\n if <(gameState) = [N]> then\n if <(playerDead?) = [1]> then\n broadcast (BlackScreen v) and wait\n PLAYERRESPAWN\n else\n TICK\n end\n broadcast (Render v)\n else\n change [_timer v] by (() - ((_deltaT) / (30)))\n if < (gameState) contains [M]?> then\n set volume to (((masterVolume) * (SFXVolume)) / (100)) %\n else\n if <(gameState) = [W]> then\n stop all sounds\n start sound [victoryJingle v]\n set [_timer v] to [2]\n repeat until <[0] > (_timer)>\n change [_timer v] by (() - ((_deltaT) / (30)))\n broadcast (Render v)\n GET KEYFRAMES\n CAMERA MOVEMENT (playerX) (playerY) (playerZ) <not <[-500] > (playerY)>>\n end\n broadcast (BlackScreen v) and wait\n stop [all v]\n end\n end\n end\n end\nend\n\nset [camx v] to [2500]\nset [camy v] to [1200]\nset [camz v] to [800]\nset [camxaxis v] to [-135]\nset [camyaxis v] to [180]\nset [renderdistance v] to [10000]\nstart sound [Robot64Intro v]\nrepeat until <(timer) > [9]>\n broadcast (ManageEntities v)\n HANDLE PHYSICS/EVENTS\n CAMERA MOVEMENT [0] [200] [3400] <>\n broadcast (Render v)\nend\nbroadcast (BlackScreen v) and wait\nPLAYERRESPAWN\nset [camxaxis v] to [-150]\nset [camyaxis v] to [180]\nset [renderdistance v] to [5000]\nforever\n if <(playerDead?) = [1]> then\n broadcast (BlackScreen v) and wait\n PLAYERRESPAWN\n else\n TICK\n end\n broadcast (Render v)\nend\n\ndefine TICK\nSET PHYSICS CACHE\nbroadcast (ManageEntities v)\nreset debug\nGET KEYFRAMES\ninsert time (days since 2000) label [keyframes: ]\nif <(playerY) > [-500]> then\n PLAYER MOVEMENT\n if <[-500] > (playerY)> then\n start sound [fallHole v]\n end\nelse\n change [playerx v] by ((_deltaT) * (playerXSpd))\n change [playery v] by ((_deltaT) * (playerYSpd))\n change [playerz v] by ((_deltaT) * (playerZSpd))\nend\ninsert time (days since 2000) label [Player: ]\nHANDLE PHYSICS/EVENTS\ninsert time (days since 2000) label [Physics: ]\nCAMERA MOVEMENT (playerX) (playerY) (playerZ) <not <[-500] > (playerY)>>\ninsert time (days since 2000) label [Camera: ]\n\ndefine insert time (time) label (label)\nadd (join (label) (join (((time) - (oTime)) * (86400000)) [ms])) to [debug v]\nset [otime v] to (days since 2000)\n\ndefine reset debug\nset [otime v] to (days since 2000)\ndelete all of [debug v]\n\ndefine RAY-OBJ COLLIDE? || (x1) (y1) (z1) (x2) (y2) (z2) below? <b>\nset [readnum v] to [1]\nset [𝛼 v] to [Infinity]\nrepeat until <(readNum) > (length of [gameobjects v])>\n delete all of [b v]\n set [readval v] to [null]\n repeat until <[] = (readVal)>\n READ FROM || GameObjects\n add (readVal) to [b v]\n end\n if < (item (1) of [b v]) contains [T]?> then\n delete (1) of [b v]\n RAY INTERSECT TRI? || (x1) (y1) (z1) , ((x2) - (x1)) ((y2) - (y1)) ((z2) - (z1)) , (item (1) of [b v]) (item (2) of [b v]) (item (3) of [b v]) , (item (4) of [b v]) (item (5) of [b v]) (item (6) of [b v]) , (item (7) of [b v]) (item (8) of [b v]) (item (9) of [b v])\n if <[1] = (isCollide?)> then\n if <(dist x) < (𝛼)> then\n if <<not <b>> or <[0] < (dist x)>> then\n set [𝛼 v] to (dist x)\n end\n end\n end\n else\n if < (item (1) of [b v]) contains [L]?> then\n delete all of [cycle v]\n delete (1) of [b v]\n INTERNAL: closest to point (x1) [0] (z1) to line segment (item (1) of [b v]) [0] (item (3) of [b v]) , (item (4) of [b v]) [0] (item (6) of [b v])\n set [wx v] to ((item (3) of [cycle v]) - (z1))\n set [wz v] to ((item (1) of [cycle v]) - (x1))\n if <(item (10) of [b v]) > ([sqrt v] of (((wx) * (wx)) + ((wz) * (wz))) )> then\n set [𝛾 v] to (((item (1) of [cycle v]) - (item (1) of [b v])) / ((item (4) of [b v]) - (item (1) of [b v])))\n set [dist x v] to (((y1) - ((item (2) of [b v]) + ((𝛾) * ((item (5) of [b v]) - (item (2) of [b v]))))) - ((item (10) of [b v]) / (2)))\n if <(dist x) < (𝛼)> then\n if <<not <b>> or <[0] < (dist x)>> then\n set [𝛼 v] to (dist x)\n end\n end\n end\n end\n end\nend\nif <(𝛼) = [Infinity]> then\n set [iscollide? v] to [0]\nelse\n set [iscollide? v] to [1]\nend\nset [dist x v] to (𝛼)\n\ndefine SPINNINGPLATFORMPHYSICS\ndelete all of [b v]\nset [readval v] to [null]\nset [readnum v] to (item ((item # of [EST] in [collisiondata v]) - (1)) of [collisiondata v])\nrepeat until <[] = (readVal)>\n READ FROM || GameObjects\n add (readVal) to [b v]\nend\nchange [playerx v] by ((item (17) of [b v]) - (item (20) of [b v]))\nchange [playery v] by ((item (18) of [b v]) - (item (21) of [b v]))\nchange [playerz v] by ((item (19) of [b v]) - (item (22) of [b v]))\n\nbroadcast (Render v)\nerase all\ninsert time (days since 2000) label [Rendering:]\n\ndefine SET PHYSICS CACHE\nset [cross x v] to ((playerX) - (anchorX))\nset [cross y v] to ((playerY) - (anchorY))\nset [cross z v] to ((playerZ) - (anchorZ))\nset [c2 v] to ([sqrt v] of (((cross x) * (cross x)) + (((cross y) * (cross y)) + ((cross z) * (cross z)))) )\nif <(C2) > [100]> then\n set [anchorx v] to (playerX)\n set [anchory v] to (playerY)\n set [anchorz v] to (playerZ)\n delete all of [physicscache v]\n set [readnum v] to [1]\n repeat until <(readNum) > (length of [gameobjects v])>\n delete all of [b v]\n set [readval v] to [null]\n set [𝛼 v] to (readNum)\n repeat until <[] = (readVal)>\n READ FROM || GameObjects\n add (readVal) to [b v]\n end\n if <<(item (1) of [b v]) = [EMT]> or <(item (1) of [b v]) = [EST]>> then\n add (𝛼) to [physicscache v]\n end\n if << (item (1) of [b v]) contains [T]?> or < (item (1) of [b v]) contains [P]?>> then\n if <not <<(item (1) of [b v]) = [EMT]> or <(item (1) of [b v]) = [EST]>>> then\n set [cross x v] to ((playerX) - (item (2) of [b v]))\n set [cross y v] to ((playerY) - (item (3) of [b v]))\n set [cross z v] to ((playerZ) - (item (4) of [b v]))\n set [c2 v] to ([sqrt v] of (((cross x) * (cross x)) + (((cross y) * (cross y)) + ((cross z) * (cross z)))) )\n if <[1000] > (C2)> then\n add (𝛼) to [physicscache v]\n end\n end\n end\n end\nend\n\nset [gamestate v] to [N]\n\ndefine GET SHORTEST ROTATION || (a) (b)\nif <((b) - (a)) < [180]> then\n set [returnval1 v] to ((b) - (a))\nelse\n set [returnval1 v] to (((b) - (a)) - (360))\nend\n\nGET SHORTEST ROTATION || [] (camYAxis)\n\n@LevelCreator\n\nwhen I receive [setuplevel v]\nset [cashmoneytest v] to [0]\nLOAD (item (level) of [levels v])\n\ndefine LOAD (data)\ndelete all of [gameobjects v]\nset [readnum v] to [1]\ndelete all of [introstats v]\nrepeat (16)\n READ || ITEM (data)\n add (readVal) to [introstats v]\nend\nset [c2 v] to [0]\nrepeat until <(C2) = []>\n READ || ITEM (data)\n if <not <(readVal) = []>> then\n if <not <((readVal) + (0)) = (readVal)>> then\n if <not < (readVal) contains [_]?>> then\n add [] to [gameobjects v]\n if < (readVal) contains [ ]?> then\n set [c1 v] to [1]\n set [c3 v] to []\n repeat ((length of (readVal)) - (1))\n change [c1 v] by (1)\n set [c3 v] to (join (C3) (letter (C1) of (readVal)))\n end\n set [readval v] to (C3)\n end\n end\n end\n add (readVal) to [gameobjects v]\n end\nend\ndelete (1) of [gameobjects v]\n\ndefine READ || LETTER (letter)\nset [c2 v] to (letter (readNum) of (letter))\nchange [readnum v] by (1)\n\ndefine READ || ITEM (item)\nset [readval v] to []\nREAD || LETTER (item)\nrepeat until <<(C2) = [|]> or <<(C2) = [;]> or <<(C2) = [/]> or <(C2) = []>>>>\n set [readval v] to (join (readVal) (C2))\n READ || LETTER (item)\nend\n\nset [cashmoneytest v] to [0]\nset [camx v] to []\nrepeat (length of [gameobjects v])\n change [cashmoneytest v] by (1)\n set [camx v] to (join (camX) (join (item (cashMoneyTest) of [gameobjects v]) [|]))\nend\n\nadd [thing] to [levels v]\n\ndelete all of [gameobjects v]\nadd [PT;-300/0/300;-300/200/300;300/0/300;100/75/50] to [gameobjects v]\nadd [PT;-300/200/300;300/200/300;300/0/300;100/75/50] to [gameobjects v]\nadd [PT;100/100/100;0/0/0;0/100/100;100/75/50] to [gameobjects v]\nadd [PT;0/0/0;100/100/100;100/0/0;100/75/50] to [gameobjects v]\nadd [PT;0/0/100;100/100/100;0/100/100;100/75/50] to [gameobjects v]\nadd [PT;100/100/100;0/0/100;100/0/100;100/75/50] to [gameobjects v]\nadd [PT;-500/100/-300;-300/200/300;-300/0/300;100/75/50] to [gameobjects v]\nadd [PT;-300/0/-300;-500/100/-300;-300/0/300;100/75/50] to [gameobjects v]\nadd [PL;0/0/0;0/500/0;50/75/50;7] to [gameobjects v]\nadd [PL;-500/100/-300;0/500/0;50/75/50;7] to [gameobjects v]\nadd [PL;500/200/300;0/500/0;50/75/50;7] to [gameobjects v]\nadd [KT;-300/0/-300;300/0/-300;300/0/-400;255/0/0] to [gameobjects v]\nadd [KT;-300/0/-400;-300/0/-300;300/0/-400;255/0/0] to [gameobjects v]\nadd [BT;300/0/0;0/0/0;300/0/300;255/255/0] to [gameobjects v]\nadd [BT;0/0/0;300/0/0;300/0/-300;255/255/0] to [gameobjects v]\nadd [PT;0/0/0;0/0/300;300/0/300;100/75/50] to [gameobjects v]\nadd [PT;0/0/0;-300/0/300;0/0/300;100/75/50] to [gameobjects v]\nadd [PT;0/0/0;-300/0/0;-300/0/300;100/75/50] to [gameobjects v]\nadd [PT;0/0/0;-300/0/-300;-300/0/0;100/75/50] to [gameobjects v]\nadd [PT;0/0/0;0/0/-300;-300/0/-300;100/75/50] to [gameobjects v]\nadd [PT;0/0/0;300/0/-300;0/0/-300;100/75/50] to [gameobjects v]\nadd [PT;300/0/-400;300/0/300;300/200/300;100/75/50] to [gameobjects v]\nadd [PT;300/0/-400;300/200/300;300/200/-400;100/75/50] to [gameobjects v]\nadd [PT;-300/0/-300;-300/0/-400;-500/100/-300;100/75/50] to [gameobjects v]\nadd [PT;-300/0/-400;-300/100/-500;-500/100/-300;100/75/50] to [gameobjects v]\nadd [PT;-300/100/-500;-300/0/-400;300/0/-400;100/75/50] to [gameobjects v]\nadd [PT;300/200/-400;-300/100/-500;300/0/-400;100/75/50] to [gameobjects v]\nadd [PT;300/200/300;600/200/-400;300/200/-400;100/75/50] to [gameobjects v]\nadd [PT;600/200/-400;300/200/300;600/200/300;100/75/50] to [gameobjects v]\nadd [EMT;900/200/300;600/200/-400;600/200/300;100/75/50;900/200/300;1500/200/300;0/0/0;] to [gameobjects v]\nadd [EMT;900/200/300;900/200/-400;600/200/-400;100/75/50;900/200/300;1500/200/300;0/0/0;] to [gameobjects v]\nadd [PT;1500/200/300;1800/200/-400;1500/200/-400;100/75/50] to [gameobjects v]\nadd [PT;1800/200/-400;1500/200/300;1800/200/300;100/75/50] to [gameobjects v]\nadd [EC;800/0/-0;0/250/0;255/255/50/0/30] to [gameobjects v]\nadd [EC;1000/0/-0;0/250/0;255/255/50/0/30] to [gameobjects v]\nadd [EC;1200/0/-0;0/250/0;255/255/50/0/30] to [gameobjects v]\nadd [EC;1400/0/-0;0/250/0;255/255/50/0/30] to [gameobjects v]\n\nadd (join (item (6) of [levels v]) (item (1) of [buffer v])) to [levels v]\n\ndefine save\nset [c2 v] to [0]\nset [readval v] to []\nrepeat (length of [introstats v])\n change [c2 v] by (1)\n set [readval v] to (join (readVal) (join (item (C2) of [introstats v]) [/]))\nend\nset [c2 v] to [0]\nrepeat (length of [gameobjects v])\n change [c2 v] by (1)\n if <[] = (item (C2) of [gameobjects v])> then\n set [readval v] to (join (readVal) [|])\n else\n if <<(C2) = (length of [gameobjects v])> or <[] = (item ((C2) + (1)) of [gameobjects v])>> then\n set [readval v] to (join (readVal) (item (C2) of [gameobjects v]))\n else\n set [readval v] to (join (readVal) (join (item (C2) of [gameobjects v]) [/]))\n end\n end\nend\nset [savestate v] to (readVal)\n\nset [_deltat v] to []\n\nset [_deltat v] to (join (_deltaT) (join [|] (data)))\n\nadd (_deltaT) to [buffer v]\n\nwhen I receive [savestate v]\nsave\n\nwhen I receive [loadstate v]\nLOAD (SaveState)\n\n@EntityManagement\n\ndefine READ || ITEM (item)\nset [readval v] to (item (readNum) of [gameobjects v])\nchange [readnum v] by (1)\n\ndefine READ || LETTER (letter)\nset [c2 v] to (letter (readNum) of (letter))\n\nwhen I receive [manageentities v]\nPhysics\n\ndefine Physics\nset [readnum v] to [1]\nrepeat until <(readNum) > (length of [gameobjects v])>\n delete all of [b v]\n set [readval v] to [null]\n set [c3 v] to (readNum)\n repeat until <[] = (readVal)>\n READ || ITEM []\n add (readVal) to [b v]\n end\n delete (last) of [b v]\n if <(letter (1) of (item (1) of [b v])) = [E]> then\n if <(letter (2) of (item (1) of [b v])) = [P]> then\n replace item (2) of [b v] with ((item (2) of [b v]) + ((_deltaT) * (item (5) of [b v])))\n replace item (3) of [b v] with ((item (3) of [b v]) + ((_deltaT) * (item (6) of [b v])))\n replace item (4) of [b v] with ((item (4) of [b v]) + ((_deltaT) * (item (7) of [b v])))\n replace item (11) of [b v] with ((item (11) of [b v]) + ((_deltaT) * (5)))\n replace item (12) of [b v] with ((item (12) of [b v]) + ((_deltaT) * (.5)))\n if <(item (11) of [b v]) > [100]> then\n delete from id (C3) x times [13]\n else\n resend from id (C3)\n end\n else\n if <(letter (2) of (item (1) of [b v])) = [C]> then\n if <(letter (3) of (item (1) of [b v])) = [P]> then\n delete all of [buffer v]\n add ((playerX) - (item (2) of [b v])) to [buffer v]\n add ((playerY) - (item (3) of [b v])) to [buffer v]\n add ((playerZ) - (item (4) of [b v])) to [buffer v]\n set [returnval1 v] to ((item (1) of [buffer v]) * (item (1) of [buffer v]))\n change [returnval1 v] by ((item (2) of [buffer v]) * (item (2) of [buffer v]))\n change [returnval1 v] by ((item (3) of [buffer v]) * (item (3) of [buffer v]))\n set [returnval1 v] to ([sqrt v] of (returnVal1) )\n if <<not (item (5) of [b v])> and <(item (7) of [b v]) > (returnVal1)>> then\n replace item (5) of [b v] with [1]\n set [respawnx v] to (item (2) of [b v])\n set [respawny v] to (item (3) of [b v])\n set [respawnz v] to (item (4) of [b v])\n broadcast (SaveState v)\n start sound [checkPoint v]\n end\n if <[1] = (item (5) of [b v])> then\n if <((item (3) of [b v]) + (150)) > (item (6) of [b v])> then\n replace item (6) of [b v] with ((item (6) of [b v]) + ((_deltaT) * (5)))\n resend from id (C3)\n end\n end\n else\n replace item (3) of [b v] with (((20) * ([sin v] of ((90) * (timer)) )) + (item (6) of [b v]))\n delete all of [buffer v]\n add ((playerX) - (item (2) of [b v])) to [buffer v]\n add ((playerY) - (item (3) of [b v])) to [buffer v]\n add ((playerZ) - (item (4) of [b v])) to [buffer v]\n set [returnval1 v] to ((item (1) of [buffer v]) * (item (1) of [buffer v]))\n change [returnval1 v] by ((item (2) of [buffer v]) * (item (2) of [buffer v]))\n change [returnval1 v] by ((item (3) of [buffer v]) * (item (3) of [buffer v]))\n set [returnval1 v] to ([sqrt v] of (returnVal1) )\n if <((1.5) * (playerSize)) > (returnVal1)> then\n start sound [Coin v]\n change [cashmoneytest v] by (1)\n delete from id ((C3) - (1)) x times [13]\n else\n resend from id (C3)\n end\n end\n else\n if <(letter (2) of (item (1) of [b v])) = [M]> then\n set [readval v] to (C3)\n MovingPlatformStuff\n set [c3 v] to (readVal)\n resend from id (C3)\n else\n if <(letter (2) of (item (1) of [b v])) = [S]> then\n SpinningPlatformStuff\n resend from id (C3)\n else\n if <(letter (2) of (item (1) of [b v])) = [E]> then\n ENEMIES STUFF ID (letter (3) of (item (1) of [b v]))\n else\n if <(letter (2) of (item (1) of [b v])) = [B]> then\n bulletDo\n else\n if <(item (1) of [b v]) = [EIBF]> then\n delete all of [buffer v]\n add ((playerX) - (item (2) of [b v])) to [buffer v]\n add ((playerY) - (item (3) of [b v])) to [buffer v]\n add ((playerZ) - (item (4) of [b v])) to [buffer v]\n set [returnval1 v] to ((item (1) of [buffer v]) * (item (1) of [buffer v]))\n change [returnval1 v] by ((item (2) of [buffer v]) * (item (2) of [buffer v]))\n change [returnval1 v] by ((item (3) of [buffer v]) * (item (3) of [buffer v]))\n set [returnval1 v] to ([sqrt v] of (returnVal1) )\n set [v0 v] to (item (8) of [b v])\n if <not (item (8) of [b v])> then\n replace item (8) of [b v] with (renderDistance)\n end\n if <(returnVal1) > (item (8) of [b v])> then\n replace item (6) of [b v] with ((item (6) of [b v]) + ((_deltaT) * (((100) - (item (6) of [b v])) / (5))))\n else\n replace item (6) of [b v] with ((item (6) of [b v]) + ((_deltaT) * (((0) - (item (6) of [b v])) / (5))))\n end\n replace item (8) of [b v] with (v0)\n resend from id (C3)\n else\n delete all of [buffer v]\n add ((playerX) - (item (2) of [b v])) to [buffer v]\n add ((playerY) - (item (3) of [b v])) to [buffer v]\n add ((playerZ) - (item (4) of [b v])) to [buffer v]\n set [returnval1 v] to ((item (1) of [buffer v]) * (item (1) of [buffer v]))\n change [returnval1 v] by ((item (2) of [buffer v]) * (item (2) of [buffer v]))\n change [returnval1 v] by ((item (3) of [buffer v]) * (item (3) of [buffer v]))\n if <[10000] > (returnVal1)> then\n set [gamestate v] to [W]\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\nrepeat until <not <[] = (item (last) of [gameobjects v])>>\n delete (last) of [gameobjects v]\nend\n\ndefine Repackage\nset [c3 v] to [0]\nset [returnval1 v] to []\nrepeat ((length of [b v]) - (1))\n change [c3 v] by (1)\n set [returnval1 v] to (join (returnVal1) (join (item (C3) of [b v]) [/]))\nend\n\ndefine MovingPlatformStuff\ndelete all of [buffer v]\nadd ((item (14) of [b v]) - (item (17) of [b v])) to [buffer v]\nadd ((item (15) of [b v]) - (item (18) of [b v])) to [buffer v]\nadd ((item (16) of [b v]) - (item (19) of [b v])) to [buffer v]\nset [returnval1 v] to ((item (1) of [buffer v]) * (item (1) of [buffer v]))\nchange [returnval1 v] by ((item (2) of [buffer v]) * (item (2) of [buffer v]))\nchange [returnval1 v] by ((item (3) of [buffer v]) * (item (3) of [buffer v]))\nset [returnval1 v] to (([sqrt v] of (returnVal1) ) / (10))\nset [c3 v] to ((2) * ((returnVal1) + (50)))\nset [ctick v] to (((_timer) * (30)) mod (C3))\nif <(returnVal1) > (cTick)> then\n internal. INTERPOLATE(START, END, SCALE ((cTick) / (returnVal1)) sine? \nelse\n if <((50) + (returnVal1)) > (cTick)> then\n internal. INTERPOLATE(START, END, SCALE [1] sine? <>\n else\n if <((50) + ((2) * (returnVal1))) > (cTick)> then\n internal. INTERPOLATE(START, END, SCALE ((1) - (((cTick) - ((50) + (returnVal1))) / (returnVal1))) sine? \n else\n internal. INTERPOLATE(START, END, SCALE [0] sine? <>\n end\n end\nend\n\ndefine internal. INTERPOLATE(START, END, SCALE (v) sine? <s>\nif <s> then\n internal. INTERPOLATE(START, END, SCALE (((1) + ([cos v] of (((v) * (180)) + (180)) )) / (2)) sine? <>\nelse\n delete all of [buffer v]\n add ((item (5) of [b v]) - (item (2) of [b v])) to [buffer v]\n add ((item (6) of [b v]) - (item (3) of [b v])) to [buffer v]\n add ((item (7) of [b v]) - (item (4) of [b v])) to [buffer v]\n add ((item (8) of [b v]) - (item (2) of [b v])) to [buffer v]\n add ((item (9) of [b v]) - (item (3) of [b v])) to [buffer v]\n add ((item (10) of [b v]) - (item (4) of [b v])) to [buffer v]\n replace item (20) of [b v] with (item (2) of [b v])\n replace item (21) of [b v] with (item (3) of [b v])\n replace item (22) of [b v] with (item (4) of [b v])\n replace item (2) of [b v] with ((item (14) of [b v]) + ((v) * ((item (17) of [b v]) - (item (14) of [b v]))))\n replace item (3) of [b v] with ((item (15) of [b v]) + ((v) * ((item (18) of [b v]) - (item (15) of [b v]))))\n replace item (4) of [b v] with ((item (16) of [b v]) + ((v) * ((item (19) of [b v]) - (item (16) of [b v]))))\n replace item (5) of [b v] with ((item (1) of [buffer v]) + ((item (14) of [b v]) + ((v) * ((item (17) of [b v]) - (item (14) of [b v])))))\n replace item (6) of [b v] with ((item (2) of [buffer v]) + ((item (15) of [b v]) + ((v) * ((item (18) of [b v]) - (item (15) of [b v])))))\n replace item (7) of [b v] with ((item (3) of [buffer v]) + ((item (16) of [b v]) + ((v) * ((item (19) of [b v]) - (item (16) of [b v])))))\n replace item (8) of [b v] with ((item (4) of [buffer v]) + ((item (14) of [b v]) + ((v) * ((item (17) of [b v]) - (item (14) of [b v])))))\n replace item (9) of [b v] with ((item (5) of [buffer v]) + ((item (15) of [b v]) + ((v) * ((item (18) of [b v]) - (item (15) of [b v])))))\n replace item (10) of [b v] with ((item (6) of [buffer v]) + ((item (16) of [b v]) + ((v) * ((item (19) of [b v]) - (item (16) of [b v])))))\nend\n\ndefine resend from id (id)\nset [c2 v] to (id)\nrepeat (length of [b v])\n replace item (C2) of [gameobjects v] with (item (((C2) - (id)) + (1)) of [b v])\n change [c2 v] by (1)\nend\n\ndefine delete from id (id) x times (t)\nrepeat (t)\n delete (id) of [gameobjects v]\n change [readnum v] by (-1)\nend\n\ndefine ENEMIES STUFF ID (id)\ndelete all of [buffer v]\nif <not <(item (9) of [b v]) > [0]>> then\n if <(id) = [1]> then\n set [c1 v] to (((item (5) of [b v]) - (playerX)) * ((item (5) of [b v]) - (playerX)))\n change [c1 v] by (((item (6) of [b v]) - (playerY)) * ((item (6) of [b v]) - (playerY)))\n change [c1 v] by (((item (7) of [b v]) - (playerZ)) * ((item (7) of [b v]) - (playerZ)))\n set [c1 v] to ([sqrt v] of (C1) )\n if <(C1) < (item (10) of [b v])> then\n add (playerX) to [buffer v]\n add (playerY) to [buffer v]\n add (playerZ) to [buffer v]\n set [c1 v] to (((item (2) of [b v]) - (item (1) of [buffer v])) * ((item (2) of [b v]) - (item (1) of [buffer v])))\n change [c1 v] by (((item (3) of [b v]) - (item (2) of [buffer v])) * ((item (3) of [b v]) - (item (2) of [buffer v])))\n change [c1 v] by (((item (4) of [b v]) - (item (3) of [buffer v])) * ((item (4) of [b v]) - (item (3) of [buffer v])))\n set [c1 v] to ([sqrt v] of (C1) )\n if <(C1) < ((40) + (playerSize))> then\n if <[-5] > (playerYSpd)> then\n replace item (9) of [b v] with ((item (9) of [b v]) + (1))\n replace item (3) of [b v] with ((item (3) of [b v]) - (25))\n if <not <(playerAirtimeStatus) = [g]>> then\n set [playeryspd v] to [15]\n end\n start sound [Bonk v]\n else\n set [playeryspd v] to [5]\n change [playery v] by (20)\n set [playerxspd v] to (((playerX) - (item (2) of [b v])) * (.25))\n set [playerzspd v] to (((playerZ) - (item (4) of [b v])) * (.25))\n end\n end\n else\n add (item (5) of [b v]) to [buffer v]\n add (item (6) of [b v]) to [buffer v]\n add (item (7) of [b v]) to [buffer v]\n end\n set [c1 v] to (((item (2) of [b v]) - (item (1) of [buffer v])) * ((item (2) of [b v]) - (item (1) of [buffer v])))\n change [c1 v] by (((item (4) of [b v]) - (item (3) of [buffer v])) * ((item (4) of [b v]) - (item (3) of [buffer v])))\n set [c1 v] to ([sqrt v] of (C1) )\n if <[10] < (C1)> then\n if <[0] = ((item (4) of [b v]) - (playerZ))> then\n replace item (8) of [b v] with ((((0) + ([atan v] of (((item (2) of [b v]) - (item (1) of [buffer v])) / (0.1)) )) + (180)) mod (360))\n else\n replace item (8) of [b v] with (((((180) * <not <((item (4) of [b v]) - (item (3) of [buffer v])) > [0]>>) + ([atan v] of (((item (2) of [b v]) - (item (1) of [buffer v])) / ((item (4) of [b v]) - (item (3) of [buffer v]))) )) + (180)) mod (360))\n end\n replace item (2) of [b v] with ((item (2) of [b v]) + (((_deltaT) * (5)) * ([sin v] of (item (8) of [b v]) )))\n replace item (4) of [b v] with ((item (4) of [b v]) + (((_deltaT) * (5)) * ([cos v] of (item (8) of [b v]) )))\n end\n else\n delete all of [buffer v]\n add (playerX) to [buffer v]\n add (playerY) to [buffer v]\n add (playerZ) to [buffer v]\n set [c1 v] to (((item (2) of [b v]) - (item (1) of [buffer v])) * ((item (2) of [b v]) - (item (1) of [buffer v])))\n change [c1 v] by (((item (3) of [b v]) - (item (2) of [buffer v])) * ((item (3) of [b v]) - (item (2) of [buffer v])))\n change [c1 v] by (((item (4) of [b v]) - (item (3) of [buffer v])) * ((item (4) of [b v]) - (item (3) of [buffer v])))\n set [c1 v] to ([sqrt v] of (C1) )\n if <(item (10) of [b v]) > (C1)> then\n replace item (8) of [b v] with (((((180) * <not <((item (4) of [b v]) - (item (3) of [buffer v])) > [0]>>) + ([atan v] of (((item (2) of [b v]) - (item (1) of [buffer v])) / ((item (4) of [b v]) - (item (3) of [buffer v]))) )) + (180)) mod (360))\n if <(item (5) of [b v]) > [30]> then\n replace item (5) of [b v] with [0]\n delete all of [buffer v]\n add ((playerX) - (item (2) of [b v])) to [buffer v]\n add ((playerY) - (item (3) of [b v])) to [buffer v]\n add ((playerZ) - (item (4) of [b v])) to [buffer v]\n set [returnval1 v] to ((item (1) of [buffer v]) * (item (1) of [buffer v]))\n change [returnval1 v] by ((item (2) of [buffer v]) * (item (2) of [buffer v]))\n change [returnval1 v] by ((item (3) of [buffer v]) * (item (3) of [buffer v]))\n set [returnval1 v] to ([sqrt v] of (returnVal1) )\n set [v0 v] to ((20) * ((item (1) of [buffer v]) / (returnVal1)))\n set [v1 v] to ((20) * ((item (2) of [buffer v]) / (returnVal1)))\n set [v2 v] to ((20) * ((item (3) of [buffer v]) / (returnVal1)))\n add [] to [gameobjects v]\n add [EB] to [gameobjects v]\n add (item (2) of [b v]) to [gameobjects v]\n add (item (3) of [b v]) to [gameobjects v]\n add (item (4) of [b v]) to [gameobjects v]\n add (v0) to [gameobjects v]\n add (v1) to [gameobjects v]\n add (v2) to [gameobjects v]\n add [255] to [gameobjects v]\n add [0] to [gameobjects v]\n add [0] to [gameobjects v]\n add [0] to [gameobjects v]\n start sound [Pew v]\n end\n end\n if <(C1) < ((40) + (playerSize))> then\n if <[-5] > (playerYSpd)> then\n replace item (9) of [b v] with ((item (9) of [b v]) + (1))\n replace item (3) of [b v] with ((item (3) of [b v]) - (25))\n set [playeryspd v] to [15]\n start sound [Bonk v]\n else\n set [playeryspd v] to [5]\n change [playery v] by (20)\n set [playerxspd v] to (((playerX) - (item (2) of [b v])) / (4))\n set [playerzspd v] to (((playerZ) - (item (4) of [b v])) / (4))\n end\n end\n replace item (5) of [b v] with ((item (5) of [b v]) + (_deltaT))\n end\n resend from id (C3)\nelse\n replace item (9) of [b v] with ((item (9) of [b v]) + (_deltaT))\n if <(item (9) of [b v]) > [60]> then\n delete from id (C3) x times [11]\n else\n resend from id (C3)\n end\nend\n\ndefine SpinningPlatformStuff\nreplace item (20) of [b v] with (item (17) of [b v])\nreplace item (21) of [b v] with (item (18) of [b v])\nreplace item (22) of [b v] with (item (19) of [b v])\nreplace item (2) of [b v] with ((item (2) of [b v]) - (item (17) of [b v]))\nreplace item (3) of [b v] with ((item (3) of [b v]) - (item (18) of [b v]))\nreplace item (4) of [b v] with ((item (4) of [b v]) - (item (19) of [b v]))\nreplace item (5) of [b v] with ((item (5) of [b v]) - (item (17) of [b v]))\nreplace item (6) of [b v] with ((item (6) of [b v]) - (item (18) of [b v]))\nreplace item (7) of [b v] with ((item (7) of [b v]) - (item (19) of [b v]))\nreplace item (8) of [b v] with ((item (8) of [b v]) - (item (17) of [b v]))\nreplace item (9) of [b v] with ((item (9) of [b v]) - (item (18) of [b v]))\nreplace item (10) of [b v] with ((item (10) of [b v]) - (item (19) of [b v]))\nset [rotatedx v] to ((((item (19) of [b v]) - (item (16) of [b v])) * ([sin v] of (_deltaT) )) + (((item (17) of [b v]) - (item (14) of [b v])) * ([cos v] of (_deltaT) )))\nset [rotatedz v] to ((((item (19) of [b v]) - (item (16) of [b v])) * ([cos v] of (_deltaT) )) - (((item (17) of [b v]) - (item (14) of [b v])) * ([sin v] of (_deltaT) )))\nchange [rotatedx v] by (item (14) of [b v])\nchange [rotatedz v] by (item (16) of [b v])\nreplace item (17) of [b v] with (rotatedX)\nreplace item (19) of [b v] with (rotatedZ)\nreplace item (2) of [b v] with ((item (2) of [b v]) + (item (17) of [b v]))\nreplace item (3) of [b v] with ((item (3) of [b v]) + (item (18) of [b v]))\nreplace item (4) of [b v] with ((item (4) of [b v]) + (item (19) of [b v]))\nreplace item (5) of [b v] with ((item (5) of [b v]) + (item (17) of [b v]))\nreplace item (6) of [b v] with ((item (6) of [b v]) + (item (18) of [b v]))\nreplace item (7) of [b v] with ((item (7) of [b v]) + (item (19) of [b v]))\nreplace item (8) of [b v] with ((item (8) of [b v]) + (item (17) of [b v]))\nreplace item (9) of [b v] with ((item (9) of [b v]) + (item (18) of [b v]))\nreplace item (10) of [b v] with ((item (10) of [b v]) + (item (19) of [b v]))\n\ndefine bulletDo\ndelete all of [buffer v]\nreplace item (2) of [b v] with ((item (2) of [b v]) + ((_deltaT) * (item (5) of [b v])))\nreplace item (3) of [b v] with ((item (3) of [b v]) + ((_deltaT) * (item (6) of [b v])))\nreplace item (4) of [b v] with ((item (4) of [b v]) + ((_deltaT) * (item (7) of [b v])))\nadd ((playerX) - (item (2) of [b v])) to [buffer v]\nadd ((playerY) - (item (3) of [b v])) to [buffer v]\nadd ((playerZ) - (item (4) of [b v])) to [buffer v]\nset [returnval1 v] to ((item (1) of [buffer v]) * (item (1) of [buffer v]))\nchange [returnval1 v] by ((item (2) of [buffer v]) * (item (2) of [buffer v]))\nchange [returnval1 v] by ((item (3) of [buffer v]) * (item (3) of [buffer v]))\nset [returnval1 v] to ([sqrt v] of (returnVal1) )\nif <(playerSize) > (returnVal1)> then\n change [playery v] by (20)\n set [playeryspd v] to [5]\n set [playerxspd v] to (item (5) of [b v])\n set [playerzspd v] to (item (7) of [b v])\n delete from id (C3) x times [12]\n stop [this script v]\nend\nreplace item (11) of [b v] with ((item (11) of [b v]) + (_deltaT))\nif <(item (11) of [b v]) > [150]> then\n delete from id (C3) x times [12]\n stop [this script v]\nend\nresend from id (C3)\n\nwhen I receive [startgame v]\nforever\n set volume to (((masterVolume) * (SFXVolume)) / (100)) %\nend\n\n@FPS\n\nwhen flag clicked\nfpsInit\nforever\n t30 (t30)\nend\n\ndefine t30 (t30)\nset [t30 v] to ((timer) * (30))\nif <((t30) - (t30)) > [2]> then\n set [_deltat v] to [2]\nelse\n if <[0.01] > ((t30) - (t30))> then\n set [_deltat v] to [0.01]\n else\n set [_deltat v] to ((t30) - (t30))\n end\nend\nset [fps v] to (<((30) / ((t30) - (t30))) > [0]> * (round ((30) / ((t30) - (t30)))))\n\ndefine fpsInit\ndelete all of [fps old v]\nset [_deltat v] to [1]\nset [t30 v] to ((timer) * (30))\nset [fps v] to [30]\nrepeat (60)\n add [20] to [fps old v]\nend\n\ndefine fps.Render\nadd (FPS) to [fps old v]\ndelete (1) of [fps old v]\nif <(FPS.VISIBLE?) = [1]> then\n set pen size to (.5)\n set pen color to (#ff7d7d)\n show\n set [i1 v] to [0]\n repeat (length of [fps old v])\n change [i1 v] by (1)\n go to x: ((i1) - (230)) y: (((item (i1) of [fps old v]) / (2)) + (140))\n pen down\n set pen (color v) to (item (i1) of [fps old v])\n end\n pen up\n set [i1 v] to [0]\n set [mean v] to [0]\n repeat (length of [fps old v])\n change [i1 v] by (1)\n change [mean v] by (item (i1) of [fps old v])\n end\n set [mean v] to (round ((Mean) / (length of [fps old v])))\n set y to (((Mean) / (2)) + (140))\n set pen color to (#40cd00)\n set pen size to (1)\n pen down\n set x to (-230)\n pen up\nelse\n hide\nend\n\nwhen I receive [fps v]\nshow\nfps.Render\ngo to [back v] layer\ngo to x: (-230) y: (140)\n\nif <not <key ((join [] [enter]) v) pressed?>> then\nelse\n hide\nend\n\n@UI\n\nwhen flag clicked\nset [id v] to [0]\nCHECK\nswitch costume to (costume1 v)\nif <[200001] > (length of [cycle v])> then\n hide list [turbowarp recommended v]\n show\n wait until <key (space v) pressed?>\nend\nshow list [turbowarp recommended v]\nswitch costume to (costume2 v)\nshow\nask [PC or Mobile? \[Changeable in settings\] \(Mobile is janky for now\)] and wait\nif <(answer) = [mobile]> then\n set [gamecontrols v] to [MOBILE]\n set [graphicsquality v] to [G3]\nelse\n set [gamecontrols v] to [PC]\n set [graphicsquality v] to [G1]\nend\nhide\nbroadcast (StartGame v)\nset [id v] to [1]\ncreate clone of (_myself_ v)\nset [id v] to [0]\nwait (3) seconds\nset [id v] to [2]\ncreate clone of (_myself_ v)\nset [id v] to [0]\n\nhide variable [backfaceculling? v]\nhide variable [editorstatus v]\n\nshow variable [backfaceculling? v]\nshow variable [editorstatus v]\n\nshow variable [backfaceculling? v]\nshow variable [editorstatus v]\n\ndefine CHECK\ndelete all of [cycle v]\nrepeat (200001)\n add [] to [cycle v]\nend\n\nhide variable [backfaceculling? v]\nhide variable [editorstatus v]\n\nwhen I receive [blackscreen v]\nif <(ID) = [0]> then\n go to [front v] layer\n switch costume to (costume2 v)\n show\n set [ghost v] effect to (100)\n set [ghost v] to [100]\n repeat until <[0] > (ghost)>\n change [ghost v] by ((-5) * (_deltaT))\n set [ghost v] effect to (ghost)\n end\n set [ghost v] to [0]\n set [id v] to [1]\n create clone of (_myself_ v)\n hide\n set [id v] to [0]\nend\n\nwhen I start as a clone\nif <(ID) = [1]> then\n show\n switch costume to (costume2 v)\n wait (.2) seconds\n repeat until <(ghost) > [100]>\n change [ghost v] by ((5) * (_deltaT))\n set [ghost v] effect to (ghost)\n end\n hide\n delete this clone\nend\n\nwhen I start as a clone\nif <(ID) = [2]> then\n go to [front v] layer\n switch costume to (costume3 v)\n show\n set [ghost v] effect to (100)\n set [ghost v] to [100]\n repeat until <[0] > (ghost)>\n change [ghost v] by ((-5) * (_deltaT))\n set [ghost v] effect to (ghost)\n end\n wait (5) seconds\n repeat until <(ghost) > [100]>\n change [ghost v] by ((5) * (_deltaT))\n set [ghost v] effect to (ghost)\n end\n hide\n delete this clone\nend\n\nrepeat (20)\n change [ghost v] effect by (-5)\nend\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [front v] layer\nset [ghost v] effect to (100)\n\nset [ghost v] effect to (0)\n\n@MusicPlayer\n\nwhen I receive [startgame v]\nwait (1) seconds\nforever\n if < [MN] contains (gameState)?> then\n wait (1) seconds\n play sound [Hub World v] until done\n end\nend\n\nwhen I receive [startgame v]\nwait (10) seconds\nglide (1) secs to x: (150) y: (-150)\nwait (3) seconds\nglide (1) secs to x: (325) y: (-150)\n\nwhen I receive [startgame v]\nforever\n change volume by (((((masterVolume) / (100)) * ((100) + ((-80) * < (gameState) contains [M]?>))) - (volume)) / (10))\nend\n\nwhen I receive [startgame v]\nset size to (50) %\ngo to x: (325) y: (-150)\nstart sound [Robot64Intro v]\nforever\n if <(masterVolume) > [100]> then\n set [mastervolume v] to [100]\n end\n if <[0] > (masterVolume)> then\n set [mastervolume v] to [0]\n end\n if <(SFXVolume) > [100]> then\n set [sfxvolume v] to [100]\n end\n if <[0] > (SFXVolume)> then\n set [sfxvolume v] to [0]\n end\nend\n\n@PauseMenu\n\nwhen I receive [startgame v]\nrepeat (1)\n delete this clone\nend\nforever\n if <not <(gameState) = [I]>> then\n show\n if <not < (gameState) contains [M]?>> then\n switch costume to (mainbutton v)\n go to x: (220) y: (160)\n set size to (50) %\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (20)\n if <mouse down?> then\n set [gamestate v] to [M]\n end\n else\n set [brightness v] effect to (0)\n end\n else\n go to [front v] layer\n switch costume to (mainoverlay v)\n set size to (100) %\n clear graphic effects\n go to x: (0) y: (0)\n end\n SetQuality (letter (2) of (graphicsQuality))\n else\n hide\n end\nend\n\nwhen I receive [setuplevel v]\nCreateClone [H]\nset [i1 v] to [0]\nrepeat (4)\n change [i1 v] by (1)\n CreateClone (i1)\nend\nCreateClone [S1]\nCreateClone [S2]\nCreateClone [G1]\nCreateClone [G2]\nCreateClone [G3]\nCreateClone [PC]\nCreateClone [MOBILE]\nCreateClone [B]\n\ndefine CreateClone (id)\nset [id v] to (id)\ncreate clone of (_myself_ v)\nset [id v] to []\n\nwhen I start as a clone\nset size to (100) %\nset [i1 v] to [0]\nset [i2 v] to [0]\nforever\n if <(gameState) = [M]> then\n if <<[4.5] > (ID)> or <(ID) = [H]>> then\n if <(ID) = [H]> then\n switch costume to (m v)\n else\n if <<[4] = (ID)> and <(i2) > [0]>> then\n switch costume to (quitconfirm v)\n else\n switch costume to ((3) + (ID))\n end\n end\n show\n go to [front v] layer\n go to x: (0) y: ((90) + ((-50) * (ID)))\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (20)\n if <mouse down?> then\n if <(i1) = [0]> then\n set [i1 v] to [1]\n MainActions (ID)\n end\n else\n set [i1 v] to [0]\n end\n else\n set [brightness v] effect to (0)\n if <mouse down?> then\n set [i1 v] to [1]\n else\n set [i1 v] to [0]\n end\n end\n else\n hide\n end\n else\n if <(gameState) = [MS]> then\n if <<(ID) > [4]> or <(ID) = [H]>> then\n show\n go to [front v] layer\n if <(ID) = [H]> then\n switch costume to (ms v)\n go to x: (0) y: (90)\n else\n Position (ID)\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (20)\n if <mouse down?> then\n if <(i1) = [0]> then\n set [i1 v] to [1]\n MainActions (ID)\n end\n else\n set [i1 v] to [0]\n end\n else\n set [brightness v] effect to (0)\n if <mouse down?> then\n set [i1 v] to [1]\n else\n set [i1 v] to [0]\n end\n end\n change [brightness v] effect by ((20) * <<(ID) = (graphicsQuality)> or <(ID) = (gameControls)>>)\n if < (ID) contains [S]?> then\n switch costume to (slider v)\n end\n end\n else\n hide\n end\n else\n hide\n end\n end\n change [i2 v] by ((_deltaT) / (-30))\nend\n\ndefine MainActions (id)\nif <[1] = (id)> then\n set [gamestate v] to [N]\n stop [this script v]\nend\nif <[2] = (id)> then\n set [gamestate v] to [MS]\n stop [this script v]\nend\nif <[3] = (id)> then\n set [playerdead? v] to [1]\n set [gamestate v] to [N]\n stop [this script v]\nend\nif <[4] = (id)> then\n if <(i2) > [0]> then\n stop [all v]\n else\n set [i2 v] to [1]\n end\nend\nif <[S1] = (id)> then\n set [i1 v] to [0]\n set [mastervolume v] to ((mouse x) / (1.2))\n if <(masterVolume) > [100]> then\n set [mastervolume v] to [100]\n end\n if <[0] > (masterVolume)> then\n set [mastervolume v] to [0]\n end\n stop [this script v]\nend\nif <[S2] = (id)> then\n set [i1 v] to [0]\n set [sfxvolume v] to ((mouse x) / (1.2))\n if <(SFXVolume) > [100]> then\n set [sfxvolume v] to [100]\n end\n if <[0] > (SFXVolume)> then\n set [sfxvolume v] to [0]\n end\n stop [this script v]\nend\nif <[B] = (id)> then\n set [gamestate v] to [M]\n stop [this script v]\nend\nif < (id) contains [G]?> then\n set [graphicsquality v] to (id)\n stop [this script v]\nend\nif <[PC] = (id)> then\n set [gamecontrols v] to [PC]\n stop [this script v]\nend\nif <[MOBILE] = (id)> then\n set [gamecontrols v] to [MOBILE]\n stop [this script v]\nend\n\ndefine Position (id)\nswitch costume to (sliderhitbox v)\nif <[S1] = (id)> then\n set y to (60)\n set x to ((masterVolume) * (1.2))\n stop [this script v]\nend\nif <[S2] = (id)> then\n set y to (30)\n set x to ((SFXVolume) * (1.2))\n stop [this script v]\nend\nif < (id) contains [G]?> then\n switch costume to (id)\n go to x: ((-40) + ((50) * (letter (2) of (id)))) y: (-20)\n stop [this script v]\nend\nif <[PC] = (id)> then\n switch costume to (pc v)\n set y to (-80)\n set x to (60)\n stop [this script v]\nend\nif <[MOBILE] = (id)> then\n switch costume to (mobile v)\n set y to (-80)\n set x to (10)\n stop [this script v]\nend\nif <[B] = (id)> then\n switch costume to (back v)\n set y to (-140)\n set x to (0)\n stop [this script v]\nend\n\ndefine SetQuality (q)\nif <(q) = [1]> then\n set [renderdistance v] to [5000]\n set [renderresolution v] to [1]\nend\nif <(q) = [2]> then\n set [renderdistance v] to [2500]\n set [renderresolution v] to [1]\nend\nif <(q) = [3]> then\n set [renderdistance v] to [1500]\n set [renderresolution v] to [2]\nend\n\nforever\n set [renderresolution v] to [2]\nend\n\n@MobileControls\n\ndefine RENDER JOYSTICK || BASE (bx) (by) SIZE (size)\ngo to x: (bx) y: (by)\nset pen color to (#000000)\nset pen (transparency v) to (75)\nset pen size to ((size) * (2))\npen down\npen up\nif <mouse down?> then\n set [x v] to ((mouse x) - (bx))\n set [y v] to ((mouse y) - (by))\n set [d v] to ([sqrt v] of (((x) * (x)) + ((y) * (y))) )\n if <(jsms) = [0]> then\n if <(d) > ((2) * (size))> then\n set [jsms v] to [-1]\n else\n set [jsms v] to [1]\n end\n end\n if <(d) > (size)> then\n set [x v] to (((x) / (d)) * (size))\n set [y v] to (((y) / (d)) * (size))\n end\n if <(jsms) = [1]> then\n go to x: ((x) + (bx)) y: ((y) + (by))\n set [x v] to ((x) / (size))\n set [y v] to ((y) / (size))\n else\n set [x v] to [0]\n set [y v] to [0]\n end\nelse\n set [jsms v] to [0]\n set [x v] to [0]\n set [y v] to [0]\nend\nset pen size to ((size) / (1.5))\npen down\npen up\n\nwhen I receive [render v]\nif <(gameControls) = [MOBILE]> then\n RENDER JUMP BUTTON || BASE [180] [-120]\n RENDER LEAP BUTTON || BASE [200] [-30]\n RENDER STOMP BUTTON || BASE [-200] [-30]\n if (item (5) of [keyframes v]) then\n RENDER JOYSTICK || BASE [180] [-120] SIZE [50]\n else\n RENDER JOYSTICK || BASE [-180] [-120] SIZE [50]\n end\n if <([sqrt v] of (((x) * (x)) + ((y) * (y))) ) > [0]> then\n replace item (1) of [keyframes v] with ((item (1) of [keyframes v]) + (1))\n else\n replace item (1) of [keyframes v] with [0]\n end\nend\n\nif <(y) > [.25]> then\n replace item (1) of [keyframes v] with ((item (1) of [keyframes v]) + (1))\nelse\n replace item (1) of [keyframes v] with [0]\nend\nif <(y) < [-.25]> then\n replace item (2) of [keyframes v] with ((item (2) of [keyframes v]) + (1))\nelse\n replace item (2) of [keyframes v] with [0]\nend\nif <(x) > [.25]> then\n replace item (3) of [keyframes v] with ((item (3) of [keyframes v]) + (1))\nelse\n replace item (3) of [keyframes v] with [0]\nend\nif <(x) < [-.25]> then\n replace item (4) of [keyframes v] with ((item (4) of [keyframes v]) + (1))\nelse\n replace item (4) of [keyframes v] with [0]\nend\n\ndefine RENDER JUMP BUTTON || BASE (bx) (by)\ngo to x: (bx) y: (by)\nif (item (5) of [keyframes v]) then\n switch costume to (jumpclear v)\nelse\n switch costume to (jump v)\nend\nif <mouse down?> then\n if <(jms) = [0]> then\n if <touching (mouse-pointer v)?> then\n set [jms v] to [1]\n else\n set [jms v] to [-1]\n end\n end\nelse\n set [jms v] to [0]\nend\nif <(jms) = [1]> then\n replace item (5) of [keyframes v] with ((item (5) of [keyframes v]) + (1))\nelse\n replace item (5) of [keyframes v] with [0]\nend\nset size to (100) %\nstamp\n\ndefine RENDER LEAP BUTTON || BASE (bx) (by)\nset size to (100) %\ngo to x: (bx) y: (by)\nswitch costume to (leap v)\nif <<touching (mouse-pointer v)?> and <mouse down?>> then\n replace item (6) of [keyframes v] with ((item (6) of [keyframes v]) + (1))\n set [brightness v] effect to (20)\nelse\n replace item (6) of [keyframes v] with [0]\nend\nstamp\nclear graphic effects\n\ndefine RENDER STOMP BUTTON || BASE (bx) (by)\nset size to (100) %\ngo to x: (bx) y: (by)\nswitch costume to (stomp v)\nif <<touching (mouse-pointer v)?> and <mouse down?>> then\n replace item (7) of [keyframes v] with ((item (7) of [keyframes v]) + (1))\n set [brightness v] effect to (20)\nelse\n replace item (7) of [keyframes v] with [0]\nend\nstamp\nclear graphic effects\n\nreplace item (10) of [keyframes v] with (x)\n\nreplace item (11) of [keyframes v] with [0]\n\nreplace item (10) of [keyframes v] with [0]\n\nreplace item (11) of [keyframes v] with (() - (x))\n\n
The Ninja Platformer (Part 1)
@Stage\n\nwhen flag clicked\nforever\n play sound [Vexento - Tevo \(Original Mix\) v] until done\nend\n\n@P1\n\ndefine jumping (jump height) (fall speed)\nchange y by (y vel)\nif <<<touching (ground v)?> or <touching (target v)?>> or <touching (hidden ground v)?>> then\n repeat ([ceiling v] of ([abs v] of (y vel) ) )\n if <<<touching (ground v)?> or <touching (target v)?>> or <touching (hidden ground v)?>> then\n change y by (((y vel) / ([abs v] of (y vel) )) * (-1))\n end\n end\n if <<not <(y vel) > [0]>> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [y vel v] to (jump height)\n change [jumps v] by (1)\n else\n set [y vel v] to [0]\n end\nelse\n change [y vel v] by (fall speed)\nend\n\nwhen flag clicked\nset [moving? v] to [no]\nforever\n if <(Moving?) = [yes]> then\n moving [10] [0.6]\n next level\n if <(bounce pad) = [yes]> then\n jumping [18] [-1]\n else\n jumping [14] [-1]\n end\n end\nend\n\ndefine moving (movement) (drag)\nchange x by (x vel)\nif <<<touching (ground v)?> or <touching (target v)?>> or <touching (hidden ground v)?>> then\n repeat ([ceiling v] of ([abs v] of (x vel) ) )\n if <<<touching (ground v)?> or <touching (target v)?>> or <touching (hidden ground v)?>> then\n change x by (((x vel) / ([abs v] of (x vel) )) * (-1))\n end\n end\n set [x vel v] to [0]\nend\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n set [x vel v] to (movement)\n point in direction (90)\nelse\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n point in direction (-90)\n set [x vel v] to ((movement) * (-1))\n end\nend\nset [x vel v] to ((x vel) * (drag))\n\nwhen flag clicked\nset [spawn x v] to [-212]\nset [spawn y v] to [-65]\ngo to x: (spawn x) y: (spawn y)\nset [y vel v] to [0]\nset [x vel v] to [0]\n\ndefine next level\nif <(x position) > [230]> then\n broadcast (next level v)\n go to x: (spawn x) y: (spawn y)\nend\n\nwhen I receive [die v]\ngo to x: (spawn x) y: (spawn y)\n\nwhen flag clicked\nset rotation style [left-right v]\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nset [costume v] to [yes]\nswitch costume to (costume1 v)\nforever\n if <(costume) = [yes]> then\n wait (.1) seconds\n switch costume to (costume1 v)\n wait (.1) seconds\n switch costume to (costume2 v)\n wait (.1) seconds\n switch costume to (costume3 v)\n end\n if <(costume) = [no]> then\n switch costume to (costume4 v)\n end\nend\n\nwhen flag clicked\npoint in direction (90)\nset [achievements see v] to [Hide]\nshow list [achievments v]\ndelete all of [achievments v]\nadd [1: Beat 1 level] to [achievments v]\nadd [2: Beat 5 levels] to [achievments v]\nadd [3: Beat every level] to [achievments v]\nadd [4: Throw a ninja star] to [achievments v]\nadd [5: Jump 25 times] to [achievments v]\nadd [6: Take out 1 ninja] to [achievments v]\nadd [7: Take out 5 ninjas] to [achievments v]\nadd [8: Collect 1 purple coin] to [achievments v]\nadd [9: Collect 3 purple coins] to [achievments v]\nadd [10: Earn all other achievments] to [achievments v]\nforever\n if <<key (t v) pressed?> and <(Achievements see) = [Hide]>> then\n wait until <not <key (t v) pressed?>>\n hide list [achievments v]\n set [achievements see v] to [Open]\n end\n if <<key (t v) pressed?> and <(Achievements see) = [Open]>> then\n wait until <not <key (t v) pressed?>>\n show list [achievments v]\n set [achievements see v] to [Hide]\n end\nend\n\nwhen flag clicked\nforever\n if <(Lives) = [0]> then\n broadcast (game over v)\n hide\n stop [all v]\n end\nend\n\nwhen flag clicked\nforever\n set [player direction v] to (direction)\nend\n\nwhen flag clicked\nhide\nforever\n if <(bounce pad) = [yes]> then\n if <key (up arrow v) pressed?> then\n start sound [Jump v]\n end\n end\n if <(Moving?) = [yes]> then\n show\n end\nend\n\nwhen flag clicked\nforever\n if <<key (r v) pressed?> and <key (q v) pressed?>> then\n wait until <not <<key (r v) pressed?> and <key (q v) pressed?>>>\n go to x: (spawn x) y: (spawn y)\n point in direction (90)\n end\nend\n\nwhen flag clicked\nforever\n set [achievements v] to (join (Achievement amount) [/10])\nend\n\nwhen flag clicked\nset [jumps v] to [0]\nforever\n if <(jumps) = [25]> then\n wait (.1) seconds\n change [achievement amount v] by (1)\n wait (1) seconds\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [14]> then\n set [costume v] to [no]\n end\nend\n\nwhen flag clicked\nset [time v] to [0]\nforever\n wait until <(Moving?) = [yes]>\n if <(costume) = [yes]> then\n wait (1) seconds\n change [time v] by (1)\n end\nend\n\n@hitbox\n\nwhen flag clicked\nset [bounce pad v] to [no]\nforever\n set [ghost v] effect to (1000)\n go to (p1 v)\nend\n\ndefine Safe Check\nif <<touching color (#d20000)?> and <touching (ground v)?>> then\n broadcast (die v)\nend\nif <touching color (#27fd2a)?> then\n broadcast (die v)\nend\nif <<touching color (#fbff00)?> and <touching (ground v)?>> then\n set [bounce pad v] to [yes]\nelse\n set [bounce pad v] to [no]\nend\nif <touching (#1 star v)?> then\n broadcast (die v)\nend\nif <touching (black ninja 1 v)?> then\n broadcast (die v)\nend\nif <(y position) < [-190]> then\n broadcast (die v)\nend\nif <touching (#1 star2 v)?> then\n broadcast (die v)\nend\nif <touching (black ninja 2 v)?> then\n broadcast (die v)\nend\n\nwhen flag clicked\nforever\n Safe Check\nend\n\n@Ground\n\nwhen flag clicked\nswitch costume to (costume1 v)\nset [level v] to [1]\nforever\n go to x: (0) y: (-80)\nend\n\nwhen I receive [next level v]\nchange [level v] by (1)\nnext costume\n\nwhen flag clicked\nforever\n if <(level) = [14]> then\n show variable [time v]\n else\n hide variable [time v]\n end\nend\n\n@Hearts\n\nwhen flag clicked\nswitch costume to (5 v)\nset [lives v] to [5]\nforever\n go to x: (-175) y: (-165)\n switch costume to (Lives)\nend\n\nwhen I receive [die v]\nchange [lives v] by (-1)\n\n@Acheivments\n\nwhen flag clicked\nset [achievement amount v] to [0]\nhide\ngo to x: (0) y: (180)\nforever\n go to [front v] layer\n if <(level) = [3]> then\n wait (.2) seconds\n if <(level) = [3]> then\n switch costume to (costume1 v)\n show\n change [achievement amount v] by (1)\n start sound [Collect v]\n glide (1) secs to x: (0) y: (140)\n wait (2) seconds\n glide (1) secs to x: (0) y: (180)\n hide\n stop [this script v]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(purple coins) = [1]> then\n wait (.3) seconds\n if <(purple coins) = [1]> then\n switch costume to (costume2 v)\n show\n change [achievement amount v] by (1)\n start sound [Collect v]\n glide (1) secs to x: (0) y: (140)\n wait (2) seconds\n glide (1) secs to x: (0) y: (180)\n hide\n stop [this script v]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(ninjas knocked) = [1]> then\n wait (.3) seconds\n if <(ninjas knocked) = [1]> then\n switch costume to (costume3 v)\n show\n change [achievement amount v] by (1)\n start sound [Collect v]\n glide (1) secs to x: (0) y: (140)\n wait (2) seconds\n glide (1) secs to x: (0) y: (180)\n hide\n stop [this script v]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <key (space v) pressed?> then\n wait until <not <key (space v) pressed?>>\n change [achievement amount v] by (1)\n start sound [Collect v]\n broadcast (star achievement v)\n stop [this script v]\n end\nend\n\nwhen I receive [star achievement v]\nswitch costume to (costume4 v)\nshow\nglide (1) secs to x: (0) y: (140)\nwait (2) seconds\nglide (1) secs to x: (0) y: (180)\nhide\nstop [this script v]\n\nwhen flag clicked\nforever\n if <(jumps) = [25]> then\n wait (.3) seconds\n if <<(jumps) = [25]> or <(jumps) > [25]>> then\n switch costume to (costume5 v)\n show\n start sound [Collect v]\n glide (1) secs to x: (0) y: (140)\n wait (2) seconds\n glide (1) secs to x: (0) y: (180)\n hide\n stop [this script v]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [7]> then\n wait (.2) seconds\n if <(level) = [7]> then\n switch costume to (costume6 v)\n show\n change [achievement amount v] by (1)\n start sound [Collect v]\n glide (1) secs to x: (0) y: (140)\n wait (2) seconds\n glide (1) secs to x: (0) y: (180)\n hide\n stop [this script v]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(ninjas knocked) = [5]> then\n wait (.3) seconds\n if <(ninjas knocked) = [5]> then\n switch costume to (costume7 v)\n show\n change [achievement amount v] by (1)\n start sound [Collect v]\n glide (1) secs to x: (0) y: (140)\n wait (2) seconds\n glide (1) secs to x: (0) y: (180)\n hide\n stop [this script v]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(purple coins) = [3]> then\n wait (.3) seconds\n if <(purple coins) = [3]> then\n switch costume to (costume8 v)\n show\n change [achievement amount v] by (1)\n start sound [Collect v]\n glide (1) secs to x: (0) y: (140)\n wait (2) seconds\n glide (1) secs to x: (0) y: (180)\n hide\n stop [this script v]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [14]> then\n wait (.3) seconds\n if <(level) = [14]> then\n switch costume to (costume10 v)\n show\n change [achievement amount v] by (1)\n start sound [Collect v]\n glide (1) secs to x: (0) y: (140)\n wait (2) seconds\n glide (1) secs to x: (0) y: (180)\n hide\n if <(Achievement amount) = [9]> then\n switch costume to (costume9 v)\n show\n change [achievement amount v] by (1)\n start sound [Collect v]\n glide (1) secs to x: (0) y: (140)\n wait (2) seconds\n glide (1) secs to x: (0) y: (180)\n hide\n stop [this script v]\n else\n stop [this script v]\n end\n end\n end\nend\n\n@Target\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\nforever\n if <(level) = [4]> then\n show\n go to x: (207) y: (-72)\n else\n hide\n end\nend\n\nwhen I receive [target smashed v]\nswitch costume to (costume2 v)\n\n@Player star\n\nwhen flag clicked\nhide\nforever\n go to (p1 v)\nend\n\ndefine Rotate\nwait (.05) seconds\nnext costume\n\nwhen flag clicked\nforever\n if <key (space v) pressed?> then\n wait until <not <key (space v) pressed?>>\n create clone of (_myself_ v)\n wait (1) seconds\n end\nend\n\nwhen I start as a clone\nshow\npoint in direction (Player Direction)\nrepeat until <touching (_edge_ v)?>\n move (7) steps\nend\n\nwhen I start as a clone\nforever\n Rotate\nend\n\nwhen I start as a clone\nforever\n if <<<touching (_edge_ v)?> or <touching (ground v)?>> or <touching (hidden ground v)?>> then\n delete this clone\n end\n if <touching (target v)?> then\n broadcast (target smashed v)\n end\nend\n\n@Hidden Ground\n\nwhen flag clicked\nhide\nforever\n if <not <(level) = [4]>> then\n hide\n end\nend\n\nwhen I receive [target smashed v]\nif <(level) = [4]> then\n show\n go to x: (9) y: (15)\nelse\n hide\nend\n\n@Instructions\n\nwhen flag clicked\nhide\nforever\n if <(level) = [3]> then\n go to x: (0) y: (150)\n show\n switch costume to (costume1 v)\n else\n if <(level) = [6]> then\n go to x: (0) y: (165)\n show\n switch costume to (costume2 v)\n else\n if <(level) = [9]> then\n go to x: (0) y: (165)\n show\n switch costume to (costume3 v)\n else\n if <(level) = [10]> then\n go to x: (0) y: (165)\n show\n switch costume to (costume4 v)\n else\n if <(level) = [2]> then\n go to x: (0) y: (165)\n show\n switch costume to (costume5 v)\n else\n if <(level) = [11]> then\n go to x: (0) y: (165)\n show\n switch costume to (costume6 v)\n else\n hide\n end\n end\n end\n end\n end\n end\nend\n\n@purple coins\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nset [purple coins v] to [0]\nforever\n if <(level) = [4]> then\n if <touching (p1 v)?> then\n change [purple coins v] by (1)\n start sound [Coin v]\n hide\n stop [this script v]\n end\n end\nend\n\nwhen I receive [next level v]\nwait (.2) seconds\nif <(level) = [4]> then\n go to x: (-195) y: (135)\n show\nelse\n if <(level) = [9]> then\n go to x: (-195) y: (135)\n show\n else\n if <(level) = [10]> then\n go to x: (125) y: (-135)\n show\n else\n hide\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [9]> then\n if <touching (p1 v)?> then\n change [purple coins v] by (1)\n start sound [Coin v]\n hide\n stop [this script v]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [10]> then\n if <touching (p1 v)?> then\n change [purple coins v] by (1)\n start sound [Coin v]\n hide\n stop [this script v]\n end\n end\nend\n\n@Black ninja 1\n\nwhen flag clicked\nhide\nset rotation style [left-right v]\n\nwhen I receive [next level v]\nwait (.1) seconds\nif <(level) = [5]> then\n set [#1 okay? v] to [yes]\n show\n point in direction (-90)\n go to x: (170) y: (-75)\n forever\n if <(#1 okay?) = [yes]> then\n wait (3) seconds\n if <(#1 okay?) = [yes]> then\n Throw\n end\n end\n end\nend\n\ndefine Throw\nbroadcast (#1 throw v)\n\nwhen flag clicked\nset [ninjas knocked v] to [0]\nforever\n if <touching (player star v)?> then\n set [#1 okay? v] to [no]\n hide\n change [ninjas knocked v] by (1)\n broadcast (#1 knocked v)\n end\nend\n\nwhen I receive [next level v]\nwait (.1) seconds\nif <(level) = [8]> then\n set [#1 okay? v] to [yes]\n show\n point in direction (-90)\n go to x: (170) y: (-75)\n forever\n if <(#1 okay?) = [yes]> then\n wait (3) seconds\n if <(#1 okay?) = [yes]> then\n Throw\n end\n end\n end\nend\n\nwhen I receive [next level v]\nwait (.1) seconds\nif <(level) = [12]> then\n set [#1 okay? v] to [yes]\n show\n point in direction (-90)\n go to x: (170) y: (-75)\n forever\n if <(#1 okay?) = [yes]> then\n wait (3) seconds\n if <(#1 okay?) = [yes]> then\n Throw\n end\n end\n end\nend\n\nwhen I receive [next level v]\nwait (.1) seconds\nif <(level) = [13]> then\n set [#1 okay? v] to [yes]\n show\n point in direction (-90)\n go to x: (170) y: (-75)\n forever\n if <(#1 okay?) = [yes]> then\n wait (3) seconds\n if <(#1 okay?) = [yes]> then\n Throw\n end\n end\n end\nend\n\n@#1 star\n\nwhen flag clicked\nhide\nforever\n go to (black ninja 1 v)\nend\n\ndefine Rotate\nwait (.05) seconds\nnext costume\n\nwhen I start as a clone\nshow\npoint in direction (-90)\nrepeat until <touching (_edge_ v)?>\n move (7) steps\nend\n\nwhen I start as a clone\nforever\n Rotate\nend\n\nwhen I start as a clone\nforever\n if <<<<touching (_edge_ v)?> or <touching (ground v)?>> or <touching (hidden ground v)?>> or <touching (p1 v)?>> then\n wait (.05) seconds\n delete this clone\n end\n if <touching (target v)?> then\n wait (.1) seconds\n delete this clone\n end\nend\n\nwhen I receive [#1 throw v]\ncreate clone of (_myself_ v)\n\n@heart #1\n\nwhen flag clicked\nhide\nforever\n go to (black ninja 1 v)\n if <touching (hitbox v)?> then\n wait (.1) seconds\n change [lives v] by (1)\n start sound [Connect v]\n hide\n end\n if <(Lives) > [5]> then\n set [lives v] to [5]\n end\nend\n\nwhen I receive [#1 knocked v]\nif <(level) = [8]> then\n show\nelse\n if <(level) = [12]> then\n show\n else\n hide\n end\nend\n\n@clouds\n\nwhen flag clicked\nforever\n go to x: (36) y: (28)\n go to [back v] layer\n set [ghost v] effect to (30)\nend\n\n@Acid\n\nwhen flag clicked\ngo to x: (50) y: (-171)\nhide\nforever\n set [ghost v] effect to (10)\n go to [back v] layer\n glide (1.5) secs to x: (50) y: (-200)\n glide (2) secs to x: (50) y: (-170)\nend\n\nwhen flag clicked\nforever\n if <(level) = [6]> then\n show\n else\n if <(level) = [11]> then\n show\n else\n hide\n end\n end\nend\n\n@Slides\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\nforever\n if <(Moving?) = [yes]> then\n show variable [achievements v]\n end\n if <(Moving?) = [no]> then\n hide variable [achievements v]\n end\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\nwait (.1) seconds\nforever\n if <(Moving?) = [no]> then\n if <mouse down?> then\n wait until <not <mouse down?>>\n next costume\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [4]> then\n if <mouse down?> then\n broadcast (start v)\n hide\n set [moving? v] to [yes]\n end\n end\nend\n\n@Black ninja 2\n\nwhen flag clicked\nhide\nset rotation style [left-right v]\n\ndefine Throw\nbroadcast (#2 throw v)\n\nwhen flag clicked\nforever\n if <touching (player star v)?> then\n set [#2 okay? v] to [no]\n hide\n change [ninjas knocked v] by (1)\n broadcast (#2 knocked v)\n end\nend\n\nwhen I receive [next level v]\nwait (.1) seconds\nif <(level) = [12]> then\n set [#2 okay? v] to [yes]\n show\n point in direction (-90)\n go to x: (170) y: (0)\n forever\n if <(#2 okay?) = [yes]> then\n wait (3) seconds\n if <(#2 okay?) = [yes]> then\n Throw\n end\n end\n end\nend\n\n@#1 star2\n\nwhen flag clicked\nhide\nforever\n go to (black ninja 2 v)\nend\n\ndefine Rotate\nwait (.05) seconds\nnext costume\n\nwhen I start as a clone\nshow\npoint in direction (-90)\nrepeat until <touching (_edge_ v)?>\n move (7) steps\nend\n\nwhen I start as a clone\nforever\n Rotate\nend\n\nwhen I start as a clone\nforever\n if <<<<touching (_edge_ v)?> or <touching (ground v)?>> or <touching (hidden ground v)?>> or <touching (p1 v)?>> then\n wait (.05) seconds\n delete this clone\n end\n if <touching (target v)?> then\n wait (.1) seconds\n delete this clone\n end\nend\n\nwhen I receive [#2 throw v]\ncreate clone of (_myself_ v)\n\n@thumbnail\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\n hide\nend\n\n@game over\n\nwhen flag clicked\nhide\nforever\n go to x: (0) y: (0)\nend\n\nwhen I receive [game over v]\nshow\ngo to [front v] layer\n\n
Click the flag twice. You must fight your way through the ninja world to save your master. As you go along, you will earn achievements and fight evil ninjas. (Full story in the game)\nPart 2 is out, play it now! https://scratch.mit.edu/projects/980021443\n\n- Use the arrow keys or ASWD to move \n- T to open the achievement list\n- Space to throw a ninja star\n- Q + R to reset the level\n\n❤️ + ⭐& follow for more fun games by @apple-sock8
Sunset - A Platformer #games #all #platformer #trending
@Stage\n\nwhen flag clicked\nset [music volume v] to [100]\nforever\n set volume to (Music Volume) %\nend\n\nwhen flag clicked\nforever\n play sound [Alan Walker - Alone \(INSTRUMENTAL VERSION\) v] until done\nend\n\n@Player\n\nwhen flag clicked\nset rotation style [left-right v]\ngo to x: (-178) y: (10)\nset [level v] to [1]\nset [x v] to [0]\nset [y v] to [12]\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 point in direction (-90)\n change [x v] by (-0.8)\n create clone of (_myself_ 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 point in direction (90)\n change [x v] by (0.8)\n create clone of (_myself_ v)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching (ground v)?> then\n change y by (1)\n 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 (space v) pressed?> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n create clone of (_myself_ v)\n set [y v] to [9]\n if <([abs v] of (x) ) = (x)> then\n set [x v] to [-5]\n else\n set [x v] to [5]\n end\n else\n set [x v] to [0]\n end\n end\n change y by (y)\n if <touching (ground v)?> then\n change y by ((0) - (y))\n set [y v] to [0]\n end\n change y by (-1)\n if <<<<key (space v) pressed?> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> or <<mouse down?> and <(mouse y) > (y position)>>> and <touching (ground v)?>> then\n set [y v] to [14]\n broadcast (jump v)\n end\n change y by (1)\n if <(y position) > [180]> then\n set [y v] to [0]\n end\n if <(x position) > [205]> then\n change [level v] by (1)\n go to x: (-178) y: (10)\n set [y v] to [15]\n end\n if <touching (spikes v)?> then\n go to x: (-178) y: (10)\n set [y v] to [12]\n end\nend\n\nwhen I start as a clone\nswitch costume to (costume2 v)\nset size to (70) %\nrepeat (5)\n change [ghost v] effect by (5)\n move (-2) steps\n change size by (-10)\nend\ndelete this clone\n\n@Ground\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\n@Sunset\n\nwhen flag clicked\nset [ghost v] effect to (50)\nforever\n set x to (([x position v] of [player v]) / (30))\n set y to (([y position v] of [player v]) / (30))\nend\n\n@Spikes\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\n@Settings\n\nwhen flag clicked\nhide variable [music volume v]\nhide variable [clouds? v]\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (10)\n say [Settings] for (0.01) seconds\n else\n clear graphic effects\n end\nend\n\nwhen this sprite clicked\nbroadcast (settings v)\n\n@Options\n\nwhen flag clicked\nhide\n\nwhen I receive [settings v]\nshow\nshow variable [reflection? v]\nshow variable [music volume v]\nshow variable [clouds? v]\n\nwhen I receive [x v]\nhide\n\n@x\n\nwhen this sprite clicked\nbroadcast (x v)\nhide\nhide variable [music volume v]\nhide variable [clouds? v]\n\nwhen flag clicked\nhide\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (10)\n say [Close] for (0.01) seconds\n else\n clear graphic effects\n end\nend\n\nwhen I receive [settings v]\nshow\n\n@Clouds\n\nwhen flag clicked\nset [clouds? v] to [1]\nhide\nforever\n wait (pick random (1) to (3)) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nswitch costume to (pick random (1) to (3))\ngo to x: (-303) y: (pick random (70) to (160))\nset [ghost v] effect to (pick random (20) to (40))\nrepeat (150)\n change x by (4)\nend\ndelete this clone\n\nwhen I start as a clone\nforever\n if <(Clouds?) = [0]> then\n hide\n else\n show\n end\nend\n\n@text\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\n@Thumbnail\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nforever\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\n
VERY LITTLE LEVELS\nPLEASE DO NOT COPY ;-;\nog project by @bold-remix\nlike and fav pls! luv u guys <3\n\n\n\n\n\n\n\n\n\n\n\n#games #all #platformer #trending #games #all #platformer #trending #games #all #platformer #trending #games #all #platformer #trending #games #all #platformer #trending #games #all #platformer #trending #games #all #platformer #trending #games #all #platformer #trending #games #all #platformer #trending #games #all #platformer #trending #games #all #platformer #trending #games #all #platformer #trending #games #all #platformer #trending #games #all #platformer #trending #games #all #platformer #trending #games #all #platformer #trending #games #all #platformer #trending #games #all #platformer #trending #games #all #platformer #trending #games #all #platformer #trending #games #all #platformer #trending #games #all #platformer #trending #games #all #platformer #trending #games #all #platformer #trending #games #all #platformer #trending #games #all #platformer #trending #games #all #platformer #trending #games #all #platformer #trending #games #all #platformer #trending #games #all #platformer #trending #games #all #platformer #trending #games #all #platformer #trending #games #all #platformer #trending #games #all #platformer #trending #games #all #platformer #trending #games #all #platformer #trending #games #all #platformer #trending #games #all #platformer #trending #games #all #platformer #trending #games #all #platformer #trending #games #all #platformer #trending #games #all #platformer #trending #games #all #platformer #trending #games #all #platformer #trending #games #all #platformer #trending #games #all #platformer #trending #games #all #platformer #trending #games #all #platformer #trending #games #all #platformer #trending #games #all #platformer #trending #games #all #platformer #trending #games #all #platformer #trending #games #all #platformer #trending #games #all #platformer #trending #games #all #platformer #trending #games #all #platformer #trending #games #all #platformer #trending #games #all #platformer #trending #games #all #platformer #trending #games #all #platformer #trending #games #all #platformer #trending #games #all #platformer #trending #games #all #platformer #trending #games #all #platformer #trending #games #all #platformer #trending #games #all #platformer #trending #games #all #platformer #trending #games #all #platformer #trending #games #all #platformer #trending #games #all #platformer #trending #games #all #platformer #trending #games #all #platformer #trending #games #all #platformer #trending #games #all #platformer #trending #games #all #platformer #trending #games #all #platformer #trending #games #all #platformer #trending #games #all #platformer #trending #games #all #platformer #trending #games #all #platformer #trending #games #all #platformer #trending #games #all #platformer #trending #games #all #platformer #trending #games #all #platformer #trending #games #all #platformer #trending #games #all #platformer #trending #games #all #platformer #trending #games #all #platformer #trending #games #all #platformer #trending #games #all #platformer #trending #games #all #platformer #trending #games #all #platformer #trending #games #all #platformer #trending #games #all #platformer #trending #games #all #platformer #trending #games #all #platformer #trending #games #all #platformer #trending #games #all #platformer #trending #games #all #platformer #trending #games #all #platformer #trending #games #all #platformer #trending #games #all #platformer #trending #games #all #platformer #trending #games #all #platformer #trending #games #all #platformer #trending #games #all #platformer #trending
Aztral || A Platformer || #Games #All #Trending
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop3 v)\nforever\n play sound [4k-jungle-sounds-exotic-birds-singing-tropical-forest-relaxing-nature-video-ultr_AoCSdjFR v] until done\nend\n\nwhen flag clicked\nforever\n play sound [CoolStuff v] until done\nend\n\nwhen flag clicked\nset volume to (100) %\nforever\n set [pan left/right v] effect to (pick random (-50) to (50))\nend\n\nwhen I receive [animation v]\nforever\n set volume to (0) %\nend\n\n@Ground\n\nwhen flag clicked\nswitch costume to (costume1 v)\nset [level v] to [1]\nshow\nforever\n set [ghost v] effect to (100)\n set [level v] to (costume [number v])\nend\n\nwhen I receive [next level v]\nchange [level v] by (1)\nnext costume\nwait (0.02) seconds\nbroadcast (Render v)\n\nwhen I receive [die v]\nrepeat (10)\n go to x: (Die) y: (Die)\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\n\nwhen I receive [animation v]\nhide\n\n@GroundVisuals\n\nwhen flag clicked\nswitch costume to (costume1 v)\nshow\nforever\n switch costume to (LEVEL)\nend\n\nwhen I receive [die v]\nrepeat (10)\n go to x: (Die) y: (Die)\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\n\nwhen I receive [animation v]\nhide\n\n@Spikes\n\nwhen flag clicked\nshow\nforever\n go to x: (0) y: (0)\n switch costume to (LEVEL)\nend\n\nwhen flag clicked\n\nwhen I receive [animation v]\nhide\n\n@Grass\n\nwhen flag clicked\nset [xv v] to [2.5]\nhide\n\ndefine Spawn Grass (amount)\nrepeat (amount)\n change x by (pick random (-2) to (2))\n create clone of (_myself_ v)\n set x to (Spawn X)\nend\n\nwhen I start as a clone\nchange y by (-1)\nset size to (70) %\nshow\nswitch costume to (pick random (1) to (4))\nset [random value v] to (pick random (-5) to (5))\nforever\n if <touching (player v)?> then\n set [wave momentum v] to (Xv)\n end\n point in direction (((([sin v] of (((timer) + (Random Value)) * (255)) ) * (Wave Momentum)) * (-5)) + (90))\n set [wave momentum v] to ((Wave Momentum) * (0.95))\n Check touching ground\nend\n\ndefine Create grass from x: (x) Y: (y) Repeat (#) Level (lvl)\nif <(lvl) = (LEVEL)> then\n go to x: (x) y: (y)\n repeat (#)\n change x by (10)\n set [spawn x v] to (x position)\n Spawn Grass (pick random (1) to (3))\n end\nend\n\nwhen I receive [render v]\nCreate grass from x: [-245] Y: [-160] Repeat [23] Level [1]\nCreate grass from x: [-172] Y: [-135] Repeat [3] Level [1]\nCreate grass from x: [125] Y: [-160] Repeat [5] Level [1]\nCreate grass from x: [-120] Y: [-115] Repeat [2] Level [1]\nCreate grass from x: [-83] Y: [-98] Repeat [2] Level [1]\nCreate grass from x: [-50] Y: [-33] Repeat [2] Level [1]\nCreate grass from x: [-100] Y: [15] Repeat [3] Level [1]\nCreate grass from x: [-225] Y: [60] Repeat [15] Level [1]\nCreate grass from x: [90] Y: [15] Repeat [10] Level [1]\nCreate grass from x: [170] Y: [35] Repeat [20] Level [1]\nCreate grass from x: [120] Y: [30] Repeat [10] Level [1]\nCreate grass from x: [-5] Y: [70] Repeat [2] Level [1]\nCreate grass from x: [-245] Y: [40] Repeat [3] Level [2]\nCreate grass from x: [-174] Y: [25] Repeat [5] Level [2]\nCreate grass from x: [-45] Y: [35] Repeat [1] Level [2]\nCreate grass from x: [-13] Y: [8] Repeat [5] Level [2]\nCreate grass from x: [64] Y: [20] Repeat [4] Level [2]\nCreate grass from x: [120] Y: [-23] Repeat [10] Level [2]\nCreate grass from x: [0] Y: [90] Repeat [3] Level [2]\nCreate grass from x: [50] Y: [140] Repeat [2] Level [2]\nCreate grass from x: [100] Y: [148] Repeat [5] Level [2]\nCreate grass from x: [-215] Y: [-150] Repeat [6] Level [2]\nCreate grass from x: [0] Y: [-157] Repeat [10] Level [2]\nCreate grass from x: [120] Y: [-130] Repeat [5] Level [2]\nCreate grass from x: [170] Y: [-165] Repeat [10] Level [2]\nCreate grass from x: [-13] Y: [12] Repeat [5] Level [3]\nCreate grass from x: [-70] Y: [-87] Repeat [3] Level [3]\nCreate grass from x: [5] Y: [10] Repeat [9] Level [7]\nCreate grass from x: [-80] Y: [95] Repeat [4] Level [7]\nCreate grass from x: [30] Y: [94] Repeat [3] Level [7]\nCreate grass from x: [88] Y: [60] Repeat [7] Level [7]\nCreate grass from x: [3] Y: [2] Repeat [7] Level [10]\nCreate grass from x: [90] Y: [-59] Repeat [4] Level [10]\nCreate grass from x: [-110] Y: [-59] Repeat [3] Level [10]\nCreate grass from x: [-170] Y: [-155] Repeat [15] Level [10]\nCreate grass from x: [100] Y: [-165] Repeat [20] Level [10]\nCreate grass from x: [-250] Y: [-135] Repeat [55] Level [11]\nCreate grass from x: [-260] Y: [-15] Repeat [11] Level [11]\nCreate grass from x: [-155] Y: [110] Repeat [31] Level [11]\nCreate grass from x: [180] Y: [10] Repeat [5] Level [11]\nCreate grass from x: [125] Y: [-15] Repeat [5] Level [11]\nCreate grass from x: [-115] Y: [-62] Repeat [7] Level [11]\nCreate grass from x: [85] Y: [-62] Repeat [3] Level [11]\nCreate grass from x: [-60] Y: [-80] Repeat [10] Level [12]\n\nwhen I receive [next level v]\nrepeat (10)\n delete this clone\nend\n\nhide\n\nshow\n\nif <touching (ground v)?> then\n\ndefine Check touching ground\nif <not <touching (ground v)?>> then\n repeat until <touching (ground v)?>\n change y by (-1)\n end\nend\n\nwhen I receive [render v]\nCreate grass from x: [-235] Y: [-155] Repeat [10] Level [3]\nCreate grass from x: [-125] Y: [-145] Repeat [13] Level [3]\nCreate grass from x: [-135] Y: [-150] Repeat [2] Level [3]\nCreate grass from x: [-65] Y: [0] Repeat [3] Level [3]\nCreate grass from x: [81] Y: [12] Repeat [5] Level [3]\nCreate grass from x: [125] Y: [-60] Repeat [15] Level [3]\nCreate grass from x: [-232] Y: [105] Repeat [10] Level [4]\nCreate grass from x: [-65] Y: [-21] Repeat [8] Level [4]\nCreate grass from x: [-127] Y: [40] Repeat [4] Level [4]\nCreate grass from x: [-133] Y: [-91] Repeat [2] Level [4]\nCreate grass from x: [-235] Y: [-130] Repeat [10] Level [4]\nCreate grass from x: [-103] Y: [-150] Repeat [3] Level [4]\nCreate grass from x: [23] Y: [-148] Repeat [3] Level [4]\nCreate grass from x: [-61] Y: [-64] Repeat [7] Level [4]\nCreate grass from x: [-225] Y: [64] Repeat [10] Level [5]\nCreate grass from x: [-145] Y: [-5] Repeat [10] Level [5]\nCreate grass from x: [-240] Y: [10] Repeat [3] Level [5]\nCreate grass from x: [-7] Y: [23] Repeat [3] Level [5]\nCreate grass from x: [27] Y: [60] Repeat [10] Level [5]\nCreate grass from x: [150] Y: [149] Repeat [10] Level [5]\nCreate grass from x: [123] Y: [-40] Repeat [2] Level [5]\nCreate grass from x: [192] Y: [35] Repeat [2] Level [5]\nCreate grass from x: [195] Y: [-99] Repeat [2] Level [5]\nCreate grass from x: [125] Y: [-143] Repeat [2] Level [5]\nCreate grass from x: [-239] Y: [-156] Repeat [5] Level [6]\nCreate grass from x: [-170] Y: [-134] Repeat [4] Level [6]\nCreate grass from x: [-100] Y: [-157] Repeat [7] Level [6]\nCreate grass from x: [30] Y: [-129] Repeat [3] Level [6]\nCreate grass from x: [80] Y: [-80] Repeat [3] Level [6]\nCreate grass from x: [-32] Y: [-20] Repeat [4] Level [6]\nCreate grass from x: [-236] Y: [5] Repeat [5] Level [7]\nCreate grass from x: [-230] Y: [-165] Repeat [25] Level [8]\nCreate grass from x: [7] Y: [-95] Repeat [5] Level [8]\nCreate grass from x: [-226] Y: [90] Repeat [5] Level [8]\nCreate grass from x: [160] Y: [60] Repeat [10] Level [8]\nCreate grass from x: [114] Y: [-30] Repeat [5] Level [8]\nCreate grass from x: [-233] Y: [-120] Repeat [4] Level [9]\nCreate grass from x: [-127] Y: [-168] Repeat [5] Level [9]\nCreate grass from x: [10] Y: [-162] Repeat [4] Level [9]\nCreate grass from x: [115] Y: [-162] Repeat [4] Level [9]\nCreate grass from x: [6] Y: [-80] Repeat [11] Level [9]\nCreate grass from x: [-88] Y: [68] Repeat [9] Level [10]\nCreate grass from x: [104] Y: [67] Repeat [7] Level [10]\nCreate grass from x: [-237] Y: [-119] Repeat [55] Level [12]\nCreate grass from x: [-162] Y: [-57] Repeat [4] Level [12]\nCreate grass from x: [-170] Y: [42] Repeat [10] Level [12]\nCreate grass from x: [70] Y: [40] Repeat [8] Level [12]\n\nwhen I receive [animation v]\nhide\n\n@Player\n\nwhen I receive [green flag clicked v]\nReset Level\nforever\n switch costume to (hitbox v)\n Controls - Jump, Crouch\n Gravity\n Check Hit Ceiling / Floor <(speed y) > [0]>\n if <(y position) < [-189]> then\n Reset Level\n end\n if <(wall jump) > [0]> then\n change [wall jump v] by (-1)\n else\n Controls - Left and Right\n end\n if <(speed x) < [-0.5]> then\n Walk (-90) (speed x) max steep (([ceiling v] of ([abs v] of ((speed x) * (1.3)) ) ) + (1))\n else\n if <(speed x) > [0.5]> then\n Walk (90) (speed x) max steep (([ceiling v] of ([abs v] of ((speed x) * (1.3)) ) ) + (1))\n else\n set [frame v] to [0]\n end\n end\n Set Costume\n broadcast (tick v) and wait\n if <<touching (spikes v)?> or <touching (falling spikes v)?>> then\n broadcast (Die v)\n wait (0.5) seconds\n Reset Level\n end\n if <<(x position) > [225]> and <touching (_edge_ v)?>> then\n if <(LEVEL) = [13]> then\n broadcast (Animation v)\n else\n broadcast (Next level v)\n end\n end\nend\n\ndefine Controls - Left and Right\nset [speed x v] to ((speed x) * (0.7))\nif <<key (a v) pressed?> or <<key (left arrow v) pressed?> or <<mouse down?> and <(x position) > (mouse x)>>>> then\n change [speed x v] by (-1)\nend\nif <<key (d v) pressed?> or <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>> then\n change [speed x v] by (1)\nend\n\ndefine Walk (direction) (speed) max steep (max steep)\npoint in direction (direction)\nchange x by (speed)\nchange [frame v] by (([abs v] of (speed) ) / (8))\nset [slope v] to [0]\nGet Touching <(in platforrm) = [1]>\nrepeat until <<(slope) = (max steep)> or <(touch) = [0]>>\n change y by (1)\n change [slope v] by (1)\n Get Touching <(in platforrm) = [1]>\nend\nif <(slope) = (max steep)> then\n change x by ((0) - (speed))\n change y by ((0) - (slope))\n if <<(touch) = [1]> and <(in platforrm) = [1]>> then\n set [in platforrm v] to [2]\n Walk (direction) (speed) max steep (max steep)\n if <(speed x) = [0]> then\n set [in platforrm v] to [1]\n end\n else\n if <<<<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> and <([abs v] of (speed) ) > [3.5]>> and <(touch) > [1]>> then\n set [speed x v] to ((-1.2) * (speed))\n set [speed y v] to [11]\n set [falling? v] to [6]\n set [wall jump v] to [15]\n else\n set [speed x v] to [0]\n end\n end\nend\n\ndefine Controls - Jump, Crouch\nif <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n if <<(jump key) = [0]> and <(falling?) < [3]>> then\n set [speed y v] to [10]\n set [falling? v] to [6]\n set [jump key v] to [1]\n end\nelse\n set [jump key v] to [0]\nend\nif <<key (d v) pressed?> or <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>> then\n set [in platforrm v] to [2]\nend\n\ndefine Gravity\nif <<(speed y) < [4]> or <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>>> then\n change [speed y v] by (-1)\nelse\n change [speed y v] by (-2)\nend\nchange y by (speed y)\nchange [falling? v] by (1)\n\ndefine Check Hit Ceiling / Floor <up?>\nGet Touching \nif <(touch) = [0]> then\n set [in platforrm v] to [1]\nelse\n if <<up?> and <(touch) = [1]>> then\n set [in platforrm v] to [2]\n end\nend\nrepeat until <(touch) < (in platforrm)>\n if <up?> then\n change y by (-1)\n else\n change y by (1)\n set [falling? v] to [0]\n end\n Get Touching <not <up?>>\n set [speed y v] to [0]\nend\n\ndefine Get Touching <check platform?>\nif <touching (ground v)?> then\n set [touch v] to [9]\nelse\n if <<check platform?> and <touching (platforms v)?>> then\n set [touch v] to [1]\n else\n set [touch v] to [0]\n end\nend\n\ndefine Reset Level\nclear graphic effects\nset size to (25) %\nset rotation style [left-right v]\ngo to x: (item (LEVEL) of [level x v]) y: (item (LEVEL) of [level y v])\nbroadcast (Other render v)\nreset timer\nshow\nset [speed x v] to [0]\nset [speed y v] to [0]\nset [falling? v] to [10]\nset [in platforrm v] to [1]\nset [frame v] to [0]\nset [wall jump v] to [0]\n\ndefine Set Costume\nif <(falling?) < [6]> then\n if <(frame) = [0]> then\n switch costume to (stand_1 v)\n set [touchground v] to [0]\n else\n switch costume to ([floor v] of ((5) + ((frame) mod (2))) )\n end\nelse\n if <(speed y) > [0]> then\n switch costume to (jump_1 v)\n set [touchground v] to [0]\n else\n switch costume to (fall_1 v)\n if <touching (ground v)?> then\n set [touchground v] to [True]\n else\n set [touchground v] to [0]\n end\n end\nend\n\nwhen I receive [next level v]\nset x to (-240)\n\nwhen I receive [die v]\nset [ghost v] effect to (100)\nset [current collect x v] to (x position)\nset [current collect y v] to (y position)\n\nwhen I receive [green flag clicked v]\nforever\n if <(TouchGround) = [True]> then\n play sound [HittingTheFloor v] until done\n set [pitch v] effect to (pick random (-50) to (5))\n set [touchground v] to [0]\n end\nend\n\nstart sound [Footstep-On-Branches-E-www2 v]\n\nwhen I receive [die v]\nclear sound effects\nstart sound [Explode 2 v]\nchange [pitch v] effect by (-10)\nplay sound [Explode 2 v] until done\n\nwhen flag clicked\nforever\n if <<<touching (grass v)?> and <(speed x) > [0]>> and <<key (any v) pressed?> or <mouse down?>>> then\n set [pitch v] effect to (pick random (-100) to (50))\n play sound [Footstep-On-Branches-E-www3 v] until done\n end\nend\n\nwhen [r v] key pressed\nReset Level\n\nwhen I receive [animation v]\nhide\n\nwhen I receive [animation v]\ngo to x: (0) y: (0)\nstop [other scripts in sprite v]\n\n@Light\n\nwhen flag clicked\nshow\nswitch costume to (costume7 v)\nset size to (70) %\nforever\n go to [back v] layer\n go [backward v] (1) layers\n go to (player v)\nend\n\nwhen flag clicked\nshow\nswitch costume to (costume7 v)\nset [local sizeglide v] to [0]\nrepeat (20)\n change size by (Local SizeGlide)\n go to (player v)\n change [local sizeglide v] by (0.07)\nend\nforever\n repeat (40)\n change size by (Local SizeGlide)\n change [local sizeglide v] by (-0.07)\n go to (player v)\n end\n repeat (40)\n change size by (Local SizeGlide)\n change [local sizeglide v] by (0.07)\n go to (player v)\n end\nend\n\nwhen I receive [animation v]\nhide\n\n@HiddenPlatforms\n\nwhen flag clicked\nshow\nset [ghost effect fadeaway v] to [0]\ngo to [front v] layer\nforever\n if <<touching (player v)?> or <<key (p v) pressed?> and <key (z v) pressed?>>> then\n change [ghost effect fadeaway v] by (((80) - (Ghost Effect Fadeaway)) / (6))\n set [fade v] to [5]\n else\n set [fade v] to [0]\n change [ghost effect fadeaway v] by (((0) - (Ghost Effect Fadeaway)) / (6))\n end\n set [ghost v] effect to (Ghost Effect Fadeaway)\n set [brightness v] effect to (((Ghost Effect Fadeaway) / (Ghost Effect Fadeaway)) + (1))\n switch costume to (LEVEL)\nend\n\nwhen I receive [animation v]\nhide\n\n@Torches\n\nwhen flag clicked\nhide\nforever\n go to [back v] layer\n repeat (10)\n go [backward v] (10) layers\n end\nend\n\ndefine Create clone at x: (x) Y: (y) Level: (lvl) Size (#)\nif <(lvl) = (LEVEL)> then\n go to x: (x) y: (y)\n set size to (#) %\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\nset [local sizeglide v] to [0]\nrepeat (20)\n change size by (Local SizeGlide)\n change [local sizeglide v] by (0.07)\nend\nforever\n repeat (40)\n change size by (Local SizeGlide)\n change [local sizeglide v] by (-0.07)\n end\n repeat (40)\n change size by (Local SizeGlide)\n change [local sizeglide v] by (0.07)\n end\nend\n\nwhen I receive [next level v]\ndelete this clone\n\nwhen I receive [render v]\nrepeat (2)\n Create clone at x: [90] Y: [70] Level: [1] Size [50]\n Create clone at x: [-85] Y: [92] Level: [1] Size [50]\n Create clone at x: [-96] Y: [76] Level: [2] Size [50]\n Create clone at x: [-32] Y: [-110] Level: [2] Size [50]\n Create clone at x: [65] Y: [53] Level: [3] Size [50]\n Create clone at x: [-188] Y: [17] Level: [3] Size [50]\n Create clone at x: [-174] Y: [156] Level: [4] Size [50]\n Create clone at x: [20] Y: [34] Level: [4] Size [50]\n Create clone at x: [119] Y: [94] Level: [5] Size [50]\n Create clone at x: [-141] Y: [75] Level: [6] Size [50]\n Create clone at x: [-8] Y: [35] Level: [7] Size [50]\n Create clone at x: [76] Y: [-103] Level: [8] Size [50]\n Create clone at x: [30] Y: [-30] Level: [9] Size [50]\n Create clone at x: [-132] Y: [-98] Level: [10] Size [50]\n Create clone at x: [204] Y: [67] Level: [11] Size [50]\n Create clone at x: [-42] Y: [-26] Level: [12] Size [50]\n wait (1.5) seconds\nend\n\nwhen I receive [animation v]\nhide\n\nwhen I receive [green flag clicked v]\nbroadcast (Render v)\n\n@Collectibles\n\ndefine Coin at x: (x) Y: (y) Level: (lvl) Costume (#)\nif <(lvl) = (LEVEL)> then\n go to x: (x) y: (y)\n switch costume to (#)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\nforever\n if <touching (player v)?> then\n broadcast (Collected v)\n set [current collect x v] to (x position)\n set [current collect y v] to (y position)\n play sound [Collect v] until done\n delete this clone\n end\nend\n\nwhen I start as a clone\nforever\n if <(costume [number v]) = [1]> then\n if <(Fade) > [1]> then\n go to [front v] layer\n else\n go to [back v] layer\n end\n else\n go to [back v] layer\n go [forward v] (4) layers\n end\nend\n\nwhen I receive [render v]\nCoin at x: [205] Y: [-55] Level: [1] Costume [1]\nCoin at x: [-150] Y: [-120] Level: [1] Costume [2]\nCoin at x: [10] Y: [80] Level: [1] Costume [2]\nCoin at x: [23] Y: [103] Level: [2] Costume [2]\nCoin at x: [217] Y: [-3] Level: [2] Costume [2]\nCoin at x: [-216] Y: [-115] Level: [2] Costume [1]\nCoin at x: [-170] Y: [-63] Level: [3] Costume [1]\nCoin at x: [113] Y: [8] Level: [3] Costume [2]\nCoin at x: [150] Y: [-120] Level: [3] Costume [2]\nCoin at x: [-20] Y: [-48] Level: [4] Costume [1]\nCoin at x: [-223] Y: [118] Level: [4] Costume [2]\nCoin at x: [164] Y: [-22] Level: [4] Costume [2]\nCoin at x: [-225] Y: [10] Level: [5] Costume [2]\nCoin at x: [-171] Y: [20] Level: [5] Costume [1]\nCoin at x: [190] Y: [125] Level: [5] Costume [2]\nCoin at x: [186] Y: [-35] Level: [6] Costume [1]\nCoin at x: [186] Y: [125] Level: [6] Costume [2]\nCoin at x: [-163] Y: [63] Level: [6] Costume [2]\nCoin at x: [197] Y: [80] Level: [7] Costume [1]\nCoin at x: [-55] Y: [120] Level: [7] Costume [2]\nCoin at x: [-220] Y: [25] Level: [7] Costume [2]\nCoin at x: [207] Y: [96] Level: [8] Costume [2]\nCoin at x: [-193] Y: [112] Level: [8] Costume [2]\nCoin at x: [135] Y: [-11] Level: [8] Costume [1]\nCoin at x: [67] Y: [-70] Level: [9] Costume [2]\nCoin at x: [-165] Y: [82] Level: [9] Costume [1]\nCoin at x: [126] Y: [116] Level: [9] Costume [2]\nCoin at x: [185] Y: [-15] Level: [10] Costume [1]\nCoin at x: [143] Y: [78] Level: [10] Costume [2]\nCoin at x: [203] Y: [-20] Level: [11] Costume [1]\nCoin at x: [-70] Y: [130] Level: [11] Costume [2]\nCoin at x: [70] Y: [130] Level: [11] Costume [2]\nCoin at x: [-197] Y: [2] Level: [11] Costume [2]\nCoin at x: [-135] Y: [-38] Level: [12] Costume [2]\nCoin at x: [-120] Y: [57] Level: [12] Costume [1]\nCoin at x: [86] Y: [54] Level: [12] Costume [1]\n\nwhen I start as a clone\nset [local sizeglide v] to [0]\nset size to (20) %\nrepeat (20)\n change size by (Local SizeGlide)\n change [local sizeglide v] by (0.07)\nend\nforever\n repeat (40)\n change size by (Local SizeGlide)\n change [local sizeglide v] by (-0.07)\n turn right (2) degrees\n end\n repeat (40)\n change size by (Local SizeGlide)\n turn right (2) degrees\n change [local sizeglide v] by (0.07)\n end\nend\n\nwhen flag clicked\nforever\n hide\nend\n\nwhen I receive [next level v]\ndelete this clone\n\nwhen I receive [animation v]\nhide\n\n@Particles\n\nwhen I start as a clone\ngo to [front v] layer\ngo to x: (Current Collect X) y: (Current Collect Y)\nset [my sy v] to (pick random (2.0000000002328306) to (4.000000000232831))\nset [my sx v] to (pick random (-1.9999999997671696) to (2.00000000023283))\n\nwhen I receive [collected v]\n\nwhen flag clicked\nset [collect? v] to [0]\nforever\n hide\nend\n\nwhen I start as a clone\nclear graphic effects\nshow\nforever\n set size to (50) %\n change y by (My SY)\n change x by (My SX)\n change [my sy v] by (-0.3)\n change size by (-2)\n if <<([abs v] of (x position) ) > [239]> or <([abs v] of (y position) ) > [179]>> then\n delete this clone\n end\nend\n\ndefine Collect\nif <(Collect?) = [1]> then\n repeat (10)\n switch costume to (light v)\n create clone of (_myself_ v)\n end\nend\n\nwhen I receive [collected v]\nset [collect? v] to [1]\nCollect\nset [collect? v] to [0]\n\ndefine Death\nrepeat (10)\n switch costume to (dark v)\n create clone of (_myself_ v)\nend\n\nwhen I receive [die v]\nDeath\nwait (1) seconds\n\n@Falling spikes\n\ndefine Clone at x: (x) Y: (y) D: (d) Lvl (lvl) Costume (#)\nif <(lvl) = (LEVEL)> then\n go to x: (x) y: (y)\n switch costume to (#)\n point in direction (d)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nclear graphic effects\nshow\nforever\n if <<((x position) + (-20)) < ([x position v] of [player v])> and <([x position v] of [player v]) < ((x position) + (20))>> then\n if <(y position) > ([y position v] of [player v])> then\n set [y v] to [6]\n repeat until <(y position) < [-180]>\n change y by (Y)\n change [y v] by (-3)\n end\n set [pitch v] effect to (pick random (-100) to (30))\n start sound [pop v]\n delete this clone\n end\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [other render v]\nClone at x: [150] Y: [0] D: [-90] Lvl [1] Costume [1]\nClone at x: [-150] Y: [-32] D: [-90] Lvl [2] Costume [1]\nClone at x: [-125] Y: [-77] D: [-90] Lvl [6] Costume [1]\nClone at x: [-155] Y: [-77] D: [-90] Lvl [6] Costume [1]\nClone at x: [-185] Y: [-77] D: [-90] Lvl [6] Costume [1]\nClone at x: [130] Y: [-23] D: [-90] Lvl [7] Costume [1]\nClone at x: [-165] Y: [-120] D: [-90] Lvl [8] Costume [1]\nClone at x: [-145] Y: [-100] D: [-90] Lvl [8] Costume [1]\nClone at x: [-185] Y: [-100] D: [-90] Lvl [8] Costume [1]\nClone at x: [28] Y: [126] D: [-90] Lvl [10] Costume [1]\nClone at x: [70] Y: [150] D: [-90] Lvl [11] Costume [2]\nClone at x: [-70] Y: [150] D: [-90] Lvl [11] Costume [2]\nClone at x: [135] Y: [75] D: [-90] Lvl [12] Costume [2]\nClone at x: [-102] Y: [20] D: [-90] Lvl [13] Costume [1]\nClone at x: [-55] Y: [13] D: [-90] Lvl [13] Costume [2]\nClone at x: [-23] Y: [-7] D: [-90] Lvl [13] Costume [1]\n\nwhen I receive [die v]\nwait (0.5) seconds\nbroadcast (Other render v)\n\nwhen I receive [render v]\nbroadcast (Other render v)\n\nwhen I receive [next level v]\ndelete this clone\n\nwhen I receive [other render v]\ndelete this clone\n\nwhen I receive [animation v]\nhide\n\n@AZTRAL\n\ndefine Animate (frames) (fps)\nrepeat (frames)\n next costume\n wait (fps) seconds\nend\n\nwhen I receive [animation v]\nshow\nstart sound [Wind v]\nrepeat (3)\n switch costume to (costume1 v)\n Animate [5] [0.2]\nend\nwait (1) seconds\nswitch costume to (costume7 v)\nAnimate [4] [0.2]\nwait (2) seconds\nAnimate [8] [0.2]\nAnimate [4] [0.05]\nwait (1) seconds\nAnimate [5] [0.2]\nswitch costume to (costume29 v)\nforever\n play sound [Set It Off - Dancing with the Devil.mp3 v] until done\nend\n\nwhen flag clicked\nhide\n\n@Intro\n\ndefine Animate (frames) (fps)\nrepeat (frames)\n next costume\n wait (fps) seconds\nend\n\nwhen flag clicked\nclear graphic effects\ngo to x: (0) y: (0)\nshow\nswitch costume to (1 v)\nAnimate [4] [0.05]\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nbroadcast (Green Flag clicked v)\n\n@Thumbnail\n\nwhen flag clicked\nhide\nforever\n set [timer v] to ((timer) + (0.1))\n go to [front v] layer\n set [ghost v] effect to (100)\n go to x: (-10000) y: (-10000)\n switch costume to (nothin to see here v)\n set size to (150) %\n switch costume to (1 v)\nend\n\nwhen [timer v] > (timer)\nshow\ngo to [front v] layer\nset [ghost v] effect to (100)\ngo to x: (-10000) y: (-10000)\nswitch costume to (nothin to see here v)\nset size to (150) %\nswitch costume to (pick random (2) to (3))\nforever\n go to [front v] layer\n change [ghost v] effect by (-5)\n change x by (((0) - (x position)) / (5))\n change y by (((0) - (y position)) / (5))\n switch costume to (nothin to see here v)\n change size by (((100) - (size)) / (15))\n switch costume to (1 v)\nend\n\n@Sprite1\n\nwhen flag clicked\nforever\n go to [front v] layer\n set [ghost v] effect to (80)\n show\n go to x: (0) y: (0)\nend\n\n
|| Help Az move across the abyss. Find calm in the chaos, and create chaos in the calm. Enjoy the aesthetic while you rage :) ||\nInstructions:\nTo move-\nWASD, ARROW KEYS, MOBILE CONTROLS\nAvoid-\nSPIKES, FALLING SPIKES, LAVA\nCollect-\nCOINS\nBe aware-\nSECRET PASSAGES (P+Z if u can't find them)\n\n\ncomment if you find any glitches i should fix. \n\n\n.
₵ᴜʙɪ₵ - Platformer Contest
@Stage\n\nwhen flag clicked\nset [music volume v] to [100]\nforever\n set volume to (music volume) %\nend\n\nwhen flag clicked\nhide variable [music volume v]\nforever\n if <(sO) = [1]> then\n show variable [music volume v]\n else\n if <(sO) = [0]> then\n hide variable [music volume v]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<<(level) = [14]> or <(level) = [13]>> or <(level) = [12]>> then\n switch backdrop to (backdrop1 v)\n else\n if <(level) = [15]> then\n switch backdrop to (game3 v)\n else\n if <(level) = [20]> then\n switch backdrop to (game4 v)\n else\n switch backdrop to (game v)\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<<(level) = [14]> or <(level) = [13]>> or <(level) = [12]>> then\n play sound [temple-cave-myts-storm-6363 v] until done\n else\n play sound [music_zapsplat_easy_cheesy v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <<<(level) = [14]> or <(level) = [13]>> or <(level) = [12]>> then\n wait (0.01) seconds\n stop all sounds\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <<<(level) = [14]> or <(level) = [13]>> or <(level) = [12]>> then\n play sound [dripping-water-nature-sounds-8050 v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [11]> then\n switch backdrop to (game2 v)\n end\nend\n\n\n\n\n\nswitch backdrop to (game3 v)\n\n@Sprite1\n\ndefine platformer physics (speed) (friction) (jump height)\nchange [y vel v] by (-1)\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > [10]>>> then\n change [x vel v] by (speed)\nend\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < [-10]>>> then\n change [x vel v] by ((speed) * (-1))\nend\nset [x vel v] to ((x vel) * (friction))\nchange x by (x vel)\nif <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (-8)\n repeat until <not <touching (level v)?>>\n change x by ((([abs v] of (x vel) ) / (x vel)) * (-1))\n end\n set [x vel v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\nend\nchange y by (y vel)\nif <touching (level v)?> then\n repeat until <not <touching (level v)?>>\n change y by ((([abs v] of (y vel) ) / (y vel)) * (-1))\n end\n set [y vel 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)>>> and <touching (level v)?>> then\n set [y vel v] to (jump height)\n start sound [Low Whoosh v]\nelse\n if <touching (tramp v)?> then\n set [y vel v] to [17]\n start sound [Low Whoosh v]\n end\nend\nchange y by (1)\n\nwhen flag clicked\nbroadcast (eye v)\ncreate clone of (_myself_ v)\nset [ghost v] effect to (100)\nset [speed v] to [0.8]\nset [friction v] to [0.9]\nset [jump h v] to [13]\nset [x vel v] to [0]\nset [y vel v] to [0]\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nforever\n if <(d) = [0]> then\n platformer physics (speed) (friction) (jump h)\n set [x2 v] to (x position)\n set [y2 v] to (y position)\n end\nend\n\nwhen I start as a clone\nset [ghost v] effect to (0)\nswitch costume to (costume2 v)\nforever\n go to x: (x2) y: (y2)\nend\n\nwhen flag clicked\nset [level v] to [1]\nforever\n if <[235] < (x position)> then\n go to x: (-240) y: (y position)\n change [level v] by (1)\n end\nend\n\nwhen I start as a clone\nset [d v] to [0]\nforever\n if <<<<<touching (enemy v)?> or <key (r v) pressed?>> or <(rO) = [1]>> or <(d) = [1]>> and <(Love and Fav) = [0]>> then\n set [d v] to [1]\n switch costume to (costume2 v)\n repeat (10)\n change [brightness v] effect by (5)\n turn right (10) degrees\n next costume\n change [ghost v] effect by (5)\n end\n switch costume to (costume)\n hide\n set [d v] to [0]\n point in direction (90)\n clear graphic effects\n show\n wait (0.01) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <<<<<touching (enemy v)?> or <key (r v) pressed?>> or <(rO) = [1]>> or <(d) = [1]>> and <(Love and Fav) = [0]>> then\n set [d v] to [1]\n start sound [Crunch v]\n wait until <(d) = [0]>\n go to x: (-240) y: (-50)\n end\nend\n\nset [level v] to [15]\n\nwhen flag clicked\nset [sfx volume v] to [100]\nforever\n set volume to (SFX volume) %\nend\n\nwhen flag clicked\nhide variable [sfx volume v]\nforever\n if <(sO) = [1]> then\n show variable [sfx volume v]\n else\n if <(sO) = [0]> then\n hide variable [sfx volume v]\n end\n end\nend\n\nwhen flag clicked\nset [s v] to [100]\nforever\n if <(TRAITOR) = [1]> then\n set [s v] to [100]\n set [speed v] to [0.3]\n set [friction v] to [0.95]\n set [jump h v] to [8]\n set [eye movement amount v] to [0.01]\n else\n if <<<(level) = [14]> or <(level) = [13]>> or <(level) = [12]>> then\n set [s v] to [50]\n set [speed v] to [0.6]\n set [friction v] to [0.85]\n set [jump h v] to [8]\n set [eye movement amount v] to [0.01]\n set size to (s) %\n else\n set [speed v] to [0.8]\n set [friction v] to [0.9]\n set [jump h v] to [13]\n set [s v] to [100]\n set [eye movement amount v] to [0.02]\n set size to (100) %\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <<<(level) = [14]> or <(level) = [13]>> or <(level) = [12]>> then\n set size to (s) %\n else\n set size to (100) %\n end\nend\n\n\n\ngo to x: (-240) y: (-50)\n\nforever\n\nswitch costume to (costume1 v)\n\nwhen I start as a clone\nforever\n if <(Love and Fav) = [1]> then\n if <touching (enemy v)?> then\n set [ghost v] effect to (80)\n set [brightness v] effect to (10)\n else\n set [brightness v] effect to (0)\n set [ghost v] effect to (0)\n end\n end\nend\n\n\n\nwhen I start as a clone\nforever\n if <(Love and Fav) = [1]> then\n set [costume v] to [13]\n switch costume to (costume13 v)\n change [color v] effect by (5)\n else\n if <<(Love and Fav) = [0]> and <(TRAITOR) = [1]>> then\n set [costume v] to [14]\n switch costume to (costume14 v)\n clear graphic effects\n else\n if <not <<<<<touching (enemy v)?> or <key (r v) pressed?>> or <(rO) = [1]>> or <(d) = [1]>> and <(Love and Fav) = [0]>>> then\n switch costume to (costume2 v)\n set [costume v] to [2]\n end\n end\n end\nend\n\nforever\nend\n\nforever\nend\n\n\n\nset [traitor v] to [1]\n\nchange [color v] effect by (25)\n\nif <(Love and Fav) = [1]> then\n set [costume v] to [13]\nend\n\nset [level v] to [0]\n\n@level\n\nwhen flag clicked\nforever\n switch costume to (level)\nend\n\nset [level v] to [14]\n\n@enemy\n\nwhen flag clicked\nforever\n switch costume to (level)\nend\n\ngo [backward v] (1) layers\n\n@Sprite2\n\ngo to (sprite1 v)\n\nwhen I receive [eye v]\ngo to (sprite1 v)\npoint in direction (90)\nforever\n set [x v] to (mouse x)\n set [y v] to (mouse y)\n set x to ((x) * (eye movement amount))\n set y to ((y) * (eye movement amount))\n change x by (x2)\n change y by (y2)\nend\n\nwhen flag clicked\nset [eye movement amount v] to [0.02]\nforever\n if <(d) = [0]> then\n show\n else\n if <(d) = [1]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<<(level) = [14]> or <(level) = [13]>> or <(level) = [12]>> then\n set size to (s) %\n else\n set size to (100) %\n end\nend\n\nwhen flag clicked\nforever\n if <<(Love and Fav) = [1]> or <(TRAITOR) = [1]>> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\nend\n\nwhen I receive [thanks v]\nforever\n change [color v] effect by (5)\nend\n\nwhen flag clicked\nforever\n if <(Love and Fav) = [1]> then\n if <touching (enemy v)?> then\n set [ghost v] effect to (70)\n set [brightness v] effect to (10)\n else\n set [brightness v] effect to (0)\n set [ghost v] effect to (0)\n end\n end\nend\n\n@settings\n\nwhen flag clicked\ngo to x: (205) y: (150)\nforever\n set y to ((145) + (([sin v] of ((timer) * (300)) ) * (3)))\n point in direction ((90) + (([sin v] of ((timer) * (100)) ) * (10)))\n if <touching (mouse-pointer v)?> then\n set size to (((350) - (size)) / (2)) %\n else\n set size to (((300) - (size)) / (2)) %\n end\nend\n\nwhen flag clicked\nset [so v] to [0]\ngo to x: (205) y: (150)\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [so v] to [1]\n end\nend\n\nwhen flag clicked\nforever\n if <<(sO) = [1]> or <<<(level) = [14]> or <(level) = [13]>> or <(level) = [12]>>> then\n hide\n else\n if <(sO) = [0]> then\n show\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<<(level) = [14]> or <(level) = [13]>> or <(level) = [12]>> then\nend\n\n@Sprite3\n\nwhen flag clicked\nswitch costume to (costume2 v)\ncreate clone of (_myself_ v)\nswitch costume to (costume1 v)\nforever\n if <(sO) = [1]> then\n show\n else\n if <(sO) = [0]> then\n hide\n end\n end\nend\n\nwhen I start as a clone\nset [ghost v] effect to (50)\nforever\n if <(sO) = [1]> then\n show\n else\n if <(sO) = [0]> then\n hide\n end\n end\nend\n\n@Sprite4\n\nwhen flag clicked\ngo to x: (170) y: (0)\nforever\n set y to ((105) + (([sin v] of ((timer) * (300)) ) * (3)))\n if <touching (mouse-pointer v)?> then\n set size to (((350) - (size)) / (2)) %\n else\n set size to (((300) - (size)) / (2)) %\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [so v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n if <(sO) = [1]> then\n show\n else\n if <(sO) = [0]> then\n hide\n end\n end\nend\n\n@Sprite5\n\nwhen flag clicked\nset [to v] to [1]\ngo to [back v] layer\nhide\nforever\n if <(tO) = [1]> then\n if <(Love and Fav) = [1]> then\n switch costume to (costume2 v)\n create clone of (_myself_ v)\n wait (0.01) seconds\n else\n if <(TRAITOR) = [1]> then\n switch costume to (costume3 v)\n create clone of (_myself_ v)\n wait (0.01) seconds\n else\n switch costume to (costume1 v)\n create clone of (_myself_ v)\n wait (0.05) seconds\n end\n end\n else\n if <(tO) = [0]> then\n hide\n end\n end\nend\n\nwhen I start as a clone\ngo to (sprite1 v)\nset size to (s) %\nset [ghost v] effect to (0)\nshow\nwait (0.1) seconds\nrepeat (10)\n change size by (-5)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I start as a clone\nforever\n if <(d) = [1]> then\n delete this clone\n end\nend\n\nwhen I receive [thanks v]\nforever\n change [color v] effect by (5)\nend\n\nwhen I start as a clone\nforever\n if <(Love and Fav) = [1]> then\n if <touching (enemy v)?> then\n set [ghost v] effect to (80)\n else\n set [ghost v] effect to (0)\n end\n end\nend\n\n@Sprite6\n\nwhen flag clicked\ngo to x: (-115) y: (40)\nforever\n if <touching (mouse-pointer v)?> then\n set size to (((350) - (size)) / (2)) %\n else\n set size to (((300) - (size)) / (2)) %\n end\nend\n\nwhen flag clicked\nforever\n if <(sO) = [1]> then\n show\n else\n if <(sO) = [0]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<<touching (mouse-pointer v)?> and <mouse down?>> and <(tO) = [1]>> then\n wait (0.1) seconds\n set [to v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n if <<<touching (mouse-pointer v)?> and <mouse down?>> and <(tO) = [0]>> then\n wait (0.1) seconds\n set [to v] to [1]\n end\nend\n\n@Sprite7\n\nwhen flag clicked\nswitch costume to (costume1 v)\ncreate clone of (_myself_ v)\nswitch costume to (costume2 v)\nset [ghost v] effect to (100)\nset [mo v] to [0]\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [ro v] to [1]\n wait (0.01) seconds\n set [ro v] to [0]\n wait (0.2) seconds\n end\n if <touching (mouse-pointer v)?> then\n set [mo v] to [1]\n else\n set [mo v] to [0]\n end\nend\n\nwhen I start as a clone\ngo to x: (150) y: (150)\nforever\n set y to ((145) + (([sin v] of ((timer) * (300)) ) * (3)))\n point in direction ((90) + (([sin v] of ((timer) * (100)) ) * (10)))\n if <(mO) = [1]> then\n set size to (((350) - (size)) / (2)) %\n else\n if <(mO) = [0]> then\n set size to (((300) - (size)) / (2)) %\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <<(sO) = [1]> or <<<(level) = [14]> or <(level) = [13]>> or <(level) = [12]>>> then\n hide\n else\n if <(sO) = [0]> then\n show\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<(sO) = [1]> or <<<(level) = [14]> or <(level) = [13]>> or <(level) = [12]>>> then\n hide\n else\n if <(sO) = [0]> then\n show\n end\n end\nend\n\n@Sprite8\n\nwhen I start as a clone\nforever\n if <<(cO) = [1]> or <<<(level) = [14]> or <(level) = [13]>> or <(level) = [12]>>> then\n wait (0.01) seconds\n stop [other scripts in sprite v]\n end\nend\n\nwhen I start as a clone\nforever\n if <<(cO) = [1]> or <<<(level) = [14]> or <(level) = [13]>> or <(level) = [12]>>> then\n delete this clone\n end\nend\n\nwhen I start as a clone\nif <(clone ID) = [0]> then\n turn right (pick random (-3) to (3)) degrees\n switch costume to (pick random (1) to (7))\n show\n go to x: (330) y: (pick random (145) to (160))\n repeat until <(x position) < [-330]>\n change x by (-3)\n end\n delete this clone\nelse\n if <(clone ID) = [1]> then\n turn right (pick random (-3) to (3)) degrees\n set size to (80) %\n set [brightness v] effect to (-3)\n set [ghost v] effect to (10)\n go to [back v] layer\n go [forward v] (1) layers\n switch costume to (pick random (1) to (7))\n show\n go to x: (330) y: (pick random (100) to (110))\n repeat until <(x position) < [-330]>\n change x by (-2.5)\n end\n delete this clone\n else\n if <(clone ID) = [2]> then\n turn right (pick random (-3) to (3)) degrees\n set size to (50) %\n set [brightness v] effect to (-4)\n set [ghost v] effect to (30)\n go to [back v] layer\n switch costume to (pick random (1) to (7))\n show\n go to x: (330) y: (pick random (60) to (70))\n repeat until <(x position) < [-330]>\n change x by (-1.5)\n end\n delete this clone\n end\n end\nend\n\nwhen I start as a clone\n\n\n\n\nwhen flag clicked\ngo to [back v] layer\nhide\nset [ghost v] effect to (5)\nforever\n set [clone id v] to [0]\n create clone of (_myself_ v)\n wait (pick random (2.3) to (2.5)) seconds\nend\n\nrepeat until <touching (_edge_ v)?>\n change x by (-5)\nend\n\nwhen flag clicked\nforever\n set [clone id v] to [1]\n create clone of (_myself_ v)\n wait (pick random (2) to (2.3)) seconds\nend\n\nwhen flag clicked\nset [co v] to [0]\nforever\n set [clone id v] to [2]\n create clone of (_myself_ v)\n wait (pick random (2.3) to (2.7)) seconds\nend\n\nwhen I start as a clone\nif <(backdrop [number v]) = [3]> then\n delete this clone\nend\n\ndelete this clone\n\n@Sprite9\n\nwhen flag clicked\ngo to x: (-115) y: (10)\nforever\n if <touching (mouse-pointer v)?> then\n set size to (((350) - (size)) / (2)) %\n else\n set size to (((300) - (size)) / (2)) %\n end\nend\n\nwhen flag clicked\nforever\n if <(sO) = [1]> then\n show\n else\n if <(sO) = [0]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<<touching (mouse-pointer v)?> and <mouse down?>> and <(cO) = [1]>> then\n wait (0.1) seconds\n set [co v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n if <<<touching (mouse-pointer v)?> and <mouse down?>> and <(cO) = [0]>> then\n wait (0.1) seconds\n set [co v] to [1]\n end\nend\n\n@Sprite10\n\n@Sprite11\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\nhide\n\n@Sprite12\n\n@Sprite13\n\nwhen flag clicked\nset [ghost v] effect to (2)\nforever\n if <<<(level) = [14]> or <(level) = [13]>> or <(level) = [12]>> then\n go to [front v] layer\n set [ghost v] effect to (1)\n else\n set [ghost v] effect to (100)\n end\nend\n\nshow\n\nwhen I receive [eye v]\nforever\n go to (sprite1 v)\n switch costume to (costume2 v)\n set size to (250) %\n switch costume to (costume1 v)\nend\n\nwhen flag clicked\nforever\n\nif <(sO) = [1]> then\n hide\nelse\n if <(sO) = [0]> then\n show\n end\nend\n\n@ \n\nwhen flag clicked\nhide\nforever\n wait (0.3) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nset size to (150) %\ngo to [front v] layer\ngo [backward v] (1) layers\nshow\nset [color v] effect to (0)\ngo to x: (230) y: (pick random (-200) to (200))\npoint in direction (pick random (-105) to (-75))\nset [ghost v] effect to (70)\nrepeat until <<[-230] > (x position)> or <[-170] > (y position)>>\n move (10) steps\nend\nrepeat (5)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nrepeat (5)\n change [ghost v] effect by (-10)\nend\n\n@sign\n\nwhen flag clicked\ngo to [back v] layer\ncreate clone of (_myself_ v)\nforever\n set [clone xx v] to (x position)\n set [clone yy v] to (y position)\n switch costume to (costume1 v)\n if <(level) = [11]> then\n go to x: (-100) y: (-100)\n show\n else\n if <(level) = [2]> then\n go to x: (-100) y: (-100)\n show\n else\n if <(level) = [4]> then\n go to x: (-100) y: (-100)\n show\n else\n if <(level) = [1]> then\n go to x: (50) y: (-100)\n show\n else\n if <(level) = [15]> then\n go to x: (0) y: (-100)\n show\n else\n if <(level) = [16]> then\n go to x: (-100) y: (-100)\n show\n else\n if <(level) = [17]> then\n go to x: (-160) y: (-100)\n show\n else\n if <(level) = [19]> then\n go to x: (-180) y: (-100)\n show\n else\n hide\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching (sprite1 v)?> then\n set [show or n v] to [1]\n else\n set [show or n v] to [0]\n end\n point in direction ((90) + (([sin v] of ((timer) * (100)) ) * (5)))\nend\n\nwhen I start as a clone\npoint in direction (90)\nset [ghost v] effect to (100)\nforever\n go to x: (clone xx) y: (clone yy)\n show\n if <(show or n) = [1]> then\n repeat (8)\n change [ghost v] effect by (-10)\n end\n set [ghost v] effect to (0)\n else\n repeat (8)\n change [ghost v] effect by (10)\n end\n set [ghost v] effect to (100)\n end\nend\n\ngo to [back v] layer\n\nhide\n\nwhen I start as a clone\nforever\n if <(level) = [2]> then\n switch costume to (costume3 v)\n else\n if <(level) = [11]> then\n switch costume to (costume2 v)\n else\n if <(level) = [4]> then\n switch costume to (costume4 v)\n else\n if <(level) = [1]> then\n switch costume to (costume5 v)\n else\n if <(level) = [15]> then\n switch costume to (costume6 v)\n else\n if <(level) = [16]> then\n switch costume to (costume7 v)\n else\n if <(level) = [17]> then\n switch costume to (costume8 v)\n else\n if <(level) = [19]> then\n switch costume to (costume9 v)\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nset [ghost v] effect to (100)\n\n@Sprite14\n\n@tramp\n\nwhen flag clicked\ngo to [front v] layer\nswitch costume to (costume1 v)\nforever\n if <touching (sprite1 v)?> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\nend\n\ngo [forward v] (1) layers\n\nforever\n\nwhen flag clicked\nforever\n if <(level) = [17]> then\n show\n go to x: (-17) y: (-77)\n else\n if <(level) = [18]> then\n show\n go to x: (50) y: (-77)\n else\n if <(level) = [19]> then\n show\n go to x: (-90) y: (-77)\n else\n hide\n end\n end\n end\nend\n\nwhen I start as a clone\n\n@Detector\n\nwhen flag clicked\nhide\nset [faved___ v] to [0]\nset [loved__ v] to [0]\nset [clone id v] to [0]\ncreate clone of (_myself_ v)\nwait (0.2) seconds\nset [clone id v] to [1]\ncreate clone of (_myself_ v)\nwait until <<(LOVED__) = [1]> and <(FAVED___) = [1]>>\nwait (1) seconds\nbroadcast (Thanks v)\nset [traitor v] to [0]\n\ngo to x: (0) y: (0)\nshow\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@Thanks\n\nwhen I receive [thanks v]\nset [love and fav v] to [1]\nswitch costume to (costume2 v)\ngo to x: (-210) y: (50)\nshow\ngo to [front v] layer\nstart sound [pop v]\nrepeat (9)\n change y by (-6)\nend\nrepeat (5)\n change y by (3)\nend\nrepeat (5)\n change y by (-3)\nend\nwait (1) seconds\nrepeat (10)\n change y by (6)\nend\nhide\n\nwhen I start as a clone\ngo to x: (0) y: (-50)\nshow\ngo to [front v] layer\nrepeat (12)\n change y by (-9)\nend\nrepeat (5)\n change y by (3)\nend\nrepeat (5)\n change y by (-1)\nend\nforever\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (50)\n if <(costume [number v]) = [2]> then\n if <mouse down?> then\n set [costume v] to [2]\n repeat (25)\n change y by (10)\n end\n hide\n delete this clone\n end\n else\n if <(costume [number v]) = [3]> then\n if <mouse down?> then\n set [costume v] to [1]\n repeat (25)\n change y by (15)\n end\n hide\n delete this clone\n end\n end\n end\n else\n set [ghost v] effect to (0)\n end\n if <(Costume) > [0.99]> then\n repeat (25)\n change y by (15)\n end\n hide\n delete this clone\n end\n hide\n delete this clone\nend\n\nwhen flag clicked\nhide\nset [costume v] to [0.9]\nset [love and fav v] to [0]\n\nwhen I receive [begin v]\nset [costume v] to [0.9]\nwait (0.1) seconds\nset [costume v] to [0.9]\nwait (0.2) seconds\nset [costume v] to [0.9]\n\n@love and fav\n\nwhen I receive [show v]\nhide\nforever\n wait (pick random (5) to (15)) seconds\n play sound [pop v] until done\n go to x: (-100) y: (250)\n show\n repeat (9)\n change y by (-6)\n end\n repeat (5)\n change y by (3)\n end\n repeat (5)\n change y by (-1)\n end\n repeat (1)\n change y by (-5)\n end\n wait (2) seconds\n repeat (15)\n change y by (7)\n end\n hide\nend\n\nwhen flag clicked\nforever\n go [forward v] (100) layers\n go to [front v] layer\nend\n\nwhen flag clicked\nset [hide v] to [1]\nforever\n if <key (h v) pressed?> then\n change [hide v] by (1)\n if <(hide) > [2]> then\n set [hide v] to [1]\n end\n if <(hide) = [2]> then\n hide\n stop [other scripts in sprite v]\n end\n if <(hide) = [1]> then\n broadcast (show v)\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n wait (pick random (10) to (20)) seconds\n play sound [pop v] until done\n go to x: (-100) y: (209)\n show\n repeat (9)\n change y by (-6)\n end\n repeat (5)\n change y by (3)\n end\n repeat (5)\n change y by (-1)\n end\n repeat (1)\n change y by (-5)\n end\n wait (2) seconds\n repeat (15)\n change y by (7)\n end\n hide\nend\n\nwhen I receive [thanks v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\n@Detector2\n\nwhen flag clicked\n\nwhen I start as a clone\nif <(clone id) = [0]> then\n go to x: (-15) y: (0)\n set [loved__ v] to [0]\n switch costume to (love v)\n forever\n set [love? v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [loved__ v] to [1]\n end\n end\nend\nif <(clone id) = [1]> then\n go to x: (0) y: (0)\n switch costume to (fave v)\n set [faved___ v] to [0]\n forever\n set [fav v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [faved___ v] to [1]\n end\n end\nend\n\nwhen I receive [thanks v]\nhide\nwait (6) seconds\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]>>\nset [traitor v] to [1]\nstop [all v]\n\nwait until <not <touching (mouse-pointer v)?>>\n\n@Sprite15\n\nwhen flag clicked\nforever\n if <(username) = [hcdyug]> then\n show\n else\n hide\n end\nend\n\n
✦✦✦₵ᴜʙɪ₵✦✦✦\n➜Welcome to my -NEW- generic platformer. \n➜#56 on trending LESSS GOOO\n➜Difficulty (7/10)\n\n ✦✦✦ʜᴏᴡ ᴛᴏ ᴘʟᴀʏ✦✦✦\n➜Use [arrow keys] or [WASD]\n➜Avoid Spikes and Lava\n➜[R] to restart\n➜[TAP] for mobile\n➜Heart and Star for invincibility!!\n\nP.S you can move its eyeball with your mouse pointer\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n:)
100 Lives (a platformer)
@Stage\n\n@100 Lives Stickman\n\nwhen backdrop switches to [backdrop66 v]\nrepeat (50)\n change [life v] by (1)\n wait (0.0.1) seconds\nend\n\nwhen [left arrow v] key pressed\nrepeat until <not <key (left arrow v) pressed?>>\n change x by (-5)\nend\n\nwhen flag clicked\nset [time v] to [Normal]\nforever\n if <touching color (#cccccc)?> then\n change x by (5)\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#7f7f7f)?> then\n change x by (-5)\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#ff0000)?> then\n wait (0.1) seconds\n start sound [smw_kick v]\n change [life v] by (-1)\n go to x: (-194) y: (-50)\n broadcast (message1 v)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (sprite2 v)?> then\n broadcast (end v)\n go to x: (-18) y: (-144)\n wait (1) seconds\n hide\n forever\n go to x: (-18) y: (-144)\n end\n end\nend\n\nwhen [right arrow v] key pressed\npoint in direction (90)\nif <(TIME) = [0]> then\n repeat until <not <key (right arrow v) pressed?>>\n switch costume to (runn-0 v)\n wait (0.1) seconds\n switch costume to (runn-1 v)\n wait (0.1) seconds\n switch costume to (runn-2 v)\n wait (0.1) seconds\n switch costume to (runn-3 v)\n wait (0.1) seconds\n switch costume to (runn-4 v)\n wait (0.1) seconds\n switch costume to (runn-5 v)\n wait (0.1) seconds\n end\n switch costume to (runn-6 v)\nend\nif <(TIME) = [XMAS]> then\n repeat until <not <key (right arrow v) pressed?>>\n switch costume to (runn-7 v)\n wait (0.1) seconds\n switch costume to (runn-8 v)\n wait (0.1) seconds\n switch costume to (runn-9 v)\n wait (0.1) seconds\n switch costume to (runn-10 v)\n wait (0.1) seconds\n switch costume to (runn-11 v)\n wait (0.1) seconds\n switch costume to (runn-12 v)\n wait (0.1) seconds\n end\n switch costume to (runn-13 v)\nend\n\nwhen [right arrow v] key pressed\nrepeat until <not <key (right arrow v) pressed?>>\n change x by (5)\nend\n\nwhen flag clicked\nforever\n if <touching (sprite2 v)?> then\n forever\n go to x: (-18) y: (-144)\n end\n end\nend\n\nwhen flag clicked\nset rotation style [left-right v]\npoint in direction (90)\nset size to (25) %\ngo to x: (-194) y: (68)\nset [veloy v] to [0]\nforever\n if <key (up arrow v) pressed?> then\n start sound [mariojump v]\n set [veloy v] to [15]\n end\n repeat until <touching color (#666666)?>\n change [veloy v] by (-0.5)\n change y by (veloy)\n end\n if <touching color (#666666)?> then\n set [veloy v] to [2]\n end\n change y by (veloy)\nend\n\nwhen flag clicked\nset [time v] to [0]\nif <(TIME) = [XMAS]> then\n show\n switch costume to (runn-13 v)\nelse\n show\n switch costume to (runn-6 v)\nend\nforever\n if <touching color (#cc7700)?> then\n repeat until <not <touching color (#cc7700)?>>\n change x by (-5)\n end\n end\nend\n\nwhen flag clicked\nswitch costume to (runn-6 v)\nwait (.1) seconds\nswitch costume to (runn-6 v)\nset [time v] to [0]\nhide variable [keyhole v]\nset [keyhole v] to [0]\nforever\n if <(x position) > [220]> then\n broadcast (message2 v)\n start sound [smw messsage block cut short v]\n switch backdrop to (next backdrop v)\n go to x: (-194) y: (-50)\n end\nend\n\nwhen flag clicked\nforever\n if <[0] > (Life)> then\n set size to (100) %\n go to x: (0) y: (0)\n switch costume to (costume1 v)\n stop [all v]\n end\nend\n\nwhen flag clicked\nforever\n if <touching (sprite6 v)?> then\n go to x: (-203) y: (-144)\n end\nend\n\nwhen [left arrow v] key pressed\npoint in direction (-90)\nif <(TIME) = [0]> then\n repeat until <not <key (left arrow v) pressed?>>\n switch costume to (runn-0 v)\n wait (0.1) seconds\n switch costume to (runn-1 v)\n wait (0.1) seconds\n switch costume to (runn-2 v)\n wait (0.1) seconds\n switch costume to (runn-3 v)\n wait (0.1) seconds\n switch costume to (runn-4 v)\n wait (0.1) seconds\n switch costume to (runn-5 v)\n wait (0.1) seconds\n end\n switch costume to (runn-6 v)\nend\nif <(TIME) = [XMAS]> then\n repeat until <not <key (left arrow v) pressed?>>\n switch costume to (runn-7 v)\n wait (0.1) seconds\n switch costume to (runn-8 v)\n wait (0.1) seconds\n switch costume to (runn-9 v)\n wait (0.1) seconds\n switch costume to (runn-10 v)\n wait (0.1) seconds\n switch costume to (runn-11 v)\n wait (0.1) seconds\n switch costume to (runn-12 v)\n wait (0.1) seconds\n end\n switch costume to (runn-13 v)\nend\n\nwhen flag clicked\nforever\n if <touching color (#ff00bf)?> then\n set [veloy v] to [15]\n repeat (50)\n change x by (5)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#ffff00)?> then\n set [veloy v] to [8]\n end\nend\n\nwhen flag clicked\nforever\n repeat until <(Keyhole) = [1]>\n play sound [Underworld_Theme v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <touching (sprite8 v)?> then\n hide\n broadcast (ending v) and wait\n end\nend\n\nwhen backdrop switches to [backdrop75 v]\ngo to x: (-14) y: (-66)\n\nset [time v] to [XMAS]\n\nwhen flag clicked\nswitch costume to (runn-13 v)\n\n@Ball2\n\nwhen flag clicked\nshow\nshow variable [life v]\nswitch backdrop to (backdrop1 v)\nswitch costume to (ball-b v)\nset [life v] to [100]\ngo to x: (-221) y: (159)\n\nwhen I receive [message1 v]\nswitch costume to (ball-b2 v)\nwait (0.1) seconds\nswitch costume to (ball-b v)\n\nwhen I receive [message2 v]\nswitch costume to (ball-b3 v)\nwait (0.1) seconds\nswitch costume to (ball-b v)\n\n@Sprite1\n\nwhen flag clicked\nset size to (100) %\nshow\nswitch costume to (costume2 v)\n\nwhen backdrop switches to [backdrop5 v]\nswitch costume to (costume1 v)\ngo to x: (0) y: (50)\nforever\n repeat (25)\n turn right (15) degrees\n change size by (10)\n end\n repeat (25)\n turn right (-15) degrees\n change size by (-10)\n end\n wait (2) seconds\nend\n\nwhen backdrop switches to [backdrop6 v]\ngo to x: (89) y: (134)\n\nwhen backdrop switches to [backdrop7 v]\nswitch costume to (costume2 v)\n\nwhen backdrop switches to [backdrop68 v]\nset size to (250) %\nswitch costume to (costume1 v)\ngo to x: (0) y: (200)\nforever\n repeat (25)\n turn right (15) degrees\n change size by (10)\n end\n repeat (25)\n turn right (-15) degrees\n change size by (-10)\n end\n wait (2) seconds\nend\n\nwhen backdrop switches to [backdrop69 v]\nswitch costume to (costume2 v)\n\n@Sprite3\n\nwhen backdrop switches to [backdrop47 v]\ngo to x: (43) y: (-18)\nshow\n\nwhen backdrop switches to [backdrop48 v]\nhide\n\nwhen backdrop switches to [backdrop64 v]\nshow\n\nwhen flag clicked\nswitch costume to (costume2 v)\nhide\nforever\n wait (1) seconds\n next costume\nend\n\nwhen backdrop switches to [backdrop65 v]\nhide\n\n@Sprite2\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop65 v]\nshow\ngo to x: (57) y: (-147)\n\nwhen I receive [end v]\nswitch costume to (costume2 v)\nwait (1) seconds\nswitch costume to (costume1 v)\nwait (1) seconds\nbroadcast (credits v)\n\nwhen backdrop switches to [backdrop66 v]\nhide\n\nwhen backdrop switches to [backdrop70 v]\nshow\ngo to x: (57) y: (-147)\n\nwhen backdrop switches to [backdrop71 v]\nhide\n\n@Sprite4\n\nwhen flag clicked\nset size to (100) %\nhide\n\nwhen I receive [credits v]\nshow\nrepeat (100)\n wait (0.0.5) seconds\n change size by (-1)\nend\nstop [all v]\n\nwhen flag clicked\nforever\n wait (0.3) seconds\n next costume\nend\n\n@Sprite5\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nforever\n set [ghost v] effect to (100)\nend\n\n@Invisa-Lava\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nforever\n turn right (1) degrees\nend\n\nwhen flag clicked\nset [ghost v] effect to (0)\nswitch costume to (costume1 v)\nforever\n wait (1) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n wait (1) seconds\n repeat (10)\n change [ghost v] effect by (-10)\n end\nend\n\nwhen backdrop switches to [backdrop71 v]\nshow\n\nwhen backdrop switches to [backdrop72 v]\nhide\n\n@Sprite6\n\nwhen flag clicked\ngo [backward v] (1) layers\nhide\n\nwhen backdrop switches to [backdrop1 v]\nhide\ngo to x: (-158) y: (-151)\n\nwhen backdrop switches to [backdrop2 v]\nhide\n\nwhen flag clicked\nforever\n if <touching (100 lives stickman v)?> then\n hide\n switch backdrop to (backdrop66 v)\n end\nend\n\n@Sprite7\n\nwhen flag clicked\nhide\nif <(TIME) = [XMAS]> then\n go to x: (0) y: (0)\n show\nend\n\nwhen flag clicked\nwait (0.1) seconds\nset [time v] to [XMAS]\nshow\nforever\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\n@Sprite8\n\nwhen backdrop switches to [backdrop1 v]\nset size to (100) %\nset [keyhole v] to [0]\ngo to x: (-14) y: (-66)\nshow\nforever\n if <touching (100 lives stickman v)?> then\n broadcast (ending v) and wait\n end\nend\n\nwhen I receive [ending v]\nswitch backdrop to (backdrop75 v)\nset [keyhole v] to [1]\nstop all sounds\nstart sound [smw_keyhole_exit v]\nrepeat (10)\n wait (0.0.1) seconds\n change size by (50)\nend\nwait (0.5) seconds\nrepeat (10)\n wait (0.0.1) seconds\n change size by (-50)\nend\nhide\nwait (1) seconds\nstop [all v]\n\nwhen backdrop switches to [backdrop2 v]\nhide\n\nwhen backdrop switches to [backdrop66 v]\nhide\n\nset [keyhole v] to [1]\nplay sound [smw_keyhole_exit v] until done\nstop [all v]\n\nswitch backdrop to (backdrop74 v)\n\nwhen backdrop switches to [backdrop75 v]\nhide\n\n
Hey, some stuff first: This game was made two years ago, when I was still new to Scratch, so this game is glitchy and bad. I honestly have no idea why this is my second most popular project (behind another bad one: Sonic 3 Music Player). So, don't complain about glitches please. If you think the game is good, then great, but to me, I don't like it. Bye! OK onto the important stuff below.\n\nIgnore the christmas theme, I was too lazy to change it.\narrow keys. pretty simple game.\nget through all the levels.\nSorry if there are glitches. But, there are fun glitch levels.\nIt is possible to finish a level while touching lava, but it will decrease a life, but also take you to the next level.\nTHE PLATFORMS ARE NOT A GLITCH. THAT IS WHAT ALL PLATFORMS ARE SUPPOSED TO DO.\nMy First Platformer!!!!!!\n0 COUNTS AS A LIFE! so call it 101 lives!\nLeave a like and star! :)
魔法のPlatformer【モバイル対応】
@Stage\n\nwhen flag clicked\nswitch backdrop to (1 v)\nforever\n play sound [勇者 v] until done\nend\n\nwhen flag clicked\nforever\n if <key (1 v) pressed?> then\n wait until <not <key (1 v) pressed?>>\n if <(魔力) > [4]> then\n change [魔力 v] by (-5)\n set [魔法パターン v] to [1]\n broadcast (魔法 v)\n else\n set [魔力 v] to (魔力)\n end\n end\n if <key (2 v) pressed?> then\n wait until <not <key (2 v) pressed?>>\n if <(魔力) > [9]> then\n change [魔力 v] by (-10)\n set [魔法パターン v] to [2]\n broadcast (魔法 v)\n else\n set [魔力 v] to (魔力)\n end\n end\n if <key (3 v) pressed?> then\n wait until <not <key (3 v) pressed?>>\n if <(魔力) > (timer)> then\n change [魔力 v] by (-15)\n set [魔法パターン v] to [3]\n broadcast (魔法 v)\n else\n set [魔力 v] to (魔力)\n end\n end\n if <key (4 v) pressed?> then\n wait until <not <key (4 v) pressed?>>\n if <(魔力) > [19]> then\n change [魔力 v] by (-20)\n set [魔法パターン v] to [4]\n broadcast (魔法 v)\n else\n set [魔力 v] to (魔力)\n end\n end\n if <key (5 v) pressed?> then\n wait until <not <key (5 v) pressed?>>\n if <(魔力) > [24]> then\n change [魔力 v] by (-25)\n set [魔法パターン v] to [5]\n broadcast (魔法 v)\n else\n set [魔力 v] to (魔力)\n end\n end\n if <key (6 v) pressed?> then\n wait until <not <key (6 v) pressed?>>\n if <(魔力) > [39]> then\n change [魔力 v] by (-40)\n set [魔法パターン v] to [6]\n broadcast (魔法 v)\n else\n set [魔力 v] to (魔力)\n end\n end\n if <key (7 v) pressed?> then\n wait until <not <key (7 v) pressed?>>\n if <(魔力) > [44]> then\n change [魔力 v] by (-45)\n set [魔法パターン v] to [7]\n broadcast (魔法 v)\n else\n set [魔力 v] to (魔力)\n end\n end\n if <key (8 v) pressed?> then\n wait until <not <key (8 v) pressed?>>\n if <(魔力) > [64]> then\n change [魔力 v] by (-65)\n set [魔法パターン v] to [8]\n broadcast (魔法 v)\n else\n set [魔力 v] to (魔力)\n end\n end\nend\n\nwhen flag clicked\nset [魔力 v] to [0]\nforever\n wait (0.5) seconds\n if <(魔力) > [149]> then\n set [魔力 v] to [150]\n else\n change [魔力 v] by (1)\n end\nend\n\nwait (0.25) seconds\n\nwhen flag clicked\nset [タイム v] to [0]\nrepeat until <([costume # v] of [ステージ v]) = [21]>\n wait (1) seconds\n change [タイム v] by (1)\nend\nif <(☁ タイムの世界記録) > (タイム)> then\n set [☁ タイムの世界記録 v] to (タイム)\nend\n\n@プレイヤー\n\nwhen I receive [suta-to v]\nset volume to (100) %\n\nwhen flag clicked\nhide\nset size to (60) %\ngo to x: (-220) y: (50)\nset [ghost v] effect to (100)\ngo to [back v] layer\n\nwhen I start as a clone\nset [brightness v] effect to (-1)\nrepeat (9)\n change [ghost v] effect by (7)\n change size by (-5.2)\nend\ndelete this clone\n\nwhen [z v] key pressed\n\nwhen flag clicked\nbroadcast (suta-to v)\nshow\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nset rotation style [left-right v]\npoint in direction (90)\nset [x v] to [0]\nset [y v] to [0]\nforever\n if <(y position) < [-170]> then\n start sound [crashed oof v]\n repeat (10)\n change [ghost v] effect by (7)\n end\n clear graphic effects\n go to x: (-210) y: (100)\n end\n if <<<touching (敵 v)?> or <<touching (ボス v)?> or <touching (ボスの攻撃 v)?>>> or <touching (裏ボス v)?>> then\n if <(シールド?) = [1]> then\n start sound [crashed oof v]\n broadcast (リセット v)\n repeat (10)\n change [ghost v] effect by (7)\n end\n clear graphic effects\n if <([costume # v] of [ステージ v]) = [7]> then\n go to x: (-210) y: (0)\n else\n go to x: (-210) y: (100)\n end\n end\n end\n if <touching (とげ v)?> then\n start sound [crashed oof v]\n broadcast (リセット v)\n repeat (10)\n change [ghost v] effect by (7)\n end\n clear graphic effects\n if <([costume # v] of [ステージ v]) = [7]> then\n go to x: (-210) y: (0)\n else\n go to x: (-210) y: (100)\n end\n end\n if <<<(x position) > (mouse x)> and <mouse down?>> or <key (left arrow v) pressed?>> then\n create clone of (_myself_ v)\n change [xのやつ v] by (-1)\n point in direction (-90)\n end\n if <<<(mouse x) > (x position)> and <mouse down?>> or <key (right arrow v) pressed?>> then\n create clone of (_myself_ v)\n change [xのやつ v] by (1)\n point in direction (90)\n end\n set [xのやつ v] to ((xのやつ) * (0.9))\n change x by (xのやつ)\n if <<touching (road- v)?> or <touching (ステージ v)?>> then\n change y by (1)\n if <<touching (road- v)?> or <touching (ステージ v)?>> then\n change y by (1)\n if <<touching (road- v)?> or <touching (ステージ v)?>> then\n change y by (1)\n if <<touching (road- v)?> or <touching (ステージ v)?>> then\n change y by (1)\n if <<touching (road- v)?> or <touching (ステージ v)?>> then\n change y by (1)\n if <<touching (road- v)?> or <touching (ステージ v)?>> then\n change x by ((xのやつ) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>> then\n start sound [ニュッ v]\n if <(xのやつ) > [0]> then\n set [xのやつ v] to [-7]\n else\n set [xのやつ v] to [7]\n end\n set [yだー v] to [15]\n else\n set [xのやつ 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 (road- v)?> or <touching (ステージ v)?>> then\n if <<key (up arrow v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>> then\n set [yだー v] to [16.3]\n start sound [ニュッ v]\n end\n end\n change y by (1)\n change [yだー v] by (-1)\n change y by (yだー)\n if <<touching (road- v)?> or <touching (ステージ v)?>> then\n change y by ((yだー) * (-1))\n set [yだー v] to [0]\n end\n if <(x position) > [230]> then\n if <not <(ぱざ) = [11]>> then\n broadcast (next v)\n start sound [Rip v]\n wait (0.5) seconds\n if <([costume # v] of [ステージ v]) = [7]> then\n go to x: (-216) y: (0)\n else\n go to x: (-216) y: (50)\n end\n end\n end\nend\n\nwait (1) seconds\n\nwait (2.4) seconds\n\nset [ぱざ v] to [10]\n\n@ステージ\n\nwhen I receive [next v]\nnext costume\n\nwhen flag clicked\ngo to [front v] layer\nswitch costume to (1 v)\nshow\n\nwhen I receive [続き v]\nswitch costume to (20 v)\n\nwhen I receive [裏続き v]\nswitch costume to (23 v)\n\n@とげ\n\nwhen flag clicked\ngo to [front v] layer\nswitch costume to (1 v)\nshow\ngo to [front v] layer\n\nwhen I receive [next v]\ngo to [front v] layer\nnext costume\n\n@敵\n\nwhen flag clicked\nhide\nforever\n if <([costume # v] of [ステージ v]) = [3]> then\n set [パターン v] to [1]\n wait (0.6) seconds\n repeat (1)\n create clone of (_myself_ v)\n end\n stop [this script v]\n end\nend\n\nwhen I start as a clone\nshow\nset rotation style [left-right v]\ngo to x: (200) y: (0)\nif <(パターン) = [1]> then\n switch costume to (1 v)\n set [敵:hp v] to [1]\n forever\n point towards (プレイヤー v)\n if <<touching (魔法5 v)?> and <([costume # v] of [魔法5 v]) = [1]>> then\n move (2) steps\n else\n move (5) steps\n end\n if <<touching (road- v)?> or <touching (ステージ v)?>> then\n change y by (3)\n if <<touching (road- v)?> or <touching (ステージ v)?>> then\n if <<touching (魔法5 v)?> and <([costume # v] of [魔法5 v]) = [1]>> then\n move (-2) steps\n else\n move (-5) steps\n end\n set [敵:y v] to [10]\n end\n end\n change y by (-1)\n change [敵:y v] by (-1)\n change y by (敵:Y)\n if <<touching (road- v)?> or <touching (ステージ v)?>> then\n change y by ((敵:Y) * (-1))\n set [敵:y v] to [0]\n end\n if <touching (プレイヤー v)?> then\n if <(シールド?) = [1]> then\n repeat (10)\n change [ghost v] effect by (7)\n end\n clear graphic effects\n go to x: (200) y: (0)\n end\n end\n if <([x position v] of [プレイヤー v]) > [230]> then\n if <not <(敵:HP) < [1]>> then\n delete this clone\n end\n end\n if <(敵:HP) < [1]> then\n start sound [Teleport2 v]\n repeat (10)\n change [ghost v] effect by (7)\n end\n clear graphic effects\n go to x: (200) y: (0)\n hide\n change [魔力 v] by (5)\n delete this clone\n end\n end\nend\nif <(パターン) = [2]> then\n switch costume to (2 v)\n set [敵:hp v] to [3]\n forever\n point towards (プレイヤー v)\n if <<touching (魔法5 v)?> and <([costume # v] of [魔法5 v]) = [1]>> then\n move (2) steps\n else\n move (5) steps\n end\n if <<touching (road- v)?> or <touching (ステージ v)?>> then\n change y by (3)\n if <<touching (road- v)?> or <touching (ステージ v)?>> then\n if <<touching (魔法5 v)?> and <([costume # v] of [魔法5 v]) = [1]>> then\n move (-2) steps\n else\n move (-5) steps\n end\n set [敵:y v] to [10]\n end\n end\n change y by (-1)\n change [敵:y v] by (-1)\n change y by (敵:Y)\n if <<touching (road- v)?> or <touching (ステージ v)?>> then\n change y by ((敵:Y) * (-1))\n set [敵:y v] to [0]\n end\n if <touching (プレイヤー v)?> then\n if <(シールド?) = [1]> then\n repeat (10)\n change [ghost v] effect by (7)\n end\n clear graphic effects\n go to x: (200) y: (0)\n end\n end\n if <([x position v] of [プレイヤー v]) > [230]> then\n if <not <(敵:HP) < [1]>> then\n delete this clone\n end\n end\n if <(敵:HP) < [1]> then\n start sound [Teleport2 v]\n repeat (10)\n change [ghost v] effect by (7)\n end\n clear graphic effects\n go to x: (200) y: (0)\n hide\n change [魔力 v] by (10)\n delete this clone\n end\n end\nend\nif <(パターン) = [3]> then\n switch costume to (3 v)\n set [敵:hp v] to [5]\n forever\n point towards (プレイヤー v)\n if <<touching (魔法5 v)?> and <([costume # v] of [魔法5 v]) = [1]>> then\n move (2) steps\n else\n move (5) steps\n end\n if <<touching (road- v)?> or <touching (ステージ v)?>> then\n change y by (3)\n if <<touching (road- v)?> or <touching (ステージ v)?>> then\n if <<touching (魔法5 v)?> and <([costume # v] of [魔法5 v]) = [1]>> then\n move (-2) steps\n else\n move (-5) steps\n end\n set [敵:y v] to [10]\n end\n end\n change y by (-1)\n change [敵:y v] by (-1)\n change y by (敵:Y)\n if <<touching (road- v)?> or <touching (ステージ v)?>> then\n change y by ((敵:Y) * (-1))\n set [敵:y v] to [0]\n end\n if <touching (プレイヤー v)?> then\n if <(シールド?) = [1]> then\n repeat (10)\n change [ghost v] effect by (7)\n end\n clear graphic effects\n go to x: (200) y: (0)\n end\n end\n if <([x position v] of [プレイヤー v]) > [230]> then\n if <not <(敵:HP) < [1]>> then\n delete this clone\n end\n end\n if <(敵:HP) < [1]> then\n start sound [Teleport2 v]\n repeat (10)\n change [ghost v] effect by (7)\n end\n clear graphic effects\n go to x: (200) y: (0)\n hide\n change [魔力 v] by (20)\n delete this clone\n end\n end\nend\nif <(パターン) = [4]> then\n switch costume to (4 v)\n set [敵:hp v] to [8]\n forever\n point towards (プレイヤー v)\n if <<touching (魔法5 v)?> and <([costume # v] of [魔法5 v]) = [1]>> then\n move (2) steps\n else\n move (6) steps\n end\n if <<touching (road- v)?> or <touching (ステージ v)?>> then\n change y by (3)\n if <<touching (road- v)?> or <touching (ステージ v)?>> then\n if <<touching (魔法5 v)?> and <([costume # v] of [魔法5 v]) = [1]>> then\n move (-2) steps\n else\n move (-6) steps\n end\n set [敵:y v] to [10]\n end\n end\n change y by (-1)\n change [敵:y v] by (-1)\n change y by (敵:Y)\n if <<touching (road- v)?> or <touching (ステージ v)?>> then\n change y by ((敵:Y) * (-1))\n set [敵:y v] to [0]\n end\n if <touching (プレイヤー v)?> then\n if <(シールド?) = [1]> then\n repeat (10)\n change [ghost v] effect by (7)\n end\n clear graphic effects\n go to x: (200) y: (0)\n end\n end\n if <([x position v] of [プレイヤー v]) > [230]> then\n if <not <(敵:HP) < [1]>> then\n delete this clone\n end\n end\n if <(敵:HP) < [1]> then\n start sound [Teleport2 v]\n repeat (10)\n change [ghost v] effect by (7)\n end\n clear graphic effects\n go to x: (200) y: (0)\n hide\n change [魔力 v] by (25)\n delete this clone\n end\n end\nend\nif <(パターン) = [5]> then\n switch costume to (5 v)\n set [敵:hp v] to [15]\n forever\n point towards (プレイヤー v)\n if <<touching (魔法5 v)?> and <([costume # v] of [魔法5 v]) = [1]>> then\n move (2) steps\n else\n move (7) steps\n end\n if <<touching (road- v)?> or <touching (ステージ v)?>> then\n change y by (3)\n if <<touching (road- v)?> or <touching (ステージ v)?>> then\n if <<touching (魔法5 v)?> and <([costume # v] of [魔法5 v]) = [1]>> then\n move (-2) steps\n else\n move (-7) steps\n end\n set [敵:y v] to [10]\n end\n end\n change y by (-1)\n change [敵:y v] by (-1)\n change y by (敵:Y)\n if <<touching (road- v)?> or <touching (ステージ v)?>> then\n change y by ((敵:Y) * (-1))\n set [敵:y v] to [0]\n end\n if <touching (プレイヤー v)?> then\n if <(シールド?) = [1]> then\n repeat (10)\n change [ghost v] effect by (7)\n end\n clear graphic effects\n go to x: (200) y: (0)\n end\n end\n if <([x position v] of [プレイヤー v]) > [230]> then\n if <not <(敵:HP) < [1]>> then\n delete this clone\n end\n end\n if <(敵:HP) < [1]> then\n start sound [Teleport2 v]\n repeat (10)\n change [ghost v] effect by (7)\n end\n clear graphic effects\n go to x: (200) y: (0)\n hide\n change [魔力 v] by (40)\n delete this clone\n end\n end\nend\n\nwhen flag clicked\nforever\n if <([costume # v] of [ステージ v]) = [4]> then\n set [パターン v] to [1]\n wait (0.6) seconds\n repeat (2)\n create clone of (_myself_ v)\n wait (0.3) seconds\n end\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <([costume # v] of [ステージ v]) = [5]> then\n set [パターン v] to [2]\n wait (0.6) seconds\n repeat (1)\n create clone of (_myself_ v)\n end\n stop [this script v]\n end\nend\n\nwhen I start as a clone\nforever\n if <touching (魔法3 v)?> then\n if <([costume # v] of [魔法3 v]) = [1]> then\n change [敵:hp v] by (-1)\n repeat (4)\n change [brightness v] effect by (25)\n end\n repeat (4)\n change [brightness v] effect by (-25)\n end\n end\n clear graphic effects\n wait (4) seconds\n end\nend\n\nwhen I start as a clone\nforever\n if <touching (魔法 v)?> then\n if <([costume # v] of [魔法 v]) = [1]> then\n change [敵:hp v] by (-1)\n repeat (4)\n change [brightness v] effect by (25)\n end\n repeat (4)\n change [brightness v] effect by (-25)\n end\n end\n clear graphic effects\n wait (0.5) seconds\n end\nend\n\nwhen I start as a clone\nforever\n if <touching (魔法2 v)?> then\n if <([costume # v] of [魔法2 v]) = [2]> then\n change x by (30)\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <touching (魔法4 v)?> then\n if <([costume # v] of [魔法4 v]) = [20]> then\n change [敵:hp v] by (-3)\n repeat (4)\n change [brightness v] effect by (25)\n end\n repeat (4)\n change [brightness v] effect by (-25)\n end\n end\n clear graphic effects\n wait (2) seconds\n end\nend\n\nwhen I start as a clone\nforever\n if <touching (魔法7 v)?> then\n if <([costume # v] of [魔法7 v]) = [1]> then\n change [敵:hp v] by (-10)\n repeat (4)\n change [brightness v] effect by (25)\n end\n repeat (4)\n change [brightness v] effect by (-25)\n end\n end\n clear graphic effects\n wait (3) seconds\n end\nend\n\nwhen I start as a clone\nforever\n if <touching (爆発1 v)?> then\n change [敵:hp v] by (-7)\n repeat (4)\n change [brightness v] effect by (25)\n end\n repeat (4)\n change [brightness v] effect by (-25)\n end\n clear graphic effects\n wait (2) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <([costume # v] of [ステージ v]) = [7]> then\n set [パターン v] to [2]\n wait (0.6) seconds\n repeat (1)\n create clone of (_myself_ v)\n end\n wait (0.3) seconds\n set [パターン v] to [1]\n repeat (1)\n create clone of (_myself_ v)\n end\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <([costume # v] of [ステージ v]) = [8]> then\n set [パターン v] to [3]\n wait (0.6) seconds\n repeat (1)\n create clone of (_myself_ v)\n end\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <([costume # v] of [ステージ v]) = [9]> then\n set [パターン v] to [1]\n wait (0.6) seconds\n repeat (1)\n create clone of (_myself_ v)\n end\n wait (0.3) seconds\n set [パターン v] to [2]\n repeat (1)\n create clone of (_myself_ v)\n end\n wait (0.3) seconds\n set [パターン v] to [3]\n repeat (1)\n create clone of (_myself_ v)\n end\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <([costume # v] of [ステージ v]) = [10]> then\n set [パターン v] to [2]\n wait (0.6) seconds\n repeat (2)\n create clone of (_myself_ v)\n wait (0.3) seconds\n end\n set [パターン v] to [3]\n repeat (1)\n create clone of (_myself_ v)\n end\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <([costume # v] of [ステージ v]) = [11]> then\n set [パターン v] to [1]\n wait (0.6) seconds\n repeat (10)\n create clone of (_myself_ v)\n wait (0.1) seconds\n end\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <([costume # v] of [ステージ v]) = [12]> then\n set [パターン v] to [2]\n wait (0.6) seconds\n repeat (5)\n create clone of (_myself_ v)\n wait (0.1) seconds\n end\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <([costume # v] of [ステージ v]) = [13]> then\n set [パターン v] to [4]\n wait (0.6) seconds\n repeat (1)\n create clone of (_myself_ v)\n end\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <([costume # v] of [ステージ v]) = [14]> then\n set [パターン v] to [4]\n wait (0.6) seconds\n repeat (2)\n create clone of (_myself_ v)\n wait (0.3) seconds\n end\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <([costume # v] of [ステージ v]) = [15]> then\n set [パターン v] to [2]\n wait (0.6) seconds\n repeat (2)\n create clone of (_myself_ v)\n wait (0.1) seconds\n end\n set [パターン v] to [3]\n repeat (2)\n create clone of (_myself_ v)\n wait (0.1) seconds\n end\n set [パターン v] to [4]\n repeat (2)\n create clone of (_myself_ v)\n wait (0.1) seconds\n end\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <([costume # v] of [ステージ v]) = [16]> then\n set [パターン v] to [5]\n wait (0.6) seconds\n repeat (1)\n create clone of (_myself_ v)\n end\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <([costume # v] of [ステージ v]) = [18]> then\n set [パターン v] to [1]\n wait (0.6) seconds\n repeat (2)\n create clone of (_myself_ v)\n wait (0.1) seconds\n end\n set [パターン v] to [2]\n repeat (2)\n create clone of (_myself_ v)\n wait (0.1) seconds\n end\n set [パターン v] to [3]\n repeat (2)\n create clone of (_myself_ v)\n wait (0.1) seconds\n end\n set [パターン v] to [4]\n repeat (1)\n create clone of (_myself_ v)\n end\n wait (0.1) seconds\n set [パターン v] to [5]\n repeat (1)\n create clone of (_myself_ v)\n end\n stop [this script v]\n end\nend\n\nwhen I receive [ボス登場 v]\nwait (2) seconds\nforever\n broadcast (攻撃 v) and wait\n set [パターン v] to [1]\n repeat (1)\n create clone of (_myself_ v)\n end\n wait (0.1) seconds\n set [パターン v] to [2]\n repeat (1)\n create clone of (_myself_ v)\n end\n wait (0.1) seconds\n set [パターン v] to [3]\n repeat (1)\n create clone of (_myself_ v)\n end\n wait (0.1) seconds\n set [パターン v] to [4]\n repeat (1)\n create clone of (_myself_ v)\n end\n wait (0.1) seconds\n set [パターン v] to [5]\n repeat (1)\n create clone of (_myself_ v)\n end\n wait (8) seconds\n broadcast (攻撃2 v) and wait\nend\n\nwhen I receive [倒した v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [裏ボス登場 v]\nwait (2) seconds\nforever\n broadcast (攻撃4 v) and wait\n set [パターン v] to [1]\n repeat (2)\n create clone of (_myself_ v)\n end\n wait (0.1) seconds\n set [パターン v] to [2]\n repeat (2)\n create clone of (_myself_ v)\n end\n wait (0.1) seconds\n set [パターン v] to [3]\n repeat (2)\n create clone of (_myself_ v)\n end\n wait (0.1) seconds\n set [パターン v] to [4]\n repeat (2)\n create clone of (_myself_ v)\n end\n wait (0.1) seconds\n set [パターン v] to [5]\n repeat (2)\n create clone of (_myself_ v)\n end\n wait (3) seconds\n broadcast (攻撃3 v) and wait\nend\n\nwhen I receive [裏倒した v]\nstop [other scripts in sprite v]\ndelete this clone\n\n@太陽\n\nwhen flag clicked\ngo to [back v] layer\ngo to x: (205) y: (160)\nset size to (100) %\nswitch costume to (1 v)\nshow\nforever\n Size: [100] から Size: [65] Size: [10]\n Size: [65] から Size: [100] Size: [10]\nend\n\ndefine Size: (size1) から Size: (size2) Size: (speed)\nset size to (size1) %\nrepeat until <(round (size)) = (size2)>\n go to [back v] layer\n change size by (((size2) - (size)) / (speed))\nend\n\n@曇\n\nwhen flag clicked\nhide\nforever\n wait (pick random (2) to (4)) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nset [ghost v] effect to (20)\ngo to [back v] layer\nshow\ngo to x: (300) y: (pick random (40) to (180))\nset size to (pick random (100) to (200)) %\nrepeat (180)\n change x by (-3)\nend\nhide\ndelete this clone\n\n@魔法\n\nwhen flag clicked\nset [シールド? v] to [1]\nhide variable [シールドの持続時間 v]\ngo to [front v] layer\nclear graphic effects\nhide\n\nwhen I receive [発動 v]\nclear graphic effects\nshow\nswitch costume to (1 v)\nset size to (100) %\ngo to (プレイヤー v)\nif <([direction v] of [プレイヤー v]) = [90]> then\n change x by (30)\nelse\n change x by (-30)\nend\nrepeat until <<<<touching (敵 v)?> or <touching (魔法感知 v)?>> or <touching (ステージ v)?>> or <<touching (ボス v)?> or <touching (裏ボス v)?>>>\n if <([direction v] of [プレイヤー v]) = [90]> then\n change x by (30)\n else\n change x by (-30)\n end\nend\nrepeat (4)\n change [ghost v] effect by (25)\n change [brightness v] effect by (25)\nend\nhide\n\n@杖\n\nwhen flag clicked\nset size to (100) %\ngo to x: (0) y: (0)\nswitch costume to (1 v)\nforever\n go to (プレイヤー v)\nend\n\nwhen flag clicked\nforever\n if <([direction v] of [プレイヤー v]) = [90]> then\n switch costume to (1 v)\n else\n switch costume to (2 v)\n end\nend\n\n@魔法感知\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\n@魔法演出\n\nwhen flag clicked\nhide\n\nwhen I receive [魔法 v]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(魔法パターン) = [1]> then\n show\n switch costume to (1 v)\n set size to (200) %\n set [ghost v] effect to (100)\n repeat (12)\n go to (プレイヤー v)\n change [ghost v] effect by (-4)\n change [whirl v] effect by (4)\n change size by (-15)\n end\n hide\n broadcast (発動 v)\n delete this clone\nend\nif <(魔法パターン) = [2]> then\n show\n switch costume to (2 v)\n set size to (200) %\n set [ghost v] effect to (100)\n repeat (12)\n go to (プレイヤー v)\n change [ghost v] effect by (-4)\n change [whirl v] effect by (4)\n change size by (-15)\n end\n hide\n broadcast (発動2 v)\n delete this clone\nend\nif <(魔法パターン) = [3]> then\n show\n switch costume to (3 v)\n set size to (200) %\n set [ghost v] effect to (100)\n repeat (12)\n go to (プレイヤー v)\n change [ghost v] effect by (-4)\n change [whirl v] effect by (4)\n change size by (-15)\n end\n hide\n broadcast (発動3 v)\n delete this clone\nend\nif <(魔法パターン) = [4]> then\n show\n switch costume to (4 v)\n set size to (200) %\n set [ghost v] effect to (100)\n repeat (12)\n go to (プレイヤー v)\n change [ghost v] effect by (-4)\n change [whirl v] effect by (4)\n change size by (-15)\n end\n hide\n broadcast (発動4 v)\n delete this clone\nend\nif <(魔法パターン) = [5]> then\n show\n switch costume to (5 v)\n set size to (200) %\n set [ghost v] effect to (100)\n repeat (12)\n go to (プレイヤー v)\n change [ghost v] effect by (-4)\n change [whirl v] effect by (4)\n change size by (-15)\n end\n hide\n broadcast (発動5 v)\n delete this clone\nend\nif <(魔法パターン) = [6]> then\n show\n switch costume to (6 v)\n set size to (200) %\n set [ghost v] effect to (100)\n repeat (12)\n go to (プレイヤー v)\n change [ghost v] effect by (-4)\n change [whirl v] effect by (4)\n change size by (-15)\n end\n hide\n broadcast (発動6 v)\n delete this clone\nend\nif <(魔法パターン) = [7]> then\n show\n switch costume to (7 v)\n set size to (200) %\n set [ghost v] effect to (100)\n repeat (12)\n go to (プレイヤー v)\n change [ghost v] effect by (-4)\n change [whirl v] effect by (4)\n change size by (-15)\n end\n hide\n broadcast (発動7 v)\n delete this clone\nend\nif <(魔法パターン) = [8]> then\n show\n switch costume to (8 v)\n set size to (200) %\n set [ghost v] effect to (100)\n repeat (12)\n go to (プレイヤー v)\n change [ghost v] effect by (-4)\n change [whirl v] effect by (4)\n change size by (-15)\n end\n hide\n broadcast (発動8 v)\n delete this clone\nend\n\n@帽子\n\nwhen flag clicked\nswitch costume to (1 v)\nforever\n go to (プレイヤー v)\nend\n\nwhen flag clicked\nforever\n if <([direction v] of [プレイヤー v]) = [90]> then\n switch costume to (1 v)\n else\n switch costume to (2 v)\n end\nend\n\n@爆発1\n\nwhen I receive [爆発 v]\ngo to x: (0) y: (0)\nset size to (300) %\nswitch costume to (コスチューム1 v)\nshow\nstart sound [se_enep01 v]\nrepeat (27)\n set size to (300) %\n go to [front v] layer\n next costume\nend\nhide\n\n@ステージ2\n\nwhen flag clicked\nforever\n if <([costume # v] of [ステージ v]) = [9]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <<touching (プレイヤー v)?> or <touching (敵 v)?>> then\n set [ghost v] effect to (50)\n else\n clear graphic effects\n end\nend\n\n@魔法2\n\nwhen flag clicked\ngo to [front v] layer\nclear graphic effects\nhide\n\nwhen I receive [発動2 v]\nclear graphic effects\nshow\ngo to [front v] layer\nswitch costume to (2 v)\nset size to (100) %\nset [ghost v] effect to (50)\ngo to x: (-280) y: (0)\nset y to (0)\nrepeat (20)\n change size by (10)\n go to [front v] layer\nend\nswitch costume to (3 v)\nrepeat until <(x position) > [280]>\n change x by (30)\n go to [front v] layer\nend\nrepeat (4)\n change [ghost v] effect by (13)\n change [brightness v] effect by (25)\nend\nhide\n\n@魔法3\n\nwhen flag clicked\ngo to [front v] layer\nclear graphic effects\nhide\n\nwhen I receive [発動3 v]\ngo to [front v] layer\nclear graphic effects\nshow\nswitch costume to (5 v)\nset size to (100) %\nset [ghost v] effect to (50)\ngo to x: (0) y: (0)\nswitch costume to (4 v)\nstart sound [Ripples v]\nrepeat until <(y position) > [370]>\n go to [front v] layer\n change y by (30)\nend\nwait (1) seconds\nrepeat (4)\n change [ghost v] effect by (13)\n change [brightness v] effect by (25)\nend\nhide\n\n@ボス\n\nwhen flag clicked\nhide variable [ボスのhp v]\nhide\nwait until <([costume # v] of [ステージ v]) > [18]>\nbroadcast (ボス登場 v)\ngo to x: (140) y: (20)\nshow\nset [ghost v] effect to (100)\nrepeat (25)\n change [ghost v] effect by (-4)\nend\nset [ボスのhp v] to [50]\nshow variable [ボスのhp v]\nforever\n if <(ボスのHP) < [1]> then\n broadcast (倒した v)\n stop [other scripts in sprite v]\n repeat (50)\n change [ghost v] effect by (5)\n change [pixelate v] effect by (5)\n change [brightness v] effect by (5)\n end\n hide variable [ボスのhp v]\n hide\n broadcast (続き v)\n stop [this script v]\n end\nend\n\nwhen I receive [ボス登場 v]\nforever\n if <touching (爆発1 v)?> then\n change [ボスのhp v] by (-7)\n repeat (4)\n change [brightness v] effect by (25)\n end\n repeat (4)\n change [brightness v] effect by (-25)\n end\n clear graphic effects\n wait (2) seconds\n end\nend\n\nwhen I receive [ボス登場 v]\nforever\n if <touching (魔法7 v)?> then\n if <([costume # v] of [魔法7 v]) = [1]> then\n change [ボスのhp v] by (-10)\n repeat (4)\n change [brightness v] effect by (25)\n end\n repeat (4)\n change [brightness v] effect by (-25)\n end\n end\n clear graphic effects\n wait (3) seconds\n end\nend\n\nwhen I receive [ボス登場 v]\nforever\n if <touching (魔法3 v)?> then\n if <([costume # v] of [魔法3 v]) = [1]> then\n change [ボスのhp v] by (-1)\n repeat (4)\n change [brightness v] effect by (25)\n end\n repeat (4)\n change [brightness v] effect by (-25)\n end\n end\n clear graphic effects\n wait (4) seconds\n end\nend\n\nwhen I receive [ボス登場 v]\nforever\n if <touching (魔法4 v)?> then\n if <([costume # v] of [魔法4 v]) = [20]> then\n change [ボスのhp v] by (-3)\n repeat (4)\n change [brightness v] effect by (25)\n end\n repeat (4)\n change [brightness v] effect by (-25)\n end\n end\n clear graphic effects\n wait (2) seconds\n end\nend\n\nwhen I receive [ボス登場 v]\nforever\n if <touching (魔法 v)?> then\n if <([costume # v] of [魔法 v]) = [1]> then\n change [ボスのhp v] by (-1)\n repeat (4)\n change [brightness v] effect by (25)\n end\n repeat (4)\n change [brightness v] effect by (-25)\n end\n end\n clear graphic effects\n wait (1) seconds\n end\nend\n\n@魔法4\n\nwhen flag clicked\ngo to [front v] layer\nclear graphic effects\nhide\n\nwhen I receive [発動4 v]\nclear graphic effects\nshow\nswitch costume to (6 v)\nset size to (100) %\nset [ghost v] effect to (10)\ngo to (プレイヤー v)\nchange x by (170)\nstart sound [Pew v]\nrepeat until <(costume [number v]) > [19]>\n next costume\nend\nwait (1.5) seconds\nrepeat until <(costume [number v]) < [2]>\n switch costume to ((costume [number v]) - (1))\nend\nhide\nbroadcast (終了 v)\n\nwhen I receive [発動4 v]\nforever\n if <([direction v] of [プレイヤー v]) = [90]> then\n go to (プレイヤー v)\n change x by (170)\n else\n go to (プレイヤー v)\n change x by (-170)\n end\nend\n\nwhen I receive [終了 v]\nstop [other scripts in sprite v]\n\n@魔法5\n\nwhen flag clicked\nset [シールド? v] to [1]\nhide variable [シールドの持続時間 v]\ngo to [front v] layer\nclear graphic effects\nhide\n\nwhen I receive [発動5 v]\nclear graphic effects\nshow\nswitch costume to (26 v)\nset size to (100) %\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\ngo to [front v] layer\nrepeat (40)\n change [ghost v] effect by (-2)\nend\nwait (10) seconds\nrepeat (40)\n change [ghost v] effect by (2)\nend\nhide\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@魔法6\n\nwhen flag clicked\nset [シールド? v] to [1]\nhide variable [シールドの持続時間 v]\ngo to [front v] layer\nclear graphic effects\nhide\n\nwhen I receive [シールド v]\nshow variable [シールドの持続時間 v]\nset [シールド? v] to [2]\nbroadcast (シールド中 v)\nset [シールドの持続時間 v] to [5]\nrepeat (5)\n wait (1) seconds\n change [シールドの持続時間 v] by (-1)\nend\nhide variable [シールドの持続時間 v]\nset [シールド? v] to [1]\n\nwhen I receive [発動6 v]\n\nwhen I receive [発動6 v]\nclear graphic effects\nshow\nswitch costume to (27 v)\nset size to (100) %\ngo to x: (0) y: (0)\nrepeat (13)\n go to (プレイヤー v)\n change [ghost v] effect by (8)\n change size by (6)\nend\nbroadcast (シールド v)\nhide\n\nwhen I receive [シールド中 v]\nset size to (100) %\nshow\nswitch costume to (28 v)\nset [ghost v] effect to (50)\nrepeat until <(シールド?) = [1]>\n go to (プレイヤー v)\nend\nhide\n\n@魔法7\n\nwhen flag clicked\ngo to [front v] layer\nclear graphic effects\nhide\n\nwhen I receive [発動7 v]\nclear graphic effects\nshow\nswitch costume to (29 v)\nset size to (100) %\nstart sound [BOOOOOOOON!! v]\ngo to x: (pick random (-300) to (300)) y: (0)\nrepeat (13)\n change [ghost v] effect by (8)\nend\nhide\n\n@魔法8\n\nwhen flag clicked\ngo to [front v] layer\nclear graphic effects\nhide\n\nwhen I receive [発動8 v]\nclear graphic effects\nhide\nswitch costume to (30 v)\nset size to (100) %\ngo to x: (0) y: (300)\nshow\nrepeat until <<touching (魔法感知2 v)?> or <touching (ステージ v)?>>\n change y by (-50)\nend\nbroadcast (爆発 v)\nhide\n\n@サムネ\n\nwhen flag clicked\nshow variable [☁ タイムの世界記録 v]\nshow variable [タイム v]\nshow variable [魔力 v]\ngo to [front v] layer\nset [ghost v] effect to (100)\n\n@ボスの攻撃\n\nwhen I receive [攻撃 v]\nset [ボス攻撃 v] to [1]\nrepeat (2)\n create clone of (_myself_ v)\n wait (0.3) seconds\nend\nwait (5) seconds\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nif <(ボス攻撃) = [1]> then\n switch costume to (1 v)\n set size to (50) %\n show\n go to x: (pick random (-300) to (175)) y: (180)\n set [ghost v] effect to (100)\n set [brightness v] effect to (100)\n set [pixelate v] effect to (100)\n repeat (25)\n change [ghost v] effect by (-4)\n change [pixelate v] effect by (-4)\n change [brightness v] effect by (-4)\n end\n clear graphic effects\n wait (1) seconds\n repeat until <touching (ステージ v)?>\n change y by (-50)\n end\n repeat (4)\n change [ghost v] effect by (25)\n change [pixelate v] effect by (25)\n change [brightness v] effect by (25)\n end\n hide\n delete this clone\nend\n\nwhen I receive [攻撃2 v]\nset [ボス攻撃 v] to [2]\nrepeat (2)\n create clone of (_myself_ v)\n wait (1) seconds\nend\nwait (8) seconds\n\nwhen I receive [倒した v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I start as a clone\nif <(ボス攻撃) = [2]> then\n switch costume to (2 v)\n clear graphic effects\n set size to (80) %\n show\n go to x: (pick random (-300) to (175)) y: (-180)\n repeat (30)\n change y by (5)\n end\n wait (3) seconds\n repeat (4)\n change [ghost v] effect by (25)\n change [pixelate v] effect by (25)\n change [brightness v] effect by (25)\n end\n hide\n delete this clone\nend\n\nwhen I receive [攻撃4 v]\nset [ボス攻撃 v] to [1]\nrepeat (5)\n create clone of (_myself_ v)\n wait (0.1) seconds\nend\nwait (2.5) seconds\n\nwhen I receive [攻撃3 v]\nset [ボス攻撃 v] to [2]\nrepeat (4)\n create clone of (_myself_ v)\n wait (0.5) seconds\nend\nwait (3.5) seconds\n\n@判定\n\nwhen flag clicked\nset [ghost v] effect to (100)\nshow\ngo to x: (0) y: (0)\nforever\n if <touching (プレイヤー v)?> then\n hide variable [☁ タイムの世界記録 v]\n hide variable [タイム v]\n hide variable [魔力 v]\n else\n show variable [☁ タイムの世界記録 v]\n show variable [タイム v]\n show variable [魔力 v]\n end\nend\n\n@判定2\n\nwhen flag clicked\nset [ghost v] effect to (100)\nshow\ngo to x: (0) y: (0)\n\nwhen I receive [シールド中 v]\nrepeat until <(シールド?) = [1]>\n if <touching (プレイヤー v)?> then\n hide variable [シールドの持続時間 v]\n else\n show variable [シールドの持続時間 v]\n end\nend\nhide variable [シールドの持続時間 v]\n\n@センサー\n\nwhen flag clicked\nswitch costume to (2 v)\ngo to x: (0) y: (0)\nswitch costume to (1 v)\nforever\n if <touching (mouse-pointer v)?> then\n wait (0.05) seconds\n if <touching (mouse-pointer v)?> then\n if <[message v] contains [♡]?> then\n delete (item # of [♡] in [message v]) of [message v]\n else\n add [♡] to [message v]\n end\n end\n end\n wait until <not <touching (mouse-pointer v)?>>\nend\n\n@センサー2\n\nwhen flag clicked\nswitch costume to (2 v)\ngo to x: (0) y: (0)\nswitch costume to (1 v)\nforever\n if <touching (mouse-pointer v)?> then\n wait (0.05) seconds\n if <touching (mouse-pointer v)?> then\n if <[message v] contains [★]?> then\n delete (item # of [★] in [message v]) of [message v]\n else\n add [★] to [message v]\n end\n end\n end\n wait until <not <touching (mouse-pointer v)?>>\nend\n\n@メッセージ\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (95) y: (-245)\nhide\nforever\n if <<[message v] contains [♡]?> and <[message v] contains [★]?>> then\n show\n start sound [Coin v]\n repeat (5)\n go to [front v] layer\n change y by (10)\n end\n wait (1) seconds\n repeat (5)\n go to [front v] layer\n change y by (-10)\n end\n hide\n stop [this script v]\n end\nend\n\n@魔法使用\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nset size to (65) %\nswitch costume to (1 v)\ngo to x: (-210) y: (-160)\nforever\n go to [front v] layer\n if <(モード変更) = [M]> then\n show\n else\n hide\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\n if <(魔力) > [4]> then\n change [魔力 v] by (-5)\n set [魔法パターン v] to [1]\n broadcast (魔法 v)\n else\n set [魔力 v] to (魔力)\n end\n end\nend\n\n@魔法使用2\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nset size to (65) %\nswitch costume to (2 v)\ngo to x: (-150) y: (-160)\nforever\n go to [front v] layer\n if <(モード変更) = [M]> then\n show\n else\n hide\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\n if <(魔力) > [9]> then\n change [魔力 v] by (-10)\n set [魔法パターン v] to [2]\n broadcast (魔法 v)\n else\n set [魔力 v] to (魔力)\n end\n end\nend\n\nif <key (3 v) pressed?> then\n wait until <not <key (3 v) pressed?>>\n if <(魔力) > [14]> then\n change [魔力 v] by (-15)\n set [魔法パターン v] to [3]\n broadcast (魔法 v)\n else\n set [魔力 v] to (魔力)\n end\nend\nif <key (4 v) pressed?> then\n wait until <not <key (4 v) pressed?>>\n if <(魔力) > [19]> then\n change [魔力 v] by (-20)\n set [魔法パターン v] to [4]\n broadcast (魔法 v)\n else\n set [魔力 v] to (魔力)\n end\nend\nif <key (5 v) pressed?> then\n wait until <not <key (5 v) pressed?>>\n if <(魔力) > [24]> then\n change [魔力 v] by (-25)\n set [魔法パターン v] to [5]\n broadcast (魔法 v)\n else\n set [魔力 v] to (魔力)\n end\nend\nif <key (6 v) pressed?> then\n wait until <not <key (6 v) pressed?>>\n if <(魔力) > [39]> then\n change [魔力 v] by (-40)\n set [魔法パターン v] to [6]\n broadcast (魔法 v)\n else\n set [魔力 v] to (魔力)\n end\nend\nif <key (7 v) pressed?> then\n wait until <not <key (7 v) pressed?>>\n if <(魔力) > [44]> then\n change [魔力 v] by (-45)\n set [魔法パターン v] to [7]\n broadcast (魔法 v)\n else\n set [魔力 v] to (魔力)\n end\nend\nif <key (8 v) pressed?> then\n wait until <not <key (8 v) pressed?>>\n if <(魔力) > [64]> then\n change [魔力 v] by (-65)\n set [魔法パターン v] to [8]\n broadcast (魔法 v)\n else\n set [魔力 v] to (魔力)\n end\nend\n\n@モード変換\n\nwhen this sprite clicked\nif <(costume [number v]) = [1]> then\n start sound [モード変換 v]\n switch costume to (mobile v)\n set [モード変更 v] to [M]\nelse\n start sound [モード変換 v]\n switch costume to (pc v)\n set [モード変更 v] to [P]\nend\n\nwhen flag clicked\nswitch costume to (pc v)\ngo to [front v] layer\nset [モード変更 v] to [P]\nshow\n\nwhen flag clicked\nshow\nwait (5) seconds\nhide\n\n@魔法使用3\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nset size to (65) %\nswitch costume to (3 v)\ngo to x: (-90) y: (-160)\nforever\n go to [front v] layer\n if <(モード変更) = [M]> then\n show\n else\n hide\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\n if <(魔力) > [14]> then\n change [魔力 v] by (-15)\n set [魔法パターン v] to [3]\n broadcast (魔法 v)\n else\n set [魔力 v] to (魔力)\n end\n end\nend\n\nif <key (4 v) pressed?> then\n wait until <not <key (4 v) pressed?>>\n if <(魔力) > [19]> then\n change [魔力 v] by (-20)\n set [魔法パターン v] to [4]\n broadcast (魔法 v)\n else\n set [魔力 v] to (魔力)\n end\nend\nif <key (5 v) pressed?> then\n wait until <not <key (5 v) pressed?>>\n if <(魔力) > [24]> then\n change [魔力 v] by (-25)\n set [魔法パターン v] to [5]\n broadcast (魔法 v)\n else\n set [魔力 v] to (魔力)\n end\nend\nif <key (6 v) pressed?> then\n wait until <not <key (6 v) pressed?>>\n if <(魔力) > [39]> then\n change [魔力 v] by (-40)\n set [魔法パターン v] to [6]\n broadcast (魔法 v)\n else\n set [魔力 v] to (魔力)\n end\nend\nif <key (7 v) pressed?> then\n wait until <not <key (7 v) pressed?>>\n if <(魔力) > [44]> then\n change [魔力 v] by (-45)\n set [魔法パターン v] to [7]\n broadcast (魔法 v)\n else\n set [魔力 v] to (魔力)\n end\nend\nif <key (8 v) pressed?> then\n wait until <not <key (8 v) pressed?>>\n if <(魔力) > [64]> then\n change [魔力 v] by (-65)\n set [魔法パターン v] to [8]\n broadcast (魔法 v)\n else\n set [魔力 v] to (魔力)\n end\nend\n\n@魔法使用4\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nset size to (65) %\nswitch costume to (4 v)\ngo to x: (-30) y: (-160)\nforever\n go to [front v] layer\n if <(モード変更) = [M]> then\n show\n else\n hide\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\n if <(魔力) > [19]> then\n change [魔力 v] by (-20)\n set [魔法パターン v] to [4]\n broadcast (魔法 v)\n else\n set [魔力 v] to (魔力)\n end\n end\nend\n\nif <key (5 v) pressed?> then\n wait until <not <key (5 v) pressed?>>\n if <(魔力) > [24]> then\n change [魔力 v] by (-25)\n set [魔法パターン v] to [5]\n broadcast (魔法 v)\n else\n set [魔力 v] to (魔力)\n end\nend\nif <key (6 v) pressed?> then\n wait until <not <key (6 v) pressed?>>\n if <(魔力) > [39]> then\n change [魔力 v] by (-40)\n set [魔法パターン v] to [6]\n broadcast (魔法 v)\n else\n set [魔力 v] to (魔力)\n end\nend\nif <key (7 v) pressed?> then\n wait until <not <key (7 v) pressed?>>\n if <(魔力) > [44]> then\n change [魔力 v] by (-45)\n set [魔法パターン v] to [7]\n broadcast (魔法 v)\n else\n set [魔力 v] to (魔力)\n end\nend\nif <key (8 v) pressed?> then\n wait until <not <key (8 v) pressed?>>\n if <(魔力) > [64]> then\n change [魔力 v] by (-65)\n set [魔法パターン v] to [8]\n broadcast (魔法 v)\n else\n set [魔力 v] to (魔力)\n end\nend\n\n@魔法使用5\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nset size to (65) %\nswitch costume to (5 v)\ngo to x: (30) y: (-160)\nforever\n go to [front v] layer\n if <(モード変更) = [M]> then\n show\n else\n hide\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\n if <(魔力) > [24]> then\n change [魔力 v] by (-25)\n set [魔法パターン v] to [5]\n broadcast (魔法 v)\n else\n set [魔力 v] to (魔力)\n end\n end\nend\n\nif <key (6 v) pressed?> then\n wait until <not <key (6 v) pressed?>>\n if <(魔力) > [39]> then\n change [魔力 v] by (-40)\n set [魔法パターン v] to [6]\n broadcast (魔法 v)\n else\n set [魔力 v] to (魔力)\n end\nend\nif <key (7 v) pressed?> then\n wait until <not <key (7 v) pressed?>>\n if <(魔力) > [44]> then\n change [魔力 v] by (-45)\n set [魔法パターン v] to [7]\n broadcast (魔法 v)\n else\n set [魔力 v] to (魔力)\n end\nend\nif <key (8 v) pressed?> then\n wait until <not <key (8 v) pressed?>>\n if <(魔力) > [64]> then\n change [魔力 v] by (-65)\n set [魔法パターン v] to [8]\n broadcast (魔法 v)\n else\n set [魔力 v] to (魔力)\n end\nend\n\n@魔法使用6\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nset size to (65) %\nswitch costume to (6 v)\ngo to x: (90) y: (-160)\nforever\n go to [front v] layer\n if <(モード変更) = [M]> then\n show\n else\n hide\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\n if <(魔力) > [39]> then\n change [魔力 v] by (-40)\n set [魔法パターン v] to [6]\n broadcast (魔法 v)\n else\n set [魔力 v] to (魔力)\n end\n end\nend\n\nif <key (7 v) pressed?> then\n wait until <not <key (7 v) pressed?>>\n if <(魔力) > [44]> then\n change [魔力 v] by (-45)\n set [魔法パターン v] to [7]\n broadcast (魔法 v)\n else\n set [魔力 v] to (魔力)\n end\nend\nif <key (8 v) pressed?> then\n wait until <not <key (8 v) pressed?>>\n if <(魔力) > [64]> then\n change [魔力 v] by (-65)\n set [魔法パターン v] to [8]\n broadcast (魔法 v)\n else\n set [魔力 v] to (魔力)\n end\nend\n\n@魔法使用7\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nset size to (65) %\nswitch costume to (7 v)\ngo to x: (150) y: (-160)\nforever\n go to [front v] layer\n if <(モード変更) = [M]> then\n show\n else\n hide\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\n if <(魔力) > [44]> then\n change [魔力 v] by (-45)\n set [魔法パターン v] to [7]\n broadcast (魔法 v)\n else\n set [魔力 v] to (魔力)\n end\n end\nend\n\nif <key (8 v) pressed?> then\n wait until <not <key (8 v) pressed?>>\n if <(魔力) > [64]> then\n change [魔力 v] by (-65)\n set [魔法パターン v] to [8]\n broadcast (魔法 v)\n else\n set [魔力 v] to (魔力)\n end\nend\n\n@魔法使用8\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nset size to (65) %\nswitch costume to (8 v)\ngo to x: (210) y: (-160)\nforever\n go to [front v] layer\n if <(モード変更) = [M]> then\n show\n else\n hide\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\n if <(魔力) > [64]> then\n change [魔力 v] by (-65)\n set [魔法パターン v] to [8]\n broadcast (魔法 v)\n else\n set [魔力 v] to (魔力)\n end\n end\nend\n\n@裏ボス\n\nwhen flag clicked\nhide variable [ボスのhp v]\nhide variable [裏ボスのhp v]\nhide\nwait until <([costume # v] of [ステージ v]) > [21]>\nbroadcast (裏ボス登場 v)\ngo to x: (140) y: (20)\nshow\nset [ghost v] effect to (100)\nrepeat (25)\n change [ghost v] effect by (-4)\nend\nset [裏ボスのhp v] to [100]\nshow variable [裏ボスのhp v]\nforever\n if <(裏ボスのHP) < [1]> then\n broadcast (裏倒した v)\n stop [other scripts in sprite v]\n repeat (50)\n change [ghost v] effect by (5)\n change [pixelate v] effect by (5)\n change [brightness v] effect by (5)\n end\n hide variable [裏ボスのhp v]\n hide\n broadcast (裏続き v)\n stop [this script v]\n end\nend\n\nwhen I receive [裏ボス登場 v]\nforever\n if <touching (爆発1 v)?> then\n change [裏ボスのhp v] by (-7)\n repeat (4)\n change [brightness v] effect by (25)\n end\n repeat (4)\n change [brightness v] effect by (-25)\n end\n clear graphic effects\n wait (2) seconds\n end\nend\n\nwhen I receive [裏ボス登場 v]\nforever\n if <touching (魔法7 v)?> then\n if <([costume # v] of [魔法7 v]) = [1]> then\n change [裏ボスのhp v] by (-10)\n repeat (4)\n change [brightness v] effect by (25)\n end\n repeat (4)\n change [brightness v] effect by (-25)\n end\n end\n clear graphic effects\n wait (3) seconds\n end\nend\n\nwhen I receive [裏ボス登場 v]\nforever\n if <touching (魔法3 v)?> then\n if <([costume # v] of [魔法3 v]) = [1]> then\n change [裏ボスのhp v] by (-1)\n repeat (4)\n change [brightness v] effect by (25)\n end\n repeat (4)\n change [brightness v] effect by (-25)\n end\n end\n clear graphic effects\n wait (4) seconds\n end\nend\n\nwhen I receive [裏ボス登場 v]\nforever\n if <touching (魔法4 v)?> then\n if <([costume # v] of [魔法4 v]) = [20]> then\n change [裏ボスのhp v] by (-3)\n repeat (4)\n change [brightness v] effect by (25)\n end\n repeat (4)\n change [brightness v] effect by (-25)\n end\n end\n clear graphic effects\n wait (2) seconds\n end\nend\n\nwhen I receive [裏ボス登場 v]\nforever\n if <touching (魔法 v)?> then\n if <([costume # v] of [魔法 v]) = [1]> then\n change [裏ボスのhp v] by (-1)\n repeat (4)\n change [brightness v] effect by (25)\n end\n repeat (4)\n change [brightness v] effect by (-25)\n end\n end\n clear graphic effects\n wait (1) seconds\n end\nend\n\n@スプライト1\n\nwhen flag clicked\nswitch costume to (2 v)\ngo to x: (0) y: (0)\nswitch costume to (1 v)\nforever\n if <([costume # v] of [ステージ v]) = [21]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <touching (プレイヤー v)?> then\n set [ghost v] effect to (50)\n else\n clear graphic effects\n end\nend\n\n@ターボ対策ソフト\n\nwhen I receive [ターボチェック v]\nreset timer\nwait (0) seconds\nif <(timer) = [0]> then\n broadcast (owari v)\nend\n\nwhen [space v] key pressed\nbroadcast (ターボチェック v)\n\nwhen flag clicked\nforever\n reset timer\n wait (0) seconds\n if <(timer) = [0]> then\n broadcast (爆発 v) and wait\n end\nend\n\nwhen flag clicked\nforever\n broadcast (ターボチェック v)\nend\n\n@爆発2\n\nwhen I receive [owari v]\ngo to [front v] layer\nswitch costume to (コスチューム1 v)\nset size to (200) %\nset volume to (100) %\nshow\ngo to x: (0) y: (0)\nswitch costume to (4 v)\nplay sound [se_enep01 v] until done\nstop [all v]\n\nwhen flag clicked\nhide\n\n@広告\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nwait (1) seconds\nforever\n show\n start sound [Collect v]\n repeat (10)\n change x by (-8)\n end\n wait (2) seconds\n repeat (10)\n change x by (8)\n end\n hide\n wait (30) seconds\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@魔法感知2\n\nwhen flag clicked\nshow\ngo to [front v] layer\nset [ghost v] effect to (100)\n\n
説明は最後まで読んでください。読まないと遊び方が分かりません。\nEnglish is below.\n\n[日本語]\nこのプラットフォーマーは魔法が使えるプラットフォーマーです。\n\n~注意点~\n・無変更リミックスは絶対にやめてください。\n・勝手にスタジオに入れないでください。迷惑です。\n\n~遊び方~\n・旗は必ず3回以上押してください。\n・矢印キー、タップで操作。\n・1,2,3,4,5,6,7,8,のキー、ボタンを押して魔法を使う。\n・ハートと星を押すと感謝のメッセージが表示されます。\n・裏ゴールあります。探してみてね。\n・敵の攻撃を受けたり、針に当たったりしないようにしよう。\n・敵は5種類います。\n・敵を倒すと、魔力が増えます。\n\n~魔法説明~\n魔法1 1キーで使用 魔力消費量 5 ダメージ量 1\n小さな火の粉を飛ばす。\n\n魔法2 2キーで使用 魔力消費量 10 ダメージ量 0\n風を巻き起こす。敵を後方に飛ばす。\n\n魔法3 3キーで使用 魔力消費量 15 ダメージ量 1\nステージを水で埋める。\n\n魔法4 4キーで使用 魔力消費量 20 ダメージ量 3\n光のビームを出す。\n\n魔法5 5キーで使用 魔力消費量 25 ダメージ量 0\nステージを闇で埋める。敵の動きを遅くする。10秒間持続。\n\n魔法6 6キーで使用 魔力消費量 40 ダメージ量 0\n敵のダメージを受けなくなるシールドを張る。5秒間持続。\n\n魔法7 7キーで使用 魔力消費量 45 ダメージ量 10\nランダムな位置に雷を落とす。\n\n魔法8 8キーで使用 魔力消費量 65 ダメージ量 7\n隕石を落としステージ全体に爆発を起こす。\n\n~敵紹介~\n赤 HP 1 倒すともらえる魔力量 5\n\n青 HP 3 倒すともらえる魔力量 10\n\n緑 HP 5 倒すともらえる魔力量 20\n\n黄 HP 8 倒すともらえる魔力量 25\n\nピンク HP 15 倒すともらえる魔力量 40\n\n[English]\nThis platformer is a platformer where you can use magic.\n\n~Caution~\n・Please do not remix without modification.\n・Please do not enter the studio without permission.It's annoying.\n\n~How to play~\n- Be sure to press the flag at least 3 times.\n・Operation with arrow keys and tap.\n・Press the 1,2,3,4,5,6,7,8 keys and buttons to use magic.\n-Press the heart and star to increase the speed at which magical power accumulates.\n・There is a back goal. Please look for it.\n- Avoid being attacked by enemies or getting hit by needles.\n-There are 5 types of enemies.\n- Defeating enemies will increase your magical power.\n\n~Magic explanation~\nMagic 1 Use with 1 key Magic power consumption 5 Damage amount 1\nMake small sparks fly.\n\nMagic 2 Use with 2 keys Magic power consumption 10 Damage amount 0\nstir up the wind. Sends the enemy backwards.\n\nMagic 3 Use with 3 keys Magic power consumption 15 Damage amount 1\nFill the stage with water.\n\nMagic 4 Use with 4 keys Magic power consumption 20 Damage amount 3\nEmits a beam of light.\n\nMagic 5 Used with 5 keys Magic power consumption 25 Damage amount 0\nFill the stage with darkness. Slow down enemy movement. Lasts 10 seconds.\n\nMagic 6 Used with 6 keys Magic consumption 40 Damage amount 0\nPut up a shield that prevents you from receiving damage from enemies. Lasts for 5 seconds.\n\nMagic 7 Use with 7 key Magic power consumption 45 Damage amount 10\n\nMagic 8 Use with 8 keys Magic consumption 65 Damage amount 7\nDrop a meteorite and cause an explosion across the stage\n\n~Enemy introduction~\nRed HP 1 Amount of magical power received when defeated 5\n\nBlue HP 3 Amount of magical power received when defeated 10\n\nGreen HP 5 Amount of magical power received when defeated 20\n\nYellow HP 8 Amount of magical power received when defeated 25\n\nPink HP 15 Amount of magical power received when defeated 40
The Storm I A platformer
@Stage\n\nwhen I receive [message1 v]\n\nwhen flag clicked\nforever\n play sound [theme v] until done\n set volume to (100) %\nend\n\nwhen flag clicked\nswitch backdrop to (pngtree-dirty-toxic-swamp-with-wastewater-pipe-and-barrels-with-radiation-waste-image_1433996 v)\nforever\n wait (pick random (0.1) to (7)) seconds\n start sound (pick random (5) to (7))\n set volume to (50) %\n switch backdrop to (pngtree-dirty-toxic-swamp-with-wastewater-pipe-and-barrels-with-radiation-waste-image_2 v)\n broadcast (Light v)\n wait (pick random (.01) to (1)) seconds\n broadcast (Unlight...? v)\n switch backdrop to (pngtree-dirty-toxic-swamp-with-wastewater-pipe-and-barrels-with-radiation-waste-image_1433996 v)\nend\n\n@Player\n\nwhen flag clicked\nforever\n if <<<touching (lava v)?> or <touching (saw v)?>> or <touching (spikes v)?>> then\n broadcast (message1 v)\n wait until <not <<<touching (lava v)?> or <touching (saw v)?>> or <touching (spikes v)?>>>\n end\nend\n\nwhen flag clicked\nclear graphic effects\nset [xv. v] to [0]\nset [yv. v] to [0]\ngo to x: (-175) y: (30)\nforever\n platform physics | speed: [1.4] friction: [0.85] jump height: [13]\n if <<<<touching (lava v)?> or <touching (saw v)?>> or <touching (spikes v)?>> or <touching (falling spike v)?>> then\n restart_death\n set [collected? v] to [no]\n end\n if <touching (orb v)?> then\n restart_nextlvl\n set [collected? v] to [no]\n end\nend\n\ndefine platform physics | speed: (speed) friction: (friction) jump height: (jump height)\ncreate clone of (particals v)\nchange [yv. v] by (-1)\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xv. v] by (speed)\nend\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xv. v] by ((speed) * (-1))\nend\nset [xv. v] to ((xv.) * (friction))\nchange x by (xv.)\nif <touching (level v)?> then\n change y by (0.5)\n if <touching (level v)?> then\n change y by (0.5)\n if <touching (level v)?> then\n change y by (0.5)\n if <touching (level v)?> then\n change y by (0.5)\n if <touching (level v)?> then\n change y by (0.5)\n if <touching (level v)?> then\n change y by (0.5)\n if <touching (level v)?> then\n change y by (0.5)\n if <touching (level v)?> then\n change y by (0.5)\n if <touching (level v)?> then\n change y by (-4)\n repeat until <not <touching (level v)?>>\n change x by ((([abs v] of (xv.) ) / (xv.)) * (-1))\n end\n set [xv. v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\nend\nchange y by (yv.)\nif <touching (level v)?> then\n repeat until <not <touching (level v)?>>\n change y by ((([abs v] of (yv.) ) / (yv.)) * (-1))\n end\n set [yv. v] to [0]\nend\nchange y by (-2)\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <touching (level v)?>> then\n set [yv. v] to (jump height)\nend\nchange y by (1)\nif <touching (boost v)?> then\n set [yv. v] to ((jump height) * (1.4))\nend\nchange y by (1)\n\ndefine restart_nextlvl\nbroadcast (Next v)\nrepeat (4)\n change [ghost v] effect by (25)\nend\nset [ghost v] effect to (100)\ngo to x: (-175) y: (30)\nrepeat (4)\n change [ghost v] effect by (-25)\nend\nset [ghost v] effect to (0)\n\nwhen flag clicked\nforever\n enable reset\nend\n\ndefine enable reset\nif <key (r v) pressed?> then\n restart_nextlvl\nend\n\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\ndefine restart_death\ngo to x: (-175) y: (30)\n\nrepeat (4)\n change [ghost v] effect by (25)\nend\nset [ghost v] effect to (100)\n\nrepeat (4)\n change [ghost v] effect by (-25)\nend\nset [ghost v] effect to (0)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\ngo to [front v] layer\n\nwhen flag clicked\nforever\n if <touching (mine2 v)?> then\n wait until <not <touching (mine2 v)?>>\n broadcast (Explode v)\n hide\n wait (1) seconds\n restart_death\n show\n end\nend\n\nbroadcast (Explode v)\n\nwhen flag clicked\nset [rare v] to [0]\nswitch costume to (costume1 v)\n\nwhen I receive [light v]\nset [rare v] to (pick random (1) to (10))\n\nwhen I receive [light v]\nif <(Rare) = [2]> then\n switch costume to (costume2 v)\nend\n\nwhen I receive [unlight...? v]\nswitch costume to (costume1 v)\n\nwhen flag clicked\nforever\n if <(Level) = [11]> then\n platform physics | speed: [1.4] friction: [0.90] jump height: [20]\n end\nend\n\nchange [map v] by (1)\n\n@Level\n\nwhen flag clicked\nswitch costume to (1 v)\n\nwhen I receive [next v]\nnext costume\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [1]> then\n set [level v] to [1]\n else\n if <(costume [number v]) = [2]> then\n set [level v] to [2]\n else\n if <(costume [number v]) = [3]> then\n set [level v] to [3]\n else\n if <(costume [number v]) = [4]> then\n set [level v] to [4]\n else\n if <(costume [number v]) = [5]> then\n set [level v] to [5]\n else\n if <(costume [number v]) = [6]> then\n set [level v] to [6]\n else\n if <(costume [number v]) = [7]> then\n set [level v] to [7]\n else\n if <(costume [number v]) = [8]> then\n set [level v] to [8]\n else\n if <(costume [number v]) = [9]> then\n set [level v] to [9]\n else\n if <(costume [number v]) = [10]> then\n set [level v] to [10]\n else\n if <(costume [number v]) = [11]> then\n set [level v] to [11]\n else\n if <(costume [number v]) = [12]> then\n set [level 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 [light v]\nset [brightness v] effect to (-100)\n\nforever\n\nwait (1) seconds\n\nwhen I receive [unlight...? v]\nset [brightness v] effect to (0)\n\nset [level v] to [10]\n\n@Lava\n\ngo to [back v] layer\n\nwhen flag clicked\nswitch costume to (1 v)\ngo to x: (0) y: (0)\nforever\n set y to ((0) + (([cos v] of (((timer) - (3)) * (200)) ) * (5)))\nend\n\n@Glow\n\nwhen flag clicked\ngo [backward v] (1) layers\nforever\n point towards (player v)\n move ((distance to [player v]) / (5)) steps\nend\n\ngo to ( v)\n\nwhen flag clicked\nset [ghost v] effect to (25)\nforever\n repeat (25)\n change [ghost v] effect by (-1)\n end\n repeat (25)\n change [ghost v] effect by (1)\n end\nend\n\nchange [brightness v] effect by (25)\n\ngo to [back v] layer\n\n@Boost\n\nwhen flag clicked\n\nwhen flag clicked\nforever\n wait (0.1) seconds\n next costume\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [next v]\n\nhide\n\nwhen flag clicked\nforever\n if <(Level) = [4]> then\n set y to (-74)\n set x to (-100)\n show\n else\n if <(Level) = [5]> then\n hide\n else\n if <(Level) = [6]> then\n show\n go to x: (141) y: (-70)\n else\n if <(Level) = [7]> then\n hide\n end\n end\n end\n end\nend\n\n@Orb\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n set size to ((size) + (((170) - (size)) / (3))) %\n else\n set size to ((size) + (((100) - (size)) / (3))) %\n end\nend\n\nset y to ((0) + (([cos v] of (((timer) - (3)) * (500)) ) * (10)))\n\nwhen flag clicked\n\nwhen flag clicked\nshow\n\nwhen flag clicked\ngo to x: (197) y: (0)\nforever\n point in direction ((90) + ((Sin) * ([sin v] of ((100) * (timer)) )))\nend\n\nwhen flag clicked\nforever\n if <(Level) = [1]> then\n go to x: (197) y: (-30)\n else\n if <(Level) = [2]> then\n go to x: (197) y: (-30)\n else\n if <(Level) = [3]> then\n go to x: (197) y: (-30)\n else\n if <(Level) = [4]> then\n go to x: (197) y: (135)\n else\n if <(Level) = [5]> then\n go to x: (197) y: (-30)\n else\n if <(Level) = [6]> then\n go to x: (197) y: (135)\n else\n if <(Level) = [7]> then\n go to x: (197) y: (-30)\n else\n if <(Level) = [10]> then\n go to x: (197) y: (0)\n else\n if <(Level) = [11]> then\n go to x: (150) y: (150)\n else\n if <(Level) = [12]> then\n hide\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\n@Saw\n\nwhen flag clicked\nforever\n turn right (4) degrees\nend\n\nwhen flag clicked\nswitch costume to (1 v)\n\nwhen I receive [light v]\nset [brightness v] effect to (-100)\n\nwhen I receive [unlight...? v]\nset [brightness v] effect to (0)\n\nwhen flag clicked\nforever\n if <(Level) = [1]> then\n switch costume to (1 v)\n else\n if <(Level) = [2]> then\n switch costume to (2 v)\n else\n if <(Level) = [3]> then\n switch costume to (3 v)\n else\n if <(Level) = [4]> then\n switch costume to (4 v)\n else\n if <(Level) = [5]> then\n switch costume to (5 v)\n go to x: (0) y: (-27)\n else\n if <(Level) = [6]> then\n turn right (15) degrees\n switch costume to (6 v)\n go to x: (123) y: (-140)\n else\n if <(Level) = [7]> then\n turn right (4) degrees\n switch costume to (7 v)\n go to x: (0) y: (0)\n else\n if <(Level) = [8]> then\n switch costume to (8 v)\n else\n if <(Level) = [9]> then\n switch costume to (9 v)\n else\n if <(Level) = [10]> then\n switch costume to (10 v)\n turn right (0.5) degrees\n else\n if <(Level) = [11]> then\n switch costume to (11 v)\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@Spikes\n\nwhen flag clicked\nswitch costume to (1 v)\ngo to x: (0) y: (-142)\n\nwhen I receive [unlight...? v]\nset [brightness v] effect to (0)\n\nwhen I receive [light v]\nset [brightness v] effect to (-100)\n\nwhen flag clicked\nforever\n if <(Level) = [1]> then\n switch costume to (1 v)\n else\n if <(Level) = [2]> then\n switch costume to (2 v)\n else\n if <(Level) = [3]> then\n switch costume to (3 v)\n else\n if <(Level) = [4]> then\n switch costume to (4 v)\n else\n if <(Level) = [5]> then\n switch costume to (5 v)\n else\n if <(Level) = [6]> then\n switch costume to (6 v)\n else\n if <(Level) = [7]> then\n switch costume to (7 v)\n else\n if <(Level) = [8]> then\n switch costume to (8 v)\n else\n if <(Level) = [9]> then\n switch costume to (9 v)\n else\n if <(Level) = [10]> then\n switch costume to (10 v)\n else\n if <(Level) = [11]> then\n switch costume to (11 v)\n else\n if <(Level) = [12]> then\n switch costume to (12 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\nend\n\nforever\n set [level v] to [11]\nend\n\n@Coins\n\nwhen flag clicked\n\nset [collected? v] to [no]\nshow\nswitch costume to (1 v)\ngo to x: (38) y: (100)\nforever\n set y to ((100) + (([cos v] of (((timer) - (1)) * (300)) ) * (2)))\n if <touching (player v)?> then\n set [collected? v] to [yes]\n end\n if <(COLLECTED?) = [yes]> then\n hide\n end\n if <(COLLECTED?) = [no]> then\n show\n end\nend\n\n@Mine\n\nwhen I start as a clone\nset [id v] to [0]\nset [x v] to (x position)\nset [y v] to (y position)\nif <(costume [number v]) = [1]> then\n if <(explosiontype) = [1]> then\n switch costume to (shockwaveradial v)\n create clone of (_myself_ v)\n wait (0.2) seconds\n switch costume to (shockwaveround v)\n create clone of (_myself_ v)\n switch costume to (explosion v)\n create clone of (_myself_ v)\n end\nend\nif <(costume [number v]) = [2]> then\n show\n switch costume to (sizehack v)\n set size to ((basesize) * (2)) %\n switch costume to (flash v)\n if <not <(round (size)) = (basesize)>> then\n set size to (basesize) %\n end\n repeat (5)\n switch costume to (sizehack v)\n change size by (35)\n turn right (15) degrees\n switch costume to (flash v)\n change [ghost v] effect by (15)\n end\nend\nif <(costume [number v]) = [3]> then\n show\n switch costume to (sizehack v)\n set size to (basesize) %\n switch costume to (explosion v)\n if <not <(round (size)) = (basesize)>> then\n set size to (basesize) %\n end\n if <(explosiontype) = [1]> then\n start sound [Explosion Ambience v]\n repeat (15)\n switch costume to (sizehack v)\n change size by (5)\n switch costume to (explosion v)\n end\n repeat (20)\n switch costume to (sizehack v)\n change size by (5)\n switch costume to (explosion v)\n change [ghost v] effect by (5)\n end\n end\n if <(explosiontype) = [2]> then\n start sound [m82_fire1 v]\n repeat (30)\n switch costume to (sizehack v)\n change size by (5)\n switch costume to (explosion v)\n end\n repeat (20)\n switch costume to (sizehack v)\n change size by (5)\n switch costume to (explosion v)\n change [ghost v] effect by (5)\n end\n end\n if <(explosiontype) = [3]> then\n start sound [Explosion2 v]\n set [ghost v] effect to (25)\n set size to (25) %\n repeat (5)\n change size by ((basesize) / (5))\n end\n repeat (7)\n switch costume to (sizehack v)\n change size by ((basesize) / (25))\n switch costume to (explosion v)\n change [ghost v] effect by (10)\n end\n end\nend\nif <(costume [number v]) = [4]> then\n show\n switch costume to (sizehack v)\n set size to (basesize) %\n switch costume to (shockwaveround v)\n if <not <(round (size)) = (basesize)>> then\n set size to (basesize) %\n end\n if <(explosiontype) = [1]> then\n set [ghost v] effect to (50)\n set [size v] to [20]\n repeat (5)\n switch costume to (sizehack v)\n change size by (size)\n switch costume to (shockwaveround v)\n change [size v] by (-3)\n end\n repeat (5)\n switch costume to (sizehack v)\n change size by (size)\n switch costume to (shockwaveround v)\n change [size v] by (-1)\n change [ghost v] effect by (10)\n end\n end\n if <(explosiontype) = [2]> then\n set [size v] to [35]\n repeat (10)\n switch costume to (sizehack v)\n change size by (size)\n switch costume to (shockwaveround v)\n change [size v] by (-3)\n end\n repeat (10)\n switch costume to (sizehack v)\n change size by (size)\n switch costume to (shockwaveround v)\n change [size v] by (-0.5)\n change [ghost v] effect by (10)\n end\n end\n if <(explosiontype) = [3]> then\n set [ghost v] effect to (70)\n set [size v] to [12]\n repeat (3)\n switch costume to (sizehack v)\n change size by (size)\n switch costume to (shockwaveround v)\n change [size v] by (-3)\n end\n repeat (6)\n switch costume to (sizehack v)\n change size by (size)\n switch costume to (shockwaveround v)\n change [size v] by (-0.5)\n change [ghost v] effect by (5)\n end\n end\nend\nif <(costume [number v]) = [5]> then\n show\n switch costume to (sizehack v)\n set size to (basesize) %\n switch costume to (shockwaveradial v)\n if <not <(round (size)) = (basesize)>> then\n set size to (basesize) %\n end\n set [ghost v] effect to (50)\n if <(explosiontype) = [3]> then\n set [ghost v] effect to (75)\n set size to ((basesize) / (2)) %\n end\n set [size v] to [-5]\n repeat (5)\n change size by (size)\n switch costume to (shockwaveradial v)\n change [size v] by (-5)\n end\n repeat (4)\n change size by (size)\n switch costume to (shockwaveradial v)\n change [size v] by (5)\n end\n if <(explosiontype) = [1]> then\n set [size v] to [5]\n repeat (10)\n switch costume to (sizehack v)\n change size by (size)\n switch costume to (shockwaveradial v)\n change [size v] by (5)\n change [ghost v] effect by (8)\n end\n end\n if <(explosiontype) = [2]> then\n repeat (4)\n change size by (size)\n switch costume to (shockwaveradial v)\n change [size v] by (5)\n end\n repeat (20)\n switch costume to (sizehack v)\n change size by (size)\n switch costume to (shockwaveradial v)\n change [size v] by (5)\n change [ghost v] effect by (5)\n end\n end\nend\ndelete this clone\n\nwhen flag clicked\n\nif <key (1 v) pressed?> then\nend\nforever\nend\n\ngo to x: (pick random (-160) to (160)) y: (pick random (-145) to (-90))\n\nwhen flag clicked\nset [mouse v] to [0]\nforever\n if <key (m v) pressed?> then\n if <(mouse) = [1]> then\n set [mouse v] to [0]\n else\n set [mouse v] to [1]\n end\n wait until <not <key (m v) pressed?>>\n end\nend\n\nwhen flag clicked\nset [s v] to [1]\nforever\n if <key (s v) pressed?> then\n if <(s) = [1]> then\n set [s v] to [0]\n else\n set [s v] to [1]\n end\n wait until <not <key (s v) pressed?>>\n end\nend\n\nwhen I receive [screenshake v]\nif <(s) = [1]> then\n if <(id) = [0]> then\n repeat ((shakeintense) * (2))\n shake\n end\n go to x: (x) y: (y)\n end\n if <(id) = [1]> then\n repeat ((shakeintense) * (2))\n set [shakex v] to (pick random ((0) - (shakeintense)) to (shakeintense))\n set [shakey v] to (pick random ((0) - (shakeintense)) to (shakeintense))\n change [shakeintense v] by (-0.5)\n end\n end\nend\n\ndefine Screenshake (intensity)\nset [shakeintense v] to (intensity)\nbroadcast (screenshake v)\n\ndefine shake\ngo to x: (x) y: (y)\nchange x by (shakex)\nchange y by (shakey)\n\nwhen I receive [stamp v]\nwait (0) seconds\nstamp\ndelete this clone\n\nwhen I receive [explode v]\nset [id v] to [1]\nset [explosiontype v] to [1]\nset [basesize v] to (pick random (25) to (75))\nif <(mouse) = [1]> then\n go to (player v)\nelse\n go to (player v)\nend\nswitch costume to (sizehack v)\ncreate clone of (_myself_ v)\nchange [x v] by (-75)\nwait (0.5) seconds\n\n@Mine2\n\nwhen flag clicked\nswitch costume to (1 v)\ngo to x: (0) y: (-142)\n\nwhen flag clicked\nforever\n if <(Level) = [1]> then\n switch costume to (1 v)\n else\n if <(Level) = [2]> then\n switch costume to (2 v)\n else\n if <(Level) = [3]> then\n switch costume to (3 v)\n else\n if <(Level) = [4]> then\n switch costume to (4 v)\n else\n if <(Level) = [5]> then\n switch costume to (5 v)\n else\n if <(Level) = [6]> then\n switch costume to (6 v)\n else\n if <(Level) = [7]> then\n switch costume to (7 v)\n else\n if <(Level) = [8]> then\n switch costume to (8 v)\n else\n if <(Level) = [9]> then\n switch costume to (9 v)\n else\n if <(Level) = [10]> then\n switch costume to (10 v)\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\n@Rain\n\nwhen flag clicked\nforever\nend\n\nset volume to (20) %\nplay sound [mixkit-downpour-loop-1245 v] until done\n\nwhen flag clicked\ngo to [back v] layer\nhide\nforever\n go to x: (0) y: (180)\n glide (.5) secs to x: (0) y: (-180)\nend\n\n@Falling spike\n\nwhen I start as a clone\nshow\ngo to x: (pick random (-199) to (199)) y: (179)\nset size to (20) %\ngo [backward v] (2) layers\nrepeat until <(y position) < [-179]>\n change y by (((y position) - (180)) / (5))\nend\ndelete this clone\n\nset [ghost v] effect to (pick random (20) to (55))\n\nforever\n\nwhen I receive [unlight...? v]\nset [brightness v] effect to (0)\n\nwhen I receive [light v]\nset [brightness v] effect to (-100)\n\nwhen flag clicked\nforever\n if <(Level) = [1]> then\n hide\n else\n if <(Level) = [2]> then\n hide\n else\n if <(Level) = [3]> then\n hide\n else\n if <(Level) = [4]> then\n hide\n else\n if <(Level) = [5]> then\n hide\n else\n if <(Level) = [6]> then\n hide\n else\n if <(Level) = [7]> then\n hide\n else\n if <(Level) = [8]> then\n hide\n else\n if <(Level) = [9]> then\n hide\n else\n if <(Level) = [10]> then\n hide\n else\n if <(Level) = [11]> then\n hide\n else\n if <(Level) = [12]> 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\nend\n\ncreate clone of (_myself_ v)\nwait (0.01) seconds\n\n@Rain2\n\nwhen flag clicked\nshow\nforever\n repeat (10)\n create clone of (_myself_ v)\n end\n go to [back v] layer\nend\n\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nswitch costume to (pick random (1) to (3))\ngo to x: (pick random (-240) to (240)) y: (184)\nglide (pick random (0.005) to (2)) secs to x: (x position) y: (-184)\ndelete this clone\n\nwhen flag clicked\nforever\n set volume to (20) %\n play sound [mixkit-downpour-loop-1245 v] until done\nend\n\n@Text\n\nwhen flag clicked\nswitch costume to (1 v)\ngo to x: (0) y: (-142)\n\nwhen I receive [unlight...? v]\nset [brightness v] effect to (0)\n\nwhen I receive [light v]\nset [brightness v] effect to (-100)\n\nwhen flag clicked\nforever\n if <(Level) = [1]> then\n switch costume to (1 v)\n else\n if <(Level) = [2]> then\n switch costume to (2 v)\n else\n if <(Level) = [3]> then\n switch costume to (3 v)\n else\n if <(Level) = [4]> then\n switch costume to (4 v)\n else\n if <(Level) = [5]> then\n switch costume to (5 v)\n else\n if <(Level) = [6]> then\n switch costume to (6 v)\n else\n if <(Level) = [7]> then\n switch costume to (7 v)\n else\n if <(Level) = [8]> then\n switch costume to (8 v)\n else\n if <(Level) = [9]> then\n switch costume to (9 v)\n else\n if <(Level) = [10]> then\n switch costume to (10 v)\n else\n if <(Level) = [11]> then\n switch costume to (11 v)\n else\n if <(Level) = [12]> then\n switch costume to (12 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\nend\n\n@TB\n\nwhen [timer v] > (Timer)\nhide variable [death counter v]\nset [ghost v] effect to (0)\nshow\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nhide variable [timer v]\ngo to [front v] layer\nhide\nset [ghost v] effect to (100)\nforever\n set [timer v] to (timer)\nend\n\n
Geometry Dash Platformer [Level 2]
@Stage\n\nwhen flag clicked\nforever\n if <(動く) = [0]> then\n play sound [level2 v] until done\n end\nend\n\nwhen flag clicked\nreset timer\nrepeat until <(ステージ) = [11]>\n set [time v] to (timer)\nend\nif <(☁ World record) > (Time)> then\n set [☁ world record v] to (Time)\nend\n\nset [☁ world record v] to [100]\n\nchange [ステージ v] by (1)\n\n@軽量\n\n@キャラクター\n\nwhen flag clicked\ngo to x: (-200) y: (0)\nset [x v] to [0]\nset [y v] to [0]\nset [動く v] to [0]\nswitch costume to (geometry-01 v)\nshow\nforever\n if <(動く) = [0]> then\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(x position) < (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 <(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 (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change x by (() - (X))\n change y by (-4)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <((y position) + (50)) < (mouse y)>>> then\n if <[0] < (X)> then\n set [x v] to [-5]\n else\n set [x v] to [5]\n end\n set [y v] to [9]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n change [y v] by (-1)\n change y by (Y)\n if <touching (ステージ v)?> then\n change y by (() - (Y))\n set [y v] to [0]\n end\n change y by (-2)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <((y position) + (50)) < (mouse y)>>> then\n if <touching (ステージ v)?> then\n set [y v] to [12]\n end\n end\n change y by (2)\n if <touching (ジャンプするやつ v)?> then\n set [y v] to [17]\n end\n if <[235] < (x position)> then\n if <not <(ステージ) = [11]>> then\n go to x: (-200) y: (0)\n set [x v] to [0]\n set [y v] to [0]\n set [動く v] to [0]\n change [ステージ v] by (1)\n end\n end\n if <touching (障害物 v)?> then\n set [動く v] to [1]\n stop all sounds\n hide\n あ\n wait (1) seconds\n broadcast (メッセージ1 v)\n reset timer\n go to x: (-200) y: (0)\n set [x v] to [0]\n set [y v] to [0]\n set [動く v] to [0]\n set [ステージ v] to [1]\n show\n end\n end\nend\n\nwhen I start as a clone\nshow\nif <(あ) = [0]> then\n switch costume to (jump v)\n set [ghost v] effect to (0)\n set size to (60) %\n change y by (pick random (-5) to (-15))\n if <[0] < (X)> then\n set [x v] to (pick random (-5) to (-10))\n else\n set [x v] to (pick random (5) to (10))\n end\n set [y v] to (pick random (-5) to (5))\n repeat (15)\n set [x v] to ((x) * (0.9))\n set [y v] to ((y) * (0.95))\n change x by (x)\n change y by (y)\n change [ghost v] effect by (7)\n end\n delete this clone\nend\nif <(あ) = [1]> then\n switch costume to (particle v)\n set [ghost v] effect to (0)\n set [x v] to (pick random (-20) to (20))\n set [y v] to (pick random (-20) to (20))\n repeat (15)\n set [x v] to ((x) * (0.9))\n set [y v] to ((y) * (0.9))\n change x by (x)\n change y by (y)\n change [ghost v] effect by (7)\n end\n delete this clone\nend\nif <(あ) = [2]> then\n set [ghost v] effect to (0)\n switch costume to (die v)\n set size to (30) %\n repeat (15)\n change size by (((1300) - (size)) / (10))\n change [ghost v] effect by (7)\n end\n delete this clone\nend\n\ndefine あ\nstart sound [explode_11.mp3 v]\nset [あ v] to [1]\nrepeat (30)\n create clone of (_myself_ v)\nend\nset [あ v] to [2]\ncreate clone of (_myself_ v)\n\nset size to (120) %\n\nwhen flag clicked\nforever\n change y by (-2)\n if <touching (ステージ v)?> then\n if <<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(x position) < (mouse x)>>> or <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>>> then\n set [あ v] to [0]\n create clone of (_myself_ v)\n end\n end\n change y by (2)\nend\n\n@ステージ\n\nwhen flag clicked\nset [ステージ v] to [1]\nforever\n switch costume to (ステージ)\nend\n\n@障害物\n\nwhen flag clicked\nforever\n switch costume to (ステージ)\nend\n\n@サムネ\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@ジャンプするやつ\n\nwhen flag clicked\nhide\n[-50] [-52] [2]\n[-85] [-52] [3]\n[60] [-52] [3]\n[-80] [-52] [4]\n[10] [-52] [4]\n[100] [-52] [4]\n[-120] [-52] [5]\n[50] [-52] [5]\n[-90] [-52] [9]\n[120] [-52] [9]\n[-40] [-52] [10]\n[120] [-52] [10]\n\nwhen I start as a clone\nshow\nif <(ステージ) = [2]> then\n repeat until <not <(ステージ) = [2]>>\n next costume\n wait (0) seconds\n end\n delete this clone\nend\nif <(ステージ) = [3]> then\n repeat until <not <(ステージ) = [3]>>\n next costume\n wait (0) seconds\n end\n delete this clone\nend\nif <(ステージ) = [4]> then\n repeat until <not <(ステージ) = [4]>>\n next costume\n wait (0) seconds\n end\n delete this clone\nend\nif <(ステージ) = [5]> then\n repeat until <not <(ステージ) = [5]>>\n next costume\n wait (0) seconds\n end\n delete this clone\nend\nif <(ステージ) = [9]> then\n repeat until <not <(ステージ) = [9]>>\n next costume\n wait (0) seconds\n end\n delete this clone\nend\nif <(ステージ) = [10]> then\n repeat until <not <(ステージ) = [10]>>\n next costume\n wait (0) seconds\n end\n delete this clone\nend\n\ndefine (x) (y) (いつ)\nwait until <(ステージ) = (いつ)>\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\nwhen I receive [メッセージ1 v]\nstop [other scripts in sprite v]\n[-50] [-52] [2]\n[-85] [-52] [3]\n[60] [-52] [3]\n[-80] [-52] [4]\n[10] [-52] [4]\n[100] [-52] [4]\n[-120] [-52] [5]\n[50] [-52] [5]\n[-90] [-52] [9]\n[120] [-52] [9]\n[-40] [-52] [10]\n[115] [-52] [10]\n\nwhen I start as a clone\nforever\n if <(動く) = [1]> then\n delete this clone\n end\nend\n\n
新作\nhttps://scratch.mit.edu/projects/970564025\nLevel 1↓ level1が傾向4位から消えた恨みを晴らすぞ!\nhttps://scratch.mit.edu/projects/964726632\nMy game collection\nhttps://scratch.mit.edu/studios/34437536\n傾向1p7回目 定期的に拡散するの大切だね\n9位\n\n日本語は下です(ごめんなさい)\n\nEnglish\n (I'm using a translator, so the translation may be strange.)\nOperate with WASD key, arrow key, and mouse\nIf you die, it will be from the beginning.\n\n日本語\nWASDキー、矢印キー、マウスで操作\n死んでしまうと最初からになります
傾向2位 BATTLE PLATFORMER
@Stage\n\nwhen I receive [切り替え v]\nstop [other scripts in sprite v]\n\nwhen I receive [スタート v]\nset [hp v] to [100]\n\n@停止画面\n\nwhen flag clicked\nforever\n go to [front v] layer\n go [forward v] (100000000000000000000000) layers\n set [ghost v] effect to (100)\nend\n\nwhen flag clicked\nshow\nset [スクロールx v] to [0]\n\nwhen I receive [スタート v]\nstop all sounds\nforever\n set volume to (100) %\n repeat (1)\n if <(pick random (1) to (3)) = [1]> then\n play sound [ks024 2 v] until done\n else\n if <(pick random (1) to (2)) = [1]> then\n play sound [ks037 v] until done\n else\n play sound [ks029 v] until done\n end\n end\n end\nend\n\n@背景\n\ndefine 配置 (x) (y) (コスチューム)\nset [1 v] to (x)\nset [2 v] to (y)\nswitch costume to (コスチューム)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nforever\n 移動 ((1) - (スクロールx)) (((2) - (スクロールy)) + (y別動))\nend\n\nwhen I receive [スタート v]\n配置 [0] [0] [1]\n配置 [500] [0] [2]\n配置 [1195] [460] [3]\n配置 [2100] [460] [4]\n配置 [2710] [790] [5]\n配置 [3200] [520] [6]\n配置 [3715] [520] [7]\n配置 [4310] [520] [8]\n配置 [5206] [860] [9]\n配置 [5600] [760] [10]\n配置 [6000] [660] [11]\n配置 [7200] [600] [12]\n配置 [7980] [600] [13]\n配置 [9255] [880] [14]\n配置 [10080] [1090] [15]\n配置 [10500] [1390] [16]\n配置 [13200] [1480] [17]\n配置 [13800] [1480] [18]\n配置 [14600] [1480] [5]\n配置 [14725] [1480] [3]\n配置 [15400] [1560] [20]\n配置 [16700] [1465] [6]\n配置 [17408] [1880] [3]\n配置 [17889] [1775] [5]\n配置 [18269] [1775] [7]\n配置 [11580] [1375] [9]\n配置 [12160] [1375] [5]\n\nwhen flag clicked\nhide\n\ndefine 移動 (x) (y)\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n show\nelse\n hide\nend\n\nwhen I start as a clone\nforever\n go to [back v] layer\nend\n\nwhen I receive [切り替え v]\ndelete this clone\n\n@リスポーンアンカー\n\nwhen flag clicked\nhide\n\ndefine 配置 (1) (2) (3)\nset [1 v] to (1)\nset [2 v] to (2)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nforever\n 移動 ((1) - (スクロールx)) (((2) - (スクロールy)) + (y別動))\nend\n\ndefine 移動 (x) (y)\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n show\nelse\n hide\nend\n\nwhen I receive [スタート v]\n配置 [4420] [505] [1]\n配置 [9260] [868] [1]\n配置 [12000] [1365] [1]\n配置 [14000] [1465] [1]\n配置 [16340] [1465] [1]\n配置 [17400] [1870] [1]\n配置 [6910] [565] [1]\n\nwhen I start as a clone\nforever\n go to [back v] layer\nend\n\nwhen I receive [切り替え v]\ndelete this clone\n\nwhen I start as a clone\nswitch costume to (6 v)\npoint in direction (90)\nrepeat (6)\n turn right (5) degrees\nend\nwait until <touching (プレイヤー v)?>\nrepeat (2)\n repeat (6)\n turn left (5) degrees\n end\nend\nrepeat (6)\n turn right (5) degrees\nend\nswitch costume to ( v)\nstart sound [決定ボタンを押す13 v]\nset [リスポーンx v] to (1)\nset [リスポーンy v] to ((2) + (20))\nset [hp v] to [100]\n\n@プレイヤー\n\nwhen I receive [上 v]\nswitch costume to (2 v)\nrepeat (20)\n change [スクロールy v] by (30)\n if <touching (地面 v)?> then\n change y by (-100)\n end\nend\nswitch costume to (1 v)\n\nwhen I receive [超右 v]\nrepeat (10)\n switch costume to (2 v)\n change x by (5)\n if <touching (地面 v)?> then\n change x by (-5)\n end\nend\nswitch costume to (1 v)\n\nwhen I receive [超左 v]\nswitch costume to (2 v)\nrepeat (10)\n change x by (-5)\n if <touching (地面 v)?> then\n change x by (5)\n end\nend\nswitch costume to (1 v)\n\nwhen flag clicked\nswitch costume to (1 v)\n\nwhen I receive [火 v]\nrepeat (5)\n switch costume to (2 v)\n change [hp v] by (-1)\n wait (0.5) seconds\n switch costume to (1 v)\nend\n\nwhen I receive [スタート v]\nset [スクロールx v] to [0]\nset [スクロールy v] to [120]\nset [x2 v] to [0]\nset [y2 v] to [120]\nset [アイテム v] to []\n初期\nforever\n if <(静止) = [0]> then\n プログラム <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>>> <<key (down arrow v) pressed?> or <<key (s v) pressed?> or <<mouse down?> and <(mouse y) < (y position)>>>> <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>>> <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>>>\n set [pitch v] effect to (0)\n end\nend\n\nwhen I receive [初期化 v]\nstart sound [キル v]\nset [静止 v] to [1]\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\nrepeat (20)\n change [スクロールx v] by (round (((リスポーンx) - (スクロールx)) / (4)))\n change [スクロールy v] by (round (((リスポーンy) - (スクロールy)) / (4)))\nend\nset [hp v] to [100]\n初期\n\nwhen I receive [スタート v]\nswitch costume to (1 v)\nset [動 v] to [0]\nset [場面 v] to [0]\n\nwhen I receive [切り替え v]\nstop [other scripts in sprite v]\nhide\n\ndefine 初期\nset [静止 v] to [0]\nset rotation style [left-right v]\nswitch costume to (1 v)\nset [x1 v] to [0]\nset [y1 v] to [0]\nset [静止 v] to [0]\ngo to x: (0) y: (0)\npoint in direction (90)\nset [ghost v] effect to (0)\nshow\n\ndefine プログラム <上> <下> <右> <左>\nif <(動) = [0]> then\n set [x1 v] to (((x1) + (<右> - <左>)) * (0.9))\n if <[5] < (x1)> then\n set [x1 v] to [5]\n end\n if <(x1) < [-5]> then\n set [x1 v] to [-5]\n end\n change x by ((x1) + (Bookhonbook))\n repeat (6)\n change y by ((1) * <touching (地面 v)?>)\n end\n if <touching (地面 v)?> then\n change y by (-6)\n repeat until <not <touching (地面 v)?>>\n change x by ((-1) * ((x1) / ([abs v] of (x1) )))\n end\n if <上> then\n start sound [壁 v]\n set [y1 v] to [10]\n set [x1 v] to ((7) - (<[0] < (x1)> * (14)))\n else\n set [x1 v] to [0]\n end\n end\nend\nif <(敵3) > [5]> then\n change [y1 v] by (-0.3)\nelse\n change [y1 v] by (-0.8)\nend\nchange y by (y1)\nif <touching (地面 v)?> then\n repeat until <not <touching (地面 v)?>>\n change y by ((-1) * ((y1) / ([abs v] of (y1) )))\n end\n if <<上> and <(y1) < [0]>> then\n start sound [ジャンプ v]\n if < (アイテム) contains [ジャンプ]?> then\n set [y1 v] to [12]\n else\n set [y1 v] to [10]\n end\n else\n set [y1 v] to [0]\n end\nend\nset [当たり判定 v] to [0]\nif <touching (バネ v)?> then\n start sound [バネ v]\n broadcast (バネ v)\n set [y1 v] to [20]\nend\nif <<(y position) < [-160]> and <(スクロールy) = [0]>> then\n set [hp v] to [0]\nend\nif <(HP) < [1]> then\n switch costume to (2 v)\n broadcast (初期化 v)\nend\nchange [スクロールx v] by (round ((x position) * (0.1)))\nif <not <<(スクロールx) < [0]> or <[18284] < (スクロールx)>>> then\n change x by ((-1) * (round ((x position) * (0.1))))\nend\nchange [スクロールy v] by (round ((y position) * (0.2)))\nif <not <(スクロールy) < [0]>> then\n change y by ((-1) * (round ((y position) * (0.2))))\nend\nif <(スクロールx) < [0]> then\n set [スクロールx v] to [0]\nend\nif <[18284] < (スクロールx)> then\n set [スクロールx v] to [18284]\nend\nif <(スクロールy) < [0]> then\n set [スクロールy v] to [0]\nend\n\nwhen I receive [スタート v]\nshow\nforever\n go to [back v] layer\n if on edge, bounce\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>>> then\n point in direction (90)\n end\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>>> then\n point in direction (-90)\n end\nend\n\nwhen flag clicked\nset [リスポーンx v] to [0]\nset [リスポーンy v] to [0]\n\nwhen I receive [右 v]\nrepeat (10)\n switch costume to (2 v)\n change x by (5)\n if <touching (地面 v)?> then\n change x by (-5)\n end\nend\nswitch costume to (1 v)\n\nwhen I receive [左 v]\nrepeat (10)\n switch costume to (2 v)\n change x by (-5)\n if <touching (地面 v)?> then\n change x by (5)\n end\nend\nswitch costume to (1 v)\n\nwhen I receive [赤 v]\nswitch costume to (2 v)\nwait (0.2) seconds\nswitch costume to (1 v)\n\nwhen I receive [ゴール v]\nhide\n\n@HP\n\nwhen I receive [スタート v]\nforever\n repeat (1)\n set pen size to (30)\n go to x: (-152) y: (139)\n erase all\n set pen color to (#c5c5c5)\n pen down\n change x by (300)\n set pen size to (20)\n go to x: (-152) y: (139)\n set pen color to (#10ff00)\n pen down\n change x by ((HP) * (3))\n end\nend\n\nwhen flag clicked\nset [hp v] to [100]\nerase all\n\nwhen I receive [ゴール v]\nforever\n erase all\nend\n\nwhen flag clicked\nforever\n if <(敵3) > [5]> then\n repeat (1)\n change [hp v] by (10)\n wait (1) seconds\n end\n end\n if <(HP) > [100]> then\n set [hp v] to [100]\n end\nend\n\n@スプライト1\n\nwhen flag clicked\nhide variable [時間 v]\nhide\ngo to x: (0) y: (300)\nset [時間 v] to [0]\nforever\n repeat (1)\n wait (1) seconds\n change [時間 v] by (1)\n end\nend\n\nwhen I receive [ゴール v]\nset [静止 v] to [1]\nstop [other scripts in sprite v]\nshow\nglide (1) secs to x: (0) y: (0)\nshow variable [時間 v]\nforever\n go to [front v] layer\n set [スクロールx v] to [3600]\n set [hp v] to [10]\nend\n\n@地面\n\ndefine 配置 (x) (y) (コスチューム) (動かす距離x) (動かす距離y)\nset [+ v] to (動かす距離x)\nset [- v] to (動かす距離y)\nset [1 v] to (x)\nset [2 v] to (y)\nswitch costume to (コスチューム)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nforever\n 移動 (((1) + (+x)) - (スクロールx)) ((((2) + (-x)) - (スクロールy)) + (y別動))\nend\n\nwhen I start as a clone\nset [+x v] to [0]\nset [モンスターx v] to [0]\nforever\n repeat (+)\n change [モンスターx v] by (1)\n set [モンスターx v] to ((モンスターx) * (0.85))\n change [+x v] by (モンスターx)\n end\n repeat (+)\n change [モンスターx v] by (-1)\n set [モンスターx v] to ((モンスターx) * (0.85))\n change [+x v] by (モンスターx)\n end\nend\n\nwhen I receive [スタート v]\n配置 [0] [0] [1] [0] [0]\n配置 [478] [0] [1] [0] [0]\n配置 [850] [-150] [2] [0] [200]\n配置 [1200] [400] [3] [0] [0]\n配置 [1500] [400] [2] [40] [0]\n配置 [2000] [400] [3] [0] [0]\n配置 [2700] [600] [4] [0] [0]\n配置 [2390] [537] [1] [0] [0]\n配置 [2868] [537] [1] [0] [0]\n配置 [3346] [537] [1] [0] [0]\n配置 [3824] [537] [1] [0] [0]\n配置 [4302] [537] [1] [0] [0]\n配置 [4660] [400] [2] [60] [100]\n配置 [5200] [800] [3] [] []\n配置 [5600] [700] [3] [] []\n配置 [6000] [600] [3] [] []\n配置 [6300] [400] [4] [50] []\n配置 [7000] [600] [1] [] []\n配置 [7478] [600] [1] [] []\n配置 [7956] [600] [1] [] []\n配置 [8300] [500] [2] [100] [100]\n配置 [9200] [900] [1] [] []\n配置 [10000] [900] [4] [] []\n配置 [10300] [1000] [4] [] []\n配置 [10500] [1200] [4] [] []\n配置 [9678] [900] [1] [] []\n配置 [10000] [900] [1] [] []\n配置 [10800] [1300] [2] [] []\n配置 [11100] [1300] [2] [] []\n配置 [11600] [1400] [1] [] []\n配置 [12078] [1400] [1] [] []\n配置 [12440] [1300] [2] [80] [40]\n配置 [13200] [1500] [1] [] []\n配置 [13678] [1500] [1] [] []\n配置 [14156] [1500] [1] [] []\n配置 [14634] [1500] [1] [] []\n配置 [15000] [1400] [2] [200] []\n配置 [15400] [1500] [3] [] []\n配置 [16500] [1500] [1] [] []\n配置 [17200] [1500] [4] [] []\n配置 [16978] [1500] [1] [] []\n配置 [17456] [1500] [1] [] []\n配置 [17400] [1690] [4] [] []\n配置 [17796] [1800] [1] [] []\n配置 [18274] [1800] [1] [] []\n配置 [17800] [2000] [2] [] []\n配置 [18000] [2300] [2] [] []\n配置 [18300] [2150] [2] [] []\n\ndefine 移動 (x) (y)\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n show\nelse\n hide\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [切り替え v]\ndelete this clone\n\nwhen I start as a clone\nset [-x v] to [0]\nset [モンスターy v] to [0]\nforever\n repeat (-)\n change [モンスターy v] by (0.5)\n set [モンスターy v] to ((モンスターy) * (0.85))\n change [-x v] by (モンスターy)\n end\n repeat (-)\n change [モンスターy v] by (-0.5)\n set [モンスターy v] to ((モンスターy) * (0.85))\n change [-x v] by (モンスターy)\n end\nend\n\n@罠\n\nwhen flag clicked\nhide\n\ndefine 配置 (1) (2) (3)\nset [1 v] to (1)\nset [2 v] to (2)\nswitch costume to (3)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nforever\n 移動 ((1) - (スクロールx)) (((2) - (スクロールy)) + (y別動))\nend\n\ndefine 移動 (x) (y)\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n show\nelse\n hide\nend\n\nwhen I receive [スタート v]\n配置 [300] [0] [1]\n配置 [500] [0] [1]\n配置 [1970] [440] [2]\n配置 [2450] [538] [1]\n配置 [7140] [565] [3]\n配置 [7700] [565] [3]\n配置 [9700] [860] [2]\n配置 [9980] [1110] [1]\n配置 [10260] [1210] [1]\n配置 [17152] [1710] [1]\n\nwhen I start as a clone\ngo to [front v] layer\n\nwhen I receive [切り替え v]\ndelete this clone\n\nwhen I start as a clone\nforever\n if <touching (プレイヤー v)?> then\n if <(costume [number v]) = [3]> then\n change [hp v] by (-1)\n broadcast (赤 v)\n wait (0.1) seconds\n else\n set [hp v] to [0]\n end\n end\nend\n\n@敵\n\ndefine 配置 (x) (y) (コスチューム) (動ける距離) (動ける距離2) (速度)\nset [+ v] to (動ける距離)\nset [- v] to (動ける距離2)\nset [1 v] to (x)\nset [2 v] to (y)\nswitch costume to (コスチューム)\nset [速度 v] to (速度)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nforever\n go to [front v] layer\n 移動 (((1) + (+x)) - (スクロールx)) ((((2) + (-x)) - (スクロールy)) + (y別動))\nend\n\nwhen I receive [スタート v]\n配置 [4495] [515] [1] [0] [-1600] [4]\n配置 [4495] [515] [1] [0] [-1600] [6]\n配置 [4495] [515] [1] [0] [-1600] [7]\n配置 [4495] [515] [1] [0] [-1600] [3]\n配置 [4495] [515] [1] [0] [-1600] [8]\n配置 [4495] [515] [1] [0] [-1600] [9]\n配置 [8176] [577] [1] [0] [-1400] [2]\n配置 [8176] [577] [1] [0] [-1400] [5]\n配置 [8176] [577] [1] [0] [-1400] [4]\n配置 [8176] [577] [1] [0] [-1400] [4]\n配置 [9824] [878] [1] [0] [-800] [5]\n\ndefine 移動 (x) (y)\nshow\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n show\nelse\n hide\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [切り替え v]\ndelete this clone\n\nwhen I start as a clone\nset [+x v] to [0]\nforever\n set rotation style [left-right v]\n if <(distance to [プレイヤー v]) > [20]> then\n if <([x position v] of [プレイヤー v]) > (x position)> then\n point in direction (90)\n if <(+x) < (+)> then\n change [+x v] by (速度)\n end\n else\n point in direction (-90)\n if <(-) < (+x)> then\n change [+x v] by ((-1) * (速度))\n end\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <<touching (武器 v)?> or <touching (武器2 v)?>> then\n if <([x position v] of [プレイヤー v]) > (x position)> then\n repeat (10)\n if <(-) < (+x)> then\n change [+x v] by (-10)\n end\n end\n else\n repeat (10)\n if <(+x) < (+)> then\n change [+x v] by (10)\n end\n end\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <touching (プレイヤー v)?> then\n if <([x position v] of [プレイヤー v]) > (x position)> then\n broadcast (右 v)\n else\n broadcast (左 v)\n end\n end\nend\n\nwhen I start as a clone\nset [敵hp v] to [100]\nswitch costume to (1 v)\nforever\n if <<touching (武器 v)?> or <touching (武器2 v)?>> then\n if <(敵3) > [5]> then\n change [敵hp v] by (-100)\n else\n change [敵hp v] by (-20)\n end\n switch costume to (2 v)\n wait (0.5) seconds\n switch costume to (1 v)\n end\n if <(敵HP) < [1]> then\n stop [other scripts in sprite v]\n set rotation style [all around v]\n repeat (10)\n turn left (15) degrees\n change y by (-5)\n if <(y position) < [-180]> then\n delete this clone\n end\n end\n end\nend\n\nwhen I receive [1 v]\n配置 [18500] [1778] [1] [0] [-925] (pick random (1) to (10))\n\nwhen I receive [ゴール v]\ndelete this clone\n\nwhen I start as a clone\nforever\n if <touching (プレイヤー v)?> then\n change [hp v] by (-1)\n wait (1) seconds\n end\nend\n\n@敵2\n\ndefine 配置 (x) (y) (コスチューム) (動ける距離) (動ける距離2) (速度)\nset [+ v] to (動ける距離)\nset [- v] to (動ける距離2)\nset [1 v] to (x)\nset [2 v] to (y)\nswitch costume to (コスチューム)\nset [速度 v] to (速度)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nforever\n go to [front v] layer\n 移動 (((1) + (+x)) - (スクロールx)) ((((2) + (-x)) - (スクロールy)) + (y別動))\nend\n\nwhen I receive [スタート v]\n配置 [8176] [577] [1] [0] [-1400] [8]\n配置 [8176] [577] [1] [0] [-1400] [5]\n配置 [9824] [878] [1] [0] [-800] [6]\n配置 [9824] [878] [1] [0] [-800] [4]\n配置 [9824] [878] [1] [0] [-800] [8]\n配置 [12304] [1380] [1] [0] [-900] [4]\n配置 [12304] [1380] [1] [0] [-900] [5]\n配置 [14858] [1475] [1] [0] [-1880] [8]\n配置 [17024] [1475] [1] [0] [-740] [4]\n配置 [17024] [1475] [1] [0] [-740] [3]\n\ndefine 移動 (x) (y)\nshow\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n show\nelse\n hide\nend\n\nwhen flag clicked\nset [敵2 v] to [0]\nhide\n\nwhen I receive [切り替え v]\ndelete this clone\n\nwhen I start as a clone\nset [+x v] to [0]\nforever\n set rotation style [left-right v]\n if <(distance to [プレイヤー v]) > [20]> then\n if <([x position v] of [プレイヤー v]) > (x position)> then\n point in direction (90)\n if <(+x) < (+)> then\n change [+x v] by (速度)\n end\n else\n point in direction (-90)\n if <(-) < (+x)> then\n change [+x v] by ((-1) * (速度))\n end\n end\n else\n broadcast (土 v)\n wait (pick random (0) to (2)) seconds\n end\nend\n\nwhen I start as a clone\nforever\n if <<touching (武器 v)?> or <touching (武器2 v)?>> then\n if <([x position v] of [プレイヤー v]) > (x position)> then\n repeat (10)\n if <(-) < (+x)> then\n change [+x v] by (-10)\n end\n end\n else\n repeat (10)\n if <(+x) < (+)> then\n change [+x v] by (10)\n end\n end\n end\n end\nend\n\nwhen I start as a clone\nset [敵hp v] to [100]\nswitch costume to (11 v)\nforever\n if <<touching (武器 v)?> or <touching (武器2 v)?>> then\n if <(敵3) > [5]> then\n change [敵hp v] by (-75)\n else\n change [敵hp v] by (-15)\n end\n switch costume to (2 v)\n wait (0.5) seconds\n switch costume to (11 v)\n end\n if <(敵HP) < [1]> then\n stop [other scripts in sprite v]\n set rotation style [all around v]\n repeat (10)\n turn left (15) degrees\n change y by (-5)\n if <(y position) < [-180]> then\n change [敵2 v] by (1)\n delete this clone\n end\n end\n end\nend\n\nwhen I receive [2 v]\n配置 [18500] [1778] [1] [0] [-925] (pick random (1) to (10))\n\nwhen I receive [ゴール v]\ndelete this clone\n\nwhen I start as a clone\nforever\n if <touching (プレイヤー v)?> then\n change [hp v] by (-3)\n wait (1) seconds\n end\nend\n\n@敵2武器\n\ndefine 配置 (x) (y)\nset [-x v] to [-50]\nset [1 v] to (x)\nset [2 v] to (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nforever\n set size to (80) %\n go to [back v] layer\n 移動 ((1) - (スクロールx)) ((((2) + (-x)) - (スクロールy)) + (y別動))\nend\n\nwhen I receive [土 v]\nif <(size) = [100]> then\n switch costume to (2 v)\n 配置 (スクロールx) (スクロールy)\nend\n\ndefine 移動 (x) (y)\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n show\nelse\n hide\nend\n\nwhen flag clicked\nset size to (100) %\nhide\n\nwhen I receive [切り替え v]\ndelete this clone\n\nwhen I start as a clone\nwait (0.5) seconds\nrepeat (10)\n if <touching (プレイヤー v)?> then\n broadcast (上 v)\n end\n change [-x v] by (5)\nend\nwait (1) seconds\nrepeat (10)\n change [-x v] by (-5)\nend\nwait (1) seconds\ndelete this clone\n\nwhen I receive [針 v]\nif <(size) = [100]> then\n switch costume to (3 v)\n 配置 (スクロールx) (スクロールy)\nend\n\nwhen I receive [ゴール v]\ndelete this clone\n\nwhen I start as a clone\nforever\n if <touching (プレイヤー v)?> then\n change [hp v] by (-2)\n wait (1) seconds\n end\nend\n\n@敵4\n\ndefine 配置 (x) (y) (コスチューム) (動ける距離) (動ける距離2) (速度) (クローン番号)\nset [+ v] to (動ける距離)\nset [- v] to (動ける距離2)\nset [1 v] to (x)\nset [2 v] to (y)\nswitch costume to (コスチューム)\nset [速度 v] to (速度)\nset [クローン番号 v] to (クローン番号)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nforever\n go to [front v] layer\n 移動 (((1) + (+x)) - (スクロールx)) ((((2) + (-x)) - (スクロールy)) + (y別動))\nend\n\nwhen I receive [スタート v]\n配置 [9824] [878] [1] [0] [-700] [5] [1]\n配置 [12304] [1380] [1] [0] [-800] [6] [2]\n配置 [12304] [1380] [1] [0] [-800] [3] [3]\n配置 [12304] [1380] [1] [0] [-800] [7] [4]\n配置 [14858] [1475] [1] [0] [-1700] [7] [5]\n配置 [14858] [1475] [1] [0] [-1700] [7] [6]\n配置 [17024] [1475] [1] [0] [-640] [7] [7]\n配置 [17024] [1475] [1] [0] [-640] [8] [8]\n\ndefine 移動 (x) (y)\nshow\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n show\nelse\n hide\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [切り替え v]\ndelete this clone\n\nwhen I start as a clone\nset [+x v] to [0]\nforever\n set rotation style [left-right v]\n if <(distance to [プレイヤー v]) > [100]> then\n if <([x position v] of [プレイヤー v]) > (x position)> then\n point in direction (90)\n if <(+x) < (+)> then\n change [+x v] by (速度)\n end\n else\n point in direction (-90)\n if <(-) < (+x)> then\n change [+x v] by ((-1) * (速度))\n end\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <touching (武器 v)?> then\n if <([x position v] of [プレイヤー v]) > (x position)> then\n repeat (10)\n if <(-) < (+x)> then\n change [+x v] by (-10)\n end\n end\n else\n repeat (10)\n if <(+x) < (+)> then\n change [+x v] by (10)\n end\n end\n end\n end\nend\n\nwhen I start as a clone\nforever\n replace item (クローン番号) of [水y v] with (y position)\n replace item (クローン番号) of [水x v] with (x position)\nend\n\nwhen flag clicked\ndelete all of [水x v]\ndelete all of [水y v]\nrepeat (10)\n insert [] at (1) of [水x v] \n insert [] at (1) of [水y v] \nend\n\nwhen I start as a clone\nset [敵hp v] to [100]\nswitch costume to (11 v)\nforever\n if <<touching (武器 v)?> or <touching (武器2 v)?>> then\n if <(敵3) > [5]> then\n change [敵hp v] by (-50)\n else\n change [敵hp v] by (-10)\n end\n switch costume to (2 v)\n wait (0.5) seconds\n switch costume to (11 v)\n end\n if <(敵HP) < [1]> then\n stop [other scripts in sprite v]\n set rotation style [all around v]\n repeat (10)\n turn left (15) degrees\n change y by (-5)\n if <(y position) < [-180]> then\n replace item (クローン番号) of [水x v] with [No]\n delete this clone\n end\n end\n end\nend\n\nwhen I receive [ゴール v]\ndelete this clone\n\n@敵3\n\ndefine 配置 (x) (y) (コスチューム) (動ける距離) (動ける距離2) (速度)\nset [+ v] to (動ける距離)\nset [- v] to (動ける距離2)\nset [1 v] to (x)\nset [2 v] to (y)\nswitch costume to (コスチューム)\nset [速度 v] to (速度)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nforever\n go to [front v] layer\n 移動 (((1) + (+x)) - (スクロールx)) ((((2) + (-x)) - (スクロールy)) + (y別動))\nend\n\nwhen I receive [スタート v]\n配置 [12304] [1380] [1] [0] [-900] [3]\n配置 [12304] [1380] [1] [0] [-900] [2]\n配置 [14858] [1475] [1] [0] [-1880] [2]\n配置 [14858] [1475] [1] [0] [-1880] [4]\n配置 [17024] [1475] [1] [0] [-740] [2]\n配置 [17024] [1475] [1] [0] [-740] [3]\n\ndefine 移動 (x) (y)\nshow\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n show\nelse\n hide\nend\n\nwhen flag clicked\nset [敵3 v] to [0]\nhide\n\nwhen I receive [切り替え v]\ndelete this clone\n\nwhen I start as a clone\nset [+x v] to [0]\nforever\n set rotation style [left-right v]\n if <(distance to [プレイヤー v]) > [20]> then\n if <([x position v] of [プレイヤー v]) > (x position)> then\n point in direction (90)\n if <(+x) < (+)> then\n change [+x v] by (速度)\n end\n else\n point in direction (-90)\n if <(-) < (+x)> then\n change [+x v] by ((-1) * (速度))\n end\n end\n if <([y position v] of [プレイヤー v]) > (y position)> then\n change [-x v] by (速度)\n else\n change [-x v] by ((-1) * (速度))\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <<touching (武器 v)?> or <touching (武器2 v)?>> then\n if <([x position v] of [プレイヤー v]) > (x position)> then\n repeat (10)\n if <(-) < (+x)> then\n change [+x v] by (-10)\n end\n end\n else\n repeat (10)\n if <(+x) < (+)> then\n change [+x v] by (10)\n end\n end\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <touching (プレイヤー v)?> then\n if <([x position v] of [プレイヤー v]) > (x position)> then\n broadcast (超右 v)\n else\n broadcast (超左 v)\n end\n end\nend\n\nwhen I start as a clone\nset [敵hp v] to [100]\nforever\n if <(敵HP) < [1]> then\n stop [other scripts in sprite v]\n set rotation style [all around v]\n repeat (10)\n turn left (15) degrees\n change y by (-5)\n if <(y position) < [-180]> then\n change [敵3 v] by (1)\n delete this clone\n end\n end\n end\nend\n\nwhen I start as a clone\nswitch costume to (11 v)\nforever\n if <<touching (武器 v)?> or <touching (武器2 v)?>> then\n if <(敵3) > [5]> then\n change [敵hp v] by (-25)\n else\n change [敵hp v] by (-5)\n end\n switch costume to (2 v)\n wait (0.5) seconds\n switch costume to (11 v)\n end\nend\n\nwhen I receive [4 v]\n配置 [18500] [1778] [1] [0] [-925] (pick random (1) to (5))\n\nwhen I receive [ゴール v]\ndelete this clone\n\nwhen I start as a clone\nforever\n if <touching (プレイヤー v)?> then\n change [hp v] by (-4)\n wait (1) seconds\n end\nend\n\n@敵4武器\n\nwhen I start as a clone\nswitch costume to (12 v)\nforever\n set size to (100) %\n go to [back v] layer\nend\n\nwhen flag clicked\nset size to (80) %\nhide\nwait (1) seconds\nif <(size) = [80]> then\n [1]\n [2]\n [3]\n [4]\n [5]\n [6]\n [7]\n [8]\nend\n\nwhen I receive [切り替え v]\ndelete this clone\n\nwhen I start as a clone\nforever\n if <(distance to [プレイヤー v]) < [100]> then\n show\n clear graphic effects\n switch costume to (12 v)\n repeat (11)\n wait () seconds\n next costume\n end\n wait (0.5) seconds\n hide\n wait (pick random (0) to (5)) seconds\n end\nend\n\nwhen I start as a clone\nforever\n go to x: ((item (クローン番号) of [水x v]) + (+)) y: (item (クローン番号) of [水y v])\n if <([backdrop # v] of [プレイヤー v]) < (item (クローン番号) of [水x v])> then\n set [+ v] to [-60]\n else\n set [+ v] to [60]\n end\nend\n\ndefine (クローン番号)\nset [クローン番号 v] to (クローン番号)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nforever\n if <touching (プレイヤー v)?> then\n if <([x position v] of [プレイヤー v]) > (x position)> then\n broadcast (右 v)\n else\n broadcast (左 v)\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <(item (クローン番号) of [水x v]) = [No]> then\n delete this clone\n end\nend\n\nwhen I start as a clone\nforever\n if <touching (_edge_ v)?> then\n hide\n end\nend\n\nwhen I start as a clone\nforever\n if <touching (プレイヤー v)?> then\n change [hp v] by (-3)\n wait (1) seconds\n end\nend\n\n@敵5\n\nwhen I start as a clone\nforever\n go to [front v] layer\n 移動 (((1) + (+x)) - (スクロールx)) ((((2) + (-x)) - (スクロールy)) + (y別動))\nend\n\nwhen I receive [スタート v]\n配置 [14858] [1475] [1] [0] [-1880] [4]\n配置 [14858] [1475] [1] [0] [-1880] [5]\n配置 [17024] [1475] [1] [0] [-740] [4]\n配置 [17024] [1475] [1] [0] [-740] [6]\n配置 [17024] [1475] [1] [0] [-740] [8]\n\ndefine 移動 (x) (y)\nshow\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n show\nelse\n hide\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [切り替え v]\ndelete this clone\n\nwhen I start as a clone\nset [+x v] to [0]\nforever\n set rotation style [left-right v]\n if <(distance to [プレイヤー v]) > [20]> then\n if <([x position v] of [プレイヤー v]) > (x position)> then\n point in direction (90)\n if <(+x) < (+)> then\n change [+x v] by (速度)\n end\n else\n point in direction (-90)\n if <(-) < (+x)> then\n change [+x v] by ((-1) * (速度))\n end\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <<touching (武器 v)?> or <touching (武器2 v)?>> then\n if <([x position v] of [プレイヤー v]) > (x position)> then\n repeat (10)\n if <(-) < (+x)> then\n change [+x v] by (-10)\n end\n end\n else\n repeat (10)\n if <(+x) < (+)> then\n change [+x v] by (10)\n end\n end\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <touching (プレイヤー v)?> then\n if <([x position v] of [プレイヤー v]) > (x position)> then\n broadcast (火 v)\n broadcast (右 v)\n else\n broadcast (火 v)\n broadcast (左 v)\n end\n end\nend\n\ndefine 配置 (x) (y) (コスチューム) (動ける距離) (動ける距離2) (速度)\nset [+ v] to (動ける距離)\nset [- v] to (動ける距離2)\nset [1 v] to (x)\nset [2 v] to (y)\nswitch costume to (コスチューム)\nset [速度 v] to (速度)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nset [敵hp v] to [100]\nswitch costume to (11 v)\nforever\n if <<touching (武器 v)?> or <touching (武器2 v)?>> then\n if <(敵3) > [5]> then\n change [敵hp v] by (-15)\n else\n change [敵hp v] by (-3)\n end\n switch costume to (2 v)\n wait (0.5) seconds\n switch costume to (11 v)\n end\nend\n\nwhen I start as a clone\nforever\n if <(敵HP) < [1]> then\n stop [other scripts in sprite v]\n set rotation style [all around v]\n repeat (10)\n turn left (15) degrees\n change y by (-5)\n if <(y position) < [-180]> then\n delete this clone\n end\n end\n end\nend\n\nwhen I receive [5 v]\n配置 [18500] [1778] [1] [0] [-925] (pick random (1) to (10))\n\nwhen I receive [ゴール v]\ndelete this clone\n\n@ボス\n\ndefine 配置 (x) (y) (コスチューム) (動ける距離) (動ける距離2) (速度)\nset [+ v] to (動ける距離)\nset [- v] to (動ける距離2)\nset [1 v] to (x)\nset [2 v] to (y)\nswitch costume to (コスチューム)\nset [速度 v] to (速度)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nforever\n go to [front v] layer\n 移動 (((1) + (+x)) - (スクロールx)) ((((2) + (-x)) - (スクロールy)) + (y別動))\nend\n\nwhen I receive [スタート v]\n配置 [18284] [1800] [1] [0] [-100000] [5]\n\ndefine 移動 (x) (y)\nshow\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n show\nelse\n hide\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [切り替え v]\ndelete this clone\n\nwhen I start as a clone\nset [+x v] to [0]\nwait until <<touching (武器 v)?> or <touching (武器2 v)?>>\nforever\n set rotation style [left-right v]\n if <(distance to [プレイヤー v]) > [20]> then\n if <([x position v] of [プレイヤー v]) > (x position)> then\n point in direction (90)\n if <(+x) < (+)> then\n change [+x v] by (速度)\n end\n else\n point in direction (-90)\n if <(-) < (+x)> then\n change [+x v] by ((-1) * (速度))\n end\n end\n if <([y position v] of [プレイヤー v]) > (y position)> then\n change [-x v] by (速度)\n else\n change [-x v] by ((-1) * (速度))\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <<touching (武器 v)?> or <touching (武器2 v)?>> then\n if <([x position v] of [プレイヤー v]) > (x position)> then\n repeat (10)\n if <(-) < (+x)> then\n change [+x v] by (-5)\n end\n end\n else\n repeat (10)\n if <(+x) < (+)> then\n change [+x v] by (5)\n end\n end\n end\n end\nend\n\nwhen I start as a clone\nwait until <<touching (武器 v)?> or <touching (武器2 v)?>>\nforever\n if <touching (プレイヤー v)?> then\n if <([x position v] of [プレイヤー v]) > (x position)> then\n broadcast (右 v)\n change [hp v] by (-5)\n wait (1) seconds\n else\n broadcast (左 v)\n change [hp v] by (-5)\n wait (1) seconds\n end\n end\nend\n\nwhen I start as a clone\nclear graphic effects\nshow\nforever\n if <(敵HP) < [1]> then\n clear graphic effects\n repeat (5)\n set [brightness v] effect to (100)\n wait (0.3) seconds\n set [brightness v] effect to (0)\n wait (0.3) seconds\n end\n repeat (50)\n change [brightness v] effect by (100)\n change [ghost v] effect by (2)\n end\n broadcast (ゴール v)\n delete this clone\n end\nend\n\nwhen I start as a clone\nset [敵hp v] to [500]\nswitch costume to (11 v)\nforever\n if <<touching (武器 v)?> or <touching (武器2 v)?>> then\n if <(敵3) > [5]> then\n change [敵hp v] by (-5)\n else\n change [敵hp v] by (-1)\n end\n switch costume to (2 v)\n wait (0.5) seconds\n switch costume to (11 v)\n end\nend\n\nwhen I start as a clone\nwait until <<touching (武器 v)?> or <touching (武器2 v)?>>\nforever\n repeat (1)\n wait (pick random (2) to (8)) seconds\n broadcast (pick random (1) to (5))\n end\nend\n\nwhen I start as a clone\nwait until <<touching (武器 v)?> or <touching (武器2 v)?>>\nforever\n repeat (1)\n wait (pick random (0) to (2)) seconds\n broadcast (針 v)\n end\nend\n\nwhen I start as a clone\nforever\n set [ボスx v] to (x position)\n set [ボスy v] to (y position)\nend\n\nwhen I start as a clone\nwait until <<touching (武器 v)?> or <touching (武器2 v)?>>\nforever\n repeat (1)\n wait (pick random (1) to (5)) seconds\n broadcast (ボス武器 v)\n end\nend\n\nwhen I start as a clone\nforever\n if <touching (プレイヤー v)?> then\n change [hp v] by (-6)\n wait (1) seconds\n end\nend\n\n@見た目\n\nwhen flag clicked\nforever\n ブロック名\nend\n\nwhen flag clicked\nforever\n if <(敵3) > [5]> then\n show\n else\n hide\n end\nend\n\ndefine ブロック名\ngo to x: ([x position v] of [プレイヤー v]) y: ([y position v] of [プレイヤー v])\npoint in direction ([direction v] of [プレイヤー v])\n\n@武器2\n\nwhen flag clicked\nhide\nforever\n go to [front v] layer\n go to x: ([x position v] of [プレイヤー v]) y: (([y position v] of [プレイヤー v]) + (10))\n set rotation style [all around v]\nend\n\nwhen flag clicked\nforever\n if <(敵2) > [4]> then\n if <<mouse down?> or <key (x v) pressed?>> then\n create clone of (_myself_ v)\n wait (0.3) seconds\n end\n end\nend\n\nwhen I start as a clone\ngo to [front v] layer\nset rotation style [all around v]\npoint towards (mouse-pointer v)\nshow\nif <(敵3) > [5]> then\n switch costume to (2 v)\n repeat (100)\n move (5) steps\n end\n delete this clone\nelse\n switch costume to ( v)\n repeat until <<touching (_edge_ v)?> or <touching (地面 v)?>>\n move (10) steps\n end\n delete this clone\nend\n\nwhen I receive [ゴール v]\nhide\nstop [other scripts in sprite v]\n\n@武器\n\nwhen flag clicked\nhide\nforever\n go to [front v] layer\n go to x: ([x position v] of [プレイヤー v]) y: ([y position v] of [プレイヤー v])\n set rotation style [all around v]\nend\n\nwhen flag clicked\nforever\n if <(敵3) > [5]> then\n switch costume to (2 v)\n else\n switch costume to ( v)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (_edge_ v)?> then\n hide\n end\nend\n\nwhen I receive [ゴール v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [スタート v]\nforever\n go to [front v] layer\n if <<mouse down?> or <key (z v) pressed?>> then\n show\n point in direction (90)\n if <([direction v] of [プレイヤー v]) = [90]> then\n repeat (12)\n turn right (10) degrees\n end\n else\n repeat (12)\n turn left (10) degrees\n end\n end\n wait (0.1) seconds\n hide\n end\nend\n\n@スプライト2\n\nwhen flag clicked\nclear graphic effects\nswitch costume to (-2 v)\nset [shop v] to [0]\nhide\n\nwhen I start as a clone\ngo to x: (0) y: (0)\nclear graphic effects\nif <<(敵2) > [4]> and <(敵3) > [5]>> then\n switch costume to (-5 v)\nelse\n if <(敵2) > [4]> then\n switch costume to (-3 v)\n else\n if <(敵3) > [5]> then\n switch costume to (-4 v)\n else\n switch costume to (- v)\n end\n end\nend\nshow\nforever\n if <mouse down?> then\n if <(SHOP) = [1]> then\n set [shop v] to [0]\n delete this clone\n end\n end\nend\n\nwhen I receive [スタート v]\nshow\nforever\n go to [front v] layer\n go to x: (174) y: (-135)\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (20)\n if <mouse down?> then\n if <(SHOP) = [0]> then\n create clone of (_myself_ v)\n wait until <not <mouse down?>>\n set [shop v] to [1]\n end\n end\n else\n clear graphic effects\n end\nend\n\n@スプライト3\n\nwhen flag clicked\nhide\n\nwhen I receive [スタート v]\nshow\nforever\n go to x: (0) y: (0)\nend\n\nwhen flag clicked\nforever\n go [forward v] (100000000000000000000000000) layers\nend\n\n@ボス武器\n\nwhen flag clicked\nhide\nforever\n go to [front v] layer\n go to x: (ボスx) y: (ボスy)\n set rotation style [all around v]\nend\n\nwhen I start as a clone\ngo to [front v] layer\nset rotation style [all around v]\npoint towards (mouse-pointer v)\nshow\nswitch costume to (2 v)\nrepeat until <<touching (プレイヤー v)?> or <touching (_edge_ v)?>>\n move (5) steps\nend\ndelete this clone\n\nwhen I receive [ボス武器 v]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nforever\n if <touching (プレイヤー v)?> then\n if <([x position v] of [プレイヤー v]) > (x position)> then\n broadcast (超右 v)\n else\n broadcast (超左 v)\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <touching (プレイヤー v)?> then\n change [hp v] by (-5)\n wait (1) seconds\n end\nend\n\n@スプライト4\n\nwhen flag clicked\nset size to (100) %\nclear graphic effects\ngo to x: (0) y: (0)\nshow\nswitch costume to (コスチューム1 v)\nwait (2) seconds\nrepeat (10)\n change [brightness v] effect by (-10)\nend\nswitch costume to (コスチューム3 v)\nwait (1) seconds\nrepeat (10)\n change [brightness v] effect by (10)\nend\nwait (2) seconds\nrepeat (10)\n change [brightness v] effect by (-10)\nend\nswitch costume to (コスチューム4 v)\nwait (1) seconds\nrepeat (10)\n change [brightness v] effect by (10)\nend\nwait (2) seconds\nbroadcast (スタート v)\nhide\n\nwhen flag clicked\nforever\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n stop [other scripts in sprite v]\n hide\n broadcast (スタート v) and wait\n end\nend\n\nwhen I receive [スタート v]\nstop [other scripts in sprite v]\n\n
online\n https://scratch.mit.edu/projects/476811832/\n\n日本語↓\n\nI'm grateful for the trend 2nd place & communication &Commurimi lovers!\n\n\Method of operation\n\nUp/Left/Left keys WAD key Tap\n\nSword z key tap\n\nKi bullet x key tap\n\nThe enemy's knockback is dangerous so be careful!\n\nIf you want to advertise, please ❤️ and ⭐️!\n\nーーーーーーーーーーーーーーーーーーーー\n傾向2位&コミュ好き&コミュリミ感謝です!\n\n\操作方法\n\n上左右キー  wadキー  タップ\n\n剣 zキー  タップ\n\n気弾 xキー  タップ\n\n敵のノックバックがヤバいから気をつけて‼\n\n宣伝する場合は❤️と⭐️よろしく!\n
Aztral || A Journey to Beyond || A Platformer || #Games #All #Trending
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop4 v)\nforever\n play sound [00Jungle v] until done\nend\n\nwhen flag clicked\nset [soundsystem v] to (pick random (3) to (5))\nforever\n play sound (soundsystem) until done\nend\n\nwhen flag clicked\nset [pan v] to [0]\nset volume to (100) %\nforever\n repeat until <(pan) = [-100]>\n change [pan v] by (-1)\n wait (0.05) seconds\n end\n repeat until <(pan) = [100]>\n change [pan v] by (1)\n wait (0.05) seconds\n end\nend\n\nwhen I receive [animation v]\nforever\n set volume to (0) %\nend\n\nwhen flag clicked\nforever\n set [pan left/right v] effect to (pan)\nend\n\nwhen flag clicked\nswitch backdrop to (backdrop3 v)\nforever\n play sound [01WaterDrops v] until done\nend\n\nwhen [space v] key pressed\nif <(username) = [NovaSpecter]> then\n broadcast (Next level v)\nend\n\n@Player\n\nwhen I receive [green flag clicked v]\nReset Level\nforever\n switch costume to (hitbox v)\n Controls - Jump, Crouch\n Gravity\n Check Hit Ceiling / Floor <(speed y) > [0]>\n if <(y position) < [-189]> then\n Reset Level\n end\n if <(wall jump) > [0]> then\n change [wall jump v] by (-1)\n else\n Controls - Left and Right\n end\n if <(speed x) < [-0.5]> then\n Walk (-90) (speed x) max steep (([ceiling v] of ([abs v] of ((speed x) * (1.3)) ) ) + (1))\n else\n if <(speed x) > [0.5]> then\n Walk (90) (speed x) max steep (([ceiling v] of ([abs v] of ((speed x) * (1.3)) ) ) + (1))\n else\n set [frame v] to [0]\n end\n end\n Set Costume\n broadcast (tick v) and wait\n if <<<touching (spikes v)?> or <touching (falling spikes v)?>> or <touching (lava v)?>> then\n broadcast (Die v)\n wait (0.5) seconds\n Reset Level\n end\n if <<(y position) > [170]> and <touching (_edge_ v)?>> then\n if <(LEVEL) = [13]> then\n broadcast (Animation v)\n else\n broadcast (check level v)\n end\n end\nend\n\ndefine Controls - Left and Right\nset [speed x v] to ((speed x) * (0.7))\nif <<key (a v) pressed?> or <<key (left arrow v) pressed?> or <<mouse down?> and <(x position) > (mouse x)>>>> then\n change [speed x v] by (-1)\nend\nif <<key (d v) pressed?> or <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>> then\n change [speed x v] by (1)\nend\n\ndefine Walk (direction) (speed) max steep (max steep)\npoint in direction (direction)\nchange x by (speed)\nchange [frame v] by (([abs v] of (speed) ) / (8))\nset [slope v] to [0]\nGet Touching <(in platforrm) = [1]>\nrepeat until <<(slope) = (max steep)> or <(touch) = [0]>>\n change y by (1)\n change [slope v] by (1)\n Get Touching <(in platforrm) = [1]>\nend\nif <(slope) = (max steep)> then\n change x by ((0) - (speed))\n change y by ((0) - (slope))\n if <<(touch) = [1]> and <(in platforrm) = [1]>> then\n set [in platforrm v] to [2]\n Walk (direction) (speed) max steep (max steep)\n if <(speed x) = [0]> then\n set [in platforrm v] to [1]\n end\n else\n if <<<<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> and <([abs v] of (speed) ) > [3.5]>> and <(touch) > [1]>> then\n set [speed x v] to ((-1.2) * (speed))\n set [speed y v] to [11]\n set [falling? v] to [6]\n set [wall jump v] to [15]\n if <touching (ladder v)?> then\n set [speed y v] to [0]\n end\n else\n set [speed x v] to [0]\n end\n end\nend\n\ndefine Controls - Jump, Crouch\nif <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n if <<(jump key) = [0]> and <(falling?) < [3]>> then\n set [speed y v] to [10]\n set [falling? v] to [6]\n set [jump key v] to [1]\n if <touching (ladder v)?> then\n set [speed y v] to [0]\n end\n end\nelse\n set [jump key v] to [0]\nend\nif <<key (d v) pressed?> or <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>> then\n set [in platforrm v] to [2]\nend\n\ndefine Gravity\nif <<(speed y) < [4]> or <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>>> then\n change [speed y v] by (-1)\n if <touching (ladder v)?> then\n change [speed y v] by (50)\n end\nelse\n change [speed y v] by (-2)\nend\nchange y by (speed y)\nchange [falling? v] by (1)\n\ndefine Check Hit Ceiling / Floor <up?>\nGet Touching \nif <(touch) = [0]> then\n set [in platforrm v] to [1]\nelse\n if <<up?> and <(touch) = [1]>> then\n set [in platforrm v] to [2]\n end\n if <touching (moving v)?> then\n set x to (round ([x position v] of [moving v]))\n end\nend\nrepeat until <(touch) < (in platforrm)>\n if <up?> then\n change y by (-1)\n else\n change y by (1)\n set [falling? v] to [0]\n end\n Get Touching <not <up?>>\n set [speed y v] to [0]\nend\n\ndefine Get Touching <check platform?>\nif <<<touching (ground v)?> or <touching (moving v)?>> or <<touching (vanishing v)?> or >> then\n set [touch v] to [9]\nelse\n if <<check platform?> and <touching (ladder v)?>> then\n set [touch v] to [1]\n else\n set [touch v] to [0]\n end\nend\n\ndefine Reset Level\nclear graphic effects\nset size to (25) %\nset rotation style [left-right v]\ngo to x: (item (LEVEL) of [level x v]) y: (item (LEVEL) of [level y v])\nbroadcast (Other render v)\nreset timer\nshow\nset [speed x v] to [0]\nset [speed y v] to [0]\nset [falling? v] to [10]\nset [in platforrm v] to [1]\nset [frame v] to [0]\nset [wall jump v] to [0]\n\ndefine Set Costume\nif <(falling?) < [6]> then\n if <(frame) = [0]> then\n switch costume to (stand_1 v)\n set [touchground v] to [0]\n else\n switch costume to ([floor v] of ((5) + ((frame) mod (2))) )\n end\nelse\n if <(speed y) > [0]> then\n switch costume to (jump_1 v)\n set [touchground v] to [0]\n else\n switch costume to (fall_1 v)\n if <<<touching (ground v)?> or <touching (moving v)?>> or > then\n set [touchground v] to [True]\n else\n set [touchground v] to [0]\n end\n end\nend\n\nwhen I receive [next level v]\ngo to x: (item ((LEVEL) + (1)) of [level x v]) y: (item ((LEVEL) + (1)) of [level y v])\n\nwhen I receive [die v]\nset [ghost v] effect to (100)\nset [current collect x v] to (x position)\nset [current collect y v] to (y position)\n\nwhen I receive [green flag clicked v]\nforever\n if <(TouchGround) = [True]> then\n play sound (pick random (2) to (3)) until done\n set [pitch v] effect to (pick random (-75) to (5))\n set [touchground v] to [0]\n end\nend\n\nstart sound [2 v]\n\nwhen I receive [die v]\nclear sound effects\nstart sound [Explode 2 v]\nchange [pitch v] effect by (-10)\nplay sound [Explode 2 v] until done\n\nwhen flag clicked\nforever\n if <<<touching (grass v)?> and <(speed x) > [0]>> and <<key (any v) pressed?> or <mouse down?>>> then\n set [pitch v] effect to (pick random (-100) to (50))\n play sound (pick random (4) to (6)) until done\n end\nend\n\nwhen [r v] key pressed\nReset Level\n\nwhen I receive [animation v]\nhide\n\nwhen I receive [animation v]\ngo to x: (0) y: (0)\nstop [other scripts in sprite v]\n\ndefine this level -> (level) (no. of coins) <- no. of coins\nif <<(no. of coins) = (coin no.)> and <(level) = (LEVEL)>> then\n if <not <(LEVEL) = [10]>> then\n broadcast (Next level v)\n else\n broadcast (Animation v)\n end\nelse\n if <<not <(no. of coins) = (coin no.)>> and <(level) = (LEVEL)>> then\n if <<(y position) > [170]> and <touching (_edge_ v)?>> then\n broadcast (coin=no v)\n wait until <not <(y position) > [170]>>\n end\n end\nend\n\nwhen I receive [check level v]\nthis level -> [1] [5] <- no. of coins\nthis level -> [2] [7] <- no. of coins\nthis level -> [3] [7] <- no. of coins\nthis level -> [4] [7] <- no. of coins\nthis level -> [5] [8] <- no. of coins\nthis level -> [6] [8] <- no. of coins\nthis level -> [7] [7] <- no. of coins\nthis level -> [8] [6] <- no. of coins\nthis level -> [9] [7] <- no. of coins\nthis level -> [10] [11] <- no. of coins\n\nif <touching (ladder v)?> then\n change [speed y v] by (20)\nend\n\nchange [speed y v] by (50)\n\nadd (x position) to [level x v]\n\nadd [-145] to [level y v]\n\nwhen I receive [green flag clicked v]\nforever\n go to [front v] layer\n go [backward v] (1) layers\nend\n\nset drag mode [not draggable v]\n\ndelete (6) of [level y v]\n\nwhen I receive [animation v]\nhide\nstop [other scripts in sprite v]\n\nwhen flag clicked\nhide\n\n@Ground\n\nwhen flag clicked\nswitch costume to (1 v)\nset [level v] to [1]\nshow\nforever\n set [ghost v] effect to (100)\n set [level v] to (costume [number v])\nend\n\nwhen I receive [next level v]\nchange [level v] by (1)\nnext costume\nwait (0.02) seconds\nbroadcast (Render v)\n\nwhen I receive [die v]\nrepeat (10)\n go to x: (Die) y: (Die)\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\n\nwhen I receive [animation v]\nhide\n\nwhen I receive [animation v]\nhide\nstop [other scripts in sprite v]\n\n@GroundVisuals\n\nwhen I receive [die v]\nrepeat (10)\n go to x: (Die) y: (Die)\nend\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\n\nwhen I receive [animation v]\nhide\n\nwhen I receive [animation v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [green flag clicked v]\nswitch costume to (costume1 v)\nshow\nforever\n switch costume to (LEVEL)\n go to [front v] layer\n go [backward v] (3) layers\nend\n\n@Moving\n\ndefine Smooth Glide To X: (x) (speed)\nrepeat ((speed) * ((speed) / ((speed) / (2))))\n change x by (((x) / (speed)) - ((x position) / (speed)))\nend\n\ndefine Smooth glide to y: (y) (speed) \nrepeat ((speed) * ((speed) / ((speed) / (5))))\n change y by (((y) / (speed)) - ((y position) / (speed)))\nend\n\ndefine Lvl: (lvl) Glide to x: (x) Glide to y: (y) Pos 1 x: (x1) Pos 1 y: (y1) (speed) costume: (costume#)\ngo to x: (x) y: (y)\nswitch costume to (costume#)\nif <(LEVEL) = (lvl)> then\n show\n forever\n go to [front v] layer\n Smooth Glide To X: (x1) Y: (y1) at Speed: (speed)\n Smooth Glide To X: (x) Y: (y) at Speed: (speed)\n end\nelse\n hide\nend\n\nwhen flag clicked\nhide\n\ndefine Smooth Glide To X: (x) Y: (y) at Speed: (speed)\nrepeat ((speed) * ((speed) / ((speed) / (5))))\n change x by (((x) / (speed)) - ((x position) / (speed)))\n change y by (((y) / (speed)) - ((y position) / (speed)))\nend\n\nwhen I receive [render v]\nhide\ngo to x: (-20) y: (-90)\nLvl: [5] Glide to x: [132] Glide to y: [-65] Pos 1 x: [-5] Pos 1 y: [-35] [40] costume: [3]\nLvl: [6] Glide to x: [-37] Glide to y: [-130] Pos 1 x: [110] Pos 1 y: [-133] [35] costume: [4]\nLvl: [8] Glide to x: [86] Glide to y: [-162] Pos 1 x: [185] Pos 1 y: [-162] [40] costume: [3]\nLvl: [9] Glide to x: [80] Glide to y: [0] Pos 1 x: [200] Pos 1 y: [0] [30] costume: [1]\nLvl: [10] Glide to x: [-185] Glide to y: [100] Pos 1 x: [-20] Pos 1 y: [100] [40] costume: [2]\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen [k v] key pressed\n\nwhen I receive [animation v]\nhide\nstop [other scripts in sprite v]\n\n@Vanishing\n\ndefine go to x: (x) y: (y) repeat: (repeat) level: (level)\ngo to x: (x) y: (y)\nif <(LEVEL) = (level)> then\n repeat (repeat)\n create clone of (_myself_ v)\n change x by (23)\n end\nend\n\nwhen I start as a clone\nswitch costume to (costume1 v)\nshow\nforever\n if <touching (player v)?> then\n clear graphic effects\n repeat (10)\n Bounce [100]\n change y by (-1)\n end\n repeat (20)\n Bounce [-10]\n end\n hide\n wait (3) seconds\n change y by (10)\n show\n set size to (100) %\n switch costume to (costume1 v)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n end\nend\n\nwhen flag clicked\nforever\n hide\n switch costume to (costume3 v)\nend\n\ndefine Bounce (size)\nset [bounce v] to (((bounce) * (.8)) + (((size) - (size)) * (.1)))\nchange [ghost v] effect by (10)\nchange size by (bounce)\n\nwhen I receive [render v]\ndelete this clone\n\nwhen I receive [next level v]\ndelete this clone\n\nwhen I receive [render v]\ngo to x: [8] y: [12] repeat: [5] level: [6]\ngo to x: [-183] y: [-15] repeat: [1] level: [7]\ngo to x: [76] y: [-75] repeat: [4] level: [7]\ngo to x: [-172] y: [58] repeat: [3] level: [8]\ngo to x: [-4] y: [81] repeat: [6] level: [8]\ngo to x: [-60] y: [-71] repeat: [1] level: [9]\ngo to x: [-110] y: [10] repeat: [1] level: [9]\ngo to x: [-20] y: [105] repeat: [1] level: [9]\ngo to x: [26] y: [105] repeat: [1] level: [9]\ngo to x: [74] y: [105] repeat: [1] level: [9]\ngo to x: [120] y: [105] repeat: [1] level: [9]\ngo to x: [50] y: [30] repeat: [7] level: [10]\ngo to x: [99] y: [100] repeat: [8] level: [10]\n\nwhen I receive [die v]\nset size to (100) %\nclear graphic effects\nshow\n\nwhen I receive [animation v]\nhide\nstop [other scripts in sprite v]\n\n@Collectibles\n\ndefine Coin at x: (x) Y: (y) Level: (lvl) Costume (#)\nif <(lvl) = (LEVEL)> then\n go to x: (x) y: (y)\n switch costume to (#)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\nforever\n if <touching (player v)?> then\n broadcast (Collected v)\n set [current collect x v] to (x position)\n set [current collect y v] to (y position)\n change [coin no. v] by (1)\n play sound [Collect v] until done\n delete this clone\n end\nend\n\nwhen I start as a clone\nforever\n if <(costume [number v]) = [1]> then\n if <(Fade) > [1]> then\n go to [front v] layer\n else\n go to [back v] layer\n end\n else\n go to [back v] layer\n go [forward v] (10) layers\n end\nend\n\nwhen I receive [render v]\nCoin at x: [200] Y: [-125] Level: [1] Costume [1]\nCoin at x: [-208] Y: [-65] Level: [1] Costume [2]\nCoin at x: [-84] Y: [-10] Level: [1] Costume [2]\nCoin at x: [-226] Y: [62] Level: [1] Costume [2]\nCoin at x: [183] Y: [134] Level: [1] Costume [2]\nCoin at x: [98] Y: [-51] Level: [2] Costume [2]\nCoin at x: [-200] Y: [-75] Level: [2] Costume [2]\nCoin at x: [-62] Y: [35] Level: [2] Costume [2]\nCoin at x: [35] Y: [133] Level: [2] Costume [2]\nCoin at x: [215] Y: [139] Level: [2] Costume [2]\nCoin at x: [176] Y: [-94] Level: [2] Costume [2]\nCoin at x: [78] Y: [-143] Level: [2] Costume [1]\nCoin at x: [-121] Y: [-130] Level: [3] Costume [2]\nCoin at x: [16] Y: [-98] Level: [3] Costume [2]\nCoin at x: [216] Y: [-48] Level: [3] Costume [2]\nCoin at x: [-128] Y: [-20] Level: [3] Costume [2]\nCoin at x: [180] Y: [112] Level: [3] Costume [2]\nCoin at x: [-168] Y: [102] Level: [3] Costume [2]\nCoin at x: [142] Y: [-145] Level: [3] Costume [1]\nCoin at x: [-215] Y: [-75] Level: [4] Costume [2]\nCoin at x: [-226] Y: [-158] Level: [4] Costume [2]\nCoin at x: [21] Y: [-34] Level: [4] Costume [2]\nCoin at x: [215] Y: [105] Level: [4] Costume [2]\nCoin at x: [-24] Y: [80] Level: [4] Costume [2]\nCoin at x: [-224] Y: [118] Level: [4] Costume [2]\nCoin at x: [190] Y: [-150] Level: [4] Costume [1]\nCoin at x: [-155] Y: [121] Level: [5] Costume [2]\nCoin at x: [-220] Y: [-77] Level: [5] Costume [2]\nCoin at x: [-38] Y: [-108] Level: [5] Costume [2]\nCoin at x: [67] Y: [0] Level: [5] Costume [2]\nCoin at x: [209] Y: [-128] Level: [5] Costume [2]\nCoin at x: [223] Y: [-42] Level: [5] Costume [2]\nCoin at x: [150] Y: [116] Level: [5] Costume [2]\nCoin at x: [-201] Y: [40] Level: [5] Costume [1]\nCoin at x: [-223] Y: [-123] Level: [6] Costume [2]\nCoin at x: [-77] Y: [-116] Level: [6] Costume [2]\nCoin at x: [30] Y: [-125] Level: [6] Costume [2]\nCoin at x: [190] Y: [-65] Level: [6] Costume [2]\nCoin at x: [174] Y: [82] Level: [6] Costume [2]\nCoin at x: [58] Y: [72] Level: [6] Costume [2]\nCoin at x: [-150] Y: [89] Level: [6] Costume [2]\nCoin at x: [218] Y: [83] Level: [6] Costume [1]\nCoin at x: [-197] Y: [42] Level: [7] Costume [2]\nCoin at x: [-169] Y: [-89] Level: [7] Costume [2]\nCoin at x: [-22] Y: [-8] Level: [7] Costume [2]\nCoin at x: [25] Y: [104] Level: [7] Costume [2]\nCoin at x: [109] Y: [-52] Level: [7] Costume [2]\nCoin at x: [214] Y: [-45] Level: [7] Costume [2]\nCoin at x: [-166] Y: [106] Level: [7] Costume [1]\nCoin at x: [-166] Y: [-59] Level: [8] Costume [2]\nCoin at x: [-35] Y: [15] Level: [8] Costume [2]\nCoin at x: [200] Y: [15] Level: [8] Costume [2]\nCoin at x: [185] Y: [-147] Level: [8] Costume [2]\nCoin at x: [-52] Y: [121] Level: [8] Costume [2]\nCoin at x: [160] Y: [121] Level: [8] Costume [2]\nCoin at x: [-220] Y: [-113] Level: [9] Costume [2]\nCoin at x: [-40] Y: [42] Level: [9] Costume [2]\nCoin at x: [222] Y: [-95] Level: [9] Costume [2]\nCoin at x: [26] Y: [130] Level: [9] Costume [2]\nCoin at x: [169] Y: [135] Level: [9] Costume [2]\nCoin at x: [225] Y: [22] Level: [9] Costume [2]\nCoin at x: [-205] Y: [-1] Level: [9] Costume [1]\nCoin at x: [-225] Y: [-90] Level: [10] Costume [2]\nCoin at x: [-63] Y: [-133] Level: [10] Costume [2]\nCoin at x: [40] Y: [-35] Level: [10] Costume [2]\nCoin at x: [-100] Y: [75] Level: [10] Costume [2]\nCoin at x: [-210] Y: [127] Level: [10] Costume [2]\nCoin at x: [13] Y: [123] Level: [10] Costume [2]\nCoin at x: [190] Y: [55] Level: [10] Costume [2]\nCoin at x: [207] Y: [-30] Level: [10] Costume [2]\nCoin at x: [169] Y: [-100] Level: [10] Costume [2]\nCoin at x: [52] Y: [-118] Level: [10] Costume [1]\nCoin at x: [52] Y: [-142] Level: [10] Costume [1]\n\nwhen I start as a clone\nset [local sizeglide v] to [0]\nset size to (20) %\nrepeat (20)\n change size by (Local SizeGlide)\n change [local sizeglide v] by (0.07)\nend\nforever\n repeat (40)\n change size by (Local SizeGlide)\n change [local sizeglide v] by (-0.07)\n turn right (2) degrees\n end\n repeat (40)\n change size by (Local SizeGlide)\n turn right (2) degrees\n change [local sizeglide v] by (0.07)\n end\nend\n\nwhen flag clicked\nset [coin no. v] to [0]\nforever\n hide\nend\n\nwhen I receive [next level v]\nset [coin no. v] to [0]\ndelete this clone\n\nwhen I receive [animation v]\nhide\n\nwhen I receive [animation v]\nhide\nstop [other scripts in sprite v]\n\n@HiddenPlatforms\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nset [ghost effect fadeaway v] to [0]\ngo to [front v] layer\nforever\n if <<touching (player v)?> or <<<key (p v) pressed?> and <key (z v) pressed?>> and <<not <<(reveals:) = [3]> or <(reveals:) > [3]>>> or <(unlimited?) = [1]>>>> then\n change [ghost effect fadeaway v] by (((80) - (Ghost Effect Fadeaway)) / (6))\n set [fade v] to [5]\n else\n set [fade v] to [0]\n change [ghost effect fadeaway v] by (((0) - (Ghost Effect Fadeaway)) / (6))\n set [brightness v] effect to (-100)\n end\n set [ghost v] effect to (Ghost Effect Fadeaway)\n switch costume to (LEVEL)\n if <<not <<(reveals:) = [3]> or <(reveals:) > [3]>>> or <(unlimited?) = [1]>> then\n if <<key (p v) pressed?> and <key (z v) pressed?>> then\n set [brightness v] effect to (((Ghost Effect Fadeaway) / (Ghost Effect Fadeaway)) + (5))\n end\n else\n set [brightness v] effect to (-100)\n end\nend\n\nwhen I receive [animation v]\nhide\n\nwhen flag clicked\nset [reveals: v] to [0]\nforever\n if <<not <<(reveals:) = [3]> or <(reveals:) > [3]>>> and <(unlimited?) = [0]>> then\n if <<key (p v) pressed?> and <key (z v) pressed?>> then\n change [reveals: v] by (1)\n repeat until <not <<key (p v) pressed?> and <key (z v) pressed?>>>\n wait (0.1) seconds\n end\n end\n end\n if <<<(reveals:) = [3]> or <(reveals:) > [3]>> and <(unlimited?) = [0]>> then\n if <<key (p v) pressed?> and <key (z v) pressed?>> then\n repeat until <not <<key (p v) pressed?> and <key (z v) pressed?>>>\n broadcast (reveals=off v)\n end\n end\n end\nend\n\nwhen I receive [animation v]\nhide\nstop [other scripts in sprite v]\n\n@Spikes\n\nwhen flag clicked\nhide\n\nwhen flag clicked\n\nwhen I receive [animation v]\nhide\n\nwhen I receive [animation v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [green flag clicked v]\nshow\nforever\n go to x: (0) y: (0)\n switch costume to (LEVEL)\nend\n\n@Falling spikes\n\ndefine Clone at x: (x) Y: (y) D: (d) Lvl (lvl) Costume (#)\nif <(lvl) = (LEVEL)> then\n go to x: (x) y: (y)\n switch costume to (#)\n point in direction (d)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nclear graphic effects\nshow\nforever\n if <<((x position) + (-20)) < ([x position v] of [player v])> and <([x position v] of [player v]) < ((x position) + (20))>> then\n if <(y position) > ([y position v] of [player v])> then\n set [y v] to [6]\n repeat until <(y position) < [-180]>\n change y by (Y)\n change [y v] by (-3)\n end\n set [pitch v] effect to (pick random (0) to (10))\n play sound [HittingTheFloor v] until done\n delete this clone\n end\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [other render v]\nClone at x: [155] Y: [40] D: [-90] Lvl [1] Costume [1]\nClone at x: [170] Y: [40] D: [-90] Lvl [1] Costume [3]\nClone at x: [0] Y: [73] D: [-90] Lvl [2] Costume [1]\nClone at x: [175] Y: [-30] D: [-90] Lvl [3] Costume [2]\nClone at x: [157] Y: [-82] D: [-90] Lvl [4] Costume [2]\nClone at x: [-148] Y: [20] D: [-90] Lvl [4] Costume [1]\nClone at x: [-85] Y: [-57] D: [-90] Lvl [5] Costume [2]\nClone at x: [156] Y: [11] D: [-90] Lvl [6] Costume [3]\nClone at x: [-200] Y: [-65] D: [-90] Lvl [9] Costume [3]\nClone at x: [-66] Y: [-91] D: [-90] Lvl [10] Costume [1]\nClone at x: [40] Y: [-87] D: [-90] Lvl [10] Costume [3]\n\nwhen I receive [die v]\nwait (0.5) seconds\nbroadcast (Other render v)\n\nwhen I receive [render v]\nbroadcast (Other render v)\n\nwhen I receive [next level v]\ndelete this clone\n\nwhen I receive [other render v]\ndelete this clone\n\nwhen I receive [animation v]\nhide\n\nwhen I receive [animation v]\nhide\nstop [other scripts in sprite v]\n\n@Grass\n\nwhen flag clicked\nset [xv v] to [2.5]\nhide\n\ndefine Spawn Grass (amount)\nrepeat (amount)\n change x by (pick random (-2) to (2))\n create clone of (_myself_ v)\n set x to (Spawn X)\nend\n\nwhen I start as a clone\nset rotation style [left-right v]\npoint in direction (pick random (-360) to (360))\nset rotation style [all around v]\nchange y by (-1)\nset size to (70) %\nshow\nswitch costume to (pick random (1) to (6))\nset [random value v] to (pick random (-5) to (5))\nforever\n if <touching (player v)?> then\n set [wave momentum v] to (Xv)\n end\n point in direction (((([sin v] of (((timer) + (Random Value)) * (255)) ) * (Wave Momentum)) * (-5)) + (90))\n set [wave momentum v] to ((Wave Momentum) * (0.95))\n Check touching ground\nend\n\ndefine Create grass from x: (x) Y: (y) Repeat (#) Level (lvl)\nif <(lvl) = (LEVEL)> then\n go to x: (x) y: (y)\n repeat (#)\n change x by (10)\n set [spawn x v] to (x position)\n Spawn Grass (pick random (1) to (3))\n end\nend\n\nwhen I receive [render v]\nrepeat (1)\n Create grass from x: [-224] Y: [-150] Repeat [12] Level [1]\n Create grass from x: [-20] Y: [-147] Repeat [20] Level [1]\n Create grass from x: [-245] Y: [45] Repeat [5] Level [1]\n Create grass from x: [142] Y: [-90] Repeat [5] Level [1]\n Create grass from x: [-123] Y: [72] Repeat [8] Level [1]\n Create grass from x: [20] Y: [76] Repeat [9] Level [1]\n Create grass from x: [142] Y: [80] Repeat [5] Level [1]\n Create grass from x: [150] Y: [92] Repeat [5] Level [1]\n Create grass from x: [161] Y: [97] Repeat [5] Level [1]\n Create grass from x: [-188] Y: [-117] Repeat [9] Level [2]\n Create grass from x: [-225] Y: [-85] Repeat [3] Level [2]\n Create grass from x: [148] Y: [-114] Repeat [10] Level [2]\n Create grass from x: [76] Y: [-64] Repeat [3] Level [2]\n Create grass from x: [22] Y: [-14] Repeat [5] Level [2]\n Create grass from x: [145] Y: [32] Repeat [4] Level [2]\n Create grass from x: [193] Y: [8] Repeat [4] Level [2]\n Create grass from x: [44] Y: [-160] Repeat [7] Level [2]\n Create grass from x: [-85] Y: [11] Repeat [4] Level [2]\n Create grass from x: [-186] Y: [36] Repeat [4] Level [2]\n Create grass from x: [-88] Y: [125] Repeat [13] Level [2]\n Create grass from x: [77] Y: [114] Repeat [4] Level [2]\n Create grass from x: [220] Y: [131] Repeat [2] Level [2]\n Create grass from x: [42] Y: [-71] Repeat [15] Level [3]\n Create grass from x: [196] Y: [-80] Repeat [10] Level [3]\n Create grass from x: [-155] Y: [-30] Repeat [4] Level [3]\n Create grass from x: [-72] Y: [11] Repeat [4] Level [3]\n Create grass from x: [-30] Y: [-22] Repeat [4] Level [3]\n Create grass from x: [-16] Y: [-116] Repeat [5] Level [3]\n Create grass from x: [88] Y: [-155] Repeat [6] Level [3]\n Create grass from x: [108] Y: [80] Repeat [17] Level [3]\n Create grass from x: [-35] Y: [110] Repeat [7] Level [3]\n Create grass from x: [-238] Y: [-170] Repeat [5] Level [4]\n Create grass from x: [-20] Y: [-175] Repeat [10] Level [4]\n Create grass from x: [-240] Y: [-88] Repeat [5] Level [4]\n Create grass from x: [-145] Y: [-157] Repeat [8] Level [4]\n Create grass from x: [-125] Y: [-38] Repeat [6] Level [4]\n Create grass from x: [119] Y: [-8] Repeat [8] Level [4]\n Create grass from x: [141] Y: [-160] Repeat [10] Level [4]\n Create grass from x: [-200] Y: [70] Repeat [28] Level [4]\n Create grass from x: [-165] Y: [140] Repeat [4] Level [4]\n Create grass from x: [-240] Y: [-150] Repeat [6] Level [5]\n Create grass from x: [-240] Y: [-90] Repeat [8] Level [5]\n Create grass from x: [-110] Y: [-117] Repeat [22] Level [5]\n Create grass from x: [152] Y: [-140] Repeat [9] Level [5]\n Create grass from x: [165] Y: [-78] Repeat [5] Level [5]\n Create grass from x: [-130] Y: [-32] Repeat [9] Level [5]\n Create grass from x: [-227] Y: [14] Repeat [4] Level [5]\n Create grass from x: [-102] Y: [50] Repeat [4] Level [5]\n Create grass from x: [135] Y: [87] Repeat [3] Level [5]\n Create grass from x: [-245] Y: [-133] Repeat [3] Level [6]\n Create grass from x: [-191] Y: [-165] Repeat [4] Level [6]\n Create grass from x: [-183] Y: [-104] Repeat [5] Level [6]\n Create grass from x: [-100] Y: [-135] Repeat [3] Level [6]\n Create grass from x: [137] Y: [-137] Repeat [5] Level [6]\n Create grass from x: [-113] Y: [17] Repeat [5] Level [6]\n Create grass from x: [-180] Y: [70] Repeat [5] Level [6]\n Create grass from x: [-84] Y: [128] Repeat [6] Level [6]\n Create grass from x: [135] Y: [60] Repeat [9] Level [6]\n Create grass from x: [-233] Y: [-25] Repeat [2] Level [6]\n Create grass from x: [-190] Y: [-121] Repeat [9] Level [7]\n Create grass from x: [-221] Y: [-80] Repeat [6] Level [7]\n Create grass from x: [67] Y: [-143] Repeat [12] Level [7]\n Create grass from x: [-71] Y: [-25] Repeat [9] Level [7]\n Create grass from x: [-185] Y: [76] Repeat [6] Level [7]\n Create grass from x: [-60] Y: [111] Repeat [5] Level [7]\n Create grass from x: [-243] Y: [-126] Repeat [10] Level [8]\n Create grass from x: [-100] Y: [-144] Repeat [8] Level [8]\n Create grass from x: [-7] Y: [-170] Repeat [7] Level [8]\n Create grass from x: [204] Y: [-117] Repeat [4] Level [8]\n Create grass from x: [-120] Y: [-10] Repeat [18] Level [8]\n Create grass from x: [180] Y: [0] Repeat [6] Level [8]\n Create grass from x: [-223] Y: [-46] Repeat [3] Level [8]\n Create grass from x: [-80] Y: [104] Repeat [7] Level [8]\n Create grass from x: [111] Y: [116] Repeat [5] Level [8]\n Create grass from x: [-240] Y: [-128] Repeat [7] Level [9]\n Create grass from x: [89] Y: [-95] Repeat [3] Level [9]\n Create grass from x: [125] Y: [-168] Repeat [6] Level [9]\n Create grass from x: [178] Y: [-143] Repeat [3] Level [9]\n Create grass from x: [212] Y: [-111] Repeat [4] Level [9]\n Create grass from x: [-117] Y: [-110] Repeat [12] Level [9]\n Create grass from x: [-225] Y: [-20] Repeat [11] Level [9]\n Create grass from x: [60] Y: [-145] Repeat [4] Level [9]\n Create grass from x: [-240] Y: [43] Repeat [7] Level [9]\n Create grass from x: [-55] Y: [24] Repeat [3] Level [9]\n Create grass from x: [-26] Y: [44] Repeat [6] Level [9]\n Create grass from x: [144] Y: [122] Repeat [6] Level [9]\n Create grass from x: [-147] Y: [-156] Repeat [11] Level [10]\n Create grass from x: [-200] Y: [-159] Repeat [2] Level [10]\n Create grass from x: [-240] Y: [-109] Repeat [2] Level [10]\n Create grass from x: [-182] Y: [-43] Repeat [3] Level [10]\n Create grass from x: [-155] Y: [16] Repeat [8] Level [10]\n Create grass from x: [-48] Y: [-1] Repeat [5] Level [10]\n Create grass from x: [15] Y: [-45] Repeat [5] Level [10]\n Create grass from x: [90] Y: [-50] Repeat [4] Level [10]\n Create grass from x: [-260] Y: [-5] Repeat [3] Level [10]\n Create grass from x: [155] Y: [-117] Repeat [2] Level [10]\n Create grass from x: [185] Y: [-43] Repeat [6] Level [10]\n Create grass from x: [-240] Y: [113] Repeat [5] Level [10]\n Create grass from x: [-23] Y: [111] Repeat [6] Level [10]\n Create grass from x: [177] Y: [135] Repeat [8] Level [10]\nend\n\nwhen I receive [next level v]\nrepeat (10)\n delete this clone\nend\n\nhide\n\nshow\n\nif <touching (ground v)?> then\n\ndefine Check touching ground\nif <not <touching (ground v)?>> then\n repeat until <touching (ground v)?>\n change y by (-1)\n end\nend\n\nwhen I receive [animation v]\nhide\n\nwhen I receive [animation v]\nhide\nstop [other scripts in sprite v]\n\n@Light\n\nwhen flag clicked\nhide\n\nwhen flag clicked\n\nwhen I receive [animation v]\nhide\n\nwhen I receive [animation v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [green flag clicked v]\nshow\nswitch costume to (costume7 v)\nset [local sizeglide v] to [0]\nrepeat (20)\n change size by (Local SizeGlide)\n go to (player v)\n change [local sizeglide v] by (0.07)\nend\nforever\n repeat (40)\n change size by (Local SizeGlide)\n change [local sizeglide v] by (-0.07)\n go to (player v)\n end\n repeat (40)\n change size by (Local SizeGlide)\n change [local sizeglide v] by (0.07)\n go to (player v)\n end\nend\n\nwhen I receive [green flag clicked v]\nshow\nswitch costume to (costume7 v)\nset size to (70) %\nforever\n go to [back v] layer\n go [backward v] (1) layers\n go to (player v)\nend\n\n@Torches\n\nwhen flag clicked\nhide\nforever\n go to [back v] layer\n repeat (10)\n go [backward v] (100) layers\n end\n go to [back v] layer\nend\n\ndefine Create clone at x: (x) Y: (y) Level: (lvl) Size (#)\nif <(lvl) = (LEVEL)> then\n go to x: (x) y: (y)\n set size to (#) %\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\nset [local sizeglide v] to [0]\ngo to [back v] layer\nrepeat (20)\n change size by (Local SizeGlide)\n change [local sizeglide v] by (0.07)\nend\nforever\n repeat (40)\n change size by (Local SizeGlide)\n change [local sizeglide v] by (-0.07)\n end\n repeat (40)\n change size by (Local SizeGlide)\n change [local sizeglide v] by (0.07)\n end\n go to [back v] layer\nend\n\nwhen I receive [next level v]\ndelete this clone\n\nwhen I receive [render v]\nrepeat (2)\n Create clone at x: [-182] Y: [83] Level: [1] Size [50]\n Create clone at x: [183] Y: [5] Level: [1] Size [50]\n Create clone at x: [82] Y: [146] Level: [2] Size [50]\n Create clone at x: [-33] Y: [36] Level: [2] Size [50]\n Create clone at x: [161] Y: [-73] Level: [2] Size [50]\n Create clone at x: [100] Y: [-26] Level: [3] Size [55]\n Create clone at x: [-24] Y: [-80] Level: [3] Size [30]\n Create clone at x: [73] Y: [108] Level: [4] Size [50]\n Create clone at x: [-121] Y: [0] Level: [4] Size [80]\n Create clone at x: [-125] Y: [120] Level: [5] Size [25]\n Create clone at x: [160] Y: [-33] Level: [5] Size [30]\n Create clone at x: [121] Y: [-103] Level: [6] Size [30]\n Create clone at x: [-27] Y: [32] Level: [6] Size [50]\n Create clone at x: [181] Y: [-52] Level: [7] Size [15]\n Create clone at x: [-82] Y: [85] Level: [7] Size [20]\n Create clone at x: [-214] Y: [60] Level: [8] Size [15]\n Create clone at x: [179] Y: [-91] Level: [8] Size [50]\n Create clone at x: [-60] Y: [141] Level: [9] Size [15]\n Create clone at x: [69] Y: [50] Level: [9] Size [50]\n Create clone at x: [-188] Y: [26] Level: [10] Size [50]\n Create clone at x: [-30] Y: [143] Level: [10] Size [50]\n wait (1.5) seconds\nend\n\nwhen I receive [animation v]\nhide\n\nwhen I receive [green flag clicked v]\nbroadcast (Render v)\n\n@Butterfly\n\nwhen flag clicked\nhide\nforever\n set [brightness v] effect to (-100)\nend\n\ndefine Animate (frames) (fps)\nrepeat (frames)\n next costume\n if <(touched) = [no]> then\n set rotation style [all around v]\n move (([sin v] of ((x position) / (5)) ) + (pick random (4) to (7))) steps\n change y by (([floor v] of ((y position) / (-100)) ) + (-1))\n else\n if <(touched) = [yes]> then\n set rotation style [left-right v]\n if <(distance to [player v]) < [2]> then\n go to (player v)\n else\n point towards (player v)\n move ((distance to [player v]) * (pick random (0.03125) to (0.3125))) steps\n end\n end\n end\n turn left (0.5) degrees\n if on edge, bounce\n wait (fps) seconds\nend\n\nwhen I start as a clone\nset [ghost v] effect to (pick random (0) to (50))\nset size to (pick random (5) to (15)) %\nshow\nset y to (pick random (-200) to (200))\nset x to (pick random (-200) to (200))\npoint in direction (pick random (-90) to (90))\nforever\n set [brightness v] effect to (-100)\n switch costume to (butterfly v)\n go [forward v] (pick random (-10) to (10)) layers\n Animate [20] (pick random (0.01) to (0.06))\nend\n\nwhen I start as a clone\nforever\n if <<(direction) > [88]> or <(direction) < [-90]>> then\n repeat until <not <<(direction) > [88]> or <(direction) < [-90]>>>\n turn right ((direction) / (-50)) degrees\n end\n end\nend\n\nwhen I receive [next level v]\ndelete this clone\n\nwhen I receive [next level v]\n\nwhen I start as a clone\nset [touched v] to [no]\nforever\n if <touching (player v)?> then\n set [touched v] to [yes]\n end\n if <(touched) = [yes]> then\n wait (pick random (3) to (6)) seconds\n set [touched v] to [no]\n end\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\nset [t v] to [0]\ngo to (mouse-pointer v)\nforever\n\nwhen I start as a clone\nforever\n if <<touching (light v)?> or <(distance to [player v]) < [50]>> then\n start sound (pick random (1) to (5))\n wait (1) seconds\n end\n set volume to ((size) * ((distance to [light v]) / (500))) %\nend\n\nplay sound [Footstep-On-Grasss- v] until done\n\nwhen I receive [render v]\npoint in direction (90)\ngo to x: (-225) y: (0)\nrepeat (pick random (2) to (3))\n create clone of (_myself_ v)\nend\n\nwhen I receive [animation v]\nhide\nstop [other scripts in sprite v]\n\n@Particles\n\nwhen I start as a clone\ngo to [front v] layer\ngo to x: (Current Collect X) y: (Current Collect Y)\nset [my sy v] to (pick random (2.0000000002328306) to (4.000000000232831))\nset [my sx v] to (pick random (-1.9999999997671696) to (2.00000000023283))\n\nwhen I receive [collected v]\n\nwhen flag clicked\nset [collect? v] to [0]\nforever\n hide\nend\n\nwhen I start as a clone\nclear graphic effects\nshow\nforever\n go to [front v] layer\n set size to (50) %\n change y by (My SY)\n change x by (My SX)\n change [my sy v] by (-0.3)\n change size by (-2)\n if <<([abs v] of (x position) ) > [239]> or <([abs v] of (y position) ) > [179]>> then\n delete this clone\n end\n go to [front v] layer\nend\n\ndefine Collect\nif <<(Collect?) = [1]> and <not <(coiners) > [3]>>> then\n repeat (10)\n if <not <(coiners) > [4]>> then\n switch costume to (light v)\n change [coiners v] by (1)\n create clone of (_myself_ v)\n end\n end\nend\n\nwhen I receive [collected v]\nset [collect? v] to [1]\nset [coiners v] to [0]\nCollect\nset [collect? v] to [0]\nwait (0.0000000000000000000000001) seconds\nset [coiners v] to [0]\n\ndefine Death\nrepeat (10)\n switch costume to (dark v)\n create clone of (_myself_ v)\nend\n\nwhen I receive [die v]\nDeath\nwait (1) seconds\n\nwhen I receive [animation v]\nhide\nstop [other scripts in sprite v]\n\n@Bgfx\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n set [clone v] to [Dots]\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n wait (pick random (0.01) to (0.75)) seconds\nend\n\nwhen I start as a clone\nif <(Clone) = [Dots]> then\n go to [back v] layer\n go [forward v] (1) layers\n switch costume to (dots v)\n go to (random position v)\n clear graphic effects\n show\n set [ghost v] effect to (pick random (40) to (60))\n set size to (0) %\n set [dot size v] to (pick random (100) to (300))\n repeat (50)\n change size by (((Dot Size) - (size)) / (14))\n end\n repeat (50)\n change size by (((10) - (size)) / (14))\n change [ghost v] effect by (1)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone) = [Dots]> then\n forever\n glide (pick random (6) to (10)) secs to (random position v)\n end\nend\n\nwhen I start as a clone\nif <(Clone) = [Lines]> then\n set [ghost v] effect to (pick random (40) to (60))\n show\n forever\n go to [back v] layer\n end\nend\n\nwhen flag clicked\nforever\n wait (pick random (0.01) to (0.4)) seconds\n set [clone v] to [Particles]\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(Clone) = [Particles]> then\n point in direction (pick random (-90) to (90))\n go to [back v] layer\n go to x: (pick random (-200) to (200)) y: (-300)\n go [forward v] (1) layers\n switch costume to (particles v)\n set size to (20) %\n clear graphic effects\n show\n set [ghost v] effect to (pick random (50) to (70))\nend\n\nwhen I start as a clone\nif <(Clone) = [Particles]> then\n forever\n move (1) steps\n change y by (1)\n turn right (pick random (-1.01) to (1.01)) degrees\n end\nend\n\nwhen I start as a clone\nif <(Clone) = [Particles]> then\n wait (1) seconds\n forever\n if <touching (_edge_ v)?> then\n wait (0.2) seconds\n delete this clone\n end\n end\nend\n\nwhen I receive [animation v]\nhide\nstop [other scripts in sprite v]\n\n@Snail\n\nwhen flag clicked\n\nwhen [k v] key pressed\ndelete this clone\n\ndefine Level (level) x (x) y (y) direction (direction) size (size) direction type: (1/2)\nif <(LEVEL) = (level)> then\n show\n set size to (size) %\n go to x: (x) y: (y)\n if <(1/2) = [1]> then\n set rotation style [left-right v]\n point in direction (direction)\n else\n if <(1/2) = [2]> then\n set rotation style [all around v]\n point in direction (direction)\n end\n end\nend\n\nhide\n\nwhen I receive [render v]\nLevel [1] x [-212] y [-92] direction [130] size [6] direction type: [2]\nLevel [2] x [-199] y [92] direction [100] size [6] direction type: [2]\nLevel [3] x [69] y [57] direction [48] size [9] direction type: [2]\nLevel [4] x [-202] y [0] direction [123] size [8] direction type: [2]\nLevel [6] x [174] y [-109] direction [10] size [8] direction type: [2]\nLevel [7] x [56] y [35] direction [66] size [9] direction type: [2]\nLevel [8] x [-153] y [-14] direction [80] size [9] direction type: [2]\nLevel [10] x [-32] y [5] direction [80] size [9] direction type: [1]\n\nset rotation style [all around v]\n\nturn right (15) degrees\n\nchange y by (-1)\n\nturn left (1) degrees\n\nwhen flag clicked\nshow\nforever\n next costume\n wait (0.1) seconds\nend\n\nchange x by (-10)\n\nwhen I receive [animation v]\nhide\nstop [other scripts in sprite v]\n\nwhen flag clicked\nhide\n\n@TextHelp\n\ndefine TEXT position x: (x) y: (y) size: (size) costume: (costume no.) level: (level)\nhide\nclear graphic effects\nif <(LEVEL) = (level)> then\n go to x: (x) y: (y)\n switch costume to (costume no.)\n set size to (size) %\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(notifs) = [help]> then\n show\n clear graphic effects\n set [brightness v] effect to (200)\n forever\n set [ghost v] effect to ((distance to [player v]) - (-10))\n go to [front v] layer\n show\n end\nend\nif <(notifs) = [receiving=off]> then\n show\n go to x: (0) y: (-150)\n switch costume to (run out v)\n set size to (95) %\n clear graphic effects\n set [ghost v] effect to (100)\n set [brightness v] effect to (500)\n if <(unlimited?) = [0]> then\n repeat until <not <<key (p v) pressed?> and <key (z v) pressed?>>>\n change [ghost v] effect by (-50)\n go to [front v] layer\n end\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n clear graphic effects\n end\nend\nif <(notifs) = [coin=no]> then\n show\n go to x: (0) y: (150)\n switch costume to (not collected v)\n set size to (95) %\n clear graphic effects\n set [ghost v] effect to (100)\n set [brightness v] effect to (500)\n repeat until <not <([y position v] of [player v]) > [125]>>\n change [ghost v] effect by (-20)\n go to [front v] layer\n end\n repeat (10)\n go to [front v] layer\n change [ghost v] effect by (10)\n end\n hide\n clear graphic effects\nend\n\nwhen I receive [render v]\nset [notifs v] to [help]\nTEXT position x: [-105] y: [-105] size: [90] costume: [1] level: [1]\nTEXT position x: [136] y: [-110] size: [100] costume: [7] level: [1]\nTEXT position x: [-10] y: [-21] size: [95] costume: [3] level: [1]\nTEXT position x: [137] y: [104] size: [100] costume: [2] level: [1]\nTEXT position x: [-55] y: [110] size: [90] costume: [8] level: [1]\nTEXT position x: [23] y: [4] size: [80] costume: [6] level: [2]\nTEXT position x: [155] y: [127] size: [65] costume: [4] level: [2]\nTEXT position x: [198] y: [10] size: [65] costume: [15] level: [4]\nTEXT position x: [-8] y: [104] size: [100] costume: [10] level: [4]\nTEXT position x: [-190] y: [107] size: [75] costume: [5] level: [2]\nTEXT position x: [192] y: [-24] size: [70] costume: [13] level: [5]\nTEXT position x: [-56] y: [-111] size: [50] costume: [13] level: [6]\nTEXT position x: [67] y: [-130] size: [50] costume: [13] level: [8]\n\nwhen I receive [next level v]\ndelete this clone\n\nwhen I receive [reveals=off v]\nset [notifs v] to [receiving=off]\ncreate clone of (_myself_ v)\n\nwhen I receive [coin=no v]\nset [notifs v] to [coin=no]\ncreate clone of (_myself_ v)\n\n\nwhen I receive [animation v]\nhide\nstop [other scripts in sprite v]\n\n@Lava\n\ndefine go to x: (x) y: (y) repeat: (repeat) level: (level)\ngo to x: (x) y: (y)\nif <(LEVEL) = (level)> then\n repeat (repeat)\n create clone of (_myself_ v)\n change x by (82)\n end\nend\n\nwhen I receive [next level v]\ndelete this clone\n\nwhen I start as a clone\nclear graphic effects\nswitch costume to (wave7 v)\nset size to (40) %\nshow\nforever\n wait (0.11) seconds\n next costume\nend\n\nwhen I receive [render v]\ndelete this clone\n\nset [brightness v] effect to (200)\n\nwhen I receive [render v]\ngo to x: [-160] y: [-166] repeat: [3] level: [2]\ngo to x: [-200] y: [-190] repeat: [3] level: [3]\ngo to x: [38] y: [-173] repeat: [1] level: [3]\ngo to x: [-125] y: [-185] repeat: [5] level: [5]\ngo to x: [-55] y: [-165] repeat: [4] level: [6]\ngo to x: [105] y: [-190] repeat: [2] level: [8]\ngo to x: [-135] y: [-169] repeat: [1] level: [8]\ngo to x: [-232] y: [-165] repeat: [4] level: [9]\ngo to x: [50] y: [-22] repeat: [3] level: [9]\ngo to x: [138] y: [-145] repeat: [2] level: [10]\ngo to x: [-188] y: [-180] repeat: [5] level: [10]\ngo to x: [-80] y: [-25] repeat: [1] level: [10]\n\nwhen I start as a clone\nforever\n go to [back v] layer\n go [forward v] (4) layers\nend\n\nwhen I receive [animation v]\nhide\nstop [other scripts in sprite v]\n\n@Animation\n\nwhen I receive [animation v]\nclear graphic effects\nstop all sounds\nshow\nswitch costume to (costume1 v)\nAnimate [8] [0.05]\nwait (1) seconds\nAnimate [6] [0.05]\nwait (1) seconds\nAnimate [5] [0.5]\nwait (1) seconds\nAnimate [3] [0.08]\nwait (1) seconds\nAnimate [9] [0.05]\nwait (1) seconds\nAnimate [5] [0.09]\nwait (1) seconds\nAnimate [4] [0.1]\nwait (1) seconds\nswitch costume to (costume41 v)\nset [pixelate v] effect to (13)\nplay sound [TA-Game Over v] until done\nstop [all v]\n\ndefine Animate (frames) (fps)\nrepeat (frames)\n next costume\n wait (fps) seconds\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [animation v]\nclear graphic effects\nwait (3) seconds\nrepeat (10)\n set [pitch v] effect to (pick random (-50) to (0))\n play sound [beat v] until done\n wait (0.1) seconds\nend\n\n@Thumbnail\n\nwhen flag clicked\nhide\nforever\n set [timer v] to ((timer) + (0.1))\n go to [front v] layer\n set [ghost v] effect to (100)\n go to x: (-10000) y: (-10000)\n switch costume to (nothin to see here v)\n set size to (150) %\n switch costume to (1 v)\nend\n\nwhen [timer v] > (timer)\nshow\ngo to [front v] layer\nset [ghost v] effect to (100)\ngo to x: (-10000) y: (-10000)\nswitch costume to (nothin to see here v)\nset size to (150) %\nswitch costume to (pick random (2) to (3))\nforever\n go to [front v] layer\n change [ghost v] effect by (-5)\n change x by (((0) - (x position)) / (5))\n change y by (((0) - (y position)) / (5))\n switch costume to (nothin to see here v)\n change size by (((100) - (size)) / (15))\n switch costume to (1 v)\nend\n\n@Clicktoplay\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\ngo to x: (-5) y: (-20)\nrepeat (30)\n change y by (((-10) - (y position)) * (0.2))\n change [ghost v] effect by (-5)\nend\nset [coslol v] to [0]\nwait until <not <mouse down?>>\nrepeat until <mouse down?>\n change [coslol v] by (5)\n change y by (([cos v] of (coslol) ) * (0.2))\nend\nbroadcast (Green Flag clicked v)\nrepeat (10)\n change [coslol v] by (10)\n go to [front v] layer\n change y by (([cos v] of (coslol) ) * (0.2))\n change [ghost v] effect by (10)\nend\n\nwait (1) seconds\n\nhide\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@detector\n\nwhen flag clicked\nhide\nset [faved___ v] to [0]\nset [loved__ v] to [0]\nset [unlimited? 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 (1 v)\nset [ghost v] effect to (100)\nrepeat (10)\n change y by ((y position) / (-15))\n change [ghost v] effect by (-10)\n go to [front v] layer\n go [forward v] (100) layers\nend\ngo to [front v] layer\ngo [forward v] (100000) layers\nwait (1) seconds\nrepeat (10)\n change y by (((y position) - (-100)) / (-15))\n change [ghost v] effect by (10)\n go to [front v] layer\n go [forward v] (100) layers\n hide\nend\nset [unlimited? v] to [1]\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 set [unlimited? v] to [1]\n go to x: (0) y: (0)\n switch costume to (fave v)\n set [faved___ v] to [0]\n forever\n set [fav v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [faved___ v] to [1]\n end\n end\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\n go [forward v] (10000) layers\nend\n\n@static\n\nwhen I receive [green flag clicked v]\nforever\n go to [front v] layer\n show\n set [ghost v] effect to (85)\n go to x: (0) y: (0)\n go [forward v] (10000) layers\nend\n\nwhen flag clicked\nhide\n\n
Shared: March 12th 2024 by NovaSpecter\n|| A Journey Through Heaven || \nAz was the devil. He seeks redemption. Guide him through this serene yet complex path of nirvana and help him succeed in his quest to become angelic.\n\nAll instructions are mentioned in the game, but pay special heed to this:\n*Use keys P and Z [together] to reveal hidden coins*\n\n\n|| Special features ||\n- all coins must be collected to proceed\n- proceed upwards\n- in-game instructions\n- animated lava\n- butterflies and snails\n- background effects\n- vanishing platforms\n- moving platforms\n- soundtrack (3 songs selected randomly)\n- mobile-friendly\n- falling spikes\n- end cutscene\n- more-lifelike\n- only 3 free reveals\n- unlimited reveals if you heart and favourite
GD Platformer / #Games #all #trending
@Stage\n\nwhen flag clicked\nplay sound [Stereo Madness \(Remix\) v] until done\nforever\n play sound [Unity v] until done\n play sound [music v] until done\nend\n\nwhen flag clicked\nforever\n set [color v] effect to (((L_eve_l) * (20)) - (30))\nend\n\nwhen flag clicked\nforever\n switch backdrop to (L_eve_l)\nend\n\n@Player\n\nwhen flag clicked\nhide variable [deaths v]\nset [ghost v] effect to (0)\nhide\nshow\nstart \n\nwhen I receive [next level v]\nbroadcast (restart v)\nset volume to (100) %\n\nwhen I receive [restart v]\nset [x_velocity v] to [0]\nset [y_velocity v] to [0]\ngo to x: (-213) y: (-59)\n\ndefine Respawn\nbroadcast (restart v)\nstart sound [geometry-dash-death-sound-effect v]\n\nwhen [timer v] > (0.1)\nhide\nhide variable [deaths v]\n\nwhen flag clicked\nif <(L_eve_l) = [11]> then\n show variable [deaths v]\nend\n\ndefine start \nset [deaths v] to [0]\nset [l_eve_l v] to [1]\nbroadcast (restart v)\nforever\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>>> then\n if <<(Love) = [1]> and <(Fave) = [1]>> then\n switch costume to (cube type 2 v)\n else\n switch costume to (cube v)\n end\n change [x_velocity 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 change [x_velocity v] by (1)\n end\n set [x_velocity v] to ((X_VELOCITY) * (0.9))\n if <<(Love) = [1]> and <(Fave) = [1]>> then\n switch costume to (cube type 2 v)\n else\n switch costume to (cube v)\n end\n change x by (X_VELOCITY)\n if <<touching (flying platform v)?> or <touching (platform v)?>> then\n change y by (1)\n end\n if <<touching (platform v)?> or <touching (flying platform v)?>> then\n change y by (1)\n end\n if <<touching (platform v)?> or <touching (flying platform v)?>> then\n change y by (1)\n end\n if <<touching (platform v)?> or <touching (flying platform v)?>> then\n change y by (1)\n end\n if <<touching (platform v)?> or <touching (flying platform v)?>> then\n change y by (-4)\n change x by ((X_VELOCITY) * (-1))\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(y position) < ((mouse y) - (30))>>>> then\n if <(X_VELOCITY) > [0]> then\n set [x_velocity v] to [-10]\n else\n set [x_velocity v] to [10]\n end\n set [y_velocity v] to [15]\n else\n set [x_velocity v] to [0]\n end\n end\n change [y_velocity v] by (-1)\n change y by (Y_VELOCITY)\n if <<touching (platform v)?> or <touching (flying platform v)?>> then\n change y by ((Y_VELOCITY) - ((Y_VELOCITY) * (2)))\n set [y_velocity 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 <(y position) < ((mouse y) - (30))>>>> and <<touching (platform v)?> or <touching (flying platform v)?>>> then\n set [y_velocity v] to [15]\n end\n change y by (1)\n if <(x position) > [239]> then\n change [l_eve_l v] by (1)\n broadcast (next level v) and wait\n end\n if <<<touching (spikes v)?> or <touching (spike player?? v)?>> or <touching (lava v)?>> then\n Respawn\n change [deaths v] by (1)\n end\n if <touching (jump pad v)?> then\n set [y_velocity v] to [19]\n end\nend\n\nwhen I start as a clone\npoint in direction (90)\nset rotation style [all around v]\nset [ghost v] effect to (50)\nif <<(Love) = [1]> and <(Fave) = [1]>> then\n point towards (box v)\n switch costume to (cube effect type 2 v)\nelse\n switch costume to (cube effect type 1 v)\nend\nrepeat (10)\n change size by (-10)\n change [ghost v] effect by (2.5)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n if <<<key (w v) pressed?> or <<key (a v) pressed?> or <<key (d v) pressed?> or <<key (up arrow v) pressed?> or <<key (right arrow v) pressed?> or <key (left arrow v) pressed?>>>>>> or <mouse down?>> then\n create clone of (_myself_ v)\n end\nend\n\nwhen flag clicked\nforever\n if <<(Love) = [1]> and <(Fave) = [1]>> then\n switch costume to (cube type 2 v)\n change [color v] effect by (0)\n else\n switch costume to (cube v)\n set [color v] effect to (0)\n end\nend\n\nturn right (15) degrees\n\n@platform\n\nwhen flag clicked\nset [win? v] to [0]\ngo to x: (6) y: (-65)\nhide\nshow\nforever\n switch costume to (L_eve_l)\nend\n\nwhen [timer v] > (0.1)\nhide\n\nwhen flag clicked\nif <(L_eve_l) = [11]> then\n go to [front v] layer\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [11]> then\n set [win? v] to [1]\n end\nend\n\nbroadcast (next level v)\n\nset [l_eve_l v] to [11]\n\nwhen flag clicked\nforever\n set [color v] effect to (((L_eve_l) * (20)) - (30))\nend\n\n@jump pad\n\nwhen flag clicked\ngo to [back v] layer\ngo to x: (0) y: (0)\nshow\nforever\n switch costume to (L_eve_l)\nend\n\nwhen [timer v] > (0.1)\nhide\n\nset [l_eve_l v] to [4]\n\n@spikes\n\nwhen flag clicked\ngo to [back v] layer\ngo to x: (42) y: (28)\nshow\nforever\n switch costume to (L_eve_l)\nend\n\nwhen [timer v] > (0.1)\nhide\n\nset [l_eve_l v] to [6]\n\n@coins\n\nwhen flag clicked\npoint in direction (90)\nshow\nset size to (100) %\ngo to x: (150) y: (-50)\nset [candy v] to [0]\nset [special/coin v] to [0]\ngo to [front v] layer\nforever\n if <touching (player v)?> then\n hide\n set size to (50) %\n glide (0.1) secs to (player v)\n set [special/coin v] to [100]\n change [candy v] by (1)\n broadcast (take v)\n start sound [Finger Snap v]\n end\nend\n\nwhen flag clicked\nforever\n set [ghost v] effect to (special/coin)\nend\n\nwhen I receive [next level v]\nset [special/coin v] to [0]\nshow\nset size to (100) %\nif <(L_eve_l) = [2]> then\n set [special/coin v] to [100]\n hide\nend\nif <(L_eve_l) = [3]> then\n set [special/coin v] to [100]\n hide\nend\nif <(L_eve_l) = [4]> then\n go to x: (0) y: (50)\n set [special/coin v] to [0]\nend\nif <(L_eve_l) = [5]> then\n hide\n set [special/coin v] to [100]\nend\nif <(L_eve_l) = [6]> then\n hide\n set [special/coin v] to [100]\nend\nif <(L_eve_l) = [7]> then\n hide\n set [special/coin v] to [100]\nend\nif <(L_eve_l) = [8]> then\n go to x: (125) y: (50)\n set [special/coin v] to [0]\nend\nif <(L_eve_l) = [9]> then\n hide\n set [special/coin v] to [100]\nend\nif <(L_eve_l) = [10]> then\n hide\n set [special/coin v] to [100]\nend\nif <(L_eve_l) = [11]> then\n hide\n set [special/coin v] to [100]\nend\n\nif <(L_eve_l) = [11]> then\n hide\nend\n\nset [special/coin v] to [100]\n\n@tb\n\nwhen flag clicked\nswitch costume to (0 v)\nset size to (100) %\nset [ghost v] effect to (100)\ngo to x: (0) y: (15)\nforever\n go to [front v] layer\n reset timer\nend\n\nwhen [timer v] > (0.04)\ngo to x: (0) y: (15)\nshow\nswitch costume to (tb8 v)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\n@lightning\n\nwhen flag clicked\nset size to (100) %\nforever\n set size to (100) %\n go to (coins v)\n repeat (10)\n turn right (5) degrees\n change size by (-2)\n end\n repeat (10)\n turn right (5) degrees\n change size by (2)\n end\nend\n\nwhen flag clicked\nforever\n set [ghost v] effect to (special/coin)\nend\n\n@candy count\n\nwhen flag clicked\ngo to x: (305) y: (-145)\nhide\n\nwhen I receive [take v]\nplay sound [Coin v] until done\nshow\nswitch costume to (candy)\nset [ghost v] effect to (20)\ngo to x: (305) y: (-145)\nrepeat (10)\n change x by (-10)\nend\nrepeat (10)\n change x by (-5)\nend\nrepeat (5)\n change x by (-1)\nend\nwait (0.3) seconds\nrepeat (5)\n change x by (2.5)\nend\nrepeat (10)\n change x by (5)\nend\nrepeat (10)\n change x by (10)\nend\nhide\n\nwhen I receive [take v]\nif <(candy) = [10]> then\n play sound [coin-geometry-dash v] until done\nend\n\nbroadcast (take v)\nset [candy v] to [10]\n\n@timer ⏱️ \n\nwhen flag clicked\nhide variable [☁ world record v]\nset [timer ⏱️ v] to [0]\nshow\nforever\n go to [front v] layer\n if <(win?) = [0]> then\n change [timer ⏱️ v] by (0.1)\n wait (0.05) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (10)\n else\n set [ghost v] effect to (70)\n end\nend\n\nwhen flag clicked\nreset timer\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n next costume\n wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\n end\nend\n\nwhen flag clicked\nswitch costume to (off v)\nreset timer\nshow\nforever\n if <(costume [number v]) = [1]> then\n show variable [☁ world record v]\n show variable [timer ⏱️ v]\n else\n if <not <(L_eve_l) = [11]>> then\n hide variable [☁ world record v]\n hide variable [timer ⏱️ v]\n end\n end\nend\n\nhide\n\nshow\n\nhide\n\nwhen flag clicked\nswitch costume to (off v)\nreset timer\nshow\nforever\n if <(L_eve_l) = [11]> then\n show variable [timer ⏱️ v]\n end\nend\n\nwhen flag clicked\nforever\n if <<<(☁ world record) > (timer ⏱️)> and <not <(timer ⏱️) = [0]>>> and <(L_eve_l) = [11]>> then\n set [☁ world record v] to (timer ⏱️)\n end\nend\n\n@Like&fav pls\n\nwhen flag clicked\nset size to (100) %\nset [ghost v] effect to (0)\nshow\ngo to x: (170) y: (146)\nset y to (202)\nrepeat (10)\n change y by (-3)\nend\nrepeat (10)\n change y by (-1.5)\nend\nrepeat (10)\n change y by (-0.5)\nend\nwait (2) seconds\nif <<(Love) = [1]> and <(Fave) = [1]>> then\nbroadcast (back v)\nrepeat (10)\n change y by (3)\nend\nrepeat (5)\n change y by (1.5)\nend\nrepeat (10)\n change y by (1.5)\n change size by (-5)\n change [ghost v] effect by (10)\nend\nhide\n\nhide\n\nwhen flag clicked\nplay sound [High Whoosh v] until done\n\nwhen I receive [back v]\nplay sound [High Whoosh v] until done\n\n@Love\n\nwhen flag clicked\nhide variable [fave v]\nhide variable [love v]\nset [fave v] to [0]\nset [love v] to [0]\nforever\n if <touching (mouse-pointer v)?> then\n set [love v] to [1]\n end\nend\n\n@Fav\n\nwhen flag clicked\nset [fave v] to [0]\nset [love v] to [0]\nforever\n if <touching (mouse-pointer v)?> then\n set [fave v] to [1]\n end\nend\n\n@box\n\nwhen flag clicked\nset [ghost v] effect to (99)\nforever\n go to (player v)\nend\n\n
Part 2 ! https://scratch.mit.edu/projects/1007758496\n————————————————\nMobile Support ✅ \n\n• Controls\n w a s d - walk\n on mobile - click to move\n\n\nGood game to you !
Cave platformer 2!!✺✺
@Stage\n\nwhen flag clicked\nswitch backdrop to (最初 v)\nset [ghost v] effect to (100)\nshow\nwait (1.4) seconds\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nwait (0.5) seconds\nforever\n play sound [Inferno v] until done\nend\n\nwhen I receive [next v]\nwait (0.2) seconds\nnext backdrop\n\n@軽量化用\n\n@アイコン用\n\nwhen flag clicked\nhide\n\n@player\n\nwhen flag clicked\nset [ステージ v] to [1]\nhide\nset size to (60) %\ngo to x: (-220) y: (-80)\nset [ghost v] effect to (100)\ngo to [back v] layer\nforever\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n switch costume to (コスチューム1 v)\n else\n switch costume to (player v)\n end\nend\n\nwhen I start as a clone\nrepeat (9)\n change [ghost v] effect by (7)\n change size by (-5.2)\nend\ndelete this clone\n\nwhen flag clicked\nswitch costume to (player v)\nwait (1) seconds\nshow\nwait (1.4) seconds\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nset [タイム v] to [0]\nset rotation style [left-right v]\npoint in direction (90)\nset [x v] to [0]\nset [y v] to [0]\nforever\n if <touching (spike v)?> then\n start sound [crashed oof v]\n repeat (10)\n change [ghost v] effect by (7)\n end\n clear graphic effects\n go to x: (-210) y: (-80)\n broadcast (sinnda v)\n end\n if <touching (敵 v)?> then\n start sound [crashed oof v]\n repeat (10)\n change [ghost v] effect by (7)\n end\n broadcast (modoreteki v)\n clear graphic effects\n go to x: (-210) y: (-80)\n end\n if <<<(x position) > (mouse x)> and <mouse down?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n create clone of (_myself_ v)\n change [xのやつ v] by (-1)\n point in direction (-90)\n end\n if <<<(mouse x) > (x position)> and <mouse down?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n create clone of (_myself_ v)\n change [xのやつ v] by (1)\n point in direction (90)\n end\n set [xのやつ v] to ((xのやつ) * (0.9))\n change x by (xのやつ)\n if <touching (road- v)?> then\n change y by (1)\n if <touching (road- v)?> then\n change y by (1)\n if <touching (road- v)?> then\n change y by (1)\n if <touching (road- v)?> then\n change y by (1)\n if <touching (road- v)?> then\n change y by (1)\n if <touching (road- v)?> then\n change x by ((xのやつ) * (-1))\n change y by (-5)\n if <<<(mouse x) > (y position)> and <mouse down?>> or <key (up arrow v) pressed?>> then\n start sound [ニュッ v]\n if <(xのやつ) > [0]> then\n set [xのやつ v] to [-7]\n else\n set [xのやつ v] to [7]\n end\n set [yだー v] to [15]\n else\n set [xのやつ 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 (road- v)?> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<(mouse y) > (y position)> and <mouse down?>>> then\n set [yだー v] to [15]\n start sound [ニュッ v]\n end\n end\n change y by (1)\n change [yだー v] by (-1)\n change y by (yだー)\n if <touching (road- v)?> then\n change y by ((yだー) * (-1))\n set [yだー v] to [0]\n end\n if <(x position) > [230]> then\n broadcast (next v)\n start sound [Rip v]\n wait (0.5) seconds\n go to x: (-216) y: (50)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (ばね v)?> then\n set [yだー v] to [18]\n end\nend\n\nwhen flag clicked\nforever\n if <touching (keuo v)?> then\n broadcast (next v)\n wait (1) seconds\n broadcast (戻れ v)\n end\nend\n\nwhen I receive [next v]\nwait (0.8) seconds\ngo to x: (-220) y: (-84)\n\nwhen flag clicked\nset [bakuhatu v] to [0]\nforever\n if <key (space v) pressed?> then\n switch costume to (コスチューム2 v)\n start sound [導火線 v]\n set [bakuhatu v] to [1]\n if <not <key (space v) pressed?>> then\n set [bakuhatu v] to [0]\n end\n end\nend\n\n@NEXT\n\nwhen I receive [next v]\nbroadcast (定位置に戻る v)\nset [動く v] to [0]\nchange [ステージ v] by (1)\ngo to [front v] layer\nstart sound [Coin v]\nshow\nswitch costume to (コスチューム1 v)\nrepeat (5)\n next costume\nend\nbroadcast (next Stage v)\nwait (1) seconds\nrepeat (5)\n next costume\nend\nset [動く v] to [1]\nhide\n\nwhen flag clicked\nhide\n\n@spike\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (最初 v)\nset [ghost v] effect to (100)\nhide\ngo to [back v] layer\nwait (1.4) seconds\nshow\nrepeat (20)\n change [ghost v] effect by (-5)\nend\n\nwhen I receive [next v]\nwait (0.2) seconds\nnext costume\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [8]> then\n repeat (10)\n change y by (-10)\n end\n wait (1) seconds\n repeat (10)\n change y by (10)\n end\n wait (0.1) seconds\n end\n if <(costume [number v]) = [9]> then\n repeat (10)\n change y by (-10)\n end\n wait (1) seconds\n repeat (10)\n change y by (10)\n end\n wait (0.5) seconds\n else\n go to x: (0) y: (0)\n end\nend\n\nwhen flag clicked\nwait (0.1) seconds\ngo to [back v] layer\n\n@road-\n\nwhen I receive [suta-to v]\nrepeat until <(costume [number v]) = [11]>\n wait (1) seconds\n change [time v] by (1)\n if <(costume [number v]) = [11]> then\n show variable [time v]\n show variable [☁ world record v]\n wait (10) seconds\n hide variable [☁ world record v]\n hide variable [time v]\n if <(time) < (☁ world record)> then\n set [☁ world record v] to (time)\n end\n end\nend\n\nwhen I receive [next v]\nwait (0.2) seconds\nnext costume\n\nwhen flag clicked\nforever\n if <(ステージ) = [11]> then\n repeat (10)\n change [pixelate v] effect by (10)\n end\n end\nend\n\nwhen I receive [sinnda v]\nset [pixelate v] effect to (0)\n\nwhen I receive [next stage v]\nset [pixelate v] effect to (0)\n\nwhen flag clicked\ngo to [back v] layer\n\nwhen flag clicked\ngo to x: (-14) y: (8)\nshow\nswitch costume to (最初 v)\nset [ghost v] effect to (100)\nwait (1.4) seconds\nrepeat (20)\n change [ghost v] effect by (-5)\nend\n\n@ばね\n\nwhen flag clicked\ngo to x: (79) y: (32)\nswitch costume to (6 v)\nhide\nforever\n if <<(ステージ) = [10]> or <(ステージ) = [13]>> then\n show\n else\n hide\n end\nend\n\n@敵\n\nwhen flag clicked\nset [敵志望 v] to [0]\nswitch costume to (1 v)\nhide\nforever\n if <(ステージ) = [12]> then\n show\n go to x: (187) y: (-27)\n repeat until <(敵志望) = [1]>\n set y to (-88)\n point towards (player v)\n move (5) steps\n end\n if <<(敵志望) = [1]> or <not <(ステージ) = [12]>>> then\n wait (0.01) seconds\n hide\n stop [this script v]\n end\n end\nend\n\nwhen I receive [modoreteki v]\ngo to x: (187) y: (-27)\n\nwhen flag clicked\nforever\n if <<touching (player v)?> and <(BAKUHATU) = [1]>> then\n set [敵志望 v] to [1]\n repeat (3)\n next costume\n end\n play sound [爆発3 v] until done\n hide\n end\nend\n\n@スプライト2\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\nhide variable [coin v]\nset [coin v] to [0]\nhide\nforever\n if <(ステージ) = [14]> then\n go [forward v] (1) layers\n go to x: (-166) y: (158)\n switch costume to (コスチューム2 v)\n wait (1) seconds\n show variable [coin v]\n show\n end\nend\n\nwhen I start as a clone\nshow\nforever\n set [ghost v] effect to (0)\n if <touching (player v)?> then\n start sound [Coin v]\n repeat (10)\n change [ghost v] effect by (10)\n end\n change [coin v] by (1)\n delete this clone\n end\nend\n\nwhen I receive [next stage v]\nwait (1) seconds\nif <(ステージ) = [2]> then\n go to x: (12) y: (-79)\n create clone of (_myself_ v)\nend\nif <(ステージ) = [3]> then\n go to x: (-26) y: (-84)\n create clone of (_myself_ v)\n go to x: (61) y: (-84)\n create clone of (_myself_ v)\nend\nif <(ステージ) = [4]> then\n go to x: (55) y: (-52)\n create clone of (_myself_ v)\nend\nif <(ステージ) = [5]> then\n go to x: (-5) y: (-17)\n create clone of (_myself_ v)\nend\nif <(ステージ) = [7]> then\n go to x: (186) y: (-80)\n create clone of (_myself_ v)\nend\nif <(ステージ) = [9]> then\n go to x: (-6) y: (-82)\n create clone of (_myself_ v)\nend\nif <(ステージ) = [10]> then\n go to x: (139) y: (43)\n create clone of (_myself_ v)\nend\n\nwhen I receive [next stage v]\ndelete this clone\n\n@arigatou\n\nwhen flag clicked\nhide\nforever\n if <(ステージ) = [14]> then\n wait (0.5) seconds\n show\n end\n if <not <(ステージ) = [14]>> then\n hide\n end\nend\n\n@スプライト1\n\ndefine Time (x) (y) (表示する桁)\nshow\nbroadcast (削除 v)\nset [time表示用 v] to [0]\nset size to (大きさ) %\ngo to x: ((x) + ((0.425) * (size))) y: ((y) - ((0.25) * (size)))\nswitch costume to (コスチューム1 v)\ncreate clone of (_myself_ v)\nchange x by ((((42.5) + (10)) * (size)) / (100))\nrepeat (length of ([floor v] of (timer) ))\n change x by (((11.5) * (size)) / (100))\n change [time表示用 v] by (1)\n switch costume to ((letter (Time表示用) of (timer)) + (2))\n create clone of (_myself_ v)\n change x by (((11.5) * (size)) / (100))\nend\nif <not <((表示する桁) * (1)) = [0]>> then\n change x by ((0.065) * (size))\n change [time表示用 v] by (1)\n switch costume to (コスチューム12 v)\n create clone of (_myself_ v)\n change x by ((0.065) * (size))\n repeat ((表示する桁) - (letter (1) of ((表示する桁) - (3))))\n change x by (((11.5) * (size)) / (100))\n change [time表示用 v] by (1)\n switch costume to ((letter (Time表示用) of (timer)) + (2))\n create clone of (_myself_ v)\n change x by (((11.5) * (size)) / (100))\n end\nend\nhide\n\nwhen I receive [削除 v]\ndelete this clone\n\nwhen flag clicked\nswitch costume to (コスチューム13 v)\nwait (2.4) seconds\nreset timer\nbroadcast (表示 v)\ngo to [front v] layer\n\nwhen I receive [表示 v]\nforever\n Time ((x) - (220)) ((y) + (50)) (桁)\nend\n\nwhen flag clicked\nforever\n if <(ステージ) = [14]> then\n stop [other scripts in sprite v]\n end\nend\n\n
=====⚡日本語は下に記載しています⚡===\n旗は二回押してください.Please press the flag twice.\n   let go!! ─=≡Σ((( つ•̀ω•́)☞ ❤&⭐ \n↓新しいゲーム\nhttps://scratch.mit.edu/projects/971490544/\n\n【English】\nThis sentence uses a translation, so the sentence may be a little strange.\n\nThis is the sequel to cave platformer!\nThis time I made it quite difficult.\nIf you can't clear the stage or want a hint, look down and you may see someone riding.\n\nI hope I can catch the trend....\n\nMain things that have changed\n・WASD compatible\n・Addition of coins\n・Add time\n・Addition of other gimmicks\nis!\n\nIf you like it, please ☆ and ❤ and spread the word!\n\n〚Tips, hints〛\n・4 stages\nAnyway, you can get there if you hit the jump key repeatedly and go at the right time.\nI think it will be more difficult to go if you stop at the top of the tower.\nDifficulty level ☆☆☆☆\n\n6 stages\nMake good use of the crouch key\nI think it's easier to get there if you crouch down by pressing the S key on wasd with your left hand and operating the arrow keys with your right hand.\nDifficulty level ☆☆☆☆☆\n\n7 stages\nLet's dive in\nMaybe there is a transparent floor\nDon't forget your coins\nDifficulty level ☆\n\n8~9 stages\nLet's go at the right time\nI think it will go well if you go when the needle goes down.\nDifficulty level ☆☆\n\n12 stages\nLet's press the space bar\nA bomb will appear. Focus and hit the enemy to defeat it.\n*Enemies will chase you to the next stage if you don't defeat them.\nDifficulty level ☆\n\n13 stages\nLet's go from the back course without thinking about difficult things\nFirst, bounce the first spring while crouching by pressing the down key or the s key.\nThen you can stand on the hanging platform.\nThen all you have to do is get down from there and clear it.\nDifficulty level ☆☆\n\n\n【日本語】\ncave platformerの続編です!\n今回は結構むずかしめに作りました\nどうしてもクリアできない時やヒントが欲しいときは下を見ると乗ってる場合があります\n(見ないとクリアできないものもあるかも?)\n\n傾向乗れるといいなぁ.....\n\n1を見たい方はこちら\nhttps://scratch.mit.edu/projects/964559706/\n\n最初はバグだらけだと思うのでもし見つけたら教えてください。バグだらけかも....):\n直せないバグなどもあります。ご了承ください\n\n《主に変わったこと》\n・wasd対応\n・コインの追加\n・タイムの追加\n・その他ギミックの追加\nです!\n\n良ければ☆と❤、拡散もお願いします!\n\n〚コツ、ヒント〛\n・4ステージ \nとにかくジャンプキーを連打してタイミングよく行くと行けます \n塔の上で止まると余計行きずらいと思います\n難易度☆☆☆☆\n\n6ステージ\nしゃがみキーをうまく活用しましょう\nwasdのsキーを左手で押しながら矢印キーを右手で操作してしゃがみながら行くと行きやすいと思います\n(ちなみに上手くしゃがみを活用するとずっとしゃがまなくても行けます)\n難易度☆☆☆☆☆\n\n7ステージ\n飛び込んでみましょう\nもしかしたら透明な床があるかもしれません\nコインは忘れずに\n難易度☆\n\n8~9ステージ\nタイミングよく行きましょう\n針が下りたタイミングで行くとうまくいくと思います\n難易度☆☆\n\n12ステージ\nスペースキーを押してみましょう\n爆弾が出てきます 焦点を合わせて敵にぶつけると倒せます\n※敵は倒さないと次のステージまでも追いかけてきます\n難易度☆\n\n13ステージ\n難しいことを考えずに裏コースから行きましょう\nまず一つ目のばねを下キーまたはsキーでしゃがみながらはねましょう。\nするとぶら下がっている台の上に乗ることができます\nそしたらあとはそこから降りてクリアです\n難易度☆☆\n\nちなみにゲームの傾向3pってま?\n\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#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games\n#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all\n#platformer#platformer#platformer#platformer#platformer#platformer#platformer#platformer#platformer#platformer#platformer#platformer#platformer#platformer#platformer#platformer#platformer#platformer#platformer#platformer#platformer#platformer#platformer#platformer\n\n\n
Minecraft platformer 5 Sea
@Stage\n\nwhen flag clicked\nstop all sounds\nclear sound effects\nforever\n play sound [Nautilus v] until done\nend\n\nwhen flag clicked\nforever\n if <(水存在する) = [0]> then\n switch backdrop to (水中 v)\n else\n switch backdrop to (blue sky 2 v)\n end\nend\n\n@スプライト1\n\nwhen flag clicked\nset [すてえじ v] to [1]\n初期\nforever\n if <touching (みず v)?> then\n ブロック名 [0.7] [3] [-0.1] [7] [0.8]\n else\n ブロック名 [1] [14] [-1] [7] [0.9]\n end\nend\n\ndefine ブロック名 (x) (y) (重力) (壁) (なめらか)\nif <<key (right arrow v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>> then\n point in direction (90)\n change [x v] by (x)\nend\nif <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n point in direction (-90)\n change [x v] by ((x) - ((x) + (x)))\nend\nset [x v] to ((X) * (なめらか))\nchange x by (X)\nchange [y v] by (重力)\nchange y by (Y)\nif <touching (地面 v)?> then\n change y by ((Y) * (-1))\n set [y v] to [0]\n if <touching (みず v)?> then\nend\nif <touching (みず v)?> then\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>> then\n set [y v] to (y)\n end\nend\nif <touching (地面 v)?> then\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n end\n end\n end\n end\n change y by (1)\nend\nif <touching (地面 v)?> then\n change y by (-5)\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 (y)\n set [x v] to ((壁) - (<[0] < (X)> * (14)))\n else\n set [x v] to [0]\n end\nend\nif <[230] < (x position)> then\n if <<(すてえじ) = [11]> and <[0] < (エルダーの力が嗚呼嗚呼あ)>> then\nend\nif <<key (down arrow v) pressed?> or <<mouse down?> and <(mouse y) < (y position)>>> then\n if <touching (みず v)?> then\n set [y v] to ((y) - ((y) + (y)))\n end\nend\n\ndefine 初期\nset [y v] to [0]\nset [x v] to [0]\ngo to x: (-220) y: (100)\nif <<(♥) = [1]> and <(★) = [1]>> then\n switch costume to (コスチューム1 v)\nelse\n switch costume to (普通 v)\nend\n\nwhen flag clicked\nforever\n if <(ギャー) = [1]> then\n switch costume to (スティーブ やられた v)\n start sound [j v]\n change [hp v] by (-1)\n wait (0.5) seconds\n switch costume to (普通 v)\n end\nend\n\nwhen flag clicked\nwait until <(Hp) < [0]>\nstop [all v]\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [3]> then\nend\n\nwhen I receive [♥と★ v]\nswitch costume to (コスチューム1 v)\n\n@みず\n\nwhen flag clicked\ngo to [front v] layer\nswitch costume to (コスチューム1 v)\nshow\nset [水存在する v] to [0]\nwait until <(すてえじ) = [12]>\nset [水存在する v] to [1]\nswitch costume to (コスチューム2 v)\ngo to [back v] layer\n\n@bubbles0\n\nwhen flag clicked\nset [ギャー v] to [0]\nset [jj v] to [21]\nshow\nforever\n switch costume to ((jj) + (1))\nend\n\nwhen flag clicked\nforever\n if <(水存在する) = [0]> then\n wait (1) seconds\n change [jj v] by (-1)\n else\n change [jj v] by (0)\n end\nend\n\n\n\nwhen flag clicked\nwait until <(jj) < [0]>\nset [ギャー v] to [1]\nbroadcast (ffffffff v)\nhide\n\nwhen I receive [メッセージ1 v]\nset [ギャー v] to [0]\nset [hp v] to [20]\nset [jj v] to [21]\nshow\n\nshow\n\nwhen flag clicked\nwait until <(水存在する) = [1]>\nhide\n\nwhen I receive [メッセージ1 v]\nwait until <(jj) < [0]>\nset [ギャー v] to [1]\nbroadcast (ffffffff v)\nhide\n\n@health0\n\nwhen flag clicked\nset [hp v] to [20]\nforever\n switch costume to ((Hp) + (1))\nend\n\n@地面\n\nwhen flag clicked\nforever\n switch costume to (すてえじ)\nend\n\n@ぞんび\n\nwhen flag clicked\nhide\nset rotation style [left-right v]\nforever\n wait until <(すてえじ) = [3]>\n create clone of (_myself_ v)\n wait until <(すてえじ) = [5]>\n create clone of (_myself_ v)\n wait until <(すてえじ) = [7]>\n create clone of (_myself_ v)\n wait until <(すてえじ) = [8]>\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\ngo to x: (220) y: (0)\nset [ゾンビ hp v] to [20]\nshow\nset rotation style [left-right v]\nforever\n if <(x position) < ([x position v] of [スプライト1 v])> then\n change [ゾンビx v] by (0.4)\n point in direction (90)\n end\n if <([x position v] of [スプライト1 v]) < (x position)> then\n change [ゾンビx v] by (-0.4)\n point in direction (-90)\n end\n set [ゾンビx v] to ((ゾンビX) * (0.8))\n change x by (ゾンビX)\n if <touching (地面 v)?> then\n change y by ((() + (1)) * (5))\n if <touching (地面 v)?> then\n change x by ((ゾンビX) * (-1))\n change y by (-5)\n if <(y position) < ([x position v] of [スプライト1 v])> then\n if <(ゾンビX) < [0]> then\n set [ゾンビx v] to [6]\n else\n set [ゾンビx v] to [-6]\n end\n set [ゾンビy v] to [4]\n else\n set [ゾンビx v] to [0]\n end\n end\n end\n if <touching (みず v)?> then\n change [ゾンビy v] by (-0.05)\n else\n change [ゾンビy v] by (-1)\n end\n change y by (ゾンビY)\n if <touching (地面 v)?> then\n change y by ((ゾンビY) * (-1))\n set [ゾンビy v] to [0]\n end\n if <(y position) < ([y position v] of [スプライト1 v])> then\n set [ゾンビy v] to [4]\n end\nend\n\nwhen I receive [しんじゃった v]\nset [jj v] to [21]\ngo to x: (220) y: (0)\n\nwhen flag clicked\nswitch costume to (ぞんび v)\n\nwhen I receive [こーげき v]\n\nrepeat (2)\n\nwhen [space v] key pressed\nif <touching (とらいでんと v)?> then\n change [ゾンビ hp v] by (-5)\n if <(x position) < ([x position v] of [スプライト1 v])> then\n set [ゾンビx v] to [-10]\n set [ゾンビy v] to [5]\n else\n set [ゾンビx v] to [10]\n set [ゾンビy v] to [5]\n end\n if <(ゾンビ HP) < [0]> then\n start sound [しn v]\n switch costume to (ぞび v)\n repeat (4)\n change [ghost v] effect by (25)\n end\n delete this clone\n else\n start sound (pick random (1) to (2))\n switch costume to (ぞび v)\n wait (0.1) seconds\n switch costume to (ぞんび v)\n end\nend\n\nwhen I receive [メッセージ1 v]\ndelete this clone\n\n@とらいでんと\n\nwhen flag clicked\nforever\n if <(すてえじ) < [6]> then\n hide\n else\n show\n end\n if <<not <touching (スプライト1 v)?>> and <(すてえじ) < [7]>> then\n go to x: (0) y: (-60)\n else\n point in direction ([direction v] of [スプライト1 v])\n if <([direction v] of [スプライト1 v]) = [90]> then\n go to x: (([x position v] of [スプライト1 v]) + (40)) y: ([y position v] of [スプライト1 v])\n else\n go to x: (([x position v] of [スプライト1 v]) - (40)) y: ([y position v] of [スプライト1 v])\n end\n end\n if <key (space v) pressed?> then\n switch costume to ( v)\n repeat (3)\n next costume\n end\n repeat (3)\n switch costume to ((costume [number v]) - (1))\n end\n end\nend\n\n@ガーディアン\n\nwhen flag clicked\nhide\nset rotation style [left-right v]\nforever\n wait until <(すてえじ) = [8]>\n create clone of (_myself_ v)\n wait until <(すてえじ) = [10]>\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\ngo to x: (240) y: (0)\nset [zonbihp v] to [20]\nshow\nset rotation style [left-right v]\nforever\n if <(x position) < ([x position v] of [スプライト1 v])> then\n change [zonbix v] by (0.4)\n point in direction (90)\n end\n if <([x position v] of [スプライト1 v]) < (x position)> then\n change [zonbix v] by (-0.4)\n point in direction (-90)\n end\n set [zonbix v] to ((zonbix) * (0.8))\n change x by (zonbix)\n if <touching (地面 v)?> then\n change y by ((() + (1)) * (5))\n if <touching (地面 v)?> then\n change x by ((zonbix) * (-1))\n change y by (-5)\n if <(y position) < ([x position v] of [スプライト1 v])> then\n if <(zonbix) < [0]> then\n set [zonbix v] to [6]\n else\n set [zonbix v] to [-6]\n end\n set [zonbiy v] to [4]\n else\n set [zonbix v] to [0]\n end\n end\n end\n if <touching (みず v)?> then\n change [zonbiy v] by (-0.1)\n else\n change [zonbiy v] by (-1)\n end\n change y by (zonbiy)\n if <touching (地面 v)?> then\n change y by ((zonbiy) * (-1))\n set [zonbiy v] to [0]\n end\n if <(y position) < ([y position v] of [スプライト1 v])> then\n set [zonbiy v] to [4]\n end\nend\n\nwhen I receive [しんじゃった v]\nset [jj v] to [21]\ngo to x: (220) y: (0)\n\nwhen flag clicked\nswitch costume to (ぞんび v)\n\nwhen I receive [こーげき v]\n\nrepeat (2)\n\nwhen [space v] key pressed\nif <touching (とらいでんと v)?> then\n change [zonbihp v] by (-5)\n if <(x position) < ([x position v] of [スプライト1 v])> then\n set [zonbix v] to [-10]\n set [zonbiy v] to [5]\n else\n set [zonbix v] to [10]\n set [zonbiy v] to [5]\n end\n if <(zonbihp) < [0]> then\n start sound [j v]\n switch costume to (ぞび v)\n repeat (4)\n change [ghost v] effect by (25)\n end\n delete this clone\n else\n start sound (pick random (1) to (2))\n switch costume to (ぞび v)\n wait (0.1) seconds\n switch costume to (ぞんび v)\n end\nend\n\nwhen I receive [メッセージ1 v]\ndelete this clone\n\n@エルダーガーディアん\n\nwhen flag clicked\nhide\nset rotation style [left-right v]\nforever\n wait until <(すてえじ) = [11]>\n create clone of (_myself_ v)\n wait until <(すてえじ) = [14444444444]>\nend\n\nwhen I start as a clone\ngo to x: (240) y: (0)\nset [エルダーの力が嗚呼嗚呼あ v] to [50]\nshow\nset rotation style [left-right v]\nforever\n if <(x position) < ([x position v] of [スプライト1 v])> then\n change [zonbix v] by (0.4)\n point in direction (90)\n end\n if <([x position v] of [スプライト1 v]) < (x position)> then\n change [zonbix v] by (-0.4)\n point in direction (-90)\n end\n set [zonbix v] to ((zonbix) * (0.8))\n change x by (zonbix)\n if <touching (地面 v)?> then\n change y by ((() + (1)) * (5))\n if <touching (地面 v)?> then\n change x by ((zonbix) * (-1))\n change y by (-5)\n if <(y position) < ([x position v] of [スプライト1 v])> then\n if <(zonbix) < [0]> then\n set [zonbix v] to [6]\n else\n set [zonbix v] to [-6]\n end\n set [zonbiy v] to [4]\n else\n set [zonbix v] to [0]\n end\n end\n end\n if <touching (みず v)?> then\n change [zonbiy v] by (-0.1)\n else\n change [zonbiy v] by (-1)\n end\n change y by (zonbiy)\n if <touching (地面 v)?> then\n change y by ((zonbiy) * (-1))\n set [zonbiy v] to [0]\n end\n if <(y position) < ([y position v] of [スプライト1 v])> then\n set [zonbiy v] to [4]\n end\nend\n\nwhen I receive [しんじゃった v]\nset [jj v] to [21]\ngo to x: (220) y: (0)\n\nwhen flag clicked\nswitch costume to (ぞんび v)\n\nwhen I receive [こーげき v]\n\nrepeat (2)\n\nwhen [space v] key pressed\nif <touching (とらいでんと v)?> then\n change [エルダーの力が嗚呼嗚呼あ v] by (-5)\n if <(x position) < ([x position v] of [スプライト1 v])> then\n set [zonbix v] to [-10]\n set [zonbiy v] to [3]\n else\n set [zonbix v] to [10]\n set [zonbiy v] to [3]\n end\n if <(エルダーの力が嗚呼嗚呼あ) < [0]> then\n start sound [j v]\n switch costume to (ぞび v)\n repeat (4)\n change [ghost v] effect by (25)\n end\n delete this clone\n else\n start sound (pick random (1) to (2))\n switch costume to (ぞび v)\n wait (0.1) seconds\n switch costume to (ぞんび v)\n end\nend\n\nwhen I receive [メッセージ1 v]\ndelete this clone\n\n@スプライト3\n\nwhen flag clicked\n\nrepeat until <<(♥) = [1]> and <(★) = [1]>>\n hide\n go to x: (0) y: (-150)\n show\n glide (1) secs to x: (0) y: (0)\n wait (pick random (1) to (10)) seconds\n glide (1) secs to x: (0) y: (-150)\n hide\nend\nhide\n\n@スプライト2\n\nwhen flag clicked\nhide\nforever\n go to [front v] layer\n reset timer\nend\n\nwhen [timer v] > (0)\nshow\n\n@Detector\n\nwhen flag clicked\nhide\nset [★ v] to [0]\nset [♥ v] to [0]\nset [どっち v] to [0]\ncreate clone of (_myself_ v)\nwait (0.2) seconds\nset [どっち v] to [1]\ncreate clone of (_myself_ v)\nwait until <<(♥) = [1]> and <(★) = [1]>>\nbroadcast (♥と★ v)\n\nwhen I start as a clone\nif <(どっち) = [0]> then\n go to x: (-15) y: (0)\n set [♥ v] to [0]\n switch costume to (love v)\n forever\n set [♥? v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [♥ v] to [1]\n end\n end\nend\nif <(どっち) = [1]> then\n go to x: (0) y: (0)\n switch costume to (fave v)\n set [★ v] to [0]\n forever\n set [星? v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [★ v] to [1]\n end\n end\nend\n\n
これ本当は2/10日に共有されたものです\n報告乱用で消されてた...\n❤と⭐を押せば無敵になれます!\n”Press ❤ and ⭐ to become invincible!\n報告乱用で消されたのでコピー共有()\nサブ垢@_-kashiwa-_をフォローしてね!!!\nサブ垢の作品\nhttps://scratch.mit.edu/projects/960972332/\n溺死ゾンビとガーディアンは自作です\n旗は二回押してください!バグります!!!\n今回は海のマインクラフトプラットフォーマー(5)を作りました!!\n❤と⭐、フォロー、拡散をよろしくお願いします。\n《操作方法》\n矢印キーまたはタップで操作します。\nスペースキーでトライデントを振れます\n敵に当たるか呼吸ゲージがなくなると死にます()\n《クレジット》\nBGM:@-xaf-\n一部コスチューム:@kuri-pa-2、@griffpatch
Platformer #Games #All #Trending
@Stage\n\nwhen I receive [change scene v]\nswitch backdrop to (backdrop1 v)\nif <(SCENE #) = [9]> then\n switch backdrop to (level9 v)\nend\n\n@Player\n\nwhen flag clicked\nset [gravity v] to [-1.5]\nset [jump force v] to [13]\nset [acceleration v] to [2]\nset [resistance v] to [0.8]\nwait (3) seconds\nReset and Begin Level\n\ndefine Move - in steps (steps)\nchange [falling v] by (1)\nrepeat (steps)\n set [last value v] to (x position)\n change x by ((speed x) / (steps))\n Check Touching Solid\n if <(Touching) > [0]> then\n set x to (Last value)\n set [speed x v] to [0]\n end\n set [last value v] to (y position)\n change y by ((speed y) / (steps))\n Check Touching Solid\n if <(Touching) > [0]> then\n set y to (Last value)\n if <(speed y) < [0]> then\n set [falling v] to [0]\n end\n set [speed y v] to [0]\n end\nend\n\ndefine Check Touching Solid\nif <<touching (level v)?> or <touching (platform v)?>> then\n set [touching v] to [1]\nelse\n set [touching v] to [0]\nend\n\nwhen I receive [tick - player v]\nControls - Up and Down\nControls - Left and Right\nMove - in steps (([abs v] of (speed x) ) + ([abs v] of (speed y) ))\nchange [speed y v] by (GRAVITY)\n\ndefine Controls - Up and Down\nif <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n point in direction (0)\n if <(Falling) < [3]> then\n set [speed y v] to (JUMP FORCE)\n end\nend\n\ndefine Controls - Left and Right\nif <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n change [speed x v] by ((0) - (ACCELERATION))\n point in direction (-90)\nend\nif <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n change [speed x v] by (ACCELERATION)\n point in direction (90)\nend\nset [speed x v] to ((speed x) * (RESISTANCE))\n\ndefine Reset and Begin Level\nset [scene # v] to [1]\nset [speed x v] to [0]\nset [speed y v] to [0]\nset [falling v] to [99]\ngo to x: (-150) y: (55)\nbroadcast (Change Scene v)\nbroadcast (Game Loop v)\n\nwhen I receive [game loop v]\nforever\n broadcast (Tick - Platforms v)\n broadcast (Tick - Player v)\n broadcast (Tick - Last v)\nend\n\nwhen I receive [tick - last v]\nif <(x position) > [235]> then\n Begin Scene # ((SCENE #) + (1)) go to x: [-235]\nend\nif <(x position) < [-235]> then\n Begin Scene # ((SCENE #) + (-1)) go to x: [235]\nend\n\ndefine Begin Scene # (scene #) go to x: (x)\nset [scene # v] to (scene #)\nset x to (x)\nbroadcast (Change Scene v)\nstop [other scripts in sprite v]\nwait (0) seconds\nFix Collision in Direction [0]\nbroadcast (Game Loop v)\n\ndefine Fix Collision in Direction (dir)\nset [temp v] to (direction)\nset [distance v] to [1]\npoint in direction (dir)\nrepeat (1000000)\n Check Touching Solid\n if <(Touching) < [1]> then\n point in direction (Temp)\n stop [this script v]\n end\n move (Distance) steps\n turn left (180) degrees\n change [distance v] by (1)\nend\n\nwhen flag clicked\nswitch costume to (cube v)\n\nwhen [s v] key pressed\nnext costume\n\ndefine Moved - by Moving Platform\nchange x by (PLATFORM DX)\nchange y by (PLATFORM DY)\nCheck Touching Solid\nif <(Touching) > [0]> then\n Find Closest Space to (x position) (y position) max [100]\nend\n\nwhen I receive [tick - player v]\nMoved - by Moving Platform\nswitch backdrop to <touching (level v)?>\nControls - Up and Down\nControls - Left and Right\n\ndefine Find Closest Space to (x) (y) max (max)\nset [temp v] to (direction)\nset [distance v] to [1]\npoint in direction (0)\nrepeat (max)\n repeat (16)\n go to x: (x) y: (y)\n move (Distance) steps\n Check Touching Solid\n if <(Touching) < [1]> then\n point in direction (Temp)\n stop [this script v]\n end\n turn right (22.5) degrees\n end\n change [distance v] by (1)\nend\ngo to x: (x) y: (y)\npoint in direction (Temp)\n\nwhen I receive [portal v]\ngo to x: (179) y: (159)\n\nwhen backdrop switches to [level9 v]\nforever\n if <touching (orange portal v)?> then\n broadcast (Portal v)\n end\nend\n\nwhen flag clicked\nhide\nwait (3) seconds\nshow\ngo to x: (-150) y: (55)\n\nwhen [space v] key pressed\nnext costume\n\nwhen [down arrow v] key pressed\nnext costume\n\n@Level\n\nwhen flag clicked\ngo to x: (10) y: (1)\ngo to [back v] layer\n\nwhen I receive [change scene v]\nswitch costume to (join [Scene] (SCENE #))\n\nwhen flag clicked\nreset timer\nset [time v] to [0]\nrepeat until <(SCENE #) = [11]>\n repeat until <[1] < (timer)>\n if <(SCENE #) = [11]> then\n stop [this script v]\n end\n end\n change [time v] by (1)\n reset timer\nend\n\nwhen flag clicked\nhide\nwait (3) seconds\nshow\n\n@Platform\n\ndefine Animate Platform\ngo to x: (-89) y: (81)\nforever\n glide (3) secs to x: (106) y: (81)\n wait (3) seconds\n glide (3) secs to x: (-89) y: (81)\n wait (3) seconds\nend\n\nwhen I receive [change scene v]\nhide\nif <(SCENE #) = [3]> then\n show\n Animate Platform\nend\n\nwhen I receive [tick - platforms v]\nTick (x position) (y position)\nset [last x v] to (x position)\nset [last y v] to (y position)\n\ndefine Tick (new x) (new y)\nif <(new y) > (Last y)> then\n change y by (1)\nelse\n set y to ((Last y) + (1))\nend\nif <touching (player v)?> then\n set [platform dx v] to ((new x) - (Last x))\n set [platform dy v] to ((new y) - (Last y))\nend\ngo to x: (new x) y: (new y)\n\n@Shortcut\n\nwhen I receive [change scene v]\nhide\nif <(SCENE #) = [6]> then\n show\nend\n\n@Orange Portal\n\nwhen I receive [change scene v]\nhide\nif <(SCENE #) = [9]> then\n show\nend\n\n@Blue portal\n\nwhen I receive [change scene v]\nhide\nif <(SCENE #) = [9]> then\n show\nend\n\n@Timer\n\nwhen flag clicked\nwait (3) seconds\nset [time v] to [0]\nrepeat until <(SCENE #) = [11]>\n repeat until <[1] < (timer)>\n if <(SCENE #) = [11]> then\n stop [this script v]\n end\n end\n change [time v] by (1)\n reset timer\nend\n\nwhen flag clicked\nreset timer\nforever\n wait (1) seconds\n change [time v] by (0)\nend\n\nwhen flag clicked\nhide variable [time v]\nwait (3) seconds\nshow variable [time v]\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nset size to (100) %\nswitch costume to (thumbnail v)\nforever\n show\n set [ghost v] effect to (0)\n go to [front v] layer\nend\n\nwhen flag clicked\nshow\nwait (2) seconds\nforever\n hide\nend\n\n@Music\n\nwhen flag clicked\nwait (2) seconds\nforever\n play sound [Space Melody v] until done\nend\n\n
The Impossible Platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nforever\n play sound [UnderTale Demo Flowey's Theme.mp3 v] until done\nend\n\nswitch backdrop to (backdrop25 v)\n\nwhen I receive [message v]\nwait until <([x position v] of [sprite1 v]) > [260]>\nbroadcast (message6 v)\nrepeat (10)\n switch backdrop to (backdrop1 v)\nend\nwait (0.1) seconds\nbroadcast (message8 v) and wait\nforever\n if <(timer) = [115]> then\n broadcast (message2 v)\n reset timer\n switch backdrop to (backdrop1 v)\n end\nend\n\nwhen I receive [message6 v]\nrepeat (10)\n reset timer\nend\n\nwhen backdrop switches to [backdrop25 v]\nbroadcast (message v)\n\nwhen I receive [message8 v]\nforever\n if <(backdrop [number v]) = [23]> then\n switch backdrop to (backdrop24 v)\n stop [other scripts in sprite v]\n broadcast (message5 v)\n end\nend\n\nwhen I receive [message5 v]\nforever\n play sound [UnderTale Demo Flowey's Theme.mp3 v] until done\nend\n\n@Sprite1\n\nwhen flag clicked\ngo to x: (-180) y: (0)\nshow\nset [yv v] to [0]\nset [xv v] to [0]\nforever\n change [yv v] by (-0.5)\n if <key (right arrow v) pressed?> then\n change [xv v] by (0.7)\n end\n if <key (left arrow v) pressed?> then\n change [xv v] by (-0.7)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change x by ((Xv) * (-1))\n change x by (-1)\n change y by (-5)\n if <touching (none v)?> then\n change x by (Change)\n end\n change x by (1)\n if <key (up arrow v) pressed?> then\n if <(Xv) > [0]> then\n set [xv v] to [-8]\n else\n set [xv v] to [8]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (Yv)\n if <touching color (#000000)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching (none v)?> then\n change x by (Change)\n end\n if <touching color (#000000)?> then\n if <key (up arrow v) pressed?> then\n set [yv v] to [10]\n end\n end\n change y by (1)\n switch costume to (costume4 v)\nend\n\nwhen flag clicked\nforever\n if <(x position) > [264]> then\n go to x: (-100) y: (-71)\n switch backdrop to (next backdrop v)\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#ff0000)?> then\n go to x: (-100) y: (-71)\n end\nend\n\nwhen backdrop switches to [backdrop15 v]\ngo to x: (-130) y: (0)\nstop [other scripts in sprite v]\nbroadcast (message1 v)\n\nwhen I receive [message1 v]\nforever\n if <(x position) > [264]> then\n go to x: (-100) y: (-71)\n switch backdrop to (next backdrop v)\n end\nend\n\nwhen I receive [message1 v]\nforever\n if <key (up arrow v) pressed?> then\n change y by (7)\n end\n if <key (down arrow v) pressed?> then\n change y by (-7)\n end\n if <key (left arrow v) pressed?> then\n change x by (-7)\n end\n if <key (right arrow v) pressed?> then\n change x by (7)\n end\nend\n\nwhen I receive [message1 v]\nforever\n if <touching color (#ff0000)?> then\n go to x: (-100) y: (-71)\n switch backdrop to (backdrop1 v)\n broadcast (message6 v)\n end\nend\n\nwhen I receive [message2 v]\ngo to x: (-180) y: (0)\nshow\nset [yv v] to [0]\nset [xv v] to [0]\nforever\n change [yv v] by (-0.5)\n if <key (right arrow v) pressed?> then\n change [xv v] by (0.7)\n end\n if <key (left arrow v) pressed?> then\n change [xv v] by (-0.7)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change x by ((Xv) * (-1))\n change x by (-1)\n change y by (-5)\n if <touching (none v)?> then\n change x by (Change)\n end\n change x by (1)\n if <key (up arrow v) pressed?> then\n if <(Xv) > [0]> then\n set [xv v] to [-8]\n else\n set [xv v] to [8]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (Yv)\n if <touching color (#000000)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching (none v)?> then\n change x by (Change)\n end\n if <touching color (#000000)?> then\n if <key (up arrow v) pressed?> then\n set [yv v] to [10]\n end\n end\n change y by (1)\n switch costume to (costume4 v)\nend\n\nwhen I receive [message2 v]\nforever\n if <touching color (#ff0000)?> then\n go to x: (-100) y: (-71)\n end\nend\n\nwhen I receive [message2 v]\nforever\n if <(x position) > [264]> then\n go to x: (-100) y: (-71)\n switch backdrop to (next backdrop v)\n end\nend\n\nwhen backdrop switches to [backdrop23 v]\nstop [other scripts in sprite v]\nbroadcast (message3 v)\n\nwhen I receive [message3 v]\ngo to x: (-180) y: (0)\nshow\nset [yv v] to [0]\nset [xv v] to [0]\nforever\n change [yv v] by (-0.5)\n if <key (right arrow v) pressed?> then\n change [xv v] by (0.7)\n end\n if <key (left arrow v) pressed?> then\n change [xv v] by (-0.7)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change x by ((Xv) * (-1))\n change x by (-1)\n change y by (-5)\n if <touching (none v)?> then\n change x by (Change)\n end\n change x by (1)\n if <key (up arrow v) pressed?> then\n if <(Xv) > [0]> then\n set [xv v] to [-8]\n else\n set [xv v] to [8]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (Yv)\n if <touching color (#000000)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching (none v)?> then\n change x by (Change)\n end\n if <touching color (#000000)?> then\n if <key (up arrow v) pressed?> then\n set [yv v] to [10]\n end\n end\n change y by (1)\n switch costume to (costume4 v)\nend\n\nwhen I receive [message3 v]\nforever\n if <touching color (#ff0000)?> then\n go to x: (-100) y: (-71)\n switch backdrop to (backdrop1 v)\n broadcast (message2 v)\n broadcast (message4 v)\n stop [this script v]\n end\nend\n\nwhen I receive [message3 v]\nforever\n if <(x position) > [264]> then\n go to x: (-100) y: (-71)\n switch backdrop to (next backdrop v)\n end\nend\n\nwhen I receive [message2 v]\nforever\n if <[-200] > (x position)> then\n go to x: (-100) y: (-71)\n switch backdrop to (next backdrop v)\n end\nend\n\nwhen I receive [message3 v]\nforever\n if <(backdrop [name v]) = [backdrop25]> then\n if <(x position) > [264]> then\n go to x: (-100) y: (-71)\n switch backdrop to (backdrop1 v)\n stop [other scripts in sprite v]\n broadcast (message2 v)\n stop [this script v]\n end\n end\nend\n\nwhen I receive [message5 v]\nbroadcast (message2 v)\n\nwhen I receive [message6 v]\ngo to x: (0) y: (0)\n\nwhen I receive [message6 v]\nstop [other scripts in sprite v]\nbroadcast (message2 v)\n\nwhen I receive [message7 v]\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen flag clicked\nforever\n if <[-200] > (x position)> then\n go to x: (-100) y: (-71)\n switch backdrop to (next backdrop v)\n end\nend\n\n@Sprite2\n\nwhen flag clicked\ngo to x: (133) y: (133)\nhide\n\nwhen I receive [message4 v]\nshow\nwait (7) seconds\nhide\n\n@Sprite3\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nshow\n\n
ATTENTION: NOT IMPOSSIBLE.\n There are lots of glitches. DX
SPRING PLATFORMER//春のプラットフォーマー
@Stage\n\nwhen flag clicked\nforever\n play sound [Goodbye v] until done\nend\n\n@軽量化\n\n@桜の花びら\n\nwhen I start as a clone\ngo to [back v] layer\nswitch costume to (コスチューム2 v)\nset [a v] to (pick random (1) to (3))\nset size to (pick random (20) to (80)) %\nset [ghost v] effect to (pick random (30) to (50))\nshow\nif <(a) = [1]> then\n go to x: (pick random (400) to (0)) y: (200)\nend\nif <(a) = [2]> then\n go to x: (pick random (0) to (-270)) y: (200)\nend\nif <(a) = [3]> then\n go to x: (pick random (400) to (-270)) y: (200)\nend\nrepeat until <(y position) < [-170]>\n change y by (-3)\n change x by (-1)\n turn right (3) degrees\n if <touching (player v)?> then\n change [☁ 桜を集めた数/number of cherry blossoms collected v] by (1)\n delete this clone\n end\nend\ndelete this clone\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\n wait (0.1) seconds\nend\n\n@player\n\nwhen I receive [suta-to v]\nset volume to (100) %\n\nwhen I start as a clone\nswitch costume to (player3 v)\nrepeat (9)\n change [ghost v] effect by (7)\n change size by (-5.2)\nend\ndelete this clone\n\nwhen [z v] key pressed\n\nwhen flag clicked\ngo to x: (-210) y: (0)\nswitch backdrop to (コスチューム1 v)\nshow\nshow\nset rotation style [left-right v]\npoint in direction (90)\nset [x v] to [0]\nset [y v] to [0]\nforever\n go to [front v] layer\n if <<touching (とげ v)?> or <(y position) < [-164]>> then\n go to x: (-220) y: (-50)\n start sound [Rip v]\n end\n if <<<(x position) > (mouse x)> and <mouse down?>> or <key (left arrow v) pressed?>> then\n create clone of (_myself_ v)\n change [xのやつ v] by (-1)\n point in direction (-90)\n end\n if <<<(mouse x) > (x position)> and <mouse down?>> or <key (right arrow v) pressed?>> then\n create clone of (_myself_ v)\n change [xのやつ v] by (1)\n point in direction (90)\n end\n set [xのやつ v] to ((xのやつ) * (0.9))\n change x by (xのやつ)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change x by ((xのやつ) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>> then\n start sound [ニュッ v]\n if <(xのやつ) > [0]> then\n set [xのやつ v] to [-7]\n else\n set [xのやつ v] to [7]\n end\n set [yだー v] to [15]\n else\n set [xのやつ 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 (地面 v)?> then\n if <<key (up arrow v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>> then\n set [yだー v] to [15]\n start sound [ニュッ v]\n if <(君に力を与えるっ\(。◕ˇдˇ​◕。\)/) = [与える!]> then\n if <key (space v) pressed?> then\n set [yだー v] to [25]\n end\n end\n end\n end\n change y by (1)\n change [yだー v] by (-1)\n change y by (yだー)\n if <touching (地面 v)?> then\n change y by ((yだー) * (-1))\n set [yだー v] to [0]\n end\n if <(x position) > [230]> then\n hide\n go to x: (-220) y: (-50)\n start sound [Rip v]\n wait (0) seconds\n show\n broadcast (NEXT v)\n end\n if <touching (ばね v)?> then\n if <key (up arrow v) pressed?> then\n set [yだー v] to [25]\n start sound [ワピチ v]\n else\n set [yだー v] to [17]\n start sound [ワピチ v]\n end\n end\n if <touching (敵! v)?> then\n if <([y position v] of [敵! v]) < (y position)> then\n set [敵 v] to [あっ]\n set [yだー v] to [10]\n else\n go to x: (-220) y: (-50)\n end\n end\nend\n\nwait (0.5) seconds\ngo to x: (-216) y: (50)\n\nwhen I receive [outro v]\nhide\n\n@地面\n\nwhen I receive [next v]\nnext costume\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow variable [☁ 桜を集めた数/number of cherry blossoms collected v]\nswitch costume to (コスチューム2 v)\nshow\n\n@文字\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\ngo to x: (5) y: (11)\nshow\n\nwhen I receive [next v]\nnext costume\n\n@とげ\n\nwhen flag clicked\nshow\nset [すていじ v] to [1]\nswitch costume to (コスチューム1 v)\n\nwhen I receive [next v]\ngo to [back v] layer\nset rotation style [left-right v]\npoint in direction (90)\nchange [すていじ v] by (1)\nnext costume\n\n@シークレットプレート\n\nwhen flag clicked\nforever\n if <(すていじ) = [9]> then\n show\n set [ghost v] effect to (0)\n if <touching (player v)?> then\n set [ghost v] effect to (50)\n end\n else\n hide\n end\nend\n\n@Button\n\nwhen flag clicked\nforever\n go to [front v] layer\n hide\n wait (6) seconds\n go to x: (124) y: (-217)\n show\n repeat (24)\n change y by (1.5)\n end\n wait (2.5) seconds\n repeat (24)\n change y by (-1.5)\n end\nend\n\n@サムネ\n\nwhen [timer v] > (0)\nhide variable [イマノㇲテ−ジ v]\nhide variable [☁ 桜を集めた数/number of cherry blossoms collected v]\nset [今のステージ v] to [1]\nhide variable [☁ world record v]\nhide variable [time v]\nset size to (100) %\ngo to x: (0) y: (0)\nset [fisheye v] effect to (100)\nset [brightness v] effect to (100)\nset [pixelate v] effect to (100)\nset [whirl v] effect to (100)\ngo to [front v] layer\nshow\nstart sound [対戦カード表示1 v]\nrepeat (10)\n change [fisheye v] effect by (-10)\n change [whirl v] effect by (-10)\n change [pixelate v] effect by (-10)\n change [brightness v] effect by (-10)\n set size to (pick random (97) to (100)) %\n go to x: (pick random (10) to (-10)) y: (pick random (10) to (-10))\nend\ngo to x: (0) y: (0)\nset size to (100) %\n\nwhen flag clicked\nset [今のステージ v] to [1]\nswitch costume to (完成ー追加ー5 v)\ngo to x: (0) y: (0)\nhide\n\nwhen flag clicked\nforever\n reset timer\nend\n\n
※日本語は下にあります。見ないと損するぜよ…\nFirst, let's take a look at this work!\nhttps://scratch.mit.edu/projects/958187776/\n\nWell, it's already spring. So, I decided to make a spring platformer. I did my best this time too, so please give me ♥ and ★!\n\n◆Difficulty: ★★☆☆☆\n\n◆Operation method: Arrow keys/tap operation\n\n\nIf you have cleared it, please let us know in the comments section!\nI would be happy if you follow @globers0207.\n\nIf you know of a game called Quest Hunt, please let me know in the comments section! Do you know?\nーーーーーーーーーーーーーーーーーーーーーーー\nまずは、この作品を見ようね!\nhttps://scratch.mit.edu/projects/958187776/\n\nいやぁ、もう春ですねぇ。ということで、春のプラットフォーマーを作ってみましたぁ。今回も頑張ったので、♥と★をお願いしますね!\n\n◆難易度:★★☆☆☆\n\n◆操作方法:矢印キー・タップ操作\n\n\nクリアした人は是非コメント欄で教えてね!\n@globers0207のフォローをしてくれると嬉しいです。\n\nクエスト・ハントというゲームを知っている人はコメント欄で教えてね!知ってるかな?\n\n\n\n確認ね、使い方見てくれたなら\nコメント欄で「ふっふっふぅ」とコメント。\n\n\nちなみに僕のフォローはしてますかぁ?
☁️ EXPLORER // a platformer #trending #all #games #multiplayer #platformer
@Stage\n\nwhen flag clicked\nset [ghost v] effect to (30)\nforever\n play sound [COOL Sunshine v] until done\nend\n\n@blank\n\n@Player\n\nwhen flag clicked\nset [username v] to (username)\nwrite (username) to encoded\nbroadcast (cloud - setup v) and wait\nset [color v] effect to (0)\nswitch costume to (costume1 v)\nset rotation style [left-right v]\ngo to x: (-180) y: (-50)\nset [coins v] to [0]\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 point in direction (-90)\n change [x v] by (-0.8)\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n point in direction (90)\n change [x v] by (0.8)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (-4)\n change x by ((x) * (-1))\n if <<<key (space v) pressed?> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [y v] to [10]\n if <([abs v] of (x) ) = (x)> then\n set [x v] to [-5]\n else\n set [x v] to [5]\n end\n else\n set [x v] to [0]\n end\n end\n change y by (y)\n if <touching (ground v)?> then\n change y by ((0) - (y))\n set [y v] to [0]\n end\n change y by (-1)\n if <<<<key (space v) pressed?> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> or <<mouse down?> and <(mouse y) > (y position)>>> and <touching (ground v)?>> then\n set [y v] to [15]\n end\n change y by (1)\n if <(y position) > [180]> then\n set [y v] to [0]\n end\n if <(x position) > [205]> then\n change [level v] by (1)\n broadcast (next level v)\n go to x: (-180) y: (-50)\n set [y v] to [0]\n end\n if <<touching (spikes v)?> or <touching (saw v)?>> then\n go to x: (-180) y: (-50)\n set [y v] to [0]\n broadcast (trys v)\n end\n if <touching (trampoline v)?> then\n broadcast (trampolin v)\n set [y v] to [17]\n end\n if <touching (coins v)?> then\n broadcast (coins get up!!! v)\n end\n add (round (x position)) to [my values to send v]\n add (round (y position)) to [my values to send v]\n add (encoded) to [my values to send v]\n add (costume [number v]) to [my values to send v]\n add (Level) to [my values to send v]\n add (round (direction)) to [my values to send v]\n add (chat item) to [my values to send v]\n broadcast (cloud - tick v)\n if <touching (mouse-pointer v)?> then\n say (username)\n else\n say []\n end\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nset size to (80) %\nrepeat (10)\n change size by (-8)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\ndefine write (val) to encoded\nset [letter # v] to [1]\nset [encoded v] to []\nrepeat (length of (val))\n set [encoded v] to (join (encoded) (item # of (letter (letter #) of (val)) in [code v]))\n change [letter # v] by (1)\nend\nset [encoded v] to (join (encoded) [0])\n\nwhen flag clicked\nforever\n chat\nend\n\ndefine chat\nif <key (1 v) pressed?> then\n set [chat item v] to [1]\nelse\n if <key (2 v) pressed?> then\n set [chat item v] to [2]\n else\n if <key (3 v) pressed?> then\n set [chat item v] to [3]\n else\n if <key (4 v) pressed?> then\n set [chat item v] to [4]\n else\n if <key (5 v) pressed?> then\n set [chat item v] to [5]\n else\n if <key (6 v) pressed?> then\n set [chat item v] to [6]\n else\n if <key (7 v) pressed?> then\n set [chat item v] to [7]\n else\n if <key (8 v) pressed?> then\n set [chat item v] to [8]\n else\n if <key (9 v) pressed?> then\n set [chat item v] to [9]\n else\n if <key (0 v) pressed?> then\n set [chat item v] to [10]\n else\n if <key (v v) pressed?> then\n set [chat item v] to [11]\n else\n if <key (x v) pressed?> then\n set [chat item v] to [12]\n else\n if <key (y v) pressed?> then\n set [chat item v] to [13]\n else\n if <key (z v) pressed?> then\n set [chat item v] to [14]\n else\n set [chat item v] to [15]\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\nif <not <(chat item) = [15]>> then\n repeat (60)\n say (join (username) (join [: ] (item (chat item) of [chat v])))\n end\nend\n\n@Ground\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@Text\n\nwhen flag clicked\ngo to x: (0) y: (119)\ngo to [front v] layer\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@Spikes\n\nwhen flag clicked\ngo to x: (36) y: (38)\nswitch costume to (costume1 v)\ngo to [back v] layer\n\nwhen I receive [next level v]\nnext costume\n\n@Trampoline\n\nwhen flag clicked\ngo to x: (-80) y: (-68)\nswitch costume to (1 v)\nforever\n if <(Level) = [10]> then\n show\n else\n hide\n end\nend\n\nwhen I receive [trampolin v]\nset [fr v] to [0]\nswitch costume to (1 v)\nrepeat (10)\n change [fr v] by (0.6)\n switch costume to ((1) + (([floor v] of (fr) ) mod (6)))\nend\n\n@Follow Thingy\n\nwhen flag clicked\nhide\ngo to x: (-6) y: (105)\n\nwhen flag clicked\nhide\ngo to [front v] layer\nforever\n wait (pick random (15) to (20)) seconds\n switch costume to (reminder v)\n go to x: (0) y: (105)\n show\n go to [front v] layer\n repeat (9)\n change y by (-6)\n end\n repeat (5)\n change y by (3)\n end\n repeat (5)\n change y by (-1)\n end\n wait (2) seconds\n repeat (15)\n change y by (7)\n end\n hide\nend\n\n@Thumb\n\nwhen flag clicked\nshow\nshow variable [active players v]\ngo to x: (0) y: (0)\nset [ge v] to [100]\nforever\n go to [front v] layer\n set [ghost v] effect to (ge)\nend\n\n@saw\n\nwhen flag clicked\ngo to x: (84) y: (-65)\nswitch costume to (costume1 v)\nforever\n if <(Level) = [4]> then\n go to x: (41) y: (-65)\n set x to (([sin v] of ((timer) * (110)) ) * (50))\n turn right (([sin v] of ((timer) * (110)) ) * (5)) degrees\n else\n if <(Level) = [5]> then\n go to x: (41) y: (50)\n point in direction (([sin v] of ((timer) * (100)) ) * (100))\n end\n end\nend\n\nwhen I receive [next level v]\nnext costume\n\n@unvisible\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n if <<(Level) = [8]> or <<(Level) = [9]> or <(Level) = [10]>>> then\n if <<touching (player v)?> or <touching (cloud player v)?>> then\n set [ghost v] effect to (30)\n else\n set [ghost v] effect to (0)\n end\n else\n set [ghost v] effect to (20)\n end\nend\n\nwhen I receive [next level v]\nnext costume\n\n@coins\n\nwhen I receive [next level v]\nset [c v] to [0]\ngo to x: (0) y: (0)\ngo to [back v] layer\nset [ghost v] effect to (0)\nnext costume\n\nwhen flag clicked\nset [c v] to [0]\ngo to x: (0) y: (0)\nswitch costume to (coins v)\n\nwhen I receive [coins get up!!! v]\nif <(c) < [1]> then\n change [coins v] by (1)\n change [c v] by (1)\n start sound [coin sound v]\nend\nrepeat (10)\n change [ghost v] effect by (10)\n change y by (2)\nend\n\n@get up coins\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [max coins v] to [10]\nshow variable [coins total v]\nforever\n set [coins total v] to (join (coins) (join [/] (max coins)))\nend\n\n@arrow\n\nwhen flag clicked\nset [trys v] to [0]\ngo to x: (0) y: (0)\ngo to [front v] layer\nswitch costume to (costume1 v)\nforever\n if <(trys) > [2]> then\n show\n else\n hide\n end\nend\n\nwhen I receive [next level v]\nnext costume\nset [trys v] to [0]\n\nwhen I receive [trys v]\nchange [trys v] by (1)\n\n@cloud player\n\ndefine write number (val) to ''encoded string''\nset [val v] to (val)\nif <(val) < [0]> then\n set [val v] to (join [0] ([abs v] of (val) ))\nend\nset [encoded string v] to (join (encoded string) (join (join (length of (length of (val))) (length of (val))) (val)))\n\ndefine val = READ NUMBER from encoded string\nset [val v] to []\nif <(letter (Encoded idx) of (encoded string)) > [1]> then\n change [encoded idx v] by (2)\n repeat (join (letter ((Encoded idx) - (1)) of (encoded string)) (letter (Encoded idx) of (encoded string)))\n change [encoded idx v] by (1)\n set [val v] to (join (val) (letter (Encoded idx) of (encoded string)))\n end\nelse\n change [encoded idx v] by (1)\n repeat (letter (Encoded idx) of (encoded string))\n change [encoded idx v] by (1)\n set [val v] to (join (val) (letter (Encoded idx) of (encoded string)))\n end\nend\nchange [encoded idx v] by (1)\nif <(letter (1) of (val)) = [0]> then\n set [val v] to ((0) - (val))\nend\n\nwhen I receive [cloud - setup v]\nhide\nset [cloud tick v] to [0]\ndelete all of [my values to send v]\ndelete all of [cloud values v]\ndelete all of [player uids v]\ndelete all of [player data v]\nadd (join [c] (☁ CLOUD 1)) to [cloud values v]\nadd (join [c] (☁ CLOUD 2)) to [cloud values v]\nadd (join [c] (☁ CLOUD 3)) to [cloud values v]\nadd (join [c] (☁ CLOUD 4)) to [cloud values v]\nadd (join [c] (☁ CLOUD 5)) to [cloud values v]\nadd (join [c] (☁ CLOUD 6)) to [cloud values v]\nadd (join [c] (☁ CLOUD 7)) to [cloud values v]\nadd (join [c] (☁ CLOUD 8)) to [cloud values v]\nset [my player uid v] to (pick random (1) to (9999999))\nset [player # v] to []\n\nwhen I receive [cloud - tick v]\nif <(player #) > []> then\n player clone tick\n stop [this script v]\nend\nchange [cloud tick v] by (1)\nprocess cloud item [1] value (join [c] (☁ CLOUD 1))\nprocess cloud item [2] value (join [c] (☁ CLOUD 2))\nprocess cloud item [3] value (join [c] (☁ CLOUD 3))\nprocess cloud item [4] value (join [c] (☁ CLOUD 4))\nprocess cloud item [5] value (join [c] (☁ CLOUD 5))\nprocess cloud item [6] value (join [c] (☁ CLOUD 6))\nprocess cloud item [7] value (join [c] (☁ CLOUD 7))\nprocess cloud item [8] value (join [c] (☁ CLOUD 8))\nsend my cloud data after [4] ticks\n\ndefine send my cloud data after (count) ticks\nif <((cloud tick) mod (count)) > [0]> then\n stop [this script v]\nend\nset [encoded string v] to []\nwrite number (MY PLAYER UID) to ''encoded string''\nrepeat (length of [my values to send v])\n write number (item (1) of [my values to send v]) to ''encoded string''\n delete (1) of [my values to send v]\nend\nset [my channel v] to (pick random (1) to (length of [cloud values v]))\nif <(MY CHANNEL) < [5]> then\n if <(MY CHANNEL) < [3]> then\n if <(MY CHANNEL) < [2]> then\n set [☁ cloud 1 v] to (encoded string)\n else\n set [☁ cloud 2 v] to (encoded string)\n end\n else\n if <(MY CHANNEL) < [4]> then\n set [☁ cloud 3 v] to (encoded string)\n else\n set [☁ cloud 4 v] to (encoded string)\n end\n end\nelse\n if <(MY CHANNEL) < [7]> then\n if <(MY CHANNEL) < [6]> then\n set [☁ cloud 5 v] to (encoded string)\n else\n set [☁ cloud 6 v] to (encoded string)\n end\n else\n if <(MY CHANNEL) < [8]> then\n set [☁ cloud 7 v] to (encoded string)\n else\n set [☁ cloud 8 v] to (encoded string)\n end\n end\nend\n\ndefine process cloud item (which) value (new value)\nif <(new value) = (item (which) of [cloud values v])> then\n stop [this script v]\nend\nreplace item (which) of [cloud values v] with (new value)\nset [encoded string v] to (new value)\nset [encoded idx v] to [2]\nval = READ NUMBER from encoded string\nif <<(val) < [1]> or <(val) = (MY PLAYER UID)>> then\n stop [this script v]\nend\nset [player # v] to (item # of (val) in [player uids v])\nif <(player #) = [0]> then\n set [player # v] to (item # of [] in [player uids v])\n if <(player #) = [0]> then\n add (val) to [player uids v]\n add [] to [player data v]\n set [player # v] to (length of [player data v])\n create clone of (_myself_ v)\n else\n replace item (player #) of [player uids v] with (val)\n end\nend\nreplace item (player #) of [player data v] with (new value)\nset [player # v] to []\n\ndefine player clone tick\nif <(Encoded idx) > (length of (encoded string))> then\n get next data packet\n if <(encoded string) = []> then\n change [inactive v] by (1)\n if <(inactive) > [150]> then\n replace item (player #) of [player uids v] with []\n hide\n end\n stop [this script v]\n end\nend\nset [inactive v] to [0]\nval = READ NUMBER from encoded string\nset x to (val)\nval = READ NUMBER from encoded string\nset y to (val)\nval = READ NUMBER from encoded string\nbegin decode of (val)\nvalue = read from encoded\nset [username v] to (value)\nval = READ NUMBER from encoded string\nswitch costume to (val)\nval = READ NUMBER from encoded string\nif <(val) = (Level)> then\n show\nelse\n hide\nend\nval = READ NUMBER from encoded string\npoint in direction (val)\nval = READ NUMBER from encoded string\nif <(val) = [15]> then\n if <(names) = [1]> then\n say (username)\n else\n say []\n end\nelse\n say (join (username) (join [: ] (item (val) of [chat v])))\nend\n\ndefine get next data packet\nset [encoded string v] to (item (player #) of [player data v])\nreplace item (player #) of [player data v] with []\nset [encoded idx v] to [2]\nval = READ NUMBER from encoded string\n\ndefine begin decode of (encoded)\nset [encoded v] to (encoded)\nset [letter # v] to [1]\n\ndefine value = read from encoded\nset [value v] to []\nforever\n set [idx v] to (join (letter (letter #) of (encoded)) (letter ((letter #) + (1)) of (encoded)))\n change [letter # v] by (2)\n if <(idx) < [1]> then\n stop [this script v]\n end\n set [value v] to (join (value) (item (idx) of [code v]))\nend\n\ndefine player zählen\nif <((cloud tick) mod (4)) > [0]> then\n stop [this script v]\nend\nset [active players v] to ((length of [player uids v]) + (1))\nset [player counter v] to [1]\nrepeat (length of [player uids v])\n if <(item (player counter) of [player uids v]) = []> then\n change [active players v] by (-1)\n end\n change [player counter v] by (1)\nend\n\nwhen I receive [cloud - tick v]\nplayer zählen\n\nwhen flag clicked\nset [color v] effect to (7)\n\n@chat\n\nwhen flag clicked\ngo to x: (-173) y: (54)\nset [ghost v] effect to (30)\nforever\n if <(show chat) > [0]> then\n show\n else\n hide\n end\nend\n\nwhen [t v] key pressed\nset [show chat v] to ((1) - (show chat))\n\nwhen [n v] key pressed\nset [names v] to ((1) - (names))\n\n
If you enjoy follow me at @speedrider_G \nNow it is also a multiplayer :DD\n▶️ Use W,A,S,D or Arrow Keys to Move. Collect All \nthe Coins, there are 10\n▶️ press T to see the chat. Press N to see names. \n❤️ + ⭐+ Follow if you enjoy! \n\n⚡Try to collect all 10 Coins ⚡ \n\n⭐1000 views\n\nmy other multiplayer game: https://scratch.mit.edu/projects/943116355\n\ntags:\n #games #all #multiplayer #trending
The ABYSS - Platformer
@Stage\n\nwhen I receive [end intro v]\nforever\n play sound [New Life v] until done\nend\n\n@Sprite1\n\nwhen flag clicked\nset size to (65) %\nhide\n\nwhen flag clicked\n\nwhen I receive [end intro v]\nshow\n\nwhen I receive [end intro v]\nforever\n go [backward v] (100000) layers\n go to [back v] layer\nend\n\nwhen I receive [end intro v]\nforever\n go to (player v)\nend\n\n@Player\n\nwhen I start as a clone\nrepeat (5)\n switch costume to (join (costume [name v]) [Clone])\n change size by (-8)\n change [ghost v] effect by (20)\nend\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\ndelete this clone\n\nwhen I receive [end intro v]\nset [level v] to [1]\nset [x v] to [0]\nset [y v] to [0]\ngo to [front v] layer\ngo [backward v] (3) layers\nshow\nset size to (145) %\nswitch costume to (=\) v)\ngo to x: (-190) y: (50)\nset drag mode [not draggable v]\npoint in direction (90)\nforever\n create clone of (_myself_ v)\n set rotation style [left-right v]\n if <<<mouse down?> and <(x position) > (mouse x)>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n create clone of (_myself_ v)\n change [x v] by (-2)\n end\n if <<<mouse down?> and <(x position) < (mouse x)>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n create clone of (_myself_ v)\n change [x v] by (2)\n end\n if <<<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> and <<<(x position) < (mouse x)> and <mouse down?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>>> then\n create clone of (_myself_ v)\n end\n if <<<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> and <<<(mouse x) < (x position)> and <mouse down?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>>> then\n create clone of (_myself_ v)\n end\n set [x v] to ((X) * (0.9))\n change x by (X)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change x by ((X) * (-1))\n change y by (-5)\n if <<<mouse down?> and <(y position) < (mouse y)>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n if <(X) > [0]> then\n set [x v] to [-7]\n else\n set [x v] to [7]\n end\n set [y v] to [14]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (-1)\n if <touching (ground v)?> then\n if <<<mouse down?> and <(y position) < (mouse y)>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [y v] to [14]\n point in direction ((Y) * (0.5))\n end\n end\n change y by (1)\n change [y v] by (-1)\n change y by (Y)\n if <touching (ground v)?> then\n change y by ((Y) * (-1))\n set [y v] to [0]\n end\n hide variable [x v]\n if <(x position) > [230]> then\n broadcast (next level v)\n change [level v] by (1)\n set [y v] to [0]\n set [x v] to [0]\n go to x: (-190) y: (0)\n end\n if <<touching (danger v)?> or <(y position) < [-170]>> then\n set [x v] to [0]\n set [y v] to [0]\n go to x: (-190) y: (-10)\n start sound [SMACK- Sound Effect.mp3 v]\n end\nend\n\nwhen I receive [end intro v]\nshow\n\n@ground\n\nwhen flag clicked\nhide\nforever\n switch costume to (Level)\nend\n\nwhen I receive [end intro v]\nshow\n\n@Danger\n\nwhen flag clicked\nclear graphic effects\nforever\n switch costume to (Level)\n go to [front v] layer\nend\n\n@Sprite2\n\nwhen flag clicked\nbroadcast (End intro v)\ngo to x: (0) y: (0)\ngo to [front v] layer\nset [ghost v] effect to (100)\n\n
Use arrow keys / click To move.\nAvoid spikes i guess\n\n=)\n\nOh yeah it's DARK\n\n\n\n#all #games #trending #popular #art #music #platformer #all #games #trending #popular #art #music #platformer #all #games #trending #popular #art #music #platformer #all #games #trending #popular #art #music #platformer #all #games #trending #popular #art #music #platformer #all #games #trending #popular #art #music #platformer #all #games #trending #popular #art #music #platformer #all #games #trending #popular #art #music #platformer #all #games #trending #popular #art #music #platformer #all #games #trending #popular #art #music #platformer #all #games #trending #popular #art #music #platformer #all #games #trending #popular #art #music #platformer #all #games #trending #popular #art #music #platformer #all #games #trending #popular #art #music #platformer #all #games #trending #popular #art #music #platformer #all #games #trending #popular #art #music #platformer #all #games #trending #popular #art #music #platformer #all #games #trending #popular #art #music #platformer #all #games #trending #popular #art #music #platformer #all #games #trending #popular #art #music #platformer #all #games #trending #popular #art #music #platformer #all #games #trending #popular #art #music #platformer #all #games #trending #popular #art #music #platformer #all #games #trending #popular #art #music #platformer #all #games #trending #popular #art #music #platformer #all #games #trending #popular #art #music #platformer #all #games #trending #popular #art #music #platformer #all #games #trending #popular #art #music #platformer #all #games #trending #popular #art #music #platformer #all #games #trending #popular #art #music #platformer #all #games #trending #popular #art #music #platformer #all #games #trending #popular #art #music #platformer #all #games #trending #popular #art #music #platformer #all #games #trending #popular #art #music #platformer #all #games #trending #popular #art #music #platformer #all #games #trending #popular #art #music #platformer #all #games #trending #popular #art #music #platformer #all #games #trending #popular #art #music #platformer #all #games #trending #popular #art #music #platformer #all #games #trending #popular #art #music #platformer #all #games #trending #popular #art #music #platformer #all #games #trending #popular #art #music #platformer #all #games #trending #popular #art #music #platformer #all #games #trending #popular #art #music #platformer #all #games #trending #popular #art #music #platformer #all #games #trending #popular #art #music #platformer #all #games #trending #popular #art #music #platformer #all #games #trending #popular #art #music #platformer #all #games #trending #popular #art #music #platformer #all #games #trending #popular #art #music #platformer #all #games #trending #popular #art #music #platformer #all #games #trending #popular #art #music #platformer #all #games #trending #popular #art #music #platformer #all #games #trending #popular #art #music #platformer #all #games #trending #popular #art #music #platformer #all #games #trending #popular #art #music #platformer #all #games #trending #popular #art #music #platformer #all #games #trending #popular #art #music #platformer #all #games #trending #popular #art #music #platformer #all #games #trending #popular #art #music #platformer #all #games #trending #popular #art #music #platformer #all #games #trending #popular #art #music #platformer #all #games #trending #popular #art #music #platformer #all #games #trending #popular #art #music #platformer #all #games #trending #popular #art #music #platformer #all #games #trending #popular #art #music #platformer #all #games #trending #popular #art #music #platformer #all #games #trending #popular #art #music #platformer #all #games #trending #popular #art #music #platformer #all #games #trending #popular #art #music #platformer #all #games #trending #popular #art #music #platformer #all #games #trending #popular #art #music #platformer #all #games #trending #popular #art #music #platformer #all #games #trending #popular #art #music #platformer #all #games #trending #popular #art #music #platformer #all #games #trending #popular #art #music #platformer #all #games #trending #popular #art #music #platformer #all #games #trending #popular #art #music #platformer
Platformer remix
@Stage\n\nwhen I receive [start game v]\nwait (0.1) seconds\nwait until <(level) > [25]>\nstop [other scripts in sprite v]\nforever\n play sound [The Black Eyed Peas - Pump It \(Original Instrumental\) v] until done\nend\n\nwhen I receive [start game v]\nset volume to (30) %\nforever\n play sound [Impossible quiz theme song \(Gonna fly now by Bill conti\) v] until done\nend\n\nwhen I receive [end v]\nstop [other scripts in sprite v]\nplay sound [Win v] until done\nforever\n play sound [Dance Around v] until done\nend\n\n@Blank\n\nwhen I receive [hard reset v]\nset [personal record v] to [99999]\n\nbroadcast (Hard Reset v)\n\n@Player\n\nwhen flag clicked\nshow\n\nchange y by (100)\n\ndefine Controls\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (10))>>> then\n change [jump v] by (1)\nelse\n set [jump v] to [0]\nend\n\nwhen I receive [new level v]\ngo to x: (-240) y: (y position)\nchange [level v] by (1)\nset [gravity v] to [0]\nset [key? v] to [0]\nif <(level) = [30]> then\n go to x: (-240) y: (-105)\nend\n\nwhen I receive [player death v]\ngo to x: (-200) y: (-104)\nstart sound [Crunch v]\nset [gravity v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nset [key? v] to [0]\nbroadcast (Update Level v)\n\nwhen I receive [start game v]\nforever\n if <(x position) > [239]> then\n broadcast (New Level v)\n broadcast (Update Level v)\n end\n if <(username) = [NormanTheGamer]> then\n if <key (l v) pressed?> then\n ask [Which Level?] and wait\n if <(answer) = []> then\n set [level v] to (level)\n else\n set [level v] to (answer)\n end\n broadcast (Update Level v)\n wait until <not <key (l v) pressed?>>\n end\n if <key (2 v) pressed?> then\n change [level v] by (1)\n wait until <not <key (2 v) pressed?>>\n end\n if <key (1 v) pressed?> then\n change [level v] by (-1)\n wait until <not <key (1 v) pressed?>>\n end\n end\n if <key (r v) pressed?> then\n broadcast (Player Death v)\n wait until <not <key (r v) pressed?>>\n end\nend\n\nwhen I receive [start game v]\nshow\nswitch costume to (front v)\ngo to x: (-190) y: (-104)\nset [gravity v] to [0]\nset [jump v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nset [level v] to [1]\nwait until <not <mouse down?>>\nforever\n switch costume to (front v)\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [x v] by (1)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [x v] by (-1)\n end\n set [x v] to ((x) * (.9))\n change x by (x)\n if <(gravity) = [0]> then\n if <<touching (level v)?> or <<touching (moving platforms v)?> or <<touching (switch blocks v)?> or <touching (key door v)?>>>> then\n if <touching color (#8c8c8c)?> then\n change y by (1)\n if <touching color (#8c8c8c)?> then\n change y by (1)\n if <touching color (#8c8c8c)?> then\n change y by (1)\n if <touching color (#8c8c8c)?> then\n change y by (1)\n if <touching color (#8c8c8c)?> then\n change y by (1)\n if <touching color (#8c8c8c)?> then\n change y by (-5)\n change x by ((x) * (-1))\n set [x v] to [0]\n if <touching (moving platforms v)?> then\n change x by (x drag)\n end\n end\n end\n end\n end\n end\n end\n end\n else\n if <<touching (level v)?> or <<touching (moving platforms v)?> or <<touching (switch blocks v)?> or <touching (key door v)?>>>> then\n if <touching color (#8c8c8c)?> then\n change y by (-1)\n if <touching color (#8c8c8c)?> then\n change y by (-1)\n if <touching color (#8c8c8c)?> then\n change y by (-1)\n if <touching color (#8c8c8c)?> then\n change y by (-1)\n if <touching color (#8c8c8c)?> then\n change y by (-1)\n if <touching color (#8c8c8c)?> then\n change y by (5)\n change x by ((x) * (-1))\n set [x v] to [0]\n if <touching (moving platforms v)?> then\n change x by (x drag)\n change y by (y drag)\n end\n end\n end\n end\n end\n end\n end\n end\n end\n change [y v] by (-1.5)\n if <(gravity) = [0]> then\n change y by (y)\n else\n change y by ((y) * (-1))\n end\n if <<touching color (#8c8c8c)?> and <<touching (level v)?> or <<touching (moving platforms v)?> or <<touching (switch blocks v)?> or <touching (key door v)?>>>>> then\n if <(gravity) = [0]> then\n change y by ((y) * (-1))\n set [y v] to [0]\n else\n change y by (y)\n set [y v] to [0]\n end\n end\n if <(gravity) = [0]> then\n change y by (-2)\n else\n change y by (2)\n end\n if <<<touching color (#8c8c8c)?> and <<touching (level v)?> or <<touching (moving platforms v)?> or <<touching (switch blocks v)?> or <touching (key door v)?>>>>> and <(y) = [0]>> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (10))>>> then\n start sound [Jump v]\n change [y v] by (18)\n end\n if <touching (moving platforms v)?> then\n change x by (x drag)\n change y by (y drag)\n end\n end\n if <(gravity) = [0]> then\n change y by (1)\n else\n change y by (-1)\n end\n if <<(x position) < [-240]> and <(level) = [1]>> then\n set x to (-240)\n end\n if <<<<(y position) < [-178]> and <(gravity) = [0]>> or <<(y position) > [178]> and <(gravity) = [1]>>> or <<touching color (#ff0000)?> or <touching color (#830000)?>>> then\n broadcast (Player Death v)\n end\n if <<touching color (#feff00)?> and <(jump) = [1]>> then\n start sound [Jump v]\n set [y v] to [18]\n end\n if <touching color (#ffef91)?> then\n start sound [Jump v]\n set [y v] to [25]\n end\n if <<touching color (#00caff)?> and <(jump) = [1]>> then\n set [gravity v] to ((1) - (gravity))\n start sound [Jump v]\n set [y v] to [0]\n end\n Controls\nend\n\nwhen I receive [update level v]\nif <(level) = [31]> then\n broadcast (End v)\nend\n\nwhen I receive [start game v]\nwait until <<(x) > [0]> or <(y) > [0]>>\nset [start timer v] to [1]\n\n@Level\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (1 v)\n\nwhen I receive [start game v]\nforever\n switch costume to (level)\nend\n\n@Moving Platforms\n\nwhen flag clicked\nhide\n\nwhen I receive [start game v]\nset [x drag v] to [0]\nforever\n if <(level) = [14]> then\n show\n go to x: (([sin v] of ((timer) * (100)) ) * (80)) y: (-50)\n else\n if <(level) = [16]> then\n show\n go to x: ((([sin v] of ((timer) * (100)) ) * (80)) + (90)) y: (100)\n else\n if <(level) = [18]> then\n show\n go to x: (0) y: ((([sin v] of ((timer) * (100)) ) * (65)) + (0))\n else\n if <(level) = [19]> then\n show\n go to x: ((([sin v] of ((timer) * (150)) ) * (70)) + (60)) y: (-160)\n else\n if <(level) = [26]> then\n show\n go to x: ((([sin v] of ((timer) * (100)) ) * (100)) + (-30)) y: (35)\n else\n hide\n end\n end\n end\n end\n end\n set [x drag v] to ((x position) - (x2))\n set [x2 v] to (x position)\n set [y drag v] to ((y position) - (y2))\n set [y2 v] to (y position)\nend\n\n@Key Door\n\nwhen flag clicked\nhide\n\nwhen I receive [update level v]\nclear graphic effects\nforever\n if <(level) = [20]> then\n switch costume to (key door v)\n show\n go to x: (118) y: (-55)\n else\n if <(level) = [21]> then\n switch costume to (key door v)\n show\n go to x: (-32) y: (140)\n else\n if <(level) = [23]> then\n switch costume to (key door2 v)\n show\n go to x: (0) y: (-100)\n else\n if <(level) = [26]> then\n switch costume to (key door v)\n show\n go to x: (244) y: (33)\n else\n if <(level) = [27]> then\n switch costume to (key door v)\n show\n go to x: (240) y: (-64)\n else\n if <(level) = [28]> then\n switch costume to (key door v)\n show\n go to x: (246) y: (-64)\n else\n if <(level) = [30]> then\n switch costume to (key door v)\n show\n go to x: (260) y: (126)\n else\n hide\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [update level v]\nset [key? v] to [0]\nforever\n if <(key?) = [1]> then\n stop [other scripts in sprite v]\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n end\nend\n\n@Key\n\nwhen flag clicked\nset [key? v] to [0]\nhide\n\nwhen I receive [update level v]\nclear graphic effects\nforever\n if <(level) = [20]> then\n show\n go to x: (192) y: ((([sin v] of ((timer) * (150)) ) * (7)) + (51))\n else\n if <(level) = [21]> then\n show\n go to x: (192) y: ((([sin v] of ((timer) * (150)) ) * (7)) + (-90))\n else\n if <(level) = [23]> then\n show\n go to x: (0) y: ((([sin v] of ((timer) * (150)) ) * (7)) + (-50))\n else\n if <(level) = [26]> then\n show\n go to x: (182) y: ((([sin v] of ((timer) * (150)) ) * (7)) + (128))\n else\n if <(level) = [27]> then\n show\n go to x: (-168) y: ((([sin v] of ((timer) * (150)) ) * (7)) + (70))\n else\n if <(level) = [28]> then\n show\n go to x: (-113) y: ((([sin v] of ((timer) * (150)) ) * (7)) + (84))\n else\n if <(level) = [30]> then\n show\n go to x: (-209) y: ((([sin v] of ((timer) * (150)) ) * (7)) + (76))\n else\n hide\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [update level v]\nwait (1) seconds\nforever\n if <touching (player v)?> then\n stop [other scripts in sprite v]\n start sound [Magic Spell v]\n set [key? v] to [1]\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n end\nend\n\n@Switch Blocks\n\nwhen I receive [update level v]\nstop [other scripts in sprite v]\nset [switch v] to [0]\nif <<(level) = [24]> or <<(level) = [25]> or <<(level) = [27]> or <<(level) = [28]> or <(level) = [30]>>>>> then\n show\n broadcast (Switch v)\nelse\n hide\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [switch v]\nforever\n set [switch v] to ((1) - (switch))\n if <(level) = [24]> then\n switch costume to ((1) + (switch))\n else\n if <(level) = [25]> then\n switch costume to ((3) + (switch))\n else\n if <(level) = [27]> then\n switch costume to ((5) + (switch))\n else\n if <(level) = [28]> then\n switch costume to ((7) + (switch))\n else\n if <(level) = [30]> then\n switch costume to ((9) + (switch))\n end\n end\n end\n end\n end\n wait (1) seconds\n start sound [Finger Snap v]\nend\n\n@Text\n\ndefine Write Text (text)\nset [i v] to [1]\nrepeat (length of (text))\n switch costume to (letter (i) of (text))\n change x by ((15) * ((size) / (100)))\n create clone of (_myself_ v)\n change [i v] by (1)\nend\n\nwhen I receive [delete text v]\ndelete this clone\n\nwhen I receive [start game v]\nbroadcast (Delete Text v)\nset [start timer v] to [0]\nwait until <(start timer) = [1]>\nreset timer\nforever\n broadcast (Delete Text v)\n go to x: ((-15) * ((length of (timer)) / (2))) y: (-157)\n Write Text (timer)\nend\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\n\nwhen I receive [end v]\nstop [other scripts in sprite v]\nif <(timer) < (Personal Record)> then\n set [personal record v] to (timer)\nend\nif <(Personal Record) < (☁ World Record)> then\n set [☁ world record v] to (Personal Record)\nend\nwait (0.2) seconds\nchange [☁ complete v] by (1)\n\n@Thumbnail\n\nwhen flag clicked\nset size to (100) %\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\n@Text 2\n\nwhen I receive [start game v]\nset [brightness v] effect to (0)\nforever\n broadcast (Delete Text 2 v)\n go to x: (-300) y: (160)\n Write Text (join (level) [/30])\nend\n\ndefine Write Text (text)\nset [i v] to [1]\nrepeat (length of (text))\n switch costume to (letter (i) of (text))\n change x by ((15) * ((size) / (100)))\n create clone of (_myself_ v)\n change [i v] by (1)\nend\n\nwhen I receive [delete text 2 v]\ndelete this clone\n\nwhen I receive [end v]\nstop [other scripts in sprite v]\nset [brightness v] effect to (50)\nbroadcast (Delete Text 2 v)\ngo to x: (-8) y: (49)\nWrite Text (Personal Record)\ngo to x: (-30) y: (24)\nWrite Text (☁ World Record)\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\n\n@Title Screen\n\nwhen flag clicked\nbroadcast (Title Screen v)\n\nwhen I receive [title screen v]\nset size to (100) %\nset [mouse v] to [0]\nif then\n delete this clone\nend\nshow\nswitch costume to (1 v)\nwait (0.5) seconds\nswitch costume to (2 v)\ncreate clone of (_myself_ v)\nswitch costume to (1 v)\n\nwhen I start as a clone\nshow\ngo to [front v] layer\nif <(costume [number v]) = [2]> then\n go to x: (0) y: (-120)\n set size to (0) %\n forever\n change size by (((150) - (size)) / (5))\n set [brightness v] effect to (<touching (mouse-pointer v)?> * (-10))\n if <(mouse) = [1]> then\n broadcast (Start Game v)\n end\n end\nend\nif <(costume [number v]) = [3]> then\n forever\n go to x: (175) y: (150)\n set size to (100) %\n set [brightness v] effect to (<touching (mouse-pointer v)?> * (-10))\n if <(mouse) = [1]> then\n broadcast (Start Game v)\n end\n end\nend\n\nwhen I receive [start game v]\nstart sound [click xdxdxdxd v]\nif then\n delete this clone\nend\nhide\n\nwhen I receive [end v]\nswitch costume to (3 v)\ncreate clone of (_myself_ v)\n\n@Mouse\n\nwhen flag clicked\nforever\n if <mouse down?> then\n change [mouse v] by (1)\n else\n set [mouse v] to [0]\n end\nend\n\n
Use WASD or arrow keys to move.\nBeat all 30 levels of this simple platformer! The levels get harder!\n\n❤️ + ⭐ if you liked this game!\nFollow me for more games!\n\nCredits:\nI used a platformer engine\n\nMusic:\nGonna Fly Now - Rocky\nPump It Instrumental
Minecraft Platformer | #Games #All
@Stage\n\nwhen I receive [start game v]\nwait (0.1) seconds\nwait until <(level) > [25]>\nstop [other scripts in sprite v]\nforever\n play sound [Minecraft OST - Pigstep2 \(FlyxTheKid Remix\)2 v] until done\nend\n\nwhen I receive [start game v]\nset volume to (30) %\nforever\n play sound [Minecraft OST - Pigstep \(FlyxTheKid Remix\) v] until done\nend\n\nwhen I receive [end v]\nstop [other scripts in sprite v]\nplay sound [Win v] until done\nforever\n play sound [Dance Around v] until done\nend\n\n@Blank\n\nwhen I receive [hard reset v]\nset [personal record v] to [99999]\n\nbroadcast (Hard Reset v)\n\n@Player\n\nwhen flag clicked\nshow\n\nchange y by (100)\n\ndefine Controls\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (10))>>> then\n change [jump v] by (1)\nelse\n set [jump v] to [0]\nend\n\nwhen I receive [new level v]\ngo to x: (-240) y: (y position)\nchange [level v] by (1)\nset [gravity v] to [0]\nset [key? v] to [0]\nif <(level) = [30]> then\n go to x: (-240) y: (-105)\nend\n\nwhen I receive [player death v]\ngo to x: (-200) y: (-104)\nstart sound [Crunch v]\nset [gravity v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nset [key? v] to [0]\nbroadcast (Update Level v)\n\nwhen I receive [start game v]\nforever\n if <(x position) > [239]> then\n broadcast (New Level v)\n broadcast (Update Level v)\n end\n if <(username) = [NormanTheGamer]> then\n if <key (l v) pressed?> then\n ask [Which Level?] and wait\n if <(answer) = []> then\n set [level v] to (level)\n else\n set [level v] to (answer)\n end\n broadcast (Update Level v)\n wait until <not <key (l v) pressed?>>\n end\n if <key (2 v) pressed?> then\n change [level v] by (1)\n wait until <not <key (2 v) pressed?>>\n end\n if <key (1 v) pressed?> then\n change [level v] by (-1)\n wait until <not <key (1 v) pressed?>>\n end\n end\n if <key (r v) pressed?> then\n broadcast (Player Death v)\n wait until <not <key (r v) pressed?>>\n end\nend\n\nwhen I receive [start game v]\nshow\nswitch costume to (front v)\ngo to x: (-190) y: (-104)\nset [gravity v] to [0]\nset [jump v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nset [level v] to [1]\nwait until <not <mouse down?>>\nforever\n switch costume to (front v)\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [x v] by (1)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [x v] by (-1)\n end\n set [x v] to ((x) * (.9))\n change x by (x)\n if <(gravity) = [0]> then\n if <<touching (level v)?> or <<touching (moving platforms v)?> or <<touching (switch blocks v)?> or <touching (key door v)?>>>> then\n if <touching color (#4dae1d)?> then\n change y by (1)\n if <touching color (#4dae1d)?> then\n change y by (1)\n if <touching color (#4dae1d)?> then\n change y by (1)\n if <touching color (#4dae1d)?> then\n change y by (1)\n if <touching color (#4dae1d)?> then\n change y by (1)\n if <touching color (#4dae1d)?> then\n change y by (-5)\n change x by ((x) * (-1))\n set [x v] to [0]\n if <touching (moving platforms v)?> then\n change x by (x drag)\n end\n end\n end\n end\n end\n end\n end\n end\n else\n if <<touching (level v)?> or <<touching (moving platforms v)?> or <<touching (switch blocks v)?> or <touching (key door v)?>>>> then\n if <touching color (#4dae1d)?> then\n change y by (-1)\n if <touching color (#4dae1d)?> then\n change y by (-1)\n if <touching color (#4dae1d)?> then\n change y by (-1)\n if <touching color (#4dae1d)?> then\n change y by (-1)\n if <touching color (#4dae1d)?> then\n change y by (-1)\n if <touching color (#4dae1d)?> then\n change y by (5)\n change x by ((x) * (-1))\n set [x v] to [0]\n if <touching (moving platforms v)?> then\n change x by (x drag)\n change y by (y drag)\n end\n end\n end\n end\n end\n end\n end\n end\n end\n change [y v] by (-1.5)\n if <(gravity) = [0]> then\n change y by (y)\n else\n change y by ((y) * (-1))\n end\n if <<touching color (#4dae1d)?> and <<touching (level v)?> or <<touching (moving platforms v)?> or <<touching (switch blocks v)?> or <touching (key door v)?>>>>> then\n if <(gravity) = [0]> then\n change y by ((y) * (-1))\n set [y v] to [0]\n else\n change y by (y)\n set [y v] to [0]\n end\n end\n if <(gravity) = [0]> then\n change y by (-2)\n else\n change y by (2)\n end\n if <<<touching color (#4dae1d)?> and <<touching (level v)?> or <<touching (moving platforms v)?> or <<touching (switch blocks v)?> or <touching (key door v)?>>>>> and <(y) = [0]>> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (10))>>> then\n start sound [slime-minecraft-jump-made-with-Voicemod v]\n change [y v] by (18)\n end\n if <touching (moving platforms v)?> then\n change x by (x drag)\n change y by (y drag)\n end\n end\n if <(gravity) = [0]> then\n change y by (1)\n else\n change y by (-1)\n end\n if <<(x position) < [-240]> and <(level) = [1]>> then\n set x to (-240)\n end\n if <<<<(y position) < [-178]> and <(gravity) = [0]>> or <<(y position) > [178]> and <(gravity) = [1]>>> or <<touching color (#ff7c00)?> or <touching color (#ff9838)?>>> then\n broadcast (Player Death v)\n end\n if <<touching color (#757a42)?> and <(jump) = [1]>> then\n start sound [slime-minecraft-jump-made-with-Voicemod v]\n set [y v] to [18]\n end\n if <touching color (#9ed779)?> then\n start sound [slime-minecraft-jump-made-with-Voicemod v]\n set [y v] to [25]\n end\n if <<touching color (#0c3830)?> and <(jump) = [1]>> then\n set [gravity v] to ((1) - (gravity))\n start sound [slime-minecraft-jump-made-with-Voicemod v]\n set [y v] to [0]\n end\n Controls\nend\n\nwhen I receive [update level v]\nif <(level) = [31]> then\n broadcast (End v)\nend\n\nwhen I receive [start game v]\nwait until <<(x) > [0]> or <(y) > [0]>>\nset [start timer v] to [1]\n\nwhen I receive [start game v]\nshow\n\nwhen I receive [title screen v]\nhide\n\n@Level\n\nwhen flag clicked\nset [level v] to [1]\ngo to x: (0) y: (0)\nswitch costume to ( v)\n\nwhen I receive [start game v]\nforever\n switch costume to (level)\nend\n\nwhen I receive [title screen v]\nhide\n\nwhen I receive [start game v]\nshow\n\nchange [level v] by (1)\n\n@Moving Platforms\n\nwhen flag clicked\nhide\n\nwhen I receive [start game v]\nset [x drag v] to [0]\nforever\n if <(level) = [14]> then\n show\n go to x: (([sin v] of ((timer) * (100)) ) * (80)) y: (-50)\n else\n if <(level) = [16]> then\n show\n go to x: ((([sin v] of ((timer) * (100)) ) * (80)) + (90)) y: (100)\n else\n if <(level) = [18]> then\n show\n go to x: (0) y: ((([sin v] of ((timer) * (100)) ) * (65)) + (0))\n else\n if <(level) = [19]> then\n show\n go to x: ((([sin v] of ((timer) * (150)) ) * (70)) + (60)) y: (-160)\n else\n if <(level) = [26]> then\n show\n go to x: ((([sin v] of ((timer) * (100)) ) * (100)) + (-30)) y: (20)\n else\n hide\n end\n end\n end\n end\n end\n set [x drag v] to ((x position) - (x2))\n set [x2 v] to (x position)\n set [y drag v] to ((y position) - (y2))\n set [y2 v] to (y position)\nend\n\nchange [level v] by (1)\n\n@Key Door\n\nwhen flag clicked\nhide\n\nwhen I receive [update level v]\nclear graphic effects\nforever\n if <(level) = [20]> then\n switch costume to (key door v)\n show\n go to x: (118) y: (-55)\n else\n if <(level) = [21]> then\n switch costume to (key door v)\n show\n go to x: (-32) y: (140)\n else\n if <(level) = [23]> then\n switch costume to (key door2 v)\n show\n go to x: (0) y: (-100)\n else\n if <(level) = [26]> then\n switch costume to (key door v)\n show\n go to x: (244) y: (33)\n else\n if <(level) = [27]> then\n switch costume to (key door v)\n show\n go to x: (240) y: (-64)\n else\n if <(level) = [28]> then\n switch costume to (key door v)\n show\n go to x: (246) y: (-64)\n else\n if <(level) = [30]> then\n switch costume to (key door v)\n show\n go to x: (260) y: (126)\n else\n hide\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [update level v]\nset [key? v] to [0]\nforever\n if <(key?) = [1]> then\n stop [other scripts in sprite v]\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n end\nend\n\n@Key\n\nwhen flag clicked\nset [key? v] to [0]\nhide\n\nwhen I receive [update level v]\nclear graphic effects\nforever\n if <(level) = [20]> then\n show\n go to x: (192) y: ((([sin v] of ((timer) * (150)) ) * (7)) + (51))\n else\n if <(level) = [21]> then\n show\n go to x: (192) y: ((([sin v] of ((timer) * (150)) ) * (7)) + (-90))\n else\n if <(level) = [23]> then\n show\n go to x: (0) y: ((([sin v] of ((timer) * (150)) ) * (7)) + (-50))\n else\n if <(level) = [26]> then\n show\n go to x: (182) y: ((([sin v] of ((timer) * (150)) ) * (7)) + (128))\n else\n if <(level) = [27]> then\n show\n go to x: (-168) y: ((([sin v] of ((timer) * (150)) ) * (7)) + (70))\n else\n if <(level) = [28]> then\n show\n go to x: (-113) y: ((([sin v] of ((timer) * (150)) ) * (7)) + (84))\n else\n if <(level) = [30]> then\n show\n go to x: (-209) y: ((([sin v] of ((timer) * (150)) ) * (7)) + (76))\n else\n hide\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [update level v]\nwait (1) seconds\nforever\n if <touching (player v)?> then\n stop [other scripts in sprite v]\n start sound [Magic Spell v]\n set [key? v] to [1]\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n end\nend\n\n@Switch Blocks\n\nwhen I receive [update level v]\nstop [other scripts in sprite v]\nset [switch v] to [0]\nif <<(level) = [24]> or <<(level) = [25]> or <<(level) = [27]> or <<(level) = [28]> or <(level) = [30]>>>>> then\n show\n broadcast (Switch v)\nelse\n hide\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [switch v]\nforever\n set [switch v] to ((1) - (switch))\n if <(level) = [24]> then\n switch costume to ((1) + (switch))\n else\n if <(level) = [25]> then\n switch costume to ((3) + (switch))\n else\n if <(level) = [27]> then\n switch costume to ((5) + (switch))\n else\n if <(level) = [28]> then\n switch costume to ((7) + (switch))\n else\n if <(level) = [30]> then\n switch costume to ((9) + (switch))\n end\n end\n end\n end\n end\n wait (1) seconds\n start sound [Finger Snap v]\nend\n\n@Thumbnail\n\nwhen flag clicked\nset size to (100) %\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\n@Text 2\n\nwhen I receive [start game v]\nset [brightness v] effect to (0)\nforever\n broadcast (Delete Text 2 v)\n go to x: (-300) y: (160)\n Write Text (join (level) [/30])\nend\n\ndefine Write Text (text)\nset [i v] to [1]\nrepeat (length of (text))\n switch costume to (letter (i) of (text))\n change x by ((15) * ((size) / (100)))\n create clone of (_myself_ v)\n change [i v] by (1)\nend\n\nwhen I receive [delete text 2 v]\ndelete this clone\n\nwhen I receive [end v]\nstop [other scripts in sprite v]\nset [brightness v] effect to (50)\nbroadcast (Delete Text 2 v)\ngo to x: (-8) y: (49)\nWrite Text (Personal Record)\ngo to x: (-30) y: (24)\nWrite Text (☁ World Record)\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\n\n@Title Screen\n\nwhen flag clicked\nbroadcast (Title Screen v)\n\nwhen I receive [title screen v]\nset size to (100) %\nset [mouse v] to [0]\nif then\n delete this clone\nend\nshow\nswitch costume to (1 v)\nwait (0.5) seconds\nswitch costume to (2 v)\ncreate clone of (_myself_ v)\nswitch costume to (1 v)\n\nwhen I start as a clone\nshow\ngo to [front v] layer\nif <(costume [number v]) = [2]> then\n go to x: (0) y: (-120)\n set size to (0) %\n forever\n change size by (((150) - (size)) / (5))\n set [brightness v] effect to (<touching (mouse-pointer v)?> * (-10))\n if <(mouse) = [1]> then\n broadcast (Start Game v)\n end\n end\nend\nif <(costume [number v]) = [3]> then\n forever\n go to x: (175) y: (150)\n set size to (100) %\n set [brightness v] effect to (<touching (mouse-pointer v)?> * (-10))\n if <(mouse) = [1]> then\n broadcast (Start Game v)\n end\n end\nend\n\nwhen I receive [start game v]\nstart sound [click xdxdxdxd v]\nif then\n delete this clone\nend\nhide\n\nwhen I receive [end v]\nswitch costume to (3 v)\ncreate clone of (_myself_ v)\n\n@Mouse\n\nwhen flag clicked\nforever\n if <mouse down?> then\n change [mouse v] by (1)\n else\n set [mouse v] to [0]\n end\nend\n\n@Text2\n\ndefine Write Text (text)\nset [i v] to [1]\nrepeat (length of (text))\n switch costume to (letter (i) of (text))\n change x by ((15) * ((size) / (100)))\n create clone of (_myself_ v)\n change [i v] by (1)\nend\n\nwhen I receive [delete text v]\ndelete this clone\n\nwhen I receive [start game v]\nbroadcast (Delete Text v)\nset [start timer v] to [0]\nwait until <(start timer) = [1]>\nreset timer\nforever\n broadcast (Delete Text v)\n go to x: ((-15) * ((length of (timer)) / (2))) y: (157)\n Write Text (timer)\nend\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\n\nwhen I receive [game complete v]\nstop [other scripts in sprite v]\nif <(timer) < (Personal Record)> then\n set [personal record v] to (timer)\nend\nif <(Personal Record) < (☁ World Record)> then\n set [☁ world record v] to (Personal Record)\nend\n\nwhen I receive [end v]\nwait (0.2) seconds\nchange [☁ complete v] by (1)\n\nwhen I receive [challenge v]\ndelete this clone\n\n
Use WASD or arrow keys to move.\nBeat all 30 levels of this simple platformer! The levels get harder!\n\n❤️ + ⭐ if you liked this game!\nFollow me for more games!\n\nCredits:\nI used a platformer engine\n\nMusic:\nPigstep Remix by FlyxTheKid
Amongus Platformer
@Stage\n\nwhen I receive [start game v]\nwait (0.1) seconds\nwait until <(level) > [25]>\nstop [other scripts in sprite v]\nforever\n play sound [The Black Eyed Peas - Pump It \(Original Instrumental\) v] until done\nend\n\nwhen I receive [start game v]\nset volume to (30) %\nforever\n play sound [Impossible quiz theme song \(Gonna fly now by Bill conti\) v] until done\nend\n\nwhen I receive [end v]\nstop [other scripts in sprite v]\nplay sound [Win v] until done\nforever\n play sound [Dance Around v] until done\nend\n\n@Blank\n\nwhen I receive [hard reset v]\nset [personal record v] to [99999]\n\nbroadcast (Hard Reset v)\n\n@Player\n\nwhen flag clicked\nshow\n\nchange y by (100)\n\ndefine Controls\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (10))>>> then\n change [jump v] by (1)\nelse\n set [jump v] to [0]\nend\n\nwhen I receive [new level v]\ngo to x: (-240) y: (y position)\nchange [level v] by (1)\nset [gravity v] to [0]\nset [key? v] to [0]\nif <(level) = [30]> then\n go to x: (-240) y: (-105)\nend\n\nwhen I receive [player death v]\ngo to x: (-200) y: (-104)\nstart sound [Crunch v]\nset [gravity v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nset [key? v] to [0]\nbroadcast (Update Level v)\n\nwhen I receive [start game v]\nforever\n if <(x position) > [239]> then\n broadcast (New Level v)\n broadcast (Update Level v)\n end\n if <(username) = [rlck-astiey]> then\n if <key (l v) pressed?> then\n ask [Which Level?] and wait\n if <(answer) = []> then\n set [level v] to (level)\n else\n set [level v] to (answer)\n end\n broadcast (Update Level v)\n wait until <not <key (l v) pressed?>>\n end\n if <key (2 v) pressed?> then\n change [level v] by (1)\n wait until <not <key (2 v) pressed?>>\n end\n if <key (1 v) pressed?> then\n change [level v] by (-1)\n wait until <not <key (1 v) pressed?>>\n end\n end\n if <key (r v) pressed?> then\n broadcast (Player Death v)\n wait until <not <key (r v) pressed?>>\n end\nend\n\nwhen I receive [start game v]\nshow\nswitch costume to (front v)\ngo to x: (-190) y: (-104)\nset [gravity v] to [0]\nset [jump v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nset [level v] to [1]\nwait until <not <mouse down?>>\nforever\n switch costume to (front v)\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [x v] by (1)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [x v] by (-1)\n end\n set [x v] to ((x) * (.9))\n change x by (x)\n if <(gravity) = [0]> then\n if <<touching (level v)?> or <<touching (moving platforms v)?> or <<touching (switch blocks v)?> or <touching (key door v)?>>>> then\n if <touching color (#8c8c8c)?> then\n change y by (1)\n if <touching color (#8c8c8c)?> then\n change y by (1)\n if <touching color (#8c8c8c)?> then\n change y by (1)\n if <touching color (#8c8c8c)?> then\n change y by (1)\n if <touching color (#8c8c8c)?> then\n change y by (1)\n if <touching color (#8c8c8c)?> then\n change y by (-5)\n change x by ((x) * (-1))\n set [x v] to [0]\n if <touching (moving platforms v)?> then\n change x by (x drag)\n end\n end\n end\n end\n end\n end\n end\n end\n else\n if <<touching (level v)?> or <<touching (moving platforms v)?> or <<touching (switch blocks v)?> or <touching (key door v)?>>>> then\n if <touching color (#8c8c8c)?> then\n change y by (-1)\n if <touching color (#8c8c8c)?> then\n change y by (-1)\n if <touching color (#8c8c8c)?> then\n change y by (-1)\n if <touching color (#8c8c8c)?> then\n change y by (-1)\n if <touching color (#8c8c8c)?> then\n change y by (-1)\n if <touching color (#8c8c8c)?> then\n change y by (5)\n change x by ((x) * (-1))\n set [x v] to [0]\n if <touching (moving platforms v)?> then\n change x by (x drag)\n change y by (y drag)\n end\n end\n end\n end\n end\n end\n end\n end\n end\n change [y v] by (-1.5)\n if <(gravity) = [0]> then\n change y by (y)\n else\n change y by ((y) * (-1))\n end\n if <<touching color (#8c8c8c)?> and <<touching (level v)?> or <<touching (moving platforms v)?> or <<touching (switch blocks v)?> or <touching (key door v)?>>>>> then\n if <(gravity) = [0]> then\n change y by ((y) * (-1))\n set [y v] to [0]\n else\n change y by (y)\n set [y v] to [0]\n end\n end\n if <(gravity) = [0]> then\n change y by (-2)\n else\n change y by (2)\n end\n if <<<touching color (#8c8c8c)?> and <<touching (level v)?> or <<touching (moving platforms v)?> or <<touching (switch blocks v)?> or <touching (key door v)?>>>>> and <(y) = [0]>> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (10))>>> then\n start sound [Jump v]\n change [y v] by (18)\n end\n if <touching (moving platforms v)?> then\n change x by (x drag)\n change y by (y drag)\n end\n end\n if <(gravity) = [0]> then\n change y by (1)\n else\n change y by (-1)\n end\n if <<(x position) < [-240]> and <(level) = [1]>> then\n set x to (-240)\n end\n if <<<<(y position) < [-178]> and <(gravity) = [0]>> or <<(y position) > [178]> and <(gravity) = [1]>>> or <<touching color (#ff0000)?> or <touching color (#830000)?>>> then\n broadcast (Player Death v)\n end\n if <<touching color (#feff00)?> and <(jump) = [1]>> then\n start sound [Jump v]\n set [y v] to [18]\n end\n if <touching color (#ffef91)?> then\n start sound [Jump v]\n set [y v] to [25]\n end\n if <<touching color (#00caff)?> and <(jump) = [1]>> then\n set [gravity v] to ((1) - (gravity))\n start sound [Jump v]\n set [y v] to [0]\n end\n Controls\nend\n\nwhen I receive [update level v]\nif <(level) = [31]> then\n broadcast (End v)\nend\n\nwhen I receive [start game v]\nwait until <<(x) > [0]> or <(y) > [0]>>\nset [start timer v] to [1]\n\n@Level\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (1 v)\n\nwhen I receive [start game v]\nforever\n switch costume to (level)\nend\n\n@Moving Platforms\n\nwhen flag clicked\nhide\n\nwhen I receive [start game v]\nset [x drag v] to [0]\nforever\n if <(level) = [14]> then\n show\n go to x: (([sin v] of ((timer) * (100)) ) * (80)) y: (-50)\n else\n if <(level) = [16]> then\n show\n go to x: ((([sin v] of ((timer) * (100)) ) * (80)) + (90)) y: (100)\n else\n if <(level) = [18]> then\n show\n go to x: (0) y: ((([sin v] of ((timer) * (100)) ) * (65)) + (0))\n else\n if <(level) = [19]> then\n show\n go to x: ((([sin v] of ((timer) * (150)) ) * (70)) + (60)) y: (-160)\n else\n if <(level) = [26]> then\n show\n go to x: ((([sin v] of ((timer) * (100)) ) * (100)) + (-30)) y: (35)\n else\n hide\n end\n end\n end\n end\n end\n set [x drag v] to ((x position) - (x2))\n set [x2 v] to (x position)\n set [y drag v] to ((y position) - (y2))\n set [y2 v] to (y position)\nend\n\n@Key Door\n\nwhen flag clicked\nhide\n\nwhen I receive [update level v]\nclear graphic effects\nforever\n if <(level) = [20]> then\n switch costume to (key door v)\n show\n go to x: (118) y: (-55)\n else\n if <(level) = [21]> then\n switch costume to (key door v)\n show\n go to x: (-32) y: (140)\n else\n if <(level) = [23]> then\n switch costume to (key door2 v)\n show\n go to x: (0) y: (-100)\n else\n if <(level) = [26]> then\n switch costume to (key door v)\n show\n go to x: (244) y: (33)\n else\n if <(level) = [27]> then\n switch costume to (key door v)\n show\n go to x: (240) y: (-64)\n else\n if <(level) = [28]> then\n switch costume to (key door v)\n show\n go to x: (246) y: (-64)\n else\n if <(level) = [30]> then\n switch costume to (key door v)\n show\n go to x: (260) y: (126)\n else\n hide\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [update level v]\nset [key? v] to [0]\nforever\n if <(key?) = [1]> then\n stop [other scripts in sprite v]\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n end\nend\n\n@Key\n\nwhen flag clicked\nset [key? v] to [0]\nhide\n\nwhen I receive [update level v]\nclear graphic effects\nforever\n if <(level) = [20]> then\n show\n go to x: (192) y: ((([sin v] of ((timer) * (150)) ) * (7)) + (51))\n else\n if <(level) = [21]> then\n show\n go to x: (192) y: ((([sin v] of ((timer) * (150)) ) * (7)) + (-90))\n else\n if <(level) = [23]> then\n show\n go to x: (0) y: ((([sin v] of ((timer) * (150)) ) * (7)) + (-50))\n else\n if <(level) = [26]> then\n show\n go to x: (182) y: ((([sin v] of ((timer) * (150)) ) * (7)) + (128))\n else\n if <(level) = [27]> then\n show\n go to x: (-168) y: ((([sin v] of ((timer) * (150)) ) * (7)) + (70))\n else\n if <(level) = [28]> then\n show\n go to x: (-113) y: ((([sin v] of ((timer) * (150)) ) * (7)) + (84))\n else\n if <(level) = [30]> then\n show\n go to x: (-209) y: ((([sin v] of ((timer) * (150)) ) * (7)) + (76))\n else\n hide\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [update level v]\nwait (1) seconds\nforever\n if <touching (player v)?> then\n stop [other scripts in sprite v]\n start sound [Magic Spell v]\n set [key? v] to [1]\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n end\nend\n\n@Switch Blocks\n\nwhen I receive [update level v]\nstop [other scripts in sprite v]\nset [switch v] to [0]\nif <<(level) = [24]> or <<(level) = [25]> or <<(level) = [27]> or <<(level) = [28]> or <(level) = [30]>>>>> then\n show\n broadcast (Switch v)\nelse\n hide\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [switch v]\nforever\n set [switch v] to ((1) - (switch))\n if <(level) = [24]> then\n switch costume to ((1) + (switch))\n else\n if <(level) = [25]> then\n switch costume to ((3) + (switch))\n else\n if <(level) = [27]> then\n switch costume to ((5) + (switch))\n else\n if <(level) = [28]> then\n switch costume to ((7) + (switch))\n else\n if <(level) = [30]> then\n switch costume to ((9) + (switch))\n end\n end\n end\n end\n end\n wait (1) seconds\n start sound [Finger Snap v]\nend\n\n@Text\n\ndefine Write Text (text)\nset [i v] to [1]\nrepeat (length of (text))\n switch costume to (letter (i) of (text))\n change x by ((15) * ((size) / (100)))\n create clone of (_myself_ v)\n change [i v] by (1)\nend\n\nwhen I receive [delete text v]\ndelete this clone\n\nwhen I receive [start game v]\nbroadcast (Delete Text v)\nset [start timer v] to [0]\nwait until <(start timer) = [1]>\nreset timer\nforever\n broadcast (Delete Text v)\n go to x: ((-15) * ((length of (timer)) / (2))) y: (-157)\n Write Text (timer)\nend\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\n\nwhen I receive [end v]\nstop [other scripts in sprite v]\nif <(timer) < (Personal Record)> then\n set [personal record v] to (timer)\nend\nif <(Personal Record) < (☁ World Record)> then\n set [☁ world record v] to (Personal Record)\nend\nwait (0.2) seconds\nchange [☁ complete v] by (1)\n\n@Thumbnail\n\nwhen flag clicked\nset size to (100) %\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\n@Text 2\n\nwhen I receive [start game v]\nset [brightness v] effect to (0)\nforever\n broadcast (Delete Text 2 v)\n go to x: (-300) y: (160)\n Write Text (join (level) [/30])\nend\n\ndefine Write Text (text)\nset [i v] to [1]\nrepeat (length of (text))\n switch costume to (letter (i) of (text))\n change x by ((15) * ((size) / (100)))\n create clone of (_myself_ v)\n change [i v] by (1)\nend\n\nwhen I receive [delete text 2 v]\ndelete this clone\n\nwhen I receive [end v]\nstop [other scripts in sprite v]\nset [brightness v] effect to (50)\nbroadcast (Delete Text 2 v)\ngo to x: (-8) y: (49)\nWrite Text (Personal Record)\ngo to x: (-30) y: (24)\nWrite Text (☁ World Record)\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\n\n@Title Screen\n\nwhen flag clicked\nbroadcast (Title Screen v)\n\nwhen I receive [title screen v]\nset size to (100) %\nset [mouse v] to [0]\nif then\n delete this clone\nend\nshow\nswitch costume to (1 v)\nwait (0.5) seconds\nswitch costume to (2 v)\ncreate clone of (_myself_ v)\nswitch costume to (1 v)\n\nwhen I start as a clone\nshow\ngo to [front v] layer\nif <(costume [number v]) = [2]> then\n go to x: (0) y: (-120)\n set size to (0) %\n forever\n change size by (((150) - (size)) / (5))\n set [brightness v] effect to (<touching (mouse-pointer v)?> * (-10))\n if <(mouse) = [1]> then\n broadcast (Start Game v)\n end\n end\nend\nif <(costume [number v]) = [3]> then\n forever\n go to x: (175) y: (150)\n set size to (100) %\n set [brightness v] effect to (<touching (mouse-pointer v)?> * (-10))\n if <(mouse) = [1]> then\n broadcast (Start Game v)\n end\n end\nend\n\nwhen I receive [start game v]\nstart sound [click xdxdxdxd v]\nif then\n delete this clone\nend\nhide\n\nwhen I receive [end v]\nswitch costume to (3 v)\ncreate clone of (_myself_ v)\n\n@Mouse\n\nwhen flag clicked\nforever\n if <mouse down?> then\n change [mouse v] by (1)\n else\n set [mouse v] to [0]\n end\nend\n\n
Use WASD or arrow keys to move.\nBeat all 30 levels of this simple amongus platformer! The levels get harder!\n\n❤️ + ⭐ if you liked this game!\nFollow me for more games!\n\nCredits:\nI used a platformer engine\n\nMusic:\nGonna Fly Now - Rocky\nPump It Instrumental
Unfair platformer
@Stage\n\nwhen flag clicked\nset [lives taken v] to [1]\n\nwhen I receive [death v]\nchange [lives taken v] by (1)\n\nwhen flag clicked\nswitch backdrop to (backdrop2 v)\n\nwhen I receive [play v]\nswitch backdrop to (backdrop3 v)\n\n@player\n\nwhen I receive [play v]\nforever\n if <key (right arrow v) pressed?> then\n set [left/right v] to [right]\n switch costume to (step1 v)\n wait (0.2) seconds\n if <key (right arrow v) pressed?> then\n switch costume to (jump v)\n wait (0.2) seconds\n if <key (right arrow v) pressed?> then\n switch costume to (step2 v)\n wait (0.2) seconds\n if <key (right arrow v) pressed?> then\n switch costume to (step3 v)\n wait (0.2) seconds\n if <key (right arrow v) pressed?> then\n switch costume to (jump2 v)\n wait (0.2) seconds\n if <key (right arrow v) pressed?> then\n switch costume to (step4 v)\n wait (0.2) seconds\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [play v]\nforever\n if <key (left arrow v) pressed?> then\n set [left/right v] to [left]\n switch costume to (step5 v)\n wait (0.2) seconds\n if <key (left arrow v) pressed?> then\n switch costume to (jump3 v)\n wait (0.2) seconds\n if <key (left arrow v) pressed?> then\n switch costume to (step6 v)\n wait (0.2) seconds\n if <key (left arrow v) pressed?> then\n switch costume to (step7 v)\n wait (0.2) seconds\n if <key (left arrow v) pressed?> then\n switch costume to (jump4 v)\n wait (0.2) seconds\n if <key (left arrow v) pressed?> then\n switch costume to (step8 v)\n wait (0.2) seconds\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\n\nwhen I receive [play v]\nforever\n if <(Left/right) = [left]> then\n if <not <<key (left arrow v) pressed?> or <key (right arrow v) pressed?>>> then\n switch costume to (stand2 v)\n end\n end\n if <(Left/right) = [right]> then\n if <not <<key (left arrow v) pressed?> or <key (right arrow v) pressed?>>> then\n switch costume to (stand v)\n end\n end\nend\n\nwhen I receive [play v]\nforever\n if <(Left/right) = [right]> then\n if <key (up arrow v) pressed?> then\n repeat until <not <(random) = [1]>>\n switch costume to (jump v)\n end\n end\n end\n if <(Left/right) = [left]> then\n if <key (up arrow v) pressed?> then\n repeat until <not <(random) = [1]>>\n switch costume to (jump3 v)\n end\n end\n end\nend\n\nwhen I receive [play v]\nset [random v] to [0]\n\nwhen I receive [play v]\nforever\n if <key (right arrow v) pressed?> then\n change [distance v] by (-5)\n end\nend\n\nwhen [up arrow v] key pressed\nforever\n if <key (up arrow v) pressed?> then\n if <<<touching color (#019245)?> or <touching color (#e5e5e5)?>> or <touching (land8 v)?>> then\n set [random v] to [1]\n repeat (10)\n change y by (10)\n if <<touching color (#544741)?> or <touching color (#7f7f7f)?>> then\n set [random v] to [0]\n stop [this script v]\n end\n end\n set [random v] to [0]\n wait until <<<touching color (#019245)?> or <touching color (#e5e5e5)?>> or <touching (land8 v)?>>\n end\n end\nend\n\nwhen I receive [play v]\nforever\n if <key (left arrow v) pressed?> then\n if <<touching color (#7f7f7f)?> or <touching color (#544741)?>> then\n change [distance v] by (-5)\n if <<touching color (#7f7f7f)?> or <touching color (#544741)?>> then\n change [distance v] by (-5)\n end\n end\n end\nend\n\nwhen I receive [play v]\nforever\n if <key (right arrow v) pressed?> then\n if <<touching color (#7f7f7f)?> or <touching color (#544741)?>> then\n change [distance v] by (5)\n if <<touching color (#7f7f7f)?> or <touching color (#544741)?>> then\n change [distance v] by (5)\n end\n end\n end\nend\n\nwhen I receive [play v]\nshow\ngo to [front v] layer\n\nwhen I receive [death v]\ngo [backward v] (100) layers\nstop [other scripts in sprite v]\n\nwhen I receive [play v]\nforever\n if <<touching (land5 v)?> or <<touching (trap5 v)?> or <<<<touching (trap4 v)?> or <touching (trap6 v)?>> or <touching (land13 v)?>> or <touching (trap9 v)?>>>> then\n broadcast (death v)\n end\nend\n\nwhen I receive [random v]\nrepeat (10)\n change y by (10)\nend\n\nwhen I receive [play v]\nforever\n if <<<touching color (#019245)?> or <touching color (#e5e5e5)?>> or <touching (land8 v)?>> then\n change y by (3)\n end\n if <not <<<touching color (#019245)?> or <touching color (#e5e5e5)?>> or <touching (land8 v)?>>> then\n change y by (-3)\n end\nend\n\nwhen I receive [play v]\nforever\n if <key (left arrow v) pressed?> then\n change [distance v] by (5)\n end\nend\n\nbroadcast (play v)\n\nwhen flag clicked\ngo to x: (-174) y: (0)\nhide\n\nwhen I receive [play v]\nset [distance v] to [0]\n\nwhen I receive [play v]\nforever\n if <touching color (#ff00bf)?> then\n if <touching (sprite4 v)?> then\n broadcast (WIN!!! v)\n stop [all v]\n else\n broadcast (death v)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#ff00bf)?> then\n if <touching (sprite4 v)?> then\n broadcast (WIN!!! v)\n hide list [leaderboard v]\n if <<(Lives taken) = (☁ High score)> or <(Lives taken) < (☁ High score)>> then\n insert (join (username) (join [: ] (Lives taken))) at (1) of [leaderboard v] \n end\n stop [all v]\n else\n broadcast (death v)\n end\n end\nend\n\nwhen I receive [play v]\nif <([backdrop # v] of [_stage_ v]) = [2]> then\n go to x: (-174) y: (0)\nend\n\nset [lives taken v] to [50]\n\nwhen I receive [play v]\nwait (0.5) seconds\nforever\n if <touching (_edge_ v)?> then\n broadcast (death v)\n end\nend\n\n@grass floor\n\nwhen I receive [play v]\ngo to x: (-4) y: (-137)\n\nwhen I receive [play v]\nforever\n set x to ((distance) + (-4))\n if <<(distance) < [490]> and <(distance) > [-490]>> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nhide\n\n@disappear1\n\nwhen I receive [play v]\ngo to x: (-487) y: (-137)\n\nwhen I receive [play v]\nforever\n set x to ((distance) + (-520))\n if <<(distance) < [400]> and <(distance) > [30]>> then\n show\n else\n hide\n end\nend\n\nwhen I receive [play v]\nset [ghost v] effect to (0)\nforever\n if <touching (player v)?> then\n change [ghost v] effect by (25)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nhide\n\n@trap\n\nwhen I receive [play v]\ngo to x: (489) y: (-13)\n\nwhen I receive [play v]\nforever\n set x to ((distance) + (510))\nend\n\nwhen I receive [play v]\nwait (0.01) seconds\nforever\n if <<(distance) < [-60]> and <(distance) > [-680]>> then\n show\n if <<<(distance) < [-475]> and <(distance) > [-600]>> and <([y position v] of [player v]) < [-39]>> then\n repeat (7)\n change y by (-10)\n end\n broadcast (death v)\n stop [this script v]\n end\n else\n hide\n end\nend\n\nwhen flag clicked\nhide\n\n@land2\n\nwhen I receive [play v]\nswitch costume to (land v)\nforever\n set x to ((distance) + (510))\n if <<(distance) < [-20]> and <(distance) > [-1000]>> then\n show\n else\n hide\n end\nend\n\nwhen I receive [play v]\ngo to x: (489) y: (-13)\n\nwhen I receive [joke v]\nswitch costume to (land2 v)\n\nwhen flag clicked\nhide\n\n@Sprite1\n\nwhen I receive [death v]\nshow\ngo to [front v] layer\n\nwhen I receive [play v]\nhide\n\nwhen flag clicked\nhide\n\n@Sprite2\n\nwhen this sprite clicked\nbroadcast (play v)\n\nwhen I receive [play v]\nhide\n\nwhen I receive [death v]\nshow\nrepeat (2)\n go to [front v] layer\nend\n\nwhen flag clicked\nshow\n\n@Sprite3\n\nwhen this sprite clicked\nstop [all v]\n\nwhen I receive [play v]\nhide\n\nwhen I receive [death v]\nshow\nrepeat (3)\n go to [front v] layer\nend\n\nwhen flag clicked\nhide\n\n@land3\n\nwhen I receive [play v]\nforever\n set x to ((distance) + (1100))\n if <<(distance) < [-655]> and <(distance) > [-1460]>> then\n show\n else\n hide\n end\nend\n\nwhen I receive [play v]\ngo to x: (489) y: (-13)\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nhide\n\n@trap2\n\nwhen I receive [play v]\nforever\n set x to ((distance) + (605))\n if <<(distance) < [-360]> and <(distance) > [-850]>> then\n show\n else\n hide\n end\nend\n\nwhen I receive [play v]\ngo to x: (489) y: (-101)\n\nwhen I receive [play v]\nset [ghost v] effect to (0)\nforever\n if <touching (player v)?> then\n change [ghost v] effect by (25)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nhide\n\n@trap3\n\nwhen I receive [play v]\nforever\n set x to ((distance) + (640))\n if <<(distance) < [-360]> and <(distance) > [-885]>> then\n show\n else\n hide\n end\nend\n\nwhen I receive [play v]\ngo to x: (489) y: (-101)\n\nwhen I receive [play v]\nset [ghost v] effect to (0)\nforever\n if <touching (player v)?> then\n change [ghost v] effect by (25)\n broadcast (joke v)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nhide\n\n@trap4\n\nshow\n\nrepeat (16)\n change y by (-20)\nend\nchange y by (10)\n\nchange y by (-10)\n\nchange y by (10)\n\nwhen I receive [play v]\nset [random2 v] to [0]\nforever\n set x to ((distance) + (1100))\nend\n\nwhen I receive [play v]\ngo to x: (489) y: (2)\n\nwhen I receive [play v]\nwait (1) seconds\nforever\n if <(distance) < [-1240]> then\n show\n change [random2 v] by (1)\n repeat (33)\n change y by (-10)\n end\n hide\n stop [this script v]\n else\n hide\n end\nend\n\nset [random2 v] to [0]\n\nwhen flag clicked\nhide\n\n@land5\n\nwhen I receive [play v]\nforever\n set x to ((distance) + (1100))\nend\n\nwhen I receive [play v]\nwait (1) seconds\nforever\n if <<(distance) < [-610]> and <(distance) > [-1500]>> then\n show\n if <<(random2) = [1]> and <(distance) > [-1205]>> then\n change [random2 v] by (1)\n repeat (27)\n change y by (-10)\n end\n hide\n stop [this script v]\n end\n else\n hide\n end\nend\n\nwhen I receive [play v]\ngo to x: (489) y: (-13)\n\nset [random2 v] to [0]\n\nchange y by (-10)\n\nwhen flag clicked\nhide\n\n@trap5\n\nshow\n\nrepeat (16)\n change y by (-20)\nend\nchange y by (10)\n\nchange y by (-10)\n\nchange y by (10)\n\nwhen I receive [play v]\nset [random2 v] to [0]\nforever\n set x to ((distance) + (1100))\nend\n\nwhen I receive [play v]\ngo to x: (489) y: (2)\n\nset [random2 v] to [0]\n\nwhen I receive [play v]\nwait (1) seconds\nforever\n if <<(distance) < [-1240]> and <(random2) = [2]>> then\n go to x: (489) y: (2)\n show\n change [random2 v] by (1)\n repeat (33)\n change y by (-10)\n end\n hide\n stop [this script v]\n else\n hide\n end\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nhide\n\n@trap6\n\nshow\n\nrepeat (16)\n change y by (-20)\nend\nchange y by (10)\n\nchange y by (-10)\n\nchange y by (10)\n\nwhen I receive [play v]\nset [random2 v] to [0]\nforever\n set x to ((distance) + (1100))\nend\n\nwhen I receive [play v]\ngo to x: (489) y: (2)\n\nset [random2 v] to [0]\n\nwhen I receive [play v]\nwait (1) seconds\nforever\n if <<(distance) > [-1200]> and <(random2) = [3]>> then\n go to x: (489) y: (2)\n show\n change [random2 v] by (1)\n repeat (33)\n change y by (-10)\n end\n hide\n stop [this script v]\n else\n hide\n end\nend\n\nwhen flag clicked\nhide\n\n@land4\n\nwhen I receive [play v]\ngo to x: (489) y: (-13)\n\nset [random2 v] to [0]\n\nchange y by (-10)\n\nwhen I receive [play v]\nforever\n set x to ((distance) + (1700))\nend\n\nwhen I receive [play v]\nforever\n if <<(distance) < [-1460]> and <(distance) > [-1800]>> then\n show\n if <touching (player v)?> then\n wait (0.5) seconds\n broadcast (random v)\n repeat (10)\n change y by (10)\n end\n wait (1) seconds\n wait until <not <touching (player v)?>>\n hide\n stop [this script v]\n end\n else\n hide\n end\nend\n\nwhen flag clicked\nhide\n\n@land6\n\nwhen I receive [play v]\ngo to x: (489) y: (-13)\n\nwhen I receive [play v]\nforever\n if <<(distance) < [-1650]> and <(distance) > [-2160]>> then\n show\n if <touching (player v)?> then\n wait (1) seconds\n wait until <not <touching (player v)?>>\n hide\n stop [this script v]\n end\n else\n hide\n end\nend\n\nwhen I receive [play v]\nforever\n set x to ((distance) + (1700))\nend\n\nwhen flag clicked\nhide\n\n@trap7\n\nwhen I receive [play v]\nforever\n set x to ((distance) + (760))\n if <<(distance) < [-360]> and <(distance) > [-1000]>> then\n show\n else\n hide\n end\nend\n\nwhen I receive [play v]\ngo to x: (489) y: (-101)\n\nwhen I receive [play v]\nset [ghost v] effect to (0)\nforever\n if <touching (player v)?> then\n change [ghost v] effect by (25)\n broadcast (joke2 v)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nhide\n\n@trap8\n\nwhen I receive [play v]\nforever\n set x to ((distance) + (760))\nend\n\nwhen I receive [play v]\nhide\ngo to x: (489) y: (-101)\n\nwhen I receive [joke2 v]\nshow\nwait (1) seconds\nhide\n\nwhen flag clicked\nhide\n\n@land7\n\nwhen I receive [play v]\nforever\n if <<(distance) < [-1745]> and <(distance) > [-2125]>> then\n show\n else\n hide\n end\nend\n\nset [random2 v] to [0]\n\nchange y by (-10)\n\nwhen I receive [play v]\ngo to x: (489) y: (-13)\n\nwhen I receive [play v]\nforever\n set x to ((distance) + (2200))\nend\n\nwhen I receive [random2 v]\nhide\n\nforever\nend\n\nwhen flag clicked\nhide\n\n@land8\n\nwhen I receive [play v]\nwait (1) seconds\nforever\n if <<(distance) < [-1745]> and <(distance) > [-2545]>> then\n show\n else\n hide\n end\nend\n\nset [random2 v] to [0]\n\nchange y by (-10)\n\nwhen I receive [play v]\ngo to x: (489) y: (-13)\n\nwhen I receive [play v]\nforever\n set x to ((distance) + (2200))\nend\n\nwhen flag clicked\nhide\n\n@land9\n\nwhen I receive [play v]\nwait (1) seconds\nforever\n if <<(distance) < [-2095]> and <(distance) > [-2680]>> then\n show\n if <touching (player v)?> then\n wait (1) seconds\n wait until <not <touching (player v)?>>\n hide\n broadcast (random3 v)\n stop [this script v]\n end\n else\n hide\n end\nend\n\nset [random2 v] to [0]\n\nchange y by (-10)\n\nwhen I receive [play v]\nforever\n set x to ((distance) + (2200))\nend\n\nwhen I receive [play v]\ngo to x: (489) y: (-13)\n\nwhen flag clicked\nhide\n\n@land10\n\nset [random2 v] to [0]\n\nwhen I receive [play v]\nforever\n set x to ((distance) + (2800))\nend\n\nwhen I receive [play v]\nhide\ngo to x: (489) y: (-13)\n\nwhen I receive [random3 v]\nforever\n if <<(distance) < [-2365]> and <(distance) > [-2960]>> then\n show\n wait until <touching (player v)?>\n wait until <not <touching (player v)?>>\n hide\n stop [this script v]\n else\n hide\n end\nend\n\nwhen I receive [play v]\n\nwhen flag clicked\nhide\n\n@land11\n\nwhen I receive [play v]\nwait (1) seconds\nforever\n if <<(distance) < [-2315]> and <(distance) > [-2895]>> then\n show\n else\n hide\n end\nend\n\nset [random2 v] to [0]\n\nchange y by (-10)\n\nwhen I receive [play v]\nforever\n set x to ((distance) + (2800))\nend\n\nwhen I receive [play v]\ngo to x: (489) y: (-13)\n\nwhen flag clicked\nhide\n\n@land12\n\nwhen I receive [play v]\nswitch costume to (land v)\nforever\n set x to ((distance) + (3000))\n if <<(distance) < [-2710]> and <(distance) > [-3485]>> then\n show\n else\n hide\n end\nend\n\nwhen I receive [play v]\ngo to x: (489) y: (-13)\n\nwhen flag clicked\nhide\n\n@land13\n\nwhen I receive [play v]\ngo to x: (489) y: (-13)\n\nmove (10) steps\n\nwhen I receive [play v]\nforever\n set x to ((distance) + (3000))\n if <<(distance) < [-2710]> and <(distance) > [-3420]>> then\n show\n forever\n set x to (((distance) + (3000)) + (10))\n wait (0.1) seconds\n set x to (((distance) + (3000)) + (20))\n wait (0.1) seconds\n set x to (((distance) + (3000)) + (30))\n wait (0.1) seconds\n set x to (((distance) + (3000)) + (40))\n wait (0.1) seconds\n set x to (((distance) + (3000)) + (50))\n wait (0.1) seconds\n set x to (((distance) + (3000)) + (60))\n wait (0.1) seconds\n set x to (((distance) + (3000)) + (70))\n wait (0.1) seconds\n set x to (((distance) + (3000)) + (80))\n wait (0.1) seconds\n set x to (((distance) + (3000)) + (90))\n wait (0.1) seconds\n set x to (((distance) + (3000)) + (100))\n wait (0.1) seconds\n set x to (((distance) + (3000)) + (110))\n wait (0.1) seconds\n set x to (((distance) + (3000)) + (120))\n wait (0.1) seconds\n set x to (((distance) + (3000)) + (130))\n wait (0.1) seconds\n set x to (((distance) + (3000)) + (140))\n wait (0.1) seconds\n set x to (((distance) + (3000)) + (150))\n wait (0.1) seconds\n set x to (((distance) + (3000)) + (160))\n wait (0.1) seconds\n set x to (((distance) + (3000)) + (170))\n wait (0.1) seconds\n set x to (((distance) + (3000)) + (180))\n wait (0.1) seconds\n set x to (((distance) + (3000)) + (190))\n wait (0.1) seconds\n set x to (((distance) + (3000)) + (190))\n wait (0.1) seconds\n set x to (((distance) + (3000)) + (180))\n wait (0.1) seconds\n set x to (((distance) + (3000)) + (170))\n wait (0.1) seconds\n set x to (((distance) + (3000)) + (160))\n wait (0.1) seconds\n set x to (((distance) + (3000)) + (150))\n wait (0.1) seconds\n set x to (((distance) + (3000)) + (140))\n wait (0.1) seconds\n set x to (((distance) + (3000)) + (130))\n wait (0.1) seconds\n set x to (((distance) + (3000)) + (120))\n wait (0.1) seconds\n set x to (((distance) + (3000)) + (110))\n wait (0.1) seconds\n set x to (((distance) + (3000)) + (100))\n wait (0.1) seconds\n set x to (((distance) + (3000)) + (90))\n wait (0.1) seconds\n set x to (((distance) + (3000)) + (80))\n wait (0.1) seconds\n set x to (((distance) + (3000)) + (70))\n wait (0.1) seconds\n set x to (((distance) + (3000)) + (60))\n wait (0.1) seconds\n set x to (((distance) + (3000)) + (50))\n wait (0.1) seconds\n set x to (((distance) + (3000)) + (40))\n wait (0.1) seconds\n set x to (((distance) + (3000)) + (30))\n wait (0.1) seconds\n set x to (((distance) + (3000)) + (20))\n wait (0.1) seconds\n set x to (((distance) + (3000)) + (10))\n end\n else\n hide\n end\nend\n\nwhen I receive [play v]\nforever\n if <<(distance) < [-2710]> and <(distance) > [-3420]>> then\n if <[-254] > (x position)> then\n hide\n end\n if <[-254] < (x position)> then\n show\n end\n end\nend\n\nwhen flag clicked\nhide\n\n@land14\n\nwhen I receive [play v]\nswitch costume to (land v)\nforever\n set x to ((distance) + (3500))\n if <<(distance) < [-3200]> and <(distance) > [-3990]>> then\n show\n else\n hide\n end\nend\n\nwhen I receive [play v]\ngo to x: (489) y: (-13)\n\nwhen I receive [joke3 v]\nswitch costume to (land2 v)\n\nwhen flag clicked\nhide\n\n@trap9\n\nwhen I receive [play v]\nrepeat until <(distance) < [-3880]>\n set x to ((distance) + (3900))\nend\n\nwhen I receive [play v]\nforever\n if <(distance) < [-3880]> then\n broadcast (Joke3 v)\n show\n repeat (33)\n change y by (-10)\n change x by (-25)\n if <touching (land15 v)?> then\n hide\n stop [this script v]\n end\n end\n else\n hide\n end\nend\n\nwhen I receive [play v]\ngo to x: (489) y: (-20)\n\nwhen flag clicked\nhide\n\n@land15\n\nwhen I receive [play v]\ngo [backward v] (100) layers\nforever\n set x to ((distance) + (3500))\n if <<(distance) < [-3200]> and <(distance) > [-3990]>> then\n show\n else\n hide\n end\nend\n\nwhen I receive [play v]\ngo to x: (489) y: (-13)\n\nwhen flag clicked\nhide\n\n@land16\n\nwhen I receive [play v]\nswitch costume to (land v)\nforever\n set x to ((distance) + (4200))\n if <<(distance) < [-3720]> and <(distance) > [-4500]>> then\n show\n if <<<(distance) < [-4310]> and <(distance) > [-4385]>> and <([y position v] of [player v]) < [46]>> then\n switch costume to (land2 v)\n end\n else\n hide\n end\nend\n\nwhen I receive [play v]\ngo to x: (489) y: (-13)\n\nwhen flag clicked\nhide\n\n@land17\n\nwhen I receive [play v]\nforever\n set x to ((distance) + (4900))\n if <<(distance) < [-4465]> and <(distance) > [-5500]>> then\n show\n else\n hide\n end\nend\n\nwhen I receive [play v]\ngo to x: (489) y: (-13)\n\nwhen flag clicked\nhide\n\n@Sprite4\n\nwhen I receive [play v]\ngo to x: (489) y: (-79)\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\nforever\n set x to ((distance) + (4860))\n if <<(distance) < [-4465]> and <(distance) > [-5500]>> then\n show\n else\n hide\n end\nend\n\nshow\n\n@Sprite5\n\nwhen I receive [win!!! v]\nshow\nhide list [leaderboard v]\n\nwhen I receive [play v]\nhide\n\nwhen flag clicked\nshow list [leaderboard v]\n\nwhen flag clicked\ngo to [front v] layer\nhide\n\n
This is my first go at a scrolling platformer.\nIt's pretty hard and that's coming from the creator.\nComment with how many lives it took for you to complete it, and that's if you didn't rage quit.\nIf you can do it in under 30 lives you are a legend. \nAnd yes it is possible.\n---------------------------------------------------------------------------------------\nUpdate:\nI've made my best attempt at a high score board if it works plz comment to tell me/\n\nPlz love and favourite
GREY a 8 bit Colorless Platformer + EDITOR
@Stage\n\nwhen flag clicked\nset [loading v] to [0]\nbroadcast (MAIN_MENU v) and wait\n\nwhen flag clicked\nshow list [shared_projects v]\n\nwhen I receive [back_to_main_menu v]\nbroadcast (MAIN_MENU v) and wait\n\nwhen I receive [main_menu v]\nstop all sounds\nforever\n play sound [04 All of Us.mp3 v] until done\nend\n\nwhen I receive [show_menu v]\nstop [other scripts in stage v]\n\nwhen I receive [show_only_menu_bg v]\nstop [other scripts in stage v]\n\n@Editor\n\nwhen flag clicked\nset [never_saved v] to [0]\nset [key1_pressed v] to [0]\nset [printer v] to [0]\nset [gui_transparency v] to [0]\nset [number_of_levels v] to [10]\nset [local_grid_visible v] to [0]\nset [current_level v] to [1]\nerase all\nReset_List\nswitch costume to (1c v)\nset size to (300) %\nset [ghost v] effect to (100)\n\nwhen I receive [mouse_follow v]\nset [ghost v] effect to (50)\nif <(costume [number v]) > (Tiles_End)> then\n switch costume to (Tiles_Start)\nend\nif <(costume [number v]) < (Tiles_Start)> then\n switch costume to (Tiles_Start)\nend\nforever\n Go_to_Mouse\n if <mouse down?> then\n if <(Mouse_Down) = [0]> then\n set [mouse_down v] to [1]\n if <(costume [number v]) = [1]> then\n Erase\n else\n Stamp_Tile\n end\n end\n else\n set [mouse_down v] to [0]\n end\nend\n\ndefine Stamp_Tile\nset [gui_transparency v] to [50]\nif <<(mouse x) < [240]> and <(mouse x) > [-240]>> then\n if <<(mouse y) > [-180]> and <(mouse y) < [180]>> then\n Go_to_Mouse\n Record_Tile (x position) (y position) Record position in the grid and tile type\n end\nend\n\ndefine None\nset [counter v] to (((1) + (((x position) + (225)) / (30))) + ((16) * (((y position) + (165)) / (30))))\nif <(Tiles_Type) = [hero]> then\n Record_Hero (Counter)\nelse\n if <(Tiles_Type) = [enemy]> then\n Record_Enemy (Counter)\n else\n if <(Tiles_Type) = [exit]> then\n Record_Exit_point (Counter)\n else\n if <<(Tiles_Type) = [terrain]> or <(Tiles_Type) = [hazard]>> then\n if <<(item (193) of [temp v]) = (Counter)> or <(item (194) of [temp v]) = (Counter)>> then\n else\n if <<(item (195) of [temp v]) = (Counter)> or <(item (196) of [temp v]) = (Counter)>> then\n else\n if <<(item (197) of [temp v]) = (Counter)> or <(item (198) of [temp v]) = (Counter)>> then\n else\n replace item (Counter) of [temp v] with (letter (1) of (item (costume [number v]) of [costume_letters v]))\n set [ghost v] effect to (0)\n stamp\n set [ghost v] effect to (50)\n end\n end\n end\n else\n replace item (Counter) of [temp v] with (letter (1) of (item (costume [number v]) of [costume_letters v]))\n set [ghost v] effect to (0)\n stamp\n set [ghost v] effect to (50)\n end\n Render_Again_This_Level\n end\n end\nend\n\ndefine Verify_User\nset [project_id v] to [0]\nif <(length of [projects v]) = [0]> then\n Add_Guest_User\nend\nset [user_detect v] to []\nif <(username) = []> then\n broadcast (Message_2_No_User v) and wait\nelse\n set [counter v] to [0]\n set [project_id v] to [0]\n repeat (length of [projects v])\n change [counter v] by (1)\n set [letter_count v] to [0]\n set [letter v] to [0]\n repeat until <<(Letter) = [;]> or <(Letter) = []>>\n change [letter_count v] by (1)\n set [letter v] to (letter (Letter_Count) of (item (Counter) of [projects v]))\n if <not <<(Letter) = [;]> or <(Letter) = []>>> then\n set [user_detect v] to (join (User_Detect) (Letter))\n end\n end\n if <(User_Detect) = (username)> then\n set [project_id v] to (Counter)\n end\n end\n if <(Project_ID) = [0]> then\n set [never_saved v] to [1]\n Reset_List\n else\n Load_Data (Project_ID)\n end\n broadcast (Message_4_Welcome v) and wait\n broadcast (SHOW_GRID v)\n broadcast (SHOW_MENU v) and wait\n broadcast (SHOW_BUTTONS v) and wait\n set [loading v] to [0]\nend\n\ndefine None\ndelete (all) of [temp v]\nset [counter v] to [0]\nrepeat (192)\n change [counter v] by (1)\n if <(letter (Counter) of (item (level) of [temp_levels v])) = []> then\n add [0] to [temp v]\n else\n add (letter (Counter) of (item (level) of [temp_levels v])) to [temp v]\n end\nend\nrepeat (6)\n if <(letter (Counter) of (item (level) of [temp_levels v])) = []> then\n add [0] to [temp v]\n else\n set [temporary_letter v] to []\n change [counter v] by (1)\n set [temporary_letter v] to (join (Temporary_Letter) (letter (Counter) of (item (level) of [temp_levels v])))\n change [counter v] by (1)\n set [temporary_letter v] to (join (Temporary_Letter) (letter (Counter) of (item (level) of [temp_levels v])))\n change [counter v] by (1)\n set [temporary_letter v] to (join (Temporary_Letter) (letter (Counter) of (item (level) of [temp_levels v])))\n if <(Temporary_Letter) = [000]> then\n else\n if <(letter (1) of (Temporary_Letter)) = [0]> then\n set [temporary_letter v] to (join (letter (2) of (Temporary_Letter)) (letter (3) of (Temporary_Letter)))\n if <(letter (1) of (Temporary_Letter)) = [0]> then\n set [temporary_letter v] to (letter (2) of (Temporary_Letter))\n end\n else\n end\n end\n add (Temporary_Letter) to [temp v]\n end\nend\nchange [counter v] by (1)\nif <(letter (Counter) of (item (level) of [temp_levels v])) = []> then\n add [101] to [temp v]\nelse\n add (join (letter (Counter) of (item (level) of [temp_levels v])) (join (letter ((Counter) + (1)) of (item (level) of [temp_levels v])) (letter ((Counter) + (2)) of (item (level) of [temp_levels v])))) to [temp v]\nend\nRender_Backdrop\nerase all\nset [counter v] to [0]\ngo to x: ((-240) + (15)) y: ((-180) + (15))\nrepeat (12)\n repeat (16)\n change [counter v] by (1)\n if <<(item (Counter) of [temp v]) = [0]> or <(item (Counter) of [temp v]) = []>> then\n else\n switch costume to (00 v)\n set [costume_check v] to (costume [number v])\n switch costume to (join (item (Counter) of [temp v]) [t])\n if <(costume [number v]) = (Costume_Check)> then\n switch costume to (join (item (Counter) of [temp v]) [c])\n end\n set [ghost v] effect to (0)\n stamp\n set [ghost v] effect to (50)\n end\n go to x: ((x position) + (30)) y: (y position)\n end\n go to x: ((-240) + (15)) y: ((y position) + (30))\nend\nset [counter_2 v] to [193]\nrepeat (6)\n set [enemy_temp_costume v] to [0]\n if <(item (Counter_2) of [temp v]) > [600]> then\n set [enemy_temp_costume v] to ((item (Counter_2) of [temp v]) - (600))\n replace item (Counter_2) of [temp v] with (Enemy_temp_costume)\n set [enemy_temp_costume v] to [3]\n else\n if <(item (Counter_2) of [temp v]) > [400]> then\n set [enemy_temp_costume v] to ((item (Counter_2) of [temp v]) - (400))\n replace item (Counter_2) of [temp v] with (Enemy_temp_costume)\n set [enemy_temp_costume v] to [2]\n else\n if <(item (Counter_2) of [temp v]) > [200]> then\n set [enemy_temp_costume v] to ((item (Counter_2) of [temp v]) - (200))\n replace item (Counter_2) of [temp v] with (Enemy_temp_costume)\n set [enemy_temp_costume v] to [1]\n else\n set [enemy_temp_costume v] to [0]\n end\n end\n end\n if <not <(item (Counter_2) of [temp v]) = [000]>> then\n go to x: ((-240) + (15)) y: ((-180) + (15))\n if <((item (Counter_2) of [temp v]) mod (16)) = [0]> then\n go to x: ((x position) + (((30) * (15)) - (0))) y: ((y position) + (((30) * ((item (Counter_2) of [temp v]) / (16))) - (30)))\n else\n go to x: ((x position) + ((30) * (((item (Counter_2) of [temp v]) mod (16)) - (1)))) y: ((y position) + ((30) * ([floor v] of ((item (Counter_2) of [temp v]) / (16)) )))\n end\n switch costume to ((((Counter_2) - (193)) + (51)) + (Enemy_temp_costume))\n replace item (Counter_2) of [temp v] with ((item (Counter_2) of [temp v]) + ((200) * (Enemy_temp_costume)))\n if <<(Counter_2) > [193]> and <(Counter_2) < [198]>> then\n if <(item (Counter_2) of [temp v]) = [000]> then\n else\n if <(Enemy_temp_costume) = [0]> then\n switch costume to (uc v)\n end\n if <(Enemy_temp_costume) = [1]> then\n switch costume to (vt v)\n end\n if <(Enemy_temp_costume) = [2]> then\n switch costume to (vc v)\n end\n if <(Enemy_temp_costume) = [3]> then\n switch costume to (wt v)\n end\n end\n end\n set [ghost v] effect to (0)\n stamp\n set [ghost v] effect to (50)\n end\n change [counter_2 v] by (1)\nend\nbroadcast (SHOW_GRID v)\nset [ghost v] effect to (100)\n\ndefine None\nif <<(item (193) of [temp v]) = (Counter)> or <(item (194) of [temp v]) = (Counter)>> then\nelse\n if <<(item (195) of [temp v]) = (Counter)> or <(item (196) of [temp v]) = (Counter)>> then\n else\n if <<(item (197) of [temp v]) = (Counter)> or <(item (198) of [temp v]) = (Counter)>> then\n else\n set [counter_2 v] to [0]\n if <(item (194) of [temp v]) = [000]> then\n set [counter_2 v] to [194]\n else\n if <(item (195) of [temp v]) = [000]> then\n set [counter_2 v] to [195]\n else\n if <(item (196) of [temp v]) = [000]> then\n set [counter_2 v] to [196]\n else\n if <(item (197) of [temp v]) = [000]> then\n set [counter_2 v] to [197]\n else\n set [counter_2 v] to [0]\n end\n end\n end\n end\n if <(Counter_2) > [0]> then\n set [enemy_temp_costume v] to [0]\n if <(costume [number v]) = [52]> then\n set [enemy_temp_costume v] to [0]\n end\n if <(costume [number v]) = [53]> then\n set [enemy_temp_costume v] to [200]\n end\n if <(costume [number v]) = [54]> then\n set [enemy_temp_costume v] to [400]\n end\n if <(costume [number v]) = [55]> then\n set [enemy_temp_costume v] to [600]\n end\n if <(item (counter) of [temp v]) = [i]> then\n replace item (Counter_2) of [temp v] with ((counter) + (Enemy_temp_costume))\n stamp\n else\n if <(item (counter) of [temp v]) = [j]> then\n replace item (Counter_2) of [temp v] with ((counter) + (Enemy_temp_costume))\n stamp\n else\n if <(item (counter) of [temp v]) = [k]> then\n replace item (Counter_2) of [temp v] with ((counter) + (Enemy_temp_costume))\n stamp\n else\n if <(item (counter) of [temp v]) = [l]> then\n replace item (Counter_2) of [temp v] with ((counter) + (Enemy_temp_costume))\n stamp\n else\n if <(item (counter) of [temp v]) = [m]> then\n replace item (Counter_2) of [temp v] with ((counter) + (Enemy_temp_costume))\n stamp\n else\n if <(item (counter) of [temp v]) = [n]> then\n replace item (Counter_2) of [temp v] with ((counter) + (Enemy_temp_costume))\n stamp\n else\n if <(item (counter) of [temp v]) = [o]> then\n replace item (Counter_2) of [temp v] with ((counter) + (Enemy_temp_costume))\n stamp\n else\n if <(item (counter) of [temp v]) = [p]> then\n replace item (Counter_2) of [temp v] with ((counter) + (Enemy_temp_costume))\n stamp\n else\n if <(item (counter) of [temp v]) = [0]> then\n replace item (Counter_2) of [temp v] with ((counter) + (Enemy_temp_costume))\n stamp\n else\n end\n end\n end\n end\n end\n end\n end\n end\n end\n Render_Again_This_Level\n else\n broadcast (Message_4_max_enemies v)\n end\n end\n end\nend\n\ndefine Go_to_Mouse\nif <<(mouse x) < [240]> and <(mouse x) > [-240]>> then\n if <<(mouse y) > [-180]> and <(mouse y) < [180]>> then\n go to x: ((15) + (([floor v] of ((mouse x) / (30)) ) * (30))) y: ((15) + (([floor v] of ((mouse y) / (30)) ) * (30)))\n end\nend\n\ndefine None\nif <<(item (193) of [temp v]) = (Counter)> or <(item (194) of [temp v]) = (Counter)>> then\nelse\n if <<(item (195) of [temp v]) = (Counter)> or <(item (196) of [temp v]) = (Counter)>> then\n else\n if <(item (197) of [temp v]) = (Counter)> then\n else\n if <(item (counter) of [temp v]) = [i]> then\n replace item (198) of [temp v] with (counter)\n stamp\n else\n if <(item (counter) of [temp v]) = [j]> then\n replace item (198) of [temp v] with (counter)\n stamp\n else\n if <(item (counter) of [temp v]) = [k]> then\n replace item (198) of [temp v] with (counter)\n stamp\n else\n if <(item (counter) of [temp v]) = [l]> then\n replace item (198) of [temp v] with (counter)\n stamp\n else\n if <(item (counter) of [temp v]) = [m]> then\n replace item (198) of [temp v] with (counter)\n stamp\n else\n if <(item (counter) of [temp v]) = [n]> then\n replace item (198) of [temp v] with (counter)\n stamp\n else\n if <(item (counter) of [temp v]) = [o]> then\n replace item (198) of [temp v] with (counter)\n stamp\n else\n if <(item (counter) of [temp v]) = [p]> then\n replace item (198) of [temp v] with (counter)\n stamp\n else\n if <(item (counter) of [temp v]) = [0]> then\n replace item (198) of [temp v] with (counter)\n stamp\n else\n end\n end\n end\n end\n end\n end\n end\n end\n end\n Render_Again_This_Level\n end\n end\nend\n\ndefine Erase\nset [counter v] to (((1) + (((x position) + (225)) / (30))) + ((16) * (((y position) + (165)) / (30))))\nif <(item (193) of [temp v]) = (Counter)> then\n replace item (193) of [temp v] with [000]\nelse\n if <<<<(item (194) of [temp v]) = (Counter)> or <(item (194) of [temp v]) = ((Counter) + (200))>> or <(item (194) of [temp v]) = ((Counter) + (400))>> or <(item (194) of [temp v]) = ((Counter) + (600))>> then\n replace item (194) of [temp v] with [000]\n else\n if <<<<(item (195) of [temp v]) = (Counter)> or <(item (195) of [temp v]) = ((Counter) + (200))>> or <(item (195) of [temp v]) = ((Counter) + (400))>> or <(item (195) of [temp v]) = ((Counter) + (600))>> then\n replace item (195) of [temp v] with [000]\n else\n if <<<<(item (196) of [temp v]) = (Counter)> or <(item (196) of [temp v]) = ((Counter) + (200))>> or <(item (196) of [temp v]) = ((Counter) + (400))>> or <(item (196) of [temp v]) = ((Counter) + (600))>> then\n replace item (196) of [temp v] with [000]\n else\n if <<<<(item (197) of [temp v]) = (Counter)> or <(item (197) of [temp v]) = ((Counter) + (200))>> or <(item (197) of [temp v]) = ((Counter) + (400))>> or <(item (197) of [temp v]) = ((Counter) + (600))>> then\n replace item (197) of [temp v] with [000]\n else\n if <(item (198) of [temp v]) = (Counter)> then\n replace item (198) of [temp v] with [000]\n else\n replace item (Counter) of [temp v] with [0]\n end\n end\n end\n end\n end\nend\nRender_Again_This_Level\n\ndefine Render_Backdrop\nset [backdrop_frame v] to (letter (3) of (item (199) of [temp v]))\nswitch backdrop to (BACKDROP_FRAME)\n\ndefine Add_Guest_User\ndelete (all) of [temp_levels v]\nset [letter_count v] to [0]\nset [letter v] to []\nrepeat (199)\n change [letter_count v] by (1)\n set [letter v] to (join (Letter) (item (Letter_Count) of [temp v]))\nend\nrepeat (Number_of_Levels)\n add (Letter) to [temp_levels v]\nend\nset [letter v] to (join [Guest] [;])\nset [letter_count v] to []\nset [counter v] to [0]\nrepeat (Number_of_Levels)\n change [counter v] by (1)\n set [letter_count v] to (join (Letter_Count) (item (Counter) of [temp_levels v]))\nend\nset [letter v] to (join (Letter) (Letter_Count))\nadd (Letter) to [projects v]\n\ndefine None\ndelete (all) of [temp_levels v]\nset [letter v] to []\nset [letter_count v] to [0]\nrepeat until <(Letter) = [;]>\n change [letter_count v] by (1)\n set [letter v] to (letter (Letter_Count) of (item (project_id) of [projects v]))\nend\nset [counter v] to [0]\nrepeat (Number_of_Levels)\n change [counter v] by (1)\n set [letter v] to []\n repeat ((192) + ((7) * (3)))\n change [letter_count v] by (1)\n set [letter v] to (join (Letter) (letter (Letter_Count) of (item (project_id) of [projects v])))\n end\n insert (Letter) at (Counter) of [temp_levels v] \nend\nRender_Level (Current_Level)\n\ndefine None\nif <<(item (194) of [temp v]) = (Counter)> or <(item (195) of [temp v]) = (Counter)>> then\nelse\n if <<(item (196) of [temp v]) = (Counter)> or <(item (197) of [temp v]) = (Counter)>> then\n else\n if <(item (198) of [temp v]) = (Counter)> then\n else\n if <(item (counter) of [temp v]) = [i]> then\n replace item (193) of [temp v] with (counter)\n stamp\n else\n if <(item (counter) of [temp v]) = [j]> then\n replace item (193) of [temp v] with (counter)\n stamp\n else\n if <(item (counter) of [temp v]) = [k]> then\n replace item (193) of [temp v] with (counter)\n stamp\n else\n if <(item (counter) of [temp v]) = [l]> then\n replace item (193) of [temp v] with (counter)\n stamp\n else\n if <(item (counter) of [temp v]) = [m]> then\n replace item (193) of [temp v] with (counter)\n stamp\n else\n if <(item (counter) of [temp v]) = [n]> then\n replace item (193) of [temp v] with (counter)\n stamp\n else\n if <(item (counter) of [temp v]) = [o]> then\n replace item (193) of [temp v] with (counter)\n stamp\n else\n if <(item (counter) of [temp v]) = [p]> then\n replace item (193) of [temp v] with (counter)\n stamp\n else\n if <(item (counter) of [temp v]) = [0]> then\n replace item (193) of [temp v] with (counter)\n stamp\n else\n end\n end\n end\n end\n end\n end\n end\n end\n end\n Render_Again_This_Level\n end\n end\nend\n\nwhen [left arrow v] key pressed\nif <(Printer) > [0]> then\n if <(key2_Pressed) = [0]> then\n set [key2_pressed v] to [1]\n switch costume to ((costume [number v]) - (1))\n if <(costume [number v]) < (Tiles_Start)> then\n switch costume to (Tiles_End)\n end\n forever\n if <not <key (left arrow v) pressed?>> then\n set [key2_pressed v] to [0]\n stop [this script v]\n end\n end\n end\nend\n\nwhen [right arrow v] key pressed\nif <(Printer) > [0]> then\n if <(key1_Pressed) = [0]> then\n set [key1_pressed v] to [1]\n switch costume to ((costume [number v]) + (1))\n if <(costume [number v]) > (Tiles_End)> then\n switch costume to (Tiles_Start)\n end\n forever\n if <not <key (right arrow v) pressed?>> then\n set [key1_pressed v] to [0]\n stop [this script v]\n end\n end\n end\nend\n\nwhen [up arrow v] key pressed\nif <(Printer) > [0]> then\n if <(key1_Pressed) = [0]> then\n set [key1_pressed v] to [1]\n switch costume to ((costume [number v]) + (1))\n if <(costume [number v]) > (Tiles_End)> then\n switch costume to (Tiles_Start)\n end\n forever\n if <not <key (right arrow v) pressed?>> then\n set [key1_pressed v] to [0]\n stop [this script v]\n end\n end\n end\nend\n\nwhen [down arrow v] key pressed\nif <(Printer) > [0]> then\n if <(key2_Pressed) = [0]> then\n set [key2_pressed v] to [1]\n switch costume to ((costume [number v]) - (1))\n if <(costume [number v]) < (Tiles_Start)> then\n switch costume to (Tiles_End)\n end\n forever\n if <not <key (left arrow v) pressed?>> then\n set [key2_pressed v] to [0]\n stop [this script v]\n end\n end\n end\nend\n\ndefine Create_A_New_Data\ndelete (all) of [temp_levels v]\nset [letter_count v] to [0]\nset [letter v] to []\nrepeat (199)\n change [letter_count v] by (1)\n set [letter v] to (join (Letter) (item (Letter_Count) of [temp v]))\nend\nrepeat (Number_of_Levels)\n add (Letter) to [temp_levels v]\nend\nset [letter v] to (join (username) [;])\nset [letter_count v] to []\nset [counter v] to [0]\nrepeat (Number_of_Levels)\n change [counter v] by (1)\n set [letter_count v] to (join (Letter_Count) (item (Counter) of [temp_levels v]))\nend\nset [letter v] to (join (Letter) (Letter_Count))\nadd (Letter) to [projects v]\n\ndefine Render_Again_This_Level\nRender_Backdrop\nset [letter v] to (costume [number v])\nerase all\nset [counter v] to [0]\ngo to x: ((-240) + (15)) y: ((-180) + (15))\nrepeat (12)\n repeat (16)\n change [counter v] by (1)\n if <<(item (Counter) of [temp v]) = [0]> or <(item (Counter) of [temp v]) = []>> then\n else\n switch costume to (00 v)\n set [costume_check v] to (costume [number v])\n switch costume to (join (item (Counter) of [temp v]) [t])\n if <(costume [number v]) = (Costume_Check)> then\n switch costume to (join (item (Counter) of [temp v]) [c])\n end\n set [ghost v] effect to (0)\n stamp\n set [ghost v] effect to (50)\n end\n go to x: ((x position) + (30)) y: (y position)\n end\n go to x: ((-240) + (15)) y: ((y position) + (30))\nend\nset [counter_2 v] to [193]\nrepeat (6)\n set [enemy_temp_costume v] to [0]\n if <(item (Counter_2) of [temp v]) > [600]> then\n set [enemy_temp_costume v] to ((item (Counter_2) of [temp v]) - (600))\n replace item (Counter_2) of [temp v] with (Enemy_temp_costume)\n set [enemy_temp_costume v] to [3]\n else\n if <(item (Counter_2) of [temp v]) > [400]> then\n set [enemy_temp_costume v] to ((item (Counter_2) of [temp v]) - (400))\n replace item (Counter_2) of [temp v] with (Enemy_temp_costume)\n set [enemy_temp_costume v] to [2]\n else\n if <(item (Counter_2) of [temp v]) > [200]> then\n set [enemy_temp_costume v] to ((item (Counter_2) of [temp v]) - (200))\n replace item (Counter_2) of [temp v] with (Enemy_temp_costume)\n set [enemy_temp_costume v] to [1]\n else\n set [enemy_temp_costume v] to [0]\n end\n end\n end\n if <not <(item (Counter_2) of [temp v]) = [000]>> then\n go to x: ((-240) + (15)) y: ((-180) + (15))\n if <((item (Counter_2) of [temp v]) mod (16)) = [0]> then\n go to x: ((x position) + (((30) * (15)) - (0))) y: ((y position) + (((30) * ((item (Counter_2) of [temp v]) / (16))) - (30)))\n else\n go to x: ((x position) + ((30) * (((item (Counter_2) of [temp v]) mod (16)) - (1)))) y: ((y position) + ((30) * ([floor v] of ((item (Counter_2) of [temp v]) / (16)) )))\n end\n switch costume to ((((Counter_2) - (193)) + (51)) + (Enemy_temp_costume))\n replace item (Counter_2) of [temp v] with ((item (Counter_2) of [temp v]) + ((200) * (Enemy_temp_costume)))\n if <<(Counter_2) > [193]> and <(Counter_2) < [198]>> then\n if <(item (Counter_2) of [temp v]) = [000]> then\n else\n if <(Enemy_temp_costume) = [0]> then\n switch costume to (uc v)\n end\n if <(Enemy_temp_costume) = [1]> then\n switch costume to (vt v)\n end\n if <(Enemy_temp_costume) = [2]> then\n switch costume to (vc v)\n end\n if <(Enemy_temp_costume) = [3]> then\n switch costume to (wt v)\n end\n end\n end\n set [ghost v] effect to (0)\n stamp\n set [ghost v] effect to (50)\n end\n change [counter_2 v] by (1)\nend\nGo_to_Mouse\nbroadcast (SHOW_GRID v)\nswitch costume to (Letter)\n\ndefine Reset_List\ndelete (all) of [temp v]\nrepeat (192)\n add [0] to [temp v]\nend\nrepeat (6)\n add [000] to [temp v]\nend\nadd [101] to [temp v]\nset [backdrop_frame v] to [1]\ndelete (all) of [temp_levels v]\nrepeat (Number_of_Levels)\n set [letter v] to []\n repeat (192)\n set [letter v] to (join (Letter) [0])\n end\n repeat (6)\n set [letter v] to (join (Letter) [000])\n end\n set [letter v] to (join (Letter) [101])\n add (Letter) to [temp_levels v]\nend\nswitch backdrop to (BACKDROP_FRAME)\nset [music v] to [1]\n\nwhen I receive [close editor v]\nset [ghost v] effect to (100)\n\nwhen I receive [render_again_this_level v]\nRender_Again_This_Level\nset [local_grid_visible v] to (Grid_Visible)\n\nwhen I receive [render_level v]\nRender_Level (Next_Level)\nset [current_level v] to (Next_Level)\n\nwhen I receive [stop_editing v]\nset [ghost v] effect to (100)\nif <(Local_Grid_Visible) = (Grid_Visible)> then\n stop [other scripts in sprite v]\nend\n\nwhen I receive [exit_menu v]\nif <(Printer) > [0]> then\n broadcast (MOUSE_FOLLOW v)\nend\n\nwhen I receive [show_only_menu_bg v]\nVerify_User\n\nwhen I receive [show_menu v]\nset [printer v] to [0]\nset [key1_pressed v] to [0]\nstop [other scripts in sprite v]\nRender_Again_This_Level\nset [ghost v] effect to (100)\nif <not <(LOADING) = [2]>> then\n broadcast (SHOW_BUTTONS v)\n set [loading v] to [0]\nelse\n set [next_level v] to [1]\n broadcast (RENDER_NEW_LEVEL_IN_GAME v) and wait\n wait (2) seconds\n set [loading v] to [0]\n broadcast (Q_to_quit v) and wait\n broadcast (TEST_LEVEL v) and wait\n broadcast (Start_Level v)\nend\n\nReset_List\nbroadcast (SHOW_GRID v)\nbroadcast (SHOW_MENU v) and wait\n\n@Grid\n\ndefine Draw_Grid\ngo to x: (-240) y: (180)\nrepeat (15)\n go to x: ((x position) + (30)) y: (180)\n pen down\n go to x: (x position) y: (-180)\n pen up\nend\ngo to x: (-240) y: (-180)\nrepeat (11)\n go to x: (-240) y: ((y position) + (30))\n pen down\n go to x: (240) y: (y position)\n pen up\nend\n\nwhen flag clicked\nset [grid_visible v] to [0]\nset pen color to (#000000)\nset pen size to (1)\n\nwhen I receive [show_grid v]\nif <(Grid_Visible) = [1]> then\n Draw_Grid\nend\n\nbroadcast (SHOW_GRID v)\n\n@Menu_Bg\n\nwhen I receive [show_only_menu_bg v]\nset [ghost v] effect to (20)\nswitch costume to (costume2 v)\nshow\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nset [ghost v] effect to (20)\nset [menu_visible v] to [0]\nset [menu_visible v] to [1]\n\nwhen I receive [main_menu v]\nset [ghost v] effect to (0)\nswitch costume to (costume4 v)\nshow\n\nwhen [space v] key pressed\nif <(DIS_IS_A_TEST) > [99]> then\nelse\n if <(Menu_Visible) = [0]> then\n set [mouse_down v] to [1]\n set [menu_visible v] to [1]\n broadcast (SHOW_MENU v)\n wait (0.1) seconds\n broadcast (SHOW_MENU v)\n end\nend\n\nwhen I receive [close editor v]\nif <(Menu_Visible) = [0]> then\n set [mouse_down v] to [1]\n set [menu_visible v] to [1]\n broadcast (SHOW_MENU v)\n wait (0.1) seconds\n broadcast (SHOW_MENU v)\nend\n\nwhen I receive [show_background_selection v]\nset [ghost v] effect to (20)\nswitch costume to (costume3 v)\nshow\n\nwhen I receive [test_level v]\nset [menu_visible v] to [0]\nhide\n\nwhen I receive [invalid_input v]\nset [ghost v] effect to (0)\nswitch costume to (costume6 v)\nshow\nwait (2) seconds\nswitch costume to (costume5 v)\n\nwhen I receive [exit_menu v]\nset [menu_visible v] to [0]\nhide\n\nwhen I receive [show_menu v]\nset [ghost v] effect to (20)\nswitch costume to (costume1 v)\nshow\n\nwhen [q v] key pressed\nif <(DIS_IS_A_TEST) > [99]> then\n set [mouse_down v] to [1]\n set [menu_visible v] to [1]\n set [loading v] to [1]\n wait (0.2) seconds\n broadcast (SHOW_MENU v) and wait\n set [loading v] to [0]\n broadcast (BACK_TO_MAIN_MENU v)\n set [current_level v] to [1]\nelse\nend\n\nwhen I receive [load_a_shared_game v]\nset [ghost v] effect to (0)\nswitch costume to (costume5 v)\nshow\n\nwhen I receive [invalid_number v]\nset [ghost v] effect to (0)\nswitch costume to (costume7 v)\nshow\nwait (2) seconds\nswitch costume to (costume5 v)\n\nwhen I receive [show_music_selection v]\nset [ghost v] effect to (20)\nswitch costume to (costume8 v)\nshow\n\ngo [backward v] (1) layers\n\n@Button2\n\ndefine None\nset [counter v] to [0]\nset [string v] to []\nrepeat (192)\n change [counter v] by (1)\n set [string v] to (join (String) (item (Counter) of [temp v]))\nend\nrepeat (6)\n change [counter v] by (1)\n if <(length of (item (Counter) of [temp v])) = [1]> then\n set [string v] to (join (String) (join [00] (item (Counter) of [temp v])))\n else\n if <(length of (item (Counter) of [temp v])) = [2]> then\n set [string v] to (join (String) (join [0] (item (Counter) of [temp v])))\n else\n set [string v] to (join (String) (item (Counter) of [temp v]))\n end\n end\nend\nchange [counter v] by (1)\nset [string v] to (join (String) (item (Counter) of [temp v]))\nreplace item (current_level) of [temp_levels v] with (String)\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nset [ghost v] effect to (0)\nswitch costume to (costume1 v)\nset [current_level v] to [1]\n\nbroadcast (SAVE_IN_CLOUD v) and wait\n\nwhen I receive [show_buttons v]\nswitch costume to (costume1 v)\nshow\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\nend\n\ndefine Overwrite_User\nset [project_id v] to [0]\nset [user_detect v] to []\nif <(username) = []> then\n broadcast (Message_3_Cant_Save v) and wait\n set [user_detect v] to [Guest]\nelse\n if <(NEVER_SAVED) = [1]> then\n Create_a_new_data\n end\n set [never_saved v] to [0]\n set [counter v] to [0]\n set [project_id v] to [0]\n repeat (length of [projects v])\n change [counter v] by (1)\n set [letter_count v] to [0]\n set [letter v] to [0]\n repeat until <<(Letter) = [;]> or <(Letter) = []>>\n change [letter_count v] by (1)\n set [letter v] to (letter (Letter_Count) of (item (Counter) of [projects v]))\n if <not <<(Letter) = [;]> or <(Letter) = []>>> then\n set [user_detect v] to (join (User_Detect) (Letter))\n end\n end\n if <(User_Detect) = (username)> then\n set [project_id v] to (Counter)\n end\n end\n Save_All (username) (Project_ID)\n broadcast (Message_1_Saved v)\nend\n\nwhen I receive [save_user_project v]\nOverwrite_User\n\ndefine None\nSave_level (Current_Level)\nset [letter v] to []\nset [letter v] to (join (username) [;])\nset [letter_count v] to []\nset [counter v] to [0]\nrepeat (Number_of_Levels)\n change [counter v] by (1)\n set [letter_count v] to (join (Letter_Count) (item (Counter) of [temp_levels v]))\nend\nset [letter v] to (join (Letter) (Letter_Count))\nreplace item (user_id) of [projects v] with (Letter)\n\nwhen I receive [exit_menu v]\nhide\n\ndefine Delete_User\nset [project_id v] to [0]\nset [user_detect v] to []\nif <(username) = []> then\nelse\n set [counter v] to [0]\n set [project_id v] to [0]\n repeat (length of [projects v])\n change [counter v] by (1)\n set [letter_count v] to [0]\n set [letter v] to [0]\n repeat until <<(Letter) = [;]> or <(Letter) = []>>\n change [letter_count v] by (1)\n set [letter v] to (letter (Letter_Count) of (item (Counter) of [projects v]))\n if <not <<(Letter) = [;]> or <(Letter) = []>>> then\n set [user_detect v] to (join (User_Detect) (Letter))\n end\n end\n if <(User_Detect) = (username)> then\n set [project_id v] to (Counter)\n delete (Project_ID) of [projects v]\n end\n end\nend\n\nwhen I receive [render_new_level_in_game v]\nstop [other scripts in sprite v]\nSave_level (Current_Level)\nset [current_level v] to (Next_Level)\nbroadcast (RENDER_LEVEL v)\n\nwhen I receive [show_background_selection v]\nhide\n\nwhen I receive [share_this v]\nstop [other scripts in sprite v]\nif <(username) = []> then\nelse\n if <[shared_projects v] contains (username)?> then\n Overwrite_User\n else\n add (username) to [shared_projects v]\n end\n broadcast (SHOW_BUTTONS v)\nend\n\nwhen I receive [delete_user_data v]\nDelete_User\n\nwhen I receive [show_music_selection v]\nhide\n\nwhen this sprite clicked\nstop [other scripts in sprite v]\nswitch costume to (costume3 v)\nwait (0.2) seconds\nSave_level (Current_Level)\nswitch costume to (costume1 v)\nbroadcast (SAVE_USER_PROJECT v) and wait\nbroadcast (SHOW_BUTTONS v)\n\nwhen I receive [test_level v]\nhide\n\nwhen I receive [back_to_main_menu v]\nhide\n\nwhen I receive [save_level_and_render_new v]\nstop [other scripts in sprite v]\nwait (0.2) seconds\nSave_level (Current_Level)\nset [current_level v] to (Next_Level)\nbroadcast (RENDER_LEVEL v)\nbroadcast (SHOW_MENU v)\n\ndefine Create_a_new_data\ndelete (all) of [temp_levels v]\nset [letter_count v] to [0]\nset [letter v] to []\nrepeat (192)\n set [letter v] to (join (Letter) [0])\nend\nrepeat (6)\n set [letter v] to (join (Letter) [000])\nend\nset [letter v] to (join (Letter) [101])\nrepeat (Number_of_Levels)\n add (Letter) to [temp_levels v]\nend\nset [letter v] to (join (username) [;])\nset [letter_count v] to []\nset [counter v] to [0]\nrepeat (Number_of_Levels)\n change [counter v] by (1)\n set [letter_count v] to (join (Letter_Count) (item (Counter) of [temp_levels v]))\nend\nset [letter v] to (join (Letter) (Letter_Count))\ndelete (all) of [projects v]\nadd (Letter) to [projects v]\n\n@Levels_label\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nset [ghost v] effect to (0)\nswitch costume to (costume1 v)\n\nwhen I receive [show_buttons v]\nswitch costume to (costume1 v)\nshow\nforever\n switch costume to (Current_Level)\nend\n\nwhen I receive [exit_menu v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [show_background_selection v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [test_level v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [back_to_main_menu v]\nhide\n\nwhen I receive [show_music_selection v]\nstop [other scripts in sprite v]\nhide\n\n@Button3-4\n\nwhen I receive [exit_menu v]\nhide\n\nwhen I start as a clone\nset rotation style [left-right v]\npoint in direction (-90)\ngo to x: (((x position) + (480)) - (215)) y: (y position)\nset [ghost v] effect to (0)\nswitch costume to (costume1 v)\n\nwhen flag clicked\nhide\ncreate clone of (_myself_ v)\ngo to x: (0) y: (0)\nset [ghost v] effect to (0)\nswitch costume to (costume1 v)\nset [current_level v] to [1]\n\nwhen this sprite clicked\nif <(mouse x) < [130]> then\n set [next_level v] to ((Current_Level) - (1))\n if <(Next_Level) < [1]> then\n set [next_level v] to [1]\n end\nelse\n set [next_level v] to ((Current_Level) + (1))\n if <(Next_Level) > (Number_of_Levels)> then\n set [next_level v] to (Number_of_Levels)\n end\nend\nswitch costume to (costume3 v)\nif <(Next_Level) = (Current_Level)> then\nelse\n broadcast (SHOW_MENU v)\n broadcast (SAVE_LEVEL_AND_RENDER_NEW v)\nend\nwait (0.3) seconds\nswitch costume to (costume1 v)\n\nwhen I receive [show_background_selection v]\nhide\n\nwhen I receive [show_buttons v]\nswitch costume to (costume1 v)\nshow\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\nend\n\nwhen I receive [test_level v]\nhide\n\nwhen I receive [back_to_main_menu v]\nhide\n\nwhen I receive [show_music_selection v]\nhide\n\n@Messages\n\nwhen I receive [message_1_saved v]\nset [ghost v] effect to (0)\ngo to [front v] layer\nswitch costume to (costume1 v)\nshow\nwait (2) seconds\nhide\n\nwhen I receive [message_2_no_user v]\nset [ghost v] effect to (0)\ngo to [front v] layer\nswitch costume to (costume2 v)\nshow\nwait (4) seconds\nhide\n\nwhen I receive [message_3_cant_save v]\nset [ghost v] effect to (0)\ngo to [front v] layer\nswitch costume to (costume3 v)\nshow\nwait (2) seconds\nhide\n\nwhen I receive [tool_tip_show v]\nstop [other scripts in sprite v]\ngo to [front v] layer\nswitch costume to (([tool_tip_n v] of [navigator3 v]) + (4))\nCalculate_tool_tip_time\nshow\nforever\n if <<(Tool_Tip_Visible) > [0]> and <(Tool_Tip_Visible) < (Tool_Tip_Time)>> then\n if <(Tooltip_Transparency) > [50]> then\n change [tooltip_transparency v] by (-2)\n set [ghost v] effect to (Tooltip_Transparency)\n else\n change [tool_tip_visible v] by (1)\n end\n else\n if <(Tooltip_Transparency) < [100]> then\n change [tooltip_transparency v] by (2)\n set [ghost v] effect to (Tooltip_Transparency)\n end\n end\nend\n\nwhen I receive [message_4_welcome v]\nset [ghost v] effect to (0)\ngo to [front v] layer\nswitch costume to (costume4 v)\nshow\nwait (0.5) seconds\nset [temp_text v] to (join [Welcome ] (username))\nsay (Temp_text) for (3) seconds\nwait (0.5) seconds\nhide\n\nwhen flag clicked\nset [waiting v] to [0]\nset [tool_tip_time v] to [100]\nset [ghost v] effect to (0)\ngo to x: (0) y: (0)\nhide\n\ndefine Calculate_tool_tip_time\nif <(costume [number v]) = [5]> then\n set [tool_tip_time v] to [100]\nend\nif <(costume [number v]) = [6]> then\n set [tool_tip_time v] to [300]\nend\nif <(costume [number v]) = [7]> then\n set [tool_tip_time v] to [300]\nend\nif <(costume [number v]) = [8]> then\n set [tool_tip_time v] to [300]\nend\nif <(costume [number v]) = [9]> then\n set [tool_tip_time v] to [200]\nend\nif <(costume [number v]) = [10]> then\n set [tool_tip_time v] to [350]\nend\nif <(costume [number v]) = [11]> then\n set [tool_tip_time v] to [200]\nend\nif <(costume [number v]) = [12]> then\n set [tool_tip_time v] to [100]\nend\nif <(costume [number v]) = [13]> then\n set [tool_tip_time v] to [100]\nend\n\nwhen I receive [show_menu v]\nhide\n\nwhen I receive [message_4_max_enemies v]\nstop [other scripts in sprite v]\ngo to [front v] layer\nswitch costume to (costume14 v)\nset [tool_tip_time v] to [50]\nset [tool_tip_visible_2 v] to [1]\nset [tooltip_transparency v] to [100]\nshow\nforever\n if <<(Tool_tip_Visible_2) > [0]> and <(Tool_tip_Visible_2) < (Tool_Tip_Time)>> then\n if <(Tooltip_Transparency) > [50]> then\n change [tooltip_transparency v] by (-2)\n set [ghost v] effect to (Tooltip_Transparency)\n else\n change [tool_tip_visible_2 v] by (1)\n end\n else\n if <(Tooltip_Transparency) < [100]> then\n change [tooltip_transparency v] by (2)\n set [ghost v] effect to (Tooltip_Transparency)\n end\n end\nend\n\nwhen I receive [show_background_selection v]\nhide\n\nwhen I receive [test_level v]\nhide\n\nwhen I receive [test_level v]\nstop [other scripts in sprite v]\nif <(DIS_IS_A_TEST) = [1]> then\n set [dis_is_a_test v] to [2]\n set [ghost v] effect to (0)\n go to [front v] layer\n switch costume to (costume15 v)\n show\n wait (3) seconds\n hide\nend\nif <(DIS_IS_A_TEST) = [3]> then\n set [dis_is_a_test v] to [4]\n set [ghost v] effect to (0)\n go to [front v] layer\n switch costume to (costume17 v)\n show\n wait (2) seconds\n hide\nend\nif <(DIS_IS_A_TEST) = [100]> then\n set [dis_is_a_test v] to [101]\n set [ghost v] effect to (0)\n go to [front v] layer\n switch costume to (costume17 v)\n show\n wait (2) seconds\n hide\nend\n\nwhen I receive [back_to_main_menu v]\nhide\n\nwhen I receive [end_level v]\nstop [other scripts in sprite v]\nif <<(DIS_IS_A_TEST) < [3]> and <not <(DIS_IS_A_TEST) = [0]>>> then\n set [dis_is_a_test v] to [0]\n set [ghost v] effect to (0)\n go to [front v] layer\n switch costume to (costume16 v)\n show\n wait (3) seconds\n hide\n set [mouse_down v] to [1]\n set [menu_visible v] to [1]\n broadcast (SHOW_MENU v)\n wait (0.1) seconds\n broadcast (SHOW_MENU v)\nend\nif <(DIS_IS_A_TEST) = [4]> then\n wait (0.1) seconds\n switch costume to ((17) + (Current_Level))\n show\n set [next_level v] to ((Current_Level) + (1))\n if <(Next_Level) > (Number_of_Levels)> then\n show\n broadcast (END_MUSIC v) and wait\n set [next_level v] to (Number_of_Levels)\n set [ghost v] effect to (0)\n go to [front v] layer\n switch costume to (costume34 v)\n wait (0.1) seconds\n start sound [dance around v]\n else\n broadcast (RENDER_NEW_LEVEL_IN_GAME v) and wait\n wait (2) seconds\n hide\n broadcast (TEST_LEVEL v)\n broadcast (Start_Level v)\n end\nend\nif <(DIS_IS_A_TEST) = [101]> then\n wait (0.1) seconds\n switch costume to ((17) + (Current_Level))\n show\n set [next_level v] to ((Current_Level) + (1))\n if <(Next_Level) > (Number_of_Levels)> then\n show\n broadcast (END_MUSIC v) and wait\n set [next_level v] to (Number_of_Levels)\n set [ghost v] effect to (0)\n go to [front v] layer\n switch costume to (costume34 v)\n wait (0.1) seconds\n start sound [dance around v]\n else\n broadcast (RENDER_NEW_LEVEL_IN_GAME v) and wait\n wait (2) seconds\n hide\n broadcast (TEST_LEVEL v)\n broadcast (Start_Level v)\n end\nend\n\nwhen I receive [q_to_quit v]\nset [waiting v] to [1]\nset [ghost v] effect to (0)\ngo to [front v] layer\nswitch costume to (costume27 v)\nshow\nrepeat until <(WAITING) = [0]>\nend\n\nset [ghost v] effect to (0)\n\nwhen I receive [show_music_selection v]\nhide\n\nwhen I receive [message_5_wanna_remix v]\nset [ghost v] effect to (0)\ngo to [front v] layer\nswitch costume to (costume29 v)\nshow\nset [go_on v] to [1]\nwait until <(Go_On) = [2]>\nset [go_on v] to [0]\nswitch costume to (costume28 v)\nshow\nwait until <(In Editor?) = [true]>\nset [remixer v] to (username)\nwait (1) seconds\nswitch costume to (costume30 v)\nset [go_on v] to [1]\nwait until <(Go_On) = [2]>\nset [go_on v] to [0]\nswitch costume to (costume31 v)\nset [go_on v] to [1]\nwait until <(Go_On) = [2]>\nset [go_on v] to [0]\nswitch costume to (costume32 v)\nset [go_on v] to [1]\nwait until <(Go_On) = [2]>\nset [go_on v] to [0]\nswitch costume to (costume33 v)\nset [go_on v] to [1]\nwait until <(Go_On) = [2]>\nset [go_on v] to [0]\nswitch costume to (costume33 v)\nstop [all v]\n\nwhen [any v] key pressed\nif <(WAITING) = [1]> then\n set [waiting v] to [0]\nend\nif <(Go_On) = [1]> then\n set [go_on v] to [2]\nend\n\nwhen this sprite clicked\nif <(Go_On) = [1]> then\n set [go_on v] to [2]\nend\nif <(costume [number v]) = [34]> then\n stop all sounds\n set [mouse_down v] to [1]\n set [menu_visible v] to [1]\n set [loading v] to [1]\n broadcast (SHOW_MENU v) and wait\n set [loading v] to [0]\n broadcast (BACK_TO_MAIN_MENU v)\n set [current_level v] to [1]\n hide\nend\n\n@Navigator\n\nwhen flag clicked\ngo to x: (71) y: (23)\nhide\n\nwhen I receive [exit_menu v]\nshow\nforever\n set [ghost v] effect to (GUI_transparency)\n go to (navigator2 v)\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [gui_transparency v] to [0]\n end\n if <touching (mouse-pointer v)?> then\n broadcast (STOP_EDITING v)\n end\n if <<not <touching (mouse-pointer v)?>> and <not <mouse down?>>> then\n broadcast (EXIT_MENU v)\n set [local_timer v] to [0]\n end\n if <<touching (mouse-pointer v)?> and <not <mouse down?>>> then\n broadcast (EXIT_MENU v)\n if <<(Local_Timer) < [20]> and <(Local_Timer) > [0]>> then\n set [local_timer v] to [41]\n end\n if <<(Local_Timer) < [60]> and <(Local_Timer) > [40]>> then\n set [local_timer v] to [40]\n end\n if <(Local_Timer) = [60]> then\n set [local_timer v] to [0]\n end\n end\nend\n\nwhen I receive [show_menu v]\nhide\nstop [other scripts in sprite v]\n\n@Navigator2\n\nwhen flag clicked\ngo to x: (71) y: (23)\nset [ghost v] effect to (100)\nhide\n\nwhen I receive [exit_menu v]\nshow\nset [local_timer v] to [0]\nforever\n if <<touching (mouse-pointer v)?> and <not <mouse down?>>> then\n broadcast (STOP_EDITING v)\n set [dx v] to ((x position) - (mouse x))\n set [dy v] to ((y position) - (mouse y))\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [gui_transparency v] to [0]\n if <(Local_Timer) = [20]> then\n set [local_timer v] to [1]\n end\n if <(Local_Timer) = [0]> then\n set [local_timer v] to [1]\n end\n go to x: ((DX) + (mouse x)) y: ((DY) + (mouse y))\n end\n if <<not <touching (mouse-pointer v)?>> and <mouse down?>> then\n if <<(Local_Timer) < [20]> and <(Local_Timer) > [0]>> then\n change [local_timer v] by (1)\n go to x: ((DX) + (mouse x)) y: ((DY) + (mouse y))\n end\n if <(Local_Timer) = [20]> then\n set [local_timer v] to [0]\n end\n end\nend\n\nwhen I receive [show_menu v]\nhide\nstop [other scripts in sprite v]\n\n@Navigator3\n\nwhen I receive [show_menu v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen flag clicked\ngo to x: (71) y: (23)\nset [mouse_clicked v] to [0]\nset [tooltip_transparency v] to [100]\nset [tool_tip_n v] to [0]\nhide\n\nwhen I receive [inizialize_navigator v]\nset [mouse_clicked v] to [0]\nCreate_Clones\nbroadcast (INIZIALIZE_TOOL_TIP v)\n\nwhen I receive [inizialize_tool_tip v]\nset [clone_n v] to [1000]\ncreate clone of (_myself_ v)\nforever\n if <not <mouse down?>> then\n set [mouse_down_2 v] to [0]\n end\n if <[clone_touched? v] contains [true]?> then\n Detect_Clone_Touching\n end\nend\n\ndefine Create_Clones\ndelete (all) of [costume_list v]\ndelete (all) of [clone_touched? v]\nset [counter v] to [-1]\nset [clone_n v] to [0]\ngo to [front v] layer\nrepeat (9)\n set [counter v] to ((Counter) + (3))\n change [clone_n v] by (1)\n add (Counter) to [costume_list v]\n add [] to [clone_touched? v]\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nset [color v] effect to (0)\nshow\nset [clone_id v] to (Clone_N)\nif <(Clone_ID) = [1]> then\n if <(Grid_Visible) = [1]> then\n switch costume to ((Counter) + (2))\n else\n switch costume to (Counter)\n end\nelse\n switch costume to (Counter)\nend\nif <(Clone_ID) = [1000]> then\n switch costume to (1 v)\n set [ghost v] effect to (Tooltip_Transparency)\n go to x: (0) y: (0)\n show\nend\nforever\n if <(Clone_ID) = [1000]> then\n if <<(Tool_Tip_Visible) > [0]> and <(Tool_Tip_Visible) < (Tool_Tip_Time)>> then\n if <(Tooltip_Transparency) > [50]> then\n change [tooltip_transparency v] by (-2)\n set [ghost v] effect to (Tooltip_Transparency)\n else\n change [tool_tip_visible v] by (1)\n end\n else\n if <(Tooltip_Transparency) < [100]> then\n change [tooltip_transparency v] by (2)\n set [ghost v] effect to (Tooltip_Transparency)\n end\n end\n else\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [gui_transparency v] to [0]\n end\n set [ghost v] effect to (GUI_transparency)\n set [color v] effect to (0)\n go to (navigator v)\n replace item (Clone_ID) of [clone_touched? v] with <touching (mouse-pointer v)?>\n if <not <[clone_touched? v] contains [true]?>> then\n set [tool_tip_visible v] to [0]\n end\n if <(costume [number v]) = ((item (Clone_ID) of [costume_list v]) + (2))> then\n if <touching (mouse-pointer v)?> then\n if <(Tool_Tip_Visible) = [0]> then\n set [tool_tip_visible v] to [1]\n broadcast (TOOL_TIP_SHOW v)\n end\n end\n else\n if <touching (mouse-pointer v)?> then\n switch costume to ((item (Clone_ID) of [costume_list v]) + (1))\n if <(Tool_Tip_Visible) = [0]> then\n set [tool_tip_visible v] to [1]\n broadcast (TOOL_TIP_SHOW v)\n end\n else\n switch costume to (item (Clone_ID) of [costume_list v])\n end\n end\n if <(Clone_ID) = [1]> then\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n if <(Mouse_Down_2) = [0]> then\n set [mouse_down_2 v] to [1]\n if <(costume [number v]) = ((item (Clone_ID) of [costume_list v]) + (2))> then\n switch costume to (item (Clone_ID) of [costume_list v])\n set [grid_visible v] to [0]\n broadcast (RENDER_AGAIN_THIS_LEVEL v) and wait\n else\n switch costume to ((item (Clone_ID) of [costume_list v]) + (2))\n set [grid_visible v] to [1]\n broadcast (RENDER_AGAIN_THIS_LEVEL v) and wait\n end\n end\n end\n else\n if <(Clone_ID) = [9]> then\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n if <(Mouse_Down_2) = [0]> then\n set [mouse_down_2 v] to [1]\n broadcast (CLOSE EDITOR v) and wait\n end\n end\n else\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n if <(Mouse_Down_2) = [0]> then\n set [mouse_down_2 v] to [1]\n set [printer v] to [1]\n broadcast (INIZIALIZE_EDITING_TILES v) and wait\n if <(costume [number v]) = ((item (Clone_ID) of [costume_list v]) + (2))> then\n else\n switch costume to ((item (Clone_ID) of [costume_list v]) + (2))\n end\n end\n end\n if <<mouse down?> and <<(item (1) of [clone_touched? v]) = [false]> and <[clone_touched? v] contains [true]?>>> then\n if <(item (Clone_ID) of [clone_touched? v]) = [false]> then\n switch costume to (item (Clone_ID) of [costume_list v])\n end\n end\n end\n end\n end\nend\n\ndefine Detect_Editing_type\nset [counter_2 v] to [0]\nrepeat (length of [clone_touched? v])\n change [counter_2 v] by (1)\n if <(item (Counter_2) of [clone_touched? v]) = [true]> then\n if <(Counter_2) = [2]> then\n set [tiles_type v] to [terrain]\n set [tiles_start v] to [2]\n set [tiles_end v] to [26]\n end\n if <(Counter_2) = [3]> then\n set [tiles_type v] to [special]\n set [tiles_start v] to [27]\n set [tiles_end v] to [42]\n end\n if <(Counter_2) = [4]> then\n set [tiles_type v] to [hazard]\n set [tiles_start v] to [43]\n set [tiles_end v] to [50]\n end\n if <(Counter_2) = [5]> then\n set [tiles_type v] to [hero]\n set [tiles_start v] to [51]\n set [tiles_end v] to [51]\n end\n if <(Counter_2) = [6]> then\n set [tiles_type v] to [enemy]\n set [tiles_start v] to [52]\n set [tiles_end v] to [55]\n end\n if <(Counter_2) = [7]> then\n set [tiles_type v] to [exit]\n set [tiles_start v] to [56]\n set [tiles_end v] to [56]\n end\n if <(Counter_2) = [8]> then\n set [tiles_type v] to [eraser]\n set [tiles_start v] to [1]\n set [tiles_end v] to [1]\n end\n end\nend\n\ndefine Detect_Clone_Touching\nset [counter_2 v] to [0]\nrepeat (length of [clone_touched? v])\n change [counter_2 v] by (1)\n if <(item (Counter_2) of [clone_touched? v]) = [true]> then\n set [tool_tip_n v] to (Counter_2)\n end\nend\n\nwhen I receive [inizialize_editing_tiles v]\nDetect_Editing_type\n\n@Button3\n\nwhen this sprite clicked\nstop [other scripts in sprite v]\nswitch costume to (costume3 v)\nwait (0.2) seconds\nbroadcast (EXIT_MENU v) and wait\nbroadcast (INIZIALIZE_NAVIGATOR v)\n\nwhen I receive [show_buttons v]\nswitch costume to (costume1 v)\nshow\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\nend\n\nwhen I receive [exit_menu v]\nhide\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nset [ghost v] effect to (0)\nswitch costume to (costume1 v)\n\nwhen I receive [show_background_selection v]\nhide\n\nwhen I receive [test_level v]\nhide\n\nwhen I receive [back_to_main_menu v]\nhide\n\nwhen I receive [show_music_selection v]\nhide\n\n@Button4\n\nwhen this sprite clicked\nstop [other scripts in sprite v]\nswitch costume to (costume3 v)\nwait (0.2) seconds\nbroadcast (SHOW_BACKGROUND_SELECTION v)\nwait (0.1) seconds\nbroadcast (SHOW_BACKGROUND_SELECTION v)\n\nwhen I receive [show_buttons v]\nswitch costume to (costume1 v)\nshow\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\nend\n\nwhen I receive [exit_menu v]\nhide\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nset [ghost v] effect to (0)\nswitch costume to (costume1 v)\n\nwhen I receive [show_background_selection v]\nhide\n\nwhen I receive [test_level v]\nhide\n\nwhen I receive [back_to_main_menu v]\nhide\n\nwhen I receive [show_music_selection v]\nhide\n\n@Button5\n\nwhen this sprite clicked\nstop [other scripts in sprite v]\nswitch costume to (costume3 v)\nset [music_frame v] to (letter (1) of (item (199) of [temp v]))\nwait (0.2) seconds\nbroadcast (SHOW_MUSIC_SELECTION v)\nwait (0.1) seconds\nbroadcast (SHOW_MUSIC_SELECTION v)\n\nwhen I receive [show_buttons v]\nswitch costume to (costume1 v)\nshow\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\nend\n\nwhen I receive [exit_menu v]\nhide\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nset [ghost v] effect to (0)\nswitch costume to (costume1 v)\n\nwhen I receive [show_music_selection v]\nhide\n\nwhen I receive [show_background_selection v]\nhide\n\nwhen I receive [back_to_main_menu v]\nhide\n\nwhen I receive [test_level v]\nhide\n\n@Button6\n\nwhen this sprite clicked\nstop [other scripts in sprite v]\nswitch costume to (costume3 v)\nwait (0.2) seconds\nset [dis_is_a_test v] to [1]\nbroadcast (TEST_LEVEL v) and wait\nbroadcast (Start_Level v)\n\nwhen I receive [show_buttons v]\nswitch costume to (costume1 v)\nshow\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\nend\n\nwhen I receive [exit_menu v]\nhide\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nset [ghost v] effect to (0)\nswitch costume to (costume1 v)\n\nwhen I receive [show_background_selection v]\nhide\n\nwhen I receive [test_level v]\nhide\n\nwhen I receive [back_to_main_menu v]\nhide\n\nwhen I receive [show_music_selection v]\nhide\n\n@Button7\n\nwhen this sprite clicked\nstop [other scripts in sprite v]\nswitch costume to (costume3 v)\nwait (0.2) seconds\nif <(NEVER_SAVED) = [1]> then\n broadcast (DELETE_USER_DATA v) and wait\nend\nbroadcast (BACK_TO_MAIN_MENU v)\nset [current_level v] to [1]\nhide\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nset [ghost v] effect to (0)\nswitch costume to (costume1 v)\n\nwhen I receive [show_buttons v]\nswitch costume to (costume1 v)\nshow\nif <(Message_showed) = [1]> then\n set [message_showed v] to [0]\n say [] for (0) seconds\nend\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (costume2 v)\n if <(Message_showed) = [0]> then\n set [message_showed v] to [1]\n say [Remember to save in the Scratch Editor before leaving the editor] for (2) seconds\n end\n else\n set [message_showed v] to [0]\n switch costume to (costume1 v)\n end\nend\n\nwhen I receive [exit_menu v]\nhide\n\nwhen I receive [back_to_main_menu v]\nhide\n\nwhen I receive [test_level v]\nhide\n\nwhen I receive [show_background_selection v]\nhide\n\nwhen I receive [show_music_selection v]\nhide\n\n@BG Selection\n\nwhen I receive [exit_menu v]\nhide\n\nwhen I receive [show_menu v]\nhide\n\nwhen flag clicked\nset [backdrop_frame v] to [1]\nhide\nswitch costume to (costume1 v)\nset size to (100) %\nset [clone_id v] to [0]\nset [clone_n v] to [0]\ngo to x: (0) y: (0)\nset [ghost v] effect to (0)\nchange [clone_n v] by (1)\ncreate clone of (_myself_ v)\nchange [clone_n v] by (1)\ncreate clone of (_myself_ v)\nchange [clone_n v] by (1)\ncreate clone of (_myself_ v)\n\nwhen this sprite clicked\nif <(Clone_ID) = [3]> then\nelse\n if <(Clone_ID) = [2]> then\n Save_Backdrop\n switch costume to (costume6 v)\n wait (0.2) seconds\n switch costume to (costume4 v)\n broadcast (SHOW_MENU v)\n wait (0.1) seconds\n broadcast (SHOW_MENU v)\n else\n if <(mouse x) < [0]> then\n change [backdrop_frame v] by (-1)\n if <(BACKDROP_FRAME) < [1]> then\n set [backdrop_frame v] to [9]\n end\n else\n change [backdrop_frame v] by (1)\n if <(BACKDROP_FRAME) > [9]> then\n set [backdrop_frame v] to [1]\n end\n end\n switch costume to (costume3 v)\n wait (0.2) seconds\n switch costume to (costume1 v)\n broadcast (SWITCH_BACKDROP v) and wait\n end\nend\n\nwhen I receive [show_background_selection v]\nshow\nif <(Clone_ID) = [3]> then\n switch costume to ((BACKDROP_FRAME) + (6))\nend\nforever\n if <(Clone_ID) = [3]> then\n else\n if <(Clone_ID) = [2]> then\n if <touching (mouse-pointer v)?> then\n switch costume to (costume5 v)\n else\n switch costume to (costume4 v)\n end\n else\n if <touching (mouse-pointer v)?> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\n end\n end\nend\n\nwhen I receive [test_level v]\nhide\n\nwhen I receive [show_music_selection v]\nhide\n\nwhen I start as a clone\nset [clone_id v] to (Clone_N)\nif <(Clone_ID) = [1]> then\n set rotation style [left-right v]\n point in direction (-90)\n set [ghost v] effect to (0)\n switch costume to (costume1 v)\nelse\n if <(Clone_ID) = [2]> then\n set [ghost v] effect to (0)\n switch costume to (costume4 v)\n else\n switch costume to ((BACKDROP_FRAME) + (6))\n set size to (50) %\n set [ghost v] effect to (0)\n end\nend\n\ndefine Save_Backdrop\nset [temp v] to []\nset [temp v] to (join (letter (1) of (item (199) of [temp v])) (letter (2) of (item (199) of [temp v])))\nset [temp v] to (join (Temp) (BACKDROP_FRAME))\nreplace item (199) of [temp v] with (Temp)\n\nwhen I receive [switch_backdrop v]\nif <(Clone_ID) = [3]> then\n switch costume to ((BACKDROP_FRAME) + (6))\n switch backdrop to (BACKDROP_FRAME)\nelse\nend\n\n@Lavel\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\n\nwhen I receive [show_menu v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [test_level v]\nstop [other scripts in sprite v]\nshow\nswitch costume to (00 v)\nerase all\nChange_BG\nRender_elements\nbroadcast (Start_Level v)\n\ndefine Change_BG\nset [backdrop_frame v] to (letter (3) of (item (199) of [temp v]))\nswitch backdrop to (BACKDROP_FRAME)\nset [previous_music v] to (MUSIC)\nset [music v] to (letter (1) of (item (199) of [temp v]))\nif <not <(Previous_Music) = (MUSIC)>> then\n broadcast (Stop_music_temporally v) and wait\n broadcast (Play_Music v)\nend\n\ndefine Render_elements\nset [counter v] to [0]\ngo to x: ((-240) + (15)) y: ((-180) + (15))\nerase all\nrepeat (12)\n repeat (16)\n change [counter v] by (1)\n if <not <(item (Counter) of [temp v]) = [0]>> then\n switch costume to (00 v)\n set [costume_check v] to (costume [number v])\n switch costume to (join (item (Counter) of [temp v]) [t])\n if <(costume [number v]) = (Costume_Check)> then\n switch costume to (join (item (Counter) of [temp v]) [c])\n end\n stamp\n end\n go to x: ((x position) + (30)) y: (y position)\n end\n go to x: ((-240) + (15)) y: ((y position) + (30))\nend\nswitch costume to (00 v)\nhide\n\n@Hero\n\ndefine Reset_variables\nset [z_vx v] to [0]\nset [z_vy v] to [0]\nset [z_jump v] to [0]\nset [z_jump_h v] to [7]\nset [z_speed v] to [1.5]\nset [z_gravity v] to [0.6]\n\ndefine Physics_Parse\nchange y by (Z_VY)\nchange y by (-1)\nCheck_Collision\nif <(Collision_Found) > [0]> then\n if <(Z_VY) < [0.5]> then\n set [z_y_coll v] to [1]\n set [z_vy v] to [0]\n set [z_jump v] to (Z_Jump_H)\n GO_UP\n else\n set [z_vy v] to [0]\n set [z_jump v] to [0]\n GO_DOWN\n end\nelse\n set [z_y_coll v] to [0]\n change [z_vy v] by ((0) - (Z_Gravity))\nend\nif <not <key (up arrow v) pressed?>> then\n set [z_jump_pressed v] to [0]\nend\nif <<[0] < (Z_Jump)> and <key (up arrow v) pressed?>> then\n change y by (1)\n if <(Z_Move) = [0]> then\n Check_Collision\n if <not <(Collision_Found) > [0]>> then\n if <(Z_Jump_H) = (Z_Jump)> then\n set [z_vy v] to (Z_Jump_H)\n start sound [jump v]\n end\n change [z_jump v] by (-1)\n change [z_vy v] by (((Z_Gravity) / (4)) * (3))\n end\n change y by (-1)\n end\nelse\n set [z_jump v] to [0]\nend\nif <<key (right arrow v) pressed?> or <key (left arrow v) pressed?>> then\n if <(Z_Move) = [0]> then\n if <key (right arrow v) pressed?> then\n point in direction (90)\n change [z_vx v] by (Z_Speed)\n end\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n change [z_vx v] by ((0) - (Z_Speed))\n end\n end\nelse\n if <(Z_Move) = [0]> then\n set [z_vx v] to ((0.75) * (Z_VX))\n end\nend\nset [z_vx v] to ((0.7) * (Z_VX))\nchange x by (Z_VX)\nCheck_Collision\nif <(Collision_Found) > [0]> then\n change x by ((0) - (Z_VX))\n set [z_vx v] to [0]\nend\n\nwhen I receive [test_level v]\nInizialize\nReset_variables\ngo to x: ((-240) + (15)) y: ((-180) + (15))\nif <((item (193) of [temp v]) mod (16)) = [0]> then\n go to x: ((x position) + (((30) * (15)) - (0))) y: ((y position) + (((30) * ((item (193) of [temp v]) / (16))) - (30)))\nelse\n go to x: ((x position) + ((30) * (((item (193) of [temp v]) mod (16)) - (1)))) y: ((y position) + ((30) * ([floor v] of ((item (193) of [temp v]) / (16)) )))\nend\nset [ghost v] effect to (0)\nif <not <(item (193) of [temp v]) = [000]>> then\n show\nelse\n hide\nend\nset rotation style [left-right v]\npoint in direction (90)\n\nwhen flag clicked\nhide\nset size to (300) %\nset rotation style [left-right v]\n\nwhen I receive [show_menu v]\nstop [other scripts in sprite v]\nhide\n\ndefine Inizialize\ndelete (all) of [killing_stuff v]\nadd [q] to [killing_stuff v]\nadd [r] to [killing_stuff v]\nadd [s] to [killing_stuff v]\nadd [t] to [killing_stuff v]\nadd [u] to [killing_stuff v]\nadd [v] to [killing_stuff v]\nadd [w] to [killing_stuff v]\nadd [x] to [killing_stuff v]\nadd [y] to [killing_stuff v]\nadd [z] to [killing_stuff v]\ndelete (all) of [local_excluding_letters v]\ndelete (all) of [temp_temp v]\nadd [i] to [local_excluding_letters v]\nadd [j] to [local_excluding_letters v]\nadd [k] to [local_excluding_letters v]\nadd [l] to [local_excluding_letters v]\nadd [m] to [local_excluding_letters v]\nadd [n] to [local_excluding_letters v]\nadd [o] to [local_excluding_letters v]\nadd [p] to [local_excluding_letters v]\nadd [q] to [local_excluding_letters v]\nadd [r] to [local_excluding_letters v]\nadd [s] to [local_excluding_letters v]\nadd [t] to [local_excluding_letters v]\nadd [u] to [local_excluding_letters v]\nadd [v] to [local_excluding_letters v]\nadd [w] to [local_excluding_letters v]\nadd [x] to [local_excluding_letters v]\nadd [y] to [local_excluding_letters v]\nadd [z] to [local_excluding_letters v]\nset [detecter v] to [0]\nrepeat (192)\n change [detecter v] by (1)\n if <[local_excluding_letters v] contains (item (Detecter) of [temp v])?> then\n insert [0] at (Detecter) of [temp_temp v] \n else\n insert (item (Detecter) of [temp v]) at (Detecter) of [temp_temp v] \n end\nend\n\ndefine Check_Collision\nset [collision_found v] to [0]\nset [x v] to ((15) + (([floor v] of (((x position) + (9)) / (30)) ) * (30)))\nset [y v] to ((15) + (([floor v] of (((y position) + (13)) / (30)) ) * (30)))\nset [detecter v] to (((1) + (((X) + (225)) / (30))) + ((16) * (((Y) + (165)) / (30))))\nif <<(X) > [240]> or <(X) < [-240]>> then\n change [collision_found v] by (1)\nelse\n if <(Y) < [-180]> then\n change [collision_found v] by (0)\n else\n if <(Y) > [180]> then\n change [collision_found v] by (1)\n else\n if <not <(item (Detecter) of [temp_temp v]) = [0]>> then\n change [collision_found v] by (1)\n end\n end\n end\nend\nset [x v] to ((15) + (([floor v] of (((x position) + (9)) / (30)) ) * (30)))\nset [y v] to ((15) + (([floor v] of (((y position) - (14)) / (30)) ) * (30)))\nset [detecter v] to (((1) + (((X) + (225)) / (30))) + ((16) * (((Y) + (165)) / (30))))\nif <<(X) > [240]> or <(X) < [-240]>> then\n change [collision_found v] by (1)\nelse\n if <(Y) < [-180]> then\n change [collision_found v] by (0)\n else\n if <(Y) > [180]> then\n change [collision_found v] by (1)\n else\n if <not <(item (Detecter) of [temp_temp v]) = [0]>> then\n change [collision_found v] by (1)\n end\n end\n end\nend\nset [x v] to ((15) + (([floor v] of (((x position) - (9)) / (30)) ) * (30)))\nset [y v] to ((15) + (([floor v] of (((y position) + (13)) / (30)) ) * (30)))\nset [detecter v] to (((1) + (((X) + (225)) / (30))) + ((16) * (((Y) + (165)) / (30))))\nif <<(X) > [240]> or <(X) < [-240]>> then\n change [collision_found v] by (1)\nelse\n if <(Y) < [-180]> then\n change [collision_found v] by (0)\n else\n if <(Y) > [180]> then\n change [collision_found v] by (1)\n else\n if <not <(item (Detecter) of [temp_temp v]) = [0]>> then\n change [collision_found v] by (1)\n end\n end\n end\nend\nset [x v] to ((15) + (([floor v] of (((x position) - (9)) / (30)) ) * (30)))\nset [y v] to ((15) + (([floor v] of (((y position) - (14)) / (30)) ) * (30)))\nset [detecter v] to (((1) + (((X) + (225)) / (30))) + ((16) * (((Y) + (165)) / (30))))\nif <<(X) > [240]> or <(X) < [-240]>> then\n change [collision_found v] by (1)\nelse\n if <(Y) < [-180]> then\n change [collision_found v] by (0)\n else\n if <(Y) > [180]> then\n change [collision_found v] by (1)\n else\n if <not <(item (Detecter) of [temp_temp v]) = [0]>> then\n change [collision_found v] by (1)\n end\n end\n end\nend\n\ndefine Check_Death\nset [run_into_kill v] to [0]\nset [x v] to ((15) + (([floor v] of (((x position) + (0)) / (30)) ) * (30)))\nset [y v] to ((15) + (([floor v] of (((y position) + (0)) / (30)) ) * (30)))\nset [detecter_2 v] to (((1) + (((X) + (225)) / (30))) + ((16) * (((Y) + (165)) / (30))))\nif <[killing_stuff v] contains (item (Detecter_2) of [temp v])?> then\n set [run_into_kill v] to [1]\nend\n\ndefine GO_UP\nrepeat until <(Collision_Found) = [0]>\n change y by (1)\n Check_Collision\nend\n\ndefine GO_DOWN\nrepeat until <(Collision_Found) = [0]>\n change y by (-1)\n Check_Collision\nend\nchange y by (-1)\n\ndefine Lampeggia\nrepeat (3)\n set [ghost v] effect to (50)\n wait (0.3) seconds\n set [ghost v] effect to (0)\n wait (0.3) seconds\nend\n\ndefine WIN\n\nif <(LOADING) = [0]> then\nend\n\nwhen I receive [start_level v]\nset [run_into_kill v] to [0]\nforever\n if <(LOADING) = [0]> then\n Physics_Parse\n if <(y position) < [-179]> then\n broadcast (Z_Death v)\n end\n if <touching (star v)?> then\n WIN\n broadcast (END_LEVEL v)\n stop [this script v]\n else\n Check_Death\n if <(RUN_INTO_KILL) > [0]> then\n set [run_into_kill v] to [0]\n broadcast (Z_Death v)\n stop [this script v]\n end\n end\n if <(Z_Y_Coll) = [1]> then\n if <<key (right arrow v) pressed?> or <key (left arrow v) pressed?>> then\n next costume\n if <(costume [number v]) > [10]> then\n switch costume to (costume1 v)\n end\n else\n switch costume to (costume1 v)\n end\n else\n switch costume to (costume11 v)\n end\n end\nend\n\nwhen I receive [z_death v]\nstart sound [Bump v]\nstop [other scripts in sprite v]\nset [z_vy v] to [6]\nif <(direction) = [90]> then\n set [z_angle_death v] to [1]\n switch costume to (costume11 v)\nelse\n set [z_angle_death v] to [-1]\n switch costume to (costume12 v)\nend\npoint in direction (90)\nset rotation style [all around v]\nrepeat until <(y position) < [-174]>\n if <(Z_Angle_death) > [0]> then\n turn left (Z_Angle_death) degrees\n else\n turn right ((0) - (Z_Angle_death)) degrees\n end\n change [ghost v] effect by (2)\n change [z_vy v] by ((0) - (Z_Gravity))\n change y by (Z_VY)\nend\nbroadcast (Delete_Clones v)\nwait (0.1) seconds\nbroadcast (TEST_LEVEL v) and wait\nswitch costume to (costume1 v)\nset rotation style [left-right v]\npoint in direction (90)\nLampeggia\n\nbroadcast (Start_Level v)\n\n@Star\n\nwhen flag clicked\nhide\nset size to (300) %\nset rotation style [left-right v]\n\nwhen I receive [test_level v]\ngo to x: ((-240) + (15)) y: ((-180) + (15))\nif <((item (198) of [temp v]) mod (16)) = [0]> then\n go to x: ((x position) + (((30) * (15)) - (0))) y: ((y position) + (((30) * ((item (198) of [temp v]) / (16))) - (30)))\nelse\n go to x: ((x position) + ((30) * (((item (198) of [temp v]) mod (16)) - (1)))) y: ((y position) + ((30) * ([floor v] of ((item (198) of [temp v]) / (16)) )))\nend\nset [ghost v] effect to (0)\nif <not <(item (198) of [temp v]) = [000]>> then\n show\nelse\n hide\nend\n\nwhen I receive [show_menu v]\nstop [other scripts in sprite v]\nhide\n\n@Enemy_1\n\nwhen I receive [test_level v]\nInizialize\ngo to x: ((-240) + (15)) y: ((-180) + (15))\nset rotation style [left-right v]\npoint in direction (90)\nif <(item (Enemy_ID) of [temp v]) > [600]> then\n set [velocity_x v] to [-4]\n set [enemy_costume v] to [34]\n set [costume_max v] to [45]\n set [costume_min v] to [34]\n set [start_position v] to ((item (Enemy_ID) of [temp v]) - (600))\n show\nelse\n if <(item (Enemy_ID) of [temp v]) > [400]> then\n set [velocity_x v] to [-2]\n set [enemy_costume v] to [23]\n set [costume_max v] to [32]\n set [costume_min v] to [23]\n set [start_position v] to ((item (Enemy_ID) of [temp v]) - (400))\n show\n else\n if <(item (Enemy_ID) of [temp v]) > [200]> then\n set [velocity_x v] to [-3]\n set [enemy_costume v] to [13]\n set [costume_max v] to [21]\n set [costume_min v] to [13]\n set [start_position v] to ((item (Enemy_ID) of [temp v]) - (200))\n show\n else\n if <not <(item (Enemy_ID) of [temp v]) = [000]>> then\n set [velocity_x v] to [-2]\n set [enemy_costume v] to [1]\n set [costume_max v] to [11]\n set [costume_min v] to [1]\n set [start_position v] to (item (Enemy_ID) of [temp v])\n show\n else\n hide\n end\n end\n end\nend\nswitch costume to (Enemy_Costume)\nif <((START_POSITION) mod (16)) = [0]> then\n go to x: ((x position) + (((30) * (15)) - (0))) y: ((y position) + (((30) * ((START_POSITION) / (16))) - (30)))\nelse\n go to x: ((x position) + ((30) * (((START_POSITION) mod (16)) - (1)))) y: ((y position) + ((30) * ([floor v] of ((START_POSITION) / (16)) )))\nend\nset [ghost v] effect to (0)\n\ndefine Inizialize\ndelete (all) of [killing_stuff v]\nadd [q] to [killing_stuff v]\nadd [r] to [killing_stuff v]\nadd [s] to [killing_stuff v]\nadd [t] to [killing_stuff v]\nadd [u] to [killing_stuff v]\nadd [v] to [killing_stuff v]\nadd [w] to [killing_stuff v]\nadd [x] to [killing_stuff v]\nadd [y] to [killing_stuff v]\nadd [z] to [killing_stuff v]\ndelete (all) of [local_excluding_letters v]\ndelete (all) of [temp_temp v]\nadd [i] to [local_excluding_letters v]\nadd [j] to [local_excluding_letters v]\nadd [k] to [local_excluding_letters v]\nadd [l] to [local_excluding_letters v]\nadd [m] to [local_excluding_letters v]\nadd [n] to [local_excluding_letters v]\nadd [o] to [local_excluding_letters v]\nadd [p] to [local_excluding_letters v]\nadd [q] to [local_excluding_letters v]\nadd [r] to [local_excluding_letters v]\nadd [s] to [local_excluding_letters v]\nadd [t] to [local_excluding_letters v]\nadd [u] to [local_excluding_letters v]\nadd [v] to [local_excluding_letters v]\nadd [w] to [local_excluding_letters v]\nadd [x] to [local_excluding_letters v]\nadd [y] to [local_excluding_letters v]\nadd [z] to [local_excluding_letters v]\nset [detecter v] to [0]\nrepeat (192)\n change [detecter v] by (1)\n if <[local_excluding_letters v] contains (item (Detecter) of [temp v])?> then\n insert [0] at (Detecter) of [temp_temp v] \n else\n insert (item (Detecter) of [temp v]) at (Detecter) of [temp_temp v] \n end\nend\n\ndefine Check_Collision\nset [x v] to (x position)\nset [y v] to ((y position) - (30))\nset [detecter v] to (((1) + (((X) + (225)) / (30))) + ((16) * (((Y) + (165)) / (30))))\nif <(Y) < [-180]> then\n set [ground_found v] to [1]\nelse\n if <not <(item (Detecter) of [temp_temp v]) = [0]>> then\n set [ground_found v] to [1]\n else\n change y by (-30)\n end\nend\n\ndefine Check_collision_left_right\nif <(Velocity_X) > [0]> then\n set [x v] to ((x position) + (30))\n set [y v] to (y position)\n set [detecter v] to (((1) + (((X) + (225)) / (30))) + ((16) * (((Y) + (165)) / (30))))\n if <(X) > [240]> then\n set [velocity_x v] to ((0) - (Velocity_X))\n point in direction ((0) - (direction))\n else\n if <not <(item (Detecter) of [temp_temp v]) = [0]>> then\n set [velocity_x v] to ((0) - (Velocity_X))\n point in direction ((0) - (direction))\n else\n set [x v] to ((x position) + (30))\n set [y v] to ((y position) - (30))\n set [detecter v] to (((1) + (((X) + (225)) / (30))) + ((16) * (((Y) + (165)) / (30))))\n if <(item (Detecter) of [temp_temp v]) = [0]> then\n set [velocity_x v] to ((0) - (Velocity_X))\n point in direction ((0) - (direction))\n end\n end\n end\nelse\n set [x v] to ((x position) - (0))\n set [y v] to (y position)\n set [detecter v] to (((1) + (((X) + (225)) / (30))) + ((16) * (((Y) + (165)) / (30))))\n if <(X) < [-240]> then\n set [velocity_x v] to ((0) - (Velocity_X))\n point in direction ((0) - (direction))\n else\n if <not <(item (Detecter) of [temp_temp v]) = [0]>> then\n set [velocity_x v] to ((0) - (Velocity_X))\n point in direction ((0) - (direction))\n else\n set [x v] to ((x position) - (0))\n set [y v] to ((y position) - (30))\n set [detecter v] to (((1) + (((X) + (225)) / (30))) + ((16) * (((Y) + (165)) / (30))))\n if <(item (Detecter) of [temp_temp v]) = [0]> then\n set [velocity_x v] to ((0) - (Velocity_X))\n point in direction ((0) - (direction))\n end\n end\n end\nend\n\nwhen flag clicked\nhide\nset size to (300) %\nset rotation style [left-right v]\nset [enemy_id v] to [194]\n\nwhen I receive [show_menu v]\nstop [other scripts in sprite v]\nhide\n\ndefine Check_Flying_Collisions\nif <(Velocity_X) > [0]> then\n set [x v] to ((x position) + (30))\n set [y v] to (y position)\n set [detecter v] to (((1) + (((X) + (225)) / (30))) + ((16) * (((Y) + (165)) / (30))))\n if <(X) > [240]> then\n set [velocity_x v] to ((0) - (Velocity_X))\n point in direction ((0) - (direction))\n else\n if <not <(item (Detecter) of [temp_temp v]) = [0]>> then\n set [velocity_x v] to ((0) - (Velocity_X))\n point in direction ((0) - (direction))\n else\n end\n end\nelse\n set [x v] to ((x position) - (30))\n set [y v] to (y position)\n set [detecter v] to (((1) + (((X) + (225)) / (30))) + ((16) * (((Y) + (165)) / (30))))\n if <(X) < [-240]> then\n set [velocity_x v] to ((0) - (Velocity_X))\n point in direction ((0) - (direction))\n else\n if <not <(item (Detecter) of [temp_temp v]) = [0]>> then\n set [velocity_x v] to ((0) - (Velocity_X))\n point in direction ((0) - (direction))\n else\n end\n end\nend\n\nwhen I receive [start_level v]\nif <<(Enemy_Costume) = [1]> or <(Enemy_Costume) = [12]>> then\n set [ground_found v] to [0]\n repeat until <(Ground_found) = [1]>\n Check_Collision\n end\nelse\nend\nwait until <(Ground_found) = [1]>\nforever\n if <(LOADING) = [0]> then\n change x by (Velocity_X)\n if <(costume [number v]) < [21]> then\n Check_collision_left_right\n else\n Check_Flying_Collisions\n end\n next costume\n if <(costume [number v]) > (Costume_MAX)> then\n switch costume to (Costume_MIN)\n end\n if <touching (hero v)?> then\n if <([y position v] of [hero v]) > ((y position) + (30))> then\n set [z_vy v] to [6]\n Die\n stop [this script v]\n else\n broadcast (Z_Death v)\n if <(x position) > ([x position v] of [hero v])> then\n point in direction (90)\n else\n point in direction (-90)\n end\n stop [this script v]\n end\n end\n end\nend\n\nwhen I receive [z_death v]\nstop [other scripts in sprite v]\n\nwhen I receive [end_level v]\nstop [other scripts in sprite v]\n\ndefine Die\nstart sound [snare drum v]\nstart sound [Bump2 v]\nset [velocity_y v] to [3]\nif <(direction) = [90]> then\n set [angle_fall v] to [1]\n switch costume to (Costume_MIN)\nelse\n set [angle_fall v] to [-1]\n switch costume to ((Costume_MAX) + (1))\nend\npoint in direction (90)\nset rotation style [all around v]\nrepeat until <(y position) < [-174]>\n if <(Angle_fall) > [0]> then\n turn left (Angle_fall) degrees\n else\n turn right ((0) - (Angle_fall)) degrees\n end\n change [ghost v] effect by (2)\n change [velocity_y v] by ((0) - (Z_Gravity))\n change y by (Velocity_Y)\nend\nhide\nset rotation style [left-right v]\npoint in direction (90)\n\n@Button8\n\nwhen I receive [show_buttons v]\nswitch costume to (costume1 v)\nshow\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\nend\n\nwhen I receive [exit_menu v]\nhide\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nset [ghost v] effect to (0)\nswitch costume to (costume1 v)\n\nwhen this sprite clicked\nstop [other scripts in sprite v]\nswitch costume to (costume3 v)\nset [next_level v] to [1]\nbroadcast (RENDER_NEW_LEVEL_IN_GAME v) and wait\nwait (0.2) seconds\nset [dis_is_a_test v] to [3]\nbroadcast (TEST_LEVEL v) and wait\nbroadcast (Start_Level v)\n\nwhen I receive [show_background_selection v]\nhide\n\nwhen I receive [test_level v]\nhide\n\nwhen I receive [back_to_main_menu v]\nhide\n\nwhen I receive [show_music_selection v]\nhide\n\n@Enemy_2\n\nwhen I receive [test_level v]\nInizialize\ngo to x: ((-240) + (15)) y: ((-180) + (15))\nset rotation style [left-right v]\npoint in direction (-90)\nif <(item (Enemy_ID) of [temp v]) > [600]> then\n set [velocity_x v] to [4]\n set [enemy_costume v] to [34]\n set [costume_max v] to [45]\n set [costume_min v] to [34]\n set [start_position v] to ((item (Enemy_ID) of [temp v]) - (600))\n show\nelse\n if <(item (Enemy_ID) of [temp v]) > [400]> then\n set [velocity_x v] to [2]\n set [enemy_costume v] to [23]\n set [costume_max v] to [32]\n set [costume_min v] to [23]\n set [start_position v] to ((item (Enemy_ID) of [temp v]) - (400))\n show\n else\n if <(item (Enemy_ID) of [temp v]) > [200]> then\n set [velocity_x v] to [3]\n set [enemy_costume v] to [13]\n set [costume_max v] to [21]\n set [costume_min v] to [13]\n set [start_position v] to ((item (Enemy_ID) of [temp v]) - (200))\n show\n else\n if <not <(item (Enemy_ID) of [temp v]) = [000]>> then\n set [velocity_x v] to [2]\n set [enemy_costume v] to [1]\n set [costume_max v] to [11]\n set [costume_min v] to [1]\n set [start_position v] to (item (Enemy_ID) of [temp v])\n show\n else\n hide\n end\n end\n end\nend\nswitch costume to (Enemy_Costume)\nif <((START_POSITION) mod (16)) = [0]> then\n go to x: ((x position) + (((30) * (15)) - (0))) y: ((y position) + (((30) * ((START_POSITION) / (16))) - (30)))\nelse\n go to x: ((x position) + ((30) * (((START_POSITION) mod (16)) - (1)))) y: ((y position) + ((30) * ([floor v] of ((START_POSITION) / (16)) )))\nend\nset [ghost v] effect to (0)\n\ndefine Inizialize\ndelete (all) of [killing_stuff v]\nadd [q] to [killing_stuff v]\nadd [r] to [killing_stuff v]\nadd [s] to [killing_stuff v]\nadd [t] to [killing_stuff v]\nadd [u] to [killing_stuff v]\nadd [v] to [killing_stuff v]\nadd [w] to [killing_stuff v]\nadd [x] to [killing_stuff v]\nadd [y] to [killing_stuff v]\nadd [z] to [killing_stuff v]\ndelete (all) of [local_excluding_letters v]\ndelete (all) of [temp_temp v]\nadd [i] to [local_excluding_letters v]\nadd [j] to [local_excluding_letters v]\nadd [k] to [local_excluding_letters v]\nadd [l] to [local_excluding_letters v]\nadd [m] to [local_excluding_letters v]\nadd [n] to [local_excluding_letters v]\nadd [o] to [local_excluding_letters v]\nadd [p] to [local_excluding_letters v]\nadd [q] to [local_excluding_letters v]\nadd [r] to [local_excluding_letters v]\nadd [s] to [local_excluding_letters v]\nadd [t] to [local_excluding_letters v]\nadd [u] to [local_excluding_letters v]\nadd [v] to [local_excluding_letters v]\nadd [w] to [local_excluding_letters v]\nadd [x] to [local_excluding_letters v]\nadd [y] to [local_excluding_letters v]\nadd [z] to [local_excluding_letters v]\nset [detecter v] to [0]\nrepeat (192)\n change [detecter v] by (1)\n if <[local_excluding_letters v] contains (item (Detecter) of [temp v])?> then\n insert [0] at (Detecter) of [temp_temp v] \n else\n insert (item (Detecter) of [temp v]) at (Detecter) of [temp_temp v] \n end\nend\n\ndefine Check_Collision\nset [x v] to (x position)\nset [y v] to ((y position) - (30))\nset [detecter v] to (((1) + (((X) + (225)) / (30))) + ((16) * (((Y) + (165)) / (30))))\nif <(Y) < [-180]> then\n set [ground_found v] to [1]\nelse\n if <not <(item (Detecter) of [temp_temp v]) = [0]>> then\n set [ground_found v] to [1]\n else\n change y by (-30)\n end\nend\n\ndefine Check_collision_left_right\nif <(Velocity_X) > [0]> then\n set [x v] to ((x position) + (30))\n set [y v] to (y position)\n set [detecter v] to (((1) + (((X) + (225)) / (30))) + ((16) * (((Y) + (165)) / (30))))\n if <(X) > [240]> then\n set [velocity_x v] to ((0) - (Velocity_X))\n point in direction ((0) - (direction))\n else\n if <not <(item (Detecter) of [temp_temp v]) = [0]>> then\n set [velocity_x v] to ((0) - (Velocity_X))\n point in direction ((0) - (direction))\n else\n set [x v] to ((x position) + (30))\n set [y v] to ((y position) - (30))\n set [detecter v] to (((1) + (((X) + (225)) / (30))) + ((16) * (((Y) + (165)) / (30))))\n if <(item (Detecter) of [temp_temp v]) = [0]> then\n set [velocity_x v] to ((0) - (Velocity_X))\n point in direction ((0) - (direction))\n end\n end\n end\nelse\n set [x v] to ((x position) - (0))\n set [y v] to (y position)\n set [detecter v] to (((1) + (((X) + (225)) / (30))) + ((16) * (((Y) + (165)) / (30))))\n if <(X) < [-240]> then\n set [velocity_x v] to ((0) - (Velocity_X))\n point in direction ((0) - (direction))\n else\n if <not <(item (Detecter) of [temp_temp v]) = [0]>> then\n set [velocity_x v] to ((0) - (Velocity_X))\n point in direction ((0) - (direction))\n else\n set [x v] to ((x position) - (0))\n set [y v] to ((y position) - (30))\n set [detecter v] to (((1) + (((X) + (225)) / (30))) + ((16) * (((Y) + (165)) / (30))))\n if <(item (Detecter) of [temp_temp v]) = [0]> then\n set [velocity_x v] to ((0) - (Velocity_X))\n point in direction ((0) - (direction))\n end\n end\n end\nend\n\nwhen flag clicked\nhide\nset size to (300) %\nset rotation style [left-right v]\nset [enemy_id v] to [195]\n\nwhen I receive [show_menu v]\nstop [other scripts in sprite v]\nhide\n\ndefine Check_Flying_Collisions\nif <(Velocity_X) > [0]> then\n set [x v] to ((x position) + (30))\n set [y v] to (y position)\n set [detecter v] to (((1) + (((X) + (225)) / (30))) + ((16) * (((Y) + (165)) / (30))))\n if <(X) > [240]> then\n set [velocity_x v] to ((0) - (Velocity_X))\n point in direction ((0) - (direction))\n else\n if <not <(item (Detecter) of [temp_temp v]) = [0]>> then\n set [velocity_x v] to ((0) - (Velocity_X))\n point in direction ((0) - (direction))\n else\n end\n end\nelse\n set [x v] to ((x position) - (30))\n set [y v] to (y position)\n set [detecter v] to (((1) + (((X) + (225)) / (30))) + ((16) * (((Y) + (165)) / (30))))\n if <(X) < [-240]> then\n set [velocity_x v] to ((0) - (Velocity_X))\n point in direction ((0) - (direction))\n else\n if <not <(item (Detecter) of [temp_temp v]) = [0]>> then\n set [velocity_x v] to ((0) - (Velocity_X))\n point in direction ((0) - (direction))\n else\n end\n end\nend\n\nwhen I receive [start_level v]\nif <<(Enemy_Costume) = [1]> or <(Enemy_Costume) = [12]>> then\n set [ground_found v] to [0]\n repeat until <(Ground_found) = [1]>\n Check_Collision\n end\nelse\nend\nwait until <(Ground_found) = [1]>\nforever\n if <(LOADING) = [0]> then\n change x by (Velocity_X)\n if <(costume [number v]) < [21]> then\n Check_collision_left_right\n else\n Check_Flying_Collisions\n end\n next costume\n if <(costume [number v]) > (Costume_MAX)> then\n switch costume to (Costume_MIN)\n end\n if <touching (hero v)?> then\n if <([y position v] of [hero v]) > ((y position) + (30))> then\n set [z_vy v] to [6]\n Die\n stop [this script v]\n else\n broadcast (Z_Death v)\n if <(x position) > ([x position v] of [hero v])> then\n point in direction (90)\n else\n point in direction (-90)\n end\n stop [this script v]\n end\n end\n end\nend\n\nwhen I receive [z_death v]\nstop [other scripts in sprite v]\n\nwhen I receive [end_level v]\nstop [other scripts in sprite v]\n\ndefine Die\nstart sound [snare drum v]\nstart sound [Bump2 v]\nset [velocity_y v] to [3]\nif <(direction) = [90]> then\n set [angle_fall v] to [1]\n switch costume to (Costume_MIN)\nelse\n set [angle_fall v] to [-1]\n switch costume to ((Costume_MAX) + (1))\nend\npoint in direction (90)\nset rotation style [all around v]\nrepeat until <(y position) < [-174]>\n if <(Angle_fall) > [0]> then\n turn left (Angle_fall) degrees\n else\n turn right ((0) - (Angle_fall)) degrees\n end\n change [ghost v] effect by (2)\n change [velocity_y v] by ((0) - (Z_Gravity))\n change y by (Velocity_Y)\nend\nhide\nset rotation style [left-right v]\npoint in direction (-90)\n\n@Enemy_3\n\nwhen I receive [test_level v]\nInizialize\ngo to x: ((-240) + (15)) y: ((-180) + (15))\nset rotation style [left-right v]\npoint in direction (90)\nif <(item (Enemy_ID) of [temp v]) > [600]> then\n set [velocity_x v] to [-4]\n set [enemy_costume v] to [34]\n set [costume_max v] to [45]\n set [costume_min v] to [34]\n set [start_position v] to ((item (Enemy_ID) of [temp v]) - (600))\n show\nelse\n if <(item (Enemy_ID) of [temp v]) > [400]> then\n set [velocity_x v] to [-2]\n set [enemy_costume v] to [23]\n set [costume_max v] to [32]\n set [costume_min v] to [23]\n set [start_position v] to ((item (Enemy_ID) of [temp v]) - (400))\n show\n else\n if <(item (Enemy_ID) of [temp v]) > [200]> then\n set [velocity_x v] to [-3]\n set [enemy_costume v] to [13]\n set [costume_max v] to [21]\n set [costume_min v] to [13]\n set [start_position v] to ((item (Enemy_ID) of [temp v]) - (200))\n show\n else\n if <not <(item (Enemy_ID) of [temp v]) = [000]>> then\n set [velocity_x v] to [-2]\n set [enemy_costume v] to [1]\n set [costume_max v] to [11]\n set [costume_min v] to [1]\n set [start_position v] to (item (Enemy_ID) of [temp v])\n show\n else\n hide\n end\n end\n end\nend\nswitch costume to (Enemy_Costume)\nif <((START_POSITION) mod (16)) = [0]> then\n go to x: ((x position) + (((30) * (15)) - (0))) y: ((y position) + (((30) * ((START_POSITION) / (16))) - (30)))\nelse\n go to x: ((x position) + ((30) * (((START_POSITION) mod (16)) - (1)))) y: ((y position) + ((30) * ([floor v] of ((START_POSITION) / (16)) )))\nend\nset [ghost v] effect to (0)\n\ndefine Inizialize\ndelete (all) of [killing_stuff v]\nadd [q] to [killing_stuff v]\nadd [r] to [killing_stuff v]\nadd [s] to [killing_stuff v]\nadd [t] to [killing_stuff v]\nadd [u] to [killing_stuff v]\nadd [v] to [killing_stuff v]\nadd [w] to [killing_stuff v]\nadd [x] to [killing_stuff v]\nadd [y] to [killing_stuff v]\nadd [z] to [killing_stuff v]\ndelete (all) of [local_excluding_letters v]\ndelete (all) of [temp_temp v]\nadd [i] to [local_excluding_letters v]\nadd [j] to [local_excluding_letters v]\nadd [k] to [local_excluding_letters v]\nadd [l] to [local_excluding_letters v]\nadd [m] to [local_excluding_letters v]\nadd [n] to [local_excluding_letters v]\nadd [o] to [local_excluding_letters v]\nadd [p] to [local_excluding_letters v]\nadd [q] to [local_excluding_letters v]\nadd [r] to [local_excluding_letters v]\nadd [s] to [local_excluding_letters v]\nadd [t] to [local_excluding_letters v]\nadd [u] to [local_excluding_letters v]\nadd [v] to [local_excluding_letters v]\nadd [w] to [local_excluding_letters v]\nadd [x] to [local_excluding_letters v]\nadd [y] to [local_excluding_letters v]\nadd [z] to [local_excluding_letters v]\nset [detecter v] to [0]\nrepeat (192)\n change [detecter v] by (1)\n if <[local_excluding_letters v] contains (item (Detecter) of [temp v])?> then\n insert [0] at (Detecter) of [temp_temp v] \n else\n insert (item (Detecter) of [temp v]) at (Detecter) of [temp_temp v] \n end\nend\n\ndefine Check_Collision\nset [x v] to (x position)\nset [y v] to ((y position) - (30))\nset [detecter v] to (((1) + (((X) + (225)) / (30))) + ((16) * (((Y) + (165)) / (30))))\nif <(Y) < [-180]> then\n set [ground_found v] to [1]\nelse\n if <not <(item (Detecter) of [temp_temp v]) = [0]>> then\n set [ground_found v] to [1]\n else\n change y by (-30)\n end\nend\n\ndefine Check_collision_left_right\nif <(Velocity_X) > [0]> then\n set [x v] to ((x position) + (30))\n set [y v] to (y position)\n set [detecter v] to (((1) + (((X) + (225)) / (30))) + ((16) * (((Y) + (165)) / (30))))\n if <(X) > [240]> then\n set [velocity_x v] to ((0) - (Velocity_X))\n point in direction ((0) - (direction))\n else\n if <not <(item (Detecter) of [temp_temp v]) = [0]>> then\n set [velocity_x v] to ((0) - (Velocity_X))\n point in direction ((0) - (direction))\n else\n set [x v] to ((x position) + (30))\n set [y v] to ((y position) - (30))\n set [detecter v] to (((1) + (((X) + (225)) / (30))) + ((16) * (((Y) + (165)) / (30))))\n if <(item (Detecter) of [temp_temp v]) = [0]> then\n set [velocity_x v] to ((0) - (Velocity_X))\n point in direction ((0) - (direction))\n end\n end\n end\nelse\n set [x v] to ((x position) - (0))\n set [y v] to (y position)\n set [detecter v] to (((1) + (((X) + (225)) / (30))) + ((16) * (((Y) + (165)) / (30))))\n if <(X) < [-240]> then\n set [velocity_x v] to ((0) - (Velocity_X))\n point in direction ((0) - (direction))\n else\n if <not <(item (Detecter) of [temp_temp v]) = [0]>> then\n set [velocity_x v] to ((0) - (Velocity_X))\n point in direction ((0) - (direction))\n else\n set [x v] to ((x position) - (0))\n set [y v] to ((y position) - (30))\n set [detecter v] to (((1) + (((X) + (225)) / (30))) + ((16) * (((Y) + (165)) / (30))))\n if <(item (Detecter) of [temp_temp v]) = [0]> then\n set [velocity_x v] to ((0) - (Velocity_X))\n point in direction ((0) - (direction))\n end\n end\n end\nend\n\nwhen flag clicked\nhide\nset size to (300) %\nset rotation style [left-right v]\nset [enemy_id v] to [196]\n\nwhen I receive [show_menu v]\nstop [other scripts in sprite v]\nhide\n\ndefine Check_Flying_Collisions\nif <(Velocity_X) > [0]> then\n set [x v] to ((x position) + (30))\n set [y v] to (y position)\n set [detecter v] to (((1) + (((X) + (225)) / (30))) + ((16) * (((Y) + (165)) / (30))))\n if <(X) > [240]> then\n set [velocity_x v] to ((0) - (Velocity_X))\n point in direction ((0) - (direction))\n else\n if <not <(item (Detecter) of [temp_temp v]) = [0]>> then\n set [velocity_x v] to ((0) - (Velocity_X))\n point in direction ((0) - (direction))\n else\n end\n end\nelse\n set [x v] to ((x position) - (30))\n set [y v] to (y position)\n set [detecter v] to (((1) + (((X) + (225)) / (30))) + ((16) * (((Y) + (165)) / (30))))\n if <(X) < [-240]> then\n set [velocity_x v] to ((0) - (Velocity_X))\n point in direction ((0) - (direction))\n else\n if <not <(item (Detecter) of [temp_temp v]) = [0]>> then\n set [velocity_x v] to ((0) - (Velocity_X))\n point in direction ((0) - (direction))\n else\n end\n end\nend\n\nwhen I receive [start_level v]\nif <<(Enemy_Costume) = [1]> or <(Enemy_Costume) = [12]>> then\n set [ground_found v] to [0]\n repeat until <(Ground_found) = [1]>\n Check_Collision\n end\nelse\nend\nwait until <(Ground_found) = [1]>\nforever\n if <(LOADING) = [0]> then\n change x by (Velocity_X)\n if <(costume [number v]) < [21]> then\n Check_collision_left_right\n else\n Check_Flying_Collisions\n end\n next costume\n if <(costume [number v]) > (Costume_MAX)> then\n switch costume to (Costume_MIN)\n end\n if <touching (hero v)?> then\n if <([y position v] of [hero v]) > ((y position) + (30))> then\n set [z_vy v] to [6]\n Die\n stop [this script v]\n else\n broadcast (Z_Death v)\n if <(x position) > ([x position v] of [hero v])> then\n point in direction (90)\n else\n point in direction (-90)\n end\n stop [this script v]\n end\n end\n end\nend\n\nwhen I receive [z_death v]\nstop [other scripts in sprite v]\n\nwhen I receive [end_level v]\nstop [other scripts in sprite v]\n\ndefine Die\nstart sound [snare drum v]\nstart sound [Bump2 v]\nset [velocity_y v] to [3]\nif <(direction) = [90]> then\n set [angle_fall v] to [1]\n switch costume to (Costume_MIN)\nelse\n set [angle_fall v] to [-1]\n switch costume to ((Costume_MAX) + (1))\nend\npoint in direction (90)\nset rotation style [all around v]\nrepeat until <(y position) < [-174]>\n if <(Angle_fall) > [0]> then\n turn left (Angle_fall) degrees\n else\n turn right ((0) - (Angle_fall)) degrees\n end\n change [ghost v] effect by (2)\n change [velocity_y v] by ((0) - (Z_Gravity))\n change y by (Velocity_Y)\nend\nhide\nset rotation style [left-right v]\npoint in direction (90)\n\n@Enemy_4\n\nwhen I receive [test_level v]\nInizialize\ngo to x: ((-240) + (15)) y: ((-180) + (15))\nset rotation style [left-right v]\npoint in direction (-90)\nif <(item (Enemy_ID) of [temp v]) > [600]> then\n set [velocity_x v] to [4]\n set [enemy_costume v] to [34]\n set [costume_max v] to [45]\n set [costume_min v] to [34]\n set [start_position v] to ((item (Enemy_ID) of [temp v]) - (600))\n show\nelse\n if <(item (Enemy_ID) of [temp v]) > [400]> then\n set [velocity_x v] to [2]\n set [enemy_costume v] to [23]\n set [costume_max v] to [32]\n set [costume_min v] to [23]\n set [start_position v] to ((item (Enemy_ID) of [temp v]) - (400))\n show\n else\n if <(item (Enemy_ID) of [temp v]) > [200]> then\n set [velocity_x v] to [3]\n set [enemy_costume v] to [13]\n set [costume_max v] to [21]\n set [costume_min v] to [13]\n set [start_position v] to ((item (Enemy_ID) of [temp v]) - (200))\n show\n else\n if <not <(item (Enemy_ID) of [temp v]) = [000]>> then\n set [velocity_x v] to [2]\n set [enemy_costume v] to [1]\n set [costume_max v] to [11]\n set [costume_min v] to [1]\n set [start_position v] to (item (Enemy_ID) of [temp v])\n show\n else\n hide\n end\n end\n end\nend\nswitch costume to (Enemy_Costume)\nif <((START_POSITION) mod (16)) = [0]> then\n go to x: ((x position) + (((30) * (15)) - (0))) y: ((y position) + (((30) * ((START_POSITION) / (16))) - (30)))\nelse\n go to x: ((x position) + ((30) * (((START_POSITION) mod (16)) - (1)))) y: ((y position) + ((30) * ([floor v] of ((START_POSITION) / (16)) )))\nend\nset [ghost v] effect to (0)\n\ndefine Inizialize\ndelete (all) of [killing_stuff v]\nadd [q] to [killing_stuff v]\nadd [r] to [killing_stuff v]\nadd [s] to [killing_stuff v]\nadd [t] to [killing_stuff v]\nadd [u] to [killing_stuff v]\nadd [v] to [killing_stuff v]\nadd [w] to [killing_stuff v]\nadd [x] to [killing_stuff v]\nadd [y] to [killing_stuff v]\nadd [z] to [killing_stuff v]\ndelete (all) of [local_excluding_letters v]\ndelete (all) of [temp_temp v]\nadd [i] to [local_excluding_letters v]\nadd [j] to [local_excluding_letters v]\nadd [k] to [local_excluding_letters v]\nadd [l] to [local_excluding_letters v]\nadd [m] to [local_excluding_letters v]\nadd [n] to [local_excluding_letters v]\nadd [o] to [local_excluding_letters v]\nadd [p] to [local_excluding_letters v]\nadd [q] to [local_excluding_letters v]\nadd [r] to [local_excluding_letters v]\nadd [s] to [local_excluding_letters v]\nadd [t] to [local_excluding_letters v]\nadd [u] to [local_excluding_letters v]\nadd [v] to [local_excluding_letters v]\nadd [w] to [local_excluding_letters v]\nadd [x] to [local_excluding_letters v]\nadd [y] to [local_excluding_letters v]\nadd [z] to [local_excluding_letters v]\nset [detecter v] to [0]\nrepeat (192)\n change [detecter v] by (1)\n if <[local_excluding_letters v] contains (item (Detecter) of [temp v])?> then\n insert [0] at (Detecter) of [temp_temp v] \n else\n insert (item (Detecter) of [temp v]) at (Detecter) of [temp_temp v] \n end\nend\n\ndefine Check_Collision\nset [x v] to (x position)\nset [y v] to ((y position) - (30))\nset [detecter v] to (((1) + (((X) + (225)) / (30))) + ((16) * (((Y) + (165)) / (30))))\nif <(Y) < [-180]> then\n set [ground_found v] to [1]\nelse\n if <not <(item (Detecter) of [temp_temp v]) = [0]>> then\n set [ground_found v] to [1]\n else\n change y by (-30)\n end\nend\n\ndefine Check_collision_left_right\nif <(Velocity_X) > [0]> then\n set [x v] to ((x position) + (30))\n set [y v] to (y position)\n set [detecter v] to (((1) + (((X) + (225)) / (30))) + ((16) * (((Y) + (165)) / (30))))\n if <(X) > [240]> then\n set [velocity_x v] to ((0) - (Velocity_X))\n point in direction ((0) - (direction))\n else\n if <not <(item (Detecter) of [temp_temp v]) = [0]>> then\n set [velocity_x v] to ((0) - (Velocity_X))\n point in direction ((0) - (direction))\n else\n set [x v] to ((x position) + (30))\n set [y v] to ((y position) - (30))\n set [detecter v] to (((1) + (((X) + (225)) / (30))) + ((16) * (((Y) + (165)) / (30))))\n if <(item (Detecter) of [temp_temp v]) = [0]> then\n set [velocity_x v] to ((0) - (Velocity_X))\n point in direction ((0) - (direction))\n end\n end\n end\nelse\n set [x v] to ((x position) - (0))\n set [y v] to (y position)\n set [detecter v] to (((1) + (((X) + (225)) / (30))) + ((16) * (((Y) + (165)) / (30))))\n if <(X) < [-240]> then\n set [velocity_x v] to ((0) - (Velocity_X))\n point in direction ((0) - (direction))\n else\n if <not <(item (Detecter) of [temp_temp v]) = [0]>> then\n set [velocity_x v] to ((0) - (Velocity_X))\n point in direction ((0) - (direction))\n else\n set [x v] to ((x position) - (0))\n set [y v] to ((y position) - (30))\n set [detecter v] to (((1) + (((X) + (225)) / (30))) + ((16) * (((Y) + (165)) / (30))))\n if <(item (Detecter) of [temp_temp v]) = [0]> then\n set [velocity_x v] to ((0) - (Velocity_X))\n point in direction ((0) - (direction))\n end\n end\n end\nend\n\nwhen flag clicked\nhide\nset size to (300) %\nset rotation style [left-right v]\nset [enemy_id v] to [197]\n\nwhen I receive [show_menu v]\nstop [other scripts in sprite v]\nhide\n\ndefine Check_Flying_Collisions\nif <(Velocity_X) > [0]> then\n set [x v] to ((x position) + (30))\n set [y v] to (y position)\n set [detecter v] to (((1) + (((X) + (225)) / (30))) + ((16) * (((Y) + (165)) / (30))))\n if <(X) > [240]> then\n set [velocity_x v] to ((0) - (Velocity_X))\n point in direction ((0) - (direction))\n else\n if <not <(item (Detecter) of [temp_temp v]) = [0]>> then\n set [velocity_x v] to ((0) - (Velocity_X))\n point in direction ((0) - (direction))\n else\n end\n end\nelse\n set [x v] to ((x position) - (30))\n set [y v] to (y position)\n set [detecter v] to (((1) + (((X) + (225)) / (30))) + ((16) * (((Y) + (165)) / (30))))\n if <(X) < [-240]> then\n set [velocity_x v] to ((0) - (Velocity_X))\n point in direction ((0) - (direction))\n else\n if <not <(item (Detecter) of [temp_temp v]) = [0]>> then\n set [velocity_x v] to ((0) - (Velocity_X))\n point in direction ((0) - (direction))\n else\n end\n end\nend\n\nwhen I receive [start_level v]\nif <<(Enemy_Costume) = [1]> or <(Enemy_Costume) = [12]>> then\n set [ground_found v] to [0]\n repeat until <(Ground_found) = [1]>\n Check_Collision\n end\nelse\nend\nwait until <(Ground_found) = [1]>\nforever\n if <(LOADING) = [0]> then\n change x by (Velocity_X)\n if <(costume [number v]) < [21]> then\n Check_collision_left_right\n else\n Check_Flying_Collisions\n end\n next costume\n if <(costume [number v]) > (Costume_MAX)> then\n switch costume to (Costume_MIN)\n end\n if <touching (hero v)?> then\n if <([y position v] of [hero v]) > ((y position) + (30))> then\n set [z_vy v] to [6]\n Die\n stop [this script v]\n else\n broadcast (Z_Death v)\n if <(x position) > ([x position v] of [hero v])> then\n point in direction (90)\n else\n point in direction (-90)\n end\n stop [this script v]\n end\n end\n end\nend\n\nwhen I receive [z_death v]\nstop [other scripts in sprite v]\n\nwhen I receive [end_level v]\nstop [other scripts in sprite v]\n\ndefine Die\nstart sound [snare drum v]\nstart sound [Bump2 v]\nset [velocity_y v] to [3]\nif <(direction) = [90]> then\n set [angle_fall v] to [1]\n switch costume to (Costume_MIN)\nelse\n set [angle_fall v] to [-1]\n switch costume to ((Costume_MAX) + (1))\nend\npoint in direction (90)\nset rotation style [all around v]\nrepeat until <(y position) < [-174]>\n if <(Angle_fall) > [0]> then\n turn left (Angle_fall) degrees\n else\n turn right ((0) - (Angle_fall)) degrees\n end\n change [ghost v] effect by (2)\n change [velocity_y v] by ((0) - (Z_Gravity))\n change y by (Velocity_Y)\nend\nhide\nset rotation style [left-right v]\npoint in direction (-90)\n\n@Sprite1\n\nwhen flag clicked\nhide\ngo to x: (9) y: (-115)\n\nwhen I receive [main_menu v]\nset [ghost v] effect to (0)\nswitch costume to (costume1 v)\nshow\nforever\n if <not <(username) = (REMIXER)>> then\n hide\n stop [this script v]\n end\n if <touching (mouse-pointer v)?> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\nend\n\nwhen I receive [load_a_shared_game v]\nhide\n\nwhen I receive [show_only_menu_bg v]\nhide\n\n@Sprite2\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\n\nwhen I receive [main_menu v]\nset [ghost v] effect to (0)\nswitch costume to (costume1 v)\nshow\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\nend\n\nwhen I receive [show_only_menu_bg v]\nhide\n\nwhen this sprite clicked\nstop [other scripts in sprite v]\nswitch costume to (costume3 v)\nwait (0.2) seconds\nswitch costume to (costume1 v)\nset [loading v] to [1]\nwait (0.2) seconds\nbroadcast (LOAD_A_SHARED_GAME v)\nLoad_Game (1)\nhide\n\nwhen I receive [load_a_shared_game v]\nhide\n\ndefine None\ndelete (all) of [temp_levels v]\nset [letter v] to []\nset [letter_count v] to [0]\nrepeat until <(Letter) = [;]>\n change [letter_count v] by (1)\n set [letter v] to (letter (Letter_Count) of (item (number) of [projects v]))\nend\nset [counter v] to [0]\nrepeat (Number_of_Levels)\n change [counter v] by (1)\n set [letter v] to []\n repeat ((192) + ((7) * (3)))\n change [letter_count v] by (1)\n set [letter v] to (join (Letter) (letter (Letter_Count) of (item (number) of [projects v])))\n end\n insert (Letter) at (Counter) of [temp_levels v] \nend\nCarica_Livello1_su_TEMP (1)\nset [current_level v] to [1]\nwait (0.2) seconds\nset [dis_is_a_test v] to [100]\nstop [other scripts in sprite v]\nset [loading v] to [2]\nbroadcast (SHOW_MENU v)\nstop [this script v]\n\ndefine None\ndelete (all) of [temp v]\nset [counter v] to [0]\nrepeat (192)\n change [counter v] by (1)\n if <(letter (Counter) of (item (level) of [temp_levels v])) = []> then\n add [0] to [temp v]\n else\n add (letter (Counter) of (item (level) of [temp_levels v])) to [temp v]\n end\nend\nrepeat (6)\n if <(letter (Counter) of (item (level) of [temp_levels v])) = []> then\n add [0] to [temp v]\n else\n set [temporary_letter v] to []\n change [counter v] by (1)\n set [temporary_letter v] to (join (Temporary_Letter) (letter (Counter) of (item (level) of [temp_levels v])))\n change [counter v] by (1)\n set [temporary_letter v] to (join (Temporary_Letter) (letter (Counter) of (item (level) of [temp_levels v])))\n change [counter v] by (1)\n set [temporary_letter v] to (join (Temporary_Letter) (letter (Counter) of (item (level) of [temp_levels v])))\n if <(Temporary_Letter) = [000]> then\n else\n if <(letter (1) of (Temporary_Letter)) = [0]> then\n set [temporary_letter v] to (join (letter (2) of (Temporary_Letter)) (letter (3) of (Temporary_Letter)))\n if <(letter (1) of (Temporary_Letter)) = [0]> then\n set [temporary_letter v] to (letter (2) of (Temporary_Letter))\n end\n else\n end\n end\n add (Temporary_Letter) to [temp v]\n end\nend\nchange [counter v] by (1)\nif <(letter (Counter) of (item (level) of [temp_levels v])) = []> then\n add [001] to [temp v]\nelse\n add (join (letter (Counter) of (item (level) of [temp_levels v])) (join (letter ((Counter) + (1)) of (item (level) of [temp_levels v])) (letter ((Counter) + (2)) of (item (level) of [temp_levels v])))) to [temp v]\nend\n\nstop [other scripts in sprite v]\nswitch costume to (costume3 v)\nwait (0.2) seconds\nswitch costume to (costume1 v)\nbroadcast (LOAD_A_SHARED_GAME v)\nhide list [shared_projects v]\nset [controller v] to [0]\nrepeat until <(CONTROLLER) = [1]>\n ask [] and wait\n set [input v] to (answer)\n if <(INPUT) = []> then\n set [controller v] to [1]\n show list [shared_projects v]\n broadcast (BACK_TO_MAIN_MENU v)\n else\n if <([floor v] of (INPUT) ) = (INPUT)> then\n if <(INPUT) > (length of [shared_projects v])> then\n broadcast (invalid_number v) and wait\n else\n if <(INPUT) = [0]> then\n broadcast (invalid_input v) and wait\n else\n Load_Game (INPUT)\n set [controller v] to [1]\n end\n end\n else\n broadcast (invalid_input v) and wait\n end\n end\nend\n\nbroadcast (Start_Level v)\n\nbroadcast (TEST_LEVEL v) and wait\n\nset [name v] to (item (number) of [shared_projects v])\nset [id v] to [0]\nset [user_detect v] to []\nset [counter v] to [0]\nset [id v] to [0]\nrepeat (length of [projects v])\n change [counter v] by (1)\n set [letter_count v] to [0]\n set [letter v] to [0]\n repeat until <<(Letter) = [;]> or <(Letter) = []>>\n change [letter_count v] by (1)\n set [letter v] to (letter (Letter_Count) of (item (Counter) of [projects v]))\n if <not <<(Letter) = [;]> or <(Letter) = []>>> then\n set [user_detect v] to (join (User_Detect) (Letter))\n end\n end\n if <(User_Detect) = (Name)> then\n set [id v] to (Counter)\n end\nend\n\nhide list [shared_projects v]\nset [controller v] to [0]\nrepeat until <(CONTROLLER) = [1]>\nend\n\nset [controller v] to [1]\n\n@Sprite3\n\nwhen flag clicked\nhide\ngo to x: (243) y: (86)\n\nwhen I receive [main_menu v]\nset [ghost v] effect to (0)\nswitch costume to (costume1 v)\nshow\nforever\n if <(username) = (REMIXER)> then\n hide\n stop [this script v]\n end\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\nif <(username) = []> then\n broadcast (Message_2_No_User v) and wait\nelse\n if <not <(username) = (REMIXER)>> then\n broadcast (Message_5_Wanna_REMIX v) and wait\n else\n set [loading v] to [1]\n set [dis_is_a_test v] to [0]\n stop [other scripts in sprite v]\n switch costume to (costume3 v)\n wait (0.2) seconds\n switch costume to (costume1 v)\n broadcast (SHOW_ONLY_MENU_BG v)\n end\nend\n\nwhen I receive [load_a_shared_game v]\nhide\n\nwhen I receive [show_only_menu_bg v]\nhide\n\n@LOADING_Splash_Screen\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\ngo to [front v] layer\nforever\n if <(LOADING) > [0]> then\n show\n next costume\n if <(costume [number v]) = [17]> then\n switch costume to (costume1 v)\n end\n else\n hide\n switch costume to (costume1 v)\n end\nend\n\n@Music_Selection\n\nwhen I receive [exit_menu v]\nhide\n\nwhen flag clicked\nset [music_frame v] to [1]\nhide\nswitch costume to (costume1 v)\nset size to (100) %\nset [clone_id v] to [0]\nset [clone_n v] to [0]\ngo to x: (0) y: (0)\nset [ghost v] effect to (0)\nchange [clone_n v] by (1)\ncreate clone of (_myself_ v)\nchange [clone_n v] by (1)\ncreate clone of (_myself_ v)\nchange [clone_n v] by (1)\ncreate clone of (_myself_ v)\nchange [clone_n v] by (1)\ncreate clone of (_myself_ v)\n\nwhen I receive [show_music_selection v]\nset [playing v] to [0]\nshow\nif <(Clone_ID) = [3]> then\n switch costume to ((MUSIC_FRAME) + (6))\nend\nforever\n if <(Clone_ID) = [3]> then\n else\n if <(Clone_ID) = [4]> then\n if <(playing) = [0]> then\n if <touching (mouse-pointer v)?> then\n switch costume to (bg_7 v)\n else\n switch costume to (bg_6 v)\n end\n else\n if <touching (mouse-pointer v)?> then\n switch costume to (bg_9 v)\n else\n switch costume to (bg_8 v)\n end\n end\n else\n if <(Clone_ID) = [2]> then\n if <touching (mouse-pointer v)?> then\n switch costume to (costume5 v)\n else\n switch costume to (costume4 v)\n end\n else\n if <touching (mouse-pointer v)?> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\n end\n end\n end\nend\n\nwhen I receive [test_level v]\nhide\n\nwhen I receive [show_background_selection v]\nhide\n\nwhen I start as a clone\nset [clone_id v] to (Clone_N)\nif <(Clone_ID) = [1]> then\n set rotation style [left-right v]\n point in direction (-90)\n set [ghost v] effect to (0)\n switch costume to (costume1 v)\nelse\n if <(Clone_ID) = [2]> then\n set [ghost v] effect to (0)\n switch costume to (costume4 v)\n else\n if <(Clone_ID) = [3]> then\n switch costume to ((MUSIC_FRAME) + (6))\n set [ghost v] effect to (0)\n else\n switch costume to (bg_6 v)\n set [ghost v] effect to (0)\n end\n end\nend\n\nwhen this sprite clicked\nif <(Clone_ID) = [4]> then\n if <(playing) = [0]> then\n set [playing v] to [1]\n switch costume to (bg_8 v)\n broadcast (Play_Sample v)\n else\n set [playing v] to [0]\n switch costume to (bg_6 v)\n broadcast (Stop_Sample v) and wait\n end\nelse\n if <(Clone_ID) = [3]> then\n else\n if <(Clone_ID) = [2]> then\n set [playing v] to [0]\n broadcast (Stop_Sample_for_save v) and wait\n Save_Music\n switch costume to (costume6 v)\n wait (0.2) seconds\n switch costume to (costume4 v)\n broadcast (SHOW_MENU v)\n wait (0.1) seconds\n broadcast (SHOW_MENU v)\n else\n if <(mouse x) < [0]> then\n change [music_frame v] by (-1)\n if <(MUSIC_FRAME) < [1]> then\n set [music_frame v] to [5]\n end\n set [playing v] to [0]\n broadcast (Stop_Sample v) and wait\n else\n change [music_frame v] by (1)\n if <(MUSIC_FRAME) > [5]> then\n set [music_frame v] to [1]\n end\n set [playing v] to [0]\n broadcast (Stop_Sample v) and wait\n end\n switch costume to (costume3 v)\n wait (0.2) seconds\n switch costume to (costume1 v)\n broadcast (SWITCH_MUSIC v) and wait\n end\n end\nend\n\ndefine Save_Music\nset [temp v] to []\nset [temp v] to (join (MUSIC_FRAME) (Temp))\nset [temp v] to (join (Temp) (join (letter (2) of (item (199) of [temp v])) (letter (3) of (item (199) of [temp v]))))\nreplace item (199) of [temp v] with (Temp)\n\nwhen I receive [switch_music v]\n\nwhen I receive [stop_sample v]\nif <(Clone_ID) = [4]> then\n switch costume to (bg_6 v)\nelse\nend\nstop [other scripts in sprite v]\nbroadcast (SHOW_MUSIC_SELECTION v)\n\nif <(Clone_ID) = [3]> then\n switch costume to ((MUSIC_FRAME) + (6))\nelse\nend\n\nwhen I receive [show_menu v]\nstop [other scripts in sprite v]\nhide\n\n@MUSIC\n\nwhen flag clicked\nset [music_playing v] to [0]\n\nwhen I receive [start_level v]\nif <(Music_playing) = [0]> then\n set [music_playing v] to [1]\n broadcast (Play_Music v)\nend\n\nwhen I receive [show_menu v]\nif <(Music_playing) = [1]> then\n set [music_playing v] to [0]\n stop [other scripts in sprite v]\nend\n\nwhen I receive [play_music v]\nforever\n play sound (MUSIC) until done\nend\n\nwhen I receive [play_sample v]\nforever\n play sound (MUSIC_FRAME) until done\nend\n\nwhen I receive [stop_sample v]\nstop [other scripts in sprite v]\n\nwhen I receive [stop_sample_for_save v]\nstop [other scripts in sprite v]\n\nwhen I receive [stop_music_temporally v]\nstop [other scripts in sprite v]\n\nwhen I receive [end_music v]\nstop [other scripts in sprite v]\nstop all sounds\n\n@Check_username\n\nwhen flag clicked\nhide\n\nset [remixer v] to [test]\n\nset [remixer v] to (username)\n\n@Sprite5\n\nwhen flag clicked\ngo to x: (0) y: (0)\nif <(REMIXER) = (username)> then\n hide\nelse\n show\nend\n\nwhen I receive [main_menu v]\nif <(REMIXER) = (username)> then\n hide\nelse\n show\nend\n\nwhen I receive [load_a_shared_game v]\nhide\n\nwhen I receive [show_only_menu_bg v]\nhide\n\n@Sprite6\n\nwhen flag clicked\nhide\ngo to x: (83) y: (-9)\n\nwhen I receive [main_menu v]\nset [ghost v] effect to (0)\nswitch costume to (costume1 v)\nforever\n if <(username) = (REMIXER)> then\n show\n else\n hide\n stop [this script v]\n end\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\nif <(username) = []> then\n broadcast (Message_2_No_User v) and wait\nelse\n if <not <(username) = (REMIXER)>> then\n broadcast (Message_5_Wanna_REMIX v) and wait\n else\n set [loading v] to [1]\n set [dis_is_a_test v] to [0]\n stop [other scripts in sprite v]\n switch costume to (costume3 v)\n wait (0.2) seconds\n switch costume to (costume1 v)\n broadcast (SHOW_ONLY_MENU_BG v)\n end\nend\n\nwhen I receive [load_a_shared_game v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [show_only_menu_bg v]\nstop [other scripts in sprite v]\nhide\n\n@Scratch_detection\n\nwhen flag clicked\nforever\n set [in editor? v] to <touching (mouse-pointer v)?>\nend\n\n@Sprite7\n\nwhen flag clicked\nhide\ngo to x: (231) y: (108)\n\nwhen this sprite clicked\nstop [other scripts in sprite v]\nswitch costume to (costume3 v)\nwait (0.2) seconds\nswitch costume to (costume1 v)\nerase all\ndelete (all) of [temp v]\nrepeat (192)\n add [0] to [temp v]\nend\nrepeat (6)\n add [000] to [temp v]\nend\nadd [101] to [temp v]\nset [backdrop_frame v] to [1]\nbroadcast (RENDER_AGAIN_THIS_LEVEL v)\nbroadcast (SHOW_MENU v)\nbroadcast (SHOW_BUTTONS v)\n\nwhen I receive [back_to_main_menu v]\nhide\n\nwhen I receive [exit_menu v]\nhide\n\nwhen I receive [test_level v]\nhide\n\nwhen I receive [show_background_selection v]\nhide\n\nwhen I receive [show_buttons v]\nif <not <(username) = []>> then\n switch costume to (costume1 v)\n show\n forever\n if <touching (mouse-pointer v)?> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\n end\nend\n\nwhen I receive [show_music_selection v]\nhide\n\ngo to x: (0) y: (0)\n\ngo to [front v] layer\n\n@Sprite8\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\ngo to [front v] layer\nset [ghost v] effect to (0)\nrepeat (20)\n change [ghost v] effect by (5)\n go to [front v] layer\nend\nhide\n\nwhen flag clicked\nforever\n reset timer\n hide\nend\n\nwhen [timer v] > (0.5)\nshow\n\n
When playing use Left-Right arrows to move, Up arrow to Jump.\nQ to quit the game while playing.\nAs for the EDITOR just follow in-game instructions.\nNOTE: Jump on enemies head to make em fall.\n
Platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop3 v)\nwait (3) seconds\nswitch backdrop to (backdrop2 v)\nset volume to (50) %\nforever\n play sound [Track1.mp3 v] until done\nend\n\n@Sprite2\n\nwhen flag clicked\nhide\nwait (3) seconds\nshow\nforever\n go to [front v] layer\n if <(costume [number v]) = [10]> then\n broadcast (fish v)\n wait until <not <(costume [number v]) = [10]>>\n end\n if <not <(costume [number v]) = [10]>> then\n broadcast (unfish v)\n wait until <(costume [number v]) = [10]>\n end\nend\n\nwhen I receive [message1 v]\nnext costume\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [6]> then\n broadcast (inv2 v)\n wait until <not <(costume [number v]) = [6]>>\n end\n if <not <(costume [number v]) = [6]>> then\n broadcast (inv v)\n wait until <(costume [number v]) = [6]>\n end\nend\n\nwhen flag clicked\nswitch costume to (costume2 v)\ngo to x: (0) y: (0)\nset size to (100) %\ngo [backward v] (3) layers\n\nwhen flag clicked\nrepeat until <(costume [number v]) = [11]>\n if <key (space v) pressed?> then\n next costume\n broadcast (skip v)\n wait until <not <key (space v) pressed?>>\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [9]> then\n broadcast (thing v)\n wait until <not <(costume [number v]) = [9]>>\n end\n if <not <(costume [number v]) = [9]>> then\n broadcast (thing hide v)\n wait until <(costume [number v]) = [9]>\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [8]> then\n broadcast (go to show v)\n wait until <not <(costume [number v]) = [8]>>\n end\n if <not <(costume [number v]) = [8]>> then\n broadcast (go to hide v)\n wait until <(costume [number v]) = [8]>\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [5]> then\n broadcast (show v)\n wait until <not <(costume [number v]) = [5]>>\n end\n if <not <(costume [number v]) = [5]>> then\n broadcast (stop v)\n wait until <(costume [number v]) = [5]>\n end\nend\n\nwhen flag clicked\nforever\n go [backward v] (1) layers\nend\n\nmove (10) steps\n\n@Sprite1\n\nwhen flag clicked\ngo to x: (-200) y: (20)\nhide\nwait (3) seconds\nshow\nswitch backdrop to (backdrop1 v)\nset [ghost v] effect to (0)\nset [level v] to [1]\nset [deaths v] to [0]\nset [game v] to [1]\nset [xv v] to [0]\nset [yv v] to [0]\nbroadcast (Update Deaths v)\ngo to [front v] layer\nforever\n go to [front v] layer\n go [backward v] (-1) layers\n if <(game) = [1]> then\n change [yv v] by (-0.5)\n if <key (right arrow v) pressed?> then\n change [xv v] by (0.7)\n point in direction (90)\n end\n if <key (left arrow v) pressed?> then\n change [xv v] by (-0.7)\n point in direction (90)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <<<touching color (#b2b2b2)?> or <<touching color (#7f7f7f)?> or <touching color (#666666)?>>> or <touching (sprite5 v)?>> then\n change y by (1)\n if <<<touching color (#b2b2b2)?> or <<touching color (#7f7f7f)?> or <touching color (#666666)?>>> or <touching (sprite5 v)?>> then\n change y by (1)\n if <<touching (sprite5 v)?> or <<touching color (#b2b2b2)?> or <<touching color (#7f7f7f)?> or <touching color (#666666)?>>>> then\n change y by (1)\n if <<<touching color (#b2b2b2)?> or <<touching color (#7f7f7f)?> or <touching color (#666666)?>>> or <touching (sprite5 v)?>> then\n change y by (1)\n if <<<touching color (#b2b2b2)?> or <<touching color (#7f7f7f)?> or <touching color (#666666)?>>> or <touching (sprite5 v)?>> then\n change y by (1)\n if <<<touching color (#b2b2b2)?> or <<touching color (#7f7f7f)?> or <touching color (#666666)?>>> or <touching (sprite5 v)?>> then\n change x by ((Xv) * (-1))\n change x by (-1)\n change y by (-5)\n change x by (1)\n if <key (up arrow v) pressed?> then\n if <(Xv) > [0]> then\n set [xv v] to [-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 (sprite5 v)?> or <<touching color (#b2b2b2)?> or <<touching color (#7f7f7f)?> or <touching color (#666666)?>>>> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <<touching (sprite5 v)?> or <<touching color (#b2b2b2)?> or <<touching color (#7f7f7f)?> or <touching color (#666666)?>>>> then\n if <key (up arrow v) pressed?> then\n set [yv v] to [10]\n end\n end\n change y by (1)\n end\n if <touching (_edge_ v)?> then\n set [yv v] to [0]\n go to x: (-200) y: (20)\n change [level v] by (1)\n broadcast (message1 v)\n end\n if <touching color (#003fff)?> then\n set [yv v] to [15]\n end\n if <<touching color (#00ffff)?> or <<touching color (#00cccc)?> or <touching color (#009999)?>>> then\n if <key (up arrow v) pressed?> then\n set [yv v] to [5]\n else\n set [yv v] to [-1]\n end\n end\n if <<touching color (#ff0000)?> or <<touching color (#990000)?> or <touching color (#cc0000)?>>> 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: (20)\n set [ghost v] effect to (0)\n change [deaths v] by (1)\n broadcast (dead v)\n broadcast (Update Deaths v)\n erase all\n end\n if <<touching color (#00ffff)?> or <<touching color (#00cccc)?> or <touching color (#009999)?>>> then\n if <key (down arrow v) pressed?> then\n set [yv v] to [-5]\n else\n end\n end\nend\n\nwhen I start as a clone\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen flag clicked\nrepeat until <(costume [number v]) = [11]>\n if <key (r v) pressed?> then\n go to x: (-200) y: (20)\n change [deaths v] by (1)\n broadcast (Update Deaths v)\n broadcast (clear v) and wait\n end\nend\n\nwhen [l v] key pressed\nhide\nwait (1) seconds\nshow\nrepeat until <key (a v) pressed?>\n create clone of (_myself_ v)\nend\n\nwhen I receive [skip v]\nchange [deaths v] by (10)\nbroadcast (Update Deaths v)\ngo to x: (-200) y: (20)\n\n@Sprite4\n\nwhen I receive [fish v]\ngo to [front v] layer\nshow\nset rotation style [left-right v]\ngo to x: (97) y: (-19)\npoint in direction (-90)\nrepeat until \n glide (2) secs to x: (202) y: (-19)\n wait (0.1) seconds\n turn right (180) degrees\n glide (2) secs to x: (97) y: (-19)\n wait (0.1) seconds\n turn left (180) degrees\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [unfish v]\nhide\n\n@Sprite5\n\nwhen I receive [inv2 v]\nset [switch v] to [1]\nclear graphic effects\nshow\ngo to x: (-26) y: (128)\nrepeat until <(Switch) = [0]>\n clear graphic effects\n go [backward v] (1) layers\n show\n if <(distance to [sprite1 v]) < [100]> then\n set [color v] effect to (87)\n go [backward v] (1) layers\n else\n go [backward v] (1) layers\n clear graphic effects\n end\nend\n\nwhen flag clicked\nset [switch v] to [0]\nhide\n\nwhen I receive [inv v]\nhide\nset [switch v] to [0]\n\n@Sprite8\n\nwhen I receive [go to hide v]\nhide\n\nwhen I receive [go to show v]\ngo to [front v] layer\nshow\nrepeat until \n go to (mouse-pointer v)\n go [backward v] (0) layers\nend\n\n@Sprite9\n\nwhen flag clicked\nhide\n\nwhen I receive [thing v]\nshow\nrepeat until \n go to (mouse-pointer v)\n if <mouse down?> then\n stamp\n wait until <not <mouse down?>>\n end\nend\n\nwhen I receive [thing hide v]\nhide\nerase all\nstop [other scripts in sprite v]\n\nwhen I receive [thing hide v]\nhide\n\nwhen I receive [clear v]\nerase all\n\n@Sprite10\n\nwhen flag clicked\nhide\n\nwhen I receive [show v]\nshow\npoint in direction (90)\ngo to x: (-81) y: (54)\nrepeat until \n turn right (5) degrees\nend\n\nwhen I receive [stop v]\nhide\n\n@Numbers\n\nwhen flag clicked\nswitch costume to (0 v)\ngo to x: (220) y: (155)\n\nwhen I receive [update deaths v]\nerase all\nset [digits v] to (length of (Deaths))\nset [x v] to [220]\nrepeat until <(Digits) = [0]>\n go to [front v] layer\n go to x: (x) y: (155)\n switch costume to (letter (Digits) of (Deaths))\n stamp\n stamp\n stamp\n set [digits v] to ((Digits) - (1))\n set [x v] to ((x) - (20))\n repeat until <(Digits) = [0]>\n go to [front v] layer\n go to x: (x) y: (155)\n switch costume to (letter (Digits) of (Deaths))\n stamp\n stamp\n stamp\n set [digits v] to ((Digits) - (1))\n set [x v] to ((x) - (20))\n repeat until <(Digits) = [0]>\n go to [front v] layer\n go to x: (x) y: (155)\n switch costume to (letter (Digits) of (Deaths))\n stamp\n stamp\n stamp\n set [digits v] to ((Digits) - (1))\n set [x v] to ((x) - (20))\n repeat until <(Digits) = [0]>\n go to [front v] layer\n go to x: (x) y: (155)\n switch costume to (letter (Digits) of (Deaths))\n stamp\n stamp\n stamp\n set [digits v] to ((Digits) - (1))\n set [x v] to ((x) - (20))\n repeat until <(Digits) = [0]>\n go to [front v] layer\n go to x: (x) y: (155)\n switch costume to (letter (Digits) of (Deaths))\n stamp\n stamp\n stamp\n set [digits v] to ((Digits) - (1))\n set [x v] to ((x) - (20))\n repeat until <(Digits) = [0]>\n go to [front v] layer\n go to x: (x) y: (155)\n switch costume to (letter (Digits) of (Deaths))\n stamp\n stamp\n stamp\n set [digits v] to ((Digits) - (1))\n set [x v] to ((x) - (20))\n end\n end\n end\n end\n end\nend\n\n
Arrow keys -> Move\nSpace -> Skip + 10 Deaths\nRed -> 1 Death\nLight Blue -> Water\nDark Blue -> Bounce\nR -> Restart Level\nDouble Click Green Flag\nGo on turbo mode for a bad time
Conquering Quest - Platformer
@Stage\n\nwhen flag clicked\nhide variable [level v]\nswitch backdrop to (main menu v)\nset volume to (100) %\nforever\n if <(backdrop [number v]) = [1]> then\n start sound [Just Move - opengameart.org v]\n end\n wait (193) seconds\nend\n\nwhen I receive [volumeup v]\nrepeat (20)\n change volume by (5)\nend\n\nwhen I receive [playergo v]\nset volume to (MusicVolume) %\n\nwhen I receive [startsetup v]\nswitch backdrop to (game v)\nset volume to (0) %\n\nwhen flag clicked\nforever\n set volume to (MusicVolume) %\nend\n\nwhen I receive [newsound v]\nstop all sounds\nrepeat (20)\n change volume by (-5)\nend\nbroadcast (VolumeUp v)\nforever\n play sound [TitleX - opengameart.org v] until done\nend\n\n@Ground\n\nwhen I receive [hideground v]\nset [ghost v] effect to (100)\n\nwhen I receive [startsetup v]\nshow variable [jewels: v]\nshow\nnext costume\nclear graphic effects\n\nwhen flag clicked\nset [jewels: v] to [0]\nhide variable [jewels: v]\ngo to x: (2) y: (-12)\nclear graphic effects\nset size to (2400) %\nhide\nswitch costume to (start v)\n\n@Player\n\nwhen flag clicked\nset [loading v] to [0]\n\nwhen flag clicked\nforever\n if <(y position) < [-180]> then\n broadcast (playergo v)\n end\n set [boxx v] to (XVel)\nend\n\nset volume to (SoundFXVolume) %\n\nwhen flag clicked\nset [ghost v] effect to (100)\ngo to [front v] layer\n\ndefine Across\nif <(XVel) > [0]> then\n repeat until <not <<touching (ground v)?> or <touching (extraextras v)?>>>\n change x by (-1)\n end\n change x by (-1)\nelse\n repeat until <not <<touching (ground v)?> or <touching (extraextras v)?>>>\n change x by (1)\n end\n change x by (1)\nend\n\ndefine Down\nif <(SoundFXVolume) = [100]> then\n if <([abs v] of (YVel) ) > [1]> then\n set volume to (([abs v] of (YVel) ) * (3)) %\n end\n start sound [Hit v]\nend\nset [yvel v] to [0]\nset [i2 v] to [0]\nset [roof v] to [1]\nrepeat until <<not <<touching (ground v)?> or <touching (extraextras v)?>>> or <(i2) = [8]>>\n change y by (-1)\n change [i2 v] by (1)\nend\nset [roof v] to [0]\n\ndefine Up\nif <<([abs v] of (YVel) ) > [1]> and <(SoundFXVolume) = [100]>> then\n set volume to (([abs v] of (YVel) ) * (3)) %\n start sound [Hit v]\nend\nset [iy v] to (([abs v] of (YVel) ) + (1))\nset [test v] to [true]\nset [yup? v] to [1]\nset [i v] to [0]\nset [yvel v] to [0]\nrepeat until <<not <<touching (ground v)?> or <touching (extraextras v)?>>> or <(i) = (iY)>>\n change y by (1)\n change [i v] by (1)\nend\nif <(i) = (iY)> then\n change y by ((0) - (iY))\nend\nset [yup? v] to [0]\n\nwhen I receive [startsetup v]\nset size to (400) %\nset [xvel v] to [0]\nset [yvel v] to [0]\nset [noup!!! v] to [0]\nforever\n change [yvel v] by (-1)\n change y by (YVel)\n if <<<touching (ground v)?> or <touching (extraextras v)?>> and <(YVel) > [0]>> then\n Down\n end\n if <<<touching (ground v)?> or <touching (extraextras v)?>> and <(YVel) > [0]>> then\n Down\n end\n if <<touching (ground v)?> or <touching (extraextras v)?>> then\n Up\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xvel v] by (2)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xvel v] by (-2)\n end\n change y by (-1)\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <<touching (ground v)?> or <touching (extraextras v)?>>> and <not <(YVel) > [0]>>> then\n if <(SoundFXVolume) = [100]> then\n set volume to (50) %\n start sound (pick random (2) to (4))\n end\n change [yvel v] by (13.17)\n end\n change y by (1)\n change x by (XVel)\n if <touching (ground v)?> then\n Across\n end\n set [xvel v] to ((XVel) * (0.6))\nend\n\ngo to x: (-100) y: (173)\n\nwhen I receive [playergo v]\ngo to x: (StartingX) y: (StartingY)\nset [finnhealth v] to [100]\n\n@tiles\n\nwhen flag clicked\npoint in direction (90)\nshow\nerase all\n\nwhen I receive [startsetup v]\nset volume to (0) %\nerase all\nwait (0.2) seconds\nSenseBlocks\nhide\ndelete this clone\n\nwhen flag clicked\nhide\nerase all\nset [startingx v] to [0]\nset [startingy v] to [0]\n\ndefine SenseBlocks\nset [go v] to [0]\nshow\nswitch costume to (black v)\nset size to (300) %\ngo to x: (-228) y: (168)\nrepeat (14)\n repeat (20)\n if <<touching (ground v)?> or <touching (extras v)?>> then\n set size to (300) %\n create clone of (_myself_ v)\n end\n set x to ((x position) + (24))\n end\n go to x: (-226) y: ((y position) - (24))\nend\nrepeat (20)\n if <<touching (ground v)?> or <touching (extras v)?>> then\n set size to (300) %\n create clone of (_myself_ v)\n end\n set x to ((x position) + (24))\nend\nhide\nbroadcast (Gray v)\n\ndefine SenseEdges\nset size to (200) %\nif <not <touching (ground v)?>> then\n set size to (300) %\n delete this clone\nend\nset size to (300) %\ngo to [front v] layer\nset size to (325) %\nswitch costume to (sensing v)\nwait (0) seconds\nif <touching color (#ffd499)?> then\n wait (0) seconds\n set size to (301) %\n switch costume to (sand v)\n stop [this script v]\nelse\n if <touching color (#006622)?> then\n wait (0) seconds\n set size to (301) %\n switch costume to (tree v)\n stop [this script v]\n else\n if <touching color (#00ff55)?> then\n wait (0) seconds\n set size to (301) %\n switch costume to (coin v)\n stop [this script v]\n else\n if <touching color (#cc7700)?> then\n wait (0) seconds\n set size to (301) %\n switch costume to (cratebox v)\n stop [this script v]\n else\n if <touching color (#ff9400)?> then\n wait (0) seconds\n set size to (301) %\n switch costume to (orange v)\n set [startingx v] to (x position)\n set [startingy v] to (y position)\n stop [this script v]\n else\n if <touching color (#cc0000)?> then\n wait (0) seconds\n set size to (301) %\n switch costume to (lava v)\n stop [this script v]\n else\n if <touching color (#7f00ff)?> then\n wait (0) seconds\n set size to (301) %\n switch costume to (purple v)\n stop [this script v]\n else\n if <<color (#ffff00) is touching (#666666)?> and <<color (#00cc44) is touching (#666666)?> and <<color (#003fff) is touching (#666666)?> and <color (#ff0000) is touching (#666666)?>>>> then\n wait (0) seconds\n set size to (301) %\n switch costume to (1234 v)\n stop [this script v]\n else\n if <<color (#ffff00) is touching (#666666)?> and <<color (#00cc44) is touching (#666666)?> and <color (#003fff) is touching (#666666)?>>> then\n wait (0) seconds\n set size to (301) %\n switch costume to (123 v)\n stop [this script v]\n else\n if <<color (#ffff00) is touching (#666666)?> and <<color (#00cc44) is touching (#666666)?> and <color (#ff0000) is touching (#666666)?>>> then\n wait (0) seconds\n set size to (301) %\n switch costume to (124 v)\n stop [this script v]\n else\n if <<color (#ffff00) is touching (#666666)?> and <<color (#003fff) is touching (#666666)?> and <color (#ff0000) is touching (#666666)?>>> then\n wait (0) seconds\n set size to (301) %\n switch costume to (134 v)\n stop [this script v]\n else\n if <<color (#00cc44) is touching (#666666)?> and <<color (#003fff) is touching (#666666)?> and <color (#ff0000) is touching (#666666)?>>> then\n wait (0) seconds\n set size to (301) %\n switch costume to (234 v)\n stop [this script v]\n else\n if <<color (#00cc44) is touching (#666666)?> and <color (#ff0000) is touching (#666666)?>> then\n wait (0) seconds\n set size to (301) %\n switch costume to (24 v)\n stop [this script v]\n else\n if <<color (#ffff00) is touching (#666666)?> and <color (#00cc44) is touching (#666666)?>> then\n wait (0) seconds\n set size to (301) %\n switch costume to (12 v)\n stop [this script v]\n else\n if <<color (#ffff00) is touching (#666666)?> and <color (#003fff) is touching (#666666)?>> then\n wait (0) seconds\n set size to (301) %\n switch costume to (13 v)\n stop [this script v]\n else\n if <<color (#ffff00) is touching (#666666)?> and <color (#ff0000) is touching (#666666)?>> then\n wait (0) seconds\n set size to (301) %\n switch costume to (14 v)\n stop [this script v]\n else\n if <<color (#00cc44) is touching (#666666)?> and <color (#003fff) is touching (#666666)?>> then\n wait (0) seconds\n set size to (301) %\n switch costume to (23 v)\n stop [this script v]\n else\n if <<color (#003fff) is touching (#666666)?> and <color (#ff0000) is touching (#666666)?>> then\n wait (0) seconds\n set size to (301) %\n switch costume to (34 v)\n stop [this script v]\n else\n if <color (#ffff00) is touching (#666666)?> then\n wait (0) seconds\n set size to (301) %\n switch costume to (1 v)\n stop [this script v]\n else\n if <color (#00cc44) is touching (#666666)?> then\n wait (0) seconds\n set size to (301) %\n switch costume to (2 v)\n stop [this script v]\n else\n if <color (#003fff) is touching (#666666)?> then\n wait (0) seconds\n set size to (301) %\n switch costume to (3 v)\n stop [this script v]\n else\n if <color (#ff0000) is touching (#666666)?> then\n wait (0) seconds\n set size to (301) %\n switch costume to (4 v)\n stop [this script v]\n else\n set size to (301) %\n switch costume to (none v)\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n stop [this script v]\n end\nend\n\ndefine AddCoralAndStarFish\nchange y by (24)\nset [costume v] to (costume [number v])\nif <<(pick random (1) to (2)) = [1]> and <not <touching (ground v)?>>> then\n switch costume to (pick random (34) to (38))\n stamp\nend\nchange y by (-24)\nswitch costume to (Costume)\n\nwhen I start as a clone\nset [keys v] to [1]\nshow\nset size to (300) %\nif <not <<touching (ground v)?> or <touching (extras v)?>>> then\n delete this clone\nend\nif <touching color (#ff9999)?> then\n wait (0) seconds\n switch costume to (key v)\n repeat until <touching (finn v)?>\n point in direction (90)\n turn right (pick random (-3) to (3)) degrees\n change size by (pick random (1) to (-1))\n set [keys v] to [0]\n end\n set [keys v] to [1]\n set volume to (SoundFXVolume) %\n start sound [CollectKey v]\n delete this clone\nelse\n if <touching color (#ff00bf)?> then\n wait (0) seconds\n if <(pick random (1) to (3)) = [1]> then\n switch costume to (jewel3 v)\n else\n if <(pick random (1) to (3)) = [2]> then\n switch costume to (jewel2 v)\n else\n switch costume to (jewel v)\n end\n end\n repeat until <touching (finn v)?>\n point in direction (90)\n turn right (pick random (-3) to (3)) degrees\n change size by (pick random (1) to (-1))\n end\n set volume to (SoundFXVolume) %\n start sound [CollectJewel v]\n change [jewels: v] by (1)\n delete this clone\n else\n end\nend\nSenseEdges\nFX\n\ndefine Across\nif <(BoxXVel) > [0]> then\n repeat until <not <<touching (ground v)?> or <touching (extraextras v)?>>>\n change x by (-1)\n end\n change x by (-1)\nelse\n repeat until <not <<touching (ground v)?> or <touching (extraextras v)?>>>\n change x by (1)\n end\n change x by (1)\nend\n\ndefine Down\nif <(SoundFXVolume) = [100]> then\n if <([abs v] of (BoxYVel) ) > [1]> then\n set volume to (([abs v] of (BoxYVel) ) * (3)) %\n end\n start sound [Hit v]\nend\nset [boxyvel v] to [0]\nset [boxi2 v] to [0]\nset [roof v] to [1]\nrepeat until <<not <<touching (ground v)?> or <touching (extraextras v)?>>> or <(Boxi2) = [8]>>\n change y by (-1)\n change [boxi2 v] by (1)\nend\nset [roof v] to [0]\n\ndefine Up\nif <<([abs v] of (BoxYVel) ) > [1]> and <(SoundFXVolume) = [100]>> then\n set volume to (([abs v] of (BoxYVel) ) * (3)) %\n start sound [Hit v]\nend\nset [iy v] to (([abs v] of (YVel) ) + (1))\nset [test v] to [true]\nset [yup? v] to [1]\nset [boxi v] to [0]\nset [yvel v] to [0]\nrepeat until <<not <<touching (ground v)?> or <touching (extraextras v)?>>> or <(Boxi) = (iY)>>\n change y by (1)\n change [boxi v] by (1)\nend\nif <(i) = (iY)> then\n change y by ((0) - (iY))\nend\nset [yup? v] to [0]\n\nwhen I receive [startsetup v]\ndelete this clone\n\ndefine AddFlowersAndGrass\nchange y by (24)\nset [costume v] to (costume [number v])\nif <<(pick random (1) to (10)) = [1]> and <<(costume [number v]) = [4]> or <<(costume [number v]) = [29]> or <(costume [number v]) = [28]>>>> then\n change y by (-24)\n if <not <touching color (#7f00ff)?>> then\n switch costume to (bush v)\n stamp\n end\n change y by (24)\nend\nswitch costume to (Costume)\nif <<(pick random (1) to (pick random (1) to (pick random (1) to (2)))) = [1]> and <<(costume [number v]) = [4]> or <<(costume [number v]) = [32]> or <<(costume [number v]) = [31]> or <(costume [number v]) = [27]>>>>> then\n switch costume to (extra v)\n stamp\nend\nswitch costume to (Costume)\nif <<(pick random (1) to (3)) = [1]> and <<(costume [number v]) = [4]> or <<(costume [number v]) = [7]> or <<(costume [number v]) = [32]> or <(costume [number v]) = [27]>>>>> then\n switch costume to (pick random (23) to (26))\n stamp\nend\nswitch costume to (Costume)\nif <<(pick random (1) to (4)) = [1]> and <<(costume [number v]) = [4]> or <<(costume [number v]) = [32]> or <<(costume [number v]) = [31]> or <(costume [number v]) = [27]>>>>> then\n wait (0.1) seconds\n go to [front v] layer\n set [changexvine v] to ((pick random (-3) to (3)) * (2))\n change x by (ChangeXVine)\n change y by (-27)\n switch costume to (pick random (42) to (45))\n stamp\n change x by ((0) - (ChangeXVine))\n change y by (26)\nend\nchange y by (-24)\nswitch costume to (Costume)\nif <<(pick random (1) to (7)) = [1]> and <<<<<(costume [number v]) = [19]> or <(costume [number v]) = [13]>> or <(costume [number v]) = [1]>> or <(costume [number v]) = [11]>> or <(costume [number v]) = [10]>>> then\n point in direction ((pick random (-2) to (2)) * (90))\n switch costume to (rocks v)\n stamp\nend\nswitch costume to (Costume)\nif <<(pick random (1) to (7)) = [1]> and <<<<<(costume [number v]) = [19]> or <(costume [number v]) = [13]>> or <(costume [number v]) = [1]>> or <(costume [number v]) = [11]>> or <(costume [number v]) = [10]>>> then\n point in direction ((pick random (-2) to (2)) * (90))\n switch costume to (moss v)\n stamp\nend\npoint in direction (90)\nswitch costume to (Costume)\n\nif <touching color (#995900)?> then\n wait (0) seconds\n switch costume to (box v)\nelse\nend\n\ndefine FX\nif <(costume [number v]) = [33]> then\n AddCoralAndStarFish\n stamp\n delete this clone\nelse\n wait (0) seconds\n broadcast (HideGround v)\n stamp\n set [go v] to [0]\n AddFlowersAndGrass\n broadcast (PlayerGo v)\n delete this clone\nend\n\nswitch costume to (Costume)\nif <<(pick random (1) to (10)) = [1]> and <<(costume [number v]) = [4]> or <<(costume [number v]) = [32]> or <<(costume [number v]) = [31]> or <(costume [number v]) = [27]>>>>> then\n point in direction (90)\n switch costume to (palmtree v)\n stamp\nend\n\nswitch costume to (jewel v)\n\n@StartingCharacter\n\nwhen flag clicked\nwait (0) seconds\nshow\ngo to [front v] layer\nset size to (400) %\ngo to x: (-50) y: (-85)\nrepeat until <[0] = [1]>\n wait (0.6) seconds\n switch costume to (costume1 v)\n next costume\n wait (0.2) seconds\n switch costume to (costume1 v)\nend\n\nwhen I receive [startsetup v]\nhide\n\n@Finn\n\nwhen I receive [start v]\n\nwhen flag clicked\nset rotation style [left-right v]\nset [stopping? v] to [0]\nforever\n if <<not <key (right arrow v) pressed?>> and <not <key (left arrow v) pressed?>>> then\n switch costume to (standing v)\n point in direction (90)\n end\n if <not <touching (ground v)?>> then\n switch costume to (jumping v)\n end\n if <<<key (right arrow v) pressed?> or <key (left arrow v) pressed?>> or <<key (a v) pressed?> or <key (d v) pressed?>>> then\n repeat (2)\n if <<<key (right arrow v) pressed?> or <key (left arrow v) pressed?>> or <<key (a v) pressed?> or <key (d v) pressed?>>> then\n wait (0.04) seconds\n next costume\n end\n end\n switch costume to (right v)\n repeat until <not <<<key (right arrow v) pressed?> or <key (left arrow v) pressed?>> or <<key (a v) pressed?> or <key (d v) pressed?>>>>\n repeat (6)\n if <<<key (right arrow v) pressed?> or <key (left arrow v) pressed?>> or <<key (a v) pressed?> or <key (d v) pressed?>>> then\n wait (0.04) seconds\n next costume\n end\n end\n switch costume to (right v)\n end\n switch costume to (almostright v)\n end\nend\n\nhide\n\nwhen flag clicked\nforever\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n point in direction (90)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n point in direction (-90)\n end\nend\n\nwhen flag clicked\nset size to (176) %\nhide\ngo to [front v] layer\nset [finnhealth v] to [100]\nforever\n go to (player v)\n change y by (10)\nend\n\nshow\n\nset size to (200) %\n\nwhen I receive [playergo v]\nset [go v] to [1]\nshow\n\nset [stopping? v] to [1]\nswitch costume to (stopping v)\n\nset [stopping? v] to [0]\n\nchange [level v] by (1)\nbroadcast (StartSetup v)\nwait until <not <touching color (#7f00ff)?>>\n\nwhen flag clicked\nforever\n set size to (180) %\n if <<touching color (#7f00ff)?> and <(Keys) = [1]>> then\n change [level v] by (1)\n broadcast (StartSetup v)\n wait until <not <touching color (#7f00ff)?>>\n end\n set size to (176) %\n if <(FinnHealth) < [1]> then\n broadcast (PlayerGo v)\n end\n if <touching (slargle v)?> then\n wait (0.02) seconds\n if <touching (slargle v)?> then\n set volume to (SoundFXVolume) %\n start sound [Hit v]\n change [finnhealth v] by (-33)\n change [ghost v] effect by (15)\n end\n end\nend\n\nwhen I receive [playergo v]\nset [ghost v] effect to (0)\n\nwhen I receive [startsetup v]\nhide\n\nset [finnhealth v] to [0]\n\n@Start3\n\nwhen flag clicked\nshow\ngo to x: (69) y: (-32)\nset size to (70) %\nset [ghost v] effect to (35)\nforever\n if <touching (mouse-pointer v)?> then\n repeat (10)\n change [ghost v] effect by (-3)\n end\n wait until <not <touching (mouse-pointer v)?>>\n else\n set [ghost v] effect to (35)\n end\nend\n\nwhen I receive [startsetup v]\nhide\n\nwhen this sprite clicked\nbroadcast (Start v)\n\ngo to [front v] layer\n\n@Start2\n\nwhen flag clicked\nshow\ngo to x: (75) y: (0)\nset size to (70) %\nset [ghost v] effect to (35)\ngo to [front v] layer\nforever\n if <touching (mouse-pointer v)?> then\n repeat (10)\n change [ghost v] effect by (-3)\n end\n wait until <not <touching (mouse-pointer v)?>>\n else\n set [ghost v] effect to (35)\n end\nend\n\nwhen I receive [startsetup v]\nhide\n\nwhen this sprite clicked\nbroadcast (Credits v)\n\nbroadcast (LevelEditor v)\n\n@Start\n\nwhen flag clicked\nshow\ngo to x: (84) y: (51)\nset size to (70) %\nset [ghost v] effect to (35)\ngo to [front v] layer\nforever\n if <touching (mouse-pointer v)?> then\n repeat (10)\n change [ghost v] effect by (-3)\n end\n wait until <not <touching (mouse-pointer v)?>>\n else\n set [ghost v] effect to (35)\n end\nend\n\nwhen this sprite clicked\n\nwhen I receive [startsetup v]\nhide\n\nwhen flag clicked\nrepeat until <<touching (mouse-pointer v)?> and <mouse down?>>\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (NewSound v)\n broadcast (StartSetup v)\n wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\n end\nend\nif <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (NewSound v)\n broadcast (StartSetup v)\n wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\nend\n\n@Follows\n\nwhen flag clicked\nset size to (4) %\nhide\nforever\n set [mousex v] to (mouse x)\n set [mousey v] to (mouse y)\n wait (0.01) seconds\n if <<not <(mouse x) = (MouseX)>> or <not <(mouse y) = (MouseY)>>> then\n create clone of (_myself_ v)\n end\nend\n\nrepeat (5)\nend\nforever\n go to [front v] layer\nend\n\nwhen I start as a clone\npoint towards (mouse-pointer v)\nshow\nset [ghost v] effect to (0)\nset size to (4) %\ngo to (mouse-pointer v)\nchange y by (-5)\nrepeat (40)\n go to [front v] layer\n change y by (-2)\n change [ghost v] effect by (3)\n change size by (-0.05)\nend\ndelete this clone\n\n@Sprite2\n\nwhen flag clicked\nshow\ngo to [front v] layer\nset size to (400) %\ngo [backward v] (1) layers\npoint in direction (-90)\ngo to x: (-60) y: (-85)\nrepeat until <[0] = [1]>\n repeat (25)\n turn left (1) degrees\n end\n repeat (25)\n turn right (1) degrees\n end\nend\n\npoint in direction (10)\n\nwhen I receive [startsetup v]\nhide\n\n@Sprite3\n\nwhen flag clicked\ngo to [front v] layer\n\npoint in direction (10)\n\nwhen flag clicked\nshow\nset size to (400) %\npoint in direction (-45)\ngo to x: (-60) y: (-75)\nrepeat until <[0] = [1]>\n repeat (25)\n turn left (1) degrees\n end\n repeat (25)\n turn right (1) degrees\n end\nend\n\ngo [backward v] (1) layers\n\nwhen I receive [startsetup v]\nhide\n\n@Sprite4\n\nwhen I receive [startsetup v]\nhide\n\nwhen flag clicked\ngo to x: (-25) y: (-85)\nset size to (200) %\ngo to [front v] layer\ngo [backward v] (1) layers\nshow\nrepeat until <[0] = [1]>\n wait (0.1) seconds\n next costume\nend\n\n@Sun\n\nwhen flag clicked\ngo to [front v] layer\ngo [backward v] (6) layers\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set [tm v] to [1]\n else\n set [tm v] to [0]\n end\nend\n\nwhen flag clicked\nshow\nset size to (20) %\nforever\n go to x: (-240) y: (115)\n repeat until <(x position) = [264]>\n change x by (0.5)\n if <(TM) = [0]> then\n point towards (mouse-pointer v)\n end\n end\n wait (0.1) seconds\nend\n\nwhen I receive [startsetup v]\nhide\n\n@Sprite7\n\nwhen flag clicked\nshow\nforever\n go to (sun v)\n set size to (15) %\n turn right (0.5) degrees\nend\n\nwhen I receive [startsetup v]\nhide\n\n@Eyes\n\nwhen flag clicked\nwait (0) seconds\ngo to [front v] layer\ngo [backward v] (4) layers\n\nwhen flag clicked\nshow\nset size to (25) %\nset [ghost v] effect to (65)\nforever\n if <(TM) = [0]> then\n go to (sun v)\n point towards (mouse-pointer v)\n move (7) steps\n point in direction (90)\n else\n go to (sun v)\n if <(distance to [mouse-pointer v]) > [7]> then\n go to (sun v)\n point towards (mouse-pointer v)\n move (7) steps\n point in direction (90)\n else\n go to (sun v)\n point towards (mouse-pointer v)\n move (distance to [mouse-pointer v]) steps\n point in direction (90)\n end\n end\nend\n\nwhen flag clicked\n\nwhen I receive [startsetup v]\nhide\n\n@Sprite1\n\nwhen flag clicked\nshow\nset size to (400) %\ngo to x: (-153) y: (47)\ngo to [front v] layer\n\nwhen I receive [startsetup v]\nhide\n\n@Clouds\n\nwhen flag clicked\nhide\ngo [backward v] (1) layers\nforever\n wait (pick random (6) to (8)) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\ngo to x: (350) y: (pick random (100) to (180))\nset size to (pick random (30) to (60)) %\nswitch costume to (pick random (1) to (3))\nset [ghost v] effect to (pick random (50) to (75))\nrepeat (((240) / (((100) - (size)) / (100))) * (2))\n change x by ((0) - (((100) - (size)) / (100)))\nend\ndelete this clone\n\n@Sprite5\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n go to [front v] layer\nend\n\n@Restart Level\n\nwhen flag clicked\ngo to x: (150) y: (165)\nset size to (200) %\nforever\n switch costume to (hitbox v)\n if <touching (mouse-pointer v)?> then\n switch costume to (settingsmouse v)\n else\n switch costume to (settings v)\n end\n if <key (r v) pressed?> then\n broadcast (PlayerGo v)\n end\nend\n\nwhen this sprite clicked\nbroadcast (PlayerGo v)\n\n@Sprite8\n\nwhen this sprite clicked\nif <(ToggleMute) = [Mute]> then\n set [togglemute v] to [Sound]\nelse\n set [togglemute v] to [Mute]\nend\n\nwhen flag clicked\ngo to x: (180) y: (165)\nset size to (200) %\nforever\n switch costume to (hitbox v)\n if <(ToggleMute) = [Mute]> then\n set [soundfxvolume v] to [0]\n if <touching (mouse-pointer v)?> then\n switch costume to (mutesense v)\n else\n switch costume to (mute v)\n end\n else\n set [soundfxvolume v] to [100]\n if <touching (mouse-pointer v)?> then\n switch costume to (audioonsense v)\n else\n switch costume to (audioon v)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(ToggleMute) = [Mute]> then\n set volume to (0) %\n end\nend\n\nset [togglemute v] to [Sound]\n\n@Sensing\n\nwhen I receive [playergo v]\nshow\nwait (0.1) seconds\nset [ghost v] effect to (100)\ngo to (player v)\nrepeat until <touching color (#7f00ff)?>\n set size to (70) %\n switch costume to (lava v)\n change y by (-2)\n if <touching color (#ff1202)?> then\n broadcast (PlayerGo v)\n end\n change y by (2)\n switch costume to (sensing v)\n set size to (176) %\n go to (player v)\nend\n\nwhen flag clicked\nhide\n\nchange y by (15)\n\nchange y by (-15)\n\n@FinnCape\n\nwhen flag clicked\nhide\n\nwhen I receive [startsetup v]\nset size to (125) %\nhide\nforever\n go to (finn v)\n point in direction ((0) - ([direction v] of [finn v]))\n change y by (7)\nend\n\nwhen I receive [startsetup v]\nforever\n next costume\n wait (0) seconds\nend\n\nwhen I receive [playergo v]\nshow\n\n@Sprite6\n\nwhen this sprite clicked\nif <(ToggleMusic) = [Mute]> then\n set [togglemusic v] to [Sound]\nelse\n set [togglemusic v] to [Mute]\nend\n\nwhen flag clicked\nforever\n if <(ToggleMute) = [Mute]> then\n set volume to (0) %\n end\nend\n\nwhen flag clicked\ngo to x: (125) y: (165)\nset size to (200) %\nforever\n switch costume to (hitbox v)\n if <(ToggleMusic) = [Mute]> then\n set [musicvolume v] to [0]\n if <touching (mouse-pointer v)?> then\n switch costume to (musicmutesense v)\n else\n switch costume to (musicmute v)\n end\n else\n set [musicvolume v] to [100]\n if <touching (mouse-pointer v)?> then\n switch costume to (musiconsense v)\n else\n switch costume to (musicon v)\n end\n end\nend\n\nset [togglemusic v] to [Sound]\n\n@LoadingBar\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nset [graphics v] to [1]\nforever\n if <key (1 v) pressed?> then\n set [graphics v] to [1]\n end\n if <key (2 v) pressed?> then\n set [graphics v] to [2]\n end\nend\n\nwhen I receive [startsetup v]\ngo to x: (10) y: (0)\nwait (0.3) seconds\nrepeat until <(Go) = [1]>\n show\n go to [front v] layer\nend\nhide\n\nforever\n if then\n ask [What level would you like to go to?] and wait\n set [level v] to (answer)\n broadcast (StartSetup v)\n end\nend\n\n@Extras\n\nwhen I receive [hideground v]\nset [ghost v] effect to (100)\n\ngo to [front v] layer\n\nforever\nend\n\nwhen flag clicked\ngo to x: (2) y: (-12)\nclear graphic effects\nset size to (2400) %\nhide\nswitch costume to (start v)\n\nnext costume\n\nhide\n\nwhen I receive [startsetup v]\ngo to x: (2) y: (-12)\nshow\nnext costume\nclear graphic effects\n\nwhen I receive [restartlevel v]\n\nclear graphic effects\nshow\n\nswitch costume to (Level)\n\nset [level v] to [1]\n\n@Box\n\nwhen flag clicked\nhide\nset [level v] to [0]\n\nforever\n if <(Level) = [0]> then\n end\nend\n\ngo to x: (14) y: (4)\n\nset [yup? v] to [0]\n\ndefine Up\nset [boxiy v] to (([abs v] of (BoxYVel) ) + (1))\nset [test v] to [true]\nset [boxi v] to [0]\nset [boxxvel v] to [0]\nrepeat until <<not <touching (ground v)?>> or <(Boxi) = (BoxiY)>>\n change y by (1)\n change [boxi v] by (1)\nend\nif <(Boxi) = (BoxiY)> then\n change y by ((0) - (BoxiY))\nend\n\ndefine Across\nif <(BoxXVel) > [0]> then\n repeat until <not <<touching (ground v)?> or <touching (extraextras v)?>>>\n change x by (-1)\n end\n change x by (-1)\nelse\n repeat until <not <<touching (ground v)?> or <touching (extraextras v)?>>>\n change x by (1)\n end\n change x by (1)\nend\n\nchange y by (-1)\nif <<<key (up arrow v) pressed?> and <touching (ground v)?>> and <not <(BoxYVel) > [0]>>> then\n change [boxyvel v] by (13)\nend\nchange y by (1)\n\nif <(SoundFXVolume) = [100]> then\n set volume to (50) %\n start sound (pick random (2) to (4))\nend\n\nwhen I receive [startsetup v]\n\nif <(SoundFXVolume) = [100]> then\n if <([abs v] of (BoxYVel) ) > [1]> then\n set volume to (([abs v] of (BoxYVel) ) * (3)) %\n end\n start sound [Hit v]\nend\n\nif <<([abs v] of (BoxYVel) ) > [1]> and <(SoundFXVolume) = [100]>> then\n set volume to (([abs v] of (BoxYVel) ) * (3)) %\n start sound [Hit v]\nend\n\ndefine Down\nset [boxxvel v] to [0]\nset [boxi2 v] to [0]\nrepeat until <<not <touching (ground v)?>> or <(Boxi2) = [8]>>\n change y by (-1)\n change [boxi2 v] by (1)\nend\n\ngo to x: (-50) y: (-44)\nset size to (400) %\nset [boxxvel v] to [0]\nset [boxyvel v] to [0]\nforever\n change [boxyvel v] by (-1)\n change y by (BoxYVel)\n if <<touching (ground v)?> and <(BoxYVel) > [0]>> then\n Down\n end\n if <<touching (ground v)?> and <(BoxYVel) > [0]>> then\n Down\n end\n if <touching (ground v)?> then\n Up\n end\n if <<touching (sensing v)?> and <key (right arrow v) pressed?>> then\n change [boxxvel v] by (2)\n end\n if <<touching (sensing v)?> and <key (left arrow v) pressed?>> then\n change [boxxvel v] by (-2)\n end\n change x by (BoxXVel)\n if <touching (ground v)?> then\n Across\n end\n set [boxxvel v] to ((BoxXVel) * (0.6))\nend\n\nshow\n\n@Sword\n\nwhen flag clicked\nhide\n\nwhen I receive [playergo v]\nset rotation style [all around v]\nset size to (200) %\nshow\nforever\n if <mouse down?> then\n set volume to (SoundFXVolume) %\n start sound [SwordSlice v]\n repeat (10)\n point towards (mouse-pointer v)\n turn left (45) degrees\n end\n end\nend\n\nwhen I receive [playergo v]\nforever\n go to (player v)\n change y by (10)\nend\n\nwhen I receive [startsetup v]\nhide\n\n@Bat\n\nwhen flag clicked\npen up\nshow\nset size to (400) %\ngo to [front v] layer\ngo to x: (0) y: (100)\nrepeat until <[0] = [1]>\n wait (pick random (0) to (0.05)) seconds\n next costume\n set [costume v] to (costume [number v])\n change x by (pick random (-10) to (10))\n change y by (pick random (-10) to (10))\nend\n\ndefine None\n\nwhen I receive [startsetup v]\nhide\n\nwhen I receive [startsetup v]\n\nset pen size to (8)\npen up\nchange x by ((0) - (max))\nchange y by ((size) * (1.5))\npen down\nset pen color to (#299f40)\nchange x by ((now) * (2))\nset pen color to (#c23f3f)\nchange x by (((max) - (now)) * (2))\npen up\nchange x by ((0) - (((max) - (now)) * (2.5)))\nset pen color to (#299f40)\npen down\npen up\nchange x by (((max) - (now)) * (2.5))\nchange x by ((0) - (max))\nchange y by ((0) - ((size) * (1.5)))\n\nforever\n if <(distance to [mouse-pointer v]) < [40]> then\n erase all\n Health Bar (5) (10) (16)\n else\n erase all\n end\nend\n\n@Slargle\n\nwhen I receive [playergo v]\nwait until <([costume # v] of [extras v]) = [3]>\nset [ghost v] effect to (0)\nset size to (200) %\nset rotation style [left-right v]\nset [slarglehealth v] to [100]\nshow\nrepeat until <(Level) = [2]>\n go to x: (0) y: (98)\n repeat (20)\n change x by (5)\n next costume\n wait (0) seconds\n point in direction (-90)\n end\n repeat (20)\n change x by (-5)\n next costume\n wait (0) seconds\n point in direction (90)\n end\nend\n\ndefine SlargleHealthBar\n\nwait until <(Level) = [1]>\nrepeat until <(SlargleHealth) < [0]>\n SlargleHealthBar\nend\n\nshow\n\nif <<touching (sword v)?> and <mouse down?>> then\nend\n\nchange y by (10)\npen up\nchange x by (-5)\npen down\nset pen color to (#cc0000)\nchange x by ((SlargleHealth) / (10))\nset pen color to (#30bd1b)\nchange x by ((10) - ((SlargleHealth) / (10)))\npen up\nchange y by (-10)\nchange x by (-10)\n\nwhen I receive [playergo v]\nwait until <([costume # v] of [extras v]) = [3]>\nforever\n if <(SlargleHealth) < [15]> then\n set size to (200) %\n set rotation style [left-right v]\n start sound [SlargleDie v]\n hide\n stop [this script v]\n end\nend\n\nwhen flag clicked\nhide\n\nwait until <not <touching (sword v)?>>\n\nchange [slarglehealth v] by (pick random (-5) to (-10))\n\nrepeat until <(Level) = [2]>\n hide\nend\n\nshow\n\nif <(SlargleHealth) < [15]> then\n hide\n start sound [SlargleDie v]\n stop [this script v]\nend\n\nif <(SlargleHealth) < [15]> then\n hide\nend\n\nstop [this script v]\n\nwhen I receive [playergo v]\nwait until <(Level) = [1]>\nrepeat until <(Level) = [2]>\n if <touching (sword v)?> then\n set [slarglehitammount v] to [-40]\n change [slarglehealth v] by (SlargleHitAmmount)\n set volume to (SoundFXVolume) %\n start sound [SlargleHit v]\n change [ghost v] effect by ((0) - (SlargleHitAmmount))\n broadcast (SlargleHit v)\n wait until <not <touching (sword v)?>>\n end\nend\nhide\n\nsay [Hello!] for (2) seconds\n\nwait (0.3) seconds\n\nset [slarglehealth v] to [100]\n\nset [ghost v] effect to (0)\n\nhide\n\n@SlargleHit\n\nwhen flag clicked\nhide\n\nwhen I receive [slarglehit v]\nshow\ngo to (slargle v)\npoint in direction (0)\nset [ghost v] effect to (0)\nrepeat (3)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nturn right (pick random (0) to (360)) degrees\nset size to (pick random (90) to (150)) %\nrepeat (pick random (5) to (9))\n move (pick random (3) to (8)) steps\nend\ndelete this clone\n\nchange [ghost v] effect by (10)\n\n@RollingCredits\n\nwhen I receive [credits v]\nshow\ngo to x: (0) y: (-175)\nswitch costume to (costume1 v)\nset size to (210) %\nswitch costume to (credits v)\nrepeat (940)\n go to [front v] layer\n change y by (1)\n if <key (space v) pressed?> then\n hide\n stop [this script v]\n end\nend\nhide\n\nwhen flag clicked\nhide\n\n@thumbnail\n\nwhen flag clicked\nswitch costume to (costume1 v)\nset size to (970) %\nhide\ngo to x: (-48) y: (8)\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nhide\n\nshow\n\ngo to [front v] layer\n\n
You Are Finn !\nA young boy set out on an adventure to find coins and jewels.\nCollect treasure as you jump and fight through 10 exciting levels\nUnlock keys and hit the purple block to pass the level\nAvoid Fullscreen - causes lag and weird things...\n★★Ꮸ๏ntᖇ๏lຮ★★ \n►Arrow Keys / WASD - Move◄\n►Mouse Click- Sword◄\n\nYou may have to click back into the game after it loads if it takes a long time and you can't move\n\nThere are some shortcuts - can you figure them out?\n\nWhen you die during a level, the keys and jewels don't disappear - I know :) - they're not supposed to.\n\nThis took almost two months to finish!\n\n\n"I'm too good for fall damage"\n-Finn\n\n
The Impossible Platformer
@Stage\n\nwhen flag clicked\nset volume to (500) %\nforever\n play sound [ComputerVirus v] until done\nend\n\nwhen I receive [next level v]\nnext backdrop\n\nwhen I receive [message1 v]\nrepeat (2)\n if <(backdrop [number v]) = [13]> then\n broadcast (Edger v)\n end\nend\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\n@Sprite1\n\nwhen flag clicked\nbroadcast (message1 v)\n\nwhen flag clicked\nshow\nset [deaths v] to [0]\nswitch costume to (costume1 v)\ngo to x: (-108) y: (-81)\nset [x v] to [0]\nset [y v] to [0]\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n change [y v] by (-0.5)\n if <key (left arrow v) pressed?> then\n switch costume to (costume2 v)\n change [x v] by (-0.5)\n end\n if <key (right arrow v) pressed?> then\n switch costume to (costume1 v)\n change [x v] by (0.5)\n end\n set [x v] to ((X) * (0.9))\n change x by (X)\n if <<<touching color (#000000)?> or <touching color (#000000)?>> or <touching color (#000000)?>> then\n change y by (1)\n if <<<touching color (#000000)?> or <touching color (#000000)?>> or <touching color (#000000)?>> then\n change y by (1)\n if <<<touching color (#000000)?> or <touching color (#000000)?>> or <touching color (#000000)?>> then\n change y by (1)\n if <<<touching color (#000000)?> or <touching color (#000000)?>> or <touching color (#000000)?>> then\n change y by (1)\n if <<<touching color (#000000)?> or <touching color (#000000)?>> or <touching color (#000000)?>> then\n change y by (1)\n if <<<touching color (#000000)?> or <touching color (#000000)?>> or <touching color (#000000)?>> then\n change y by (1)\n if <<<touching color (#000000)?> or <touching color (#000000)?>> or <touching color (#000000)?>> then\n change y by (-6)\n change x by ((X) * (-1))\n if <key (up arrow v) pressed?> then\n set [y v] to [10]\n if <(X) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n change y by (Y)\n if <<<touching color (#000000)?> or <touching color (#000000)?>> or <touching color (#000000)?>> then\n change y by ((Y) * (-1))\n set [y v] to [0]\n end\n change y by (-0.5)\n if <<<<touching color (#000000)?> or <touching color (#000000)?>> or <touching color (#000000)?>> and <key (up arrow v) pressed?>> then\n set [y v] to [8]\n end\n change y by (0.5)\n if <touching color (#ffff00)?> then\n broadcast (Next Level v)\n go to x: (-102) y: (-17)\n end\n if <touching color (#ff0000)?> then\n go to x: (-120) y: (-59)\n change [deaths v] by (1)\n end\n if <touching color (#00ffff)?> then\n if <key (up arrow v) pressed?> then\n set [y v] to [5]\n else\n set [y v] to [-1]\n end\n end\nend\n\nwhen I receive [edger v]\nif <touching (_edge_ v)?> then\n broadcast (Next Level v)\n go to x: (-208) y: (-81)\nend\nforever\n change [y v] by (-0.5)\n if <key (left arrow v) pressed?> then\n switch costume to (costume2 v)\n change [x v] by (-0.5)\n end\n if <key (right arrow v) pressed?> then\n switch costume to (costume1 v)\n change [x v] by (0.5)\n end\n set [x v] to ((X) * (0.9))\n change x by (X)\n if <<<touching color (#000000)?> or <touching color (#000000)?>> or <touching color (#000000)?>> then\n change y by (1)\n if <<<touching color (#000000)?> or <touching color (#000000)?>> or <touching color (#000000)?>> then\n change y by (1)\n if <<<touching color (#000000)?> or <touching color (#000000)?>> or <touching color (#000000)?>> then\n change y by (1)\n if <<<touching color (#000000)?> or <touching color (#000000)?>> or <touching color (#000000)?>> then\n change y by (1)\n if <<<touching color (#000000)?> or <touching color (#000000)?>> or <touching color (#000000)?>> then\n change y by (1)\n if <<<touching color (#000000)?> or <touching color (#000000)?>> or <touching color (#000000)?>> then\n change y by (1)\n if <<<touching color (#000000)?> or <touching color (#000000)?>> or <touching color (#000000)?>> then\n change y by (-6)\n change x by ((X) * (-1))\n if <key (up arrow v) pressed?> then\n set [y v] to [10]\n if <(X) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n change y by (Y)\n if <<<touching color (#000000)?> or <touching color (#000000)?>> or <touching color (#000000)?>> then\n change y by ((Y) * (-1))\n set [y v] to [0]\n end\n change y by (-0.5)\n if <<<<touching color (#000000)?> or <touching color (#000000)?>> or <touching color (#000000)?>> and <key (up arrow v) pressed?>> then\n set [y v] to [8]\n end\n change y by (0.5)\n if <touching color (#ffff00)?> then\n broadcast (Next Level v)\n go to x: (-102) y: (-17)\n end\n if <touching color (#ff0000)?> then\n go to x: (-120) y: (-59)\n change [deaths v] by (1)\n end\n if <touching color (#00ffff)?> then\n if <key (up arrow v) pressed?> then\n set [y v] to [5]\n else\n set [y v] to [-1]\n end\n end\nend\n\n@Sprite2\n\nwhen flag clicked\nhide\n\n
Arrow Keys
HARD platformer + 2 players (V2.1)
@Stage\n\n@Intro\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (intro v)\nshow\nwait (1.5) seconds\nswitch costume to (intro2 v)\nstart sound [Hit v]\nwait (0.2) seconds\nswitch costume to (intro3 v)\nstart sound [Hit v]\nwait (0.2) seconds\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\ngo to [front v] layer\nset [ghost v] effect to (50)\nswitch costume to (intro4 v)\ngo to x: (-267) y: (15)\nstart sound [Cling v]\nglide (0.7) secs to x: (267) y: (15)\nwait (0.5) seconds\nbroadcast (efeito jogo v)\ndelete this clone\n\nwhen I receive [menu v]\nhide\n\n@Dano\n\nwhen flag clicked\nhide\nswitch costume to (pano de fundo9 v)\ngo to x: (0) y: (0)\n\nwhen I receive [iniciar jogo v]\nshow\nset [clone vermelho v] to [0]\nswitch costume to (level1 v)\ncreate clone of (_myself_ v)\nforever\n if <(item (5) of [movimentotela v]) < ((-480) * (9))> then\n Movimentação (X, Y, Level) [10] [2] [13]\n else\n if <(item (5) of [movimentotela v]) < ((-480) * (7))> then\n Movimentação (X, Y, Level) [8] [1] [10]\n else\n if <(item (5) of [movimentotela v]) < ((-480) * (5))> then\n Movimentação (X, Y, Level) [6] [0] [7]\n else\n if <(item (5) of [movimentotela v]) < ((-480) * (3))> then\n Movimentação (X, Y, Level) [4] [0] [5]\n else\n if <[480] < ((item (5) of [movimentotela v]) * (-1))> then\n Movimentação (X, Y, Level) [2] [0] [3]\n else\n if <((item (5) of [movimentotela v]) * (-1)) < [480]> then\n Movimentação (X, Y, Level) [0] [0] [1]\n else\n hide\n end\n end\n end\n end\n end\n end\nend\n\nwhen I start as a clone\nif <(Clone Vermelho) = [0]> then\n set [clone vermelho v] to [1]\n create clone of (_myself_ v)\n forever\n if <(item (5) of [movimentotela v]) < ((-480) * (8))> then\n Movimentação (X, Y, Level) [9] [2] [12]\n else\n if <(item (5) of [movimentotela v]) < ((-480) * (6))> then\n Movimentação (X, Y, Level) [7] [1] [9]\n else\n if <((4) * (-480)) > (item (5) of [movimentotela v])> then\n Movimentação (X, Y, Level) [5] [0] [6]\n else\n if <((2) * (-480)) > (item (5) of [movimentotela v])> then\n Movimentação (X, Y, Level) [3] [0] [4]\n else\n if <[0] > (item (5) of [movimentotela v])> then\n Movimentação (X, Y, Level) [1] [0] [2]\n else\n hide\n end\n end\n end\n end\n end\n end\nelse\n forever\n if <(item (5) of [movimentotela v]) < ((-480) * (9))> then\n Movimentação (X, Y, Level) [10] [1] [14]\n else\n if <(item (5) of [movimentotela v]) < ((-480) * (7))> then\n Movimentação (X, Y, Level) [8] [2] [11]\n else\n if <(item (5) of [movimentotela v]) < ((-480) * (5))> then\n Movimentação (X, Y, Level) [6] [1] [8]\n else\n hide\n end\n end\n end\n end\nend\n\ndefine Movimentação (X, Y, Level) (x) (y) (level)\nswitch costume to (level)\ngo to x: ((item (5) of [movimentotela v]) + ((480) * (x))) y: ((item (6) of [movimentotela v]) + ((360) * (y)))\nif <<<((-480) * ((x) - (1))) > (item (5) of [movimentotela v])> and <(item (5) of [movimentotela v]) > ((-480) * ((x) + (1)))>> and <<((-360) * ((y) - (1))) > (item (6) of [movimentotela v])> and <(item (6) of [movimentotela v]) > ((-360) * ((y) + (1)))>>> then\n show\nelse\n hide\nend\n\nwhen I receive [efeito inicial v]\nswitch costume to (level1 v)\n\n@Sprite1\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [efeito inicial v]\nset [ghost v] effect to (0)\nshow\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\nbroadcast (iniciar jogo v)\n\nwhen I receive [efeito jogo v]\nset [ghost v] effect to (100)\nshow\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nwait (0.5) seconds\nbroadcast (Menu v)\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\n\n@Sprite2\n\nwhen flag clicked\nhide\nreplace item (1) of [movimentotela v] with [0]\nreplace item (2) of [movimentotela v] with [0]\nreplace item (3) of [movimentotela v] with [0]\nreplace item (4) of [movimentotela v] with [0]\nreplace item (5) of [movimentotela v] with [0]\nreplace item (6) of [movimentotela v] with [0]\n\nwhen I receive [iniciar jogo v]\nshow\nset [clone v] to [0]\nswitch costume to (level1 v)\ncreate clone of (_myself_ v)\nforever\n if <(jogando) = [1]> then\n replace item (5) of [movimentotela v] with ((item (5) of [movimentotela v]) + ((item (1) of [movimentotela v]) / (-10)))\n replace item (6) of [movimentotela v] with ((item (6) of [movimentotela v]) + ((item (2) of [movimentotela v]) / (-10)))\n end\n if <(jogando) = [2]> then\n replace item (5) of [movimentotela v] with ((item (5) of [movimentotela v]) + (((item (1) of [movimentotela v]) + (item (3) of [movimentotela v])) / (-6)))\n replace item (6) of [movimentotela v] with ((item (6) of [movimentotela v]) + (((item (2) of [movimentotela v]) + (item (4) of [movimentotela v])) / (-6)))\n end\n if <(item (5) of [movimentotela v]) < ((-480) * (9))> then\n Movimentação (X, Y, Level) [10] [2] [13]\n else\n if <(item (5) of [movimentotela v]) < ((-480) * (7))> then\n Movimentação (X, Y, Level) [8] [1] [10]\n else\n if <(item (5) of [movimentotela v]) < ((-480) * (5))> then\n Movimentação (X, Y, Level) [6] [0] [7]\n else\n if <(item (5) of [movimentotela v]) < ((-480) * (3))> then\n Movimentação (X, Y, Level) [4] [0] [5]\n else\n if <[480] < ((item (5) of [movimentotela v]) * (-1))> then\n Movimentação (X, Y, Level) [2] [0] [3]\n else\n if <((item (5) of [movimentotela v]) * (-1)) < [480]> then\n Movimentação (X, Y, Level) [0] [0] [1]\n else\n hide\n end\n end\n end\n end\n end\n end\nend\n\nwhen I start as a clone\nif <(Clone) = [0]> then\n set [clone v] to [1]\n create clone of (_myself_ v)\n forever\n if <(item (5) of [movimentotela v]) < ((-480) * (8))> then\n Movimentação (X, Y, Level) [9] [2] [12]\n else\n if <(item (5) of [movimentotela v]) < ((-480) * (6))> then\n Movimentação (X, Y, Level) [7] [1] [9]\n else\n if <((4) * (-480)) > (item (5) of [movimentotela v])> then\n Movimentação (X, Y, Level) [5] [0] [6]\n else\n if <((2) * (-480)) > (item (5) of [movimentotela v])> then\n Movimentação (X, Y, Level) [3] [0] [4]\n else\n if <[0] > (item (5) of [movimentotela v])> then\n Movimentação (X, Y, Level) [1] [0] [2]\n else\n hide\n end\n end\n end\n end\n end\n end\nelse\n forever\n if <(item (5) of [movimentotela v]) < ((-480) * (9))> then\n Movimentação (X, Y, Level) [10] [1] [14]\n else\n if <(item (5) of [movimentotela v]) < ((-480) * (7))> then\n Movimentação (X, Y, Level) [8] [2] [11]\n else\n if <(item (5) of [movimentotela v]) < ((-480) * (5))> then\n Movimentação (X, Y, Level) [6] [1] [8]\n else\n hide\n end\n end\n end\n end\nend\n\ndefine Movimentação (X, Y, Level) (x) (y) (level)\nswitch costume to ((level) + (1))\ngo to x: ((item (5) of [movimentotela v]) + ((480) * (x))) y: ((item (6) of [movimentotela v]) + ((360) * (y)))\nif <<<((-480) * ((x) - (1))) > (item (5) of [movimentotela v])> and <(item (5) of [movimentotela v]) > ((-480) * ((x) + (1)))>> and <<((-360) * ((y) - (1))) > (item (6) of [movimentotela v])> and <(item (6) of [movimentotela v]) > ((-360) * ((y) + (1)))>>> then\n show\nelse\n hide\nend\n\nwhen I receive [efeito inicial v]\nswitch costume to (level1 v)\n\nwhen I receive [menu v]\nshow\nswitch costume to (pano de fundo2 v)\ngo to x: (0) y: (0)\n\n@button\n\nwhen I receive [efeito inicial v]\nhide\n\nwhen I start as a clone\nswitch costume to (traje2 v)\ngo to x: (175) y: (-90)\nshow\nforever\n if <<(x position) = [175]> and <touching (mouse-pointer v)?>> then\n start sound [Botão v]\n end\n if <not <(x position) = [175]>> then\n go to x: (175) y: (-90)\n end\n if <touching (mouse-pointer v)?> then\n set x to (185)\n if <mouse down?> then\n start sound [Botão Precionado v]\n broadcast (efeito inicial v)\n wait (0.5) seconds\n if <(jogando) = [0]> then\n set [jogando v] to [2]\n hide\n end\n end\n end\n if <(jogando) > [0]> then\n delete this clone\n end\nend\n\nwhen I receive [menu v]\nset [jogando v] to [0]\ncreate clone of (_myself_ v)\nswitch costume to (traje1 v)\ngo to x: (196) y: (-55)\nshow\nforever\n if <<(x position) = [175]> and <touching (mouse-pointer v)?>> then\n start sound [Botão v]\n end\n if <not <(x position) = [175]>> then\n go to x: (175) y: (-55)\n end\n if <touching (mouse-pointer v)?> then\n set x to (185)\n if <mouse down?> then\n start sound [Botão Precionado v]\n broadcast (efeito inicial v)\n broadcast (J2D v)\n wait (0.5) seconds\n if <(jogando) = [0]> then\n hide\n set [jogando v] to [1]\n end\n end\n end\n if <(jogando) > [0]> then\n stop [this script v]\n end\nend\n\nwhen flag clicked\nhide\n\n@button2\n\nwhen I receive [iniciar jogo v]\nhide\n\nwhen I receive [efeito inicial v]\nhide\n\nwhen I start as a clone\ngo to x: (-77) y: (-97)\nshow\nforever\n if <<(x position) = [-77]> and <touching (mouse-pointer v)?>> then\n start sound [Botão v]\n end\n if <not <(x position) = [175]>> then\n go to x: (-77) y: (-97)\n end\n if <touching (mouse-pointer v)?> then\n set x to (-68)\n if <mouse down?> then\n start sound [Botão Precionado v]\n change [personagem2 v] by (1)\n if <(Personagem1) = [14]> then\n set [personagem1 v] to [1]\n end\n wait until <not <mouse down?>>\n end\n end\n if <(jogando) > [0]> then\n delete this clone\n end\nend\n\nwhen I receive [menu v]\nset [personagem1 v] to [1]\nset [personagem2 v] to [1]\nset [jogando v] to [0]\nswitch costume to (traje1 v)\ncreate clone of (_myself_ v)\ngo to x: (-97) y: (-40)\nshow\nforever\n if <<(x position) = [-97]> and <touching (mouse-pointer v)?>> then\n start sound [Botão v]\n end\n if <not <(x position) = [175]>> then\n go to x: (-97) y: (-40)\n end\n if <touching (mouse-pointer v)?> then\n set x to (-90)\n if <mouse down?> then\n start sound [Botão Precionado v]\n change [personagem1 v] by (1)\n if <(Personagem1) = [14]> then\n set [personagem1 v] to [1]\n end\n wait until <not <mouse down?>>\n end\n end\n if <(jogando) > [0]> then\n stop [this script v]\n end\nend\n\nwhen flag clicked\nhide\n\n@Chekpoint\n\nwhen flag clicked\nhide\nswitch costume to (pano de fundo9 v)\ngo to x: (0) y: (0)\n\nwhen I receive [iniciar jogo v]\nshow\nset [clone azul v] to [0]\nswitch costume to (level1 v)\ncreate clone of (_myself_ v)\nhide\n\nwhen I start as a clone\nif <(Clone Azul) = [0]> then\n set [clone azul v] to [1]\n create clone of (_myself_ v)\n forever\n if <(item (5) of [movimentotela v]) < ((-480) * (8))> then\n Movimentação (X, Y, Level) [9] [2] [12]\n else\n if <(item (5) of [movimentotela v]) < ((-480) * (6))> then\n Movimentação (X, Y, Level) [7] [1] [9]\n else\n if <((4) * (-480)) > (item (5) of [movimentotela v])> then\n Movimentação (X, Y, Level) [5] [0] [6]\n else\n if <((2) * (-480)) > (item (5) of [movimentotela v])> then\n Movimentação (X, Y, Level) [3] [0] [4]\n else\n if <[0] > (item (5) of [movimentotela v])> then\n Movimentação (X, Y, Level) [1] [0] [2]\n else\n hide\n end\n end\n end\n end\n end\n end\nelse\n if <(Clone Azul) = [1]> then\n set [clone azul v] to [2]\n create clone of (_myself_ v)\n forever\n if <(item (5) of [movimentotela v]) < ((-480) * (9))> then\n Movimentação (X, Y, Level) [10] [1] [14]\n else\n if <(item (5) of [movimentotela v]) < ((-480) * (7))> then\n Movimentação (X, Y, Level) [8] [2] [11]\n else\n if <(item (5) of [movimentotela v]) < ((-480) * (5))> then\n Movimentação (X, Y, Level) [6] [1] [8]\n else\n hide\n end\n end\n end\n end\n else\n forever\n if <(item (5) of [movimentotela v]) < ((-480) * (9))> then\n Movimentação (X, Y, Level) [10] [2] [13]\n else\n if <(item (5) of [movimentotela v]) < ((-480) * (7))> then\n Movimentação (X, Y, Level) [8] [1] [10]\n else\n if <(item (5) of [movimentotela v]) < ((-480) * (5))> then\n Movimentação (X, Y, Level) [6] [0] [7]\n else\n if <(item (5) of [movimentotela v]) < ((-480) * (3))> then\n Movimentação (X, Y, Level) [4] [0] [5]\n else\n if <[480] < ((item (5) of [movimentotela v]) * (-1))> then\n Movimentação (X, Y, Level) [2] [0] [3]\n else\n if <((item (5) of [movimentotela v]) * (-1)) < [480]> then\n Movimentação (X, Y, Level) [0] [0] [1]\n else\n hide\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine Movimentação (X, Y, Level) (x) (y) (level)\nswitch costume to (level)\ngo to x: ((item (5) of [movimentotela v]) + ((480) * (x))) y: ((item (6) of [movimentotela v]) + ((360) * (y)))\nif <touching (_edge_ v)?> then\n hide\nelse\n show\nend\nif <<<touching (jogador 1 v)?> and <<(jogando) = [1]> or <(Save2J) > ((level) - (1))>>> or <<touching (jogador 2 v)?> and <<(jogando) = [2]> and <(Save1J) > ((level) - (1))>>>> then\n if <<(level) = [1]> and <(level) > (item (3) of [save v])>> then\n replace item (1) of [save v] with [-295]\n replace item (2) of [save v] with [109]\n replace item (3) of [save v] with (level)\n end\n if <<(level) = [2]> and <(level) > (item (3) of [save v])>> then\n replace item (1) of [save v] with [-834]\n replace item (2) of [save v] with [109]\n replace item (3) of [save v] with (level)\n end\n if <<(level) = [3]> and <(level) > (item (3) of [save v])>> then\n replace item (1) of [save v] with [-1287]\n replace item (2) of [save v] with [109]\n replace item (3) of [save v] with (level)\n end\n if <<(level) = [4]> and <(level) > (item (3) of [save v])>> then\n replace item (1) of [save v] with [-1773]\n replace item (2) of [save v] with [109]\n replace item (3) of [save v] with (level)\n end\n if <<(level) = [5]> and <(level) > (item (3) of [save v])>> then\n replace item (1) of [save v] with [-2243]\n replace item (2) of [save v] with [109]\n replace item (3) of [save v] with (level)\n end\n if <<(level) = [6]> and <(level) > (item (3) of [save v])>> then\n replace item (1) of [save v] with [-2757]\n replace item (2) of [save v] with [109]\n replace item (3) of [save v] with (level)\n end\n if <<(level) = [7]> and <(level) > (item (3) of [save v])>> then\n replace item (1) of [save v] with [-2751]\n replace item (2) of [save v] with [-260]\n replace item (3) of [save v] with (level)\n end\n if <<(level) = [8]> and <(level) > (item (3) of [save v])>> then\n replace item (1) of [save v] with [-3175]\n replace item (2) of [save v] with [-260]\n replace item (3) of [save v] with (level)\n end\n if <<(level) = [9]> and <(level) > (item (3) of [save v])>> then\n replace item (1) of [save v] with [-3688]\n replace item (2) of [save v] with [-260]\n replace item (3) of [save v] with (level)\n end\n if <<(level) = [10]> and <(level) > (item (3) of [save v])>> then\n replace item (1) of [save v] with [-3792]\n replace item (2) of [save v] with [-600]\n replace item (3) of [save v] with (level)\n end\n if <<(level) = [12]> and <(level) > (item (3) of [save v])>> then\n replace item (1) of [save v] with [-4628]\n replace item (2) of [save v] with [-615]\n replace item (3) of [save v] with (level)\n end\n if <<(level) = [13]> and <(level) > (item (3) of [save v])>> then\n set [jogo completado v] to [1]\n replace item (1) of [save v] with [0]\n replace item (2) of [save v] with [0]\n replace item (3) of [save v] with [0]\n end\nend\nif <<(jogando) = [2]> and <touching (jogador 2 v)?>> then\n set [save2j v] to (level)\nend\nif <<(jogando) = [2]> and <touching (jogador 1 v)?>> then\n set [save1j v] to (level)\nend\n\nwhen I receive [efeito inicial v]\nswitch costume to (level1 v)\n\nwhen flag clicked\nreplace item (1) of [save v] with [0]\nreplace item (2) of [save v] with [0]\nreplace item (3) of [save v] with [0]\nset [save2j v] to [0]\nset [save1j v] to [0]\n\n@Fundo do Jogo\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [front v] layer\nset [ghost v] effect to (100)\ngo to [front v] layer\nshow\nforever\n set [cronometrado v] to ((timer) + (0.2))\nend\n\nwhen I receive [menu v]\nforever\n play sound [Xenogenesis v] until done\nend\n\n@Jogador 1\n\nwhen I receive [menu v]\nhide\ngo to x: (-155) y: (-40)\nshow\nforever\n if <(jogando) = [0]> then\n switch costume to (Personagem1)\n end\nend\n\nwhen flag clicked\nset size to (50) %\nhide\n\nwhen I receive [iniciar jogo v]\nset [movimentotelax v] to [0]\nset [movimentotelay v] to [0]\nforever\n point in direction (90)\n switch costume to (traje1 v)\n change x by ((item (5) of [movimentotela v]) - (MovimentoTelaX))\n change y by ((item (6) of [movimentotela v]) - (MovimentoTelaY))\n set [movimentotelax v] to (item (5) of [movimentotela v])\n set [movimentotelay v] to (item (6) of [movimentotela v])\n clear graphic effects\n if <<touching (dano v)?> or <key (space v) pressed?>> then\n switch costume to (Personagem1)\n start sound [Im Leaved Damage v]\n repeat (10)\n change [ghost v] effect by (10)\n change x by ((item (5) of [movimentotela v]) - (MovimentoTelaX))\n change y by ((item (6) of [movimentotela v]) - (MovimentoTelaY))\n set [movimentotelax v] to (item (5) of [movimentotela v])\n set [movimentotelay v] to (item (6) of [movimentotela v])\n end\n set [movimentox v] to [0]\n set [movimentoy v] to [0]\n set x to ((item (5) of [movimentotela v]) - (item (1) of [save v]))\n set y to ((item (6) of [movimentotela v]) - (item (2) of [save v]))\n replace item (1) of [movimentotela v] with (x position)\n replace item (2) of [movimentotela v] with ((y position) + (20))\n if <(jogando) = [1]> then\n repeat until <<<(x position) < [120]> and <(x position) > [-120]>> and <<[-70] < (y position)> and <(y position) < [70]>>>\n set x to ((item (5) of [movimentotela v]) - (item (1) of [save v]))\n set y to ((item (6) of [movimentotela v]) - (item (2) of [save v]))\n replace item (1) of [movimentotela v] with (x position)\n replace item (2) of [movimentotela v] with ((y position) + (20))\n end\n end\n if <(jogando) = [2]> then\n repeat until <<<(x position) < [173]> and <(x position) > [-173]>> and <<[-125] < (y position)> and <(y position) < [125]>>>\n set x to ((item (5) of [movimentotela v]) - (item (1) of [save v]))\n set y to ((item (6) of [movimentotela v]) - (item (2) of [save v]))\n replace item (1) of [movimentotela v] with (x position)\n replace item (2) of [movimentotela v] with ((y position) + (20))\n end\n end\n set [movimentotelax v] to (item (5) of [movimentotela v])\n set [movimentotelay v] to (item (6) of [movimentotela v])\n clear graphic effects\n end\n if <key (right arrow v) pressed?> then\n change [movimentox v] by (1)\n end\n if <key (left arrow v) pressed?> then\n change [movimentox v] by (-1)\n end\n set [movimentox v] to ((MovimentoX) * (0.9))\n if <touching (sprite2 v)?> then\n change x by (1)\n if <touching (sprite2 v)?> then\n change x by (1)\n if <touching (sprite2 v)?> then\n change x by (1)\n if <touching (sprite2 v)?> then\n change x by (-3)\n end\n end\n end\n end\n if <touching (sprite2 v)?> then\n change x by (-1)\n if <touching (sprite2 v)?> then\n change x by (-1)\n if <touching (sprite2 v)?> then\n change x by (-1)\n if <touching (sprite2 v)?> then\n change x by (3)\n end\n end\n end\n end\n change x by (MovimentoX)\n if <touching (sprite2 v)?> then\n change y by (1)\n if <touching (sprite2 v)?> then\n change y by (1)\n if <touching (sprite2 v)?> then\n change y by (1)\n if <touching (sprite2 v)?> then\n change y by (1)\n if <touching (sprite2 v)?> then\n change y by (1)\n if <touching (sprite2 v)?> then\n change x by ((MovimentoX) * (-1))\n change y by (-5)\n if <key (up arrow v) pressed?> then\n if <(MovimentoX) > [0]> then\n set [movimentox v] to [-5]\n else\n set [movimentox v] to [5]\n end\n set [movimentoy v] to [10]\n else\n set [movimentox v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [movimentoy v] by (-1)\n change y by (MovimentoY)\n if <touching (sprite2 v)?> then\n change y by ((MovimentoY) * (-1))\n set [movimentoy v] to [0]\n end\n change y by (-1)\n if <touching (sprite2 v)?> then\n if <key (up arrow v) pressed?> then\n set [movimentoy v] to [13]\n end\n end\n change y by (1)\n replace item (1) of [movimentotela v] with (x position)\n replace item (2) of [movimentotela v] with ((y position) + (20))\n switch costume to (Personagem1)\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n end\n if <key (left arrow v) pressed?> then\n point in direction (90)\n end\nend\n\n@Jogador 2\n\nwhen I receive [menu v]\nhide\ngo to x: (-135) y: (-97)\nset [color v] effect to (125)\nshow\nforever\n if <(jogando) = [0]> then\n switch costume to (Personagem2)\n end\nend\n\nwhen flag clicked\nset size to (50) %\nhide\n\nwhen I receive [iniciar jogo v]\nset [movimentotelax v] to [0]\nset [movimentotelay v] to [0]\nset [color v] effect to (125)\nif <(jogando) = [2]> then\n forever\n point in direction (90)\n switch costume to (traje1 v)\n change x by ((item (5) of [movimentotela v]) - (MovimentoTelaX))\n change y by ((item (6) of [movimentotela v]) - (MovimentoTelaY))\n set [movimentotelax v] to (item (5) of [movimentotela v])\n set [movimentotelay v] to (item (6) of [movimentotela v])\n clear graphic effects\n if <<touching (dano v)?> or <key (space v) pressed?>> then\n switch costume to (Personagem2)\n set [color v] effect to (125)\n start sound [Im Leaved Damage v]\n repeat (10)\n change [ghost v] effect by (10)\n change x by ((item (5) of [movimentotela v]) - (MovimentoTelaX))\n change y by ((item (6) of [movimentotela v]) - (MovimentoTelaY))\n set [movimentotelax v] to (item (5) of [movimentotela v])\n set [movimentotelay v] to (item (6) of [movimentotela v])\n end\n set [movimentox v] to [0]\n set [movimentoy v] to [0]\n set x to ((item (5) of [movimentotela v]) - (item (1) of [save v]))\n set y to ((item (6) of [movimentotela v]) - (item (2) of [save v]))\n replace item (3) of [movimentotela v] with (x position)\n replace item (4) of [movimentotela v] with ((y position) + (20))\n repeat until <<<(x position) < [173]> and <(x position) > [-173]>> and <<[-125] < (y position)> and <(y position) < [125]>>>\n set x to ((item (5) of [movimentotela v]) - (item (1) of [save v]))\n set y to ((item (6) of [movimentotela v]) - (item (2) of [save v]))\n replace item (3) of [movimentotela v] with (x position)\n replace item (4) of [movimentotela v] with ((y position) + (20))\n end\n set [movimentotelax v] to (item (5) of [movimentotela v])\n set [movimentotelay v] to (item (6) of [movimentotela v])\n clear graphic effects\n end\n if <key (d v) pressed?> then\n change [movimentox v] by (1)\n end\n if <key (a v) pressed?> then\n change [movimentox v] by (-1)\n end\n set [movimentox v] to ((MovimentoX) * (0.9))\n if <touching (sprite2 v)?> then\n change x by (1)\n if <touching (sprite2 v)?> then\n change x by (1)\n if <touching (sprite2 v)?> then\n change x by (1)\n if <touching (sprite2 v)?> then\n change x by (-3)\n end\n end\n end\n end\n if <touching (sprite2 v)?> then\n change x by (-1)\n if <touching (sprite2 v)?> then\n change x by (-1)\n if <touching (sprite2 v)?> then\n change x by (-1)\n if <touching (sprite2 v)?> then\n change x by (3)\n end\n end\n end\n end\n change x by (MovimentoX)\n if <touching (sprite2 v)?> then\n change y by (1)\n if <touching (sprite2 v)?> then\n change y by (1)\n if <touching (sprite2 v)?> then\n change y by (1)\n if <touching (sprite2 v)?> then\n change y by (1)\n if <touching (sprite2 v)?> then\n change y by (1)\n if <touching (sprite2 v)?> then\n change x by ((MovimentoX) * (-1))\n change y by (-5)\n if <key (w v) pressed?> then\n if <(MovimentoX) > [0]> then\n set [movimentox v] to [-5]\n else\n set [movimentox v] to [5]\n end\n set [movimentoy v] to [10]\n else\n set [movimentox v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [movimentoy v] by (-1)\n change y by (MovimentoY)\n if <touching (sprite2 v)?> then\n change y by ((MovimentoY) * (-1))\n set [movimentoy v] to [0]\n end\n change y by (-1)\n if <touching (sprite2 v)?> then\n if <key (w v) pressed?> then\n set [movimentoy v] to [13]\n end\n end\n change y by (1)\n replace item (3) of [movimentotela v] with (x position)\n replace item (4) of [movimentotela v] with ((y position) + (20))\n switch costume to (Personagem2)\n set [color v] effect to (125)\n end\nelse\n hide\nend\n\nwhen I receive [j2d v]\nhide\n\n@Letras\n\nwhen flag clicked\nhide\nswitch costume to (pano de fundo2 v)\ngo to x: (0) y: (0)\n\nwhen I receive [iniciar jogo v]\nset [clone letras v] to [0]\nswitch costume to (level1 v)\ncreate clone of (_myself_ v)\nhide\n\nwhen I start as a clone\nif <(Clone letras) = [0]> then\n set [clone letras v] to [1]\n create clone of (_myself_ v)\n forever\n if <(item (5) of [movimentotela v]) < ((-480) * (8))> then\n Movimentação (X, Y, Level) [9] [2] [12]\n else\n if <(item (5) of [movimentotela v]) < ((-480) * (6))> then\n Movimentação (X, Y, Level) [7] [1] [9]\n else\n if <((4) * (-480)) > (item (5) of [movimentotela v])> then\n Movimentação (X, Y, Level) [5] [0] [6]\n else\n if <((2) * (-480)) > (item (5) of [movimentotela v])> then\n Movimentação (X, Y, Level) [3] [0] [4]\n else\n if <[0] > (item (5) of [movimentotela v])> then\n Movimentação (X, Y, Level) [1] [0] [2]\n else\n hide\n end\n end\n end\n end\n end\n end\nelse\n if <(Clone letras) = [1]> then\n set [clone letras v] to [2]\n create clone of (_myself_ v)\n forever\n if <(item (5) of [movimentotela v]) < ((-480) * (9))> then\n Movimentação (X, Y, Level) [10] [1] [14]\n else\n if <(item (5) of [movimentotela v]) < ((-480) * (7))> then\n Movimentação (X, Y, Level) [8] [2] [11]\n else\n if <(item (5) of [movimentotela v]) < ((-480) * (5))> then\n Movimentação (X, Y, Level) [6] [1] [8]\n else\n hide\n end\n end\n end\n end\n else\n forever\n if <(item (5) of [movimentotela v]) < ((-480) * (9))> then\n Movimentação (X, Y, Level) [10] [2] [13]\n else\n if <(item (5) of [movimentotela v]) < ((-480) * (7))> then\n Movimentação (X, Y, Level) [8] [1] [10]\n else\n if <(item (5) of [movimentotela v]) < ((-480) * (5))> then\n Movimentação (X, Y, Level) [6] [0] [7]\n else\n if <(item (5) of [movimentotela v]) < ((-480) * (3))> then\n Movimentação (X, Y, Level) [4] [0] [5]\n else\n if <[480] < ((item (5) of [movimentotela v]) * (-1))> then\n Movimentação (X, Y, Level) [2] [0] [3]\n else\n if <((item (5) of [movimentotela v]) * (-1)) < [480]> then\n Movimentação (X, Y, Level) [0] [0] [1]\n else\n hide\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine Movimentação (X, Y, Level) (x) (y) (level)\nif <not <(level) = [14]>> then\n switch costume to (level)\nelse\n if <(Jogo completado) = [1]> then\n switch costume to (pano de fundo14 v)\n else\n switch costume to (level3 v)\n end\nend\ngo to x: ((item (5) of [movimentotela v]) + ((480) * (x))) y: ((item (6) of [movimentotela v]) + ((360) * (y)))\nif <<<((-480) * ((x) - (1))) > (item (5) of [movimentotela v])> and <(item (5) of [movimentotela v]) > ((-480) * ((x) + (1)))>> and <<((-360) * ((y) - (1))) > (item (6) of [movimentotela v])> and <(item (6) of [movimentotela v]) > ((-360) * ((y) + (1)))>>> then\n show\nelse\n hide\nend\n\nwhen I receive [efeito inicial v]\nswitch costume to (level1 v)\n\nwhen I receive [efeito inicial v]\nshow\n\n
Controls:\nPlayer 1: Arrow keys\nPlayer 2: w,a,s,d\nPrees space bar to reset if something goes wrong\nTouch the blue squares to save\n
Scratch Platformer 2
@Stage\n\nwhen flag clicked\nforever\n play sound [Dr. Wily Stage 1 & 2 \(Mega Man 2\) - Super Smash Bros. for Wii U Music Extended.mp3 v] until done\nend\n\n@Player\n\nwhen flag clicked\nbroadcast (hide all v) and wait\nhide\nswitch backdrop to (1 v)\nset size to (50) %\ngo to x: (0) y: (0)\npoint in direction (90)\ndelete (all) of [characters v]\nadd [gobo] to [characters v]\nset [level v] to [1]\nset [costume# v] to [1]\nset [got character? v] to [1]\nreset\n\ndefine None\nchange [px v] by (x)\nchange [py v] by (y)\nposition\nif <not <touching (platform v)?>> then\n set [ground? v] to [0]\n stop [this script v]\nend\nif <(x) = [0]> then\n set [yv v] to [0]\nend\nrepeat (15)\n change [py v] by (1)\n position\n if <not <touching (platform v)?>> then\n set [ground? v] to [1]\n stop [this script v]\n end\nend\nchange [px v] by ((0) - (x))\nchange [py v] by ((-10) - (y))\n\ndefine position\ngo to x: ((px) - (cx)) y: ((py) - (cy))\n\ndefine tick\nswitch costume to (hitbox v)\nif <key (left arrow v) pressed?> then\n point in direction (-90)\n if <<(costume#) = [1]> or <(costume#) = [4]>> then\n set [xv v] to [-7]\n else\n if <(costume#) = [2]> then\n set [xv v] to [-3.75]\n else\n if <(costume#) = [3]> then\n set [xv v] to [-12.5]\n else\n if <(costume#) = [5]> then\n set [xv v] to [-8]\n else\n end\n end\n end\n end\nelse\n if <key (right arrow v) pressed?> then\n point in direction (90)\n if <<(costume#) = [1]> or <(costume#) = [4]>> then\n set [xv v] to [7]\n else\n if <(costume#) = [2]> then\n set [xv v] to [3.75]\n else\n if <(costume#) = [3]> then\n set [xv v] to [12.5]\n else\n if <(costume#) = [5]> then\n set [xv v] to [8]\n else\n end\n end\n end\n end\n else\n set [xv v] to [0]\n end\nend\nif <key (up arrow v) pressed?> then\n if <(ground?) = [1]> then\n if <(costume#) = [1]> then\n set [yv v] to [15]\n else\n if <(costume#) = [2]> then\n set [yv v] to [21.5]\n else\n if <(costume#) = [3]> then\n set [yv v] to [9.25]\n else\n if <(costume#) = [4]> then\n set [yv v] to [8]\n else\n if <(costume#) = [5]> then\n set [yv v] to [15.5]\n else\n end\n end\n end\n end\n end\n end\nend\nmove (xV) (0)\nif <(costume#) = [4]> then\n change [yv v] by (-0.55)\nelse\n change [yv v] by (-1.5)\nend\nmove (0) (yV)\nset [cx v] to (round ((((xscroll) * (7)) + (px)) / (8)))\nset [cy v] to (round ((((yscroll) * (7)) + (py)) / (8)))\nposition\nif <<(yscroll) < [-1500]> or <touching (zombie v)?>> then\n reset\nend\ncostumes\n\ndefine reset\nerase all\nset [cx v] to [0]\nset [cy v] to [0]\nset [px v] to [0]\nset [py v] to [0]\nset [xscroll v] to [0]\nset [yscroll v] to [0]\nset [xv v] to [0]\nset [yv v] to [0]\nset [ground? v] to [0]\ngo to x: (0) y: (0)\n\nwhen I receive [start v]\nshow\nforever\n tick\n broadcast (position character v)\n broadcast (position v) and wait\n broadcast (position diamond v) and wait\n if <(Level) = [16]> then\n hide\n broadcast (end hide v) and wait\n switch backdrop to (win v)\n stop [all v]\n end\nend\n\ndefine costumes\nif <<key (1 v) pressed?> and <[characters v] contains [gobo]?>> then\n set [costume# v] to [1]\nend\nif <<key (2 v) pressed?> and <[characters v] contains [polly]?>> then\n set [costume# v] to [2]\nend\nif <<key (3 v) pressed?> and <[characters v] contains [rex]?>> then\n set [costume# v] to [3]\nend\nif <<key (4 v) pressed?> and <[characters v] contains [pengu]?>> then\n set [costume# v] to [4]\nend\nif <<key (5 v) pressed?> and <[characters v] contains [gobi]?>> then\n set [costume# v] to [5]\nend\nswitch costume to (costume#)\n\nwhen I receive [next level v]\nreset\n\n@Platform\n\nwhen I receive [position v]\nset [xscroll v] to (cx)\nset [yscroll v] to (cy)\nswitch costume to (Level)\nposition (() - (xscroll)) (() - (yscroll))\n\nwhen I receive [setup v]\nhide\n\nwhen I receive [start v]\nswitch backdrop to (2 v)\nshow\n\nwhen I receive [hide all v]\nhide\n\ndefine None\ngo to x: (round (x)) y: (round (y))\nif <<(round (x)) = (x position)> and <(round (y)) = (y position)>> then\n show\nelse\n hide\nend\n\nset size to (200) %\n\nwhen I receive [end hide v]\nhide\n\n@Logo\n\nwhen flag clicked\ngo to x: (0) y: (70)\npoint in direction (90)\nshow\nset [i v] to [0]\nforever\n change y by ([sin v] of (i) )\n change [i v] by (6)\nend\n\nwhen I receive [start v]\nhide\n\n@Play\n\nwhen flag clicked\ngo to x: (0) y: (-68)\nset size to (100) %\nshow\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\nend\n\nwhen flag clicked\nforever\n wait until <<mouse down?> and <touching (mouse-pointer v)?>>\n wait until <not <mouse down?>>\n hide\n broadcast (setup v) and wait\n broadcast (start v)\nend\n\n@Goal\n\ndefine None\ngo to x: (round (x)) y: (round (y))\nif <<(round (x)) = (x position)> and <(round (y)) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [position diamond v]\nposition ((() - (xscroll)) + (item (Level) of [goal x v])) ((() - (yscroll)) + (25))\nif <<touching (player v)?> and <(got character?) = [1]>> then\n change [level v] by (1)\n broadcast (next level v) and wait\nend\n\nwhen I receive [hide all v]\nhide\n\nwhen I receive [end hide v]\nhide\n\n@Characters\n\ndefine None\ngo to x: (round (x)) y: (round (y))\nif <<(round (x)) = (x position)> and <(round (y)) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [hide all v]\nhide\n\nset [level v] to [8]\nadd [polly] to [characters v]\n\nwhen I receive [position character v]\nhide\nif <(Level) = [5]> then\n if <not <[characters v] contains [polly]?>> then\n set [got character? v] to [0]\n switch costume to (polly v)\n show\n repeat until <<(Level) = [6]> or <touching (player v)?>>\n position (((0) - (xscroll)) + (500)) (((0) - (yscroll)) + (-35))\n if <touching (player v)?> then\n hide\n add [polly] to [characters v]\n set [got character? v] to [1]\n stop [this script v]\n end\n end\n end\nelse\n if <(Level) = [8]> then\n if <not <[characters v] contains [rex]?>> then\n set [got character? v] to [0]\n switch costume to (rex v)\n show\n repeat until <<(Level) = [9]> or <touching (player v)?>>\n position (((0) - (xscroll)) + (500)) (((0) - (yscroll)) + (-35))\n if <touching (player v)?> then\n hide\n add [rex] to [characters v]\n set [got character? v] to [1]\n stop [this script v]\n end\n end\n end\n else\n if <(Level) = [11]> then\n if <not <[characters v] contains [pengu]?>> then\n set [got character? v] to [0]\n switch costume to (pengu v)\n show\n repeat until <<(Level) = [12]> or <touching (player v)?>>\n position (((0) - (xscroll)) + (500)) (((0) - (yscroll)) + (-35))\n if <touching (player v)?> then\n hide\n add [pengu] to [characters v]\n set [got character? v] to [1]\n stop [this script v]\n end\n end\n end\n else\n if <(Level) = [14]> then\n if <not <[characters v] contains [gobi]?>> then\n set [got character? v] to [0]\n switch costume to (gobi v)\n show\n repeat until <<(Level) = [15]> or <touching (player v)?>>\n position (((0) - (xscroll)) + (500)) (((0) - (yscroll)) + (-35))\n if <touching (player v)?> then\n hide\n add [gobi] to [characters v]\n set [got character? v] to [1]\n stop [this script v]\n end\n end\n end\n else\n end\n end\n end\nend\n\nwhen I receive [end hide v]\nhide\n\n@Thumb\n\nwhen I receive [hide all v]\nhide\n\ngo to x: (0) y: (0)\ngo to [front v] layer\nshow\n\n
INSTRUCTIONS:\n\nArrow keys to move. 1 to switch to Gobo, 2 to switch to Polly [when unlocked], 3 to switch to Rex [when unlocked], 4 to switch to Pengu [when unlocked], and 5 to switch to Gobi [when unlocked].\n\nGobo - Gobo is an all around character with nothing too special.\nPolly - Polly jumps the highest but is the slowest.\nRex - Rex runs the fastest but jumps the lowest.\nPengu - Pengu jumps at normal height but has the slowest gravity.\nGobi - Gobi is Gobo's twin brother and is slightly faster than Gobo and jumps a little higher than him.
Squroll, a platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop5 v)\n\nwhen I receive [end v]\nswitch backdrop to (backdrop6 v)\n\n@Bipmap Game\n\ncreate clone of (_myself_ v)\n\nwhen I receive [start v]\nhide variable [time v]\nshow\nreset timer\n\nshow\n\nwhen I receive [fade v]\nrepeat (50)\n change volume by (-2)\nend\n\nwhen I receive [end v]\nswitch costume to (costume1 v)\n\ndefine None\nrepeat until <<(round (x position)) = (round (x))> and <(round (y position)) = (round (y))>>\n change x by (((round (x)) - (round (x position))) / (speed))\n change y by (((round (y)) - (round (y position))) / (speed))\nend\ngo to x: (x) y: (y)\n\nwhen I receive [next v]\ncreate clone of (_myself_ v)\nnext costume\nshow\ngo to [front v] layer\ngo to x: (-470) y: (0)\nSmooth Glide x: (0) y: (0) speed: (5)\nwait (1) seconds\n\nwhen flag clicked\nhide variable [☁ best v]\nhide variable [time v]\nshow variable [time v]\nset [time v] to [0]\nhide variable [time v]\ngo to [front v] layer\nswitch costume to (costume35 v)\n\nwhen I start as a clone\nwait (1) seconds\ndelete this clone\n\nwhen I receive [start v]\n\nwhen I receive [end v]\nset [time v] to (timer)\nshow variable [time v]\nshow variable [☁ best v]\nif <(☁ best) > (time)> then\n set [☁ best v] to (time)\nend\nwait (0.2) seconds\nforever\n switch costume to (costume1 v)\n stop [other scripts in sprite v]\nend\n\nwhen I receive [last v]\nhide variable [☁ best v]\nhide variable [time v]\n\nwhen flag clicked\nset volume to (100) %\nswitch costume to (costume35 v)\nhide\ngo to x: (0) y: (0)\nforever\n play sound [DEAF KEV - Invincible \[NCS Release\].mp3 v] until done\n play sound [Vexento - Digital Kiss.mp3 v] until done\nend\n\ngo to x: (0) y: (0)\n\nset [☁ best v] to [261.138]\n\n@Vector Game2\n\nwhen I start as a clone\nwait (1) seconds\ndelete this clone\n\ndefine None\nrepeat until <<(round (x position)) = (round (x))> and <(round (y position)) = (round (y))>>\n change x by (((round (x)) - (round (x position))) / (speed))\n change y by (((round (y)) - (round (y position))) / (speed))\nend\ngo to x: (x) y: (y)\n\ncreate clone of (_myself_ v)\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [front v] layer\nswitch costume to (costume3 v)\n\nwhen I receive [next v]\ncreate clone of (_myself_ v)\nnext costume\nshow\ngo to [front v] layer\ngo to x: (-470) y: (0)\nSmooth Glide x: (0) y: (0) speed: (5)\nwait (1) seconds\n\nwhen flag clicked\nforever\n hide\nend\n\nplay sound [Korg M1 Legacy - rave Piano Fun!.mp3 v] until done\n\n@Sprite2\n\nturn left (10) degrees\n\nwhen flag clicked\nswitch costume to (costume4 v)\nwait (0.2) seconds\nforever\n create clone of (_myself_ v)\n go to [front v] layer\n if <<<touching color (#ff0000)?> or <touching color (#ffff00)?>> or <touching color (#070a07)?>> then\n broadcast (2 v)\n wait (0.01) seconds\n set [xv v] to [0]\n set [yv v] to [0]\n point in direction (90)\n go to x: (-194) y: (-81)\n end\n if <(x position) > [238]> then\n if <([costume # v] of [bipmap game v]) = [31]> then\n broadcast (fade v) and wait\n else\n go to x: (-194) y: (-81)\n broadcast (next v)\n set [xv v] to [0]\n set [yv v] to [0]\n wait (0.4) seconds\n end\n end\n if <touching color (#ff9400)?> then\n set [yv v] to [16]\n end\n if <touching color (#cc99ff)?> then\n point in direction (90)\n broadcast (1 v)\n set [xv v] to [0]\n set [yv v] to [0]\n if <([costume # v] of [bipmap game v]) = [11]> then\n go to x: (169) y: (150)\n else\n if <([costume # v] of [bipmap game v]) = [12]> then\n go to x: (127) y: (-79)\n else\n go to x: (34) y: (-79)\n end\n end\n end\n if <touching color (#99b2ff)?> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [yv v] to [4]\n else\n set [yv v] to [-2]\n end\n end\nend\n\ngo to x: (-200) y: (-120)\n\npoint in direction (90)\n\npoint in direction (90)\n\nwhen I start as a clone\nset [ghost v] effect to (0)\nif <touching color (#99b2ff)?> then\n switch costume to (costume6 v)\nelse\n switch costume to (costume5 v)\nend\nrepeat (15)\n change [ghost v] effect by (7)\nend\ndelete this clone\n\ngo to x: (229) y: (-98)\n\nset [yv v] to [-10]\n\nswitch costume to (costume4 v)\n\ngo to x: (127) y: (-79)\n\nif <touching color (#000000)?> then\n change x by ((speed) * (-1))\nend\n\nset [xv v] to [0]\n\nforever\nend\n\nchange x by ((speed) * (-1))\n\nif then\nend\n\nwhen flag clicked\ngo to x: (-194) y: (-81)\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n turn right ((Xv) * (2.5)) degrees\n change [yv v] by (-0.5)\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xv v] by (0.7)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xv v] by (-0.7)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change x by ((Xv) * (-1))\n change x by (-1)\n change y by (-5)\n change x by (1)\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(Xv) > [0]> then\n set [xv v] to [-8]\n else\n set [xv v] to [8]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (Yv)\n if <touching color (#000008)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching color (#000008)?> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [yv v] to [10]\n end\n end\n change y by (1)\nend\n\nwhen flag clicked\nhide\n\npoint towards (mouse-pointer v)\n\nwhen I receive [start v]\nwait (0.5) seconds\nshow\ngo to x: (-194) y: (-81)\npoint in direction (90)\n\nbroadcast (fade v)\n\nwhen I receive [last v]\nstop [other scripts in sprite v]\n\nshow\n\nwhen I receive [start v]\nforever\n if <key (r v) pressed?> then\n broadcast (2 v)\n wait (0.01) seconds\n set [xv v] to [0]\n set [yv v] to [0]\n point in direction (90)\n go to x: (-194) y: (-81)\n wait until <not <key (r v) pressed?>>\n end\nend\n\n@Sprite3\n\nwhen I receive [1 v]\nset [ghost v] effect to (100)\nswitch costume to (costume2 v)\ngo to [front v] layer\nshow\nrepeat (3.333333333333333)\n change [ghost v] effect by (-30)\nend\nrepeat (3.333333333333333)\n change [ghost v] effect by (30)\nend\ngo [backward v] (9) layers\nhide\n\nwhen I receive [2 v]\nset [ghost v] effect to (100)\nswitch costume to (costume1 v)\ngo to [front v] layer\nshow\nrepeat (3.333333333333333)\n change [ghost v] effect by (-30)\nend\nrepeat (3.333333333333333)\n change [ghost v] effect by (30)\nend\ngo [backward v] (9) layers\nhide\nset [color v] effect to (0)\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwait until <not <key (r v) pressed?>>\n\nrepeat (3.333333333333333)\n change [ghost v] effect by (30)\nend\ngo [backward v] (9) layers\nhide\nset [color v] effect to (0)\n\nwhen I receive [fade v]\nset [ghost v] effect to (100)\nswitch costume to (costume3 v)\ngo to [front v] layer\nshow\nrepeat (50)\n change [ghost v] effect by (-2)\nend\nbroadcast (end v)\nwait (1) seconds\nrepeat (50)\n change [ghost v] effect by (2)\nend\nshow\n\nwhen I receive [last v]\nset [ghost v] effect to (100)\nswitch costume to (costume4 v)\ngo to [front v] layer\nshow\nrepeat (50)\n change [ghost v] effect by (-2)\nend\n\n@moving\n\nwhen flag clicked\nforever\n go to x: (-74) y: (-81)\n glide (2) secs to x: (-74) y: (-298)\n glide (3) secs to x: (-74) y: (-81)\nend\n\nshow\n\ngo to [front v] layer\n\ngo to x: (0) y: (0)\n\ngo to x: (-79) y: (-96)\n\nwhen flag clicked\nhide\nforever\n if <([costume # v] of [bipmap game v]) = [10]> then\n switch costume to (costume2 v)\n show\n go to [front v] layer\n go [backward v] (1) layers\n else\n hide\n end\nend\n\nset [time v] to [0]\nforever\n change [time v] by (1)\n go to x: (item (time) of [l v]) y: (item (time) of [u v])\nend\n\n@moving2\n\nwhen flag clicked\nhide\nforever\n if <([costume # v] of [bipmap game v]) = [9]> then\n switch costume to (costume1 v)\n show\n go to [front v] layer\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n go to x: (-134) y: (-125)\n glide (2) secs to x: (148) y: (-125)\n glide (2) secs to x: (-134) y: (-125)\nend\n\n@moving3\n\nwhen flag clicked\nhide\nforever\n if <([costume # v] of [bipmap game v]) = [29]> then\n switch costume to (costume1 v)\n show\n go to [front v] layer\n go [backward v] (1) layers\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n go to x: (-79) y: (-96)\n glide (1) secs to x: (-79) y: (55)\n glide (1) secs to x: (-79) y: (-96)\nend\n\nshow\n\ngo to [front v] layer\n\ngo to x: (0) y: (0)\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\ngo to [front v] layer\n\nwhen I receive [thumb v]\nshow\nset [ghost v] effect to (100)\nrepeat (20)\n change [ghost v] effect by (-5)\n go to [front v] layer\nend\nwait (1) seconds\nbroadcast (start v)\nrepeat (20)\n change [ghost v] effect by (5)\n go to [front v] layer\nend\n\nwhen I receive [start v]\nforever\n show\n go to [front v] layer\n go to x: (0) y: (0)\nend\n\nshow\n\n@Sprite4\n\ngo to x: (127) y: (-79)\n\nif <touching color (#000000)?> then\n change x by ((speed) * (-1))\nend\n\nset [xv v] to [0]\n\nchange x by ((speed) * (-1))\n\nif then\nend\n\nwhen I start as a clone\nset [ghost v] effect to (0)\nif <touching color (#99b2ff)?> then\n switch costume to (costume6 v)\nelse\n switch costume to (costume5 v)\nend\nrepeat (15)\n change [ghost v] effect by (7)\nend\ndelete this clone\n\nwhen flag clicked\nshow\ngo to x: (-103) y: (-41)\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n create clone of (_myself_ v)\n change [yv v] by (-0.5)\n if <touching color (#000000)?> 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 change y by (Yv)\nend\n\ngo to x: (-150) y: (-16)\n\nwhen I receive [start v]\nhide\n\nset [time v] to [0]\nforever\n change [time v] by (1)\n go to x: (item (time) of [l v]) y: (item (time) of [u v])\nend\n\n@Sprite1\n\nwhen flag clicked\nshow\ngo to x: (310) y: (-58)\nSmooth Glide x: (59) y: (-58) speed: (5)\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((120) - (size)) * (0.2))\n if <mouse down?> then\n broadcast (thumb v) and wait\n end\n else\n change size by (((100) - (size)) * (0.2))\n end\nend\n\nwhen I receive [start v]\nhide\nstop [other scripts in sprite v]\n\ndefine None\nrepeat until <<(round (x position)) = (round (x))> and <(round (y position)) = (round (y))>>\n change x by (((round (x)) - (round (x position))) / (speed))\n change y by (((round (y)) - (round (y position))) / (speed))\nend\ngo to x: (x) y: (y)\n\ngo to x: (59) y: (-58)\n\nbroadcast (start v)\n\n@Sprite5\n\nwhen I receive [end v]\ngo to [front v] layer\ngo [backward v] (4) layers\nshow\nswitch costume to (costume4 v)\nset size to (200) %\nswitch costume to (costume1 v)\nstart sound [DJVI - Moonstone.mp3 v]\ngo to x: (0) y: (-500)\nwait (3) seconds\nrepeat (1000)\n change y by (1)\nend\nbroadcast (last v)\n\nwhen flag clicked\nhide\n\n
[ORIGINALLY SHARED IN 2016]\n<------- To minimize glitchiness, double-click green flag\n\nHow to play (rules in game)\n -arrow keys or wasd to move\n -red will restart you\n -orange is bouncy\n -purple teleports you\n -get to the right side of the screen\nPLEASE FOLLOW ME (it helps)
Fail: A platformer
@Stage\n\nwhen flag clicked\nset volume to (100) %\nset [level v] to [0]\nhide variable [level v]\nswitch backdrop to (backdrop10 v)\nplay sound [Sabre Dance - Aram Khachaturian.mp3 v] until done\nswitch backdrop to (backdrop1 v)\nbroadcast (start! v)\nchange [level v] by (1)\nforever\n play sound (pick random (1) to (5)) until done\n play sound [static4 v] until done\nend\n\nwhen I receive [message1 v]\nnext backdrop\nchange [level v] by (1)\n\nwhen flag clicked\nbroadcast (yes m v)\nforever\n if <(backdrop [name v]) = [backdrop11]> then\n hide variable [level v]\n broadcast (stop! v)\n stop [other scripts in sprite v]\n play sound [Haha v] until done\n wait (2) seconds\n stop [all v]\n end\nend\n\nwhen I receive [yes m v]\nwait (0.4) seconds\nforever\n set volume to (100) %\n if <key (m v) pressed?> then\n broadcast (no m v)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nwait (3) seconds\nforever\n if <key (space v) pressed?> then\n show variable [level v]\n else\n hide variable [level v]\n end\nend\n\nwhen I receive [no m v]\nwait (0.4) seconds\nforever\n set volume to (0) %\n if <key (m v) pressed?> then\n broadcast (yes m v)\n stop [this script v]\n end\nend\n\n@Sprite35\n\nwhen flag clicked\nwait (0.3) seconds\nforever\n if <(backdrop [name v]) = [backdrop4]> then\n show\n broadcast (Spin v) and wait\n else\n hide\n end\nend\n\nwhen flag clicked\nwait (0.3) seconds\nforever\n if <(backdrop [name v]) = [backdrop5]> then\n show\n broadcast (sin2 v) and wait\n else\n hide\n end\nend\n\nwhen flag clicked\nwait (0.3) seconds\nforever\n if <(backdrop [name v]) = [backdrop8]> then\n show\n broadcast (Sim4 v) and wait\n else\n hide\n end\nend\n\nwhen I receive [show easter egg v]\nforever\n if <(backdrop [name v]) = [backdrop9]> then\n show\n broadcast (sin4 v) and wait\n else\n hide\n end\nend\n\nwhen flag clicked\nwait (1) seconds\nforever\n if <(backdrop [name v]) = [backdrop12]> then\n show\n broadcast (sim7 v) and wait\n else\n hide\n end\nend\n\nwhen flag clicked\nwait (1) seconds\nforever\n if <(backdrop [name v]) = [backdrop9]> then\n show\n broadcast (sim6 v) and wait\n else\n hide\n end\nend\n\nwhen flag clicked\nwait (0.3) seconds\nforever\n if <(backdrop [name v]) = [backdrop2]> then\n show\n broadcast (move v) and wait\n else\n hide\n end\nend\n\nwhen flag clicked\nwait (0.3) seconds\nforever\n if <(backdrop [name v]) = [backdrop6]> then\n show\n broadcast (sin3 v) and wait\n else\n hide\n end\nend\n\n@Sprite1\n\nwhen I receive [message1 v]\ngo to x: (-221) y: (-126)\n\nwhen flag clicked\nwait (1) seconds\nforever\n if <touching color (#bbd25d)?> then\n broadcast (Show easter egg v)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nwait (1) seconds\nforever\n if <touching color (#ff7030)?> then\n broadcast (Get v)\n stop [this script v]\n end\nend\n\nwhen I receive [stop! v]\nhide\n\nwhen I receive [start! v]\nshow\ngo to x: (-221) y: (-126)\nset [xv v] to [0]\nset [yv v] to [0]\nrepeat until <(#) = [9]>\n if <key (right arrow v) pressed?> then\n change [xv v] by (1)\n end\n if <key (left arrow v) pressed?> then\n change [xv v] by (-1)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change x by ((Xv) * (-1))\n change y by (-5)\n if <key (up arrow v) pressed?> then\n if <(Xv) > [0]> then\n set [xv v] to [-5]\n else\n set [xv v] to [5]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [yv v] by (-1)\n change y by (Yv)\n if <touching color (#000000)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching color (#000000)?> then\n if <key (up arrow v) pressed?> then\n set [yv v] to [11]\n end\n end\n if <touching color (#00cccc)?> then\n change [yv v] by (15)\n end\n if <touching color (#cccc00)?> then\n go to x: (-221) y: (-126)\n set [xv v] to [0]\n broadcast (fail v)\n wait (0.6) seconds\n end\n if <touching (sprite29 v)?> then\n change [yv v] by (20)\n change [xv v] by (20)\n end\n if <key (r v) pressed?> then\n go to x: (-221) y: (-126)\n set [xv v] to [0]\n set [yv v] to [0]\n wait (1) seconds\n end\n change y by (1)\nend\n\n@Sprite2\n\nwhen flag clicked\nshow\ngo to x: (115) y: (77)\nforever\n if <(distance to [sprite1 v]) < [35]> then\n point in direction (90)\n repeat (10)\n move (10) steps\n end\n else\n go to x: (115) y: (77)\n end\nend\n\nwhen flag clicked\nshow\ngo to x: (115) y: (77)\nforever\n if <touching (sprite1 v)?> then\n change y by (10)\n end\n if <(backdrop [name v]) = [backdrop1]> then\n show\n else\n hide\n end\nend\n\n@Sprite3\n\nwhen flag clicked\nhide\ngo to x: (223) y: (-151)\nforever\n if <touching (sprite1 v)?> then\n broadcast (message1 v)\n end\nend\n\nwhen I receive [start! v]\nshow\n\nwhen I receive [stop! v]\nhide\n\n@Sprite4\n\nwhen flag clicked\nshow\ngo to x: (78) y: (-25)\nforever\n if <(backdrop [name v]) = [backdrop1]> then\n show\n else\n hide\n end\nend\n\n@Sprite5\n\nwhen flag clicked\nshow\ngo to x: (199) y: (-4)\nforever\n if <(backdrop [name v]) = [backdrop1]> then\n show\n else\n hide\n end\nend\n\n@Sprite6\n\nwhen flag clicked\ngo to x: (0) y: (32)\nhide\n\nwhen I receive [fail v]\ngo to [front v] layer\nshow\nset size to (100) %\nswitch costume to (pick random (1) to (7))\nrepeat (20)\n change size by (12)\nend\nrepeat (28)\n change size by (-12)\nend\nhide\n\n@Sprite7\n\nwhen flag clicked\ngo to x: (-125) y: (-122)\nforever\n if <(backdrop [name v]) = [backdrop2]> then\n show\n else\n hide\n end\nend\n\n@Sprite8\n\nwhen flag clicked\ngo to x: (235) y: (61)\npoint in direction (-90)\nwait (0.3) seconds\nforever\n if <(backdrop [name v]) = [backdrop2]> then\n show\n wait (1.8) seconds\n create clone of (_myself_ v)\n else\n hide\n end\nend\n\nwhen I start as a clone\npoint in direction (-90)\nrepeat until <touching (_edge_ v)?>\n move (5) steps\nend\nrepeat (2)\n move (6) steps\nend\ndelete this clone\n\n@Sprite9\n\nwhen flag clicked\ngo to x: (19) y: (42)\nforever\n if <(backdrop [name v]) = [backdrop2]> then\n show\n else\n hide\n end\nend\n\nwhen I receive [move v]\nglide (2) secs to x: (172) y: (42)\nglide (2) secs to x: (19) y: (42)\n\n@Sprite10\n\nwhen I receive [move v]\nglide (2) secs to x: (19) y: (-45)\nglide (2) secs to x: (167) y: (-45)\n\nwhen flag clicked\ngo to x: (167) y: (-45)\nforever\n if <(backdrop [name v]) = [backdrop2]> then\n show\n else\n hide\n end\nend\n\n@Sprite11\n\nwhen flag clicked\ngo to x: (79) y: (-128)\nforever\n if <(backdrop [name v]) = [backdrop2]> then\n show\n else\n hide\n end\nend\n\n@Sprite12\n\nwhen flag clicked\ngo to x: (147) y: (112)\nforever\n if <(backdrop [name v]) = [backdrop3]> then\n show\n turn right (10) degrees\n else\n hide\n end\nend\n\n@Sprite13\n\nwhen I receive [spin v]\nrepeat (37)\n turn right (5) degrees\nend\nrepeat (37)\n turn left (5) degrees\nend\n\nwhen flag clicked\nset size to (70) %\npoint in direction (90)\nforever\n if <(backdrop [name v]) = [backdrop4]> then\n show\n else\n hide\n end\nend\n\n@Sprite14\n\nwhen flag clicked\nset size to (70) %\npoint in direction (90)\nforever\n if <(backdrop [name v]) = [backdrop4]> then\n show\n else\n hide\n end\nend\n\nwhen I receive [spin v]\nrepeat (37)\n turn right (5) degrees\nend\nrepeat (37)\n turn left (5) degrees\nend\n\n@Sprite15\n\nwhen flag clicked\nset size to (70) %\npoint in direction (90)\nforever\n if <(backdrop [name v]) = [backdrop4]> then\n show\n else\n hide\n end\nend\n\nwhen I receive [spin v]\nrepeat (37)\n turn right (5) degrees\nend\nrepeat (37)\n turn left (5) degrees\nend\n\n@Sprite16\n\nwhen flag clicked\nset size to (70) %\npoint in direction (90)\nforever\n if <(backdrop [name v]) = [backdrop4]> then\n show\n else\n hide\n end\nend\n\nwhen I receive [spin v]\nrepeat (37)\n turn right (5) degrees\nend\nrepeat (37)\n turn left (5) degrees\nend\n\n@Sprite17\n\nwhen flag clicked\nset size to (70) %\npoint in direction (90)\nforever\n if <(backdrop [name v]) = [backdrop4]> then\n show\n else\n hide\n end\nend\n\nwhen I receive [spin v]\nrepeat (37)\n turn right (5) degrees\nend\nrepeat (37)\n turn left (5) degrees\nend\n\n@Sprite18\n\nwhen I receive [sin2 v]\nrepeat (37)\n turn right (5) degrees\nend\nrepeat (37)\n turn left (5) degrees\nend\n\nwhen flag clicked\nset size to (70) %\npoint in direction (90)\nforever\n if <(backdrop [name v]) = [backdrop5]> then\n show\n else\n hide\n end\nend\n\n@Sprite19\n\nwhen flag clicked\nset size to (70) %\npoint in direction (180)\nforever\n if <(backdrop [name v]) = [backdrop5]> then\n show\n else\n hide\n end\nend\n\nwhen I receive [sin2 v]\nrepeat (37)\n turn right (5) degrees\nend\nrepeat (37)\n turn left (5) degrees\nend\n\n@Sprite20\n\nwhen flag clicked\nset size to (70) %\npoint in direction (0)\nforever\n if <(backdrop [name v]) = [backdrop5]> then\n show\n else\n hide\n end\nend\n\nwhen I receive [sin2 v]\nrepeat (37)\n turn right (5) degrees\nend\nrepeat (37)\n turn left (5) degrees\nend\n\n@Sprite21\n\nwhen flag clicked\nset size to (70) %\npoint in direction (-90)\nforever\n if <(backdrop [name v]) = [backdrop5]> then\n show\n else\n hide\n end\nend\n\nwhen I receive [sin2 v]\nrepeat (37)\n turn right (5) degrees\nend\nrepeat (37)\n turn left (5) degrees\nend\n\n@Sprite22\n\nwhen flag clicked\ngo to x: (-221) y: (-40)\nforever\n if <(backdrop [name v]) = [backdrop6]> then\n show\n else\n hide\n end\nend\n\n@Sprite24\n\nwhen flag clicked\ngo to x: (107) y: (81)\nforever\n if <(backdrop [name v]) = [backdrop6]> then\n show\n else\n hide\n end\nend\n\n@Sprite23\n\nwhen I receive [sin3 v]\nrepeat (37)\n turn right (5) degrees\nend\nrepeat (37)\n turn left (5) degrees\nend\n\nwhen flag clicked\nset size to (70) %\npoint in direction (90)\nforever\n if <(backdrop [name v]) = [backdrop6]> then\n show\n else\n hide\n end\nend\n\n@Sprite25\n\nwhen flag clicked\nset size to (50) %\npoint in direction (90)\nforever\n if <(backdrop [name v]) = [backdrop7]> then\n show\n turn right (5) degrees\n else\n hide\n end\nend\n\n@Sprite26\n\nwhen I receive [sim4 v]\nrepeat (37)\n turn right (5) degrees\nend\nrepeat (37)\n turn left (5) degrees\nend\n\nwhen flag clicked\nset size to (70) %\npoint in direction (90)\nforever\n if <(backdrop [name v]) = [backdrop8]> then\n show\n else\n hide\n end\nend\n\n@Sprite27\n\nwhen flag clicked\nset size to (70) %\npoint in direction (90)\nforever\n if <(backdrop [name v]) = [backdrop8]> then\n show\n else\n hide\n end\nend\n\nwhen I receive [sim4 v]\nrepeat (37)\n turn right (5) degrees\nend\nrepeat (37)\n turn left (5) degrees\nend\n\n@Sprite28\n\nwhen flag clicked\nset size to (70) %\npoint in direction (90)\nforever\n if <(backdrop [name v]) = [backdrop8]> then\n show\n else\n hide\n end\nend\n\nwhen I receive [sim4 v]\nrepeat (37)\n turn right (5) degrees\nend\nrepeat (37)\n turn left (5) degrees\nend\n\n@Sprite29\n\nwhen flag clicked\nhide\nwait (1) seconds\nforever\n if <(backdrop [name v]) = [backdrop9]> then\n show\n else\n hide\n end\nend\n\npoint in direction (-30)\n\n@Sprite31\n\nwhen flag clicked\ngo to x: (77) y: (-112)\nhide\nwait (1) seconds\nforever\n if <(backdrop [name v]) = [backdrop9]> then\n show\n else\n hide\n end\nend\n\n@Sprite30\n\nwhen I receive [sin4 v]\nrepeat (30)\n turn right (6) degrees\nend\nrepeat (30)\n turn left (6) degrees\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [stop! v]\nhide\n\nwhen I receive [show easter egg v]\nset size to (70) %\npoint in direction (90)\nforever\n if <(backdrop [name v]) = [backdrop9]> then\n show\n else\n hide\n end\nend\n\n@Sprite32\n\nwhen I receive [sin4 v]\nrepeat (30)\n turn right (6) degrees\nend\nrepeat (30)\n turn left (6) degrees\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [show easter egg v]\nset size to (70) %\npoint in direction (90)\nforever\n if <(backdrop [name v]) = [backdrop9]> then\n show\n else\n hide\n end\nend\n\n@Sprite33\n\nwhen flag clicked\nhide\n\nwhen I receive [sim6 v]\nrepeat (30)\n turn right (6) degrees\nend\nrepeat (30)\n turn left (6) degrees\nend\n\nwhen I receive [stop! v]\nhide\n\nwhen flag clicked\nset size to (50) %\npoint in direction (90)\nwait (1) seconds\nforever\n if <(backdrop [name v]) = [backdrop9]> then\n show\n else\n hide\n end\nend\n\n@Sprite34\n\nwhen I receive [sim4 v]\nrepeat (30)\n turn right (6) degrees\nend\nrepeat (30)\n turn left (6) degrees\nend\n\nwhen flag clicked\nset size to (50) %\npoint in direction (90)\nforever\n if <(backdrop [name v]) = [backdrop8]> then\n show\n else\n hide\n end\nend\n\n@Sprite36\n\nwhen flag clicked\nset size to (100) %\npoint in direction (90)\nforever\n if <(backdrop [name v]) = [backdrop12]> then\n show\n else\n hide\n end\nend\n\nwhen I receive [get v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\n@Sprite37\n\nwhen flag clicked\nset size to (100) %\npoint in direction (90)\nforever\n if <(backdrop [name v]) = [backdrop12]> then\n show\n else\n hide\n end\nend\n\nwhen I receive [get v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\n@Sprite38\n\nwhen flag clicked\nset size to (100) %\npoint in direction (90)\nforever\n if <(backdrop [name v]) = [backdrop12]> then\n show\n else\n hide\n end\nend\n\nwhen I receive [get v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\n@Sprite39\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nset size to (50) %\npoint in direction (90)\nwait (1) seconds\nforever\n if <(backdrop [name v]) = [backdrop12]> then\n show\n else\n hide\n end\nend\n\nwhen I receive [sim7 v]\nrepeat (30)\n turn right (6) degrees\nend\nrepeat (30)\n turn left (6) degrees\nend\n\n
!!!!WARNING!!!! Do not play this game if you are easily angered, have a weakness for rage, or if you can't stand being mocked. Otherwise, this game is fun. (Yeah, super fun!)\n Move with the arrow keys to get past 10 extremely difficult levels! Also, get to the red square to reach the next level. Don't touch yellow, unless you want to fail. Blue is bouncy. (Yes, the blue is meant to be that way!) If you get stuck, press R. Challenge all your friends with this game, and watch them fail miserably. Have a great time.
The Official Longest Platformer
@Stage\n\nwhen backdrop switches to [options v]\nrepeat until <not <(backdrop [name v]) = [options]>>\n show variable [volume v]\n set volume to (volume) %\nend\nif <not <(backdrop [name v]) = [options]>> then\n hide variable [volume v]\nend\n\nwhen flag clicked\nhide variable [volume v]\nwait (6) seconds\nset [volume v] to [80]\nset volume to (volume) %\nhide variable [volume v]\nforever\n play sound [2014 v] until done\n play sound [WHAT DID YOU SAY v] until done\n play sound [Let Go v] until done\nend\n\n@Player\n\nwhen flag clicked\ngo to x: (-232) y: (-178)\nhide\n\nwhen backdrop switches to [world stage v]\ngo to x: (-225) y: (-127)\n\nwhen backdrop switches to [world 1 v]\ngo to x: (-225) y: (-127)\n\nwhen backdrop switches to [world 2 v]\ngo to x: (-225) y: (-127)\n\nwhen backdrop switches to [world 3 v]\ngo to x: (-225) y: (-127)\n\nwhen I receive [message1 v]\nset size to (100) %\ngo to x: (-225) y: (-127)\ngo to [front v] layer\nshow\nset [x motion v] to [0]\nset [y motion v] to [0]\nforever\n if <key (right arrow v) pressed?> then\n change [x motion v] by (1)\n end\n if <key (left arrow v) pressed?> then\n change [x motion v] by (-1)\n end\n set [x motion v] to ((0.9) * (x motion))\n change x by (x motion)\n if <<touching color (#00ff55)?> or <touching color (#7f7f7f)?>> then\n change y by (5)\n if <<touching color (#00ff55)?> or <touching color (#7f7f7f)?>> then\n change y by (-5)\n change x by ((0) - (x motion))\n set [x motion v] to [0]\n end\n end\n change [y motion v] by (-1)\n change y by (y motion)\n if <<touching color (#00ff55)?> or <touching color (#7f7f7f)?>> then\n change y by ((0) - (y motion))\n set [y motion v] to [0]\n if <key (up arrow v) pressed?> then\n set [y motion v] to [12]\n end\n end\n if <touching color (#003fff)?> then\n broadcast (switch level v)\n go to x: (-225) y: (-127)\n end\n if <touching color (#ff0000)?> then\n broadcast (message1 v)\n end\n if <key (r v) pressed?> then\n broadcast (message1 v)\n end\n if <touching color (#ff9400)?> then\n set size to (60) %\n end\n if <touching color (#7f00ff)?> then\n set size to (100) %\n end\nend\n\nwhen backdrop switches to [world 4 v]\ngo to x: (-225) y: (-127)\n\nwhen backdrop switches to [world 5 v]\ngo to x: (-225) y: (-127)\n\nwhen backdrop switches to [ending v]\ngo to x: (-225) y: (-127)\nhide\n\n@button\n\nwhen backdrop switches to [menu v]\ngo to x: (0) y: (0)\nshow\nset size to (100) %\nforever\n repeat (12)\n change size by (0.5)\n wait (0.01) seconds\n end\n repeat (12)\n change size by (-0.5)\n wait (0.01) seconds\n end\nend\n\nwhen backdrop switches to [options v]\nhide\n\nwhen flag clicked\nswitch backdrop to (intro v)\nhide\n\nwhen backdrop switches to [level editor v]\nhide\n\nwhen this sprite clicked\nif <touching color (#cc7700)?> then\n switch backdrop to (story backdrop v)\n hide\nend\n\nwhen backdrop switches to [multiplayer mode v]\nhide\n\n@options\n\nwhen flag clicked\nswitch costume to (costume3 v)\nhide\n\nwhen backdrop switches to [story backdrop v]\nswitch costume to (costume3 v)\nhide\n\nwhen backdrop switches to [level editor v]\nswitch costume to (costume3 v)\nhide\n\nwhen backdrop switches to [multiplayer mode v]\nswitch costume to (costume3 v)\nhide\n\nwhen flag clicked\nswitch costume to (costume3 v)\nwait until <(backdrop [name v]) = [menu]>\nswitch costume to (costume1 v)\ngo to x: (196) y: (-138)\nshow\nforever\n switch costume to (costume1 v)\n if <touching (mouse-pointer v)?> then\n switch costume to (costume2 v)\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n switch backdrop to (options v)\n wait until <not <mouse down?>>\n repeat until <<touching (mouse-pointer v)?> and <mouse down?>>\n switch costume to (costume1 v)\n if <touching (mouse-pointer v)?> then\n switch costume to (costume2 v)\n end\n end\n switch backdrop to (menu v)\n wait until <not <mouse down?>>\n end\nend\n\n@Story\n\nwhen backdrop switches to [story backdrop v]\nset [ghost v] effect to (100)\nswitch costume to (costume2 v)\nset size to (200) %\nswitch costume to (costume1 v)\ngo to x: (229) y: (-227)\nrepeat (10)\n change [ghost v] effect by (-10)\n wait (0.1) seconds\nend\nwait (2) seconds\nglide (1) secs to x: (-239) y: (-227)\nwait (2) seconds\nrepeat (10)\n change [ghost v] effect by (10)\n wait (0.01) seconds\nend\ngo to x: (260) y: (100)\nrepeat (10)\n change [ghost v] effect by (-10)\n wait (0.01) seconds\nend\nwait (2) seconds\nglide (1) secs to x: (-231) y: (100)\nwait (2) seconds\nrepeat (10)\n change [ghost v] effect by (10)\n wait (0.01) seconds\nend\ngo to x: (0) y: (0)\nset size to (100) %\nrepeat (10)\n change [ghost v] effect by (-10)\n wait (0.01) seconds\nend\nwait (2) seconds\nrepeat (10)\n change [ghost v] effect by (10)\n wait (0.01) seconds\nend\nset [ghost v] effect to (0)\nhide\nswitch backdrop to (world stage v)\nbroadcast (message1 v)\nshow\ngo to x: (47) y: (-131)\nswitch costume to (costume3 v)\nwait (5) seconds\nhide\nswitch backdrop to (world 1 v)\nstop [this script v]\n\nwhen flag clicked\nset [ghost v] effect to (100)\nset size to (100) %\ngo to x: (0) y: (0)\nshow\n\nwhen I receive [enter world 2 v]\nshow\nswitch backdrop to (world stage v)\ngo to x: (47) y: (-131)\nwait (1) seconds\nglide (1) secs to x: (78) y: (-107)\nwait (3) seconds\nhide\nswitch backdrop to (world 2 v)\n\nwhen I receive [enter world 3 v]\nshow\nswitch backdrop to (world stage v)\ngo to x: (78) y: (-107)\nwait (1) seconds\nglide (1) secs to x: (140) y: (-22)\nwait (3) seconds\nhide\nswitch backdrop to (world 3 v)\n\nwhen I receive [enter world 4 v]\nshow\nswitch backdrop to (world stage v)\ngo to x: (140) y: (-22)\nwait (1) seconds\nglide (1) secs to x: (71) y: (50)\nwait (3) seconds\nhide\nswitch backdrop to (world 4 v)\n\nwhen I receive [enter world 5 v]\nshow\nswitch backdrop to (world stage v)\ngo to x: (71) y: (50)\nwait (1) seconds\nglide (1) secs to x: (146) y: (101)\nwait (3) seconds\nhide\nswitch backdrop to (world 5 v)\n\nwhen I receive [ending v]\nswitch costume to (costume2 v)\nset size to (200) %\nswitch costume to (costume4 v)\nshow\nswitch backdrop to (ending v)\ngo to x: (229) y: (-227)\nrepeat (10)\n change [ghost v] effect by (-10)\n wait (0.1) seconds\nend\nwait (2) seconds\nglide (1) secs to x: (-239) y: (-227)\nwait (2) seconds\nrepeat (10)\n change [ghost v] effect by (10)\n wait (0.01) seconds\nend\ngo to x: (260) y: (100)\nrepeat (10)\n change [ghost v] effect by (-10)\n wait (0.01) seconds\nend\nwait (2) seconds\nglide (1) secs to x: (-231) y: (100)\nwait (2) seconds\nrepeat (10)\n change [ghost v] effect by (10)\n wait (0.01) seconds\nend\ngo to x: (0) y: (0)\nset size to (100) %\nrepeat (10)\n change [ghost v] effect by (-10)\n wait (0.01) seconds\nend\nwait (2) seconds\nrepeat (10)\n change [ghost v] effect by (10)\n wait (0.01) seconds\nend\nset [ghost v] effect to (0)\nhide\nswitch backdrop to (menu v)\n\n@world 1\n\nwhen flag clicked\nswitch costume to (level v)\nhide\n\nwhen backdrop switches to [world 1 v]\ngo to x: (0) y: (0)\nswitch costume to (level 1 v)\nshow\n\nwhen I receive [switch level v]\nif <(costume [number v]) = [26]> then\n broadcast (enter world 2 v)\n hide\n switch costume to (level v)\n hide\n wait (0.5) seconds\n stop [this script v]\nelse\n next costume\nend\n\nwhen backdrop switches to [world stage v]\nswitch costume to (level v)\n\n@backup\n\nhide\n\n@world 2\n\nwhen flag clicked\nswitch costume to (level v)\nhide\n\nwhen I receive [switch level v]\nif <(costume [number v]) = [26]> then\n broadcast (enter world 3 v)\n hide\n switch costume to (level v)\n hide\n wait (0.5) seconds\n stop [this script v]\nelse\n next costume\nend\n\nwhen backdrop switches to [world 2 v]\ngo to x: (0) y: (0)\nswitch costume to (level 1 v)\nshow\n\nwhen backdrop switches to [world stage v]\nswitch costume to (level v)\n\n@world 3\n\nwhen flag clicked\nswitch costume to (level v)\nhide\n\nwhen I receive [switch level v]\nif <(costume [number v]) = [26]> then\n broadcast (enter world 4 v)\n hide\n switch costume to (level v)\n stop [this script v]\nelse\n next costume\nend\n\nwhen backdrop switches to [world 3 v]\ngo to x: (0) y: (0)\nswitch costume to (level 1 v)\nshow\n\nwhen backdrop switches to [world stage v]\nswitch costume to (level v)\n\n@world 4\n\nwhen backdrop switches to [world stage v]\nswitch costume to (level v)\n\nwhen I receive [switch level v]\nif <(costume [number v]) = [26]> then\n broadcast (enter world 5 v)\n hide\n switch costume to (level v)\n stop [this script v]\nelse\n next costume\nend\n\nwhen backdrop switches to [world 4 v]\ngo to x: (0) y: (0)\nswitch costume to (level 1 v)\nshow\n\nwhen flag clicked\nswitch costume to (level v)\nhide\n\n@world 5\n\nwhen I receive [switch level v]\nif <(costume [number v]) = [26]> then\n broadcast (ending v)\n hide\n switch costume to (level v)\n stop [this script v]\nelse\n next costume\nend\n\nwhen flag clicked\nswitch costume to (level v)\nhide\n\nwhen backdrop switches to [world stage v]\nswitch costume to (level v)\n\nwhen backdrop switches to [world 5 v]\ngo to x: (0) y: (0)\nswitch costume to (level 1 v)\nshow\n\n@tutorial\n\nwhen flag clicked\nswitch costume to (costume7 v)\nhide\n\nwhen backdrop switches to [world 1 v]\nshow\nswitch costume to (costume1 v)\ngo to x: (3) y: (-2)\ngo to [front v] layer\nshow\n\nwhen this sprite clicked\nnext costume\nwait (0.5) seconds\n\n@intro\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nwait (2.5) seconds\nhide\nswitch costume to (costume2 v)\ngo to x: (-378) y: (-7)\nshow\nglide (0.5) secs to x: (10) y: (-7)\nwait (1) seconds\nswitch costume to (costume3 v)\nwait (1.5) seconds\nglide (0.5) secs to x: (-2) y: (-302)\nswitch backdrop to (menu v)\nhide\n\n@level editor buttons\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [options v]\nhide\n\nwhen backdrop switches to [story backdrop v]\nhide\n\nwhen backdrop switches to [menu v]\ngo to x: (-167) y: (-171)\nswitch costume to (costume1 v)\nshow\nforever\n if <<(backdrop [name v]) = [menu]> and <<touching (mouse-pointer v)?> and <mouse down?>>> then\n switch backdrop to (level editor v)\n go to x: (-217) y: (142)\n switch costume to (costume2 v)\n forever\n if <<(backdrop [name v]) = [level editor]> and <<touching (mouse-pointer v)?> and <mouse down?>>> then\n switch backdrop to (menu v)\n go to x: (-167) y: (-171)\n switch costume to (costume1 v)\n end\n end\n end\nend\n\nwhen backdrop switches to [multiplayer mode v]\nhide\n\n@pen\n\nwhen flag clicked\nerase all\nhide\n\nwhen backdrop switches to [options v]\nhide\nerase all\n\nwhen backdrop switches to [level editor v]\nset pen color to (#7f7f7f)\nset pen size to (10)\npen up\nshow\ngo to x: (-164) y: (150)\nswitch costume to (costume1 v)\nforever\n if <not <(backdrop [name v]) = [level editor]>> then\n hide\n erase all\n repeat until <(backdrop [name v]) = [level editor]>\n pen up\n end\n end\n if <<(backdrop [name v]) = [level editor]> and <<touching (mouse-pointer v)?> and <mouse down?>>> then\n pen up\n switch costume to (costume2 v)\n wait (0.5) seconds\n broadcast (draw v)\n end\n if <key (space v) pressed?> then\n repeat until <<(backdrop [name v]) = [level editor]> and <<touching (mouse-pointer v)?> and <mouse down?>>>\n pen up\n go to x: (-164) y: (150)\n switch costume to (costume1 v)\n end\n end\nend\n\nwhen I receive [draw v]\nrepeat until <<not <(backdrop [name v]) = [level editor]>> or <key (space v) pressed?>>\n go to (mouse-pointer v)\n if <mouse down?> then\n pen down\n end\n if <not <mouse down?>> then\n pen up\n end\n if <key (1 v) pressed?> then\n set pen color to (#7f7f7f)\n end\n if <key (2 v) pressed?> then\n set pen color to (#ff0000)\n end\n if <key (3 v) pressed?> then\n set pen color to (#ff9400)\n end\n if <key (4 v) pressed?> then\n set pen color to (#7f00ff)\n end\nend\n\nwhen backdrop switches to [menu v]\nhide\nerase all\n\nwhen backdrop switches to [multiplayer mode v]\nhide\nerase all\n\n@level editor player\n\nwhen flag clicked\ngo to x: (-232) y: (-178)\nhide\n\nwhen backdrop switches to [level editor v]\nswitch costume to (costume1 v)\nset size to (100) %\ngo to x: (-225) y: (-127)\ngo to [front v] layer\nshow\nset [x motion v] to [0]\nset [y motion v] to [0]\nforever\n if <key (right arrow v) pressed?> then\n change [x motion v] by (1)\n end\n if <key (left arrow v) pressed?> then\n change [x motion v] by (-1)\n end\n set [x motion v] to ((0.9) * (x motion))\n change x by (x motion)\n if <touching color (#7f7f7f)?> then\n change y by (5)\n if <touching color (#7f7f7f)?> then\n change y by (-5)\n change x by ((0) - (x motion))\n set [x motion v] to [0]\n end\n end\n change [y motion v] by (-1)\n change y by (y motion)\n if <touching color (#7f7f7f)?> then\n change y by ((0) - (y motion))\n set [y motion v] to [0]\n if <key (up arrow v) pressed?> then\n set [y motion v] to [12]\n end\n end\n if <touching color (#ff0000)?> then\n go to x: (-225) y: (-127)\n set size to (100) %\n end\n if <touching color (#ff9400)?> then\n set size to (60) %\n end\n if <touching color (#7f00ff)?> then\n set size to (100) %\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n go to x: (-225) y: (-127)\n set size to (100) %\n end\nend\n\nwhen backdrop switches to [menu v]\nswitch costume to (costume2 v)\nhide\ngo to x: (-232) y: (-178)\nset [x motion v] to [0]\nset [y motion v] to [0]\n\n@multiplayer buttons reset\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [story backdrop v]\nhide\n\nwhen backdrop switches to [options v]\nhide\n\nwhen backdrop switches to [level editor v]\nhide\n\nwhen backdrop switches to [multiplayer mode v]\ngo to x: (-160) y: (142)\nswitch costume to (costume2 v)\ngo to [front v] layer\nshow\nforever\n if <<(backdrop [name v]) = [multiplayer mode]> and <<touching (mouse-pointer v)?> and <mouse down?>>> then\n broadcast (respawn multiplayer v)\n wait (1) seconds\n end\nend\n\nwhen backdrop switches to [menu v]\nhide\n\n@multiplayer player 1\n\nwhen flag clicked\ngo to x: (-232) y: (-178)\nhide\n\nwhen backdrop switches to [multiplayer mode v]\nswitch costume to (costume1 v)\nset size to (100) %\ngo to x: (-225) y: (-127)\ngo to [front v] layer\nshow\nset [x motion v] to [0]\nset [y motion v] to [0]\nforever\n if <key (right arrow v) pressed?> then\n change [x motion v] by (1)\n end\n if <key (left arrow v) pressed?> then\n change [x motion v] by (-1)\n end\n set [x motion v] to ((0.9) * (x motion))\n change x by (x motion)\n if <touching color (#7f7f7f)?> then\n change y by (5)\n if <touching color (#7f7f7f)?> then\n change y by (-5)\n change x by ((0) - (x motion))\n set [x motion v] to [0]\n end\n end\n change [y motion v] by (-1)\n change y by (y motion)\n if <touching color (#7f7f7f)?> then\n change y by ((0) - (y motion))\n set [y motion v] to [0]\n if <key (up arrow v) pressed?> then\n set [y motion v] to [12]\n end\n end\n if <touching color (#ff0000)?> then\n broadcast (respawn multiplayer v)\n end\n if <touching color (#ff9400)?> then\n set size to (60) %\n end\n if <touching color (#7f00ff)?> then\n set size to (100) %\n end\n if <touching color (#003fff)?> then\n broadcast (respawn multiplayer v)\n broadcast (switch lvl multiplayer v)\n end\nend\n\nwhen backdrop switches to [menu v]\nswitch costume to (costume2 v)\nhide\ngo to x: (-232) y: (-178)\nset [x motion v] to [0]\nset [y motion v] to [0]\n\nwhen I receive [respawn multiplayer v]\ngo to x: (-225) y: (-127)\nset size to (100) %\n\n@multiplayer player 2\n\nwhen flag clicked\ngo to x: (-232) y: (-178)\nhide\n\nwhen backdrop switches to [multiplayer mode v]\nswitch costume to (costume1 v)\nset size to (100) %\ngo to x: (-225) y: (-152)\ngo to [front v] layer\nshow\nset [x motion v] to [0]\nset [y motion v] to [0]\nforever\n if <key (d v) pressed?> then\n change [x motion v] by (1)\n end\n if <key (a v) pressed?> then\n change [x motion v] by (-1)\n end\n set [x motion v] to ((0.9) * (x motion))\n change x by (x motion)\n if <touching color (#7f7f7f)?> then\n change y by (5)\n if <touching color (#7f7f7f)?> then\n change y by (-5)\n change x by ((0) - (x motion))\n set [x motion v] to [0]\n end\n end\n change [y motion v] by (-1)\n change y by (y motion)\n if <touching color (#7f7f7f)?> then\n change y by ((0) - (y motion))\n set [y motion v] to [0]\n if <key (w v) pressed?> then\n set [y motion v] to [12]\n end\n end\n if <touching color (#ff0000)?> then\n broadcast (respawn multiplayer v)\n end\n if <touching color (#ff9400)?> then\n set size to (60) %\n end\n if <touching color (#7f00ff)?> then\n set size to (100) %\n end\n if <touching color (#003fff)?> then\n broadcast (respawn multiplayer v)\n broadcast (switch lvl multiplayer v)\n end\nend\n\nwhen backdrop switches to [menu v]\nswitch costume to (costume2 v)\nhide\ngo to x: (-232) y: (-178)\nset [x motion v] to [0]\nset [y motion v] to [0]\n\nwhen I receive [respawn multiplayer v]\ngo to x: (-225) y: (-152)\nset size to (100) %\n\n@Multiplayer world\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [multiplayer mode v]\ngo to x: (0) y: (0)\nswitch costume to (level 1 v)\nshow\n\nwhen backdrop switches to [menu v]\nswitch costume to (level v)\nhide\n\nwhen I receive [switch lvl multiplayer v]\nif then\nelse\n next costume\n broadcast (respawn multiplayer v)\nend\n\n@multiplayer buttons2\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [story backdrop v]\nhide\n\nwhen backdrop switches to [menu v]\ngo to x: (-167) y: (-132)\nswitch costume to (costume1 v)\nshow\nforever\n if <<(backdrop [name v]) = [menu]> and <<touching (mouse-pointer v)?> and <mouse down?>>> then\n switch backdrop to (multiplayer mode v)\n go to x: (-217) y: (142)\n switch costume to (costume2 v)\n go to [front v] layer\n forever\n if <<(backdrop [name v]) = [multiplayer mode]> and <<touching (mouse-pointer v)?> and <mouse down?>>> then\n switch backdrop to (menu v)\n go to x: (-167) y: (-132)\n switch costume to (costume1 v)\n wait (1) seconds\n end\n end\n end\nend\n\nwhen backdrop switches to [options v]\nhide\n\nwhen backdrop switches to [level editor v]\nhide\n\n@tutorial multiplayer\n\nwhen flag clicked\nswitch costume to (costume9 v)\nhide\n\nwhen backdrop switches to [multiplayer mode v]\nshow\nswitch costume to (costume1 v)\ngo to x: (3) y: (-2)\ngo to [front v] layer\n\nwhen this sprite clicked\nnext costume\nwait (0.5) seconds\n\nwhen backdrop switches to [menu v]\nhide\n\nwhen backdrop switches to [level editor v]\nhide\n\nwhen backdrop switches to [story backdrop v]\nhide\n\nwhen backdrop switches to [options v]\nhide\n\n
Welcome to the Official Longest Platformer on scratch! \nPlay as an unnamed character as he tries to save his true love from the evil circle who trapped her on top of a tall tower. Will you will be able to rescue her, or will you give up?\nFeaturing;\n125 Challenging Levels, plus 15 multiplayer levels\nIncludes remastered levels from IN 60\nA new and easy-to-use level editor\nA simplistic, but unique art style\nComic like narrative\nand more!
Pen Platformer 2 [100% Pen]
@Stage\n\ndefine render\ndelete all of [list platformer v]\nset [i v] to [0]\nrepeat (9)\n change [i v] by (1)\n add [ ↓ Scroll Down ↓] to [list platformer v]\nend\nrepeat (13)\n change [i v] by (1)\n add [] to [list platformer v]\n set [j v] to [0]\n repeat (29)\n change [j v] by (1)\n if <<<(i) = [10]> and <(j) > [24]>> or <<(i) = [11]> and <(j) > [22]>>> then\n if <(j) = [29]> then\n if <(i) = [10]> then\n replace item (i) of [list platformer v] with (join (item (i) of [list platformer v]) (join [ Time: ] (timer)))\n else\n replace item (i) of [list platformer v] with (join (item (i) of [list platformer v]) (join [High Score: ] (☁ High Score)))\n end\n end\n else\n if <<((j) + (Camera X)) = (round (X))> and <(((i) - (9)) + (Camera Y)) = (round (Y))>> then\n replace item (i) of [list platformer v] with (join (item (i) of [list platformer v]) (item (8) of [emojis v]))\n else\n replace item (i) of [list platformer v] with (join (item (i) of [list platformer v]) (item (letter ((j) + (Camera X)) of (item (((i) - (9)) + (Camera Y)) of [level v])) of [emojis v]))\n end\n end\n end\nend\n\nwhen flag clicked\nshow list [emojis v]\nshow list [possible emojis v]\nhide list [list platformer v]\nshow list [debug v]\nset [level width v] to [150]\nset [level height v] to [26]\nset [cam y focus v] to [8]\nset [cam x focus v] to [15]\nGenerate Level\nReset\nforever\n wait (0.01) seconds\n render\n if <key (left arrow v) pressed?> then\n Change X by [-0.3]\n end\n if <key (right arrow v) pressed?> then\n Change X by [0.3]\n end\n change [y v] by (1)\n Collisions \n change [y v] by (-1)\n if <(Collide?) = [5]> then\n Change X by [-0.5]\n end\n if <(Collide?) = [6]> then\n Change X by [0.5]\n end\n change [yv v] by (0.02)\n if <<key (up arrow v) pressed?> and <(can jump?) = [1]>> then\n change [y v] by (1)\n Collisions \n change [y v] by (-1)\n if <(Collide?) = [3]> then\n set [yv v] to [-0.8]\n else\n if <(Collide?) = [4]> then\n set [yv v] to [0]\n else\n set [yv v] to [-0.5]\n end\n end\n end\n Change Y by (yv)\n Collisions \n if <<(Level Height) < (Y)> or <(Collide?) = [2]>> then\n Reset\n end\n if <(X) > (Level Width)> then\n broadcast (win v)\n stop [this script v]\n end\n Camera\nend\n\ndefine Generate Level\ndelete all of [level v]\nset [i v] to [0]\nrepeat (Level Height)\n change [i v] by (1)\n add [] to [level v]\n repeat (Level Width)\n replace item (i) of [level v] with (join (item (i) of [level v]) [1])\n end\nend\nAdd blocks [2] from [1] [26] to [13] [26]\nAdd blocks [2] from [10] [23] to [13] [25]\nAdd blocks [2] from [18] [20] to [21] [26]\nAdd blocks [2] from [26] [16] to [30] [26]\nAdd blocks [2] from [36] [0] to [38] [20]\nAdd blocks [2] from [31] [26] to [60] [26]\nAdd blocks [3] from [45] [24] to [45] [25]\nAdd blocks [3] from [52] [23] to [53] [25]\nAdd blocks [2] from [69] [26] to [73] [26]\nAdd blocks [4] from [74] [26] to [75] [26]\nAdd blocks [2] from [76] [13] to [80] [26]\nAdd blocks [2] from [81] [25] to [85] [26]\nAdd blocks [5] from [86] [25] to [90] [26]\nAdd blocks [2] from [91] [21] to [92] [26]\nAdd blocks [2] from [91] [0] to [92] [15]\nAdd blocks [6] from [93] [21] to [102] [21]\nAdd blocks [2] from [103] [19] to [104] [26]\nAdd blocks [7] from [105] [21] to [120] [21]\nAdd blocks [3] from [121] [20] to [123] [26]\nAdd blocks [2] from [124] [21] to [150] [26]\nAdd blocks [3] from [135] [19] to [137] [20]\n\ndefine Add blocks (type) from (x) (y) to (x2) (y2)\nset [i v] to ((y) - (1))\nrepeat (((y2) - (y)) + (1))\n change [i v] by (1)\n set [line v] to (item (i) of [level v])\n replace item (i) of [level v] with []\n set [j v] to [0]\n repeat (Level Width)\n change [j v] by (1)\n if <<(j) > ((x) - (1))> and <(j) < ((x2) + (1))>> then\n replace item (i) of [level v] with (join (item (i) of [level v]) (type))\n else\n replace item (i) of [level v] with (join (item (i) of [level v]) (letter (j) of (Line)))\n end\n end\nend\n\ndefine Collisions <detailed?>\nif <detailed?> then\n set [collide? v] to ((letter (round (X)) of (item (round (Y)) of [level v])) - (1))\nelse\n set [collide? v] to ((letter (round (X)) of (item (round (Y)) of [level v])) - (1))\n if <<(Collide?) = [1]> or <<(Collide?) = [3]> or <<(Collide?) = [4]> or <<(Collide?) = [5]> or <(Collide?) = [6]>>>>> then\n set [collide? v] to [1]\n else\n set [collide? v] to [0]\n end\nend\n\ndefine Change X by (xv)\nchange [x v] by ((xv) / ([abs v] of (xv) ))\nCollisions <>\nif <(Collide?) = [1]> then\n change [x v] by (() - ((xv) / ([abs v] of (xv) )))\nelse\n change [x v] by (() - ((xv) / ([abs v] of (xv) )))\n change [x v] by (xv)\nend\n\ndefine Change Y by (yv)\nset [can jump? v] to [0]\nchange [y v] by ((yv) / ([abs v] of (yv) ))\nCollisions <>\nif <(Collide?) = [1]> then\n change [y v] by (() - ((yv) / ([abs v] of (yv) )))\n set [yv v] to [0]\n if <[0] < (yv)> then\n set [can jump? v] to [1]\n end\nelse\n change [y v] by (() - ((yv) / ([abs v] of (yv) )))\n change [y v] by (yv)\nend\n\ndefine Reset\nset [x v] to [2]\nset [y v] to ((Level Height) - (2))\nset [yv v] to [0]\n\ndefine Camera\nset [camera y v] to (round ((Y) - (Cam Y focus)))\nif <[0] > (Camera Y)> then\n set [camera y v] to [0]\nend\nif <(Camera Y) > ((Level Height) - (13))> then\n set [camera y v] to ((Level Height) - (13))\nend\nset [camera x v] to (round ((X) - (Cam X focus)))\nif <[0] > (Camera X)> then\n set [camera x v] to [0]\nend\nif <(Camera X) > ((Level Width) - (29))> then\n set [camera x v] to ((Level Width) - (29))\nend\n\nwhen I receive [win v]\nset [got record v] to [0]\nif <(timer) < (☁ High Score)> then\n set [☁ high score v] to (timer)\n set [got record v] to [1]\nend\nset [i v] to [9]\nrepeat (13)\n change [i v] by (1)\n replace item (i) of [list platformer v] with []\nend\nreplace item (14) of [list platformer v] with [ \ I I I /]\nreplace item (15) of [list platformer v] with [ -- YOU --]\nreplace item (16) of [list platformer v] with [ -- --]\nreplace item (17) of [list platformer v] with [ -- WIN --]\nreplace item (18) of [list platformer v] with [ / I I I \]\nif <(got record) = [1]> then\n replace item (10) of [list platformer v] with [You got the High Score!]\nend\n\ndefine Update Emojis Selections\nset [k v] to [0]\nrepeat (8)\n change [k v] by (1)\n replace item (k) of [emojis v] with (letter (1) of (item (k) of [possible emojis v]))\nend\n\nUpdate Emojis Selections\n\nwhen [1 v] key pressed\nChange emoji # [1]\n\ndefine Change emoji # (#)\nask (join [Set symbol ] (join (#) [ to:])) and wait\nreplace item (#) of [emojis v] with (answer)\n\nwhen [2 v] key pressed\nChange emoji # [2]\n\nwhen [3 v] key pressed\nChange emoji # [3]\n\nwhen [4 v] key pressed\nChange emoji # [4]\n\nwhen [5 v] key pressed\nChange emoji # [5]\n\nwhen [6 v] key pressed\nChange emoji # [6]\n\nwhen [7 v] key pressed\nChange emoji # [7]\n\nwhen [8 v] key pressed\nChange emoji # [8]\n\nUpdate Emojis Selections\n\nwhen [z v] key pressed\nhide list [debug v]\nhide list [possible emojis v]\n\nwhen [x v] key pressed\nshow list [debug v]\nshow list [possible emojis v]\n\nwhen flag clicked\nwait until <key (any v) pressed?>\nreset timer\n\nset [☁ high score v] to [999.99]\n\n
~~~~~~~~~~~~~~~Better~Together~~~~~~~~~~~~~~\n►You must solve puzzles and travel through portals in search of your friend in another dimension. \n\n►I hope you enjoy it!! If want to see more game like this please leave a ❤️, ⭐️ ツ\n\n►Controls\n•Arrows to move and jump\n•Youre left character moves normally while the right character movements are mirrored\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nHa what a waste of scrolling ;)
Opposite || A Mobile Friendly Platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (背景1 v)\n\nwhen I receive [次! v]\nnext backdrop\n\nwhen I receive [次! v]\nif <(backdrop [name v]) = [朝]> then\n set [状態 v] to [1]\n wait (10) seconds\n switch backdrop to (昼 v)\n wait (10) seconds\n switch backdrop to (夜 v)\n set [状態 v] to [0]\nend\n\n@スプライト1\n\nwhen I receive [スタート v]\nset [制限 v] to [STOP]\nhide variable [x v]\nhide variable [y v]\nhide variable [制限 v]\npoint in direction (90)\ngo to x: (-170) y: (-41)\nset rotation style [left-right v]\nset size to (70) %\nshow\nset [x v] to [0]\nset [y v] to [0]\nwait until <<key (up arrow v) pressed?> or <<key (right arrow v) pressed?> or <<key (left arrow v) pressed?> or <mouse down?>>>>\nset [制限 v] to [OK]\nforever\n if <(制限) = [OK]> then\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(x position) < (mouse x)>>> then\n change [x v] by (1.5)\n point in direction (90)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [x v] by (-1.5)\n point in direction (-90)\n end\n set [x v] to ((x) * (0.8))\n change x by (x)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change x by ((x) * (-1))\n change y by (-4)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <[-50] < (mouse y)>>> then\n if <(x) > [0]> then\n set [x v] to [-12]\n start sound [Drum v]\n else\n set [x v] to [12]\n start sound [Drum v]\n end\n set [y v] to [10]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n change [y v] by (-0.9)\n change y by (y)\n if <touching (地面 v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n if <<touching (地面 v)?> and <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <[-50] < (mouse y)>>>> then\n change [y v] by (13)\n start sound [Jump v]\n end\n change y by (1)\n end\nend\n\nwhen flag clicked\nforever\n if <[240] < (x position)> then\n broadcast (次! v)\n end\nend\n\nbroadcast (次! v) and wait\n\nwhen I receive [次! v]\ngo to x: (-170) y: (-41)\nset [制限 v] to [OK]\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <touching (障害物 v)?> then\n switch costume to (ゾンビダメージ v)\n start sound [やられた v]\n set [制限 v] to [STOP]\n go to x: (-170) y: (-41)\n set [制限 v] to [OK]\n wait (0.1) seconds\n switch costume to (ゾンビ v)\n end\nend\n\nwhen flag clicked\nset [状態 v] to [0]\nset volume to (100000) %\nforever\n go to [front v] layer\n play sound [音楽 v] until done\nend\n\nwhen flag clicked\nforever\n if <<(状態) = [1]> and <[68] < (x position)>> then\n switch costume to (ゾンビダメージ v)\n start sound [やられた v]\n go to [front v] layer\n set [制限 v] to [STOP]\n go to x: (-170) y: (-41)\n set [制限 v] to [OK]\n switch costume to (ゾンビ v)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (障害物2 v)?> then\n broadcast (ゴール v)\n set [制限 v] to [STOP]\n end\nend\n\nwhen I receive [ゴール v]\nset volume to (0) %\n\nwhen flag clicked\nswitch costume to (ゾンビ v)\n\n@地面\n\nwhen I receive [次! v]\nnext costume\n\nwhen flag clicked\ngo to [back v] layer\nswitch costume to (コスチューム1 v)\n\nbroadcast (次! v)\n\nwhen flag clicked\nforever\n go to x: (36) y: (29)\nend\n\n@スプライト3\n\n@スプライト4\n\nwhen flag clicked\ngo to [front v] layer\nswitch costume to (コスチューム1 v)\nshow\nset [ghost v] effect to (0)\n\nwhen this sprite clicked\nif <(costume [number v]) = [1]> then\n wait until <not <mouse down?>>\n switch costume to (コスチューム2 v)\nend\n\nwhen this sprite clicked\nif <(costume [number v]) = [2]> then\n broadcast (スタート v)\n repeat (10)\n change [ghost v] effect by (10)\n end\n set [ghost v] effect to (100)\nend\n\n@コメント\n\nwhen I receive [スタート v]\ngo to [front v] layer\nshow\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\nhide\n\nwhen I receive [次! v]\nshow\nnext costume\n\n@障害物\n\nwhen flag clicked\nswitch costume to (lava v)\n\nwhen I receive [次! v]\ngo to [back v] layer\nnext costume\n\n@障害物2\n\nwhen flag clicked\nshow\nswitch costume to (lava v)\n\nwhen I receive [次! v]\nnext costume\n\nbroadcast (次! v)\n\nwhen flag clicked\ngo to [front v] layer\n\nwhen I receive [ゴール v]\nhide\n\n@月\n\nwhen flag clicked\nswitch costume to (コスチューム2 v)\nshow\n\nwhen I receive [次! v]\nnext costume\n\nwhen flag clicked\nhide variable [大きさ v]\nforever\n change [大きさ v] by (1)\n set size to ((([sin v] of ((大きさ) * (5)) ) * (10)) + (100)) %\nend\n\n@終わり\n\nwhen I receive [ゴール v]\nwait (0.1) seconds\nforever\n go to [front v] layer\n set size to (100) %\n show\n if <<(costume [number v]) = [1]> or <(costume [number v]) = [2]>> then\n go to x: (-40) y: (0)\n set [brightness v] effect to (100)\n set [縦 v] to [35]\n set [横 v] to [20]\n repeat (10)\n change [brightness v] effect by (-10)\n change size by (((130) - (size)) / (5))\n set [縦 v] to (((縦) * (0.75)) + (((0) - (x position)) / (8.5)))\n set [横 v] to (((横) * (0.75)) + (((0) - (y position)) / (7)))\n change x by (縦)\n change y by (横)\n end\n repeat (20)\n change size by (((100) - (size)) / (5))\n set [縦 v] to (((縦) * (0.75)) + (((0) - (x position)) / (8.5)))\n set [横 v] to (((横) * (0.75)) + (((0) - (y position)) / (5)))\n change x by (縦)\n change y by (横)\n end\n end\n wait (2) seconds\nend\n\nwhen flag clicked\nhide\nswitch costume to (pick random (1) to (2))\n\n@サムネ\n\nwhen flag clicked\nforever\n set [ghost v] effect to (100)\n go to [front v] layer\n show\n go to x: (0) y: (0)\n switch costume to (コスチューム2 v)\nend\n\nwhen I receive [ゴール v]\nforever\n play sound [TheFatRat - Unity v] until done\nend\n\n@タボフィー\n\nwhen flag clicked\nforever\n set [turbo v] to [0]\n wait (0.001) seconds\n if <[3] < (Turbo)> then\n show\n stop [all v]\n else\n hide\n end\nend\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (0) y: (0)\nforever\n change [turbo v] by (1)\nend\n\n
The Scratch Platformer!
@Stage\n\nwhen flag clicked\n\nwhen flag clicked\nclear graphic effects\nforever\n set volume to (音量) %\nend\n\n@自キャラ\n\nwhen I start as a clone\nif <(クローン何か) = [1]> then\n switch costume to (右2 v)\n go to [back v] layer\n set size to (70) %\n clear graphic effects\n set [color v] effect to ([floor v] of (((140) + (スキン棒)) / (1.5)) )\n change [brightness v] effect by (10)\n repeat (10)\n change [ghost v] effect by (10)\n change size by (-7)\n end\n delete this clone\nelse\n wait until <not <mouse down?>>\n wait until <mouse down?>\n delete this clone\nend\n\nwhen I receive [スタート v]\nset [中間地 v] to [0]\nset [スイッチ色 v] to [青]\nset [playerx v] to [0]\nset [playery v] to [0]\nset [復活地x v] to [0]\nset [復活地y v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nset [クローン何か v] to [0]\ncreate clone of (_myself_ v)\nbroadcast (クローンリセット v)\nbroadcast (リセット v)\nwait until <not <mouse down?>>\nwait until <mouse down?>\nforever\n repeat until <<[-239] > (x position)> or <<touching (障害物 v)?> or <<<touching color (#ff0000)?> or <touching color (#005dff)?>> or <(y position) < [-166]>>>>\n erase all\n if <(playerx) < [5246]> then\n change x by (-3)\n change [playerx v] by (3)\n else\n if <(playery) < [2840]> then\n change y by (-1)\n change [playery v] by (1)\n else\n if <(playerx) < [7600]> then\n change x by (-5)\n change [playerx v] by (5)\n end\n end\n end\n end\n set [playerx v] to (復活地x)\n set [playery v] to (復活地y)\n set [x v] to [0]\n set [y v] to [0]\n go to x: (-40) y: (0)\n if <(中間地) = [3]> then\n set [playerx v] to [5246]\n go to x: (80) y: (0)\n end\n if <(中間地) = [5]> then\n set [playerx v] to [5246]\n go to x: (-73) y: (50)\n end\n start sound [Clang v]\n broadcast (クローンリセット v)\n broadcast (リセット v)\nend\n\nwhen I receive [スタート v]\npoint in direction (90)\nshow\nset size to (70) %\ngo to x: (-60) y: (-40)\nswitch costume to (右 v)\nset [color v] effect to ([floor v] of (((140) + (スキン棒)) / (1.5)) )\nwait until <not <mouse down?>>\nwait until <mouse down?>\nset [クローン何か v] to [1]\ncreate clone of (_myself_ v)\nforever\n change y by (1)\n change [y v] by (-1)\n if <<key (d v) pressed?> or <<key (right arrow v) pressed?> or <<(mouse x) > (x position)> and <mouse down?>>>> then\n change [x v] by (1)\n create clone of (_myself_ v)\n point in direction (90)\n end\n if <<key (a v) pressed?> or <<key (left arrow v) pressed?> or <<(mouse x) < (x position)> and <mouse down?>>>> then\n change [x v] by (-1)\n create clone of (_myself_ v)\n point in direction (-90)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <<touching (ステージ v)?> or <touching (アイテム v)?>> then\n change y by (1)\n end\n if <<touching (ステージ v)?> or <touching (アイテム v)?>> then\n change y by (1)\n end\n if <<touching (ステージ v)?> or <touching (アイテム v)?>> then\n change y by (1)\n end\n if <<touching (ステージ v)?> or <touching (アイテム v)?>> then\n change y by (1)\n end\n if <<touching (ステージ v)?> or <touching (アイテム v)?>> then\n change y by (-4)\n change x by ((x) * (-1))\n set [y v] to [0]\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 [12]\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 [y v] to [0]\n set [x v] to [0]\n end\n end\n change y by (y)\n if <<touching (ステージ v)?> or <touching (アイテム v)?>> then\n change y by ((0) - (y))\n set [y v] to [0]\n end\n change y by (-1)\n if <<<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> and <<touching (ステージ v)?> or <touching (アイテム v)?>>> then\n start sound [Jump v]\n set [y v] to [15]\n create clone of (_myself_ v)\n end\n if <(x position) > [213]> then\n set x to (213)\n end\n if <(y position) > [157]> then\n set y to (157)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nif <(クローン何か) = [0]> then\n show\n point in direction (90)\n go to x: (0) y: (30)\n switch costume to (コスチューム1 v)\n forever\n repeat (20)\n change [ghost v] effect by (5)\n end\n repeat (20)\n change [ghost v] effect by (-5)\n end\n end\nend\n\nwhen I receive [スタート v]\nstop all sounds\nforever\n play sound [w002 v] until done\nend\n\nwhen flag clicked\nwait (7) seconds\nstop all sounds\nrepeat until <(スタート) = [1]>\n play sound [Dance Chill Out v] until done\nend\n\nwhen flag clicked\nforever\n set volume to (音量) %\nend\n\nwhen flag clicked\nset [音量 v] to [0]\nforever\n set volume to (音量) %\nend\n\n@ステージ\n\ndefine 指定 (x) (y) (コス)\nset [クローンx v] to (x)\nset [クローンy v] to (y)\nset [クローンコス v] to (コス)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nswitch costume to (join [コスチューム] (クローンコス))\nforever\n if <<<((473) + (クローンx)) > (playerx)> and <(playerx) > ((-473) + (クローンx))>> and <<((355) + (クローンy)) > (playery)> and <(playery) > ((-349) + (クローンy))>>> then\n go to x: ((クローンx) - (playerx)) y: ((クローンy) - (playery))\n show\n else\n hide\n end\nend\n\nwhen I receive [リセット v]\n指定 [0] [0] [1]\n指定 ((477) * (1)) [0] [2]\n指定 ((477) * (2)) [0] [3]\n指定 ((477) * (3)) [0] [4]\n指定 ((477) * (4)) [0] [5]\n指定 ((477) * (5)) [0] [6]\n指定 ((477) * (6)) [0] [7]\n指定 ((477) * (7)) [0] [8]\n指定 ((477) * (8)) [0] [9]\n指定 ((477) * (9)) [0] [10]\n指定 ((477) * (10)) [0] [11]\n指定 ((477) * (11)) [0] [12]\n指定 ((477) * (11)) ((355) * (1)) [13]\n指定 ((477) * (11)) ((355) * (2)) [14]\n指定 ((477) * (11)) ((355) * (3)) [15]\n指定 ((477) * (11)) ((355) * (4)) [16]\n指定 ((477) * (11)) ((355) * (5)) [17]\n指定 ((477) * (11)) ((355) * (6)) [18]\n指定 ((477) * (11)) ((355) * (7)) [19]\n指定 ((477) * (11)) ((355) * (8)) [20]\n指定 ((477) * (12)) ((355) * (8)) [21]\n指定 ((477) * (13)) ((355) * (8)) [21]\n指定 ((477) * (14)) ((355) * (8)) [22]\n指定 ((477) * (15)) ((355) * (8)) [23]\n指定 ((477) * (16)) ((355) * (8)) [24]\n\nwhen I receive [クローンリセット v]\ndelete this clone\n\nset [playerx v] to [2700]\n\n@アイテム\n\nwhen I start as a clone\nif <<(コスチューム) > [0]> and <[5] > (コスチューム)>> then\n set [範囲x v] to [259]\n set [範囲y v] to [181]\nend\nif <(コスチューム) = [5]> then\n set [範囲x v] to [276]\n set [範囲y v] to [207]\nend\nforever\n switch costume to (join [コスチューム] (コスチューム))\n if <<<(playerx) > ((join [-] (範囲x)) + (クローンx))> and <((範囲x) + (クローンx)) > (playerx)>> and <<((181) + (クローンy)) > (playery)> and <(playery) > ((-181) + (クローンy))>>> then\n go to x: ((クローンx) - (playerx)) y: ((クローンy) - (playery))\n show\n if <<<<([y position v] of [自キャラ v]) < ((37) + (y position))> and <((31) + (y position)) < ([y position v] of [自キャラ v])>> and <<((-40) + (x position)) < ([x position v] of [自キャラ v])> and <([x position v] of [自キャラ v]) < ((40) + (x position))>>> and <<(コスチューム) = [3]> or <(コスチューム) = [1]>>> then\n erase all\n start sound [決定、ボタン押下44 v]\n if <(コスチューム) = [1]> then\n set [スイッチ色 v] to [赤]\n end\n if <(コスチューム) = [3]> then\n set [スイッチ色 v] to [青]\n end\n change [コスチューム v] by (1)\n end\n if <<(コスチューム) = [5]> and <<<([y position v] of [自キャラ v]) < ((50) + (y position))> and <((32) + (y position)) < ([y position v] of [自キャラ v])>> and <<((-35) + (x position)) < ([x position v] of [自キャラ v])> and <([x position v] of [自キャラ v]) < ((35) + (x position))>>>> then\n set [y v] to [20]\n switch costume to (コスチューム5 v)\n repeat (4)\n next costume\n go to x: ((クローンx) - (playerx)) y: ((クローンy) - (playery))\n end\n repeat (4)\n switch costume to (join [コスチューム] ((letter (7) of (costume [name v])) - (1)))\n go to x: ((クローンx) - (playerx)) y: ((クローンy) - (playery))\n end\n end\n else\n hide\n end\nend\n\nwhen I receive [リセット v]\n指定 [3300] [-48] [1]\n指定 [4245] [113] [3]\n指定 [5437] [1328] [1]\n指定 [5200] [1780] [5]\n指定 [5406] [2472] [3]\n\ndefine 指定 (x) (y) (コス)\nset [動き v] to [0]\nset [クローンx v] to (x)\nset [クローンy v] to (y)\nset [コスチューム v] to (コス)\nset [範囲x v] to [250]\ncreate clone of (_myself_ v)\n\nwhen I receive [クローンリセット v]\ndelete this clone\n\nwhen flag clicked\nforever\n set volume to (音量) %\nend\n\n@障害物\n\nwhen I start as a clone\nif <(コスチューム) = [6]> then\n set [範囲x v] to [340]\n set [範囲y v] to [280]\nend\nif <<(コスチューム) = [1]> or <(コスチューム) = [3]>> then\n set [範囲y v] to [200]\n set [範囲x v] to [257]\n point in direction (90)\nend\nif <<(コスチューム) = [2]> or <(コスチューム) = [4]>> then\n set [範囲y v] to [192]\n set [範囲x v] to [257]\n point in direction (90)\nend\nif <(コスチューム) = [5]> then\n set [範囲y v] to [200]\n set [範囲x v] to [257]\n point in direction (90)\nend\nif <<(コスチューム) = [7]> or <(コスチューム) = [8]>> then\n set [範囲y v] to [183]\n set [範囲x v] to [241]\n point in direction ((90) * (向き))\n go to [back v] layer\nelse\n point in direction (90)\n set size to (100) %\nend\ngo to [back v] layer\nforever\n switch costume to (join [コスチューム] (コスチューム))\n if <<<(playerx) > ((join [-] (範囲x)) + (クローンx))> and <((範囲x) + (クローンx)) > (playerx)>> and <<((範囲y) + (クローンy)) > (playery)> and <(playery) > ((join [-] (範囲y)) + (クローンy))>>> then\n go to x: ((クローンx) - (playerx)) y: ((クローンy) - (playery))\n show\n if <(コスチューム) = [5]> then\n 針落下\n end\n if <(コスチューム) = [6]> then\n turn right (4) degrees\n end\n if <(コスチューム) = [7]> then\n if <(スイッチ色) = [青]> then\n show\n else\n hide\n end\n end\n if <(コスチューム) = [8]> then\n if <(スイッチ色) = [赤]> then\n show\n else\n hide\n end\n end\n else\n hide\n end\nend\n\ndefine 指定 (x) (y) (コス) (向き)\nset [動き v] to [0]\nset [クローンx v] to (x)\nset [クローンy v] to (y)\nset [コスチューム v] to (コス)\nset [範囲x v] to [250]\nset [向き v] to (向き)\ncreate clone of (_myself_ v)\n\ndefine 針落下\nif <(動き) = [0]> then\n repeat until <<<(x position) < (([x position v] of [自キャラ v]) + (60))> and <(([x position v] of [自キャラ v]) + (-60)) < (x position)>> and <(y position) < (([y position v] of [自キャラ v]) + (200))>>\n go to x: ((クローンx) - (playerx)) y: ((クローンy) - (playery))\n repeat (3)\n change [クローンx v] by (2)\n go to x: ((クローンx) - (playerx)) y: ((クローンy) - (playery))\n end\n repeat (3)\n change [クローンx v] by (-2)\n go to x: ((クローンx) - (playerx)) y: ((クローンy) - (playery))\n end\n end\n change [クローンy v] by (-5)\n go to x: ((クローンx) - (playerx)) y: ((クローンy) - (playery))\n repeat until <touching (ステージ v)?>\n go to x: ((クローンx) - (playerx)) y: ((クローンy) - (playery))\n change [クローンy v] by (-5)\n if <[-196] > (y position)> then\n delete this clone\n end\n end\n if <touching (ステージ v)?> then\n change [クローンy v] by (1)\n go to x: ((クローンx) - (playerx)) y: ((クローンy) - (playery))\n end\n if <touching (ステージ v)?> then\n change [クローンy v] by (1)\n go to x: ((クローンx) - (playerx)) y: ((クローンy) - (playery))\n end\n if <touching (ステージ v)?> then\n change [クローンy v] by (1)\n go to x: ((クローンx) - (playerx)) y: ((クローンy) - (playery))\n end\n if <touching (ステージ v)?> then\n change [クローンy v] by (1)\n go to x: ((クローンx) - (playerx)) y: ((クローンy) - (playery))\n end\n if <touching (ステージ v)?> then\n change [クローンy v] by (1)\n go to x: ((クローンx) - (playerx)) y: ((クローンy) - (playery))\n end\n if <touching (ステージ v)?> then\n change [クローンy v] by (1)\n go to x: ((クローンx) - (playerx)) y: ((クローンy) - (playery))\n end\n set [動き v] to [1]\nend\n\nwhen I receive [リセット v]\n指定 [477] [-29] [1] []\n指定 [677] [-29] [1] []\n指定 [1300] [-29] [1] []\n指定 [1450] [-29] [1] []\n指定 [1750] [93] [3] []\n指定 [1850] [-29] [1] []\n指定 [2000] [-29] [1] []\n指定 [2150] [93] [5] []\n指定 [2300] [-29] [1] []\n指定 [2500] [-29] [1] []\n指定 [2750] [-85] [6] []\n指定 [3000] [100] [6] []\n指定 [3449] [-48] [7] [0]\n指定 [4429] [-100] [8] [0]\n指定 [5105] [176] [1] []\n指定 [5092] [280] [2] []\n指定 [5292] [410] [3] []\n指定 [5092] [780] [2] []\n指定 [5210] [1000] [4] []\n指定 [5092] [1210] [2] []\n指定 [5240] [1455] [7] [3]\n指定 [5050] [1800] [6] []\n指定 [5450] [1900] [6] []\n指定 [5230] [2270] [6] []\n指定 [5323] [2533] [5] []\n指定 [5138] [2594] [8] [3]\n指定 [5600] [2890] [5] []\n指定 [5680] [2890] [5] []\n指定 [5800] [2777] [1] []\n指定 [5900] [2890] [5] []\n指定 [6000] [2777] [1] []\n指定 [6150] [2777] [1] []\n指定 [6280] [2890] [5] []\n指定 [6400] [2777] [1] []\n指定 [6480] [2890] [5] []\n指定 [6550] [2890] [5] []\n指定 [6650] [2777] [1] []\n指定 [6750] [2890] [5] []\n指定 [6830] [2890] [5] []\n\nwhen I receive [リセット v]\ndelete this clone\n\nwhen I receive [クローンリセット v]\ndelete this clone\n\ndefine レーザー細かく\nif <not <touching (ステージ v)?>> then\n move (2) steps\nend\nif <not <touching (ステージ v)?>> then\n move (2) steps\nend\nif <not <touching (ステージ v)?>> then\n move (2) steps\nend\n\nwhen flag clicked\nerase all\nbroadcast (クローン v)\n\ndefine レーザー\n\n@アイテム2\n\ndefine 指定 (x) (y) (コス) (中間地)\nset [動き v] to [0]\nset [クローンx v] to (x)\nset [クローンy v] to (y)\nset [コスチューム v] to (コス)\nset [範囲 v] to [265]\nset [中間地現在 v] to (中間地)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nswitch costume to (コスチューム1 v)\nforever\n if <<<(playerx) > ((join [-] (範囲)) + (クローンx))> and <((範囲) + (クローンx)) > (playerx)>> and <<((226) + (クローンy)) > (playery)> and <(playery) > ((join [-] [226]) + (クローンy))>>> then\n go to x: ((クローンx) - (playerx)) y: ((クローンy) - (playery))\n show\n if <touching (自キャラ v)?> then\n switch costume to (コスチューム2 v)\n set [復活地x v] to (クローンx)\n set [復活地y v] to (クローンy)\n set [中間地 v] to (中間地現在)\n end\n else\n hide\n end\nend\n\nwhen I receive [クローンリセット v]\ndelete this clone\n\nwhen I receive [リセット v]\n指定 [1640] [-3] [1] [1]\n指定 [3550] [-5] [1] [2]\n指定 [5350] [1678] [1] [3]\n指定 [5350] [2800] [1] [4]\n指定 [5170] [699] [1] [5]\n\n@スプライト1\n\nwhen I start as a clone\nshow\nrepeat until <[-330] > (x position)>\n go to [back v] layer\n change x by ((-1) * (0.2))\nend\ndelete this clone\n\nwhen flag clicked\nset [回数 v] to [0]\n\nwhen I receive [スタート v]\nif <(回数) = [0]> then\n switch costume to (1 v)\n set size to (pick random (70) to (100)) %\n go to x: (-150) y: (pick random (120) to (100))\n create clone of (_myself_ v)\n set size to (pick random (70) to (100)) %\n go to x: (150) y: (pick random (120) to (-20))\n create clone of (_myself_ v)\n set [回数 v] to [1]\n forever\n wait (pick random (50) to (60)) seconds\n set size to (pick random (80) to (120)) %\n go to x: (360) y: (pick random (120) to (0))\n if <(pick random (1) to (4)) = [1]> then\n switch costume to (pick random (1) to (4))\n else\n switch costume to (1 v)\n end\n create clone of (_myself_ v)\n end\nend\n\n@Intro\n\ndefine 大きさ2 (x)\nerase all\nset size to (x) %\ngo to x: (60) y: (-53)\nswitch costume to (灰色 v)\nstamp\ngo to x: (-5) y: (94)\nswitch costume to (濃い青色 v)\nstamp\ngo to x: (-90) y: (-35)\nswitch costume to (水色2 v)\nstamp\n大きさ (x)\n\ndefine 大きさ (2)\nif <(2) < [199]> then\n 大きさ2 ((2) + (((200) - (2)) * (0.1)))\nelse\n set size to (199) %\n delete all of [intro v]\n repeat (36)\n add [?] to [intro v]\n end\n set [i v] to [20]\n repeat (9)\n replace item (I) of [intro v] with [-110]\n change [i v] by (2)\n end\n set [l v] to [1]\n set [i v] to [19]\n repeat (9)\n replace item (I) of [intro v] with ((-110) + ((25) * (L)))\n change [i v] by (2)\n change [l v] by (1)\n end\n set [i v] to [2]\n repeat (9)\n replace item (I) of [intro v] with [-160]\n change [i v] by (2)\n end\n set [l v] to [0]\n set [i v] to [1]\n repeat (9)\n replace item (I) of [intro v] with ((-140) + ((40) * (L)))\n change [i v] by (2)\n change [l v] by (1)\n end\n start sound [intro2 v]\n repeat (40)\n erase all\n 座標 [1] [2] [3]\n 座標 [3] [4] [4]\n 座標 [5] [6] [5]\n 座標 [7] [8] [6]\n 座標 [9] [10] [7]\n 座標 [11] [12] [8]\n 座標 [13] [14] [9]\n 座標 [15] [16] [10]\n 座標 [17] [18] [11]\n set size to (199) %\n go to x: (60) y: (-53)\n switch costume to (灰色 v)\n stamp\n go to x: (-5) y: (94)\n switch costume to (濃い青色 v)\n stamp\n go to x: (-90) y: (-35)\n switch costume to (水色2 v)\n stamp\n end\n wait (1) seconds\n black\n pen up\n erase all\n wait (1) seconds\n broadcast (スタート前画面 v)\n switch costume to (コス v)\n clear graphic effects\n go to x: (0) y: (0)\n show\n switch backdrop to (背景4 v)\n go to [front v] layer\n repeat (33)\n change [ghost v] effect by (3)\n end\n hide\n clear graphic effects\nend\n\ndefine 座標 (x) (y) (コス)\nif <not <<(round (item (x) of [intro v])) = (round (item ((x) + (18)) of [intro v]))> and <(round (item (y) of [intro v])) = (round (item ((y) + (18)) of [intro v]))>>> then\n replace item (y) of [intro v] with ((item (y) of [intro v]) + (((item ((y) + (18)) of [intro v]) - (item (y) of [intro v])) * (0.1)))\n replace item (x) of [intro v] with ((item (x) of [intro v]) + (((item ((x) + (18)) of [intro v]) - (item (x) of [intro v])) * (0.1)))\nend\nswitch costume to (join [コスチューム] (コス))\ngo to x: (item (x) of [intro v]) y: (item (y) of [intro v])\nstamp\n\nwhen flag clicked\npoint in direction (90)\nswitch backdrop to (背景2 v)\nwait (0.5) seconds\nerase all\npen up\nswitch costume to (灰色 v)\nstart sound [intro v]\n大きさ [20]\n\ndefine 繰り返しblack2\ngo to x: (([cos v] of (角度) ) * (半径)) y: (([sin v] of (角度) ) * (半径))\nchange [角度 v] by (10)\n\ndefine black\nset pen color to (#000000)\nswitch costume to (black v)\nset pen size to (12)\nset [角度 v] to [0]\nset [半径 v] to [300]\ngo to x: (([cos v] of (角度) ) * (半径)) y: (([sin v] of (角度) ) * (半径))\npen down\nrepeat (31)\n 繰り返しblack\n 繰り返しblack\n 繰り返しblack\n 繰り返しblack\n 繰り返しblack\n 繰り返しblack\n change [半径 v] by (-10)\nend\n\ndefine 場面転換明るく\ngo to x: (0) y: (0)\nswitch costume to (画面black v)\nset [ghost v] effect to (0)\nshow\nclear graphic effects\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\nswitch costume to (迷路壁 v)\n\ndefine 場面転換暗く\ngo to x: (0) y: (0)\nswitch costume to (画面black v)\nshow\nclear graphic effects\nset [ghost v] effect to (100)\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nhide\nswitch costume to (迷路壁 v)\n\ndefine 繰り返しblack\n繰り返しblack2\n繰り返しblack2\n繰り返しblack2\n繰り返しblack2\n繰り返しblack2\n繰り返しblack2\n\nwhen I receive [暗く v]\n場面転換暗く\n\nwhen I receive [明るく v]\n場面転換明るく\n\n@スタート画面\n\nwhen I start as a clone\nif <<(どのブロック) = [1]> or <(どのブロック) = [2]>> then\n set size to (100) %\n show\n forever\n if <touching (mouse-pointer v)?> then\n change size by (((120) - (size)) / (12))\n if <mouse down?> then\n start sound [決定、ボタン押下24 v]\n if <(どのブロック) = [2]> then\n broadcast (暗く v)\n wait (0.65) seconds\n switch backdrop to (背景1 v)\n broadcast (スタート v)\n set [スタート v] to [1]\n broadcast (明るく v)\n delete this clone\n end\n if <<(どのブロック) = [1]> and <<(ハートB) = [Yes]> and <(星B) = [Yes]>>> then\n broadcast (暗く v)\n wait (0.65) seconds\n broadcast (スキン v)\n set [スキン現状 v] to [1]\n switch backdrop to (背景1 v)\n broadcast (明るく v)\n end\n end\n else\n change size by (((100) - (size)) / (12))\n end\n if <(どのブロック) = [1]> then\n if <<(ハートB) = [Yes]> and <(星B) = [Yes]>> then\n switch costume to (choose skin v)\n else\n switch costume to (chooskin 鎖 v)\n end\n end\n end\nend\n\nwhen I receive [スタート前画面 v]\nhide\nset [スキン現状 v] to [0]\nset [スタート v] to [0]\nset [どのブロック v] to [1]\nswitch costume to (chooskin 鎖 v)\ngo to x: (0) y: (-130)\ncreate clone of (_myself_ v)\nset [どのブロック v] to [2]\nswitch costume to (playstrt v)\ngo to x: (0) y: (-60)\ncreate clone of (_myself_ v)\nset [どのブロック v] to [10]\nswitch costume to (コスチューム3 v)\ngo to x: (0) y: (50)\ncreate clone of (_myself_ v)\nset [どのブロック v] to [11]\nif <(1) = [1]> then\n switch costume to (音量マックス v)\n set [音量 v] to [100]\nelse\n switch costume to (音量なし v)\n set [音量 v] to [0]\nend\ncreate clone of (_myself_ v)\ngo to x: (0) y: (0)\n\nwhen I start as a clone\nforever\n if <<(スキン現状) = [1]> and <not <<<(どのブロック) = [4]> or <(どのブロック) = [5]>> or <(どのブロック) = [3]>>>> then\n delete this clone\n end\nend\n\nwhen I receive [スキン v]\nset [どのブロック v] to [3]\ncreate clone of (_myself_ v)\nset [どのブロック v] to [4]\ncreate clone of (_myself_ v)\nset [どのブロック v] to [5]\ncreate clone of (_myself_ v)\nrepeat until <(スキン現状) = [0]>\n erase all\n スキン色作成まとめ\n スキン動かす棒\nend\nerase all\n\ndefine スキン色作成まとめ\nset [スキン v] to [0]\nset pen (saturation v) to (100)\nset pen (brightness v) to (100)\nset pen (color v) to (0)\nset pen size to (20)\nスキン色作成2\nスキン色作成2\nスキン色作成2\nスキン色作成2\nスキン色作成2\nスキン色作成2\nスキン色作成2\nスキン色作成2\nスキン色作成2\nスキン色作成2\n\ndefine スキン色作成\nset pen (color v) to ([floor v] of ((スキン) / (3)) )\ngo to x: ((-140) + (スキン)) y: (-130)\nchange [スキン v] by (3)\npen down\n\ndefine スキン色作成2\nスキン色作成\nスキン色作成\nスキン色作成\nスキン色作成\nスキン色作成\nスキン色作成\nスキン色作成\nスキン色作成\nスキン色作成\nスキン色作成\n\ndefine スキン動かす棒\nswitch costume to (コスチューム1 v)\npen up\nset pen (saturation v) to (0)\nset pen (brightness v) to (30)\nset pen (color v) to (0)\nif <<mouse down?> and <<<[150] > (mouse x)> and <(mouse x) > [-150]>> and <<(mouse y) > [-152]> and <[-109] > (mouse y)>>>> then\n set [スキン棒 v] to ((スキン棒) + (((mouse x) - (スキン棒)) * (0.2)))\nend\nset x to (スキン棒)\npen down\nchange y by (-10)\nchange y by (20)\npen up\n\nwhen I start as a clone\nforever\n if <(どのブロック) = [3]> then\n show\n switch costume to (skin 自分 v)\n set size to (100) %\n go to x: (0) y: (30)\n clear graphic effects\n end\n if <(どのブロック) = [4]> then\n go to x: (0) y: (30)\n go to [back v] layer\n show\n switch costume to (skin 自分2 v)\n set size to (100) %\n set [color v] effect to ([floor v] of (((140) + (スキン棒)) / (1.5)) )\n end\n if <(どのブロック) = [5]> then\n go to x: (-194) y: (-137)\n go to [back v] layer\n show\n switch costume to (戻る v)\n if <touching (mouse-pointer v)?> then\n change size by (((120) - (size)) / (12))\n else\n change size by (((100) - (size)) / (12))\n end\n end\n if <(どのブロック) = [10]> then\n go to x: (0) y: (40)\n go to [back v] layer\n show\n switch costume to (コスチューム3 v)\n if <touching (mouse-pointer v)?> then\n change size by (((120) - (size)) / (12))\n else\n change size by (((100) - (size)) / (12))\n end\n end\n if <(どのブロック) = [11]> then\n go to x: (-160) y: (-130)\n go to [back v] layer\n show\n if <touching (mouse-pointer v)?> then\n change size by (((120) - (size)) / (12))\n if <mouse down?> then\n if <(costume [number v]) = [9]> then\n switch costume to (音量なし v)\n set volume to (0) %\n set [音量 v] to [0]\n set [1 v] to [0]\n else\n switch costume to (音量マックス v)\n set volume to (100) %\n set [音量 v] to [100]\n set [1 v] to [1]\n end\n wait until <not <mouse down?>>\n end\n else\n change size by (((100) - (size)) / (12))\n end\n end\nend\n\nwhen I start as a clone\nwait until <<(スキン現状) = [0]> and <<<(どのブロック) = [4]> or <(どのブロック) = [5]>> or <(どのブロック) = [3]>>>\ndelete this clone\n\nwhen this sprite clicked\nif <<(costume [number v]) = [6]> and <(どのブロック) = [5]>> then\n if <mouse down?> then\n start sound [決定、ボタン押下27 v]\n broadcast (暗く v)\n wait (0.65) seconds\n set [スキン現状 v] to [0]\n switch backdrop to (背景4 v)\n broadcast (スタート前画面 v)\n broadcast (明るく v)\n end\nend\n\nwhen I receive [スタート v]\ndelete this clone\n\nwhen flag clicked\nset volume to (100) %\n\nwhen flag clicked\nset [音量 v] to [0]\nforever\n set volume to (音量) %\nend\n\nwhen I start as a clone\nforever\n set volume to (音量) %\nend\n\nwhen flag clicked\nset [1 v] to [1]\n\n@スプライト3\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\ncreate clone of (_myself_ v)\nforever\n set [ハートa v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n wait (0.5) seconds\n set [ハートb v] to [Yes]\n end\nend\n\nwhen I start as a clone\nswitch costume to (コスチューム2 v)\nforever\n set [星a v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n wait (0.5) seconds\n set [星b v] to [Yes]\n end\nend\n\n@スプライト2\n\nwhen flag clicked\ngo to x: (-6) y: (-14)\nhide\nforever\n reset timer\nend\n\nwhen [timer v] > (0.1)\nshow\ngo to [front v] layer\n\n@❤️と⭐️を!\n\nwhen flag clicked\nhide\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\n wait (50) seconds\n go to [front v] layer\n show\n go to x: (128) y: (400)\n glide (0.8) secs to x: (128) y: (155)\n wait (2) seconds\n glide (0.8) secs to x: (128) y: (400)\n hide\nend\n\n
Platformer Tutorial - Super Easy!\n\nFollow the instructions to make your own platformer!\n\nNow with added wall sensing.\n\n\n\n\n4/4/2020 Now has as many levels as you like!\n6/4/2020 Now with added wall sensing!
minecraft platformer 4
@Stage\n\nwhen I receive [win v]\nstop [other scripts in sprite v]\nstop all sounds\n\nwhen flag clicked\nwait (3.6) seconds\nforever\n play sound [Music v] until done\nend\n\n@Ninja\n\nwhen I receive [next v]\nset x to (-200)\nset y to (-20)\n\nwhen I receive [begin v]\nset [level v] to [1]\nforever\n change [y v] by (-1)\n if <touching (trampoline v)?> then\n change [y v] by (20)\n end\n if <touching (water v)?> then\n change [y v] by (2)\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n change [y v] by (-2.5)\n end\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n point in direction (-90)\n change [x v] by (-1)\n set [direction-player v] to [-90]\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n point in direction (90)\n change [x v] by (1)\n set [direction-player v] to [90]\n end\n set [x v] to ((x) * (slip))\n change x by (x)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (-4)\n change x by ((x) * (-1))\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [y v] to [12]\n if <(x) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n change y 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 <key (w v) pressed?>> and <touching (ground v)?>> then\n set [y v] to (jump height)\n end\n if <(y) < [-1]> then\n set [force v] to [T]\n else\n set [force v] to [F]\n end\n change y by (1)\nend\n\nwhen I receive [begin v]\nforever\n if <touching (dinosaur2 v)?> then\n set [y v] to [9]\n set [x v] to [-18]\n end\nend\n\nwhen flag clicked\nforever\n if <touching (traps v)?> then\n set x to (-200)\n set y to (-20)\n end\nend\n\nwhen flag clicked\nset x to (-200)\nset y to (-20)\nwait (3.6) seconds\nset x to (-200)\nset y to (-20)\n\nwhen flag clicked\nforever\n if <(x position) > [215]> then\n broadcast (Next v)\n set x to (-200)\n set y to (-20)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [11]> then\n broadcast (Win v)\n end\nend\n\nwhen I receive [win v]\nstop [other scripts in sprite v]\nswitch costume to (costume3 v)\n\nwhen flag clicked\nbroadcast (begin v)\n\nwhen flag clicked\nforever\n if <(timer) > [3]> then\n reset timer\n end\n if <<(timer) < [1]> and <key (x v) pressed?>> then\n set [y v] to ((y) * (1.2))\n end\nend\n\nwhen flag clicked\nshow\n\nwhen flag clicked\nswitch costume to (costume2 v)\nwait (3.6) seconds\nswitch costume to (costume1 v)\nshow\ngo to [front v] layer\n\n@Ground\n\nwhen flag clicked\nshow\n\nwhen I receive [next v]\nnext costume\n\nwhen flag clicked\nwait (3.6) seconds\nforever\n play sound [Music v] until done\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [11]> then\n wait (2) seconds\n switch costume to (costume12 v)\n broadcast (Win v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [5]> then\n broadcast (1 v)\n end\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\nwait (1) seconds\nswitch costume to (costume1 v)\n\n@Traps\n\nwhen I receive [next v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\nshow\n\nwhen flag clicked\nforever\n if <(End?) = [yes]> then\n hide\n end\nend\n\n@CustomEnding\n\nwhen I receive [win v]\nwait (2) seconds\nswitch costume to (costume12 v)\nwait (2) seconds\nswitch costume to (costume13 v)\nstart sound [End v]\nwait (4) seconds\nswitch costume to (costume14 v)\nwait (4) seconds\nswitch costume to (costume15 v)\nwait (4) seconds\nswitch costume to (costume16 v)\nwait (4) seconds\nswitch costume to (costume17 v)\nwait (4) seconds\nswitch costume to (costume18 v)\nwait (4) seconds\nswitch costume to (costume19 v)\nwait (4) seconds\nbroadcast (Ending v)\n\nwhen I receive [next v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\nshow\n\n@Clouds\n\nwhen I receive [1 v]\nhide\n\nwhen I receive [2 v]\nshow\n\nwhen flag clicked\nshow\nforever\n go to x: (-387) y: (0)\n glide (40) secs to x: (432) y: (0)\nend\n\n@Logo\n\nwhen flag clicked\nset [ghost v] effect to (0)\nwait (0.1) seconds\nshow\ngo to [front v] layer\nset [ghost v] effect to (15)\nwait (0.3) seconds\nset [ghost v] effect to (35)\nwait (0.3) seconds\nset [ghost v] effect to (55)\nwait (0.3) seconds\nset [ghost v] effect to (75)\nwait (0.3) seconds\nhide\n\n@LogoScreen\n\nwhen flag clicked\nstop all sounds\nplay sound [LogoScreen v] until done\n\nwhen flag clicked\nshow\ngo to [front v] layer\nswitch costume to (costume1 v)\nset size to (100) %\nwait (0.2) seconds\nchange size by (10)\nwait (0.2) seconds\nchange size by (10)\nwait (0.2) seconds\nchange size by (10)\nwait (0.2) seconds\nchange size by (-30)\nswitch costume to (costume2 v)\nwait (1) seconds\nchange size by (10)\nwait (0.2) seconds\nchange size by (-10)\nwait (0.2) seconds\nswitch costume to (costume3 v)\nwait (1) seconds\nchange size by (10)\nwait (0.2) seconds\nchange size by (-10)\nwait (0.2) seconds\nhide\n\n@AThumbnail\n\nwhen flag clicked\nhide\n\n@Ending\n\nwhen I receive [ending v]\ngo to [front v] layer\nshow\n\nwhen flag clicked\ngo to [back v] layer\nhide\n\n
This is Night Light part 1\n\nDesktop Controls\nWASD or arrow keys\n\n\nMobile tap the direction you wanna go.....\nkinda hard though for mobile\n\nComment: GLOW!
LEGEND (Platformer)
@Stage\n\nwhen flag clicked\nforever\n play sound [Sunshine v] until done\nend\n\n@キャラ\n\nwhen flag clicked\ngo to x: (0) y: (-20)\nset [x v] to [0]\nset [y v] to [0]\nset [視点x v] to [-200]\nset [視点y v] to [-20]\nset [x v] to [-200]\nset [y v] to [-20]\nset [復活x v] to [-200]\nset [復活y v] to [-20]\n\ndefine 動作\nbroadcast (プログラム v)\nif <(動いていい?) = [1]> then\n if <touching (水 v)?> then\n change [y v] by (-0.1)\n else\n change [y v] by (-1)\n end\n change [i v] by (1)\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<(mouse x) > [0]> and <mouse down?>>>> then\n set rotation style [left-right v]\n point in direction (1)\n change [x v] by (1)\n end\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<[0] > (mouse x)> and <mouse down?>>>> then\n set rotation style [left-right v]\n point in direction (-1)\n change [x v] by (-1)\n end\n set [x v] to ((x) * (0.88))\n change x by (x)\n repeat (15)\n if <touching (地面 v)?> then\n change y by (1)\n end\n end\n if <touching (地面 v)?> then\n change y by (-15)\n 位置補正x (() - ((x) / ([abs v] of (x) ))) ([ceiling v] of ([abs v] of (x) ) )\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > [0]> and <mouse down?>>>> then\n start sound [Jump v]\n set [y v] to [12]\n set [x v] to ((7) - (<(x) > [0]> * (14)))\n else\n set [x v] to [0]\n end\n end\n change y by (y)\n if <touching (地面 v)?> then\n 位置補正y (() - ((y) / ([abs v] of (y) ))) ([ceiling v] of ([abs v] of (y) ) )\n end\n change y by (-1.1)\n if <<touching (地面 v)?> and <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > [0]> and <mouse down?>>>>> then\n if <touching (背景 v)?> then\n end\n if <<touching (水 v)?> and <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > [0]> and <mouse down?>>>>> then\n set [y v] to [5]\n end\n change y by (1.1)\n if <<(Y) < [-400]> or <touching (障害物 v)?>> then\n 初期位置\n end\n 処理\n broadcast (プログラム2 v)\n if <(x position) > [70]> then\n set x to (70)\n end\n if <(x position) < [-60]> then\n set x to (-60)\n end\nend\n\nwhen I receive [プログラム v]\n動作\n\ndefine 処理\nchange [x v] by ((x position) - ((X) - (視点x)))\nchange [y v] by ((y position) - (((Y) - (視点y)) - (20)))\nchange [視点x v] by ([floor v] of (((X) - (視点x)) * (0.1)) )\nchange [視点y v] by ([floor v] of (((Y) - (視点y)) * (0.2)) )\nset x to ((X) - (視点x))\nset y to (((Y) - (視点y)) - (20))\n\ndefine 位置補正x (向き) (回数)\nif <(x) = [0]> then\n stop [this script v]\nend\nset [i v] to [0]\nrepeat until <<not <touching (地面 v)?>> or <(i) = ((回数) + (1))>>\n change [i v] by (1)\n change x by (向き)\nend\nchange x by (() - ((向き) * (((回数) + (1)) * <<(i) = ((回数) + (1))> and <touching (地面 v)?>>)))\n\ndefine 位置補正y (向き) (回数)\nif <(y) = [0]> then\n stop [this script v]\nend\nset [i v] to [0]\nrepeat until <<not <touching (地面 v)?>> or <(i) = ((回数) + (1))>>\n change [i v] by (1)\n change y by (向き)\nend\nchange y by (() - ((向き) * (((回数) + (1)) * <<(i) = ((回数) + (1))> and <touching (地面 v)?>>)))\nset [y v] to [0]\n\ndefine 初期位置\npoint in direction (1)\ngo to x: (0) y: (-20)\nset [x v] to [0]\nset [y v] to [0]\nset [視点x v] to (復活x)\nset [視点y v] to (復活y)\nset [x v] to (復活x)\nset [y v] to (復活y)\nset [しゃべる言葉 v] to [0]\n\nwhen flag clicked\nshow\nset size to (50) %\npoint in direction (1)\n\nwhen I receive [オンライン! v]\nset [しゃべる言葉 v] to [0]\nforever\n hide variable [コイン v]\n if <not <(username) = []>> then\n if <(しゃべる言葉) = [0]> then\n say (username)\n else\n say (join (join (username) [:]) (item (しゃべる言葉) of [しゃべる言葉 v]))\n end\n end\nend\n\nwhen I receive [当たったー v]\n初期位置\n\nwhen I start as a clone\ndelete this clone\n\nwhen flag clicked\nbroadcast (プログラム v)\n\n@オンライン\n\nwhen I receive [オンライン v]\nset [オンライン v] to [1]\nset [☁ p1 v] to [0]\nset [☁ p2 v] to [0]\nset [☁ p3 v] to [0]\nset [☁ p4 v] to [0]\nset [☁ p5 v] to [0]\nset [☁ p6 v] to [0]\nset [☁ p7 v] to [0]\nset [☁ p8 v] to [0]\nset [☁ p9 v] to [0]\nset [☁ p10 v] to [0]\nset [1p? v] to [0]\nwait (1) seconds\nbroadcast (オンライン! v)\nforever\n if <(☁ p1) = [0]> then\n ユーザー名数値化\n forever\n set [1p? v] to [1]\n set [☁ p1 v] to (join (ユーザー名数値化) (join (join (([floor v] of (X) ) + (1500)) (([floor v] of (Y) ) + (1500))) (join (([direction v] of [キャラ v]) + (1)) (join ((しゃべる言葉) + (10)) (letter (length of ([floor v] of (timer) )) of ([floor v] of (timer) ))))))\n end\n else\n if <(☁ p2) = [0]> then\n ユーザー名数値化\n forever\n set [1p? v] to [2]\n set [☁ p2 v] to (join (ユーザー名数値化) (join (join (([floor v] of (X) ) + (1500)) (([floor v] of (Y) ) + (1500))) (join (([direction v] of [キャラ v]) + (1)) (join ((しゃべる言葉) + (10)) (letter (length of ([floor v] of (timer) )) of ([floor v] of (timer) ))))))\n end\n else\n if <(☁ p3) = [0]> then\n ユーザー名数値化\n forever\n set [1p? v] to [3]\n set [☁ p3 v] to (join (ユーザー名数値化) (join (join (([floor v] of (X) ) + (1500)) (([floor v] of (Y) ) + (1500))) (join (([direction v] of [キャラ v]) + (1)) (join ((しゃべる言葉) + (10)) (letter (length of ([floor v] of (timer) )) of ([floor v] of (timer) ))))))\n end\n else\n if <(☁ p4) = [0]> then\n ユーザー名数値化\n forever\n set [1p? v] to [4]\n set [☁ p4 v] to (join (ユーザー名数値化) (join (join (([floor v] of (X) ) + (1500)) (([floor v] of (Y) ) + (1500))) (join (([direction v] of [キャラ v]) + (1)) (join ((しゃべる言葉) + (10)) (letter (length of ([floor v] of (timer) )) of ([floor v] of (timer) ))))))\n end\n else\n if <(☁ p5) = [0]> then\n ユーザー名数値化\n forever\n set [1p? v] to [5]\n set [☁ p5 v] to (join (ユーザー名数値化) (join (join (([floor v] of (X) ) + (1500)) (([floor v] of (Y) ) + (1500))) (join (([direction v] of [キャラ v]) + (1)) (join ((しゃべる言葉) + (10)) (letter (length of ([floor v] of (timer) )) of ([floor v] of (timer) ))))))\n end\n else\n if <(☁ p6) = [0]> then\n ユーザー名数値化\n forever\n set [1p? v] to [6]\n set [☁ p6 v] to (join (ユーザー名数値化) (join (join (([floor v] of (X) ) + (1500)) (([floor v] of (Y) ) + (1500))) (join (([direction v] of [キャラ v]) + (1)) (join ((しゃべる言葉) + (10)) (letter (length of ([floor v] of (timer) )) of ([floor v] of (timer) ))))))\n end\n else\n if <(☁ p7) = [0]> then\n ユーザー名数値化\n forever\n set [1p? v] to [7]\n set [☁ p7 v] to (join (ユーザー名数値化) (join (join (([floor v] of (X) ) + (1500)) (([floor v] of (Y) ) + (1500))) (join (([direction v] of [キャラ v]) + (1)) (join ((しゃべる言葉) + (10)) (letter (length of ([floor v] of (timer) )) of ([floor v] of (timer) ))))))\n end\n else\n if <(☁ p8) = [0]> then\n ユーザー名数値化\n forever\n set [1p? v] to [8]\n set [☁ p8 v] to (join (ユーザー名数値化) (join (join (([floor v] of (X) ) + (1500)) (([floor v] of (Y) ) + (1500))) (join (([direction v] of [キャラ v]) + (1)) (join ((しゃべる言葉) + (10)) (letter (length of ([floor v] of (timer) )) of ([floor v] of (timer) ))))))\n end\n else\n if <(☁ p9) = [0]> then\n ユーザー名数値化\n forever\n set [1p? v] to [9]\n set [☁ p9 v] to (join (ユーザー名数値化) (join (join (([floor v] of (X) ) + (1500)) (([floor v] of (Y) ) + (1500))) (join (([direction v] of [キャラ v]) + (1)) (join ((しゃべる言葉) + (10)) (letter (length of ([floor v] of (timer) )) of ([floor v] of (timer) ))))))\n end\n else\n if <(☁ p10) = [0]> then\n ユーザー名数値化\n forever\n set [1p? v] to [10]\n set [☁ p10 v] to (join (ユーザー名数値化) (join (join (([floor v] of (X) ) + (1500)) (([floor v] of (Y) ) + (1500))) (join (([direction v] of [キャラ v]) + (1)) (join ((しゃべる言葉) + (10)) (letter (length of ([floor v] of (timer) )) of ([floor v] of (timer) ))))))\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\nbroadcast (オンライン v)\n\ndefine ユーザー名数値化\nset [ユーザー v] to [0]\nset [ユーザー名数値化 v] to []\nrepeat (length of (username))\n change [ユーザー v] by (1)\n switch costume to (letter (ユーザー) of (username))\n set [ユーザー名数値化 v] to (join (ユーザー名数値化) (costume [number v]))\nend\nrepeat ((40) - (length of (ユーザー名数値化)))\n set [ユーザー名数値化 v] to (join (ユーザー名数値化) [0])\nend\n\nwhen I receive [オンライン v]\nbroadcast (言う v)\nforever\n 復元1\nend\n\ndefine 復元1\ndelete all of [ユーザー v]\nset [回数 v] to [0]\nrepeat (10)\n switch costume to ( v)\n change [回数 v] by (1)\n set [読み込み v] to [0]\n set [1 v] to []\n repeat (20)\n if <not <(join (letter ((読み込み) + (1)) of (item (回数) of [p1〜10 v])) (letter ((読み込み) + (2)) of (item (回数) of [p1〜10 v]))) = [00]>> then\n change [読み込み v] by (2)\n switch costume to (join (letter ((読み込み) - (1)) of (item (回数) of [p1〜10 v])) (letter (読み込み) of (item (回数) of [p1〜10 v])))\n set [1 v] to (join (1) (costume [name v]))\n end\n end\n add (1) to [ユーザー v]\nend\n\n@チェックポイント\n\nwhen flag clicked\nset [チェックポイント到達 v] to [0]\nswitch costume to (赤旗 v)\nhide\n\nwhen I receive [プログラム2 v]\n移動 ((1400) - (視点x)) ((120) - (視点y))\n\ndefine 移動 (x) (y)\nswitch costume to (なし v)\ngo to x: (x) y: (y)\nswitch costume to ((チェックポイント到達) + (2))\nif <<([abs v] of (x) ) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n hide\nelse\n show\n if <<touching (キャラ v)?> and <(チェックポイント到達) = [0]>> then\n set [チェックポイント到達 v] to [1]\n set [復活x v] to [1400]\n set [復活y v] to [180]\n end\nend\nswitch costume to ((チェックポイント到達) + (2))\n\n@チャット\n\ndefine 配置\ngo to [front v] layer\nswitch costume to (コスチューム1 v)\ngo to x: (-175) y: (140)\nrepeat (12)\n set size to (110) %\n create clone of (_myself_ v)\n change y by (-25)\n next costume\nend\n\nwhen flag clicked\nset [しゃべる言葉 v] to [0]\nset [チャット? v] to [0]\nhide\n配置\n\nwhen I start as a clone\nshow\nforever\n go to [front v] layer\n if <(costume [number v]) = [1]> then\n show\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n if <(チャット?) = [1]> then\n set [チャット? v] to [0]\n wait until <not <<mouse down?> and <touching (mouse-pointer v)?>>>\n else\n wait until <not <<mouse down?> and <touching (mouse-pointer v)?>>>\n set [チャット? v] to [1]\n end\n end\n else\n if <<(チャット?) = [1]> and <not <(costume [number v]) = [1]>>> then\n show\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n set [しゃべる言葉 v] to ((costume [number v]) - (1))\n broadcast (喋る v)\n end\n else\n hide\n end\n end\nend\n\nwhen I receive [喋る v]\nwait (5) seconds\nset [しゃべる言葉 v] to [0]\nbroadcast (オンライン v)\n\nwhen I start as a clone\nforever\n set [チャットか? v] to (mouse y)\n if <<(チャット?) = [1]> and <<(mouse x) < [-140]> and <[-130] < (mouse y)>>> then\n set [チャットか? v] to [1]\n broadcast (プログラム v)\n else\n if <<(チャット?) = [0]> and <<(mouse x) < [-140]> and <[150] < (mouse y)>>> then\n set [チャットか? v] to [1]\n else\n set [チャットか? v] to [0]\n end\n end\nend\n\n@地面\n\nwhen flag clicked\nwait (0.1) seconds\nset [量 v] to [15]\nhide\nset [ステージのxy v] to [0]\nset [量 v] to [1]\ngo to [front v] layer\nset [ステージの番号 v] to [1]\nステージ配置 [0] [0] [2]\nステージ配置 [250] [-50] [3]\nステージ配置 [800] [80] [4]\nステージ配置 [1200] [-11] [5]\nステージ配置 [1300] [-11] [6]\nステージ配置 [1700] [100] [7]\nステージ配置 [2300] [100] [8]\nステージ配置 [2800] [100] [9]\nステージ配置 [3450] [280] [10]\nステージ配置 [4100] [400] [11]\nステージ配置 [4400] [250] [12]\n\ndefine ステージ配置 (x座標) (y座標) (ステージ番号)\nset [my_x v] to (x座標)\nset [my_y v] to (y座標)\nset [ステージの番号 v] to (ステージ番号)\nswitch costume to (ステージ番号)\nset [ステージのxy v] to (x座標)\nset [my_n v] to (ステージ番号)\ncreate clone of (_myself_ v)\n\ndefine 移動 (x) (y)\nswitch costume to (なし v)\ngo to x: (x) y: (y)\nif <<([abs v] of (x) ) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n hide\nelse\n show\nend\nswitch costume to (My_n)\n\nwhen I receive [プログラム2 v]\nif <(costume [number v]) = [1]> then\n broadcast (プログラム v)\nelse\n 移動 ((My_x) - (視点x)) ((My_y) - (視点y))\nend\n\nwhen I start as a clone\nshow\n\nwhen flag clicked\nhide\n\n@相手\n\ndefine コピー\nswitch costume to (コスチューム1 v)\nrepeat (10)\n create clone of (_myself_ v)\n next costume\nend\n\nwhen I receive [オンライン! v]\ngo to [front v] layer\nhide\nコピー\n\nwhen I receive [プログラム2 v]\n移動 (((join (join (letter (41) of (item (costume [number v]) of [p1〜10 v])) (letter (42) of (item (costume [number v]) of [p1〜10 v]))) (join (letter (43) of (item (costume [number v]) of [p1〜10 v])) (letter (44) of (item (costume [number v]) of [p1〜10 v])))) - (1500)) - (視点x)) (((join (join (letter (45) of (item (costume [number v]) of [p1〜10 v])) (letter (46) of (item (costume [number v]) of [p1〜10 v]))) (join (letter (47) of (item (costume [number v]) of [p1〜10 v])) (letter (48) of (item (costume [number v]) of [p1〜10 v])))) - (1500)) - ((視点y) - (-20)))\n\nwhen flag clicked\nforever\n delete all of [p1〜10 v]\n add (☁ p1) to [p1〜10 v]\n add (☁ p2) to [p1〜10 v]\n add (☁ p3) to [p1〜10 v]\n add (☁ p4) to [p1〜10 v]\n add (☁ p5) to [p1〜10 v]\n add (☁ p6) to [p1〜10 v]\n add (☁ p7) to [p1〜10 v]\n add (☁ p8) to [p1〜10 v]\n add (☁ p9) to [p1〜10 v]\n add (☁ p10) to [p1〜10 v]\nend\n\ndefine 移動 (x) (y)\nset rotation style [left-right v]\ngo to x: (x) y: (y)\nif <<(1p?) = (costume [number v])> or <(item (costume [number v]) of [p1〜10 v]) = [0]>> then\n hide\nend\nif <<([abs v] of (x) ) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n if <<not <(1p?) = (costume [number v])>> and <not <(item (costume [number v]) of [p1〜10 v]) = [0]>>> then\n if <[0] = ((join (letter (50) of (item (costume [number v]) of [p1〜10 v])) (letter (51) of (item (costume [number v]) of [p1〜10 v]))) - (10))> then\n say (item (costume [number v]) of [ユーザー v])\n else\n say (join (item (costume [number v]) of [ユーザー v]) (join [:] (item ((join (letter (50) of (item (costume [number v]) of [p1〜10 v])) (letter (51) of (item (costume [number v]) of [p1〜10 v]))) - (10)) of [しゃべる言葉 v])))\n end\n point in direction ((-1) + (letter (49) of (item (costume [number v]) of [p1〜10 v])))\n show\n set [ghost v] effect to (100)\n end\nelse\n if <<not <(1p?) = (costume [number v])>> and <not <(item (costume [number v]) of [p1〜10 v]) = [0]>>> then\n if <[0] = ((join (letter (50) of (item (costume [number v]) of [p1〜10 v])) (letter (51) of (item (costume [number v]) of [p1〜10 v]))) - (10))> then\n say (item (costume [number v]) of [ユーザー v])\n else\n say (join (item (costume [number v]) of [ユーザー v]) (join [:] (item ((join (letter (50) of (item (costume [number v]) of [p1〜10 v])) (letter (51) of (item (costume [number v]) of [p1〜10 v]))) - (10)) of [しゃべる言葉 v])))\n end\n point in direction ((-1) + (letter (49) of (item (costume [number v]) of [p1〜10 v])))\n show\n set [ghost v] effect to (0)\n end\nend\n\nwhen I start as a clone\nforever\n delete all of [確認 v]\n add (☁ p1) to [確認 v]\n add (☁ p2) to [確認 v]\n add (☁ p3) to [確認 v]\n add (☁ p4) to [確認 v]\n add (☁ p5) to [確認 v]\n add (☁ p6) to [確認 v]\n add (☁ p7) to [確認 v]\n add (☁ p8) to [確認 v]\n add (☁ p9) to [確認 v]\n add (☁ p10) to [確認 v]\n wait (1) seconds\n if <(letter (length of (item (costume [number v]) of [確認 v])) of (item (costume [number v]) of [確認 v])) = (letter (length of (item (costume [number v]) of [p1〜10 v])) of (item (costume [number v]) of [p1〜10 v]))> then\n if <(costume [number v]) = [1]> then\n hide\n set [☁ p1 v] to [0]\n end\n if <(costume [number v]) = [2]> then\n hide\n set [☁ p2 v] to [0]\n end\n if <(costume [number v]) = [3]> then\n hide\n set [☁ p3 v] to [0]\n end\n if <(costume [number v]) = [4]> then\n hide\n set [☁ p4 v] to [0]\n end\n if <(costume [number v]) = [5]> then\n hide\n set [☁ p5 v] to [0]\n end\n if <(costume [number v]) = [6]> then\n hide\n set [☁ p6 v] to [0]\n end\n if <(costume [number v]) = [7]> then\n hide\n set [☁ p7 v] to [0]\n end\n if <(costume [number v]) = [8]> then\n hide\n set [☁ p8 v] to [0]\n end\n if <(costume [number v]) = [9]> then\n hide\n set [☁ p9 v] to [0]\n end\n if <(costume [number v]) = [10]> then\n hide\n set [☁ p10 v] to [0]\n end\n end\nend\n\nwhen [timer v] > (time2)\nhide\n\n@障害物\n\nwhen flag clicked\npoint in direction (90)\nhide\nwait (0) seconds\ngo to [back v] layer\npoint in direction (90)\nステージ配置 [0] [0] [2]\nステージ配置 [480] [120] [3]\nステージ配置 [1500] [30] [4]\nステージ配置 [2200] [200] [5]\nステージ配置 [2800] [100] [6]\nステージ配置 [3400] [270] [7]\nステージ配置 [3700] [450] [8]\nステージ配置 [4300] [250] [9]\n\ndefine ステージ配置 (x座標) (y座標) (ステージ番号)\npoint in direction (90)\nswitch costume to (なし v)\nset [my_x v] to (x座標)\nset [my_y v] to (y座標)\nswitch costume to (ステージ番号)\nset [my_n v] to (ステージ番号)\ncreate clone of (_myself_ v)\n\ndefine 移動 (x) (y)\nswitch costume to (なし v)\ngo to x: (x) y: (y)\nif <<([abs v] of (x) ) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n hide\nelse\n show\nend\nswitch costume to (My_n)\n\nwhen I receive [プログラム2 v]\nif <not <(costume [number v]) = [1]>> then\n 移動 ((My_x) - (視点x)) ((My_y) - (視点y))\nend\n\nwhen I start as a clone\nshow\n\n@ゴール\n\nwhen flag clicked\nset [クリア v] to [0]\nset [チェックポイント到達 v] to [0]\nswitch costume to (赤旗 v)\nhide\n\nwhen I receive [プログラム2 v]\n移動 ((4750) - (視点x)) ((345) - (視点y))\n\ndefine 移動 (x) (y)\nswitch costume to (なし v)\ngo to x: (x) y: (y)\nswitch costume to ((チェックポイント到達) + (2))\nif <<([abs v] of (x) ) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n hide\nelse\n show\n if <<touching (キャラ v)?> and <(チェックポイント到達) = [0]>> then\n set [チェックポイント到達 v] to [1]\n broadcast (クリア v)\n stop [this script v]\n end\nend\nswitch costume to ((チェックポイント到達) + (2))\n\nwhen [timer v] > (time2)\nhide\n\nwhen I receive [クリア v]\nset [クリア v] to [1]\n\n@バネ\n\nwhen flag clicked\nset [チェックポイント到達 v] to [0]\nswitch costume to (赤旗 v)\nhide\n\nwhen I receive [プログラム2 v]\n移動 ((2100) - (視点x)) ((280) - (視点y))\n\ndefine 移動 (x) (y)\nswitch costume to (なし v)\ngo to x: (x) y: (y)\nswitch costume to ((チェックポイント到達) + (2))\nif <<([abs v] of (x) ) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n hide\nelse\n show\n if <touching (キャラ v)?> then\n set [y v] to [20]\n end\nend\nswitch costume to ((チェックポイント到達) + (2))\n\nwhen [timer v] > (time)\nhide\n\nwhen [timer v] > (time2)\nhide\n\n@太陽\n\nwhen flag clicked\nset size to (100) %\ngo to x: (224) y: (166)\nforever\n go to [back v] layer\n change size by ([sin v] of ((timer) * (90)) )\nend\n\n@ユーザー確認\n\nwhen flag clicked\nset [動いていい? v] to [1]\ngo to x: (-7) y: (176)\ngo to [back v] layer\nshow list [ユーザー v]\nforever\n if <<<mouse down?> and <touching (mouse-pointer v)?>> or <key (space v) pressed?>> then\n hide list [ユーザー v]\n wait (3) seconds\n show list [ユーザー v]\n broadcast (プログラム v)\n end\n go to [front v] layer\nend\n\n@チェックポイント2\n\nwhen flag clicked\nset [チェックポイント到達 v] to [0]\nswitch costume to (赤旗 v)\nhide\n\nwhen I receive [プログラム2 v]\n移動 ((2700) - (視点x)) ((90) - (視点y))\n\ndefine 移動 (x) (y)\nswitch costume to (なし v)\ngo to x: (x) y: (y)\nswitch costume to ((チェックポイント到達) + (2))\nif <<([abs v] of (x) ) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n hide\nelse\n show\n if <<touching (キャラ v)?> and <(チェックポイント到達) = [0]>> then\n set [チェックポイント到達 v] to [1]\n set [復活x v] to [2700]\n set [復活y v] to [130]\n end\nend\nswitch costume to ((チェックポイント到達) + (2))\n\n@コイン\n\ndefine 動き (x) (y) (コスチューム)\nswitch costume to (消去しないで下さい。 v)\ngo to x: ((x) - (視点x)) y: ((y) - (視点y))\nif <<([abs v] of ((y) - (視点y)) ) > ([abs v] of (y position) )> or <([abs v] of ((x) - (視点x)) ) > ([abs v] of (x position) )>> then\n hide\nelse\n show\nend\nswitch costume to (コスチューム)\n\nwhen I start as a clone\nset [ghost v] effect to (0)\n動き (item (a) of [地面x v]) (item (a) of [地面y v]) (コスチューム)\nbroadcast (a v)\n\ndefine 配置 (x) (y) (コスチューム)\nswitch costume to ((コスチューム) + (1))\ngo to x: ((x) - (視点x)) y: ((y) - (視点y))\nadd (x) to [地面x v]\nadd (y) to [地面y v]\nadd ((コスチューム) + (1)) to [コスチューム v]\n\ndefine ブロック名\nset [ghost v] effect to (100)\nshow\nset [a v] to [0]\nrepeat (length of [地面x v])\n change [a v] by (1)\n go to x: ((item (a) of [地面x v]) - (視点x)) y: ((item (a) of [地面y v]) - (視点y))\n if <touching (キャラ v)?> then\n delete (a) of [地面x v]\n delete (a) of [地面y v]\n change [コイン v] by (1)\n start sound [Coin v]\n else\n if <not <(item (a) of [地面x v]) = []>> then\n create clone of (_myself_ v)\n end\n end\nend\n\nwhen I receive [a v]\nwait (0) seconds\ndelete this clone\n\nwhen I receive [コインへ v]\nwait until <(y) = [0]>\n配置 (踏んだよコインよろしく!) ((踏んだよコインよろしく!2) + (25)) [1]\n\nwhen I receive [始め v]\nset [ghost v] effect to (100)\nshow\n\nwhen I receive [元2 v]\nset [ghost v] effect to (100)\nshow\n\nwhen I receive [もう一回 v]\nbroadcast (コイン配置 v)\n\nwhen flag clicked\nset [コイン v] to [0]\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\nset [コスチューム v] to [0]\nbroadcast (コイン配置 v)\nforever\n set [コスチューム v] to [1]\n repeat until <(コスチューム) = [9]>\n change [コスチューム v] by (1)\n wait (0.025) seconds\n end\nend\n\nwhen flag clicked\nforever\n ブロック名\nend\n\nwhen I receive [クリア v]\nhide\n\nwhen I receive [コイン配置 v]\ndelete all of [地面x v]\ndelete all of [地面y v]\ndelete all of [コスチューム v]\nswitch costume to (コスチューム1 v)\n配置 [-70] [-50] [1]\n配置 [125] [-50] [1]\n配置 [200] [-50] [1]\n配置 [410] [115] [1]\n配置 ((410) + (58)) [115] [1]\n配置 ((410) + ((58) + (58))) [115] [1]\n配置 [1180] [-10] [1]\n配置 [1180] ((-10) + (58)) [1]\n配置 [1620] [38] [1]\n配置 ((1620) + (58)) [38] [1]\n配置 ((1620) + ((58) + (58))) [38] [1]\n配置 [2010] [207] [1]\n配置 [2448] [117] [1]\n配置 ((2448) + (58)) [117] [1]\n配置 [2975] [260] [1]\n配置 [3087] [260] [1]\n配置 [3582] [444] [1]\n配置 ((3582) + (58)) [444] [1]\n配置 ((3582) + ((58) + (58))) [444] [1]\n配置 [3781] [444] [1]\n配置 [3888] [444] [1]\n配置 [4179] [265] [1]\n配置 [4662] [347] [1]\n\n@サムネイル\n\nwhen flag clicked\nhide\nhide variable [コイン v]\nforever\n set [タイム v] to (timer)\nend\n\nwhen I receive [クリア v]\nstop [all v]\n\nwhen [timer v] > (タイム)\nshow\ngo to x: (0) y: (999)\nforever\n go to [front v] layer\n change y by ((() - (y position)) / (7))\nend\n\n
Platformer Tutorial!!!!!
@Stage\n\nwhen flag clicked\nset volume to (20) %\nset [soundcontroller v] to []\nforever\n set [soundcontroller v] to [more xDD]\n switch backdrop to (Lvl)\nend\n\nif <(Lvl) = [1]> then\n set [soundcontroller v] to [more xDD]\nend\nif <not <(soundController) = (controllerData)>> then\n stop all sounds\n wait until <(soundController) = (controllerData)>\nend\n\ndefine Play sound ( lvl type )\nstop all sounds\nplay sound ( lvl type ) until done\n\nwhen I receive [crosscheck data v]\nset [controllerdata v] to (soundController)\n\nwhen I receive [setup v]\n\n Play sound (soundController)\nend\n\nwhen I receive [game v]\n\n broadcast (crosscheck data v)\nend\n\nset [soundcontroller v] to [overworldNSMB2]\n\nset [soundcontroller v] to [JJD - Adventure \[NCS Release\]]\n\n@player\n\nwhen flag clicked\nbroadcast (Setup v)\nbroadcast (GameSetup v)\n\nwhen I receive [gamesetup v]\nset [keycontrol v] to [1]\nset [playercanmove v] to [1]\nforever\n Setup\n broadcast (deleteAllClones v)\n broadcast (Game v)\n repeat until <key (r v) pressed?>\n set [yp v] to ((<(globalSize) = [0]> * (YP)) + ((((1.055) * (globalSize)) - (74.5)) * <not <(globalSize) = [0]>>))\n set size to ((75) + ((globalSize) * (0.8))) %\n set [xp v] to ((((-74) + (globalSize)) * <not <(globalSize) = [0]>>) + ((XP) * <(globalSize) = [0]>))\n if <(Yv) < [-16]> then\n set [yv v] to [-16]\n end\n set [scrolllocky v] to ((((SCY) * <not <(YP) < ((SCY) - (70))>>) + (((YP) + (70)) * )) + (0))\n set [scrolllockx v] to [0]\n set [scx v] to (SCX)\n Platform Collision min SY (ScrollLockY) max SY ((((((330) * <(Lvl) = [1]>) + (<(Lvl) = [2]> * (500))) + ((250) * <(Lvl) = [3]>)) + ((300) * <(Lvl) = [4]>)) + ((300) * <(Lvl) = [5]>)) min SX (ScrollLockX) max SX (((((230) * <(Lvl) = [1]>) + ((155) * <(Lvl) = [2]>)) + (<(Lvl) = [3]> * (400))) + ((600) * <(Lvl) = [4]>)) Second Area SCY min SY [-300] max SY [-170] controls <<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <<[-50] > (mouse x)> and <mouse down?>>> <<<key (d v) pressed?> or <key (right arrow v) pressed?>> or <<(mouse x) > [50]> and <mouse down?>>>\n Position Sprites\n broadcast (Refresh v)\n end\nend\n\ndefine Platform Collision min SY (misy) max SY (masy) min SX (misx) max SX (masx) Second Area SCY min SY (misy2) max SY (masy2) controls < left > < up > < right >\nif <(playerCanMove) = [1]> then\n switch costume to ((<not < left >> + (([abs v] of (< right > - < left >) ) * (2))) + (0))\n set [xv v] to ((1) * (((Xv) + (((< left > * (-2.5)) + (< right > * (2.5))) * (keyControl))) * (1)))\n Change Player X by (Xv)\n set [xv v] to ((Xv) * (0.7))\n set [yv v] to (((13) * << up > and <(Airtime) < [4]>>) + ((Yv) * <not << up > and <(Airtime) < [4]>>>))\n change [yv v] by (-1)\n Change Player Y by (Yv)\n Position Sprites\n set [camdelay v] to ((0) + (((XP) - (SCX)) / (5)))\n change [scx v] by (CamDelay)\n set [scx v] to ((((misx) * <(SCX) < (misx)>) + ((masx) * <(masx) < (SCX)>)) + ((SCX) * <not <<(SCX) < (misx)> or <(masx) < (SCX)>>>))\n broadcast (correct SCY v)\n if <((SCY) + (80)) < (YP)> then\n set [scy v] to ((YP) - (80))\n else\n if <<(YP) < ((SCY) - (70))> and <not <<(SCY) < [10]> and <not <touching (scrollzones v)?>>>>> then\n set [scy v] to ((YP) + (70))\n else\n if <<(YP) < ((SCY) - (70))> and <<touching (scrollzones v)?> and <(ScrollLockY) < [10]>>> then\n set [scy v] to ((YP) + (70))\n end\n end\n end\n set [scy v] to (((((misy) * <(SCY) < (misy)>) + ((misy2) * <<not <(SCY) < (misy)>> and <(SCY) < (misy2)>>)) + ((masy) * <(masy) < (SCY)>)) + ((SCY) * <not <<<(SCY) < (misy)> or <(SCY) < (misy2)>> or <(masy) < (SCY)>>>))\n if <(YP) < [-175]> then\n if <not <touching (scrollzones v)?>> then\n broadcast (GameSetup v)\n end\n end\n Position Sprites\n if <(keyControl) < [1]> then\n change [keycontrol v] by (0.05)\n end\n if <[1] < (keyControl)> then\n set [keycontrol v] to [1]\n end\n set [playerxglobal v] to (x position)\n set [playeryglobal v] to (y position)\nend\n\ndefine Change Player Y by ( y )\nchange [yp v] by ( y )\nchange [airtime v] by (1)\nPosition Sprites\nrepeat until <not <<touching (ghitbox v)?> or <touching (solidobjs v)?>>>\n if <( y ) > [0]> then\n change [yp v] by (-1)\n else\n change [yp v] by (1)\n set [airtime v] to [0]\n end\n Position Sprites\n set [yv v] to [0]\nend\n\ndefine Position Sprites\ngo to x: ((XP) - (SCX)) y: ((YP) - (SCY))\n\ndefine Setup\nbroadcast (dump clones v)\nClone [10]\nset [xp v] to [-65]\nset [yp v] to [-63]\nset [xv v] to [0]\nset [yv v] to [0]\nset [scx v] to [0]\nset [scy v] to [0]\nset [airtime v] to [0]\nset [scrolllocky v] to [0]\npoint in direction (90)\n\ndefine Change Player X by ( x )\nset [sliding? v] to [0]\nchange [xp v] by (round ( x ))\nPosition Sprites\nif <<touching (ghitbox v)?> or <touching (solidobjs v)?>> then\n repeat (12)\n change [yp v] by (1)\n Position Sprites\n if <not <<touching (ghitbox v)?> or <touching (solidobjs v)?>>> then\n stop [this script v]\n end\n end\n change [yp v] by (-12)\n repeat until <not <<touching (ghitbox v)?> or <touching (solidobjs v)?>>>\n if <( x ) > [0]> then\n change [xp v] by (-1)\n else\n change [xp v] by (1)\n end\n Position Sprites\n end\nend\n\nwhen I start as a clone\ngo to [back v] layer\ngo [forward v] (1) layers\nswitch costume to (bg v)\nforever\n set [xp v] to ((playerXGlobal) + (SCX))\n set [yp v] to ((playerYGlobal) + (SCY))\n Position Sprites\n set x to (round (((playerXGlobal) * (((150) + ((zPos) * (-1))) / (150))) * (1)))\n set y to (round (((playerYGlobal) * (((200) + ((zPos) * (-1.5))) / (200))) * (1)))\nend\n\ndefine Clone ( amnt )\nclear graphic effects\nset [zpos v] to [0]\nset [brightness v] effect to (-1)\nrepeat ( amnt )\n create clone of (_myself_ v)\n change [zpos v] by (0.5)\n change [brightness v] effect by (-0.5)\nend\nclear graphic effects\nset [brightness v] effect to (0)\n\nwhen I receive [dump clones v]\ndelete this clone\n\n\n broadcast (GameSetup v)\nend\n\nwhen I start as a clone\nif <<(username) = [BirdNani]> and <<key (down arrow v) pressed?> and <key (space v) pressed?>>> then\n set [pixelate v] effect to (25)\nend\n\n@ground\n\ndefine Position (CHECK) (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [setup v]\nif <<(username) = [BirdNani]> and <key (2 v) pressed?>> then\n set [lvl v] to [2]\nelse\n if <<(username) = [BirdNani]> and <key (3 v) pressed?>> then\n set [lvl v] to [3]\n else\n if <<(username) = [BirdNani]> and <key (4 v) pressed?>> then\n set [lvl v] to [4]\n else\n if <<(username) = [BirdNani]> and <key (5 v) pressed?>> then\n set [lvl v] to [5]\n else\n set [lvl v] to [1]\n end\n end\n end\nend\n\nwhen I receive [deleteallclones v]\ndelete this clone\n\ndefine Clone ( amnt )\nhide\nclear graphic effects\nset [zpos v] to [0]\nset [brightness v] effect to (-15)\nswitch costume to (Lvl)\nrepeat ( amnt )\n create clone of (_myself_ v)\n change [zpos v] by (1.5)\n change [brightness v] effect by (0.5)\nend\nset [brightness v] effect to (0)\nhide\n\ndefine Adjust to large size ( size )\nswitch costume to (blank v)\nset size to ( size ) %\nswitch costume to (Lvl)\n\nwhen I start as a clone\ngo to [back v] layer\ngo [forward v] ((zPos) / (1.5)) layers\nAdjust to large size ((zPos) + (150))\nshow\nforever\n Position (CHECK) (round (((SCX) * (((150) + (zPos)) / (150))) * (-1))) (round (((SCY) * (((150) + (zPos)) / (150))) * (-1)))\n if <(zPos) > [33.75]> then\n go to [front v] layer\n end\n switch costume to (Lvl)\nend\n\nwhen I receive [game v]\nClone [45]\n\nwhen I start as a clone\nif <<(username) = [BirdNani]> and <<key (down arrow v) pressed?> and <key (space v) pressed?>>> then\n set [pixelate v] effect to (25)\nend\n\n@gHitbox\n\ndefine Position (CHECK) (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 [game v]\nhide\nclear graphic effects\ncreate clone of (_myself_ v)\n\nwhen I receive [deleteallclones v]\ndelete this clone\n\ndefine Adjust to large size ( size )\nswitch costume to (blank v)\nset size to ( size ) %\nswitch costume to (Lvl)\n\nwhen I start as a clone\nAdjust to large size [175]\nset [ghost v] effect to (100)\nshow\nforever\n Position (CHECK) (round (((SCX) * (1.15)) * (-1))) (round (((SCY) * (1.15)) * (-1)))\n switch costume to (Lvl)\nend\n\n@coins\n\ndefine Particles ( xpos ) ( ypos ) class ( id )\nset [subclass v] to [0]\nset [xpos v] to ( xpos )\nset [ypos v] to ( ypos )\nrepeat (((pick random (10) to (20)) * <( id ) = [2]>) + ((pick random (5) to (10)) * <( id ) = [1]>))\n set [subclass v] to [1]\n set [entitytype v] to [1]\n create clone of (_myself_ v)\nend\nset [subclass v] to [0]\n\ndefine Coin at ( xpos ) ( ypos ) type coin/starcoin ( type )\nset [subclass v] to [0]\nif <( type ) = [coin]> then\n set [entitytype v] to [2]\nelse\n if <( type ) = [starcoin]> then\n set [entitytype v] to [3]\n end\nend\nhide\nset size to (150) %\nset [xpos v] to ( xpos )\nset [ypos v] to ( ypos )\ncreate clone of (_myself_ v)\nhide\n\nwhen I receive [game v]\nif <(Lvl) = [1]> then\n Coin at [65] [5] type coin/starcoin [coin]\n Coin at [92] [20] type coin/starcoin [coin]\n Coin at [119] [5] type coin/starcoin [coin]\n Coin at [-65] [405] type coin/starcoin [coin]\n Coin at [-38] [420] type coin/starcoin [coin]\n Coin at [-11] [405] type coin/starcoin [coin]\n Coin at [306] [275] type coin/starcoin [coin]\n Coin at [336] [275] type coin/starcoin [coin]\n Coin at [336] [305] type coin/starcoin [coin]\n Coin at [306] [305] type coin/starcoin [coin]\n Coin at [44] [235] type coin/starcoin [starcoin]\n Coin at [280] [-70] type coin/starcoin [starcoin]\nelse\n if <(Lvl) = [2]> then\n Coin at [90] [-20] type coin/starcoin [starcoin]\n Coin at [-91] [250] type coin/starcoin [starcoin]\n Coin at [240] [200] type coin/starcoin [coin]\n Coin at [270] [215] type coin/starcoin [coin]\n Coin at [300] [200] type coin/starcoin [coin]\n Coin at [200] [450] type coin/starcoin [coin]\n Coin at [230] [450] type coin/starcoin [coin]\n Coin at [200] [480] type coin/starcoin [coin]\n Coin at [230] [480] type coin/starcoin [coin]\n Coin at [-60] [620] type coin/starcoin [starcoin]\n else\n if <(Lvl) = [3]> then\n Coin at [-50] [350] type coin/starcoin [starcoin]\n Coin at [290] [-210] type coin/starcoin [starcoin]\n else\n if <(Lvl) = [4]> then\n Coin at [35] [375] type coin/starcoin [starcoin]\n Coin at [440] [-20] type coin/starcoin [starcoin]\n else\n if <(Lvl) = [5]> then\n Coin at [60] [80] type coin/starcoin [starcoin]\n Coin at [0] [120] type coin/starcoin [starcoin]\n Coin at [-60] [80] type coin/starcoin [starcoin]\n end\n end\n end\n end\nend\n\nwhen I start as a clone\nif <(subClass) = [0]> then\n if <(entityTYPE) = [2]> then\n clear graphic effects\n set size to (65) %\n switch costume to (coin v)\n set [collected? v] to [0]\n broadcast (check v)\n forever\n Position (CHECK) (round ((xPos) + (((SCX) * (1.15)) * (-1)))) (((yPos) + (([sin v] of ((timer) * (150)) ) * (10))) + (round (((SCY) * (1.15)) * (-1))))\n end\n else\n if <(entityTYPE) = [3]> then\n clear graphic effects\n set size to (150) %\n switch costume to (starcoin v)\n set [collected? v] to [0]\n broadcast (check v)\n forever\n Position (CHECK) (round ((xPos) + (((SCX) * (1.15)) * (-1)))) (((yPos) + (([sin v] of ((timer) * (150)) ) * (10))) + (round (((SCY) * (1.15)) * (-1))))\n end\n end\n end\nelse\n if <(subClass) = [1]> then\n if <(entityTYPE) = [1]> then\n show\n clear graphic effects\n switch costume to (dust v)\n set size to (65) %\n set [xv v] to (pick random (-3.000) to (3.000))\n set [yv v] to (pick random (3.000) to (6.000))\n \n change [xpos v] by (xv)\n change [ypos v] by (yv)\n change [yv v] by (-0.5)\n change [ghost v] effect by (5)\n Position (CHECK) (round ((xPos) + (((SCX) * (1.15)) * (-1)))) (round ((yPos) + (((SCY) * (1.15)) * (-1))))\n end\n end\n end\nend\n\ndefine Position (CHECK) (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 [check v]\nforever\n if <(subClass) = [0]> then\n if <touching (player v)?> then\n set [collected? v] to [1]\n start sound ((entityTYPE) - (1))\n Particles (xPos) (yPos) class [1]\n repeat (5)\n change [ghost v] effect by (20)\n end\n delete this clone\n end\n end\nend\n\nwhen I receive [deleteallclones v]\ndelete this clone\n\nwhen I start as a clone\nif <<(username) = [BirdNani]> and <<key (down arrow v) pressed?> and <key (space v) pressed?>>> then\n set [pixelate v] effect to (25)\nend\n\n@TN\n\nwhen flag clicked\nset [ghost v] effect to (100)\ngo to [front v] layer\n\n@Goal\n\nwhen I receive [game v]\nif <(Lvl) = [1]> then\n Goal at [-120] [400]\nelse\n if <(Lvl) = [2]> then\n Goal at [-60] [440]\n else\n if <(Lvl) = [3]> then\n Goal at [530] [270]\n else\n if <(Lvl) = [4]> then\n Goal at [870] [30]\n end\n end\n end\nend\n\ndefine Goal at ( xpos ) ( ypos )\nhide\nset size to (150) %\nset [xpos v] to ( xpos )\nset [ypos v] to ( ypos )\ncreate clone of (_myself_ v)\nhide\n\ndefine Position (CHECK) (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\npoint in direction (90)\nswitch costume to (goalred v)\nclear graphic effects\nforever\n Position (CHECK) (round ((xPos) + (((SCX) * (1.15)) * (-1)))) (((yPos) + (([sin v] of ((timer) * (150)) ) * (5))) + (round (((SCY) * (1.15)) * (-1))))\n set size to ((150) + (([sin v] of ((timer) * (200)) ) * (15))) %\n set [color v] effect to ((-100) + (([sin v] of ((timer) * (100)) ) * (15)))\n turn right (2) degrees\n if <touching (player v)?> then\n if <not <(Lvl) = [5]>> then\n change [lvl v] by (1)\n broadcast (deleteAllClones v)\n broadcast (GameSetup v)\n end\n end\nend\n\nchange [lvl v] by (-1)\nbroadcast (deleteAllClones v)\nbroadcast (GameSetup v)\n\nwhen I receive [deleteallclones v]\ndelete this clone\n\nwhen I start as a clone\nif <<(username) = [BirdNani]> and <<key (down arrow v) pressed?> and <key (space v) pressed?>>> then\n set [pixelate v] effect to (25)\nend\n\n@solidOBJS\n\ndefine OBJ at ( xpos ) ( ypos ) type ( type )\nhide\nchange [set v] by (1)\nclear graphic effects\nset size to (150) %\nset [xpos v] to ( xpos )\nset [ypos v] to ( ypos )\nset [type v] to ( type )\nset [zpos v] to [0]\nset [brightness v] effect to (0)\ncreate clone of (_myself_ v)\nset [brightness v] effect to (0)\nclear graphic effects\nhide\n\nwhen I receive [game v]\nset [set v] to [0]\nif <(Lvl) = [1]> then\n\nOBJ at [80] [0] type [box2]\n\nwhen I start as a clone\nset [color v] effect to (<(type) = [ball]> * (((1) + (set)) * (10)))\nset [brightness v] effect to (-10)\nshow\nswitch costume to (type)\nforever\n Tick Entities\n set [xpos v] to (xPos)\n set [ypos v] to (yPos)\n Position (CHECK) (round ((xPos) - ((SCX) * (1.15)))) (round ((yPos) - (SCY)))\nend\n\ndefine Change Y by ( y )\nchange [ypos v] by ( y )\nPosition (CHECK) (round ((xPos) - (SCX))) (round ((yPos) - (SCY)))\nrepeat until <not <<touching (ghitbox v)?> or <touching (solidobjs v)?>>>\n if <( y ) > [0]> then\n change [ypos v] by (-1)\n else\n change [ypos v] by (1)\n end\n Position (CHECK) (round ((xPos) - (SCX))) (round ((yPos) - (SCY)))\n set [yv v] to [0]\nend\n\ndefine Change X by ( x )\nchange [xpos v] by (round ( x ))\nPosition (CHECK) (round ((xPos) - (SCX))) (round ((yPos) - (SCY)))\nif <<touching (ghitbox v)?> or <touching (solidobjs v)?>> then\n repeat (12)\n change [ypos v] by (1)\n Position (CHECK) (round ((xPos) - (SCX))) (round ((yPos) - (SCY)))\n if <not <<touching (ghitbox v)?> or <touching (solidobjs v)?>>> then\n stop [this script v]\n end\n end\n change [ypos v] by (-12)\n repeat until <not <<touching (ghitbox v)?> or <touching (solidobjs v)?>>>\n if <<( x ) > [0]> or <([xv v] of [player v]) > [0]>> then\n change [xpos v] by (-2)\n else\n change [xpos v] by (2)\n end\n Position (CHECK) (round ((xPos) - (SCX))) (round ((yPos) - (SCY)))\n set [xv v] to [0]\n end\nend\n\nif <not <(round ( x )) = [0]>> then\n\ndefine Position (CHECK) (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (round (x position))> and <(y) = (round (y position))>> then\n show\nelse\n hide\nend\n\ndefine Tick Entities\nPosition (CHECK) (round ((xPos) - (SCX))) (round ((yPos) - (SCY)))\nset [xv v] to (((xv) + ((<<(distance to [player v]) < [55]> and <not >> * ([xv v] of [player v])) * (0.6))) * (0.6))\nchange [yv v] by (-1)\nChange Y by (yv)\nChange X by ((xv) * (0.7))\nPosition (CHECK) (round ((xPos) - (SCX))) (round ((yPos) - (SCY)))\n\nOBJ at [0] [0] type [box2]\nOBJ at [-100] [-50] type [box1]\nOBJ at [0] [0] type [box3]\nOBJ at [80] [0] type [box2]\nOBJ at [50] [50] type [box2]\nOBJ at [0] [-50] type [box1]\nOBJ at [25] [0] type [box2]\nOBJ at [60] [60] type [box2]\n\nset [brightness v] effect to (-1)\nrepeat (10)\n create clone of (_myself_ v)\n change [zpos v] by (0.5)\n change [brightness v] effect by (-0.5)\nend\n\nwhen I receive [deleteallclones v]\ndelete this clone\n\nOBJ at [20] [0] type [box3]\n\n@scrollZones\n\ndefine Position (CHECK) (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 [game v]\nhide\nclear graphic effects\ncreate clone of (_myself_ v)\n\nwhen I receive [deleteallclones v]\ndelete this clone\n\ndefine Adjust to large size ( size )\nswitch costume to (blank v)\nset size to ( size ) %\nswitch costume to (Lvl)\n\nwhen I start as a clone\nAdjust to large size [175]\nset [ghost v] effect to (100)\nshow\nforever\n Position (CHECK) (round (((SCX) * (1.15)) * (-1))) (round (((SCY) * (1.15)) * (-1)))\n switch costume to (Lvl)\nend\n\n@BG Elements\n\ndefine Position (CHECK) (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 [game v]\nhide\nclear graphic effects\ncreate clone of (_myself_ v)\n\nwhen I receive [deleteallclones v]\ndelete this clone\n\ndefine Adjust to large size ( size )\nswitch costume to (blank v)\nset size to ( size ) %\nswitch costume to (Lvl)\n\nwhen I start as a clone\nAdjust to large size [175]\nset [ghost v] effect to (0)\nshow\nforever\n Position (CHECK) (round (((SCX) * (1)) * (-1))) (round (((SCY) * (1)) * (-1)))\n switch costume to (Lvl)\n go to [back v] layer\nend\n\ngo [forward v] (22) layers\n\nwhen I start as a clone\nif <<(username) = [BirdNani]> and <<key (down arrow v) pressed?> and <key (space v) pressed?>>> then\n set [pixelate v] effect to (25)\nend\n\n
RESHARED ON 15/05/2024 BY ST (ty)\n\nUse Arrow Keys, W.A.S.D or tap on the screen \nAvoid Spikes and Lava!\n❤️ + ⭐ if you enjoy!\n\n⚠️NO ADVERTISING⚠️ If you advertise i will report it
platformer×逃走中⁉
@Stage\n\nwhen flag clicked\nstart sound [Alkali - Black Music: Alkali - Black Light v]\n\nwhen I receive [new v]\nrepeat (10)\n change [ghost v] effect by (1)\nend\nrepeat (10)\n change [ghost v] effect by (-1)\nend\n\nwhen flag clicked\nset [ghost v] effect to (20)\nrepeat (100)\n change [ghost v] effect by (-0.5)\nend\n\n@Player \n\nwhen flag clicked\nforever\n repeat until <(x position) > [-215]>\n change [xv v] by (2)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <touching (water v)?> then\n start sound [Water v]\n broadcast (#1 v)\n wait until <not <touching (water v)?>>\n wait (0.75) seconds\n end\nend\n\nwhen flag clicked\nclear graphic effects\n\nwhen I receive [play v]\nswitch costume to (1 v)\nset size to (85) %\nshow\ngo to [front v] layer\ngo to x: (-200) y: (0)\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 switch costume to (1 v)\n change [xv v] by (1)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n switch costume to (2 v)\n change [xv v] by (-1)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change x by ((Xv) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(Xv) > [0]> then\n set [xv v] to [-5]\n else\n set [xv v] to [5]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [yv v] by (-1)\n change y by (Yv)\n if <touching (level v)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching (level v)?> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n start sound [Jump v]\n set [yv v] to [12]\n end\n end\n change y by (1)\n if <(x position) > [220]> then\n set [xv v] to [0]\n set [yv v] to [0]\n broadcast (New v)\n set [ghost v] effect to (100)\n go to x: (-200) y: (0)\n switch costume to (1 v)\n wait (0.8) seconds\n repeat (10)\n change [ghost v] effect by (-10)\n end\n end\n if <[-160] > (y position)> then\n start sound [Crunch v]\n repeat (20)\n change [ghost v] effect by (5)\n end\n go to x: (-200) y: (0)\n set [xv v] to [0]\n set [yv v] to [0]\n switch costume to (1 v)\n repeat (20)\n change [ghost v] effect by (-5)\n end\n end\n if <touching (spikes v)?> then\n start sound [Crunch v]\n repeat (20)\n change [ghost v] effect by (5)\n end\n go to x: (-200) y: (0)\n set [xv v] to [0]\n set [yv v] to [0]\n switch costume to (1 v)\n repeat (20)\n change [ghost v] effect by (-5)\n end\n end\n if <touching (water v)?> then\n set [yv v] to [-3]\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [yv v] to [4]\n end\n end\nend\n\nwhen I receive [dead v]\nset [xv v] to [0]\nstart sound [Crunch v]\nrepeat (20)\n change [ghost v] effect by (5)\nend\ngo to x: (-200) y: (0)\nset [xv v] to [0]\nset [yv v] to [0]\nswitch costume to (1 v)\nrepeat (20)\n change [ghost v] effect by (-5)\nend\n\n@Level\n\ndefine Smooth Glide x: (x) y: (y) speed: (speed)\nrepeat until <<(round (x position)) = (round (x))> and <(round (y position)) = (round (y))>>\n change x by (((round (x)) - (round (x position))) / (speed))\n change y by (((round (y)) - (round (y position))) / (speed))\nend\ngo to x: (x) y: (y)\n\nwhen flag clicked\ngo to x: (0) y: (-300)\nswitch costume to (intro v)\nclear graphic effects\nhide\nwait (0.5) seconds\nshow\nset [ghost v] effect to (10)\nSmooth Glide x: (0) y: (-10) speed: (14)\n\nwhen I receive [new v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nnext costume\ngo to x: (0) y: (10)\nrepeat (10)\n change y by (1)\n change [ghost v] effect by (-10)\nend\n\nwhen flag clicked\nforever\n if <(costume [name v]) = [Level 4]> then\n broadcast (Water v)\n end\n if <(costume [name v]) = [Level 5]> then\n broadcast (Stop Water v)\n end\n if <(costume [name v]) = [Level 6]> then\n broadcast (Bot1 v)\n wait until <<(x position) = <touching (player v)?>> = [200]>\n end\nend\n\nwhen I receive [play v]\nswitch costume to (level 1 v)\n\n@Grass\n\nwhen I receive [new v]\nshow\nrepeat (10)\n change [ghost v] effect by (10)\nend\nnext costume\ngo to x: (0) y: (40)\nrepeat (10)\n change y by (1)\n change [ghost v] effect by (-10)\nend\n\nwhen flag clicked\nswitch costume to (1 v)\ngo to x: (0) y: (20)\ngo to [back v] layer\nhide\n\nwhen I receive [play v]\nshow\n\n@Spikes\n\nwhen flag clicked\nshow\ngo to [back v] layer\ngo to x: (0) y: (0)\nswitch costume to (1 v)\n\nwhen I receive [new v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nnext costume\ngo to x: (0) y: (-10)\nwait (0.2) seconds\nrepeat (10)\n change y by (1)\n change [ghost v] effect by (-10)\nend\n\n@Water\n\nwhen flag clicked\ngo to [back v] layer\nset [ghost v] effect to (10)\ngo to x: (249) y: (0)\nhide\n\nwhen I receive [water v]\nshow\nforever\n set y to ((0) + (([sin v] of (((timer) + (1)) * (200)) ) * (6)))\nend\n\nwhen I receive [stop water v]\nhide\n\nwhen I receive [new v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\ngo to x: (0) y: (-10)\nwait (0.1) seconds\nrepeat (10)\n change y by (1)\n change [ghost v] effect by (-10)\nend\n\nforever\n set y to ((0) + (([sin v] of (((timer) + (1)) * (200)) ) * (6)))\nend\n\n@Particule\n\nwhen I start as a clone\ngo to (player v)\nchange y by (-50)\nset size to (pick random (50) to (100)) %\nchange x by (pick random (10) to (-10))\nset rotation style [don't rotate v]\nshow\npoint in direction (pick random (180) to (-180))\nset [splash vel \(yeah i used one\) :| v] to [10]\nforever\n change size by (-1)\n change y by (splash vel \(yeah I used one\) :|)\n move (5) steps\nend\n\nwhen flag clicked\nforever\n change [splash vel \(yeah i used one\) :| v] by (-1)\nend\n\nwhen I start as a clone\ngo to [back v] layer\nset [ghost v] effect to (0)\nrepeat (20)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\ndefine start\nrepeat (pick random (10) to (15))\n create clone of (_myself_ v)\nend\n\nwhen I receive [#1 v]\nstart\n\nwhen flag clicked\nhide\n\n@Name\n\nwhen flag clicked\npoint in direction (90)\nswitch costume to (1 v)\ngo to x: (0) y: (100)\nshow\nforever\n point in direction ((90) - (([cos v] of ((timer) * (100)) ) * (4)))\n set [size v] to ((((size) * (1.6)) + (((40) + (([sin v] of ((timer) * (100)) ) * (4))) + (-2))) / (2))\n set size to (size) %\nend\n\nwhen flag clicked\nset [ghost v] effect to (100)\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nbroadcast (Title effect v)\n\nwhen I receive [title effect 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 I receive [play v]\nhide\nstop [this script v]\n\n@Play\n\nwhen flag clicked\nset [#1 v] to [0]\nset size to (100) %\ngo to x: (-2) y: (-18)\nset [ghost v] effect to (100)\nshow\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen flag clicked\npoint in direction (90)\nforever\n set [size2 v] to ((((size) * (2)) + (((80) + (([sin v] of ((timer) * (100)) ) * (50))) + (-1))) / (2.5))\n set size to (size2) %\nend\n\nwhen I receive [title effect v]\nforever\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (30)\n if <mouse down?> then\n broadcast (PLAY v)\n set [#1 v] to [1]\n hide\n stop [this script v]\n end\n else\n set [ghost v] effect to (0)\n end\nend\n\nwhen I receive [title effect v]\nforever\n if <(#1) = [0]> then\n if <touching (mouse-pointer v)?> then\n start sound [Touch v]\n wait until <not <touching (mouse-pointer v)?>>\n end\n end\nend\n\n@Effect\n\nwhen flag clicked\nset size to (pick random (50) to (80)) %\nset [ghost v] effect to (pick random (50) to (70))\nhide\nwait (1) seconds\nforever\n go to x: (300) y: (pick random (-100) to (180))\n go to [back v] layer\n create clone of (_myself_ v)\n wait (pick random (2) to (5)) seconds\nend\n\nwhen I start as a clone\nshow\nrepeat until <(x position) < [-210]>\n change x by (-3)\nend\nrepeat (5)\n change x by (-4)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\n@Tn\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\n@Sprite1\n\nwhen flag clicked\ngo to x: (0) y: (0)\nclear graphic effects\nset [ghost v] effect to (100)\ngo to [front v] layer\nshow\nwait (1) seconds\nhide\nstop [this script v]\n\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\n
傾向1p感謝! (元7位)\n傾向上がれ\n駄作がこんなに伸びるとは...(一番伸びた((()\n新作公開!絶対見てほしいです⇩\n https://scratch.mit.edu/projects/888754768\n\n新チームを作りました!⇩是非参加してください:)\n https://scratch.mit.edu/projects/913539379\n\n【操作 / Control】\n[矢印キー ] - スティーブが動く\n壁キックもできます\nマグマ・サボテン・落下でハートが0.5削れます\nハートが0でGAMEOVERです\n\n【攻略方法 / Strategy】\n剣を手に入れた後スペースキーで使用可能\nゾンビたちは10回斬れば倒せます\n\n面白かったらハートと星お願いします\n\n【クレジット / Credit】\nキャラクター:@BritishHarry様\nマグマ:@dorakcarbz様\n剣のプログラム:@-Hamukatu-Uruhu-様\nBGM ようつべ\n\n制作 1日(2時間)
The City | Platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen flag clicked\n\nif <not <<(username) = [griffpatch]> or <(username) = [griffpatch_tutor]>>> then\n stop [all v]\nend\n\nwhen I receive [message - show v]\nswitch backdrop to (reload v)\n\n@スプライト3\n\n@Blank\n\nset [@best time v] to [0]\nset [@crouching v] to [0]\nset [@falling v] to [0]\nset [@fastest player v] to [0]\nset [@fastest time v] to [0]\nset [@level v] to [0]\nset [@on wall v] to [0]\nset [@platform sx v] to [0]\nset [@platform sy v] to [0]\nset [@player die v] to [0]\nset [@player dir v] to [0]\nset [@player emoji v] to [0]\nset [@player mode v] to [0]\nset [@player sx v] to [0]\nset [@player sy v] to [0]\nset [@player x v] to [0]\nset [@player y v] to [0]\nset [@scroll x v] to [0]\nset [@scroll y v] to [0]\nset [@slope v] to [0]\nset [@spawn x v] to [0]\nset [@scroll y v] to [0]\nset [@timer v] to [0]\nset [@totalflags v] to [0]\nset [@walking v] to [0]\nset [☁ cloud1 v] to [0]\nset [☁ cloud2 v] to [0]\nset [☁ cloud3 v] to [0]\nset [☁ cloud4 v] to [0]\nset [☁ cloud5 v] to [0]\nset [☁ cloud6 v] to [0]\nset [☁ cloud7 v] to [0]\nset [☁ cloud8 v] to [0]\nset [☁ cloud9 v] to [0]\nset [☁ online2 v] to [0]\nset [☁ sekakiro v] to [0]\nset [active players v] to [0]\nset [char v] to [0]\nset [chat timer v] to [0]\nset [clones v] to [0]\nset [cnt v] to [0]\nset [cnt2 v] to [0]\nset [cnt3 v] to [0]\nset [debug v] to [0]\nset [fastest v] to [0]\nset [filtered chat v] to [0]\nset [flag count v] to [0]\nset [fps v] to [0]\nset [fps time v] to [0]\nset [frame v] to [0]\nset [j_ v] to [0]\nset [jump key v] to [0]\nset [mouse inactive v] to [0]\nset [reload v] to [0]\nset [sync frames v] to [0]\nset [t v] to [0]\nset [tag player v] to [0]\nset [temp v] to [0]\nset [test v] to [0]\nset [time v] to [0]\nset [time分解 v] to [0]\nset [time分解(0.1秒) v] to [0]\nset [time分解(10秒) v] to [0]\nset [time分解(10分) v] to [0]\nset [time分解(秒) v] to [0]\nset [time分解(分) v] to [0]\nset [worldrankingリストの番号 v] to [0]\nset [スコア(項目no) v] to [0]\nset [スコア(項目no+1) v] to [0]\nset [ベストタイム v] to [0]\nset [ランキング用 v] to [0]\nset [リストの表示数 v] to [0]\nset [交換フラグ v] to [0]\nset [交換フラグ2 v] to [0]\nset [実行フラグ v] to [0]\nset [項目no v] to [0]\nset [項目no2 v] to [0]\nset [交換フラグ v] to [0]\nset [順位_ v] to [0]\nset [世界記録表示 v] to [0]\nset [待避用変数 v] to [0]\n\nset [debug v] to [0]\nset [@best time v] to [0]\n\nwhen [m v] key pressed\nif <(DEBUG) = [1]> then\n set [@spawn x v] to (@Player X)\n set [@spawn y v] to (@Player Y)\nend\n\n@Game\n\ndefine fix player (x) (y)\nset [t v] to [1]\nrepeat ((length of [fix v]) / (2))\n set [@player x v] to ((x) + (item (t) of [fix v]))\n set [@player y v] to ((y) + (item ((t) + (1)) of [fix v]))\n Check Collide\n if <(touch) = [0]> then\n stop [this script v]\n end\n change [t v] by (2)\nend\nset [@player x v] to (x)\nset [@player y v] to (y)\n\ndefine Move Out Of Collision dir x,y: (dx) (dy) limit: (limit)\nset [lim v] to [1]\nrepeat until <<(lim) > (limit)> or <(touch) < [100]>>\n change [@player x v] by (dx)\n change [@player y v] by (dy)\n change [lim v] by (1)\n Check Collide\nend\nif <(lim) > (limit)> then\n change [@player x v] by ((0) - ((dx) * (limit)))\n change [@player y v] by ((0) - ((dy) * (limit)))\n if <<(@Player SX) = [0]> or <not <(dx) = [0]>>> then\n set [@player die v] to [1]\n else\n Check Collide\n if <(@Player SX) > []> then\n if <(@Player SX) > [0.01]> then\n Move Out Of Collision dir x,y: (-1) (0) limit: (24)\n else\n if <(@Player SX) < [-0.01]> then\n Move Out Of Collision dir x,y: (1) (0) limit: (24)\n end\n end\n end\n set [@player sx v] to [0]\n end\n set [lim v] to [999]\nend\n\ndefine Check Collide\ngo to x: (round ((@Player X) - (@Scroll X))) y: (round ((@Player Y) - (@Scroll Y)))\nif <touching (level v)?> then\n set [touch v] to [101]\nelse\n if <touching (moving platform v)?> then\n set [touch v] to [102]\n else\n set [touch v] to [0]\n end\nend\n\ndefine Scroll Level\nchange [@scroll x v] by (round (((@Player X) - (@Scroll X)) * (0.1)))\nif <(@Scroll X) < [-370]> then\n set [@scroll x v] to [-370]\nend\nchange [@scroll y v] by (round (((@Player Y) - (@Scroll Y)) * (0.1)))\nif <(@Scroll Y) < [0]> then\n set [@scroll y v] to [0]\nend\n\ndefine Player Tick\nif <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<key (space v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>>> then\n change [jump key v] by (1)\nelse\n set [jump key v] to [0]\nend\nset [pushed sx v] to [0]\nif <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>> then\n set [key left right v] to [1]\n set [mouse inactive v] to [0]\nelse\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(x position) > (mouse x)>>>> then\n set [key left right v] to [-1]\n set [mouse inactive v] to [0]\n else\n set [key left right v] to [0]\n end\nend\nPlayer Tick - Fix Up\nPlayer Tick - Crouch / Jump Key\nPlayer Tick - Left / Right\nPlayer Tick - Up / Down\nif <touching (lava v)?> then\n set [@player die v] to [1]\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 [@player mode v] to [0]\nset [onground v] to [100]\nset [@slope v] to [0]\nset [@crouching v] to [0]\ndelete all of [debug v]\ndelete all of [slope history v]\nScroll Level\n\nwhen flag clicked\ndelete all of [emoji spawn v]\nset [@best time v] to [0]\nset [last user v] to (username)\nif <<(username) = [griffpatch_tutor]> or <(username) = [griffpatch]>> then\n set [reload v] to [29]\n set [☁ online2 v] to (reload)\nelse\n if <not <(reload) = (☁ ONLINE2)>> then\n \n broadcast (Message - Show v) and wait\n end\n end\nend\nbroadcast (Green Flag v) and wait\nbroadcast (Cloud - Setup v) and wait\nset [frame v] to [0]\nset [fps time v] to [1]\nset [ghost v] effect to (100)\nset [@level v] to [1]\nset [@totalflags v] to [0]\nset [@timer v] to [0]\nset [@player dir v] to [90]\nif <(DEBUG) < [1]> then\n set [@spawn x v] to [-500]\n set [@spawn y v] to [76]\nend\nset [clock v] to [0]\nReset Player\nbroadcast (setup level v) and wait\nbroadcast (game loop tick v) and wait\ngo to [front v] layer\nbroadcast (pre game loop v)\nrepeat until < or <(MOUSE INACTIVE) > [10000]>>\n broadcast (Player - pre-move v)\n broadcast (Player - Begin Frame v)\n broadcast (game loop tick v)\n broadcast (Cloud - tick v)\n broadcast (Players - Tick v)\n if <(DEBUG) = [1]> then\n if <key (p v) pressed?> then\n wait until <not <key (p v) pressed?>>\n repeat until <key (p v) pressed?>\n broadcast (game loop tick v)\n end\n wait until <not <key (p v) pressed?>>\n end\n end\nend\nbroadcast (Message - Show v) and wait\n\nwhen I receive [player - pre-move v]\nset [last fastest v] to (@Fastest Player)\nif <<(@Fastest Time) > [0]> and <(@Fastest Time) < [9999999]>> then\n Show Time (@Fastest Time)\n set [fastest v] to (join [Fastest: ] (join (join (@Fastest Player) [: ]) (TIME)))\nelse\n set [fastest v] to [Awaiting Fastest Time...]\nend\nget speed (@Player SX) (@Player SY)\nset [active players v] to [1]\nset [@platform sx v] to []\nset [@platform sy v] to []\nchange [@timer v] by (1)\nif <<not <(@Player X) = [-500]>> and <(FLAG COUNT) > [0]>> then\n change [clock v] by (1)\nend\nShow Time (clock)\nchange [mouse inactive v] by (1)\nif <not <<(mouse x) = (mouse x)> and <(mouse y) = (mouse y)>>> then\n set [mouse x v] to (mouse x)\n set [mouse y v] to (mouse y)\n set [mouse inactive v] to [0]\nend\nif <(@Best Time) > [0]> then\n set [@fastest time v] to (@Best Time)\n set [@fastest player v] to (username)\nelse\n set [@fastest time v] to [9999999]\n set [@fastest player v] to []\nend\n\nwhen I receive [player - begin frame v]\nswitch costume to (hitbox v)\nif <(@Player Die) = [0]> then\n Player Tick\n if <(@Player Y) < [-200]> then\n set [@player die v] to [25]\n end\nelse\n change [@player die v] by (1)\n if <(@Player Die) > [60]> then\n Reset Player\n end\nend\nif <<key (q v) pressed?> and <key (r v) pressed?>> then\n set [@spawn x v] to [-500]\n set [@spawn y v] to [76]\n set [clock v] to [0]\n Reset Player\n set [kimitatihadoutobunoka? v] to [0]\n broadcast (Reset v)\nend\nif <(@crouching) = [2]> then\n Check Slide []\nend\nSlope Detect\nScroll Level\n\ndefine Show Time (frame)\nset [t v] to ([floor v] of (((frame) / (30)) * (10)) )\nset [time v] to ((t) mod (10))\nset [t v] to ([floor v] of ((t) / (10)) )\nset [time v] to (join [.] (TIME))\nset [time v] to (join ((t) mod (10)) (TIME))\nset [t v] to ([floor v] of ((t) / (10)) )\nset [time v] to (join ((t) mod (6)) (TIME))\nset [t v] to ([floor v] of ((t) / (6)) )\nset [time v] to (join ['] (TIME))\nset [time v] to (join ((t) mod (10)) (TIME))\nset [t v] to ([floor v] of ((t) / (10)) )\nif <(t) = [0]> then\n stop [this script v]\nend\nset [time v] to (join ((t) mod (10)) (TIME))\nset [time v] to (join [:] (TIME))\nset [time v] to (join ((t) mod (10)) (TIME))\nset [t v] to ([floor v] of ((t) / (10)) )\nif <((t) mod (10)) > [0]> then\n set [time v] to (join ((t) mod (10)) (TIME))\nend\n\ndefine Slope Detect\ngo to x: (round ((@Player X) - (@Scroll X))) y: (round ((@Player Y) - (@Scroll Y)))\nif <<(@Falling) > [2]> or <(@walking) > [-1]>> then\n set [@slope v] to [0]\nelse\n switch costume to (slope-4 v)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n next costume\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n next costume\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n next costume\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n next costume\n end\n end\n end\n end\n set [@slope v] to ((costume [number v]) - (7))\n switch costume to (slope4 v)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n switch costume to (slope3 v)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n switch costume to (slope2 v)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n switch costume to (slope1 v)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n switch costume to (slope-1 v)\n end\n end\n end\n end\n change [@slope v] by ((costume [number v]) - (6))\nend\ndelete (3) of [slope history v]\ninsert (@Slope) at (1) of [slope history v] \nchange [@slope v] by (item (2) of [slope history v])\nchange [@slope v] by (item (3) of [slope history v])\nset [@slope v] to (round ((@Slope) / (length of [slope history v])))\nswitch costume to (hitbox v)\n\ndefine Player Tick - Fix Up\nif <(on platform) = []> then\n Check Collide\n if <(touch) = [102]> then\n set [pushed sx v] to (@Player X)\n change [@player x v] by (@Platform SX)\n Check Collide\n if <(touch) > [100]> then\n if <(touch) = [102]> then\n fix player (@Player X) (@Player Y)\n else\n Move Out Of Collision dir x,y: (0) (1) limit: (([abs v] of (@Platform SX) ) + (2))\n if <(@Player Die) > [0]> then\n set [pushed sx v] to [0]\n stop [this script v]\n end\n set [@player sy v] to [0]\n set [@falling v] to [0]\n end\n end\n set [pushed sx v] to ((@Player X) - (pushed sx))\n set [@platform sx v] to [0]\n end\nelse\n Check Collide\n if <(touch) > [0]> then\n fix player (@Player X) (@Player Y)\n end\nend\n\ndefine Player Tick - Crouch / Jump Key\nif <(DEBUG) > [0]> then\n if <key (2 v) pressed?> then\n set [@player sy v] to [8]\n set [@falling v] to [4]\n set [@player mode v] to []\n stop [this script v]\n end\nend\nset [t v] to <<key (down arrow v) pressed?> or <<key (s v) pressed?> or <key (z v) pressed?>>>\nif <<(t) = [true]> and <<(@Falling) < [3]> or <(@crouching) > [1]>>> then\n set [@on wall v] to [0]\n \n Check Slide ((@Player SX) / ([abs v] of (@Player SX) ))\n end\n if <<not <(key left right) = [0]>> and <([abs v] of (@Player SX) ) > [0]>> then\n if <([abs v] of (@Slope) ) > [1]> then\n if <<(@Slope) < [0]> = <(@Player SX) < [0]>> then\n set [@crouching v] to [2]\n end\n end\n end\n if <(@crouching) < [2]> then\n if <([abs v] of (@Slope) ) < [2]> then\n set [@crouching v] to [1]\n else\n if <(@crouching) > [0]> then\n set [@crouching v] to [-3]\n end\n if <(@crouching) < [0]> then\n change [@crouching v] by (1)\n end\n end\n end\nelse\n if <(@crouching) > [0]> then\n set [@crouching v] to [-3]\n end\n if <(@crouching) < [0]> then\n change [@crouching v] by (1)\n end\n if <<(t) = [true]> and <(@On Wall) > [0]>> then\n set [@on wall v] to [0]\n end\nend\nif <<(JUMP KEY) > [0]> and <(@Falling) < [3]>> then\n set [@falling v] to [3]\n set [onground v] to [0]\n if <<not <(@crouching) = [0]>> and <(JUMP KEY) < [2]>> then\n set [@crouching v] to [0]\n if <<not <(key left right) = [0]>> and <([abs v] of (@Player SX) ) > [1]>> then\n accelerate ((7) * ((@Player SX) / ([abs v] of (@Player SX) ))) percent [1]\n set [@player sy v] to [10]\n set [@player mode v] to [long jump]\n if <([abs v] of (@Player SX) ) > [9]> then\n set [@player sx v] to ((10) * ((@Player SX) / ([abs v] of (@Player SX) )))\n end\n else\n set [@player sy v] to [17]\n set [@player mode v] to [High jump]\n end\n else\n set [@crouching v] to [0]\n set [@player sy v] to [14]\n set [@player mode v] to [jump]\n end\nelse\n if <(@On Wall) > [0]> then\n if <(JUMP KEY) = [1]> then\n Wall Kick / Jump\n else\n if <<(JUMP KEY) > [0]> and <((key left right) * (-90)) = (@Player Dir)>> then\n Wall Kick / Jump\n end\n end\n end\nend\n\ndefine Player Tick - Up / Down\nif <(@Player SY) > [-16]> then\n if <<(@Player Mode) = [long jump]> and <(@Player SY) > [-10]>> then\n change [@player sy v] by (-0.6)\n else\n if <<(@On Wall) > [0]> and <(@Player SY) < [1]>> then\n change [@player sy v] by (((-5) - (@Player SY)) * (0.1))\n else\n change [@player sy v] by (-1.2)\n end\n end\nend\nif <<(@Player SY) < [-8]> and <<key (space v) pressed?> and <(FLAG COUNT) < [1]>>> then\n set [@player mode v] to [Parachute]\nend\nif <(@Player Mode) = [Parachute]> then\n set [@player sy v] to ((@Player SY) * (0.6))\n if <not <key (space v) pressed?>> then\n set [@player mode v] to []\n end\nend\nchange [@player y v] by (@Player SY)\nif <not <(on platform) = []>> then\n change [@player y v] by (-5)\n Check Collide\n if <not <(touch) = [102]>> then\n change [@player y v] by (5)\n end\nend\nset [on platform v] to [0]\nif <(@crouching) = [2]> then\n change [@player y v] by (-4)\nend\nCheck Collide\nif <(touch) = [102]> then\n set [on platform v] to (@Platform SX)\nelse\n set [on platform v] to []\nend\nchange [onground v] by (1)\nif <(onGround) > [4]> then\n set [@player mode v] to []\nend\nif <(touch) > [100]> then\n if <<(@Player Mode) = [Long Jump]> or <(@Player Mode) = [Wall Jump]>> then\n set [@player mode v] to []\n end\n if <(@Player SY) > [0]> then\n Move Out Of Collision dir x,y: (0) (-1) limit: (22)\n if <(@Player Die) > [0]> then\n set [@player die v] to [0]\n Move Out Of Collision dir x,y: (0) (1) limit: (22)\n set [@player sy v] to ((@Player SY) / (2))\n set [@falling v] to [0]\n else\n set [@falling v] to [3]\n set [@player sy v] to [0]\n end\n set [onground v] to [0]\n else\n slide off ledge\n if <(@Player Mode) = [Parachute]> then\n set [@player mode v] to []\n end\n Move Out Of Collision dir x,y: (0) (1) limit: (22)\n if <(@Player Die) > [0]> then\n set [@player die v] to [0]\n Move Out Of Collision dir x,y: (0) (-1) limit: (22)\n set [@falling v] to [3]\n set [@player sy v] to ((@Platform SY) - (2))\n else\n if <(@crouching) = [2]> then\n set [@player sy v] to ((@Player SY) / (1.5))\n else\n set [@player sy v] to ((@Player SY) / (2))\n end\n set [@falling v] to [0]\n end\n end\nelse\n set [onground v] to [0]\n change [@falling v] by (1)\nend\n\ndefine Player Tick - Left / Right\nif <<<(@Player Mode) = [long jump]> or <(@Player Mode) = [Wall jump]>> and <(@Player SY) > [5]>> then\nchange [@player x v] by (@Player SX)\nCheck Collide\nif <(touch) > [100]> then\n if <<(@Player Mode) = [Long Jump]> or <(@Player Mode) = [Wall Jump]>> then\n set [@player mode v] to []\n end\n Move Out Of Collision dir x,y: (0) (1) limit: (round ((([abs v] of (@Player SX) ) * (2)) + (2)))\n if <<(lim) > [2]> and <(lim) < [999]>> then\n set [@player sx v] to ((@Player SX) * (0.6))\n Check Still On Wall\n else\n if <<(@Falling) > [2]> and <(@Player SY) < [6]>> then\n if <not <(@Player Mode) = [Parachute]>> then\n change [@on wall v] by (1)\n set [@player mode v] to []\n end\n else\n set [@on wall v] to [0]\n end\n end\nelse\n Check Still On Wall\nend\nif <not <(pushed sx) = [0]>> then\n accelerate (pushed sx) percent [0.5]\nend\nif <(@Player X) < [-605]> then\n set [@player x v] to [-605]\nend\n\ndefine Check Still On Wall\nif <(@On Wall) = [0]> then\n stop [this script v]\nend\nif <(@Falling) < [1]> then\n set [@on wall v] to [0]\n stop [this script v]\nend\nchange [@player x v] by ((@Player Dir) / (45))\nCheck Collide\nchange [@player x v] by ((@Player Dir) / (-45))\nif <(touch) = [0]> then\n set [@on wall v] to [0]\n stop [this script v]\nend\n\ndefine Wall Kick / Jump\nset [@falling v] to [3]\nset [onground v] to [0]\nset [@player dir v] to ((-1) * (@Player Dir))\nset [@player sx v] to ((7) * ((@Player Dir) / ([abs v] of (@Player Dir) )))\nset [@player sy v] to [14]\nset [@player mode v] to [wall jump]\nset [@crouching v] to [0]\nset [@on wall v] to [0]\n\ndefine Check Slide (dir1)\nswitch costume to (hitbox v)\nset [t v] to (@Player Y)\ngo to x: (round ((@Player X) - (@Scroll X))) y: (round ((@Player Y) - (@Scroll Y)))\nrepeat (2)\n change [@player y v] by (-1)\n change y by (-1)\n if <<<touching (level v)?> or <touching (moving platform v)?>> or <touching (level v)?>> then\n change y by (1)\n change [@player y v] by (1)\n set [@falling v] to [0]\n stop [this script v]\n end\nend\nset [@player y v] to (t)\nset [@slope v] to [0]\n\ndefine accelerate (target) percent (friction)\nset [lim v] to (((target) - (@Player SX)) * (friction))\nif <<(@Falling) < [3]> or <(key left right) = [0]>> then\n change [@player sx v] by (lim)\n stop [this script v]\nend\nif <<(key left right) > [0]> = <(lim) > [0]>> then\n change [@player sx v] by (lim)\n stop [this script v]\nend\n\ndefine slide off ledge\nchange [@player x v] by (-2)\nchange [@player y v] by (-5)\nCheck Collide\nchange [@player y v] by (5)\nchange [@player x v] by (1)\nif <(touch) = [0]> then\n Check Collide\n if <(touch) = [0]> then\n stop [this script v]\n end\nend\nchange [@player x v] by (3)\nchange [@player y v] by (-5)\nCheck Collide\nchange [@player y v] by (5)\nchange [@player x v] by (-1)\nif <(touch) = [0]> then\n Check Collide\n if <(touch) = [0]> then\n stop [this script v]\n end\nend\nchange [@player x v] by (-1)\n\ndefine get speed (dx) (dy)\nset [player speed v] to ([sqrt v] of (((dx) * (dx)) + ((dy) * (dy))) )\nset [start x v] to (@Player X)\nset [start y v] to (@Player Y)\n\nset [fastest v] to [0]\n\n@Player\n\ndefine Set Costume (costume#)\nif <not <(costume#) = (costume [number v])>> then\n switch costume to (costume#)\n if <(costume#) = [14]> then\n point in direction (90)\n set rotation style [all around v]\n else\n set rotation style [left-right v]\n end\nend\n\nwhen I receive [setup level v]\nset rotation style [left-right v]\ndelete all of [record v]\nshow\nwait (0.1) seconds\ngo to [front v] layer\n\nwhen I receive [game loop tick v]\ngo to x: (round ((@Player X) - (@Scroll X))) y: (round ((@Player Y) - (@Scroll Y)))\nif <(@Player Die) = [0]> then\n if <(last Die) > [0]> then\n set size to (100) %\n set [ghost v] effect to (0)\n end\n if <<(@Player Mode) = [Long Jump]> or <(@Player Mode) = [Wall Jump]>> then\n Set Costume (14)\n turn right ((20) * ((@Player SX) / ([abs v] of (@Player SX) ))) degrees\n change y by (12)\n else\n if <<(@Player Mode) = [High Jump]> and <(@Falling) > [2]>> then\n if <(@Player SY) > [12]> then\n Set Costume (2)\n else\n set [t v] to (item ((round (((12) - (@Player SY)) / (1.3))) + (1)) of [flip costumes v])\n if <(t) > []> then\n Set Costume (t)\n else\n Set Costume (4)\n end\n end\n else\n if <(@On Wall) > [0]> then\n Set Costume (20)\n else\n if <(@Player Mode) = [Parachute]> then\n Set Costume (13)\n else\n if <(@crouching) > [0]> then\n if <(@crouching) = [2]> then\n Set Costume (21)\n else\n Set Costume (8)\n end\n else\n if <(@Falling) > [3]> then\n if <(@Player SY) > [0]> then\n Set Costume (2)\n else\n if <(@Player SY) > [-2]> then\n Set Costume (3)\n else\n Set Costume (4)\n end\n end\n else\n if <(@walking) < [0]> then\n if <(@Slope) = [0]> then\n Set Costume (1)\n else\n if <(@Slope) < [0]> then\n set [@player dir v] to [90]\n Set Costume ((8) + ([abs v] of (@Slope) ))\n else\n set [@player dir v] to [-90]\n Set Costume ((8) + ([abs v] of (@Slope) ))\n end\n end\n else\n if <((@walking) mod (9)) < [3]> then\n Set Costume (5)\n else\n if <((@walking) mod (9)) < [6]> then\n Set Costume (6)\n else\n Set Costume (7)\n end\n end\n end\n end\n end\n end\n end\n end\n if <not <(@Player Dir) = (direction)>> then\n point in direction (@Player Dir)\n end\n end\nelse\n if <(@Player Die) < [25]> then\n set size to ((size) + (10)) %\n change [ghost v] effect by (4)\n change [@player y v] by (-1)\n else\n change [ghost v] effect by (100)\n end\n set [last die v] to [1]\nend\nif <((@timer) mod (2)) = [0]> then\n add (round (@Player X)) to [record v]\n add (round (@Player Y)) to [record v]\n if <(@Player Die) > [0]> then\n add [0] to [record v]\n else\n if <(@Player Emoji) > [0]> then\n add ((@Player Emoji) + (100)) to [record v]\n set [@player emoji v] to []\n else\n if <(direction) < [0]> then\n add ((0) - (costume [number v])) to [record v]\n else\n add (costume [number v]) to [record v]\n end\n end\n end\nend\nif <(username) = ([last fastest v] of [game v])> then\n set [brightness v] effect to (0)\n change [color v] effect by (10)\nelse\n set [brightness v] effect to (100)\n set [color v] effect to (0)\nend\n\nwhen flag clicked\nforever\n if <touching color (#97ff12)?> then\n change [@player sy v] by (10)\n end\nend\n\nwhen [v v] key pressed\nif <key (b v) pressed?> then\n set [@player die v] to [1]\nend\n\nwhen flag clicked\nset [水 v] to [1500]\nforever\n if <(水) < [0]> then\n set [@player die v] to [1]\n set [水 v] to [1500]\n end\n wait until <(@Player Die) = [0]>\n if <touching color (#00ffd9)?> then\n set [水 v] to [1500]\n set [水分 moisture v] to (join (round ((水) / (15))) [%])\n else\n if <touching color (#ff1212)?> then\n change [水 v] by (-3)\n set [水分 moisture v] to (join (round ((水) / (15))) [%])\n else\n if <touching color (#ffa313)?> then\n change [水 v] by (-6)\n set [水分 moisture v] to (join (round ((水) / (15))) [%])\n else\n if <touching color (#ffffff)?> then\n change [水 v] by (-10)\n set [水分 moisture v] to (join (round ((水) / (15))) [%])\n else\n if <touching color (#0016ff)?> then\n change [水 v] by (-15)\n set [水分 moisture v] to (join (round ((水) / (15))) [%])\n else\n change [水 v] by (-1)\n set [水分 moisture v] to (join (round ((水) / (15))) [%])\n end\n end\n end\n end\n end\nend\n\n@Cloud Players\n\nwhen I receive [players - tick v]\nif <(pid) > [0]> then\n Player Tick (item (pid) of [player names v])\nend\n\ndefine Player Tick (name)\nif <not <(name) = (username)>> then\n set [username v] to (name)\n set [¬inactive v] to [0]\n delete all of [parsenext v]\n set [player best v] to [0]\n set [parsestr v] to []\n set [lastframestart v] to []\n if <(name) = []> then\n hide\n else\n init\n end\nend\nif <(name) = []> then\n stop [this script v]\nend\nif <[] = [griffpatch]> then\n say (¬inactive)\nend\nchange [active players v] by (1)\nif <(item (pid) of [pdata v]) > []> then\n if <not <(skip) < [7]>> then\n set [parsestr v] to []\n end\n set [skip v] to [0]\n set [¬inactive v] to [0]\n add (item (pid) of [pdata v]) to [parsenext v]\n add (item (pid) of [pidx v]) to [parsenext v]\n replace item (pid) of [pdata v] with []\n if <(length of [parsenext v]) > [12]> then\n repeat until <(length of [parsenext v]) < [7]>\n delete (1) of [parsenext v]\n delete (1) of [parsenext v]\n end\n if <((((¬frame) - (@timer)) + (0)) mod (SYNC FRAMES)) = [0]> then\n skip forward (¬frame)\n else\n set [parsestr v] to []\n end\n end\n if <(parseStr) = []> then\n Catch up\n end\nend\nif <(parseStr) > []> then\n if <((((¬frame) - (@timer)) + (0)) mod (SYNC FRAMES)) = [0]> then\n change [¬frame v] by (1)\n if <(skip) < [7]> then\n if <((¬frame) mod (2)) = [0]> then\n Process Tick [2]\n else\n change [~x v] by (sx)\n change [~y v] by (sy)\n end\n else\n change [parseidx v] by (3)\n end\n end\nelse\n change [¬inactive v] by (1)\n if <(¬inactive) > [30]> then\n replace item (pid) of [player names v] with []\n hide\n stop [this script v]\n end\nend\nif <(~y) < [-240]> then\n hide\n if <[] = [griffpatch]> then\n show\n say (~y)\n end\n stop [this script v]\nend\nif <(costume) = [0]> then\n set size to ((size) + (10)) %\n change [ghost v] effect by (4)\n position ((~x) - (@Scroll X)) ((~y) - (@Scroll Y))\nelse\n Set Costume ([abs v] of (costume) )\n set [ghost v] effect to (0)\n if <(costume [number v]) = [14]> then\n turn right ((20) * ((sx) / ([abs v] of (sx) ))) degrees\n position ((~x) - (@Scroll X)) (((~y) - (@Scroll Y)) + (12))\n else\n if <<(costume) < [0]> = <(direction) > [0]>> then\n point in direction ((0) - (direction))\n end\n position ((~x) - (@Scroll X)) ((~y) - (@Scroll Y))\n end\nend\nif <<(player best) > [0]> and <(player best) < (@Fastest Time)>> then\n if <<(~y) < [10000]> and <(¬ok) > [25]>> then\n set [@fastest time v] to (player best)\n set [@fastest player v] to (username)\n end\nend\nif <(username) = ([last fastest v] of [game v])> then\n change [color v] effect by (10)\nelse\n set [color v] effect to (-110)\nend\n\nwhen I start as a clone\nchange [clones v] by (1)\nset [pid v] to (CLONES)\nset [~x v] to [0]\nset [~y v] to [0]\nset [action v] to []\nset [team v] to []\nset [color v] to [0xff7000]\nset [immune v] to [0]\nset [costume v] to [1]\n\nwhen I receive [green flag v]\nset [color v] effect to (-110)\nhide\nset [show names v] to [2]\nset [pid v] to [0]\nset [clones v] to [0]\nset [username v] to (username)\nset [action v] to []\nset [team v] to []\nset [lastcmd v] to []\nset [immune v] to [0]\nset [player best v] to [0]\ninit\n\ndefine init\nset [¬frame v] to [0]\nset [¬ok v] to [0]\nset [skip v] to [0]\nif <<(username) = [griffpatch]> or <(username) = [griffpatch_tutor]>> then\n set [color v] effect to (15)\nelse\n set [color v] effect to (-110)\nend\n\ndefine Read Number\nset [?val v] to []\nrepeat (letter (parseIdx) of (parseStr))\n change [parseidx v] by (1)\n set [?val v] to (join (?Val) (letter (parseIdx) of (parseStr)))\nend\nif <(letter (1) of (?Val)) = [0]> then\n set [?val v] to ((0) - (?Val))\nend\nchange [parseidx v] by (1)\n\ndefine Read Change\nset [?val v] to (join (letter (parseIdx) of (parseStr)) (letter ((parseIdx) + (1)) of (parseStr)))\nchange [parseidx v] by (2)\nif <(?Val) = [0]> then\n Read Number\nelse\n change [?val v] by (-50)\nend\n\ndefine position (x) (y)\nshow\nif <<([abs v] of (x) ) > [250]> or <([abs v] of (y) ) > [190]>> then\n if <(skip) < [1]> then\n set [skip v] to ([ceiling v] of ((([abs v] of (x) ) + ([abs v] of (y) )) / (180)) )\n end\n switch costume to (offscreen v)\n set rotation style [left-right v]\n set size to (100) %\n set [_i v] to (((y) / ([abs v] of (x) )) * (235))\n if <([abs v] of (_i) ) < [175]> then\n go to x: ((235) * ((x) / ([abs v] of (x) ))) y: (_i)\n else\n set [_i v] to (((x) / ([abs v] of (y) )) * (175))\n go to x: (_i) y: ((175) * ((y) / ([abs v] of (y) )))\n end\nelse\n set [skip v] to [0]\n if <(costume) = [0]> then\n go to x: (round (x)) y: (round (y))\n else\n go to x: (round (x)) y: (round (y))\n if <not <(size) = [100]>> then\n set size to (100) %\n end\n end\n if <<(distance to [mouse-pointer v]) < [50]> and <(MOUSE INACTIVE) < [45]>> then\n if <(name time) < [1]> then\n say (username)\n end\n set [name time v] to [30]\n end\nend\nif <(name time) > [0]> then\n change [name time v] by (-1)\n if <not <(name time) > [0]>> then\n say []\n end\nend\n\ndefine Process Tick (rate)\nrepeat until <(parseIdx) < (length of (parseStr))>\n if <(length of [parsenext v]) = [0]> then\n set [parsestr v] to []\n stop [this script v]\n end\n Catch up\nend\nRead Change\nset [sx v] to ((?Val) / (rate))\nchange [~x v] by (sx)\nRead Change\nset [sy v] to ((?Val) / (rate))\nchange [~y v] by (sy)\nRead Change\nif <(?Val) > [100]> then\n add (?Val) to [emoji spawn v]\n add (~x) to [emoji spawn v]\n add (~y) to [emoji spawn v]\nelse\n set [costume v] to (?Val)\nend\n\ndefine Catch up\nset [parsestr v] to (item (3) of [parsenext v])\nset [parseidx v] to (item (4) of [parsenext v])\nRead Number\nrepeat until <<(?Val) > (¬frame)> or <(?Val) = []>>\n delete (1) of [parsenext v]\n delete (1) of [parsenext v]\n set [parsestr v] to (item (3) of [parsenext v])\n set [parseidx v] to (item (4) of [parsenext v])\n Read Number\nend\nset [parsestr v] to (item (1) of [parsenext v])\nset [parseidx v] to (item (2) of [parsenext v])\nset [t v] to (parseIdx)\ndelete (1) of [parsenext v]\ndelete (1) of [parsenext v]\nRead Number\nif <not <(lastFrameStart) < (?Val)>> then\n set [¬ok v] to [0]\n set [parsestr v] to []\n stop [this script v]\nend\nchange [¬ok v] by (1)\nset [lastframestart v] to (?Val)\nRead Number\nset [player best v] to (?Val)\nif <(lastFrameStart) < (¬frame)> then\n set [_i v] to ((¬frame) - (lastFrameStart))\n Read Number\n set [~x v] to (?Val)\n Read Number\n set [~y v] to (?Val)\n Read Change\n repeat ([floor v] of (((_i) / (2)) - (1)) )\n Read Change\n if <(?Val) < [-49]> then\n Catch up\n stop [this script v]\n end\n change [~x v] by (?Val)\n Read Change\n change [~y v] by (?Val)\n Read Change\n end\n set [costume v] to (?Val)\n set [sx v] to [0]\n set [sy v] to [0]\nelse\n set [¬frame v] to (lastFrameStart)\n Read Number\n set [~x v] to (?Val)\n Read Number\n set [~y v] to (?Val)\n Read Change\n set [costume v] to (?Val)\n set [sx v] to [0]\n set [sy v] to [0]\nend\n\ndefine skip forward (from frame)\nCatch up\nset [¬frame v] to ((lastFrameStart) + ((from frame) mod (SYNC FRAMES)))\n\nwhen I receive [setup level v]\nwait (0.05) seconds\ngo to [front v] layer\n\ndefine Set Costume (costume#)\nif <not <(costume#) = (costume [number v])>> then\n switch costume to (costume#)\n if <(costume#) = [14]> then\n point in direction (90)\n set rotation style [all around v]\n else\n set rotation style [left-right v]\n end\nend\n\nset [parsestr v] to [15424325242256505042555314638505038505038505038505038505038505038505038505038505038505038505038505038505038505038505038]\nset [parseidx v] to [14]\n\nRead Number\n\nRead Change\n\n@Level\n\nwhen I receive [setup level v]\nsetup\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)))\nset [costume v] to (costume [number v])\ncreate clone of (_myself_ v)\n\ndefine position (x) (y)\nif <(showing) = [1]> then\n switch costume to (big v)\nend\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n set [showing v] to [1]\n switch costume to (costume)\n show\nelse\n if <(showing) = [1]> then\n set [showing v] to [0]\n hide\n end\nend\n\nif <(showing) = [0]> then\n\nwhen I receive [game loop tick v]\nif <(showing) > [-1]> then\n position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\nend\n\ndefine setup\ngo to [front v] layer\nswitch costume to ((1) + (1))\nrepeat until <(costume [number v]) = [1]>\n set [t v] to (costume [name v])\n if <(letter (1) of (t)) = [L]> then\n set [y v] to (join (letter (4) of (t)) (letter (5) of (t)))\n set [x v] to (join (letter (7) of (t)) (letter (8) of (t)))\n setup clone at x,y: (round (x)) (round (y))\n end\n next costume\nend\nset [showing v] to [-1]\nnext costume\n\nwhen I start as a clone\nswitch costume to (big v)\n\n@moving platform\n\nwhen I receive [setup level v]\nset rotation style [all around v]\npoint in direction (90)\nswitch costume to (barrier v)\nsetup clone at x,y: (1059) (2240) typ [13] width [220] time [0] costume [3white] mul []\nsetup clone at x,y: (1100) (2301) typ [4] width [105] time [0.7] costume [Stomper] mul []\nset [showing v] to [-1]\n\nsetup clone at x,y: (-50) (173) typ [20] width [105] time [0.7] costume [] mul []\n\nsetup clone at x,y: (308) (2) typ [14] width [180] time [0] costume [] mul []\nsetup clone at x,y: (1320) (321) typ [13] width [220] time [0] costume [] mul []\nsetup clone at x,y: (1850) (260) typ [20] width [100] time [0] costume [] mul []\nsetup clone at x,y: (2100) (200) typ [21] width [100] time [0.125] costume [] mul []\nsetup clone at x,y: (3750) (0) typ [10] width [40] time [0.5] costume [] mul []\nsetup clone at x,y: (4100) (787) typ [21] width [105] time [0] costume [] mul [0.5]\nsetup clone at x,y: (4300) (870) typ [20] width [105] time [0] costume [] mul [0.43]\nsetup clone at x,y: (5150) (0) typ [10] width [40] time [0.5] costume [] mul []\n\ndefine move to (x) (y) cycle (cycle)\nif <([abs v] of ((@Player X) - (x)) ) < (width)> then\n if <([abs v] of ((@Player Y) - (y)) ) < (height)> then\n set [@platform sx v] to (((((x) - (x)) + ((cycle) / (2))) mod (cycle)) - ((cycle) / (2)))\n set [@platform sy v] to (((((y) - (y)) + ((cycle) / (2))) mod (cycle)) - ((cycle) / (2)))\n end\nend\nset [x v] to (x)\nset [y v] to (y)\n\ndefine setup clone at x,y: (x) (y) typ (typ) width (width) time (time) costume (costume) mul (mul)\ngo to x: (0) y: (0)\npoint in direction (90)\nhide\nset [typ v] to (typ)\nset [time iterations v] to [1]\nset [width v] to (width)\nset [ox v] to (x)\nset [oy v] to (y)\nset [x v] to (x)\nset [y v] to (y)\nset [time v] to (time)\nset [showing v] to [0]\nset [height v] to [48]\nif <(typ) < [10]> then\n if <(typ) = [1]> then\n switch costume to (barriernew v)\n else\n switch costume to (barrier2 v)\n if <(typ) = [3]> then\n set [time iterations v] to [2]\n else\n if <(typ) = [4]> then\n switch costume to (stomper v)\n end\n end\n end\nelse\n if <(typ) < [20]> then\n if <(typ) < [12]> then\n switch costume to (lift2 v)\n set [height v] to [1000]\n else\n if <(typ) = [13]> then\n switch costume to (3white v)\n else\n if <(typ) = [14]> then\n set [time iterations v] to [0.25]\n set [height v] to (width)\n switch costume to (escalator v)\n end\n end\n end\n else\n if <(width) = [100]> then\n set [time iterations v] to [1]\n switch costume to (squareeye v)\n else\n if <(costume) = []> then\n switch costume to (circle4 v)\n else\n switch costume to (costume)\n end\n end\n set [height v] to (width)\n end\nend\nif <(mul) > []> then\n set [time iterations v] to (mul)\nend\npre move (@timer)\ncreate clone of (_myself_ v)\n\ndefine position (x) (y)\nif <(showing) = [1]> then\n switch costume to (big v)\nend\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n set [showing v] to [1]\n switch costume to (costume)\n show\nelse\n if <(showing) = [1]> then\n set [showing v] to [0]\n hide\n end\nend\n\nwhen I receive [player - pre-move v]\nif <(showing) > [-1]> then\n pre move ((((@timer) / ((SYNC FRAMES) * (time iterations))) + (time)) mod (1))\n position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\nend\n\ndefine moving platform? (timer)\nif <(typ) = [1]> then\n move to (ox) (round ((oy) + ((20) + ((20) * ([sin v] of (([sin v] of ((timer) * (360)) ) * (90)) ))))) cycle []\nelse\n if <(typ) = [2]> then\n move to (round ((ox) + ((64) + (([sin v] of ((timer) * (360)) ) * (64))))) (oy) cycle []\n else\n if <(typ) = [3]> then\n move to (round ((ox) + ((128) + (([sin v] of ((timer) * (360)) ) * (128))))) (round ((oy) + ((0) + (([cos v] of ((timer) * (360)) ) * (90))))) cycle []\n else\n if <(typ) = [4]> then\n move to (ox) (round ((oy) + ((24) + ((24) * ([sin v] of (([sin v] of ((timer) * (360)) ) * (90)) ))))) cycle []\n end\n end\n end\nend\n\ndefine barrier (percent) run length (len)\nif <(percent) < [0.15]> then\n move to (round ((ox) + ((percent) * (len)))) (round ((oy) - (((0.15) - (percent)) * (800)))) cycle []\nelse\n if <(percent) > [0.85]> then\n move to (round ((ox) + ((percent) * (len)))) (round ((oy) - (((percent) - (0.85)) * (800)))) cycle []\n else\n move to (round ((ox) + ((percent) * (len)))) (round (oy)) cycle []\n end\nend\nset [ox v] to (round ((7.9) * (460)))\n\nwhen I receive [game loop tick v]\nif <(showing) > [-1]> then\n position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\nend\n\ndefine move lift (timer)\nif <(typ) = [10]> then\n move to (ox) ((round ((oy) + ((timer) * (96)))) + ((96) * ([floor v] of ((@Scroll Y) / (96)) ))) cycle []\nelse\n if <(typ) = [11]> then\n move to (ox) ((round ((oy) + ((48) + ((48) * ([sin v] of ((timer) * (360)) ))))) + ((96) * ([floor v] of ((@Scroll Y) / (96)) ))) cycle []\n else\n if <(typ) = [12]> then\n move to (round ((ox) + (((1) - (timer)) * (170)))) (oy) cycle [170]\n else\n if <(typ) = [13]> then\n move to (round ((ox) + ((timer) * (170)))) (oy) cycle [170]\n else\n if <(typ) = [14]> then\n move to (round ((ox) + ((timer) * (32)))) (round ((oy) + (((1) - (timer)) * (32)))) cycle [32]\n end\n end\n end\n end\nend\n\ndefine pre move (time)\nif <(typ) > [0]> then\n if <(typ) < [10]> then\n moving platform? (time)\n else\n if <(typ) < [20]> then\n move lift (time)\n else\n if <(typ) = [20]> then\n rotate (((1) - (time)) mod (1))\n else\n if <(typ) = [21]> then\n rotate (time)\n end\n end\n end\n end\nend\n\ndefine rotate (timer)\nset [t v] to (direction)\npoint in direction ((timer) * (90))\nset [t v] to (((((direction) - (t)) + (45)) mod (90)) - (45))\nset [ox v] to (((@Player X) - (x)) * (1))\nif <([abs v] of (ox) ) < (width)> then\n set [oy v] to (((@Player Y) - (y)) * (1))\n if <([abs v] of (oy) ) < (height)> then\n set [@platform sx v] to ((ox) - (((ox) * ([cos v] of (t) )) - ((oy) * ([sin v] of (t) ))))\n set [@platform sy v] to ((oy) - (((ox) * ([sin v] of (t) )) + ((oy) * ([cos v] of (t) ))))\n end\nend\n\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 start as a clone\nset [costume v] to (costume [number v])\nswitch costume to (big v)\nset [showing v] to [0]\n\nsetup clone at x,y: (3880) (200) typ [21] width [270] time [0.5] costume [4eyes] mul []\nsetup clone at x,y: (4010) (200) typ [21] width [270] time [0] costume [4eyes] mul []\n\nsetup clone at x,y: (540) (200) typ [3] width [60] time [0.2] costume [] mul []\nsetup clone at x,y: (540) (200) typ [3] width [60] time [0.7] costume [] mul []\nsetup clone at x,y: (1046) (0) typ [10] width [40] time [0.08] costume [] mul []\nsetup clone at x,y: (3414) (14) typ [4] width [60] time [0.8] costume [] mul []\nsetup clone at x,y: (3912) (0) typ [11] width [40] time [0.8] costume [] mul []\n\nsetup clone at x,y: (3750) (200) typ [21] width [270] time [0] costume [4eyes] mul []\n\nsetup clone at x,y: (1600) (-70) typ [10] width [220] time [0] costume [] mul []\n\nsetup clone at x,y: (-440) (1350) typ [13] width [220] time [0] costume [3white] mul []\nsetup clone at x,y: (-360) (1450) typ [13] width [220] time [0] costume [3white] mul []\nsetup clone at x,y: (-320) (1550) typ [13] width [220] time [0] costume [3white] mul []\nsetup clone at x,y: (-400) (2700) typ [21] width [105] time [0] costume [] mul []\nsetup clone at x,y: (-240) (2800) typ [20] width [105] time [0.7] costume [] mul []\n\n@Check Points\n\ndefine setup clone at x,y: (x) (y)\ngo to x: (0) y: (0)\nhide\nset [showing v] to [0]\nset [x v] to (x)\nset [y v] to (y)\nset [spawn y v] to (y)\nchange [@totalflags v] by (1)\nchange [flag count v] by (1)\nset [flag id v] to (FLAG COUNT)\ncreate clone of (_myself_ v)\n\nwhen I receive [game loop tick v]\nif <(showing) > [-1]> then\n position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\n if <(showing) > [25]> then\n set [showing v] to [-2]\n hide\n end\nend\n\nwhen I receive [setup level v]\nset size to (100) %\nsetup\n\ndefine on screen\nif <((@timer) mod (5)) = [0]> then\n next costume\nend\nif <touching (game v)?> then\n change [@集めた部品の数内部 v] by (1)\n set [集めた部品の数 quantity of parts v] to (join (@集めた部品の数内部) [/5])\n set [showing v] to [2]\n set [@spawn x v] to (x)\n set [@spawn y v] to (y)\n change [@totalflags v] by (-1)\n if <(flag id) = [1]> then\n set [flag count v] to [0]\n if <<(@Best Time) = [0]> or <([clock v] of [game v]) < (@Best Time)>> then\n set [@best time v] to ([clock v] of [game v])\n end\n end\n if <(flag id) = (FLAG COUNT)> then\n set [flag count v] to [1]\n end\nend\n\ndefine position (x) (y)\nif <<(flag id) = [1]> and <(FLAG COUNT) > [1]>> then\n stop [this script v]\nend\ngo to x: (x) y: (y)\nif <(showing) < [2]> then\n if <<(x) = (x position)> and <(y) = (y position)>> then\n if <(showing) = [0]> then\n set [showing v] to [1]\n show\n end\n on screen\n else\n if <(showing) = [1]> then\n set [showing v] to [0]\n hide\n end\n end\nelse\n set size to ((size) + (15)) %\n change [ghost v] effect by (4)\n change [y v] by (5)\n change [showing v] by (1)\nend\n\nwhen I receive [reset v]\nif <(showing) = [-1]> then\n setup\nelse\n delete this clone\nend\n\ndefine setup\nset [@集めた部品の数内部 v] to [0]\nset [集めた部品の数 quantity of parts v] to [0]\nswitch costume to (costume1 v)\nset [flag count v] to [0]\nsetup clone at x,y: (440) (2550)\nsetup clone at x,y: (550) (-5)\nsetup clone at x,y: (2860) (410)\nsetup clone at x,y: (2300) (1370)\nsetup clone at x,y: (2760) (2260)\nsetup clone at x,y: (1500) (2260)\nsetup clone at x,y: (760) (2265)\nset [showing v] to [-1]\n\nset [集めた部品の数 quantity of parts v] to (join (@集めた部品の数内部) [/5])\n\n@Music\n\nwhen flag clicked\nset volume to (100) %\nset [sync frames v] to [63]\nforever\n if <(username) = [griffpatch]> then\n else\n play sound [Thousand_Absolutes_Xaf_Remix v] until done\n end\nend\n\n\nend\n\nset volume to (0) %\n\nwhen I receive [エンドムービー v]\nrepeat (10)\n change volume by (-10)\nend\nwait until <(エンドムービー中) = [0]>\nrepeat (10)\n change volume by (10)\nend\n\n@Cloud\n\ndefine Cloud Tick\nProcess Cloud [1] (join [=] (☁ CLOUD1))\nProcess Cloud [2] (join [=] (☁ CLOUD2))\nProcess Cloud [3] (join [=] (☁ CLOUD3))\nProcess Cloud [4] (join [=] (☁ CLOUD4))\nProcess Cloud [5] (join [=] (☁ CLOUD5))\nProcess Cloud [6] (join [=] (☁ CLOUD6))\nProcess Cloud [7] (join [=] (☁ CLOUD7))\nProcess Cloud [8] (join [=] (☁ CLOUD8))\nProcess Cloud [9] (join [=] (☁ CLOUD9))\nif <<(timer) < (next post)> or <((@timer) mod (2)) = [1]>> then\n stop [this script v]\nend\nset [next post v] to ((timer) + (pick random (0.5) to (0.7)))\nEncode Player\nset [_i v] to (pick random (1) to (length of [cloud data v]))\nif <(_i) < [5]> then\n if <(_i) < [3]> then\n if <(_i) < [2]> then\n set [☁ cloud1 v] to (parseStr)\n else\n set [☁ cloud2 v] to (parseStr)\n end\n else\n if <(_i) < [4]> then\n set [☁ cloud3 v] to (parseStr)\n else\n set [☁ cloud4 v] to (parseStr)\n end\n end\nelse\n if <(_i) < [7]> then\n if <(_i) < [6]> then\n set [☁ cloud5 v] to (parseStr)\n else\n set [☁ cloud6 v] to (parseStr)\n end\n else\n if <(_i) < [8]> then\n set [☁ cloud7 v] to (parseStr)\n else\n if <(_i) < [9]> then\n set [☁ cloud8 v] to (parseStr)\n else\n set [☁ cloud9 v] to (parseStr)\n end\n end\n end\nend\n\ndefine Write Number (val)\nif <(val) < [0]> then\n if <(val) < [-99999999]> then\n set [?val v] to [0]\n else\n set [?val v] to (join [0] ([abs v] of (round (val)) ))\n end\nelse\n if <(val) > [99999999]> then\n set [?val v] to [0]\n else\n set [?val v] to (round (val))\n end\nend\nset [parsestr v] to (join (parseStr) (join (length of (?Val)) (?Val)))\n\ndefine Init Reader (text)\nset [parsestr v] to (text)\nset [parseidx v] to [1]\n\ndefine Write String (txt)\nWrite Number (length of (txt))\nset [?val v] to []\nset [i3 v] to [1]\nrepeat (length of (txt))\n set [i2 v] to (item # of (letter (i3) of (txt)) in [_encode v])\n if <(i2) < [10]> then\n set [?val v] to (join (?Val) (join [0] (i2)))\n else\n set [?val v] to (join (?Val) (i2))\n end\n change [i3 v] by (1)\nend\nset [parsestr v] to (join (parseStr) (?Val))\n\ndefine Skip String\nRead Number\nchange [parseidx v] by ((?Val) * (2))\n\ndefine Read String\nRead Number\nif <((parseIdx) + ((?Val) * (2))) > ((length of (parseStr)) + (1))> then\n set [i2 v] to ((((length of (parseStr)) + (1)) - (parseIdx)) / (2))\nelse\n set [i2 v] to (?Val)\nend\nset [?val v] to []\nrepeat (i2)\n set [i2 v] to (join (letter (parseIdx) of (parseStr)) (letter ((parseIdx) + (1)) of (parseStr)))\n set [?val v] to (join (?Val) (item (i2) of [_encode v]))\n change [parseidx v] by (2)\nend\n\nset [_chars v] to [ !"#$%&'\(\)*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ\[\\]^_`abcdefghijklmnopqrstuvwxyz{|}~]\n\ndefine Read Number\nset [?val v] to []\nrepeat (letter (parseIdx) of (parseStr))\n change [parseidx v] by (1)\n set [?val v] to (join (?Val) (letter (parseIdx) of (parseStr)))\nend\nif <(letter (1) of (?Val)) = [0]> then\n set [?val v] to ((0) - (?Val))\nend\nchange [parseidx v] by (1)\n\nwhen I receive [cloud - setup v]\nhide variable [tag player v]\nset [show names v] to [0]\nshow list [player names v]\ndelete all of [player names v]\ndelete all of [pidx v]\ndelete all of [pdata v]\ndelete all of [say v]\nInit Reader []\nWrite String (username)\nset [encoded name v] to (parseStr)\nset [next post v] to ((timer) + (0.2))\nInit Cloud Data\nif <(TEST) > [0]> then\n add (username) to [player names v]\n add [] to [pidx v]\n add [] to [pdata v]\nend\n\ndefine Process Cloud (id) (var)\nif <(var) = (item (id) of [cloud data v])> then\n stop [this script v]\nend\nreplace item (id) of [cloud data v] with (var)\nInit Reader (var)\nchange [parseidx v] by (1)\nRead String\nif <(?Val) = (username)> then\n stop [this script v]\nend\nset [pid v] to (item # of (?Val) in [player names v])\nif <(pid) = [0]> then\n set [pid v] to (item # of [] in [player names v])\n if <(pid) = [0]> then\n if <(length of [player names v]) = [199]> then\n stop [this script v]\n end\n add (?Val) to [player names v]\n add [] to [pidx v]\n add [] to [pdata v]\n set [pid v] to (length of [player names v])\n create clone of (cloud players v)\n else\n replace item (pid) of [player names v] with (?Val)\n end\nend\nreplace item (pid) of [pidx v] with (parseIdx)\nreplace item (pid) of [pdata v] with (parseStr)\n\nwhen I receive [cloud - tick v]\nCloud Tick\n\ndefine Init Cloud Data\ndelete all of [cloud data v]\nadd (join [=] (☁ CLOUD1)) to [cloud data v]\nadd (join [=] (☁ CLOUD2)) to [cloud data v]\nadd (join [=] (☁ CLOUD3)) to [cloud data v]\nadd (join [=] (☁ CLOUD4)) to [cloud data v]\nadd (join [=] (☁ CLOUD5)) to [cloud data v]\nadd (join [=] (☁ CLOUD6)) to [cloud data v]\nadd (join [=] (☁ CLOUD7)) to [cloud data v]\nadd (join [=] (☁ CLOUD8)) to [cloud data v]\nadd (join [=] (☁ CLOUD9)) to [cloud data v]\n\ndefine Encode Player\nInit Reader (Encoded Name)\nset [i2 v] to (((length of [record v]) / (3)) - (1))\nWrite Number ((@timer) - ((i2) * (2)))\nWrite Number (@Best Time)\nset [nx v] to (item (1) of [record v])\nset [ny v] to (item (2) of [record v])\nWrite Number (nx)\nWrite Number (ny)\nWrite Change (item (3) of [record v])\nset [_i v] to [4]\nrepeat (i2)\n set [lx v] to (nx)\n set [ly v] to (ny)\n set [nx v] to (item (_i) of [record v])\n set [ny v] to (item ((_i) + (1)) of [record v])\n Write Change ((nx) - (lx))\n Write Change ((ny) - (ly))\n Write Change (item ((_i) + (2)) of [record v])\n change [_i v] by (3)\nend\nrepeat ((length of [record v]) - ((3) * (15)))\n delete (1) of [record v]\nend\n\ndefine Write Change (val)\nif <([abs v] of (val) ) < [50]> then\n if <(val) < [-40]> then\n set [parsestr v] to (join (parseStr) (join [0] ((val) + (50))))\n else\n set [parsestr v] to (join (parseStr) ((val) + (50)))\n end\nelse\n set [parsestr v] to (join (parseStr) [00])\n Write Number (val)\nend\n\nwhen [n v] key pressed\nif <(show names) > [0]> then\n set [show names v] to [0]\n show list [player names v]\nelse\n set [show names v] to [1]\n hide list [player names v]\nend\n\n@Closest\n\ndefine insert (d) (x) (y)\nif <(d) > [5.5]> then\n stop [this script v]\nend\nset [i v] to (length of [xy v])\nrepeat until <not <(d) < (item (i) of [xy v])>>\n change [i v] by (-1)\nend\nchange [i v] by (1)\ninsert (d) at (i) of [xy v] \ninsert (y) at (((i) * (2)) - (1)) of [fix v] \ninsert (x) at (((i) * (2)) - (1)) of [fix v] \n\ndefine create fixer (rad)\ndelete all of [xy v]\ndelete all of [fix v]\nset [y v] to ((-0.1) - (rad))\nrepeat (((rad) * (2)) + (1))\n set [x v] to ((0) - (rad))\n repeat (((rad) * (2)) + (1))\n set [t v] to ([sqrt v] of (((x) * (x)) + ((y) * (y))) )\n insert (t) (x) (round (y))\n change [x v] by (1)\n end\n change [y v] by (1)\nend\n\ncreate fixer [3]\n\n@Splash\n\nwhen flag clicked\ngo to [front v] layer\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\n\nshow\ngo to [front v] layer\nset [ghost v] effect to (0)\ngo to x: (0) y: (0)\n\n@スプライト2\n\nwhen flag clicked\nhide\nset size to (100) %\nforever\n go to [back v] layer\nend\n\nwhen flag clicked\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nswitch costume to (コスチューム4 v)\ngo to x: (300) y: (200)\n\nwhen I start as a clone\nshow\nforever\n go to [back v] layer\n if <not <(bbbbbbbbbbbbbbbb) = (round (@Player X))>> then\n change x by (((@Player X) - (bbbbbbbbbbbbbbbb)) / (-5))\n set [bbbbbbbbbbbbbbbb v] to (round (@Player X))\n end\nend\n\n\n\nwhen I start as a clone\nshow\nforever\n go to [back v] layer\n if <not <(aaaaa) = (round (@Player Y))>> then\n change y by (((@Player Y) - (aaaaa)) / (-5))\n set [aaaaa v] to (round (@Player Y))\n end\nend\n\n@ha\n\nwhen flag clicked\nwait until <touching (mouse-pointer v)?>\nrepeat until <(ha-toosita?) = [1]>\n if <touching (mouse-pointer v)?> then\n set [ha-toosita? v] to [1]\n end\nend\nwait until <not <touching (mouse-pointer v)?>>\nrepeat until <(ha-toosita?) = [0]>\n if <touching (mouse-pointer v)?> then\n wait (0.5) seconds\n set [ha-toosita? v] to [0]\n end\nend\nwait (0.3) seconds\n\nwait (0.5) seconds\n\n@ho\n\nwhen flag clicked\nwait until <touching (mouse-pointer v)?>\nrepeat until <(hosiosita?) = [1]>\n if <touching (mouse-pointer v)?> then\n set [hosiosita? v] to [1]\n end\nend\nwait until <not <touching (mouse-pointer v)?>>\nwait (0.3) seconds\nrepeat until <(hosiosita?) = [0]>\n if <touching (mouse-pointer v)?> then\n wait (0.5) seconds\n set [hosiosita? v] to [0]\n end\nend\n\nsay [こんにちは!] for (0.1) seconds\n\n@Emoji\n\nwhen flag clicked\nset size to (40) %\nhide\nset [id v] to []\nset [e frame v] to [0]\nset [@player emoji v] to []\n\nwhen I receive [pre game loop v]\nforever\n wait until <<key (e v) pressed?> or <key (r v) pressed?>>\n set [@player emoji v] to [0]\n if <key (r v) pressed?> then\n spawn ui [34] [60]\n else\n spawn ui [1] [33]\n end\n hide\n wait until <not <<key (e v) pressed?> or <key (r v) pressed?>>>\n set [@player emoji v] to []\n wait (0.4) seconds\nend\n\ndefine spawn ui (from) (to)\nset [id v] to [0]\nset size to (40) %\nclear graphic effects\nset y to (-75)\ngo to [front v] layer\nshow\nswitch costume to (from)\nset [ghost v] effect to (100)\nrepeat (3)\n set x to (((11) - (1)) * (-20))\n repeat (11)\n create clone of (_myself_ v)\n if <(costume [number v]) = (to)> then\n set [id v] to []\n stop [this script v]\n end\n change x by (40)\n next costume\n end\n change y by (-40)\nend\nset [id v] to []\n\nwhen I start as a clone\nif <(id) = [0]> then\n UI\nelse\n set size to (20) %\n change [y v] by (22)\n position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\n repeat (5)\n change [ghost v] effect by (-20)\n change size by (4)\n end\n wait (1.5) seconds\n repeat (10)\n change [ghost v] effect by (10)\n change size by (-5)\n end\n delete this clone\nend\n\ndefine UI\nset size to (40) %\nrepeat (5)\n change size by (4)\n change y by (1)\n change [ghost v] effect by (-20)\nend\nrepeat until <not <(@Player Emoji) = [0]>>\n if <(distance to [mouse-pointer v]) < [20]> then\n if <(size) < [90]> then\n change size by (10)\n end\n else\n if <(size) > [60]> then\n change size by (-5)\n end\n end\nend\nif <(distance to [mouse-pointer v]) < [20]> then\n set [@player emoji v] to (costume [number v])\n set [id v] to [1]\n set [x v] to (@Player X)\n set [y v] to (@Player Y)\n create clone of (_myself_ v)\n set [id v] to []\nend\nrepeat (5)\n change [ghost v] effect by (10)\n change y by (-1)\n change size by (-4)\nend\ndelete this clone\n\nwhen I receive [game loop tick v]\nif <(id) > [0]> then\n change [y v] by (1)\n position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\nelse\n if <(id) = []> then\n spawn emoji\n end\nend\n\ndefine spawn emoji\nset [id v] to [1]\nrepeat until <(length of [emoji spawn v]) = [0]>\n set [x v] to (item (2) of [emoji spawn v])\n set [y v] to (item (3) of [emoji spawn v])\n if <<([abs v] of ((x) - (@Scroll X)) ) < [280]> and <([abs v] of ((y) - (@Scroll Y)) ) < [200]>> then\n switch costume to ((item (1) of [emoji spawn v]) - (100))\n create clone of (_myself_ v)\n end\n delete (1) of [emoji spawn v]\n delete (1) of [emoji spawn v]\n delete (1) of [emoji spawn v]\nend\nset [id v] to []\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n if <(showing) = [0]> then\n set [showing v] to [1]\n show\n end\nelse\n if <(showing) = [1]> then\n set [showing v] to [0]\n hide\n end\nend\n\n@s@oudane\n\ndefine setup clone at x,y: (x) (y)\ngo to x: (0) y: (0)\nhide\nset [showing v] to [0]\nset [x v] to (x)\nset [y v] to (y)\nset [spawn y v] to (y)\nchange [@totalflags v] by (1)\nchange [flag count v] by (1)\nset [flag id v] to (FLAG COUNT)\ncreate clone of (_myself_ v)\n\nwhen I receive [game loop tick v]\nif <(showing) > [-1]> then\n position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\n if <(showing) > [25]> then\n set [showing v] to [-2]\n hide\n end\nend\n\nwhen I receive [setup level v]\nset size to (100) %\nsetup\n\ndefine on screen\nif <((@timer) mod (5)) = [0]> then\n next costume\nend\n\nset [showing v] to [2]\n\nchange [@totalflags v] by (-1)\nif <(flag id) = [1]> then\n set [flag count v] to [0]\n if <<(@Best Time) = [0]> or <([clock v] of [game v]) < (@Best Time)>> then\n set [@best time v] to ([clock v] of [game v])\n end\nend\nif <(flag id) = (FLAG COUNT)> then\n set [flag count v] to [1]\nend\n\ndefine position (x) (y)\nif <<(flag id) = [1]> and <(FLAG COUNT) > [1]>> then\n stop [this script v]\nend\ngo to x: (x) y: (y)\nif <(showing) < [2]> then\n if <<(x) = (x position)> and <(y) = (y position)>> then\n if <(showing) = [0]> then\n on screen\n show\n set [showing v] to [1]\n end\n else\n if <(showing) = [1]> then\n set [showing v] to [0]\n hide\n end\n end\nelse\n set size to ((size) + (15)) %\n change [ghost v] effect by (4)\n change [y v] by (5)\n change [showing v] by (1)\nend\n\nwhen I receive [reset v]\nif <(showing) = [-1]> then\n setup\nelse\n delete this clone\nend\n\ndefine setup\nswitch costume to (costume7 v)\nset [flag count v] to [0]\nsetup clone at x,y: (400) (2550)\nset [showing v] to [-1]\n\nsetup clone at x,y: (-418) (3477)\n\nwhen I start as a clone\nforever\n if <touching (player v)?> then\n set [ranking測定する? v] to [そうだね]\n set [kimitatihadoutobunoka? v] to [1]\n hide\n end\nend\n\nwhen I start as a clone\nforever\n if <(kimitatihadoutobunoka?) = [0]> then\n show\n else\n delete this clone\n end\nend\n\n@toberu?\n\nwhen [x v] key pressed\nif <(username) = [KANATOKO]> then\n set [@player sy v] to [15]\nend\n\nwhen flag clicked\nset [kimitatihadoutobunoka? v] to [0]\n\nwhen flag clicked\n\nwhen flag clicked\nset [えんろるみた? v] to [まだ]\n\nwhen [x v] key pressed\nif <(ha-toosita?) = [1]> then\n if <(hosiosita?) = [1]> then\n if <(kimitatihadoutobunoka?) = [1]> then\n set [@player sy v] to [15]\n end\n end\nend\n\nwhen I receive [飛ぶか判断 v]\nforever\n if <(@Player Y) > [4945]> then\n set [えんろるみた? v] to [みた]\n end\nend\n\n@スプライト4\n\nwhen I start as a clone\nforever\n if <key (g v) pressed?> then\n end\nend\n\nwhen flag clicked\nhide\nset [モバイルのための v] to [PC]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\ngo to x: (36) y: (28)\nforever\n if <key (any v) pressed?> then\n delete this clone\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n if <(Guide) = [0]> then\n set [guide v] to [1]\n wait until <not <touching (mouse-pointer v)?>>\n else\n wait until <not <touching (mouse-pointer v)?>>\n set [guide v] to [0]\n end\n delete this clone\n end\nend\n\nwhen I start as a clone\nforever\n go to [front v] layer\n go [backward v] (1) layers\nend\n\n@Level4\n\nwhen I receive [setup level v]\nsetup\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)))\nset [costume v] to (costume [number v])\ncreate clone of (_myself_ v)\n\ndefine position (x) (y)\nif <(showing) = [1]> then\n switch costume to (big v)\nend\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n set [showing v] to [1]\n switch costume to (costume)\n show\nelse\n if <(showing) = [1]> then\n set [showing v] to [0]\n hide\n end\nend\n\nif <(showing) = [0]> then\n\nwhen I receive [game loop tick v]\nif <(showing) > [-1]> then\n position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\nend\n\ndefine setup\ngo to [back v] layer\nswitch costume to ((1) + (1))\nrepeat until <(costume [number v]) = [1]>\n set [t v] to (costume [name v])\n if <(letter (1) of (t)) = [L]> then\n set [y v] to (join (letter (4) of (t)) (letter (5) of (t)))\n set [x v] to (join (letter (7) of (t)) (letter (8) of (t)))\n setup clone at x,y: (round (x)) (round (y))\n end\n next costume\nend\nset [showing v] to [-1]\nnext costume\n\nwhen I start as a clone\nswitch costume to (big v)\n\n@Level6\n\nwhen I receive [setup level v]\nset [エンドムービー中 v] to [0]\nsetup\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)))\nset [costume v] to (costume [number v])\ncreate clone of (_myself_ v)\n\ndefine position (x) (y)\nif <(showing) = [1]> then\n switch costume to (big v)\nend\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n set [showing v] to [1]\n switch costume to (costume)\n show\nelse\n if <(showing) = [1]> then\n set [showing v] to [0]\n hide\n end\nend\n\nif <(showing) = [0]> then\n\nwhen I receive [game loop tick v]\nif <(showing) > [-1]> then\n position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\nend\n\ndefine setup\ngo to [back v] layer\nswitch costume to ((1) + (1))\nrepeat until <(costume [number v]) = [1]>\n set [t v] to (costume [name v])\n if <(letter (1) of (t)) = [L]> then\n set [y v] to (join (letter (4) of (t)) (letter (5) of (t)))\n set [x v] to (join (letter (7) of (t)) (letter (8) of (t)))\n setup clone at x,y: (round (x)) (round (y))\n end\n next costume\nend\nset [showing v] to [-1]\nnext costume\n\nwhen I start as a clone\nswitch costume to (big v)\n\nwhen [c v] key pressed\nif <<touching (mouse-pointer v)?> and <<<(@集めた部品の数内部) = [5]> or <(@集めた部品の数内部) = [6]>> or <(@集めた部品の数内部) = [7]>>> then\n set [@集めた部品の数内部 v] to [0]\n set [集めた部品の数 quantity of parts v] to (join (@集めた部品の数内部) [/5])\n broadcast (エンドムービー v)\n set [エンドムービー中 v] to [1]\nend\n\n@Level2\n\nwhen flag clicked\nset [guide v] to [0]\nhide\n\nwhen I start as a clone\nforever\n if <key (g v) pressed?> then\n if <(Guide) = [0]> then\n wait until <not <key (g v) pressed?>>\n set [guide v] to [1]\n else\n wait until <not <key (g v) pressed?>>\n set [guide v] to [0]\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <not <(costume [name v]) = [BIG]>> then\n if <(Guide) = [0]> then\n hide\n else\n if <(Guide) = [1]> then\n show\n end\n end\n end\nend\n\nwhen I receive [setup level v]\nsetup\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)))\nset [costume v] to (costume [number v])\ncreate clone of (_myself_ v)\n\ndefine position (x) (y)\nif <(showing) = [1]> then\n switch costume to (big v)\nend\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n set [showing v] to [1]\n switch costume to (costume)\nelse\n if <(showing) = [1]> then\n set [showing v] to [0]\n hide\n end\nend\n\nif <(showing) = [0]> then\n\nwhen I receive [game loop tick v]\nif <(showing) > [-1]> then\n position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\nend\n\ndefine setup\ngo to [front v] layer\nswitch costume to ((1) + (1))\nrepeat until <(costume [number v]) = [1]>\n set [t v] to (costume [name v])\n if <(letter (1) of (t)) = [L]> then\n set [y v] to (join (letter (4) of (t)) (letter (5) of (t)))\n set [x v] to (join (letter (7) of (t)) (letter (8) of (t)))\n setup clone at x,y: (round (x)) (round (y))\n end\n next costume\nend\nset [showing v] to [-1]\nnext costume\n\nwhen I start as a clone\nswitch costume to (big v)\n\n@セカランリストの表示と全てのリセット2\n\nwhen I receive [worldranking変換 v]\nset [worldrankingリストの番号 v] to [2]\nrepeat until <(WORLDRANKINGリストの番号) = [6]>\n if <not <(letter (4) of (item (WORLDRANKINGリストの番号) of [世界ランキング v])) = [:]>> then\n set [セカラン名前 v] to [6]\n set [time分解 v] to (round ((join (join (join (letter (1) of (item (WORLDRANKINGリストの番号) of [世界ランキング v])) (letter (2) of (item (WORLDRANKINGリストの番号) of [世界ランキング v]))) (letter (3) of (item (WORLDRANKINGリストの番号) of [世界ランキング v]))) (letter (4) of (item (WORLDRANKINGリストの番号) of [世界ランキング v]))) / (3)))\n else\n set [セカラン名前 v] to [5]\n set [time分解 v] to (round ((join (join (letter (1) of (item (WORLDRANKINGリストの番号) of [世界ランキング v])) (letter (2) of (item (WORLDRANKINGリストの番号) of [世界ランキング v]))) (letter (3) of (item (WORLDRANKINGリストの番号) of [世界ランキング v]))) / (3)))\n end\n set [time分解(10分) v] to [0]\n set [time分解(0.1秒) v] to [0]\n set [time分解(10秒) v] to [0]\n set [time分解(分) v] to [0]\n set [time分解(秒) v] to [0]\n set [time分解(0.1秒) v] to (letter (length of (TIME分解)) of (TIME分解))\n set [time分解(秒) v] to (letter ((length of (TIME分解)) - (1)) of (TIME分解))\n repeat until <(TIME分解) < [600]>\n if <<(TIME分解) = [600]> or <(TIME分解) > [600]>> then\n change [time分解 v] by (-600)\n change [time分解(分) v] by (1)\n end\n end\n set [time分解(10秒) v] to (letter ((length of (TIME分解)) - (2)) of (TIME分解))\n set [リストの表示数 v] to (join (join (join (join (join (TIME分解(分)) [']) (TIME分解(10秒))) (TIME分解(秒))) [.]) (TIME分解(0.1秒)))\n if <(セカラン名前) = [6]> then\n set [セカラン名前今どこ v] to [0]\n set [セカラン名前変数 v] to []\n set [セカラン名前引く v] to [0]\n repeat until <(セカラン名前今どこ) = [6]>\n set [セカラン名前今どこ v] to ((length of (item (WORLDRANKINGリストの番号) of [世界ランキング v])) - (セカラン名前引く))\n change [セカラン名前引く v] by (1)\n set [セカラン名前変数 v] to (join (letter (セカラン名前今どこ) of (item (WORLDRANKINGリストの番号) of [世界ランキング v])) (セカラン名前変数))\n end\n else\n set [セカラン名前今どこ v] to [0]\n set [セカラン名前変数 v] to []\n set [セカラン名前引く v] to [0]\n repeat until <(セカラン名前今どこ) = [5]>\n set [セカラン名前今どこ v] to ((length of (item (WORLDRANKINGリストの番号) of [世界ランキング v])) - (セカラン名前引く))\n change [セカラン名前引く v] by (1)\n set [セカラン名前変数 v] to (join (letter (セカラン名前今どこ) of (item (WORLDRANKINGリストの番号) of [世界ランキング v])) (セカラン名前変数))\n end\n end\n replace item (WORLDRANKINGリストの番号) of [world ranking v] with (join (セカラン名前変数) (join [:] (リストの表示数)))\n change [worldrankingリストの番号 v] by (1)\nend\n\nwhen flag clicked\ndelete all of [world ranking v]\nshow list [world ranking v]\nadd [bug] to [world ranking v]\nrepeat until <(length of [world ranking v]) = [5]>\n add [まだいないよ!] to [world ranking v]\nend\n\nwhen flag clicked\nset [ranking測定する? v] to [測定終了]\nwait until <not <(@Best Time) = [0]>>\nbroadcast (スコアランキング表示 v)\n\nif <<(RANKING測定する?) = [そうだね]> and > then\n set [ranking測定する? v] to [測定終了]\nend\n\nwhen flag clicked\nset [ベストタイム v] to [0]\n\nhide list [世界ランキング v]\nhide list [世界ランキング player v]\n\ndelete all of [world ranking v]\ndelete all of [世界ランキング v]\ndelete all of [世界ランキング player v]\nset [@best time v] to [0]\nset [@crouching v] to [0]\nset [@falling v] to [0]\nset [@fastest player v] to [0]\nset [@fastest time v] to [0]\nset [@level v] to [0]\nset [@on wall v] to [0]\nset [@platform sx v] to [0]\nset [@platform sy v] to [0]\nset [@player die v] to [0]\nset [@player dir v] to [0]\nset [@player emoji v] to [0]\nset [@player mode v] to [0]\nset [@player sx v] to [0]\nset [@player sy v] to [0]\nset [@player x v] to [0]\nset [@player y v] to [0]\nset [@scroll x v] to [0]\nset [@scroll y v] to [0]\nset [@slope v] to [0]\nset [@spawn x v] to [0]\nset [@scroll y v] to [0]\nset [@timer v] to [0]\nset [@totalflags v] to [0]\nset [@walking v] to [0]\nset [☁ cloud1 v] to [0]\nset [☁ cloud2 v] to [0]\nset [☁ cloud3 v] to [0]\nset [☁ cloud4 v] to [0]\nset [☁ cloud5 v] to [0]\nset [☁ cloud6 v] to [0]\nset [☁ cloud7 v] to [0]\nset [☁ cloud8 v] to [0]\nset [☁ cloud9 v] to [0]\nset [☁ sekakiro v] to [0]\nset [☁ 世界記録 v] to [0]\nset [active players v] to [0]\nset [char v] to [0]\nset [chat timer v] to [0]\nset [clones v] to [0]\nset [cnt v] to [0]\nset [cnt2 v] to [0]\nset [cnt3 v] to [0]\nset [debug v] to [0]\nset [fastest v] to [0]\nset [filtered chat v] to [0]\nset [flag count v] to [0]\nset [fps v] to [0]\nset [fps time v] to [0]\nset [frame v] to [0]\nset [j_ v] to [0]\nset [jump key v] to [0]\nset [mouse inactive v] to [0]\nset [reload v] to [0]\nset [sync frames v] to [0]\nset [t v] to [0]\nset [tag player v] to [0]\nset [temp v] to [0]\nset [test v] to [0]\nset [time v] to [0]\nset [time分解 v] to [0]\nset [time分解(0.1秒) v] to [0]\nset [time分解(10秒) v] to [0]\nset [time分解(10分) v] to [0]\nset [time分解(秒) v] to [0]\nset [time分解(分) v] to [0]\nset [worldrankingリストの番号 v] to [0]\nset [スコア(項目no) v] to [0]\nset [スコア(項目no+1) v] to [0]\nset [ベストタイム v] to [0]\nset [ランキング用 v] to [0]\nset [リストの表示数 v] to [0]\nset [交換フラグ v] to [0]\nset [交換フラグ2 v] to [0]\nset [実行フラグ v] to [0]\nset [項目no v] to [0]\nset [項目no2 v] to [0]\nset [交換フラグ v] to [0]\nset [順位_ v] to [0]\nset [世界記録表示 v] to [0]\nset [待避用変数 v] to [0]\n\nset [@best time v] to [0]\nset [@best time v] to [0]\n\nwhen I receive [飛ぶか判断 v]\n\nwhen flag clicked\nif <(username) = [KANATOKO]> then\n forever\n wait (20) seconds\n broadcast (スコアランキング表示 v)\n end\nend\n\n@ランキング表示用\n\nwhen [k v] key pressed\nif <(世界記録表示) = [0]> then\n set [世界記録表示 v] to [1]\n hide list [world ranking v]\n wait until <not <key (k v) pressed?>>\nelse\n set [世界記録表示 v] to [0]\n show list [world ranking v]\n wait until <not <key (k v) pressed?>>\nend\n\ndefine 復号化\nset [char v] to [ABCDEFGHIJKLMNOPQRSTUVWXYZ1234567890!"#$%&'\(\)=~|`{+*}<>?_-^\@\[;:\],./\ ]\nset [cnt v] to [0]\ndelete all of [世界ランキング v]\nif <not <(☁ sekakiro) = []>> then\n add [] to [世界ランキング v]\nend\nrepeat (((length of (☁ sekakiro)) / (2)) - (1))\n change [cnt v] by (2)\n if <(join (letter ((cnt) - (1)) of (☁ sekakiro)) (letter (cnt) of (☁ sekakiro))) = [00]> then\n add [] to [世界ランキング v]\n else\n replace item (length of [世界ランキング v]) of [世界ランキング v] with (join (item (length of [世界ランキング v]) of [世界ランキング v]) (letter (join (letter ((cnt) - (1)) of (☁ sekakiro)) (letter (cnt) of (☁ sekakiro))) of (char)))\n end\nend\n\ndefine 符号化\nset [char v] to [ABCDEFGHIJKLMNOPQRSTUVWXYZ1234567890!"#$%&'\(\)=~|`{+*}<>?_-^\@\[;:\],./\ ]\nset [cnt v] to [0]\nset [temp v] to []\nrepeat (length of [世界ランキング v])\n change [cnt v] by (1)\n set [cnt2 v] to [0]\n repeat (length of (item (cnt) of [世界ランキング v]))\n change [cnt2 v] by (1)\n set [cnt3 v] to [0]\n repeat until <(letter (cnt2) of (item (cnt) of [世界ランキング v])) = (letter (cnt3) of (char))>\n change [cnt3 v] by (1)\n end\n if <(cnt3) < [10]> then\n set [temp v] to (join (temp) (join [0] (cnt3)))\n else\n set [temp v] to (join (temp) (cnt3))\n end\n end\n set [temp v] to (join (temp) [00])\nend\nset [☁ sekakiro v] to (temp)\n\ndefine 順位判定\nset [順位_ v] to [1]\nrepeat until <(順位_) > [5]>\n if <(join (@Best Time) (join [:] (username))) = (item (順位_) of [世界ランキング v])> then\n change [順位_ v] by (1)\nend\n\ndefine スコア(項目No)取り出し\nset [スコア(項目no) v] to []\nset [j_ v] to [1]\nrepeat until <(j_) > [4]>\n if <not <(letter (j_) of (item (項目No) of [世界ランキング v])) = [:]>> then\n set [スコア(項目no) v] to (join (スコア(項目No)) (letter (j_) of (item (項目No) of [世界ランキング v])))\n end\n change [j_ v] by (1)\nend\n\ndefine スコア(項目No+1)取り出し\nset [スコア(項目no+1) v] to []\nset [j_ v] to [1]\nrepeat until <(j_) > [4]>\n if <not <(letter (j_) of (item ((項目No) + (1)) of [世界ランキング v])) = [:]>> then\n set [スコア(項目no+1) v] to (join (スコア(項目No+1)) (letter (j_) of (item ((項目No) + (1)) of [世界ランキング v])))\n end\n change [j_ v] by (1)\nend\n\ndefine 並び替え\nset [実行フラグ v] to [0]\nset [交換フラグ v] to [0]\nrepeat until <<(実行フラグ) > [0]> and <(交換フラグ) = [0]>>\n set [項目no v] to [0]\n change [実行フラグ v] by (1)\n set [交換フラグ v] to [0]\n repeat ((length of [世界ランキング v]) - (1))\n change [項目no v] by (1)\n スコア(項目No+1)取り出し\n スコア(項目No)取り出し\n if <(スコア(項目No+1)) < (スコア(項目No))> then\n set [待避用変数 v] to (item ((項目No) + (1)) of [世界ランキング v])\n replace item ((項目No) + (1)) of [世界ランキング v] with (item (項目No) of [世界ランキング v])\n replace item (項目No) of [世界ランキング v] with (待避用変数)\n change [交換フラグ v] by (1)\n end\n end\nend\n\nwhen I receive [スコアランキング表示 v]\nset [世界記録表示 v] to [1]\nshow\nif <not <(username) = [KANATOKO]>> then\n add (join (@Best Time) (join [:] (username))) to [世界ランキング v]\nend\n並び替え\ndelete (6) of [世界ランキング v]\n順位判定\nhide\n符号化\nbroadcast (WORLDRANKING変換 v)\n\nhide list [世界ランキング v]\n\nwhen flag clicked\nhide\nshow list [世界ランキング v]\n復号化\n\nsay (join (順位_) [位ランクイン!!]) for (3) seconds\n\nwhen flag clicked\nset [世界記録表示 v] to [0]\n\n@スプライト1\n\nrepeat (38)\n\nforever\n\nwhen I receive [着水 v]\nhide\n\nwhen flag clicked\ngo to [back v] layer\nhide\n\nwhen I receive [エンドムービー v]\nhide variable [水分 moisture v]\nhide variable [集めた部品の数 quantity of parts v]\nhide variable [fastest v]\nhide variable [time v]\nhide variable [active players v]\nshow\ngo to [front v] layer\ngo to x: (0) y: (0)\nswitch costume to (コスチューム24 v)\nstart sound [ゴゴゴゴ v]\nrepeat (14)\n wait (0.007) seconds\n next costume\nend\nrepeat (11)\n wait (0.007) seconds\n next costume\nend\nrepeat (8)\n wait (0.001) seconds\n next costume\nend\nwait (0.4) seconds\nrepeat (9)\n next costume\nend\nwait (0.3) seconds\nrepeat (18)\n next costume\n wait (0.01) seconds\nend\nwait (0.8) seconds\nnext costume\nwait (1) seconds\nbroadcast (メッセージ1 v)\nswitch costume to (backdrop19 v)\nstart sound [風が吹く2 v]\nrepeat (18)\n next costume\nend\nwait (3) seconds\nbroadcast (着水 v)\n\nwhen flag clicked\nforever\n if <not <(エンドムービー中) = [1]>> then\n hide\n end\nend\n\n@スプライト5\n\nwhen I receive [メッセージ1 v]\nrepeat (10)\n wait (0.3) seconds\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nif <(pick random (1) to (2)) = [1]> then\n switch costume to (コスチューム1 v)\nelse\n switch costume to (コスチューム2 v)\nend\ngo to x: (pick random (-250) to (250)) y: (-250)\nshow\ngo to [front v] layer\nset size to (pick random (10) to (100)) %\ngo [forward v] (size) layers\nrepeat until <[160] < (y position)>\n change y by (size)\nend\ndelete this clone\n\nwhen I receive [着水 v]\ndelete this clone\n\nwhen I receive [着水 v]\nhide\nstop [this script v]\n\nwhen flag clicked\ngo to [back v] layer\nhide\n\nwhen flag clicked\nforever\n if <not <(エンドムービー中) = [1]>> then\n hide\n end\nend\n\n@スプライト6\n\nwhen flag clicked\ngo to [back v] layer\nhide\n\nwhen I receive [着水 v]\nswitch costume to (backdrop39 v)\nshow\ngo to [front v] layer\nrepeat (3)\n wait (0.05) seconds\n next costume\nend\nstop all sounds\nrepeat (10)\n wait (0.05) seconds\n next costume\nend\nwait (0.4) seconds\nrepeat (11)\n wait (0.05) seconds\n next costume\nend\nwait (1) seconds\nrepeat (2)\n switch costume to (backdrop57 v)\n start sound [水ぶくぶく1 v]\n repeat (10)\n wait (0.05) seconds\n next costume\n end\n wait (0.4) seconds\nend\nwait (0.4) seconds\nstop all sounds\nrepeat (7)\n wait (0.05) seconds\n next costume\nend\nswitch costume to (backdrop3 v)\nrepeat (8)\n wait (0.05) seconds\n next costume\nend\nwait (0.5) seconds\nrepeat (5)\n wait (0.05) seconds\n next costume\nend\nwait (0.3) seconds\nrepeat (21)\n wait (0.05) seconds\n next costume\nend\nwait (0.5) seconds\nbroadcast (ザウ見え v)\nbroadcast (モワモワもわぁー v)\n\nstart sound [風が吹く2 v]\n\nwhen flag clicked\nswitch costume to (backdrop39 v)\n\nwhen [space v] key pressed\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [5]> then\n play sound [爆発3 v] until done\n else\n if <(costume [number v]) = [44]> then\n play sound [水面に浮かび上がる v] until done\n else\n if <(costume [number v]) = [71]> then\n play sound [水面に石投げ2 v] until done\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <not <(エンドムービー中) = [1]>> then\n hide\n end\nend\n\n@スプライト7\n\nwhen I receive [モワモワもわぁー v]\nrepeat (50)\n create clone of (_myself_ v)\nend\n\ngo to (random position v)\nchange y by (-10000)\n\nwhen I start as a clone\nrepeat (30)\n change y by (10)\nend\nrepeat until <touching (_edge_ v)?>\n change y by (10)\nend\ndelete this clone\n\nwhen I start as a clone\ngo to [front v] layer\ngo to x: (pick random (-250) to (250)) y: (-1000)\nshow\ngo to [front v] layer\nset size to (pick random (40) to (80)) %\nrepeat until <[160] < (y position)>\n change y by (10)\nend\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\n\nwhen I receive [モワモワもわぁー v]\nstart sound [水ぶくぶく2 \(1\) v]\nwait (0.1) seconds\nwait (0.1) seconds\nwait (0.1) seconds\nwait (0.1) seconds\nwait (0.05) seconds\nstart sound [水ぶくぶく2 \(1\)2 v]\nwait (0.1) seconds\nwait (0.1) seconds\nwait (0.1) seconds\nstart sound [水ぶくぶく2 \(1\)3 v]\n\n@スプライト9\n\nwhen I receive [モワモワもわぁー v]\nrepeat (50)\n create clone of (_myself_ v)\nend\n\ngo to (random position v)\nchange y by (-10000)\n\nwhen I start as a clone\n\nrepeat (30)\n change y by (10)\nend\nrepeat until <touching (_edge_ v)?>\n change y by (10)\nend\ndelete this clone\n\nwhen I start as a clone\ngo to [front v] layer\ngo to x: (pick random (-250) to (250)) y: (-1000)\nshow\ngo to [front v] layer\nset size to (pick random (90) to (80)) %\nrepeat until <[160] < (y position)>\n change y by (10)\nend\ndelete this clone\n\ngo [forward v] (size) layers\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\n\n@スプライト8\n\nwhen I receive [モワモワもわぁー v]\nrepeat (50)\n create clone of (_myself_ v)\nend\n\ngo to (random position v)\nchange y by (-10000)\n\nwhen I start as a clone\n\nrepeat (30)\n change y by (10)\nend\nrepeat until <touching (_edge_ v)?>\n change y by (10)\nend\ndelete this clone\n\nwhen I start as a clone\ngo to [front v] layer\ngo to x: (pick random (-250) to (250)) y: (-1000)\nshow\ngo to [front v] layer\nset size to (pick random (40) to (80)) %\nrepeat until <[160] < (y position)>\n change y by (10)\nend\ndelete this clone\n\ngo [forward v] (size) layers\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\n\n@スプライト10\n\nwhen I receive [モワモワもわぁー v]\nrepeat (50)\n create clone of (_myself_ v)\nend\n\ngo to (random position v)\nchange y by (-10000)\n\nwhen I start as a clone\n\nrepeat (30)\n change y by (10)\nend\nrepeat until <touching (_edge_ v)?>\n change y by (10)\nend\ndelete this clone\n\nwhen I start as a clone\ngo to [front v] layer\ngo to x: (pick random (-250) to (250)) y: (-1000)\nshow\ngo to [front v] layer\nset size to (pick random (40) to (80)) %\nrepeat until <[160] < (y position)>\n change y by (10)\nend\ndelete this clone\n\ngo [forward v] (size) layers\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\n\n@スプライト11\n\nwhen flag clicked\nhide\nswitch costume to (コスチューム1 v)\ngo to x: (0) y: (0)\n\nwhen I receive [ザウ見え v]\nswitch costume to (コスチューム47 v)\ngo to [front v] layer\nshow\nwait (1) seconds\nnext costume\nwait (1.5) seconds\nstart sound [水中 v]\nrepeat (49)\n wait (0.1) seconds\n next costume\nend\nstop all sounds\nbroadcast (さむね v)\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [36]> then\n glide (1) secs to x: (-50) y: (27)\n end\nend\n\nwhen flag clicked\ngo to [back v] layer\nhide\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [15]> then\n play sound [水中で息を吐く1 v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <not <(エンドムービー中) = [1]>> then\n hide\n end\nend\n\n@スプライト12\n\nwhen flag clicked\nclear graphic effects\ngo to [back v] layer\nhide\n\nwhen I receive [さむね v]\nset [ghost v] effect to (100)\ngo to [front v] layer\nshow\nrepeat (50)\n change [ghost v] effect by (-2)\nend\nwait (2) seconds\nbroadcast (ゲームに戻る v)\n\nwhen flag clicked\nforever\n if <not <(エンドムービー中) = [1]>> then\n hide\n end\nend\n\n@スプライト13\n\nwhen flag clicked\nset [戻る許可 v] to [0]\nhide\n\nwhen [space v] key pressed\nif <(エンドムービー中) = [1]> then\n if <(戻る許可) = [1]> then\n set [エンドムービー中 v] to [0]\n hide\n show variable [fastest v]\n show variable [time v]\n show variable [水分 moisture v]\n show variable [active players v]\n show variable [集めた部品の数 quantity of parts v]\n end\nend\n\nwhen I receive [ゲームに戻る v]\ngo to [front v] layer\nset [ghost v] effect to (100)\nshow\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nset [戻る許可 v] to [1]\n\n
Hope you enjoy it!\nLove, fav, and follow PLz\nCredits go for @madrid2030 for her Platformer engine edited by me!
Adventure || A Platformer
@Stage\n\nwhen flag clicked\nforever\n play sound [Unlimited v] until done\nend\n\n@level\n\nwhen flag clicked\npoint in direction (90)\ngo to x: (-10) y: (-500)\nset [d vel v] to [0]\nset [y vel v] to [0]\nforever\n change [y vel v] by (1)\n if <<key (right arrow v) pressed?> or <<(mouse x) > (x position)> and <mouse down?>>> then\n change [d vel v] by (-0.2)\n end\n if <<key (left arrow v) pressed?> or <<(x position) > (mouse x)> and <mouse down?>>> then\n change [d vel v] by (0.2)\n end\n set [d vel v] to ((d vel) * (0.8))\n turn right (d vel) degrees\n if <touching (player v)?> then\n change y by (-1)\n if <touching (player v)?> then\n change y by (-1)\n if <touching (player v)?> then\n change y by (-1)\n if <touching (player v)?> then\n change y by (-1)\n if <touching (player v)?> then\n change y by (4)\n turn right ((d vel) * (-1)) degrees\n set [d vel v] to [0]\n end\n end\n end\n end\n end\n change y by (y vel)\n if <touching (player v)?> then\n change y by ((y vel) * (-1))\n set [y vel v] to [0]\n end\n change y by (1)\n if <touching (player v)?> then\n if <<key (up arrow v) pressed?> or <<(mouse y) > [50]> and <mouse down?>>> then\n start sound [Jump v]\n set [y vel v] to [-12]\n end\n end\n change y by (-1)\nend\n\nwhen I receive [restart v]\npoint in direction (90)\ngo to x: (-10) y: (-500)\nset [d vel v] to [0]\nset [y vel v] to [0]\n\nwhen I receive [next level v]\npoint in direction (90)\ngo to x: (-10) y: (-500)\nset [d vel v] to [0]\nset [y vel v] to [0]\nnext costume\n\nwhen flag clicked\nforever\n show\nend\n\n@Thumbnail\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n go to x: (0) y: (0)\n go to [front v] layer\nend\n\n@detector\n\nwhen flag clicked\npoint in direction (90)\nhide\nset [clone id v] to [0]\ncreate clone of (_myself_ v)\nwait (0.2) seconds\nset [clone id v] to [1]\ncreate clone of (_myself_ v)\nwait until <<(LOVED__) = [1]> and <(FAVED___) = [1]>>\nwait (0.5) seconds\nshow\ngo to x: (0) y: (-100)\nreset timer\nswitch costume to (pick random (1) to (4))\nset [ghost v] effect to (100)\ngo [forward v] (2000) layers\nrepeat until <(timer) > [3.5]>\n change y by ((y position) / (-15))\n change [ghost v] effect by (-3)\nend\nreset timer\nrepeat until <(timer) > [3.5]>\n change y by (((y position) - (-100)) / (-15))\n change [ghost v] effect by (10)\nend\n\nwhen I start as a clone\nif <(clone id) = [0]> then\n go to x: (-15) y: (0)\n set [loved__ v] to [0]\n switch costume to (love v)\n forever\n set [love? v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n wait (0.2) seconds\n if <touching (mouse-pointer v)?> then\n set [loved__ v] to [1]\n end\n end\n end\nend\nif <(clone id) = [1]> then\n go to x: (0) y: (0)\n switch costume to (fave v)\n set [faved___ v] to [0]\n forever\n set [fav v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n wait (0.2) seconds\n if <touching (mouse-pointer v)?> then\n set [faved___ v] to [1]\n end\n end\n end\nend\n\n@Online Multiplayer Engine 2.0 by XShrunk\n\ndefine Init\ndelete all of [@players v]\ndelete all of [@ids v]\ndelete all of [@playeroffset v]\ndelete all of [#checkactive v]\ndelete all of [#checkvalue v]\ndelete all of [#cloudlist v]\ndelete all of [clouddata v]\nadd (join [=] (☁ Cloud1)) to [clouddata v]\nadd (join [=] (☁ Cloud2)) to [clouddata v]\nadd (join [=] (☁ Cloud3)) to [clouddata v]\nadd (join [=] (☁ Cloud4)) to [clouddata v]\nadd (join [=] (☁ Cloud5)) to [clouddata v]\nadd (join [=] (☁ Cloud6)) to [clouddata v]\nadd (join [=] (☁ Cloud7)) to [clouddata v]\nadd (join [=] (☁ Cloud8)) to [clouddata v]\nset [@id v] to (([floor v] of ((days since 2000) * (100000000)) ) mod (1000))\nset [sending v] to [0]\n\ndefine Process Cloud (id) (var)\nif <(var) = (item (id) of [clouddata v])> then\n stop [this script v]\nend\nreplace item (id) of [clouddata v] with (var)\nDecode (var)\nif <<(item (2) of [decoded v]) = (username)> and <(item (5) of [decoded v]) = (@ID)>> then\n stop [this script v]\nend\nFind Player (item (2) of [decoded v]) (item (5) of [decoded v])\nif <(~i) = [0]> then\n set [~i v] to (item # of [] in [@players v])\n if <(~i) = [0]> then\n New Player\n else\n replace item (~i) of [@players v] with (item (2) of [decoded v])\n replace item (~i) of [@ids v] with (item (5) of [decoded v])\n end\nend\nset [~j v] to [1]\nrepeat (length of [decoded v])\n replace item ((((~i) - (1)) * (&MaxElements)) + (~j)) of [#cloudlist v] with (item (~j) of [decoded v])\n change [~j v] by (1)\nend\n\ndefine Read Cloud\nProcess Cloud [1] (join [=] (☁ Cloud1))\nProcess Cloud [2] (join [=] (☁ Cloud2))\nProcess Cloud [3] (join [=] (☁ Cloud3))\nProcess Cloud [4] (join [=] (☁ Cloud4))\nProcess Cloud [5] (join [=] (☁ Cloud5))\nProcess Cloud [6] (join [=] (☁ Cloud6))\nProcess Cloud [7] (join [=] (☁ Cloud7))\nProcess Cloud [8] (join [=] (☁ Cloud8))\n\ndefine Decode (clouddata)\ndelete all of [decoded v]\nset [~temp v] to []\nset [~i v] to [2]\nrepeat (((length of (clouddata)) - (1)) / (2))\n switch costume to (join (letter (~i) of (clouddata)) (letter ((~i) + (1)) of (clouddata)))\n if <(costume [number v]) = [1]> then\n add (~temp) to [decoded v]\n set [~temp v] to []\n else\n set [~temp v] to (join (~temp) (costume [name v]))\n end\n change [~i v] by (2)\nend\n\ndefine Encode\nset [~temp v] to []\nset [~i v] to [1]\nrepeat (length of [#playerlist v])\n set [~j v] to [1]\n repeat (length of (item (~i) of [#playerlist v]))\n switch costume to (letter (~j) of (item (~i) of [#playerlist v]))\n if <(costume [number v]) < [10]> then\n set [~temp v] to (join (~temp) (join [0] (costume [number v])))\n else\n set [~temp v] to (join (~temp) (costume [number v]))\n end\n change [~j v] by (1)\n end\n set [~temp v] to (join (~temp) [01])\n change [~i v] by (1)\nend\n\ndefine SaveToCloud (playerid)\nSavePlayer\nEncode\nif <(playerid) < [6]> then\n if <(playerid) < [3]> then\n if <(playerid) = [1]> then\n set [☁ cloud1 v] to (~temp)\n else\n set [☁ cloud2 v] to (~temp)\n end\n else\n if <(playerid) = [3]> then\n set [☁ cloud3 v] to (~temp)\n else\n if <(playerid) = [4]> then\n set [☁ cloud4 v] to (~temp)\n else\n set [☁ cloud5 v] to (~temp)\n end\n end\n end\nelse\n if <(playerid) < [8]> then\n if <(playerid) = [6]> then\n set [☁ cloud6 v] to (~temp)\n else\n set [☁ cloud7 v] to (~temp)\n end\n else\n if <(playerid) = [8]> then\n set [☁ cloud8 v] to (~temp)\n end\n end\nend\n\nwhen I receive [update v]\nUpdatePlayersList [1]\nRead Cloud\nSaveToCloud (pick random (1) to (length of [clouddata v]))\nUpdatePlayersList [0]\nCountPlayers\n\ndefine CountPlayers\nset [#playersonline v] to [1]\nset [~i v] to [1]\nrepeat (length of [@players v])\n if <(item (~i) of [#checkactive v]) = [1]> then\n change [#playersonline v] by (1)\n end\n change [~i v] by (1)\nend\nif <(#PlayersOnline) > [1]> then\n hide\nelse\n if <(username) = []> then\n switch costume to (log in v)\n else\n if <(☁ Online) = [0]> then\n switch costume to (new v)\n else\n switch costume to (alone v)\n end\n end\n show\nend\ngo to [front v] layer\nif <(☁ Online) < [0]> then\n switch costume to (offline v)\n show\n stop [all v]\nend\nif <<not <(Version) = (☁ Online)>> and <(☁ Online) > [0]>> then\n switch costume to (update v)\n show\n stop [all v]\nend\n\nwhen I receive [init v]\nInit\n\ndefine UpdatePlayersList (first)\nif <(first) = [1]> then\n set [~c v] to [0]\n repeat (length of [@players v])\n if <not <<(item (((~c) * (&MaxElements)) + (2)) of [#cloudlist v]) = (username)> and <(item (((~c) * (&MaxElements)) + (5)) of [#cloudlist v]) = (@ID)>>> then\n if <(item ((~c) + (1)) of [@playeroffset v]) = [0]> then\n replace item ((~c) + (1)) of [#checkvalue v] with (item (((~c) * (&MaxElements)) + (1)) of [#cloudlist v])\n end\n replace item ((~c) + (1)) of [@playeroffset v] with ((item ((~c) + (1)) of [@playeroffset v]) + (1))\n end\n change [~c v] by (1)\n end\nelse\n set [~c v] to [0]\n repeat (length of [@players v])\n if <not <<(item (((~c) * (&MaxElements)) + (2)) of [#cloudlist v]) = (username)> and <(item (((~c) * (&MaxElements)) + (5)) of [#cloudlist v]) = (@ID)>>> then\n if <<not <(item ((~c) + (1)) of [#checkvalue v]) = (item (((~c) * (&MaxElements)) + (1)) of [#cloudlist v])>> or <(item ((~c) + (1)) of [@playeroffset v]) > [99]>> then\n if <<(item ((~c) + (1)) of [#checkvalue v]) = (item (((~c) * (&MaxElements)) + (1)) of [#cloudlist v])> or <(item (((~c) * (&MaxElements)) + (5)) of [#cloudlist v]) = [X]>> then\n replace item ((~c) + (1)) of [#checkactive v] with [0]\n replace item ((~c) + (1)) of [@players v] with []\n replace item ((~c) + (1)) of [@ids v] with []\n else\n replace item ((~c) + (1)) of [#checkactive v] with [1]\n end\n replace item ((~c) + (1)) of [@playeroffset v] with [0]\n end\n end\n change [~c v] by (1)\n end\nend\n\ndefine EmptyCloud\nset [☁ cloud1 v] to [0]\nwait (0.1) seconds\nset [☁ cloud2 v] to [0]\nwait (0.1) seconds\nset [☁ cloud3 v] to [0]\nwait (0.1) seconds\nset [☁ cloud4 v] to [0]\nwait (0.1) seconds\nset [☁ cloud5 v] to [0]\nwait (0.1) seconds\nset [☁ cloud6 v] to [0]\nwait (0.1) seconds\nset [☁ cloud7 v] to [0]\nwait (0.1) seconds\nset [☁ cloud8 v] to [0]\n\nwhen flag clicked\nInit\nhide\nset [version v] to [1]\nif <(username) = [arlfifa]> then\n wait (0.1) seconds\n set [☁ online v] to (Version)\nend\nif <(#PlayersOnline) > [0]> then\n replace item (5) of [#playerlist v] with [X]\n repeat (10)\n SaveToCloud (pick random (1) to (length of [clouddata v]))\n end\nend\nset [#playersonline v] to [0]\nset [sending v] to [1]\n\ndefine SavePlayer\ndelete all of [#playerlist v]\nadd (~Tick) to [#playerlist v]\nadd (username) to [#playerlist v]\nadd ((round (([direction v] of [level v]) * (10))) / (10)) to [#playerlist v]\nadd ((round (([y position v] of [level v]) * (10))) / (10)) to [#playerlist v]\nadd (@ID) to [#playerlist v]\n\nset [&maxelements v] to [5]\n\nset [☁ online v] to [0]\n\ndefine New Player\nadd (item (2) of [decoded v]) to [@players v]\nadd (item (5) of [decoded v]) to [@ids v]\nadd [0] to [@playeroffset v]\nadd [0] to [#checkactive v]\nadd [0] to [#checkvalue v]\nrepeat (&MaxElements)\n add [0] to [#cloudlist v]\nend\ncreate clone of (playersonline v)\n\ndefine Find Player (name) (id)\nset [~i v] to [0]\nrepeat (length of [@players v])\n change [~i v] by (1)\n if <<(item (~i) of [@players v]) = (name)> and <(item (~i) of [@ids v]) = (id)>> then\n stop [this script v]\n end\nend\nset [~i v] to [0]\n\n@Player\n\nwhen flag clicked\ngo to x: (0) y: (0)\n\nwhen I receive [respawn v]\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen flag clicked\nforever\n change y by (-5)\n if <touching color (#ff0000)?> then\n broadcast (Restart v)\n end\n change y by (5)\nend\n\nwhen flag clicked\nif <touching color (#00ff9c)?> then\n broadcast (you won v)\nend\n\n
Click flag twice and fullscreen is not recommended\n[CHECKPOINTS ARE ONLY IN NORMAL MODE]\n\n~Story:\nYou're an astronaut on a space station orbiting a gas giant when suddenly a wormhole appears, it sends you to the super Saturn (J1407b). The station crashes, will you live another day, you are able to survive until a wormhole appears and whisks you away to another place in the universe.\n\n~ How to play: \nIt's a platformer so use WASD, ARROW, or TOUCH controls to move around. A checkpoint is present. [SPACE TO SKIP CUT SCENES]\n\n~ PART 1 OF STRANDED:\nhttps://scratch.mit.edu/projects/662389359/\n\n----------------- 》Credits《 -----------------\n- @thepugmen ~ for most of the art, code, and sound effects.\n- @Griffpatch ~ scrolling platformer code\n- @CrystalKeeper7 ~ Inspiration art for the cave section\n- @n_bonnie2 ~ text engine \n- Cryo Chamber (on youtube) ~ for all of the music used in-game\n\n----------------- 》Tags《 -----------------\n#platformer #All #Games #Art #story #space #mars #scrolling #mobile #explore #wormhole #blackhole
Halloween 2 || A 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]\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 (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 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 (ground 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 (ground 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 (moving killer wheels 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\nend\n\nwhen I receive [alright bros let's go v]\nforever\n set [direction v] to (direction)\nend\n\nwhen I receive [alright bros let's go v]\nset [change? v] to [0]\nforever\n if <<(x position) = [240]> and <(dead?) = [0]>> then\n broadcast (NEXT LEVEL v)\n change [level v] by (1)\n end\nend\n\nwhen I receive [alright bros let's go v]\nforever\n if <(y position) = [-179]> then\n 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 [alright bros let's go v]\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nswitch costume to (center2 v)\nrepeat (10)\n change [ghost v] effect by (5)\n change size by (-5)\nend\ndelete this clone\n\n@Ground\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\ngo to [back v] layer\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@Thumbnail\n\nwhen flag clicked\nshow\nwait (1) seconds\nhide\nbroadcast (alright bros let's go v)\n\n
Part 1: https://scratch.mit.edu/projects/590261836/\nPart 2: https://scratch.mit.edu/projects/624411056/\nWASD or arrow keys to move.\nIt is mobile friendly.\nI've added piranha and shuriken enemy.\nAnd also water.\nSpace to swing sword or shoot.\nR to reload.\n1 to switch to sword\n2 to switch to gun.\nSword and gun can take away enemy's weapon and kill them.\nSword can also reflect arrows.\nTips are super useful.\n1300 loves for part 6.( very high :O)\nFollow me --@Tao196\n\nGame contest\nhttps://scratch.mit.edu/projects/629319208/
Pusheen Platformer
@Stage\n\n@dot\n\nwhen flag clicked\nerase all\nset size to (75) %\nhide\ngenerate\nforever\n broadcast (tick v)\nend\n\nwhen I start as a clone\ngo to (random position v)\npoint in direction (pick random (0) to (360))\nshow\nset [ghost v] to [0]\n\ndefine generate\nrepeat (300)\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nset [bg v] to [1]\nforever\n if <(mouse y) > [130]> then\n show variable [bg v]\n else\n hide variable [bg v]\n end\nend\n\nwhen I receive [tick v]\nswitch costume to (BG)\nif <touching (player v)?> then\n set [ghost v] to [-100]\nelse\n if <touching (danger v)?> then\n change [ghost v] by (-25)\n if <[0] > (ghost)> then\n set [ghost v] to [0]\n end\n set [color v] effect to (80)\n else\n set [color v] effect to (0)\n if <touching (ground v)?> then\n change [ghost v] by (-25)\n if <[0] > (ghost)> then\n set [ghost v] to [0]\n end\n else\n change [ghost v] by (25)\n if <(ghost) > [80]> then\n set [ghost v] to [80]\n end\n end\n end\nend\nset [brightness v] effect to ((ghost) + (pick random (-5) to (5)))\nmove (4) steps\nif on edge, bounce\nstamp\n\n@ground\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nshow\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\nwhen [space v] key pressed\nrepeat until <not <key (space v) pressed?>>\n set [ghost v] effect to (50)\nend\nset [ghost v] effect to (100)\n\nwhen [z v] key pressed\nif <<(username) = [04tmoody]> or <(username) = [04tmoody-collab]>> then\n hide\nend\n\n@danger\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nswitch costume to (costume1 v)\nset [ghost v] effect to (100)\n\nwhen I receive [next level v]\nnext costume\n\nwhen [space v] key pressed\nrepeat until <not <key (space v) pressed?>>\n set [ghost v] effect to (50)\nend\nset [ghost v] effect to (100)\n\nwhen [z v] key pressed\nif <<(username) = [04tmoody]> or <(username) = [04tmoody-collab]>> then\n hide\nend\n\n@player\n\nwhen flag clicked\ngo to x: (-200) y: (-50)\nset [xv v] to [0]\nset [yv v] to [0]\nset [ghost v] effect to (100)\nshow\nforever\n physics\n if <(x position) > [235]> then\n go to x: (-200) y: (-50)\n set [xv v] to [0]\n set [yv v] to [0]\n broadcast (next level v)\n end\n if <<[-175] > (y position)> or <<touching (danger v)?> or <key (r v) pressed?>>> then\n go to x: (-200) y: (-50)\n set [xv v] to [0]\n set [yv v] to [0]\n end\nend\n\ndefine physics\nif <<key (left arrow v) pressed?> or <<(mouse x) < [0]> and <mouse down?>>> then\n change [xv v] by (-2)\nend\nif <<key (right arrow v) pressed?> or <<[0] < (mouse x)> and <mouse down?>>> then\n change [xv v] by (2)\nend\nset [xv v] to ((xv) * (0.8))\nchange x by (xv)\nif <touching (ground v)?> then\n repeat until <not <touching (ground v)?>>\n change x by (([abs v] of (xv) ) / (() - (xv)))\n end\n set [xv v] to [0]\nend\nchange [yv v] by (-1)\nif <<<key (up arrow v) pressed?> or <<[0] < (mouse y)> and <mouse down?>>> and <(can jump?) = [1]>> then\n set [yv v] to [15]\nend\nchange y by (yv)\nset [can jump? v] to [0]\nif <touching (ground v)?> then\n repeat until <not <touching (ground v)?>>\n change y by (([abs v] of (yv) ) / (() - (yv)))\n end\n if <(yv) < [0]> then\n set [can jump? v] to [1]\n end\n set [yv v] to [0]\nend\n\nwhen [space v] key pressed\nrepeat until <not <key (space v) pressed?>>\n set [ghost v] effect to (50)\nend\nset [ghost v] effect to (100)\n\nwhen [z v] key pressed\nif <<(username) = [04tmoody]> or <(username) = [04tmoody-collab]>> then\n hide\nend\n\n
Sonic a platformer
@Stage\n\n@Sprite10\n\nwhen flag clicked\nhide\nhide\nwait until <(Level) = [5]>\ngo to x: (13) y: (140)\nshow\nwait until <(Level) = [6]>\nshow\ngo to x: (5) y: (-108)\nwait until <(Level) = [7]>\nhide\n\n@Sprite9\n\nwhen flag clicked\ngo to [front v] layer\ngo [backward v] (1) layers\nwait (0.0001) seconds\nhide\nwait until <(Level) = [1]>\ngo to x: (56) y: (29)\nshow\nwait until <(Level) = [2]>\nhide\nwait until <(Level) = [4]>\nshow\nwait until <(Level) = [5]>\nhide\n\ngo to x: (202) y: (29)\n\nshow\n\nshow\n\n@Sprite8\n\nwhen flag clicked\nwait (0.001) seconds\nhide\nwait until <(Level) = [2]>\nshow\ngo to x: (-220) y: (138)\nwait until <(Level) = [3]>\ngo to x: (-96) y: (91)\nwait until <(Level) = [4]>\nhide\n\ngo to x: (-96) y: (91)\n\nwhen flag clicked\nset size to (90) %\nforever\n repeat (20)\n change size by (1.3)\n wait (0.03) seconds\n end\n repeat (20)\n change size by (-1.3)\n wait (0.03) seconds\n end\nend\n\n@Sprite7\n\nwhen flag clicked\nwait (0.001) seconds\nhide\nwait until <(Level) = [2]>\nshow\ngo to x: (135) y: (-114)\nwait until <(Level) = [3]>\ngo to x: (73) y: (73)\nwait until <(Level) = [4]>\nhide\n\nshow\n\ngo to x: (73) y: (73)\n\nwhen flag clicked\nwait (1.5) seconds\nset size to (90) %\nforever\n repeat (20)\n change size by (1.3)\n wait (0.03) seconds\n end\n repeat (20)\n change size by (-1.3)\n wait (0.03) seconds\n end\nend\n\n@Sprite6\n\nwhen I receive [1 v]\nhide\n\nwhen flag clicked\nwait (0.0001) seconds\nhide\n\nwhen flag clicked\nwait until <(Level) = [4]>\nswitch costume to (costume1 v)\nshow\n\nwhen I receive [ded v]\nif <(Level) = [4]> then\n show\nend\n\nwait until <(Level) = [3]>\nshow\nswitch costume to (costume2 v)\nwait until <(Level) = [6]>\nshow\nswitch costume to (costume3 v)\nwait until <(Level) = [7]>\nhide\n\nif <(Level) = [3]> then\n show\nend\nif <(Level) = [6]> then\n show\nend\n\n@Sprite5\n\nwhen flag clicked\nwait (0.0001) seconds\nhide\nset size to (125) %\nforever\n wait (0.001) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\ngo to (player v)\nrepeat (5)\n wait (0.001) seconds\n change size by (-10)\nend\ndelete this clone\n\nwhen I receive [12 v]\nset size to (100) %\n\nwhen I receive [11 v]\nset size to (125) %\n\n@Sprite4\n\nwhen flag clicked\nset [a v] to [1]\ngo to [front v] layer\nwait (0.5) seconds\nrepeat (100)\n change [ghost v] effect by (1)\nend\n\nwhen flag clicked\nif <(a) = [1]> then\n show\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@Sprite3\n\nwhen flag clicked\nforever\n wait until <touching (player v)?>\n broadcast (1 v)\n hide\nend\n\nwhen flag clicked\n\nwait until <(Level) = [3]>\nshow\ngo to x: (42) y: (97)\nwait until <(Level) = [6]>\nshow\ngo to x: (-162) y: (88)\nwait until <(Level) = [7]>\nhide\n\nwhen flag clicked\nwait (0.0001) seconds\nhide\nwait until <(Level) = [4]>\nshow\ngo to x: (-153) y: (95)\n\nwhen I receive [ded v]\nif <(Level) = [4]> then\n show\nend\n\nif <(Level) = [3]> then\n show\nend\nif <(Level) = [6]> then\n show\nend\n\n@Sprite1\n\nwhen flag clicked\nwait (0.001) seconds\nhide\nwait until <(Level) = [3]>\nshow\ngo to x: (-15) y: (150)\nrepeat until <(Level) = [4]>\n repeat (30)\n change y by (10)\n if <(Level) = [4]> then\n hide\n end\n end\n wait (1) seconds\n repeat (15)\n change y by (-20)\n if <(Level) = [4]> then\n hide\n end\n end\n wait (0.5) seconds\nend\nhide\n\n@p\n\nwhen flag clicked\ngo to [back v] layer\nhide\nwait until <(Level) = [1]>\nshow\nswitch costume to (costume1 v)\nwait until <(Level) = [2]>\nshow\nswitch costume to (costume2 v)\nwait until <(Level) = [3]>\nswitch costume to (costume3 v)\nwait until <(Level) = [4]>\nswitch costume to (costume4 v)\nwait until <(Level) = [5]>\nswitch costume to (costume5 v)\nwait until <(Level) = [6]>\nswitch costume to (costume6 v)\nwait until <(Level) = [7]>\nhide\n\nhide\n\n@Player\n\nwhen flag clicked\nset [xvel v] to [0]\nset [yvel v] to [0]\nset [level v] to [1]\ngo to x: (-180) y: (-50)\nforever\n Run physics [0.9] [0.9] [-1] [15]\nend\n\ndefine Run physics (speed) (friction) (gravity) (jump height)\nchange [yvel v] by (gravity)\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [xvel v] by (speed)\nend\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> then\n change [xvel v] by ((speed) * (-1))\nend\nset [xvel v] to ((Xvel) * (friction))\nchange x by (Xvel)\nif <<touching (ground v)?> or <touching (sprite6 v)?>> then\n change y by (1)\nend\nif <<touching (ground v)?> or <touching (sprite6 v)?>> then\n change y by (1)\nend\nif <<touching (ground v)?> or <touching (sprite6 v)?>> then\n change y by (1)\nend\nif <<touching (ground v)?> or <touching (sprite6 v)?>> then\n change y by (1)\nend\nif <<touching (ground v)?> or <touching (sprite6 v)?>> then\n change y by (-4)\n change x by ((Xvel) * (-1))\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [yvel v] to ((jump height) - (3.5))\n if <[0] < (Xvel)> then\n set [xvel v] to [-6]\n else\n set [xvel v] to [6]\n end\n else\n set [xvel v] to [0]\n end\nend\nchange y by (Yvel)\nif <<touching (ground v)?> or <touching (sprite6 v)?>> then\n change y by ((Yvel) * (-1))\n set [yvel 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)>>> then\n if <<touching (ground v)?> or <touching (sprite6 v)?>> then\n set [yvel v] to (jump height)\n end\nend\nif <touching (sprite9 v)?> then\n set [yvel v] to [20]\nend\nif <touching (sprite10 v)?> then\n set [xvel v] to [20]\nend\nchange y by (1)\n\nwhen I receive [ded v]\nstart sound [Roblox Death Sound OOF Sound Effect v]\ngo to x: (-180) y: (-50)\nset [ghost v] effect to (0)\n\nwhen I start as a clone\ndelete this clone\n\nrepeat (10)\n change size by (-5)\n change [ghost v] effect by (5)\nend\n\nwhen I receive [next level v]\ngo to x: (-180) y: (-50)\nset size to (125) %\nbroadcast (11 v)\n\nwhen flag clicked\nrepeat until <(Level) = [22]>\n if <[220] < (x position)> then\n broadcast (Next level v) and wait\n broadcast (11 v) and wait\n wait until <not <[220] < (x position)>>\n end\n if <<<(y position) < [-170]> or <touching (sprite1 v)?>> or > then\n broadcast (Ded v) and wait\n broadcast (11 v)\n set size to (125) %\n end\nend\n\nwhen I receive [respawn v]\nset size to (125) %\ngo to x: (-180) y: (-50)\nset [ghost v] effect to (0)\n\nwhen flag clicked\nforever\n go to [front v] layer\n go [backward v] (1) layers\nend\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nforever\n if <[2] = (costume [number v])> then\n set [xvel v] to [0]\n wait until <not <[2] = (costume [number v])>>\n end\nend\n\nwhen flag clicked\nset size to (125) %\nforever\n if <touching (sprite2 v)?> then\n set size to (100) %\n broadcast (12 v)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (sprite8 v)?> then\n go to (sprite7 v)\n wait (2) seconds\n end\n if <touching (sprite7 v)?> then\n go to (sprite8 v)\n wait (2) seconds\n end\nend\n\nchange y by (1)\n\n@Sprite2\n\nwhen flag clicked\nwait (0.001) seconds\nhide\nwait until <(Level) = [2]>\nshow\ngo to x: (-49) y: (3)\nwait until <(Level) = [3]>\nshow\ngo to x: (199) y: (50)\nwait until <(Level) = [6]>\nshow\ngo to x: (181) y: (30)\n\nhide\n\nshow\ngo to x: (-215) y: (68)\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n hide\n end\nend\n\nwhen I receive [ded v]\nif <(Level) = [2]> then\n show\nend\nif <(Level) = [3]> then\n show\nend\nif <(Level) = [6]> then\n show\nend\n\nif <(Level) = [5]> then\n show\nend\n\ngo to x: (-212) y: (90)\n\nwhen flag clicked\nwait (1) seconds\nset size to (90) %\nforever\n repeat (20)\n change size by (1.3)\n wait (0.03) seconds\n end\n repeat (20)\n change size by (-1.3)\n wait (0.03) seconds\n end\nend\n\nrepeat (10)\n wait (1) seconds\nend\n\n@Ground\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n go to [front v] layer\n go [backward v] (5) layers\n set [level v] to (costume [number v])\n go to x: (0) y: (0)\nend\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nforever\n play sound [0138 v] until done\nend\n\n
\n\nIn this game you are trying to get to the end of the level without touching spikes or other danger, and while and AI enemy is chasing you. Don't touch the enemy or the spikes or crushers! Arrow keys to move.
The Cave - A Platformer
@Stage\n\n@Objeto1\n\nwhen I receive [next level v]\ngo to x: (-187) y: (-17)\n\nwhen flag clicked\nhide\nwait (1.5) seconds\ngo to x: (-187) y: (-17)\nshow\nset [x v] to [0]\nset [y v] to [0]\nforever\n change [y v] by (-1)\n if <key (left arrow v) pressed?> then\n change [x v] by (-1)\n end\n if <key (right arrow v) pressed?> then\n change [x v] by (1)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching color (#232957)?> then\n change y by (1)\n end\n if <touching color (#232957)?> then\n change y by (1)\n end\n if <touching color (#232957)?> then\n change y by (1)\n end\n if <touching color (#232957)?> then\n change y by (1)\n end\n if <touching color (#232957)?> 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 (#232957)?> 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 (#232957)?>> then\n set [y v] to [15]\n end\n change y by (1)\n if <touching color (#ff6666)?> then\n go to x: (-187) y: (-17)\n end\n if <<(x position) = [240]> or <(x position) > [240]>> then\n broadcast (next level v)\n end\nend\n\nwhen I receive [end v]\nhide\n\nwhen [r v] key pressed\ngo to x: (-187) y: (-17)\n\nwhen flag clicked\nforever\n play sound [forest-1 v] until done\nend\n\n@Objeto2\n\nwhen flag clicked\nwait (0.25) seconds\nshow\n\nwhen I receive [next level v]\nnext costume\n\n@Objeto3\n\nwhen flag clicked\nshow\nwait (0.25) seconds\nhide\n\n
Keyboard - A Platformer
@Stage\n\nwhen [m v] key pressed\n\nset [mouse v] to (join (mouse x) (join [, ] (mouse y)))\nshow variable [mouse v]\n\n@Game Manager\n\nwhen flag clicked\nbroadcast (Update Cloud v) and wait\nAdd Spawns\nhide variable [stop time v]\nhide variable [time: v]\nshow list [clouddatadecoded v]\nset [level v] to [1]\nset [timer v] to [OFF]\nset [sound v] to [ON]\nset [time: v] to [0]\nset [stop time v] to [false]\nset [music real v] to [ON]\nbroadcast (Green Flag v) and wait\nbroadcast (Intro v)\n\nwhen I receive [play game v]\nswitch backdrop to (level v)\nforever\n if <(PORTAL TOUCHING?) = [11]> then\n broadcast (Transition v) and wait\n end\nend\n\ndefine Add Spawns\ndelete all of [player1 spawn v]\ndelete all of [player2 spawn v]\ndelete all of [block solid left v]\ndelete all of [block solid right v]\nadd [true] to [block solid left v]\nadd [true] to [block solid left v]\nadd [true] to [block solid left v]\nadd [true] to [block solid left v]\nadd [true] to [block solid right v]\nadd [true] to [block solid right v]\nadd [true] to [block solid right v]\nadd [true] to [block solid right v]\nadd [-216,-084] to [player1 spawn v]\nadd [0216,-084] to [player2 spawn v]\nadd [-036,-126] to [player1 spawn v]\nadd [0036,-126] to [player2 spawn v]\nadd [-055,109] to [player1 spawn v]\nadd [0173,-113] to [player2 spawn v]\nadd [-200,0160] to [player1 spawn v]\nadd [0200,0160] to [player2 spawn v]\nadd [-216,-084] to [player1 spawn v]\nadd [0216,-084] to [player2 spawn v]\nadd [-160,-124] to [player1 spawn v]\nadd [0135,0142] to [player2 spawn v]\nadd [-196,0145] to [player1 spawn v]\nadd [0216,-084] to [player2 spawn v]\nadd [-160,-124] to [player1 spawn v]\nadd [0135,0142] to [player2 spawn v]\nadd [-220,-124] to [player1 spawn v]\nadd [0220,-124] to [player2 spawn v]\n\nwhen I receive [play game v]\nforever\n play sound [bensound-buddy v] until done\nend\n\nwhen I receive [play game v]\nwait until <key (any v) pressed?>\nreset timer\nforever\n if <(Stop Time) = [false]> then\n set [time: v] to (timer)\n end\nend\n\nwhen I receive [play game v]\nforever\n if <<(TIMER) = [ON]> and <not <(LEVEL) = [9]>>> then\n show variable [time: v]\n else\n hide variable [time: v]\n end\nend\n\nwhen I receive [play game v]\nset volume to (0) %\nrepeat (50)\n change volume by (2)\nend\nforever\n if <(MUSIC REAL) = [ON]> then\n set volume to (100) %\n else\n set volume to (0) %\n end\nend\n\nwhen I receive [play ;o v]\nbroadcast (Play Sound v)\nbroadcast (Reset v) and wait\nbroadcast (Set Up v) and wait\nbroadcast (Make Grass v)\nbroadcast (Play Game v)\nbroadcast (Add Skip v)\nforever\n broadcast (Tick v)\nend\n\nbroadcast (Update Cloud v)\n\nwhen [space v] key pressed\nhide list [clouddatadecoded v]\nwait (3) seconds\nshow list [buttons pressed v]\n\n@Cloud\n\ndefine Decode Data: (player) (time)\ndelete all of [clouddatadecoded v]\nset [counter2 v] to [1]\nadd [] to [clouddatadecoded v]\nrepeat (20)\n switch costume to ((join (letter (counter2) of (player)) (letter ((counter2) + (1)) of (player))) - (10))\n if <(costume [name v]) = [ ]> then\n replace item (1) of [clouddatadecoded v] with (item (1) of [clouddatadecoded v])\n else\n replace item (1) of [clouddatadecoded v] with (join (item (1) of [clouddatadecoded v]) (letter (1) of (costume [name v])))\n end\n change [counter2 v] by (2)\nend\nset [counter2 v] to [1]\nadd [] to [clouddatadecoded v]\nrepeat (8)\n replace item (2) of [clouddatadecoded v] with (join (item (2) of [clouddatadecoded v]) (letter (counter2) of (time)))\n change [counter2 v] by (1)\nend\nreplace item (2) of [clouddatadecoded v] with (((item (2) of [clouddatadecoded v]) - (50000000)) / (100))\n\nwhen flag clicked\n\ndefine Encode Player: (input)\nset [local-encoded v] to []\nset [counter2 v] to [1]\nrepeat (20)\n if <(letter (counter2) of (input)) = []> then\n switch costume to ( v)\n else\n if < [0123456789] contains (letter (counter2) of (input))?> then\n switch costume to (join (letter (counter2) of (input)) [x])\n else\n switch costume to (letter (counter2) of (input))\n end\n end\n set [local-encoded v] to (join (Local-Encoded) ((costume [number v]) + (10)))\n change [counter2 v] by (1)\nend\n\nwhen [space v] key pressed\n\nset [☁ real time v] to ((50000000) + (round ((123.23) * (100))))\nbroadcast (Update Cloud v)\n\nset [☁ hs - player v] to (Local-Encoded)\n\nwhen I receive [play game v]\nif <(LEVEL) = [9]> then\n broadcast (Show End v)\nend\n\nask [Number] and wait\nif <[] < (item (2) of [clouddatadecoded v])> then\nDecode Data: (☁ HS - Player) (☁ HS - Time)\n\nwhen I receive [update cloud v]\nEncode Player: (username)\nDecode Data: (☁ Real HS) (☁ Real Time)\n\n@Player1\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\n\nwhen I receive [tick v]\nTick\n\ndefine Game On X: (x) Y: (y)\nset [x v] to (x)\nset [y v] to (y)\nset [sy v] to [0]\nset [in air v] to [0]\nset [sx v] to [0]\nset size to (80) %\nset [ghost v] effect to (0)\nshow\n\ndefine Tick\nswitch costume to (hitbox v)\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [sx v] by (-2)\nend\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [sx v] by (2)\nend\nset [sx v] to ((sx) * (.8))\nset [xmotion player 1 v] to (sx)\nif <([abs v] of (sx) ) > [.9]> then\n Change Player x by (round (sx))\nend\nif <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(in air) < [4]> then\n set [sy v] to [22]\n if <(in air) < [1]> then\n broadcast (wait fall player 1 v)\n start sound [jump v]\n end\n end\nend\nchange [sy v] by (-3)\nchange Player y by (sy)\nPosition\nswitch costume to (join ((([abs v] of (round (sx)) ) / (round (sx))) + (0)) ((([abs v] of (round (sy)) ) / (round (sy))) + (0)))\n\ndefine change Player y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nPosition\nrepeat until <not <<<<touching (level v)?> or <touching (_edge_ v)?>> or <<touching (button v)?> or <<touching (1 v)?> and <(item (1) of [block solid left v]) = [true]>>>> or <<<touching (2 v)?> and <(item (2) of [block solid left v]) = [true]>> or <<<touching (4 v)?> and <(item (4) of [block solid left v]) = [true]>> or <<touching (3 v)?> and <(item (3) of [block solid left v]) = [true]>>>>>>\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\ntest block\n\ndefine Position\ngo to x: (x) y: (y)\n\ndefine Change Player x by (sx)\nchange [x v] by (sx)\nPosition\nif <<<<touching (level v)?> or <touching (_edge_ v)?>> or <<touching (button v)?> or <<<touching (3 v)?> and <(item (3) of [block solid left v]) = [true]>> or <<touching (1 v)?> and <(item (1) of [block solid left v]) = [true]>>>>> or <<<touching (2 v)?> and <(item (2) of [block solid left v]) = [true]>> or <<touching (4 v)?> and <(item (4) of [block solid left v]) = [true]>>>> then\n repeat (8)\n change [y v] by (1)\n Position\n if <not <<<<touching (level v)?> or <touching (_edge_ v)?>> or <<touching (button v)?> or <<<touching (3 v)?> and <(item (3) of [block solid left v]) = [true]>> or <<touching (1 v)?> and <(item (1) of [block solid left v]) = [true]>>>>> or <<<touching (2 v)?> and <(item (2) of [block solid left v]) = [true]>> or <<touching (4 v)?> and <(item (4) of [block solid left v]) = [true]>>>>> then\n stop [this script v]\n end\n end\n change [y v] by (-8)\n repeat until <not <<<<touching (level v)?> or <touching (_edge_ v)?>> or <<touching (button v)?> or <<<touching (3 v)?> and <(item (3) of [block solid left v]) = [true]>> or <<touching (1 v)?> and <(item (1) of [block solid left v]) = [true]>>>>> or <<<touching (2 v)?> and <(item (2) of [block solid left v]) = [true]>> or <<touching (4 v)?> and <(item (4) of [block solid left v]) = [true]>>>>>\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 I receive [set up v]\nGame On X: (join (letter (1) of (item (LEVEL) of [player1 spawn v])) (join (letter (2) of (item (LEVEL) of [player1 spawn v])) (join (letter (3) of (item (LEVEL) of [player1 spawn v])) (letter (4) of (item (LEVEL) of [player1 spawn v]))))) Y: (join (letter (6) of (item (LEVEL) of [player1 spawn v])) (join (letter (7) of (item (LEVEL) of [player1 spawn v])) (join (letter (8) of (item (LEVEL) of [player1 spawn v])) (letter (9) of (item (LEVEL) of [player1 spawn v])))))\n\nwhen I receive [wait fall player 1 v]\nwait () seconds\nwait until <<(in air) = [0]> and <<<<touching (button v)?> or <touching (level v)?>> or <<touching (2 v)?> or <touching (1 v)?>>> or <<touching (3 v)?> or <touching (4 v)?>>>>\nplay sound [zapsplat_impacts_body_hit_ground_heavy_thud_clothed_003_43763 v] until done\n\ndefine test block\nset [counter v] to [1]\nrepeat (4)\n if <<not <touching ((counter) v)?>> and <(in air) = [0]>> then\n replace item (counter) of [block solid left v] with [true]\n end\n change [counter v] by (1)\nend\n\nset [p1 in air v] to (([abs v] of ((in air) / (in air)) ) + (0))\n\nwhen I receive [play sound v]\nforever\n if <(SOUND) = [ON]> then\n set volume to (100) %\n else\n set volume to (0) %\n end\nend\n\n@Player2\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\n\nwhen I receive [tick v]\nTick\n\ndefine Game On X: (x) Y: (y)\nset [x v] to (x)\nset [y v] to (y)\nset [sy v] to [0]\nset [in air v] to [0]\nset [sx v] to [0]\nset size to (80) %\nset [ghost v] effect to (0)\nshow\n\ndefine Tick\nswitch costume to (hitbox v)\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [sx v] by (2)\nend\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [sx v] by (-2)\nend\nset [sx v] to ((sx) * (.8))\nset [xmotion player 2 v] to (sx)\nif <([abs v] of (sx) ) > [.9]> then\n Change Player x by (round (sx))\nend\nif <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(in air) < [4]> then\n set [sy v] to [22]\n if <(in air) < [1]> then\n broadcast (wait fall player 1 v)\n start sound [jump v]\n end\n end\nend\nchange [sy v] by (-3)\nchange Player y by (sy)\nPosition\nswitch costume to (join ((([abs v] of (round (sx)) ) / (round (sx))) + (0)) ((([abs v] of (round (sy)) ) / (round (sy))) + (0)))\n\ndefine change Player y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nPosition\nrepeat until <not <<<<touching (level v)?> or <touching (_edge_ v)?>> or <<touching (button v)?> or <<touching (1 v)?> and <(item (1) of [block solid right v]) = [true]>>>> or <<<touching (2 v)?> and <(item (2) of [block solid right v]) = [true]>> or <<<touching (4 v)?> and <(item (4) of [block solid right v]) = [true]>> or <<touching (3 v)?> and <(item (3) of [block solid right v]) = [true]>>>>>>\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\ntest block\n\ndefine Position\ngo to x: (x) y: (y)\n\ndefine Change Player x by (sx)\nchange [x v] by (sx)\nPosition\nif <<<<touching (level v)?> or <touching (_edge_ v)?>> or <<touching (button v)?> or <<<touching (3 v)?> and <(item (3) of [block solid right v]) = [true]>> or <<touching (1 v)?> and <(item (1) of [block solid right v]) = [true]>>>>> or <<<touching (2 v)?> and <(item (2) of [block solid right v]) = [true]>> or <<touching (4 v)?> and <(item (4) of [block solid right v]) = [true]>>>> then\n repeat (8)\n change [y v] by (1)\n Position\n if <not <<<<touching (level v)?> or <touching (_edge_ v)?>> or <<touching (button v)?> or <<<touching (3 v)?> and <(item (3) of [block solid right v]) = [true]>> or <<touching (1 v)?> and <(item (1) of [block solid right v]) = [true]>>>>> or <<<touching (2 v)?> and <(item (2) of [block solid right v]) = [true]>> or <<touching (4 v)?> and <(item (4) of [block solid right v]) = [true]>>>>> then\n stop [this script v]\n end\n end\n change [y v] by (-8)\n repeat until <not <<<<touching (level v)?> or <touching (_edge_ v)?>> or <<touching (button v)?> or <<<touching (3 v)?> and <(item (3) of [block solid right v]) = [true]>> or <<touching (1 v)?> and <(item (1) of [block solid right v]) = [true]>>>>> or <<<touching (2 v)?> and <(item (2) of [block solid right v]) = [true]>> or <<touching (4 v)?> and <(item (4) of [block solid right v]) = [true]>>>>>\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 I receive [set up v]\nGame On X: (join (letter (1) of (item (LEVEL) of [player2 spawn v])) (join (letter (2) of (item (LEVEL) of [player2 spawn v])) (join (letter (3) of (item (LEVEL) of [player2 spawn v])) (letter (4) of (item (LEVEL) of [player2 spawn v]))))) Y: (join (letter (6) of (item (LEVEL) of [player2 spawn v])) (join (letter (7) of (item (LEVEL) of [player2 spawn v])) (join (letter (8) of (item (LEVEL) of [player2 spawn v])) (letter (9) of (item (LEVEL) of [player2 spawn v])))))\n\nwhen I receive [wait fall player 1 v]\nwait () seconds\nwait until <<(in air) = [0]> and <<<touching (3 v)?> or <touching (4 v)?>> or <<<touching (2 v)?> or <touching (1 v)?>> or <<touching (button v)?> or <touching (level v)?>>>>>\nplay sound [zapsplat_impacts_body_hit_ground_heavy_thud_clothed_003_43763 v] until done\n\ndefine test block\nset [counter v] to [1]\nrepeat (4)\n if <<not <touching ((counter) v)?>> and <(in air) = [0]>> then\n replace item (counter) of [block solid right v] with [true]\n end\n change [counter v] by (1)\nend\n\nwhen I receive [play game v]\nforever\n if <(costume [number v]) = [1]> then\n wait (.5) seconds\n if <(costume [number v]) = [1]> then\n Game On X: (join (letter (1) of (item (LEVEL) of [player2 spawn v])) (join (letter (2) of (item (LEVEL) of [player2 spawn v])) (join (letter (3) of (item (LEVEL) of [player2 spawn v])) (letter (4) of (item (LEVEL) of [player2 spawn v]))))) Y: (join (letter (6) of (item (LEVEL) of [player2 spawn v])) (join (letter (7) of (item (LEVEL) of [player2 spawn v])) (join (letter (8) of (item (LEVEL) of [player2 spawn v])) (letter (9) of (item (LEVEL) of [player2 spawn v])))))\n end\n end\nend\n\nwait (.5) seconds\n\nset [xmotion player 2 v] to [0]\n\nset [p2 in air v] to (([abs v] of ((in air) / (in air)) ) + (0))\n\nwhen I receive [play sound v]\nforever\n if <(SOUND) = [ON]> then\n set volume to (100) %\n else\n set volume to (0) %\n end\nend\n\n@Level\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [set up v]\ngo to x: (0) y: (0)\ngo to [back v] layer\ngo [forward v] (2) layers\nswitch costume to (join [Level ] (LEVEL))\nshow\n\n@Portal\n\ndefine Gravity: (gravity)\nchange [particle y vel v] by (gravity)\nchange y by (particle y vel)\nchange x by (particle x vel)\nif <(y position) < [-200]> then\n delete this clone\nend\n\nwhen I start as a clone\nshow\nif <(portal id) < [3]> then\n if <(portal id) = [1]> then\n set [portal tic v] to [0]\n go to x: (item (LEVEL) of [portal x v]) y: (item (LEVEL) of [portal y v])\n forever\n turn right (([sin v] of (portal tic) ) / (1)) degrees\n change size by (([sin v] of (portal tic) ) / (4))\n change [portal tic v] by (3)\n if <touching (player2 v)?> then\n set [portal touching? v] to (join (letter (1) of (PORTAL TOUCHING?)) [1])\n set [brightness v] effect to (30)\n else\n set [portal touching? v] to (join (letter (1) of (PORTAL TOUCHING?)) [0])\n set [brightness v] effect to (0)\n end\n end\n else\n set [portal tic v] to [0]\n go to x: (item ((LEVEL) + (10)) of [portal x v]) y: (item ((LEVEL) + (10)) of [portal y v])\n forever\n turn right (([sin v] of (portal tic) ) / (1)) degrees\n change size by (([sin v] of (portal tic) ) / (4))\n change [portal tic v] by (3)\n if <touching (player1 v)?> then\n set [portal touching? v] to (join [1] (letter (2) of (PORTAL TOUCHING?)))\n set [brightness v] effect to (30)\n else\n set [portal touching? v] to (join [0] (letter (2) of (PORTAL TOUCHING?)))\n set [brightness v] effect to (0)\n end\n end\n end\nelse\n show\n switch costume to (red partical v)\n go to [front v] layer\n go [backward v] (5) layers\n set [brightness v] effect to (pick random (0) to (30))\n set [particle y vel v] to (pick random (2.1) to (7.1))\n set [particle x vel v] to (pick random (-2.1) to (2))\n if <(pick random (1) to (2)) = [1]> then\n go to x: (item (LEVEL) of [portal x v]) y: (item (LEVEL) of [portal y v])\n else\n go to x: (item ((LEVEL) + (10)) of [portal x v]) y: (item ((LEVEL) + (10)) of [portal y v])\n end\n forever\n set size to (500) %\n Gravity: [-.3]\n set size to (7) %\n end\nend\n\ndefine Add Portals\ndelete all of [portal x v]\ndelete all of [portal y v]\nadd [22] to [portal x v]\nadd [83] to [portal y v]\nadd [212] to [portal x v]\nadd [-125] to [portal y v]\nadd [220] to [portal x v]\nadd [-120] to [portal y v]\nadd [212] to [portal x v]\nadd [-102] to [portal y v]\nadd [26] to [portal x v]\nadd [125] to [portal y v]\nadd [211] to [portal x v]\nadd [-109] to [portal y v]\nadd [195] to [portal x v]\nadd [110] to [portal y v]\nadd [206] to [portal x v]\nadd [-102] to [portal y v]\nadd [] to [portal x v]\nadd [] to [portal y v]\nadd [] to [portal x v]\nadd [] to [portal y v]\nadd [-22] to [portal x v]\nadd [83] to [portal y v]\nadd [-215] to [portal x v]\nadd [63] to [portal y v]\nadd [-220] to [portal x v]\nadd [-120] to [portal y v]\nadd [-212] to [portal x v]\nadd [-102] to [portal y v]\nadd [-23] to [portal x v]\nadd [131] to [portal y v]\nadd [-200] to [portal x v]\nadd [145] to [portal y v]\nadd [-32] to [portal x v]\nadd [-106] to [portal y v]\nadd [-200] to [portal x v]\nadd [-111] to [portal y v]\nadd [] to [portal x v]\nadd [] to [portal y v]\n\nwhen I receive [set up v]\nif <not <(costume [number v]) = [4]>> then\n switch costume to (red portal v)\n set size to (30) %\n set [portal id v] to [0]\n set [portal touching? v] to [00]\n if <not <(LEVEL) = [9]>> then\n repeat (2)\n change [portal id v] by (1)\n create clone of (_myself_ v)\n end\n end\n hide\nelse\n delete this clone\nend\n\nwhen I receive [green flag v]\nAdd Portals\n\nwhen I receive [reset v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [transition v]\nif <(PORTAL TOUCHING?) = [11]> then\n set [portal id v] to [3]\n repeat (70)\n create clone of (_myself_ v)\n end\nend\n\n@Transition \n\nwhen flag clicked\nhide\n\nwhen I receive [transition v]\nstart sound [391539__mativve__electro-win-sound v]\nwait (1) seconds\nswitch costume to (nothing v)\nshow\ngo to [front v] layer\nset size to (1000) %\nswitch costume to (nothing size v)\nset size to (350) %\nswitch costume to (nothing xy v)\nchange x by ((-720) - (x position))\nchange y by ((-540) - (y position))\nrepeat (100)\n switch costume to (diamond v)\n set size to (1000) %\n switch costume to (nothing size v)\n set size to (350) %\n switch costume to (nothing xy v)\n change x by (((840) - (x position)) / (55))\n change y by (((630) - (y position)) / (55))\n switch costume to (diamond v)\nend\nhide\n\nwhen I receive [transition v]\nswitch costume to (nothing v)\nwait until <(costume [number v]) = [1]>\nwait until <(x position) > [-50]>\nchange [level v] by (1)\nif <(LEVEL) = [9]> then\n set [stop time v] to [true]\n if <<(Time:) < (item (2) of [clouddatadecoded v])> and <not <(Time:) = [0]>>> then\n set [☁ real hs v] to (Local-Encoded)\n set [☁ real time v] to ((round ((100) * (Time:))) + (50000000))\n broadcast (Update Cloud v) and wait\n end\n broadcast (Show End v)\nend\nbroadcast (Reset v) and wait\nbroadcast (Set Up v)\nbroadcast (Add Skip v)\nbroadcast (Make Grass v)\n\nwait (2) seconds\n\nset size to (100) %\ngo to [front v] layer\ngo to x: (0) y: (0)\nrepeat until <(size) > [3000]>\n turn right (2) degrees\n switch costume to (nothing v)\n change size by (((4000) - (size)) / (40))\n switch costume to (small v)\nend\nrepeat until <(size) < [90]>\n turn right (-2) degrees\n switch costume to (nothing v)\n change size by (((0) - (size)) / (10))\n switch costume to (small v)\nend\nhide\n\nwhen I receive [play sound v]\nforever\n if <(SOUND) = [ON]> then\n set volume to (100) %\n else\n set volume to (0) %\n end\nend\n\nbroadcast (Update Cloud v)\n\n@Clouds\n\nwhen I receive [play game v]\nhide\nforever\n create clone of (_myself_ v)\n wait (pick random (1.9) to (4)) seconds\nend\n\nwhen I receive [green flag v]\nhide\n\nwhen I start as a clone\ngo to [back v] layer\ngo to x: (-300) y: (pick random (90) to (180))\nswitch costume to (pick random (1) to (4))\nset [ghost v] effect to (pick random (10) to (20))\nset size to (pick random (90) to (140)) %\nshow\nset [speed v] to ((size) / (90))\nset [cloud size v] to (size)\nrepeat until <(x position) > [300]>\n set size to (400) %\n change x by (speed)\n set size to (cloud size) %\nend\ndelete this clone\n\n@Interactive\n\ndefine Grass from (xpos1) to (xpos2) Y: (y) Direction: (dir) Chance: (top)\nshow\ngo to x: (xpos1) y: (y)\nset [dir v] to (dir)\npoint in direction (dir)\nrepeat until <(x position) = (xpos2)>\n change x by (1)\n set size to (pick random (75) to (150)) %\n clear graphic effects\n set [color v] effect to (0)\n set [brightness v] effect to (pick random (-5) to (5))\n change [color v] effect by (pick random (-10) to (10.1))\n if <(pick random (1) to (top)) = [1]> then\n create clone of (_myself_ v)\n end\nend\nhide\n\nwhen I start as a clone\nGrass\nforever\n if <<touching (player1 v)?> or <touching (player2 v)?>> then\n Sway\n end\nend\n\ndefine Grass\nswitch costume to (base hitbox v)\ngo to [back v] layer\ngo [forward v] (1) layers\nif <touching (level v)?> then\n repeat until <<not <touching (level v)?>> or <touching (_edge_ v)?>>\n change y by (1)\n end\n if <touching (_edge_ v)?> then\n delete this clone\n end\n change x by (-4)\nelse\n repeat until <touching (level v)?>\n change y by (-2)\n if <touching (_edge_ v)?> then\n delete this clone\n end\n end\nend\nswitch costume to (pick random (1) to (5))\nif <(costume [number v]) = [5]> then\n if <(pick random (1) to (15)) = [1]> then\n switch costume to (pick random (5) to (8))\n go [forward v] (5) layers\n else\n switch costume to (pick random (1) to (4))\n end\nend\n\ndefine Sway\nif <touching (player1 v)?> then\n set [magnitude v] to (((XMOTION PLAYER 1) + (pick random (-2.0) to (2.0))) * (4))\nelse\n set [magnitude v] to (((XMOTION PLAYER 2) + (pick random (-2.0) to (2.0))) * (4))\nend\nset [sway v] to [0]\nrepeat until <<[0] = (round ((MAGNITUDE) * (2)))> or <<<touching (player1 v)?> and <([abs v] of (MAGNITUDE) ) < ([abs v] of ((XMOTION PLAYER 1) * (2)) )>> or <<touching (player2 v)?> and <([abs v] of (MAGNITUDE) ) < ([abs v] of ((XMOTION PLAYER 2) * (2)) )>>>>\n point in direction ((dir) - (([sin v] of (SWAY) ) * (MAGNITUDE)))\n change [sway v] by (-10)\n set [magnitude v] to ((0.95) * (MAGNITUDE))\nend\n\nwhen I receive [make grass v]\nif <(LEVEL) = [1]> then\n Grass from [-240] to [-140] Y: [0] Direction: [90] Chance: [2]\n Grass from [-125] to [-94] Y: [0] Direction: [90] Chance: [2]\n Grass from [-80] to [-50] Y: [0] Direction: [90] Chance: [2]\n Grass from [-35] to [0] Y: [0] Direction: [90] Chance: [2]\n Grass from [140] to [240] Y: [0] Direction: [90] Chance: [2]\n Grass from [94] to [125] Y: [0] Direction: [90] Chance: [2]\n Grass from [50] to [80] Y: [0] Direction: [90] Chance: [2]\n Grass from [0] to [35] Y: [0] Direction: [90] Chance: [2]\nelse\n if <(LEVEL) = [2]> then\n Grass from [-240] to [127] Y: [-100] Direction: [90] Chance: [2]\n Grass from [-240] to [-170] Y: [50] Direction: [90] Chance: [2]\n Grass from [-90] to [-55] Y: [50] Direction: [90] Chance: [2]\n Grass from [140] to [170] Y: [0] Direction: [90] Chance: [2]\n Grass from [184] to [240] Y: [0] Direction: [90] Chance: [2]\n else\n if <(LEVEL) = [3]> then\n Grass from [-130] to [-10] Y: [200] Direction: [90] Chance: [2]\n Grass from [-230] to [-116] Y: [40] Direction: [90] Chance: [2]\n Grass from [-240] to [0] Y: [-60] Direction: [90] Chance: [3]\n Grass from [48] to [78] Y: [0] Direction: [90] Chance: [2]\n Grass from [92] to [240] Y: [0] Direction: [90] Chance: [2]\n else\n if <(LEVEL) = [4]> then\n Grass from [-240] to [240] Y: [0] Direction: [90] Chance: [2]\n else\n if <(LEVEL) = [5]> then\n Grass from [-240] to [-149] Y: [30] Direction: [90] Chance: [3]\n Grass from [-240] to [-180] Y: [-20] Direction: [90] Chance: [3]\n Grass from [-178] to [-94] Y: [-20] Direction: [30] Chance: [3]\n Grass from [-87] to [-19] Y: [0] Direction: [90] Chance: [3]\n Grass from [10] to [240] Y: [-122] Direction: [90] Chance: [3]\n Grass from [9] to [41] Y: [200] Direction: [90] Chance: [3]\n Grass from [102] to [135] Y: [200] Direction: [90] Chance: [3]\n Grass from [198] to [230] Y: [200] Direction: [90] Chance: [3]\n Grass from [124] to [157] Y: [0] Direction: [90] Chance: [3]\n Grass from [-80] to [-5] Y: [200] Direction: [90] Chance: [3]\n else\n if <(LEVEL) = [6]> then\n Grass from [43] to [240] Y: [200] Direction: [90] Chance: [2]\n Grass from [-240] to [-10] Y: [-135] Direction: [90] Chance: [2]\n Grass from [-199] to [-123] Y: [30] Direction: [90] Chance: [2]\n Grass from [-240] to [168] Y: [180] Direction: [90] Chance: [2]\n else\n if <(LEVEL) = [7]> then\n Grass from [-240] to [-145] Y: [-100] Direction: [90] Chance: [3]\n Grass from [-56] to [-10] Y: [-100] Direction: [90] Chance: [3]\n Grass from [-124] to [-10] Y: [50] Direction: [90] Chance: [3]\n Grass from [-240] to [-166] Y: [180] Direction: [90] Chance: [3]\n Grass from [10] to [240] Y: [-100] Direction: [90] Chance: [3]\n Grass from [134] to [211] Y: [9] Direction: [90] Chance: [3]\n Grass from [153] to [240] Y: [180] Direction: [90] Chance: [3]\n else\n if <(LEVEL) = [8]> then\n Grass from [-240] to [-136] Y: [-140] Direction: [90] Chance: [3]\n Grass from [-76] to [-10] Y: [-140] Direction: [90] Chance: [3]\n Grass from [-80] to [-10] Y: [180] Direction: [90] Chance: [3]\n Grass from [105] to [160] Y: [180] Direction: [90] Chance: [3]\n Grass from [137] to [168] Y: [-100] Direction: [90] Chance: [3]\n Grass from [176] to [240] Y: [-100] Direction: [90] Chance: [3]\n Grass from [89] to [120] Y: [38] Direction: [90] Chance: [3]\n Grass from [49] to [80] Y: [38] Direction: [90] Chance: [3]\n else\n if <(LEVEL) = [9]> then\n Grass from [-240] to [240] Y: [0] Direction: [90] Chance: [2]\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen [g v] key pressed\n\ndelete this clone\n\nwhen [g v] key pressed\n\nbroadcast (Make Grass v)\n\nGrass from [-240] to [-10] Y: [-135] Direction: [90] Chance: [2]\nGrass from [-199] to [-123] Y: [30] Direction: [90] Chance: [2]\nGrass from [-240] to [168] Y: [180] Direction: [90] Chance: [2]\n\n@Decorations\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [set up v]\ngo to x: (0) y: (0)\ngo to [back v] layer\nswitch costume to (join [Level ] (LEVEL))\nshow\n\n@Button\n\nwhen I receive [set up v]\npoint in direction (90)\ndelete all of [button check v]\nif <(LEVEL) = [3]> then\n set [button x v] to [22]\n set [button number v] to [0]\n set [button id v] to [0]\n set [button y v] to [-133]\n set [button id v] to [1]\n create clone of (_myself_ v)\nelse\n if <(LEVEL) = [4]> then\n add [0] to [button check v]\n add [0] to [button check v]\n set [button x v] to [-35]\n set [button y v] to [120]\n set [button number v] to [2]\n set [button id v] to [3]\n create clone of (_myself_ v)\n set [button x v] to [-100]\n set [button y v] to [-13]\n set [button number v] to [0]\n set [button id v] to [1]\n create clone of (_myself_ v)\n set [button x v] to [205]\n set [button y v] to [-10]\n set [button number v] to [0]\n set [button id v] to [2]\n create clone of (_myself_ v)\n set [button x v] to [130]\n set [button y v] to [-132]\n set [button number v] to [1]\n set [button id v] to [3]\n create clone of (_myself_ v)\n else\n if <(LEVEL) = [8]> then\n set [button x v] to [143]\n set [button y v] to [39]\n set [button number v] to [0]\n set [button id v] to [4]\n create clone of (_myself_ v)\n set [button x v] to [22]\n set [button y v] to [-133]\n set [button number v] to [0]\n set [button id v] to [2]\n create clone of (_myself_ v)\n set [button x v] to [-205]\n set [button y v] to [92]\n set [button number v] to [0]\n set [button id v] to [1]\n create clone of (_myself_ v)\n else\n if <(LEVEL) = [6]> then\n set [button x v] to [20]\n set [button number v] to [0]\n set [button id v] to [4]\n set [button y v] to [-135]\n create clone of (_myself_ v)\n point in direction (-90)\n set [button x v] to [20]\n set [button number v] to [0]\n set [button id v] to [4]\n set [button y v] to [-90]\n create clone of (_myself_ v)\n point in direction (90)\n set [button x v] to [20]\n set [button number v] to [0]\n set [button id v] to [1]\n set [button y v] to [-75]\n create clone of (_myself_ v)\n set [button x v] to [-47]\n set [button number v] to [0]\n set [button id v] to [2]\n set [button y v] to [77]\n create clone of (_myself_ v)\n else\n if <(LEVEL) = [7]> then\n set [button x v] to [-28]\n set [button number v] to [0]\n set [button id v] to [4]\n set [button y v] to [126]\n create clone of (_myself_ v)\n point in direction (-90)\n set [button x v] to [171]\n set [button number v] to [0]\n set [button id v] to [2]\n set [button y v] to [51]\n create clone of (_myself_ v)\n point in direction (0)\n set [button x v] to [229]\n set [button number v] to [0]\n set [button id v] to [1]\n set [button y v] to [9]\n create clone of (_myself_ v)\n end\n end\n end\n end\nend\n\nwhen I receive [green flag v]\nhide\ndelete all of [block start v]\ndelete all of [buttons pressed v]\nadd [false] to [buttons pressed v]\nadd [false] to [buttons pressed v]\nadd [false] to [buttons pressed v]\nadd [false] to [buttons pressed v]\nadd [true] to [block start v]\nadd [false] to [block start v]\nadd [true] to [block start v]\nadd [false] to [block start v]\nadd [true] to [block start v]\nadd [false] to [block start v]\nadd [true] to [block start v]\nadd [false] to [block start v]\n\nwhen I start as a clone\nshow\ngo to x: (button x) y: (button y)\nset size to (60) %\ngo to [back v] layer\ngo [forward v] (1) layers\nswitch costume to (join (button id) [b])\nif <(button id) = [1]> then\n forever\n switch costume to (real hitbox v)\n if <<touching (player1 v)?> or <touching (player2 v)?>> then\n switch costume to (button hitbox v)\n replace item (1) of [buttons pressed v] with (item (1) of [block start v])\n else\n if <(button number) = [0]> then\n switch costume to (1b v)\n replace item (1) of [buttons pressed v] with (item (2) of [block start v])\n else\n if <(Button Check) = [0]> then\n switch costume to (1b v)\n replace item (1) of [buttons pressed v] with (item (2) of [block start v])\n end\n end\n end\n end\nelse\n if <(button id) = [2]> then\n forever\n switch costume to (real hitbox v)\n if <<touching (player1 v)?> or <touching (player2 v)?>> then\n switch costume to (button hitbox v)\n replace item (2) of [buttons pressed v] with (item (3) of [block start v])\n else\n if <(button number) = [0]> then\n switch costume to (2b v)\n replace item (2) of [buttons pressed v] with (item (4) of [block start v])\n else\n if <(Button Check) = [0]> then\n switch costume to (2b v)\n replace item (2) of [buttons pressed v] with (item (4) of [block start v])\n end\n end\n end\n end\n else\n if <(button id) = [3]> then\n forever\n switch costume to (real hitbox v)\n if <<touching (player1 v)?> or <touching (player2 v)?>> then\n switch costume to (button hitbox v)\n replace item (3) of [buttons pressed v] with (item (5) of [block start v])\n else\n if <(button number) = [0]> then\n switch costume to (3b v)\n replace item (3) of [buttons pressed v] with (item (6) of [block start v])\n else\n if <(Button Check) = [0]> then\n switch costume to (3b v)\n replace item (3) of [buttons pressed v] with (item (6) of [block start v])\n end\n end\n end\n end\n else\n if <(button id) = [4]> then\n forever\n switch costume to (real hitbox v)\n if <<touching (player1 v)?> or <touching (player2 v)?>> then\n switch costume to (button hitbox v)\n replace item (4) of [buttons pressed v] with (item (7) of [block start v])\n else\n switch costume to (button hitbox v)\n if <(button number) = [0]> then\n switch costume to (4b v)\n replace item (4) of [buttons pressed v] with (item (8) of [block start v])\n else\n if <(Button Check) = [0]> then\n switch costume to (4b v)\n replace item (4) of [buttons pressed v] with (item (8) of [block start v])\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [tick v]\nif <not <(button number) = [0]>> then\n if <<touching (player1 v)?> or <touching (player2 v)?>> then\n replace item (button number) of [button check v] with [1]\n else\n replace item (button number) of [button check v] with [0]\n end\nend\n\nwhen I receive [reset v]\ndelete this clone\n\nset [button x v] to [22]\nset [button number v] to [0]\nset [button id v] to [0]\nset [button y v] to [-133]\nset [button id v] to [1]\ncreate clone of (_myself_ v)\n\nwhen I receive [set up v]\nif <(LEVEL) = [3]> then\n replace item (1) of [block start v] with [true]\n replace item (2) of [block start v] with [false]\n replace item (3) of [block start v] with [true]\n replace item (4) of [block start v] with [false]\n replace item (5) of [block start v] with [true]\n replace item (6) of [block start v] with [false]\n replace item (7) of [block start v] with [true]\n replace item (8) of [block start v] with [false]\nelse\n if <(LEVEL) = [4]> then\n replace item (1) of [block start v] with [true]\n replace item (2) of [block start v] with [false]\n replace item (3) of [block start v] with [true]\n replace item (4) of [block start v] with [false]\n replace item (5) of [block start v] with [true]\n replace item (6) of [block start v] with [false]\n replace item (7) of [block start v] with [true]\n replace item (8) of [block start v] with [false]\n else\n if <(LEVEL) = [8]> then\n replace item (1) of [block start v] with [true]\n replace item (2) of [block start v] with [false]\n replace item (3) of [block start v] with [false]\n replace item (4) of [block start v] with [true]\n replace item (5) of [block start v] with [true]\n replace item (6) of [block start v] with [false]\n replace item (7) of [block start v] with [false]\n replace item (8) of [block start v] with [true]\n else\n if <(LEVEL) = [6]> then\n replace item (1) of [block start v] with [true]\n replace item (2) of [block start v] with [false]\n replace item (3) of [block start v] with [true]\n replace item (4) of [block start v] with [false]\n replace item (5) of [block start v] with [true]\n replace item (6) of [block start v] with [false]\n replace item (7) of [block start v] with [false]\n replace item (8) of [block start v] with [true]\n else\n if <(LEVEL) = [7]> then\n replace item (1) of [block start v] with [true]\n replace item (2) of [block start v] with [false]\n replace item (3) of [block start v] with [true]\n replace item (4) of [block start v] with [false]\n replace item (5) of [block start v] with [true]\n replace item (6) of [block start v] with [false]\n replace item (7) of [block start v] with [true]\n replace item (8) of [block start v] with [false]\n end\n end\n end\n end\nend\n\nswitch costume to (real hitbox v)\n\nwait (.3) seconds\n\nwait (.3) seconds\n\nwait (.3) seconds\n\nwait (.3) seconds\n\nwait (1) seconds\n\n@1\n\nwhen I receive [set up v]\nif <(LEVEL) = [3]> then\n set [block x v] to [-191]\n set [block y v] to [76]\n set [block type v] to [skinny]\n create clone of (_myself_ v)\n set [block x v] to [-58]\n set [block y v] to [-28]\n set [block type v] to [skinny]\n create clone of (_myself_ v)\nelse\n if <(LEVEL) = [4]> then\n set [block x v] to [118]\n set [block y v] to [-40]\n set [block type v] to [long]\n create clone of (_myself_ v)\n else\n if <(LEVEL) = [8]> then\n set [block x v] to [119]\n set [block y v] to [-48]\n set [block type v] to [block]\n create clone of (_myself_ v)\n else\n if <(LEVEL) = [6]> then\n set [block x v] to [-54]\n set [block y v] to [64]\n set [block type v] to [6]\n create clone of (_myself_ v)\n else\n if <(LEVEL) = [7]> then\n set [block x v] to [-101]\n set [block y v] to [-67]\n set [block type v] to [8]\n create clone of (_myself_ v)\n end\n end\n end\n end\nend\n\nwhen I start as a clone\npoint in direction (90)\nshow\ngo to [back v] layer\ngo [forward v] (2) layers\nswitch costume to (block type)\ngo to x: (block x) y: (block y)\nforever\n if <(item (1) of [buttons pressed v]) = [true]> then\n point in direction (90.01)\n if <(x position) < [0]> then\n replace item (1) of [block solid left v] with [false]\n else\n replace item (1) of [block solid right v] with [false]\n end\n else\n if <(direction) = [90.01]> then\n if <(x position) < [0]> then\n wait until <not <touching (player1 v)?>>\n else\n wait until <not <touching (player2 v)?>>\n end\n point in direction (90)\n if <<touching (player1 v)?> or <touching (player2 v)?>> then\n if <(x position) < [0]> then\n replace item (1) of [block solid left v] with [true]\n else\n replace item (1) of [block solid right v] with [true]\n end\n end\n end\n end\nend\n\nwhen I receive [green flag v]\nhide\n\n\n\nset [block x v] to [-58]\nset [block y v] to [-120]\nset [block type v] to [big]\ncreate clone of (_myself_ v)\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I start as a clone\nif <(x position) < [0]> then\n forever\n if <(item (1) of [block solid left v]) = [false]> then\n set [ghost v] effect to (50)\n else\n set [ghost v] effect to (0)\n end\n end\nelse\n forever\n if <(item (1) of [block solid right v]) = [false]> then\n set [ghost v] effect to (50)\n else\n set [ghost v] effect to (0)\n end\n end\nend\n\nif <(x position) < [0]> then\n replace item (1) of [block solid left v] with [false]\nelse\n replace item (1) of [block solid right v] with [false]\nend\n\nif <(direction) = [90.01]> then\n if <(x position) < [0]> then\n wait until <not <touching (player1 v)?>>\n else\n wait until <not <touching (player2 v)?>>\n end\n point in direction (90)\nend\n\nif <<touching (player1 v)?> or <touching (player2 v)?>> then\n if <(x position) < [0]> then\n replace item (1) of [block solid left v] with [true]\n else\n replace item (1) of [block solid right v] with [true]\n end\nend\n\nset [ghost v] effect to (50)\n\nset [ghost v] effect to (0)\n\n@2\n\nwhen I receive [set up v]\nif <(LEVEL) = [4]> then\n set [block x v] to [-125]\n set [block y v] to [90]\n set [block type v] to [long]\n create clone of (_myself_ v)\nelse\n if <(LEVEL) = [8]> then\n set [block x v] to [-128]\n set [block y v] to [72]\n set [block type v] to [long2]\n create clone of (_myself_ v)\n else\n if <(LEVEL) = [6]> then\n set [block x v] to [-156]\n set [block y v] to [150]\n set [block type v] to [6]\n create clone of (_myself_ v)\n else\n if <(LEVEL) = [7]> then\n set [block x v] to [-109]\n set [block y v] to [98]\n set [block type v] to [8]\n create clone of (_myself_ v)\n end\n end\n end\nend\n\nwhen I start as a clone\npoint in direction (90)\nshow\ngo to [back v] layer\ngo [forward v] (2) layers\nswitch costume to (block type)\ngo to x: (block x) y: (block y)\nforever\n if <(item (2) of [buttons pressed v]) = [true]> then\n point in direction (90.01)\n if <(x position) < [0]> then\n replace item (2) of [block solid left v] with [false]\n else\n replace item (2) of [block solid right v] with [false]\n end\n else\n if <(direction) = [90.01]> then\n if <(x position) < [0]> then\n wait until <not <touching (player1 v)?>>\n else\n wait until <not <touching (player2 v)?>>\n end\n point in direction (90)\n if <<touching (player1 v)?> or <touching (player2 v)?>> then\n if <(x position) < [0]> then\n replace item (2) of [block solid left v] with [true]\n else\n replace item (2) of [block solid right v] with [true]\n end\n end\n end\n end\nend\n\nwhen I receive [green flag v]\nhide\n\nset [block x v] to [118]\nset [block y v] to [-40]\nset [block type v] to [long]\ncreate clone of (_myself_ v)\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I start as a clone\nif <(x position) < [0]> then\n forever\n if <(item (2) of [block solid left v]) = [false]> then\n set [ghost v] effect to (50)\n else\n set [ghost v] effect to (0)\n end\n end\nelse\n forever\n if <(item (2) of [block solid right v]) = [false]> then\n set [ghost v] effect to (50)\n else\n set [ghost v] effect to (0)\n end\n end\nend\n\n@3\n\nwhen I receive [set up v]\nif <(LEVEL) = [4]> then\n set [block x v] to [122]\n set [block y v] to [80]\n set [block type v] to [long]\n create clone of (_myself_ v)\n set [block x v] to [-120]\n set [block y v] to [-50]\n set [block type v] to [long]\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\npoint in direction (90)\nshow\ngo to [back v] layer\ngo [forward v] (2) layers\nswitch costume to (block type)\ngo to x: (block x) y: (block y)\nforever\n if <(item (3) of [buttons pressed v]) = [true]> then\n point in direction (90.01)\n if <(x position) < [0]> then\n replace item (3) of [block solid left v] with [false]\n else\n replace item (3) of [block solid right v] with [false]\n end\n else\n if <(direction) = [90.01]> then\n if <(x position) < [0]> then\n wait until <not <touching (player1 v)?>>\n else\n wait until <not <touching (player2 v)?>>\n end\n point in direction (90)\n if <touching (player1 v)?> then\n if <(x position) < [0]> then\n replace item (3) of [block solid left v] with [true]\n else\n replace item (3) of [block solid right v] with [true]\n end\n end\n end\n end\nend\n\nwhen I receive [green flag v]\nhide\n\n\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I start as a clone\nif <(x position) < [0]> then\n forever\n if <(item (3) of [block solid left v]) = [false]> then\n set [ghost v] effect to (50)\n else\n set [ghost v] effect to (0)\n end\n end\nelse\n forever\n if <(item (3) of [block solid right v]) = [false]> then\n set [ghost v] effect to (50)\n else\n set [ghost v] effect to (0)\n end\n end\nend\n\n@4\n\nwhen I receive [set up v]\nif <(LEVEL) = [6]> then\n set [block x v] to [-54]\n set [block y v] to [-70]\n set [block type v] to [square]\n create clone of (_myself_ v)\nelse\n if <(LEVEL) = [8]> then\n set [block x v] to [-110]\n set [block y v] to [-40]\n set [block type v] to [rec]\n create clone of (_myself_ v)\n else\n if <(LEVEL) = [7]> then\n set [block x v] to [63]\n set [block y v] to [-31]\n set [block type v] to [8]\n create clone of (_myself_ v)\n end\n end\nend\n\nwhen I start as a clone\npoint in direction (90)\nshow\ngo to [back v] layer\ngo [forward v] (2) layers\nswitch costume to (block type)\ngo to x: (block x) y: (block y)\nforever\n if <(item (4) of [buttons pressed v]) = [true]> then\n point in direction (90.01)\n if <(x position) < [0]> then\n replace item (4) of [block solid left v] with [false]\n else\n replace item (4) of [block solid right v] with [false]\n end\n else\n if <(direction) = [90.01]> then\n if <(x position) < [0]> then\n wait until <not <touching (player1 v)?>>\n else\n wait until <not <touching (player2 v)?>>\n end\n point in direction (90)\n if <touching (player1 v)?> then\n if <(x position) < [0]> then\n replace item (4) of [block solid left v] with [true]\n else\n replace item (4) of [block solid right v] with [true]\n end\n end\n end\n end\nend\n\nwhen I receive [green flag v]\nhide\n\nif <(LEVEL) = [3]> then\n\n\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [reset v]\ndelete this clone\n\nset [block x v] to [122]\nset [block y v] to [-40]\nset [block type v] to [long]\ncreate clone of (_myself_ v)\nset [block x v] to [117]\nset [block y v] to [80]\nset [block type v] to [long]\ncreate clone of (_myself_ v)\nset [block x v] to [-125]\nset [block y v] to [-20]\nset [block type v] to [long]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(x position) < [0]> then\n forever\n if <(item (4) of [block solid left v]) = [false]> then\n set [ghost v] effect to (50)\n else\n set [ghost v] effect to (0)\n end\n end\nelse\n forever\n if <(item (4) of [block solid right v]) = [false]> then\n set [ghost v] effect to (50)\n else\n set [ghost v] effect to (0)\n end\n end\nend\n\n@UI\n\nwhen I receive [show end v]\nset [clone id v] to [0]\nset [stop time v] to (item (1) of [clouddatadecoded v])\nrepeat (2)\n change [clone id v] by (1)\n create clone of (_myself_ v)\n go to x: (-20) y: (23)\nend\nset [counter1 v] to [1]\ngo to x: (-10) y: (40)\nrepeat (length of (Time:))\n switch costume to (join [b] (letter (COUNTER1) of (Time:)))\n if <(costume [name v]) = [b.]> then\n change x by (15)\n else\n change x by (15)\n end\n change [clone id v] by (1)\n create clone of (_myself_ v)\n change [counter1 v] by (1)\nend\nset [time: v] to (item (2) of [clouddatadecoded v])\nset [counter1 v] to [1]\ngo to x: (70) y: (0)\nrepeat (length of (Time:))\n switch costume to (join [b] (letter (COUNTER1) of (Time:)))\n if <(costume [name v]) = [b.]> then\n change x by (15)\n else\n change x by (15)\n end\n change [clone id v] by (1)\n create clone of (_myself_ v)\n change [counter1 v] by (1)\nend\nwait (1) seconds\nshow variable [stop time v]\n\nwhen I receive [green flag v]\nhide\n\nwhen I start as a clone\nshow\nif <(clone id) = [1]> then\n switch costume to (time: v)\n go to x: (-50) y: (40)\nelse\n if <(clone id) = [2]> then\n switch costume to (best time v)\n go to x: (0) y: (0)\n else\n if <(clone id) > [2]> then\n set size to (180) %\n end\n end\nend\n\nbroadcast (Green Flag v) and wait\nif <(Time:) < (item (2) of [clouddatadecoded v])> then\n set [☁ hs - player v] to (Local-Encoded)\nend\n\nset [☁ hs - time v] to [0]\n\nswitch costume to (best time v)\ngo to x: (0) y: (0)\n\n@Settings\n\nwhen I receive [play game v]\nset [ghost v] effect to (100)\npoint in direction (90)\nset [tic v] to [0]\nset [can click v] to [true]\nswitch costume to (settings v)\nshow\nset size to (100) %\ngo to x: (207) y: (154)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nforever\n switch costume to (settings v)\n if <touching (mouse-pointer v)?> then\n wait until <mouse down?>\n if <touching (mouse-pointer v)?> then\n set [can click v] to [false]\n broadcast (ShowSettings v)\n switch costume to (x v)\n wait until <not <mouse down?>>\n wait until <<mouse down?> and <touching (mouse-pointer v)?>>\n set [can click v] to [go]\n wait until <(CAN CLICK) = [true]>\n switch costume to (settings v)\n wait until <not <mouse down?>>\n end\n end\nend\n\nwhen I receive [showsettings v]\nset [setting id v] to [0]\nrepeat (4)\n change [setting id v] by (1)\n create clone of (_myself_ v)\nend\nif <not <(LEVEL) = [9]>> then\n repeat (2)\n change [setting id v] by (1)\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\ngo to x: (220) y: (165)\nset size to (100) %\nif <(setting id) = [1]> then\n switch costume to (join [Music] (MUSIC REAL))\n repeat (30)\n change y by (((70) - (y position)) / (5))\n change x by (((35) - (x position)) / (5))\n end\nelse\n if <(setting id) = [2]> then\n switch costume to (music v)\n repeat (30)\n change y by (((70) - (y position)) / (5))\n change x by (((-50) - (x position)) / (5))\n end\n else\n if <(setting id) = [3]> then\n switch costume to (join [Sound] (SOUND))\n repeat (30)\n change y by (((10) - (y position)) / (5))\n change x by (((35) - (x position)) / (5))\n end\n else\n if <(setting id) = [4]> then\n switch costume to (sound fx v)\n repeat (30)\n change y by (((10) - (y position)) / (5))\n change x by (((-85) - (x position)) / (5))\n end\n else\n if <(setting id) = [5]> then\n switch costume to (join [Timer] (TIMER))\n repeat (30)\n change y by (((-40) - (y position)) / (5))\n change x by (((30) - (x position)) / (5))\n end\n else\n if <(setting id) = [6]> then\n switch costume to (timer v)\n repeat (30)\n change y by (((-40) - (y position)) / (5))\n change x by (((-60) - (x position)) / (5))\n end\n end\n end\n end\n end\n end\nend\nwait until <(CAN CLICK) = [go]>\nrepeat (15)\n set size to (500) %\n change y by (((221) - (y position)) / (5))\n change x by (((200) - (x position)) / (5))\n set size to (200) %\nend\nset [can click v] to [true]\ndelete this clone\n\nwhen I receive [startgame v]\ngo to [front v] layer\n\nwhen I start as a clone\nif <(setting id) = [1]> then\n forever\n if <touching (mouse-pointer v)?> then\n wait until <mouse down?>\n if <touching (mouse-pointer v)?> then\n if <(MUSIC REAL) = [ON]> then\n set [music real v] to [OFF]\n else\n set [music real v] to [ON]\n end\n wait until <not <mouse down?>>\n end\n end\n end\nelse\n if <(setting id) = [3]> then\n forever\n if <touching (mouse-pointer v)?> then\n wait until <mouse down?>\n if <touching (mouse-pointer v)?> then\n if <(SOUND) = [ON]> then\n set [sound v] to [OFF]\n else\n set [sound v] to [ON]\n end\n wait until <not <mouse down?>>\n end\n end\n end\n else\n if <(setting id) = [5]> then\n forever\n if <touching (mouse-pointer v)?> then\n wait until <mouse down?>\n if <touching (mouse-pointer v)?> then\n if <(TIMER) = [ON]> then\n set [timer v] to [OFF]\n else\n set [timer v] to [ON]\n end\n wait until <not <mouse down?>>\n end\n end\n end\n end\n end\nend\n\nwhen I start as a clone\nif <(setting id) = [1]> then\n forever\n switch costume to (join [Music] (MUSIC REAL))\n end\nelse\n if <(setting id) = [3]> then\n forever\n switch costume to (join [Sound] (SOUND))\n end\n else\n if <(setting id) = [5]> then\n forever\n switch costume to (join [Timer] (TIMER))\n end\n end\n end\nend\n\nwhen I start as a clone\nif <(setting id) = [1]> then\n forever\n if <touching (mouse-pointer v)?> then\n point in direction ((([sin v] of ((tic) * ((1.4) * (1.3))) ) * (9)) + (90))\n change [tic v] by (5)\n else\n point in direction (90)\n end\n end\nelse\n if <(setting id) = [3]> then\n forever\n if <touching (mouse-pointer v)?> then\n point in direction ((([sin v] of ((tic) * ((1.4) * (1.3))) ) * (9)) + (90))\n change [tic v] by (5)\n else\n point in direction (90)\n end\n end\n else\n if <(setting id) = [5]> then\n forever\n if <touching (mouse-pointer v)?> then\n point in direction ((([sin v] of ((tic) * ((1.4) * (1.3))) ) * (9)) + (90))\n change [tic v] by (5)\n else\n point in direction (90)\n end\n end\n end\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [play game v]\nforever\n if <touching (mouse-pointer v)?> then\n set [touching settings v] to [true]\n else\n set [touching settings v] to [false]\n end\nend\n\n@Skip\n\nwhen I receive [reset v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [set up v]\npoint in direction (90)\nif <(LEVEL) = [1]> then\n set size to (130) %\n set [clone od v] to [2]\n go to x: (-200) y: (20)\n switch costume to (move v)\n create clone of (_myself_ v)\n go to x: (-100) y: (20)\n switch costume to (untitled drawing \(19\)2 v)\n create clone of (_myself_ v)\nend\nif <(LEVEL) = [4]> then\n wait (5) seconds\n set [clone od v] to [3]\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nhide\nif <(clone od) = [2]> then\n show\n forever\n change y by (([cos v] of ((my tic) * (1.4)) ) * (1.5))\n change [my tic v] by (5)\n end\nelse\n if <(clone od) = [3]> then\n set size to (100) %\n go to [back v] layer\n switch costume to (nothing xy v)\n change x by ((-140) - (x position))\n change y by ((300) - (y position))\n show\n switch costume to (ask v)\n repeat (100)\n change y by (((170) - (y position)) / (4))\n end\n wait (6) seconds\n repeat (300)\n switch costume to (nothing xy v)\n change y by (((300) - (y position)) / (6))\n switch costume to (ask v)\n end\n delete this clone\n end\nend\n\ngo to x: (-200) y: (20)\nswitch costume to (move v)\ncreate clone of (_myself_ v)\ngo to x: (-100) y: (20)\nswitch costume to (untitled drawing \(19\)2 v)\n\n@Intro\n\nwhen I receive [intro v]\nswitch backdrop to (black v)\nset [introtic v] to [0]\nset volume to (100) %\nstart sound [intro v]\ngo to x: (0) y: (0)\nreset timer\nhide\nswitch costume to (nothing v)\npoint in direction (90)\nset size to (1000) %\nswitch costume to (coollogo_com-17592853 v)\nwait (3) seconds\nshow\nrepeat (30)\n change size by (((100) - (size)) / (7))\n point in direction ((([cos v] of ((INTROTIC) * (1.4)) ) * (9)) + (90))\n change [introtic v] by (5)\nend\nrepeat (20)\n point in direction ((([cos v] of ((INTROTIC) * (1.4)) ) * (9)) + (90))\n change size by (([sin v] of (INTROTIC) ) / (1))\n change [introtic v] by (5)\nend\nrepeat (3)\n change size by (5)\n point in direction ((([cos v] of ((INTROTIC) * (1.4)) ) * (9)) + (90))\n change [introtic v] by (5)\nend\nrepeat (3)\n change size by (-5)\n point in direction ((([cos v] of ((INTROTIC) * (1.4)) ) * (9)) + (90))\n change [introtic v] by (5)\nend\nrepeat (30)\n point in direction ((([cos v] of ((INTROTIC) * (1.4)) ) * (9)) + (90))\n change size by (([sin v] of (INTROTIC) ) / (1))\n change [introtic v] by (5)\nend\nrepeat (3)\n change size by (5)\n point in direction ((([cos v] of ((INTROTIC) * (1.4)) ) * (9)) + (90))\n change [introtic v] by (5)\nend\nrepeat (3)\n change size by (-5)\n point in direction ((([cos v] of ((INTROTIC) * (1.4)) ) * (9)) + (90))\n change [introtic v] by (5)\nend\nrepeat (50)\n point in direction ((([cos v] of ((INTROTIC) * (1.4)) ) * (9)) + (90))\n change size by (([sin v] of (INTROTIC) ) / (1))\n change [introtic v] by (5)\nend\nrepeat (3)\n change size by (5)\n point in direction ((([cos v] of ((INTROTIC) * (1.4)) ) * (9)) + (90))\n change [introtic v] by (5)\nend\nrepeat (3)\n change size by (-5)\n point in direction ((([cos v] of ((INTROTIC) * (1.4)) ) * (9)) + (90))\n change [introtic v] by (5)\nend\nrepeat (17)\n point in direction ((([cos v] of ((INTROTIC) * (1.4)) ) * (9)) + (90))\n change size by (([sin v] of (INTROTIC) ) / (1))\n change [introtic v] by (5)\nend\nrepeat (100)\n set size to (1000) %\n change x by (((500) - (x position)) / (8))\n point in direction ((([cos v] of ((INTROTIC) * (1.4)) ) * (9)) + (90))\n change [introtic v] by (5)\n set size to (100) %\n set size to ((size) + (([sin v] of (INTROTIC) ) / (1))) %\nend\ngo to x: (0) y: (0)\npoint in direction (90)\nshow\nswitch costume to (fade v)\ngo to [front v] layer\nset [ghost v] effect to (0)\nbroadcast (PLAY ;O v)\nrepeat (70)\n change volume by (-1.7)\n change [ghost v] effect by (1.7)\nend\nhide\n\nwhen flag clicked\nhide\n\nwait (4) seconds\n\nswitch backdrop to (black v)\n\nrepeat (100)\n change [ghost v] effect by (1)\nend\n\nrepeat (50)\n change [ghost v] effect by (2)\nend\n\n@Thumbnail\n\ngo to x: (0) y: (0)\ngo to [front v] layer\nshow\n\nwhen flag clicked\nhide\n\n@Real Skip\n\nwhen I receive [add skip v]\nhide\nhide\nwait (14) seconds\ngo to x: (220) y: (110)\nshow\nforever\n switch costume to (costume1 v)\n go to [back v] layer\n go [forward v] (10) layers\n point in direction ((([sin v] of ((my tic) * ((1.4) * (1.3))) ) * (9)) + (90))\n change [my tic v] by (6)\n if <touching (mouse-pointer v)?> then\n set size to (110) %\n if <mouse down?> then\n broadcast (Transition v)\n hide\n stop [this script v]\n end\n else\n set size to (100) %\n end\nend\n\nwhen I receive [green flag v]\nhide\n\n
WASD to walk around\nSpace to jump\nArrow keys or Mouse to look around
Ice - A platformer -
@Stage\n\nwhen I receive [outro v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen flag clicked\nset [music v] to [1]\nforever\n play sound (Music) until done\nend\n\nwhen I receive [music swap v]\nstop all sounds\n\n@Platforms\n\nwhen I receive [tick v]\nPosition ((Platforms: x) - (SCROLL X)) ((Platforms: y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [platforms: x v] to [0]\nset [platforms: 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]\nend\n\ndefine Position (x) (y)\nset size to (100) %\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [platforms: x v] by (x)\nchange [platforms: y v] by (y)\nnext costume\n\nnext costume\nnext costume\n\ncreate clone of (_myself_ v)\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [outro v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@Landscape\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((Platforms: x) - (SCROLL X)) ((Platforms: y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [platforms: x v] to [0]\nset [platforms: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [480] y: [0]\nend\n\ndefine Position (x) (y)\nset size to (100) %\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [platforms: x v] by (x)\nchange [platforms: y v] by (y)\nnext costume\n\nnext costume\nnext costume\n\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nforever\n set [x from player v] to (x position)\n set [y from player v] to (y position)\nend\n\nwhen flag clicked\nforever\n set [landscape: x v] to (x position)\n set [landscape: y v] to (y position)\nend\n\nwhen I receive [outro v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@Others\n\nwhen I receive [begin v]\nset [names v] to [1]\nforever\n if <key (n v) pressed?> then\n if <(names) = [1]> then\n wait until <not <key (n v) pressed?>>\n set [names v] to [0]\n else\n wait until <not <key (n v) pressed?>>\n set [names v] to [1]\n end\n end\nend\n\nwhen I receive [setup others v]\nsetup players\n\ndefine setup players\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\ndefine value = cloud # (player)\nif <(player) = [1]> then\n set [value v] to (☁ P1)\nelse\n if <(player) = [2]> then\n set [value v] to (☁ P2)\n else\n if <(player) = [3]> then\n set [value v] to (☁ P3)\n else\n if <(player) = [4]> then\n set [value v] to (☁ P4)\n else\n if <(player) = [5]> then\n set [value v] to (☁ P5)\n else\n if <(player) = [6]> then\n set [value v] to (☁ P6)\n else\n if <(player) = [7]> then\n set [value v] to (☁ P7)\n else\n if <(player) = [8]> then\n set [value v] to (☁ P8)\n else\n if <(player) = [9]> then\n set [value v] to (☁ P9)\n else\n if <(player) = [10]> then\n set [value v] to (☁ P10)\n end\n end\n end\n end\n end\n end\n end\n end\n end\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 Tick\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 <(offline) > [99]> then\n show\n end\n set [offline v] to [0]\nend\nbegin decode of (value)\nvalue = read from encoded\nif <(names) = [1]> then\n say (join (player #) (join [:] (value)))\nelse\n say []\nend\nvalue = read from encoded\nvalue = read from encoded\nset x to ((value) - (SCROLL X))\nvalue = read from encoded\nset y to (((value) - (SCROLL Y)) + (8))\nvalue = read from encoded\nbroadcast (Decode Chat v)\n\ndefine begin decode of (encoded)\nset [encoded v] to (encoded)\nset [letter # v] to [1]\n\ndefine value = read from encoded\nset [value v] to []\nforever\n set [idx v] to (join (letter (letter #) of (encoded)) (letter ((letter #) + (1)) of (encoded)))\n change [letter # v] by (2)\n if <(idx) < [1]> then\n stop [this script v]\n end\n set [value v] to (join (value) (item (idx) of [code v]))\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\ndefine Decode Chat (chat)\nif <(chat) = [1]> then\n say (item (1) of [chat v]) for (2) seconds\nelse\n if <(chat) = [2]> then\n say (item (2) of [chat v]) for (2) seconds\n else\n if <(chat) = [3]> then\n say (item (3) of [chat v]) for (2) seconds\n else\n if <(chat) = [4]> then\n say (item (4) of [chat v]) for (2) seconds\n else\n if <(chat) = [5]> then\n say (item (5) of [chat v]) for (2) seconds\n else\n if <(chat) = [6]> then\n say (item (6) of [chat v]) for (2) seconds\n else\n if <(chat) = [7]> then\n say (item (7) of [chat v]) for (2) seconds\n else\n if <(chat) = [8]> then\n say (item (8) of [chat v]) for (2) seconds\n else\n if <(chat) = [9]> then\n say (item (9) of [chat v]) for (2) seconds\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [decode chat v]\nDecode Chat (value)\n\nwhen I receive [outro v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@Player\n\nwhen I receive [play game v]\nforever\n if <(Connected?) = [1]> then\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\n end\nend\n\nwhen I receive [begin v]\nset [chat v] to [0]\nshow list [chat v]\nforever\n Chat\nend\n\nwhen I receive [play game v]\nset [connected? v] to [0]\n\ndefine Position\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\n\nif <(sx) > [0]> then\n change [x v] by (-1)\nelse\n change [x v] by (1)\nend\nPosition\n\nwhen flag clicked\npoint in direction (90)\nbroadcast (Green Flag v) and wait\nbroadcast (Play Game v) and wait\n\ndefine Change Player y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nPosition\nrepeat until <not <touching (platforms v)?>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [in air v] to [0]\n end\n Position\n set [sy v] to [0]\nend\n\ndefine Game On\nset [y v] to [0]\nset [x v] to [0]\nset [sx v] to [0]\nset [sy v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nset [ghost v] effect to (0)\nset size to (100) %\n\ndefine Test - Die\nif <touching (danger v)?> then\n set [sanitized? v] to [0]\n broadcast (Sanitize quickly! v)\nend\n\ndefine Game - Die\nset [exit v] to [die]\n\nwhen flag clicked\nhide\nset [max players v] to [8]\nset [my player # v] to [0]\nbroadcast (Connecting v)\nbroadcast (Setup Others v) and wait\nbroadcast (Join Game v) and wait\nif <(MY PLAYER #) > [0]> then\n broadcast (Connected v)\n start sound [Connect v]\nelse\n broadcast (Full v)\n start sound [Disconnect v]\nend\nbroadcast (Begin v)\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 write (val) to encoded\nset [letter # v] to [1]\nrepeat (length of (val))\n set [encoded v] to (join (encoded) (item # of (letter (letter #) of (val)) in [code v]))\n change [letter # v] by (1)\nend\nset [encoded v] to (join (encoded) [00])\n\nwhen I receive [begin v]\nforever\n if <(MY PLAYER #) > [0]> then\n send cloud data\n end\nend\n\ndefine send cloud data\nset [encoded v] to []\nwrite (username) to encoded\nwrite (round ((timer) * (10))) to encoded\nwrite (x) to encoded\nwrite (y) to encoded\nwrite (Chat Words) to encoded\nset cloud # (MY PLAYER #) to (encoded)\n\ndefine Chat\nif <(Chat) = [1]> then\n if <key (1 v) pressed?> then\n set [chat words v] to [1]\n say (item (1) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (2 v) pressed?> then\n set [chat words v] to [2]\n say (item (2) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (3 v) pressed?> then\n set [chat words v] to [3]\n say (item (3) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (4 v) pressed?> then\n set [chat words v] to [4]\n say (item (4) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (5 v) pressed?> then\n set [chat words v] to [5]\n say (item (5) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (6 v) pressed?> then\n set [chat words v] to [6]\n say (item (6) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (7 v) pressed?> then\n set [chat words v] to [7]\n say (item (7) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (8 v) pressed?> then\n set [chat words v] to [8]\n say (item (8) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (9 v) pressed?> then\n set [chat words v] to [9]\n say (item (9) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n set [chat words v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\ngo to [front v] layer\n\nwhen I receive [connected v]\nset [connected? v] to [1]\nshow\n\nwhen I receive [connecting v]\nhide\n\nwhen I receive [connected v]\nset [level v] to [1]\n\ndefine Player Tick\n\ndefine Tick\nif <not <key (any v) pressed?>> then\n if <(Masked) = [1]> then\n switch costume to (masked normal v)\n else\n switch costume to (normal v)\n end\nend\nif <<<(mouse x) < (x position)> and <mouse down?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n if <(Masked) = [1]> then\n switch costume to (masked left v)\n else\n switch costume to (left v)\n end\n change [sx v] by (-2)\nend\nif <<<(x position) < (mouse x)> and <mouse down?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n if <(Masked) = [1]> then\n switch costume to (masked right v)\n else\n switch costume to (right v)\n end\n change [sx v] by (2)\nend\nif <<<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> and <<<(mouse x) < (x position)> and <mouse down?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>>> then\n if <(Masked) = [1]> then\n switch costume to (masked left up v)\n else\n switch costume to (left up v)\n end\nend\nif <<<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> and <<<(x position) < (mouse x)> and <mouse down?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>>> then\n if <(Masked) = [1]> then\n switch costume to (masked right up v)\n else\n switch costume to (right up v)\n end\nend\nset [sx v] to ((sx) * (0.8))\nif <([abs v] of (sx) ) > [0.9]> then\n Change Player x by (round (sx))\nend\nif <<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n if <(in air) < [4]> then\n set [sy v] to [16]\n end\nend\nif <(sy) > [-20]> then\n change [sy v] by (-2)\nend\nChange Player y by (sy)\nTest - Die\nset [scroll x v] to (x)\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nchange [scroll y v] by (round (((y) - (SCROLL Y)) / (10)))\nif <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\nend\nPosition\nif <(y) < [-180]> then\n set [exit v] to [die]\nend\nif <(x) < [-220]> then\n set [x v] to [-220]\nend\n\nwhen I receive [outro v]\nhide\n\nwhen I receive [tick v]\n\nif <(Landscape: x) = [-222]> then\n set [level v] to [2]\n wait (1) seconds\nend\n\nwhen I receive [tick v]\ngo to [front v] layer\ngo [backward v] (3) layers\n\ndefine Change Player x by (sx)\npoint in direction (90)\nchange [x v] by (sx)\nPosition\nif <<touching (platforms v)?> or <<<<touching (door 1 v)?> or <touching (door 2 v)?>> or <touching (door 3 v)?>> or <touching (door 4 v)?>>> then\n if <(Open) = [0]> then\n repeat (12)\n change [y v] by (1)\n Position\n if <not <<touching (platforms v)?> or <<<<touching (door 1 v)?> or <touching (door 2 v)?>> or <touching (door 3 v)?>> or <touching (door 4 v)?>>>> then\n if <(Open) = [0]> then\n stop [this script v]\n end\n end\n end\n change [y v] by (-12)\n if <<<(y position) < (mouse y)> and <mouse down?>> 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 (platforms v)?> or <<<<touching (door 1 v)?> or <touching (door 2 v)?>> or <touching (door 3 v)?>> or <touching (door 4 v)?>>>>\n if <(Open) = [0]> then\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\n end\n end\nend\n\ndefine Game - win\nrepeat (50)\n point towards (exit v)\n move ((distance to [exit v]) / (75)) steps\n change size by (-1)\n change [ghost v] effect by (2)\nend\nhide\nbroadcast (Outro v)\nwait (1) seconds\n\nwhen I receive [outro v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [sanitize quickly! v]\nwait (2) seconds\nif <(Sanitized?) = [0]> then\n start sound [Hurt v]\n set [exit v] to [die]\nend\n\nwhen I receive [tick v]\nif <touching (danger v)?> then\n set [touching v] to [1]\nend\nif <not <touching (danger v)?>> then\n set [touching v] to [0]\nend\n\nwhen I receive [begin v]\nset [touching v] to [0]\n\nshow\nset [ghost v] effect to (0)\nset size to (100) %\nGame - win\n\n@Instructions Button\n\nwhen I receive [tick v]\nif <<key (i v) pressed?> or <touching (mouse-pointer v)?>> then\n repeat until <(size) > [119]>\n change [size v] by (.9)\n change size by (size)\n end\n if <(Chat) = [0]> then\n if <touching (mouse-pointer v)?> then\n if <mouse down?> then\n broadcast (Instructions open v)\n hide\n wait until <not <mouse down?>>\n end\n end\n if <key (i v) pressed?> then\n broadcast (Instructions open v)\n hide\n wait until <not <mouse down?>>\n end\n end\nelse\n repeat until <(size) < [101]>\n set [size v] to [-.8]\n change [size v] by (-.9)\n change size by (size)\n end\nend\n\nwhen I receive [instructions close v]\nset size to (100) %\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [begin v]\nset [size v] to [.8]\nshow\nrepeat (40)\n change [ghost v] effect by (-3)\nend\n\nwhen flag clicked\ngo to [front v] layer\nhide\ngo to x: (0) y: (0)\nchange [ghost v] effect by (100)\n\nwhen flag clicked\ngo to x: (165) y: (-156)\ngo to [front v] layer\nset size to (100) %\n\nwhen I receive [outro v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@Instructions\n\nwhen I receive [green flag v]\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [instructions open v]\nset [instructions v] to [1]\n\nwhen I receive [instructions close v]\nset [instructions v] to [0]\n\nwhen I receive [tick v]\nif <(Chat) = [0]> then\n if <(Instructions) = [1]> then\n go to [front v] layer\n switch costume to (general instructions v)\n show\n if <<key (1 v) pressed?> or <(Page Change) = [3]>> then\n switch costume to (general instructions v)\n end\n if <<key (2 v) pressed?> or <(Page Change) = [1]>> then\n switch costume to (computer instructions v)\n end\n if <<key (3 v) pressed?> or <(Page Change) = [2]>> then\n switch costume to (mobile instructions v)\n end\n else\n hide\n end\nend\nif <<key (space v) pressed?> or <(close) = [1]>> then\n if <(Instructions) = [1]> then\n broadcast (Instructions close v)\n hide\n wait until <not <key (space v) pressed?>>\n end\nend\n\nwhen I receive [green flag v]\nset [page change v] to [0]\nhide\nswitch costume to (general instructions v)\n\nwhen I receive [outro v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [page change v]\nchange [page change v] by (1)\nif <(Page Change) = [4]> then\n set [page change v] to [1]\nend\n\nwhen I receive [tick v]\nif <(Instructions) = [0]> then\n set [page change v] to [0]\nend\n\n@Chat\n\nwhen I receive [green flag v]\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [chat open v]\nset [chat v] to [1]\n\nwhen I receive [chat close v]\nset [chat v] to [0]\n\nwhen I receive [tick v]\nif <(Instructions) = [0]> then\n if <(Chat) = [1]> then\n switch costume to (chat v)\n go to [front v] layer\n show\n else\n hide\n end\nend\nif <<key (space v) pressed?> or <(close) = [2]>> then\n if <(Chat) = [1]> then\n broadcast (Chat Close v)\n hide\n wait until <not <key (space v) pressed?>>\n end\nend\n\nwhen I receive [outro v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@Mask\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nnext costume\nPosition ((Mask: x) - (SCROLL X)) ((Mask: y) - (SCROLL Y))\nif <touching (player v)?> then\n start sound [Collect v]\n set [masked v] to [1]\n set [masks v] to [1]\n delete this clone\nend\n\nwhen I receive [setup v]\nset [masked v] to [0]\nset [masks v] to [0]\nhide\nset [mask: x v] to [0]\nset [mask: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (mask v)\n Clone at x: [-7] y: [125]\nend\nset [mask: x v] to [-9999999999]\n\ncreate clone of (_myself_ v)\n\nnext costume\nnext costume\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nset [mask: x v] to (x)\nset [mask: y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [outro v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@TB\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (tb v)\ngo to [front v] layer\nset [ghost v] effect to (100)\n\nwhen I receive [outro v]\nstop all sounds\nswitch costume to (tb2 v)\nshow\nset [ghost v] effect to (0)\ngo to [front v] layer\nwait (1) seconds\nforever\n play sound [Music - The Wistful Pixel by Yahtzei v] until done\nend\n\n@Loading\n\nwhen I receive [outro v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen flag clicked\ngo [forward v] (213) layers\nset size to (100) %\nhide\npoint in direction (90)\nclear graphic effects\ngo to x: (0) y: (-80)\n\nwhen I receive [connecting v]\nrepeat (11)\n create clone of (_myself_ v)\n turn right (40) degrees\nend\n\nwhen I receive [connected v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (100)\nforever\n repeat (20)\n turn right (7.5) degrees\n change [ghost v] effect by (-6)\n change size by (1)\n end\n repeat (20)\n turn right (7.5) degrees\n change [ghost v] effect by (6)\n change size by (-1)\n end\nend\n\n@Joining\n\nwhen I receive [outro v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I receive [begin v]\nhide\n\nwhen I receive [connecting v]\nswitch costume to (pick random (1) to (5))\nshow\n\nwhen I receive [connected v]\ngo to x: (0) y: (0)\ngo [forward v] (1322) layers\nstart sound [Connect v]\nswitch costume to (connected v)\nshow\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen I receive [full v]\nswitch costume to (full v)\nshow\n\n@Thanks\n\nwhen I receive [outro v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [thanks v]\nswitch costume to (costume2 v)\ngo to x: (-210) y: (50)\nshow\ngo to [front v] layer\nstart sound [pop v]\nrepeat (9)\n change y by (-6)\nend\nrepeat (5)\n change y by (3)\nend\nrepeat (5)\n change y by (-3)\nend\nwait (1) seconds\nrepeat (10)\n change y by (6)\nend\nhide\n\nwhen I start as a clone\ngo to x: (0) y: (-50)\nshow\ngo to [front v] layer\nrepeat (12)\n change y by (-9)\nend\nrepeat (5)\n change y by (3)\nend\nrepeat (5)\n change y by (-1)\nend\nforever\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (50)\n if <(costume [number v]) = [2]> then\n if <mouse down?> then\n set [costume v] to [2]\n repeat (25)\n change y by (10)\n end\n hide\n delete this clone\n end\n else\n if <(costume [number v]) = [3]> then\n if <mouse down?> then\n set [costume v] to [1]\n repeat (25)\n change y by (15)\n end\n hide\n delete this clone\n end\n end\n end\n else\n set [ghost v] effect to (0)\n end\n if <(Costume) > [0.99]> then\n repeat (25)\n change y by (15)\n end\n hide\n delete this clone\n end\n hide\n delete this clone\nend\n\nwhen flag clicked\nhide\nset [costume v] to [0.9]\n\nwhen I receive [begin v]\nset [costume v] to [0.9]\nwait (0.1) seconds\nset [costume v] to [0.9]\nwait (0.2) seconds\nset [costume v] to [0.9]\n\n@Detector\n\nwhen I receive [outro v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\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\nbroadcast (Thanks v)\ngo to x: (0) y: (0)\nshow\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@Door 4\n\nwhen I receive [outro v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [green flag v]\nset [open v] to [0]\nhide\n\nwhen I receive [setup v]\nset [door 4: x v] to [0]\nset [door 4: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (close v)\n Clone at x: [186] y: [-13]\nend\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [tick v]\nPosition ((Door 4: x) - (SCROLL X)) ((Door 4: y) - (SCROLL Y))\nforever\n if <<<<(Door open mobile) = [1]> or <key (e v) pressed?>> and <(Masks) = [1]>> and <<<<<(Landscape: x) = [309]> or <(Landscape: x) = [308]>> or <(Landscape: x) = [271]>> or <<(Landscape: x) = [272]> or <(Landscape: x) = [273]>>> and <(Landscape: y) = [0]>>> then\n forever\n set [open v] to [1]\n start sound [Minecraft Door Open - QuickSounds v]\n switch costume to (open v)\n delete this clone\n end\n end\n if <(costume [name v]) = [Open]> then\n forever\n wait until <not <touching (player v)?>>\n switch costume to (close v)\n start sound [Minecraft Door Close - QuickSounds v]\n set [open v] to [0]\n delete this clone\n end\n end\nend\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nset [door 4: x v] to (x)\nset [door 4: y v] to (y)\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Position (x) (y)\ncreate clone of (_myself_ v)\nset [door 4: x v] to (x)\nset [door 4: y v] to (y)\n\n@Door 2\n\nwhen I receive [outro v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [green flag v]\nset [open v] to [0]\nhide\n\nwhen I receive [setup v]\nset [door 2: x v] to [0]\nset [door 2: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (close v)\n Clone at x: [-58] y: [-13]\nend\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [tick v]\nPosition ((Door 2: x) - (SCROLL X)) ((Door 2: y) - (SCROLL Y))\nforever\n if <<<(Door open mobile) = [1]> or <key (e v) pressed?>> and <<<<(Landscape: x) = [480]> or <(Landscape: x) = [480]>> and <(Landscape: y) = [0]>> and <<<(x) = [-36]> or <<(x) = [-37]> or <<(x) = [-72]> or <(x) = [-35]>>>> or <(x) = [-73]>>>> then\n forever\n set [open v] to [1]\n start sound [Minecraft Door Open - QuickSounds v]\n switch costume to (open v)\n delete this clone\n end\n end\n if <(costume [name v]) = [Open]> then\n forever\n wait until <not <touching (player v)?>>\n switch costume to (close v)\n start sound [Minecraft Door Close - QuickSounds v]\n set [open v] to [0]\n delete this clone\n end\n end\nend\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nset [door 2: x v] to (x)\nset [door 2: y v] to (y)\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Position (x) (y)\ncreate clone of (_myself_ v)\nset [door 2: x v] to (x)\nset [door 2: y v] to (y)\n\n@House from level 1\n\nwhen I receive [outro v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((Platforms: x) - (SCROLL X)) ((Platforms: y) - (SCROLL Y))\n\nwhen I receive [setup v]\nshow\nset [platforms: x v] to [0]\nset [platforms: 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]\nend\n\ndefine Position (x) (y)\nset size to (100) %\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [platforms: x v] by (x)\nchange [platforms: y v] by (y)\nnext costume\n\nnext costume\nnext costume\n\ncreate clone of (_myself_ v)\n\nwhen I receive [green flag v]\ngo to [back v] layer\n\n@Door 1\n\nwhen I receive [outro v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [green flag v]\nset [open v] to [0]\nhide\n\nwhen I receive [setup v]\nset [door 1: x v] to [0]\nset [door 1: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (close v)\n Clone at x: [72] y: [-13]\nend\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [tick v]\nPosition ((Door 1: x) - (SCROLL X)) ((Door 1: y) - (SCROLL Y))\nforever\n if <<<(Door open mobile) = [1]> or <key (e v) pressed?>> and <<<<(Landscape: x) = [423]> or <(Landscape: x) = [422]>> and <(Landscape: y) = [0]>> or <<<<(Landscape: x) = [387]> and <(Landscape: y) = [0]>> or <<(Landscape: x) = [386]> or <(Landscape: x) = [385]>>> and <(Landscape: y) = [0]>>>> then\n forever\n set [open v] to [1]\n start sound [Minecraft Door Open - QuickSounds v]\n switch costume to (open v)\n delete this clone\n end\n end\n if <(costume [name v]) = [Open]> then\n forever\n wait until <not <touching (player v)?>>\n switch costume to (close v)\n start sound [Minecraft Door Close - QuickSounds v]\n set [open v] to [0]\n set [door close mobile v] to [1]\n delete this clone\n end\n end\nend\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nset [door 1: x v] to (x)\nset [door 1: y v] to (y)\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Position (x) (y)\ncreate clone of (_myself_ v)\nset [door 1: x v] to (x)\nset [door 1: y v] to (y)\n\n@Door 3\n\nwhen I receive [outro v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [green flag v]\nset [open v] to [0]\nhide\n\nwhen I receive [setup v]\nset [door 3: x v] to [0]\nset [door 3: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (close v)\n Clone at x: [108] y: [90]\nend\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [tick v]\nPosition ((Door 3: x) - (SCROLL X)) ((Door 3: y) - (SCROLL Y))\nforever\n if <<<(Door open mobile) = [1]> or <key (e v) pressed?>> and <<<(Landscape: x) = [387]> or <<(Landscape: x) = [349]> or <(Landscape: x) = [350]>>> and <<(Landscape: y) = [-81]> or <(Landscape: y) = [-82]>>>> then\n forever\n set [open v] to [1]\n start sound [Minecraft Door Open - QuickSounds v]\n switch costume to (open v)\n delete this clone\n end\n end\n if <(costume [name v]) = [Open]> then\n forever\n wait until <not <touching (player v)?>>\n switch costume to (close v)\n start sound [Minecraft Door Close - QuickSounds v]\n set [open v] to [0]\n delete this clone\n end\n end\nend\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nset [door 3: x v] to (x)\nset [door 3: y v] to (y)\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Position (x) (y)\ncreate clone of (_myself_ v)\nset [door 3: x v] to (x)\nset [door 3: y v] to (y)\n\n@Picture\n\nwhen I receive [outro v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [green flag v]\nset size to (175) %\nset [toggle v] to [0]\nset [open v] to [0]\nhide\n\nwhen I receive [setup v]\nset [picture: x v] to [0]\nset [picture: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (close v)\n Clone at x: [120] y: [20]\nend\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [tick v]\nPosition ((Picture: x) - (SCROLL X)) ((Picture: y) - (SCROLL Y))\nforever\n if <<<(Zoom in pic mobile) = [1]> or <key (z v) pressed?>> and <touching (player v)?>> then\n forever\n set [toggle v] to [1]\n switch costume to (picture v)\n go to [front v] layer\n go [backward v] (10) layers\n show\n set [toggle v] to [0]\n delete this clone\n end\n end\n if <(Toggle) = [0]> then\n forever\n hide\n switch costume to (picture v)\n set [toggle v] to [0]\n delete this clone\n end\n end\nend\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nset [picture: x v] to (x)\nset [picture: y v] to (y)\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Position (x) (y)\ncreate clone of (_myself_ v)\nset [picture: x v] to (x)\nset [picture: y v] to (y)\n\nset [zoom out pic mobile v] to [0]\n\n@Open / close door\n\nwhen I receive [outro v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [tick v]\nif <touching (mouse-pointer v)?> then\n repeat until <(size) > [119]>\n change [size v] by (.9)\n change size by (size)\n end\n if <<(Door open mobile) = [0]> and <mouse down?>> then\n set [door open mobile v] to [1]\n switch costume to (close door v)\n wait until <not <mouse down?>>\n end\n if <<(Door open mobile) = [1]> and <mouse down?>> then\n set [door open mobile v] to [0]\n switch costume to (open door v)\n wait until <not <mouse down?>>\n end\nelse\n repeat until <(size) < [101]>\n set [size v] to [-.8]\n change [size v] by (-.9)\n change size by (size)\n end\nend\n\nwhen I receive [instructions close v]\nset size to (100) %\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [begin v]\nswitch costume to (open door v)\nset [size v] to [.8]\nshow\nrepeat (40)\n change [ghost v] effect by (-3)\nend\n\nwhen flag clicked\ngo to [front v] layer\nhide\ngo to x: (0) y: (0)\nchange [ghost v] effect by (100)\n\nwhen flag clicked\nset [door open mobile v] to [0]\nset [door close mobile v] to [1]\ngo to x: (170) y: (155)\ngo to [front v] layer\nset size to (100) %\n\n@Chat Button\n\nwhen I receive [outro v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [tick v]\nif <<key (t v) pressed?> or <touching (mouse-pointer v)?>> then\n repeat until <(size) > [119]>\n change [size v] by (.9)\n change size by (size)\n end\n if <(Instructions) = [0]> then\n if <touching (mouse-pointer v)?> then\n if <mouse down?> then\n broadcast (Chat Open v)\n hide\n wait until <not <mouse down?>>\n end\n end\n if <key (t v) pressed?> then\n broadcast (Chat Open v)\n hide\n wait until <not <mouse down?>>\n end\n end\nelse\n repeat until <(size) < [101]>\n set [size v] to [-.8]\n change [size v] by (-.9)\n change size by (size)\n end\nend\n\nwhen I receive [chat close v]\nset size to (100) %\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [begin v]\nset [size v] to [.8]\nshow\nrepeat (40)\n change [ghost v] effect by (-3)\nend\n\nwhen flag clicked\ngo to [front v] layer\nhide\ngo to x: (0) y: (0)\nchange [ghost v] effect by (100)\n\nwhen flag clicked\ngo to x: (-193) y: (-156)\nset size to (100) %\n\n@Zoom in pic\n\nwhen I receive [outro v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [tick v]\nif <touching (mouse-pointer v)?> then\n repeat until <(size) > [119]>\n change [size v] by (.9)\n change size by (size)\n end\n if <<(Zoom in pic mobile) = [0]> and <mouse down?>> then\n set [zoom in pic mobile v] to [1]\n switch costume to (zoom out v)\n wait until <not <mouse down?>>\n end\n if <<(Zoom in pic mobile) = [1]> and <mouse down?>> then\n set [zoom in pic mobile v] to [0]\n switch costume to (zoom in v)\n wait until <not <mouse down?>>\n end\nelse\n repeat until <(size) < [101]>\n set [size v] to [-.8]\n change [size v] by (-.9)\n change size by (size)\n end\nend\n\nwhen I receive [instructions close v]\nset size to (100) %\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [begin v]\nswitch costume to (zoom in v)\nset [size v] to [.8]\nshow\nrepeat (40)\n change [ghost v] effect by (-3)\nend\n\nwhen flag clicked\ngo to [front v] layer\nhide\ngo to x: (0) y: (0)\nchange [ghost v] effect by (100)\n\nwhen flag clicked\nset [zoom in pic mobile v] to [0]\nset [zoom out pic mobile v] to [1]\ngo to x: (-160) y: (155)\ngo to [front v] layer\nset size to (100) %\n\n@Love fave\n\nwhen I receive [outro v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen flag clicked\nset [costume v] to [0]\nhide\nforever\n if <not <<(LOVED__) = [1]> and <(FAVED___) = [1]>>> then\n wait (pick random (30) to (40)) seconds\n switch costume to (costume1 v)\n go to x: (0) y: (50)\n show\n go to [front v] layer\n start sound [pop v]\n repeat (9)\n change y by (-6)\n end\n repeat (5)\n change y by (3)\n end\n repeat (5)\n change y by (-1)\n end\n wait (2) seconds\n repeat (15)\n change y by (7)\n end\n hide\n end\n if <(Costume) > [0]> then\n hide\n stop [this script v]\n end\nend\n\n@Exit\n\nwhen I receive [outro v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nswitch costume to (open v)\nPosition ((Exit: x) - (SCROLL X)) ((Exit: y) - (SCROLL Y))\nif <<touching (player v)?> and <(costume [number v]) = [1]>> then\n set [exit v] to [win]\nend\n\nwhen I receive [setup v]\nhide\nset [masked v] to [0]\nset [exit: x v] to [0]\nset [exit: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (open v)\n Clone at x: [2000] y: [0]\nend\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 [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nset [exit: x v] to (x)\nset [exit: y v] to (y)\n\nshow\n\nset [masks v] to [1]\nset [masked v] to [1]\n\n@DANGER\n\nwhen I receive [outro v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((DANGER: x) - (SCROLL X)) ((DANGER: y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [danger: 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: [500] y: [-15]\n switch costume to (level 1 2 v)\n Clone at x: [200] y: [0]\n switch costume to (level 1 3 v)\n Clone at x: [500] y: [-5]\n switch costume to (level 1 4 v)\n Clone at x: [400] y: [-5]\nend\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 [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nchange [danger: x v] by (x)\nchange [danger: y v] by (y)\ncreate clone of (_myself_ v)\n\n@Music block\n\nwhen I receive [outro v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen flag clicked\nset [no mus v] to [0]\nset size to (70) %\nhide\n\nwhen I start as a clone\nshow\nforever\n if <<touching (mouse-pointer v)?> or <<touching (mouse-pointer v)?> and <mouse down?>>> then\n broadcast (reverse! v)\n change [music v] by (1)\n if <(Music) = [6]> then\n set [music v] to [1]\n end\n if <(Music) = [7]> then\n if <<(pick random (1) to (50)) = [1]> and <(no mus) = [1]>> then\n broadcast (e 1 v)\n else\n set [music v] to [1]\n end\n if <(no mus) = [0]> then\n set [no mus v] to [1]\n end\n end\n broadcast (music swap v)\n repeat (5)\n change size by (3)\n turn right ((360) / (10)) degrees\n end\n repeat (5)\n change size by (-3)\n turn right ((360) / (10)) degrees\n end\n wait until <not <touching (mouse-pointer v)?>>\n end\nend\n\nwhen I start as a clone\nforever\n if <(delete clones) = [1]> then\n delete this clone\n end\nend\n\nwhen I receive [begin v]\ncreate clone of (_myself_ v)\ngo to x: (200) y: (100)\n\n@Sanitizer\n\nwhen I receive [outro v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen flag clicked\nset size to (70) %\nhide\n\nwhen I start as a clone\nset size to (30) %\nshow\nforever\n if <<touching (mouse-pointer v)?> or <<touching (mouse-pointer v)?> and <mouse down?>>> then\n set [sanitized? v] to [1]\n broadcast (Sanitized! v)\n point in direction (90)\n repeat (5)\n change size by (3)\n turn right ((50) / (10)) degrees\n end\n repeat (5)\n change size by (-3)\n turn left ((100) / (10)) degrees\n end\n repeat (5)\n turn right ((50) / (10)) degrees\n end\n wait until <not <touching (mouse-pointer v)?>>\n end\nend\n\nwhen I start as a clone\nforever\n if <(delete clones) = [1]> then\n delete this clone\n end\nend\n\nwhen I receive [begin v]\nset [sanitized? v] to [0]\ncreate clone of (_myself_ v)\ngo to x: (200) y: (0)\n\n@Sure?\n\ndefine Leave?\nset size to (250) %\nswitch costume to (yes v)\nshow\ngo to [front v] layer\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nCloning\nrepeat until <(round (size)) = [100]>\n change [ghost v] effect by (-10)\n change size by (((100) - (size)) / (5))\nend\n\ndefine Cloning\nset [———— v] to [1]\nrepeat (2)\n create clone of (_myself_ v)\n set [———— v] to [1]\n next costume\nend\n\nwhen I start as a clone\nset size to (250) %\ngo to [front v] layer\nrepeat until <(round (size)) = [100]>\n change [ghost v] effect by (-10)\n change size by (((100) - (size)) / (5))\nend\nrepeat until <not <(Left?) = [Pending]>>\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (-10)\n if <mouse down?> then\n start sound [CLICK v]\n if <(costume [name v]) = [Yes]> then\n set [left? v] to [Yes]\n broadcast (Outro v)\n else\n set [left? v] to [No]\n end\n end\n else\n clear graphic effects\n end\nend\nrepeat until <(round (size)) = [200]>\n change [ghost v] effect by (20)\n change size by (((200) - (size)) / (5))\nend\ndelete this clone\n\nwhen I receive [intro done v]\nwait (2) seconds\nhide\nforever\n set [! v] to <<(mouse y) > [160]> and <[-100] > (mouse x)>>\n if <<(mouse y) > [179]> and <<(mouse x) > [-220]> and <[-180] > (mouse x)>>> then\n set [left? v] to [Pending]\n Leave?\n wait until <not <(Left?) = [Pending]>>\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [outro v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen flag clicked\nbroadcast (Intro done v)\n\n@Sanitize quickly!\n\nwhen I receive [outro v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I receive [sanitize quickly! v]\nif <(Touching) = [1]> then\n wait until <(Touching) = [0]>\n set [costume v] to [0]\n hide\n switch costume to (costume2 v)\n go to x: (0) y: (50)\n show\n go to [front v] layer\n start sound [pop v]\n repeat (9)\n change y by (-6)\n end\n repeat (5)\n change y by (3)\n end\n repeat (5)\n change y by (-1)\n end\n wait (2) seconds\n repeat (15)\n change y by (7)\n end\n hide\n if <(Costume) > [0]> then\n hide\n stop [this script v]\n end\nend\n\n@1, 2, boom?\n\nwhen I receive [outro v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [sanitize quickly! v]\nhide\nswitch costume to (1 v)\nset size to (0) %\nif <(Touching) = [1]> then\n wait until <(Touching) = [0]>\n repeat (2)\n if <(Sanitized?) = [0]> then\n show\n Zoom\n hide\n wait (0.5) seconds\n end\n end\nend\n\nwhen flag clicked\nswitch costume to (1 v)\nhide\n\nwhen I receive [reset v]\nswitch costume to (1 v)\nhide\n\ndefine Zoom\nstart sound [pop v]\nrepeat (10)\n change size by (10)\nend\nrepeat (10)\n change size by (-10)\nend\nswitch costume to (2 v)\n\n@Sanitized!\n\nwhen I receive [outro v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [sanitized! v]\nset [costume v] to [0]\nhide\nswitch costume to (costume1 v)\ngo to x: (0) y: (50)\nshow\ngo to [front v] layer\nstart sound [pop v]\nrepeat (9)\n change y by (-6)\nend\nrepeat (5)\n change y by (3)\nend\nrepeat (5)\n change y by (-1)\nend\nwait (2) seconds\nrepeat (15)\n change y by (7)\nend\nhide\nif <(Costume) > [0]> then\n hide\n stop [this script v]\nend\n\nwhen flag clicked\nhide\n\n@Music\n\nwhen I receive [outro v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [music swap v]\nhide\nswitch costume to (Music)\nshow\ngo to [front v] layer\ngo to x: (-90) y: (50)\nrepeat (9)\n change x by (6)\nend\nrepeat (5)\n change x by (-3)\nend\nrepeat (5)\n change x by (1)\nend\nwait (2) seconds\nrepeat (23)\n change x by (-10)\nend\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [begin v]\nhide\nswitch costume to (puzzle parlour v)\nshow\ngo to [front v] layer\ngo to x: (-90) y: (50)\nrepeat (9)\n change x by (6)\nend\nrepeat (5)\n change x by (-3)\nend\nrepeat (5)\n change x by (1)\nend\nwait (2) seconds\nrepeat (23)\n change x by (-10)\nend\nhide\n\n@Instructions Arrow\n\nwhen I receive [tick v]\nif <(Instructions) = [1]> then\n show\n if <touching (mouse-pointer v)?> then\n repeat until <(size) > [119]>\n change [size v] by (.9)\n change size by (size)\n end\n if <(Chat) = [0]> then\n if <mouse down?> then\n broadcast (Page change v)\n wait until <not <mouse down?>>\n end\n end\n else\n repeat until <(size) < [101]>\n set [size v] to [-.8]\n change [size v] by (-.9)\n change size by (size)\n end\n end\nend\n\nwhen flag clicked\nset [ghost v] effect to (0)\nhide\ngo to [front v] layer\ngo to x: (120) y: (-90)\n\nwhen flag clicked\nset [instructions v] to [0]\nset [chat v] to [0]\nhide\n\nwhen I receive [outro v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [tick v]\nif <(Instructions) = [1]> then\n show\nend\nif <(Instructions) = [0]> then\n hide\nend\n\n@Chat close button\n\nwhen I receive [tick v]\nif <(Chat) = [1]> then\n show\nend\nif <(Chat) = [0]> then\n hide\nend\n\nwhen I receive [tick v]\nif <(Chat) = [1]> then\n show\n if <touching (mouse-pointer v)?> then\n repeat until <(size) > [119]>\n change [size v] by (.9)\n change size by (size)\n end\n if <mouse down?> then\n set [close v] to [2]\n wait until <not <mouse down?>>\n end\n else\n repeat until <(size) < [101]>\n set [size v] to [-.8]\n change [size v] by (-.9)\n change size by (size)\n end\n end\nend\n\nwhen flag clicked\nset [ghost v] effect to (0)\nhide\ngo to [front v] layer\ngo to x: (150) y: (100)\n\nwhen flag clicked\nset [instructions v] to [0]\nset [chat v] to [0]\nhide\n\nwhen I receive [outro v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@Instructions close button\n\nwhen I receive [tick v]\nif <(Instructions) = [1]> then\n show\n if <touching (mouse-pointer v)?> then\n repeat until <(size) > [119]>\n change [size v] by (.9)\n change size by (size)\n end\n if <mouse down?> then\n set [close v] to [1]\n wait until <not <mouse down?>>\n end\n else\n repeat until <(size) < [101]>\n set [size v] to [-.8]\n change [size v] by (-.9)\n change size by (size)\n end\n end\nend\n\nwhen flag clicked\nset [close v] to [0]\nset [ghost v] effect to (0)\nhide\ngo to [front v] layer\ngo to x: (135) y: (100)\n\nwhen flag clicked\nset [instructions v] to [0]\nset [chat v] to [0]\nhide\n\nwhen I receive [outro v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [tick v]\nif <(Instructions) = [1]> then\n show\nend\nif <(Instructions) = [0]> then\n hide\nend\n\n
2.5d Platformer Test
@Stage\n\nwhen I receive [finish intro v]\nforever\n play sound [bensound-creativeminds v] until done\nend\n\n@Blank\n\n@Assets\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\n@Thumbnail\n\nwhen flag clicked\nbroadcast (Intro v)\nwait (2.2) seconds\nbroadcast (Finish Intro v)\n\nwhen flag clicked\nwait (0.001) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nforever\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\nshow\ngo to [front v] layer\nset [ghost v] effect to (0)\n\n@Player\n\ndefine Vertical movement\nchange y by (Y Speed)\nVertical Colition\nGravity\n\ndefine Vertical Colition\nif <touching (level v)?> then\n if <[0] > (Y Speed)> then\n repeat until <not <touching (level v)?>>\n change y by (1)\n end\n end\n set [above the platform? v] to [Yes]\n if <(Y Speed) > [0]> then\n repeat until <not <touching (level v)?>>\n change y by (-1)\n end\n end\n set [y speed v] to [0]\nend\n\ndefine Gravity\nchange [y speed v] by (-1)\n\nwhen I receive [finish intro v]\nset x to (-196)\nset y to (10)\nshow\nrepeat (4)\n change [ghost v] effect by (-25)\nend\nforever\n Horizontal Movement\n Vertical movement\nend\n\nwhen flag clicked\npoint in direction (90)\nhide\nset [ghost v] effect to (100)\n\ndefine Horizontal Movement\nchange x by (X Speed)\nHorizontal Collision\nFriction\n\ndefine Friction\nset [x speed v] to ((X Speed) * (0.8))\n\ndefine Horizontal Collision\nif <touching (level v)?> then\n repeat (3)\n change y by (1)\n if <not <touching (level v)?>> then\n stop [this script v]\n end\n end\n change y by (-3)\n if <[0] > (X Speed)> then\n repeat until <not <touching (level v)?>>\n change x by (1)\n end\n end\n if <(X Speed) > [0]> then\n repeat until <not <touching (level v)?>>\n change x by (-1)\n end\n end\n set [x speed v] to [0]\nend\n\nwhen flag clicked\nforever\n if <<<key (up arrow v) pressed?> or <<<key (space v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>>> and <(Above the platform?) = [Yes]>> then\n change [y speed v] by (13)\n set [above the platform? v] to [No]\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 speed v] by (2)\n end\n if <<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n point in direction (-90)\n change [x speed v] by (-2)\n end\nend\n\nwhen I receive [next level v]\ngo to x: (-196) y: (10)\n\nwhen I receive [death v]\ngo to x: (-196) y: (10)\n\nwhen I receive [death v]\nplay sound [Punch Sound Effect v] until done\n\nwhen I receive [finish intro v]\nset [levels v] to [1]\n\nwhen I receive [play v]\nforever\n if <not <(LEVELS) = [10]>> then\n if <(x position) > [235]> then\n broadcast (Next Level v)\n start sound [Ding Sound Effect v]\n change [levels v] by (1)\n set [x speed v] to [0]\n set [y speed v] to [0]\n end\n end\nend\n\n@Level\n\nwhen I receive [finish intro v]\nshow\ngo to x: (0) y: (0)\nswitch costume to (level 1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@Words\n\nwhen I receive [intro v]\nset size to (150) %\ngo to [front v] layer\nset [ghost v] effect to (100)\nswitch costume to (intro v)\nwait (0.01) seconds\nshow\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nwait (0.8) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\nset [ghost v] effect to (20)\nset size to (130) %\nswitch costume to (level 1 v)\ngo to x: (-69) y: (159)\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [play v]\nforever\n if <(LEVELS) = [2]> then\n switch costume to (level 2 v)\n go to x: (-81) y: (141)\n end\n if <(LEVELS) = [3]> then\n switch costume to (level 3 v)\n go to x: (-56) y: (129)\n end\n if <(LEVELS) = [4]> then\n switch costume to (level 4 v)\n go to x: (-158) y: (160)\n end\n if <(LEVELS) = [5]> then\n switch costume to (level 5 v)\n go to x: (-77) y: (145)\n end\n if <(LEVELS) = [6]> then\n switch costume to (level 6 v)\n go to x: (-193) y: (159)\n end\n if <(LEVELS) = [7]> then\n switch costume to (level 7 v)\n go to x: (-66) y: (160)\n end\n if <(LEVELS) = [8]> then\n switch costume to (level 8 v)\n go to x: (-132) y: (162)\n end\n if <(LEVELS) = [9]> then\n switch costume to (level 9 v)\n go to x: (-139) y: (163)\n end\n if <(LEVELS) = [10]> then\n switch costume to (level 10 v)\n go to x: (0) y: (120)\n end\nend\n\nwhen I receive [play v]\nforever\n if <touching (player v)?> then\n set [ghost v] effect to (40)\n else\n set [ghost v] effect to (20)\n end\nend\n\n@Trampoline\n\nwhen flag clicked\nhide\nset [ghost v] effect to (100)\nswitch costume to (trampoline 1 v)\nwait until <(LEVELS) = [5]>\nset [ghost v] effect to (30)\nshow\n\nwhen flag clicked\nforever\n if <(LEVELS) = [5]> then\n go to x: (-83) y: (-71)\n end\n if <(LEVELS) = [6]> then\n go to x: (-97) y: (-71)\n end\n if <(LEVELS) = [7]> then\n go to x: (-145) y: (-71)\n end\n if <(LEVELS) = [8]> then\n hide\n end\nend\n\nwhen I receive [bounce v]\nswitch costume to (trampoline 2 v)\nwait (0.01) seconds\nswitch costume to (trampoline 3 v)\nwait (0.01) seconds\nswitch costume to (trampoline 2 v)\nwait (0.01) seconds\nswitch costume to (trampoline 1 v)\n\nwhen flag clicked\nhide\nset [ghost v] effect to (100)\n\n@Clouds\n\nwhen flag clicked\nset [ghost v] effect to (100)\ngo to [back v] layer\nhide\n\nwhen I receive [play v]\nwait (0.5) seconds\nforever\n set [ghost v] effect to (pick random (10) to (20))\nend\n\nwhen I receive [play v]\nset [ghost v] effect to (0)\nforever\n wait (pick random (1) to (1.5)) seconds\n switch costume to (pick random (1) to (2))\n go to x: (240) y: (pick random (65) to (150))\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\nrepeat ((236) / (2.5))\n change x by (-3)\n change x by (-3)\nend\ndelete this clone\n\n@Spike\n\nwhen flag clicked\ngo to [back v] layer\nhide\n\nwhen I start as a clone\nshow\nforever\n if <touching (player v)?> then\n broadcast (Death v)\n end\nend\n\ndefine Create Spike with X: (x) Y: (y)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\nwhen I receive [finish intro v]\nCreate Spike with X: [-105] Y: [-76]\nCreate Spike with X: [84] Y: [-76]\n\nwhen I receive [next level v]\nif <(LEVELS) = [2]> then\n Create Spike with X: [77] Y: [-76]\n Create Spike with X: [-43] Y: [-76]\nend\nif <(LEVELS) = [4]> then\n Create Spike with X: [-125] Y: [-76]\n Create Spike with X: [-86] Y: [-76]\n Create Spike with X: [40] Y: [-76]\n Create Spike with X: [80] Y: [-76]\nend\nif <(LEVELS) = [5]> then\n Create Spike with X: [72] Y: [-76]\n Create Spike with X: [110] Y: [-76]\nend\nif <(LEVELS) = [6]> then\n Create Spike with X: [-20] Y: [95]\n Create Spike with X: [184] Y: [-76]\nend\nif <(LEVELS) = [8]> then\n Create Spike with X: [10] Y: [-76]\nend\nif <(LEVELS) = [9]> then\n Create Spike with X: [-137] Y: [-76]\n Create Spike with X: [-102] Y: [-76]\n Create Spike with X: [-65] Y: [-76]\n Create Spike with X: [65] Y: [-76]\n Create Spike with X: [102] Y: [-76]\n Create Spike with X: [137] Y: [-76]\nend\n\nwhen I receive [next level v]\ndelete this clone\n\n@Lava\n\nwhen flag clicked\ngo to [back v] layer\nhide\n\nwhen I start as a clone\nshow\nforever\n change [move v] by (5)\n change y by ([sin v] of (Move) )\nend\n\ndefine Create Lava with X: (x) Y: (y)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\nwhen I receive [next level v]\nif <(LEVELS) = [3]> then\n Create Lava with X: [82] Y: [-213]\nend\nif <(LEVELS) = [6]> then\n Create Lava with X: [82] Y: [-213]\nend\nif <(LEVELS) = [7]> then\n Create Lava with X: [82] Y: [-214]\nend\nif <(LEVELS) = [8]> then\n Create Lava with X: [0] Y: [-213]\nend\n\nwhen I receive [next level v]\ndelete this clone\n\nwhen I start as a clone\nforever\n if <touching (player v)?> then\n broadcast (Death v)\n end\nend\n\n@Trampoline (Program)\n\nwhen flag clicked\nhide\nset [ghost v] effect to (99)\nwait until <(LEVELS) = [5]>\nset [ghost v] effect to (99)\nshow\n\nwhen flag clicked\nforever\n if <(LEVELS) = [5]> then\n go to x: (-83) y: (-52)\n end\n if <(LEVELS) = [6]> then\n go to x: (-97) y: (-52)\n end\n if <(LEVELS) = [7]> then\n go to x: (-145) y: (-52)\n end\n if <(LEVELS) = [8]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n if <<not <(Y Speed) = [1]>> and <not <(Y Speed) = [6]>>> then\n broadcast (Bounce v)\n set [above the trampoline? v] to [Yes]\n set [y speed v] to [17]\n start sound [Jump v]\n end\n end\nend\n\n@Walk particles\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\nhide\nforever\n if <(Y Speed) < [0]> then\n wait until <(Y Speed) = [-1]>\n repeat until <(Y Speed) > [0]>\n repeat (2)\n move (0) steps\n end\n create clone of (_myself_ v)\n end\n end\nend\n\nwhen I start as a clone\ngo to [back v] layer\nset [ghost v] effect to (0)\nset size to (pick random (130) to (150)) %\nshow\npoint in direction (pick random (-360) to (360))\ngo to (player v)\nchange x by (X Speed)\nchange y by (-15)\nwait (0.075) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\n@INTRO, DEATH, NEXT LEVEL\n\nwhen I receive [death v]\ngo to x: (0) y: (0)\nswitch costume to (death v)\ngo to [front v] layer\nset [ghost v] effect to (100)\nshow\nrepeat (7)\n change [ghost v] effect by (-14)\nend\nwait (0.1) seconds\nrepeat (7)\n change [ghost v] effect by (14)\nend\nset [ghost v] effect to (0)\nhide\n\nwhen flag clicked\ngo to x: (36) y: (28)\nhide\n\nwhen I receive [next level v]\ngo to x: (0) y: (0)\nswitch costume to (next v)\ngo to [front v] layer\nset [ghost v] effect to (100)\nshow\nrepeat (7)\n change [ghost v] effect by (-14)\nend\nwait (0.1) seconds\nrepeat (7)\n change [ghost v] effect by (14)\nend\nset [ghost v] effect to (0)\nhide\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [front v] layer\ngo [backward v] (1) layers\nswitch costume to (death v)\nset [ghost v] effect to (100)\nshow\nrepeat (5)\n change [ghost v] effect by (-20)\nend\nwait (0.47) seconds\nplay sound [Connect v] until done\nwait (0.47) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nset [ghost v] effect to (0)\nhide\nbroadcast (Play v)\n\n@Decoration\n\nwhen flag clicked\nhide\n\nwhen I receive [finish intro v]\nswitch costume to (level 1 v)\nshow\n\nwhen I receive [play v]\nforever\n go to x: (-12) y: (-90)\n if <(LEVELS) = [2]> then\n switch costume to (level 2 v)\n end\n if <(LEVELS) = [3]> then\n switch costume to (level 3 v)\n end\n if <(LEVELS) = [4]> then\n switch costume to (level 4 v)\n end\n if <(LEVELS) = [5]> then\n switch costume to (level 5 v)\n end\n if <(LEVELS) = [6]> then\n switch costume to (level 6 v)\n end\n if <(LEVELS) = [7]> then\n switch costume to (level 7 v)\n end\n if <(LEVELS) = [8]> then\n switch costume to (level 8 v)\n end\n if <(LEVELS) = [9]> then\n switch costume to (level 9 v)\n end\nend\n\n
Sketch Platformer
@Stage\n\nwhen I receive [save game v]\ndelete (all) of [_savemydata v]\nbroadcast (Save Achievements v) and wait\nbroadcast (Save My Data Now v) and wait\n\nwhen flag clicked\nswitch backdrop to (night v)\nif <<(username) = [griffpatch]> or <(username) = [griffpatch_tutor]>> then\n set [glitches v] to [0]\n show variable [glitches v]\nelse\n hide variable [glitches v]\nend\nhide variable [glitches v]\nset [lag prevention v] to [off]\nhide variable [lag prevention v]\nhide variable [power v]\nhide variable [coins v]\nhide variable [game mode v]\nshow list [high score table v]\n\n@Blank\n\n@The Player\n\ndefine Do Jump?\nif <key (up arrow v) pressed?> then\n if <(Can Jump?) > [0]> then\n if <(Size) < [1]> then\n set [is jumping? v] to [9]\n else\n set [is jumping? v] to [8]\n end\n set [can jump? v] to [0]\n if <(On Wall) = [0]> then\n add [1] to [new achievement v]\n else\n add [2] to [new achievement v]\n end\n end\n if <(Is Jumping?) > [0]> then\n if <(Is Jumping?) > [1]> then\n if <<(Player Mode) = [10]> or <(Player Mode) = [11]>> then\n set [speed y v] to [6]\n else\n if <(Player Mode) = [2]> then\n set [speed y v] to [11.5]\n else\n set [speed y v] to [9]\n end\n end\n end\n end\nelse\n set [is jumping? v] to [0]\n if <<(Player Mode) = [10]> or <(Player Mode) = [11]>> then\n set [can jump? v] to [2]\n end\nend\nif <(Can Jump?) > [0]> then\n change [can jump? v] by (-1)\nend\nif <(Is Jumping?) > [1]> then\n change [is jumping? v] by (-1)\nend\nif <(Player Mode) = [2]> then\n if <(Is Jumping?) > [0]> then\n set [speed x v] to ((Speed X) * (2))\n else\n set [speed x v] to ((Speed X) * (0.75))\n end\nend\nif <(In Water) > [0]> then\n if <key (down arrow v) pressed?> then\n change [speed y v] by (-0.13)\n end\nend\n\nwhen [n v] key pressed\nif <(Show Names) > [1]> then\n set [show names v] to [0]\nelse\n change [show names v] by (2)\nend\nbroadcast (toggle player names v)\n\ndefine Check Talk\nif <(Talk #) > [0]> then\n if <(timer) > (TalkTimeout)> then\n say []\n set [talk # v] to [0]\n end\nend\n\nwhen [r v] key pressed\nRe Spawn Player\nadd [25] to [new achievement v]\nreplace item (1) of [dress up v] with []\n\nwhen flag clicked\nwait (1) seconds\nset [number of players v] to [0]\nset [offset scroll v] to [0]\nset [lagwarn # v] to [0]\ndelete (all) of [_savemydata v]\nadd [2] to [_savemydata v]\nadd [9999] to [_savemydata v]\nreplace item (1) of [dress up v] with []\nreplace item (2) of [dress up v] with []\npoint in direction (90)\nbroadcast (@get my ranking v) and wait\nbroadcast (load my data v) and wait\nbroadcast (load achievements v) and wait\nbroadcast (@allocate gaming slot v) and wait\nif <(Level #) = [1]> then\n set [spawn x v] to [0]\n set [spawn y v] to [-43]\nelse\n set [spawn x v] to ((7) * (470))\n set [spawn y v] to [43]\nend\nset [whoisit # v] to [0]\nset [player mode v] to [0]\nset [show names v] to [2]\nset [talktimeout v] to [0]\nset [talk # v] to [0]\nset [idletime v] to (timer)\nRe Spawn Player\nPosition Player <>\nbroadcast (init level v) and wait\ngo [backward v] (1000) layers\nshow\nswitch costume to (hit mask2 v)\nset [ghost v] effect to (100)\nif <([me index v] of [save game v]) > [64]> then\n if <([myscore v] of [save game v]) > [0]> then\n broadcast (save game v) and wait\n end\nend\nGame Loop\n\ndefine Set Zoom (zoom) at (x) (y)\nset [wantsize v] to (zoom)\nchange [player y v] by ((11) - ((11) * (Size)))\nchange [player y v] by (((11) * (zoom)) - (11))\nset size to ((zoom) * (100)) %\nHit Check (Player X) (Player Y) (1) (zoom)\nif <(Hit) > [-99999]> then\n if <(x) > [10]> then\n set [player x v] to (x)\n set [player y v] to (y)\n set [size v] to (zoom)\n else\n set size to ((Size) * (100)) %\n change [player y v] by ((11) - ((11) * (zoom)))\n change [player y v] by (((11) * (Size)) - (11))\n end\nelse\n set [size v] to (zoom)\nend\n\ndefine Re Spawn Player\nset [respawn v] to []\nset [eaten by v] to [0]\nset [player x v] to (Spawn X)\nset [player y v] to (Spawn Y)\nset [scroll x v] to (Spawn X)\nset [scroll y v] to (Spawn Y)\nset [next scr x v] to (Spawn X)\nset [next scr y v] to (Spawn Y)\nset [speed x v] to [0]\nset [speed y v] to [0]\nset [can jump? v] to [0]\nset [frame v] to [0]\nset [player mode v] to [0]\nset [player mode fuel v] to [0]\nset [on wall v] to [0]\nset [zoom v] to [1]\nset [size v] to [1]\nset [wantsize v] to [1]\nset [minscry v] to [0]\nhide variable [power v]\nset [invert v] to [0]\nset [senddelay v] to [0]\nset [game mode v] to [0]\nset [_airlevel v] to [26]\nset [wall jump timer v] to [0]\nset [ufo_pull v] to [0]\nset [fromwater v] to [0]\nswitch costume to (hit mask2 v)\nset size to (100) %\nbroadcast (game mode change v) and wait\n\ndefine Position Player <even?>\ngo to x: ((Player X) - (Next Scr X)) y: (round ((Player Y) - (Next Scr Y)))\n\ndefine Calculate Costume\nif <<(Player Mode) = [0]> or <(Player Mode) = [3]>> then\n set [nextcostume # v] to (([abs v] of ((([floor v] of (Frame) ) mod (4)) - (1)) ) + (1))\nelse\n if <(Player Mode) = [1]> then\n set [nextcostume # v] to ((5) + (Frame))\n else\n if <(Player Mode) = [5]> then\n set [nextcostume # v] to ((25) + (Frame))\n else\n if <(Player Mode) = [6]> then\n set [nextcostume # v] to ((27) + (Frame))\n else\n if <(Player Mode) = [7]> then\n set [nextcostume # v] to ((28) + (Frame))\n else\n if <(Player Mode) = [2]> then\n if <(Is Jumping?) = [0]> then\n set [nextcostume # v] to ((([floor v] of ((Frame) * (1)) ) mod (9)) + (7))\n else\n set [nextcostume # v] to [16]\n end\n else\n if <(Player Mode) = [8]> then\n set [nextcostume # v] to (([abs v] of ((([floor v] of ((Frame) * (0.3)) ) mod (4)) - (1)) ) + (30))\n else\n if <(Player Mode) = [9]> then\n set [nextcostume # v] to (([abs v] of ((([floor v] of ((Frame) * (0.6)) ) mod (4)) - (1)) ) + (33))\n else\n if <(Player Mode) = [10]> then\n set [nextcostume # v] to ((([floor v] of ((Frame) * (0.5)) ) mod (2)) + (36))\n else\n if <(Player Mode) = [11]> then\n set [nextcostume # v] to ((([floor v] of ((Frame) * (0.5)) ) mod (2)) + (38))\n else\n if <(Player Mode) = [12]> then\n if <(direction) > [0]> then\n set [nextcostume # v] to ((([floor v] of ((Frame) * (0.5)) ) mod (2)) + (40))\n else\n set [nextcostume # v] to ((([floor v] of ((Frame) * (0.5)) ) mod (2)) + (42))\n end\n else\n if <(Player Mode) = [13]> then\n set [nextcostume # v] to ((44) + ((36) * (Frame)))\n else\n if <(Player Mode) = [14]> then\n if <<(Is Jumping?) > [0]> and <(Speed Y) > [-4]>> then\n if <(Speed Y) > [4]> then\n set [nextcostume # v] to [47]\n else\n set [nextcostume # v] to [45]\n end\n else\n set [nextcostume # v] to ((([floor v] of (((Frame) + (3)) * (0.3)) ) mod (2)) + (45))\n end\n else\n if <(Player Mode) = [15]> then\n if <<key (space v) pressed?> and <(Speed X) = [0]>> then\n set [nextcostume # v] to [52]\n else\n set [nextcostume # v] to ((([floor v] of ((Frame) * (0.5)) ) mod (4)) + (48))\n end\n else\n if <(Player Mode) = [16]> then\n if <(Can Jump?) > [0]> then\n set [nextcostume # v] to [53]\n else\n if <([abs v] of ([direction v] of [tool v]) ) > [33]> then\n set [nextcostume # v] to [54]\n else\n set [nextcostume # v] to [55]\n end\n end\n else\n if <(Player Mode) = [17]> then\n set [nextcostume # v] to [56]\n if <(Can Jump?) > [1]> then\n change [nextcostume # v] by ([ceiling v] of ((((Can Jump?) - (1)) / (14)) * (3)) )\n if <(action) > [0]> then\n change [nextcostume # v] by (3)\n end\n end\n if <(Speed X) < [0]> then\n change [nextcostume # v] by (7)\n end\n else\n if <(Player Mode) = [18]> then\n if <(Can Jump?) = [0]> then\n if <(Speed Y) < [0]> then\n set [nextcostume # v] to [78]\n else\n set [nextcostume # v] to [77]\n end\n else\n if <(Speed X) = [0]> then\n set [nextcostume # v] to (([abs v] of ((([floor v] of ((timer) * (5)) ) mod (4)) - (1)) ) + (70))\n else\n set [nextcostume # v] to (([abs v] of ((([floor v] of ((Frame) * (0.5)) ) mod (6)) - (2)) ) + (73))\n end\n end\n else\n if <(Player Mode) = [19]> then\n set [nextcostume # v] to [79]\n else\n if <(Player Mode) = [20]> then\n if <(Speed X) = [0]> then\n if <(Speed Y) < [0]> then\n set [nextcostume # v] to [84]\n else\n if <(Speed Y) > [0]> then\n set [nextcostume # v] to [83]\n else\n set [nextcostume # v] to [81]\n end\n end\n else\n set [nextcostume # v] to ((([floor v] of ((Frame) * (2)) ) mod (5)) + (82))\n end\n if <(In Water) > [0]> then\n set [nextcostume # v] to ((([floor v] of ((Frame) * (2)) ) mod (5)) + (82))\n end\n else\n if <<(Player Mode) > [20]> and <(Player Mode) < [24]>> then\n set [nextcostume # v] to (((Player Mode) * (3)) + (24))\n change [nextcostume # v] by ([abs v] of ((([floor v] of (Frame) ) mod (4)) - (1)) )\n else\n if <(Is Jumping?) = [0]> then\n if <(Frame) = [0]> then\n set [nextcostume # v] to ((17) + (Invert))\n else\n set [nextcostume # v] to (((([floor v] of ((Frame) * (0.5)) ) mod (3)) + (18)) + (Invert))\n end\n else\n set [nextcostume # v] to ((18) + (Invert))\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine Do UFO or Fish <isufo>\nif <<isufo> or <(In Water) > [0]>> then\n set [gravity v] to [0]\n if <<key (up arrow v) pressed?> and <(Speed Y) < [6]>> then\n change [speed y v] by (0.2)\n else\n if <<key (down arrow v) pressed?> and <(Speed Y) > [-6]>> then\n change [speed y v] by (-0.2)\n else\n set [speed y v] to ((Speed Y) * (0.95))\n end\n end\n if <isufo> then\n if <(Player Mode) = [19]> then\n change [speed y v] by ((0.1) * ([sin v] of ((timer) * (180)) ))\n else\n set [frame v] to [0]\n if <<key (space v) pressed?> and <([abs v] of ((Size) - (1)) ) < [0.2]>> then\n if <<(Player Mode) = [7]> or <(Player Mode) = [13]>> then\n set [frame v] to [1]\n end\n end\n end\n else\n if <(pick random (1) to (30)) = [1]> then\n change [speed y v] by (pick random (-0.3) to (0.3))\n end\n end\nelse\n if <key (up arrow v) pressed?> then\n if <<(On Wall) = [0]> and <(Can Jump?) > [0]>> then\n if <(Player Mode) = [9]> then\n set [is jumping? v] to [1000]\n else\n set [is jumping? v] to [8]\n end\n set [can jump? v] to [0]\n add [40] to [new achievement v]\n end\n if <(Is Jumping?) > [1]> then\n set [speed y v] to [7]\n end\n else\n set [is jumping? v] to [0]\n end\n if <(Can Jump?) > [0]> then\n change [can jump? v] by (-1)\n end\n if <(Is Jumping?) > [1]> then\n change [is jumping? v] by (-1)\n end\n if <(Is Jumping?) > [0]> then\n if <(Player Mode) = [9]> then\n set [speed x v] to ((Speed X) * (2))\n else\n set [speed x v] to ((Speed X) * (0.9))\n end\n else\n if <(Can Jump?) > [0]> then\n set [speed x v] to [0]\n end\n end\nend\n\nif <(_TalkMode) > [1000]> then\n set [talk # v] to ((_TalkMode) - (1000))\n set [_talkmode v] to [0]\n set [talktimeout v] to ((timer) + (4))\n set [senddelay v] to [0]\n say (item (Talk #) of [_safechat v])\n add [3] to [new achievement v]\n if <<(Player Mode) = [6]> and <(item (Talk #) of [_safechat v]) = [Nyan nyan nyan!!!]>> then\n add [16] to [new achievement v]\n end\nelse\n if <(Talk #) > [0]> then\n if <(timer) > (TalkTimeout)> then\n say []\n set [talk # v] to [0]\n end\n end\nend\n\nwhen I receive [log chat v]\nsay (Filtered Chat)\nadd [3] to [new achievement v]\nset [talk # v] to ((_TalkMode) - (1000))\nif <(Player Mode) = [6]> then\n if <(item (Talk #) of [_safechat v]) = [Nyan nyan nyan!!!]> then\n add [16] to [new achievement v]\n end\nend\nif <<(Player Mode) > [20]> and <(Player Mode) < [24]>> then\n if < (item (Talk #) of [_safechat v]) contains [Banana]?> then\n add [77] to [new achievement v]\n end\nend\nset [talktimeout v] to ((timer) + (4))\nset [senddelay v] to [0]\nset [_talkmode v] to [0]\n\ndefine Game Loop\nset [time v] to (((timer) * (30)) - (1))\nset [_tick v] to [1]\nset [lag count v] to [0]\nrepeat until <((timer) - (IdleTime)) > [200]>\n Lag Prevention\n broadcast (@update multiplayer v) and wait\n set [number of players v] to ([@player count v] of [multiplayer v])\n Do Player Tick\n Check Talk\n if <(RESPAWN) > [0]> then\n change [respawn v] by (1)\n if <(RESPAWN) > [15]> then\n Re Spawn Player\n end\n end\n delete all of [minions v]\n broadcast (Pre-Tick v)\n broadcast (tick v) and wait\nend\ngo to x: (0) y: (0)\npoint in direction (90)\nswitch costume to (timeout v)\ngo to [front v] layer\nstop [all v]\n\nwhen [x v] key pressed\nif <<(Game Mode) = [1]> and <(Player Mode) = [1]>> then\n stop [this script v]\nend\nif <(Player Mode) = [13]> then\n if <(Size) < [1]> then\n Collect Power Up (4) (120) (0.25) at (Player X) (Player Y)\n add [56] to [new achievement v]\n else\n Collect Power Up (4) (5) (0.5) at (Player X) (Player Y)\n end\nelse\n if <(Player Mode) > [0]> then\n hide variable [power v]\n set [player mode v] to [0]\n set [invert v] to [0]\n Set Zoom (1) at (1) (1)\n switch costume to (hit mask2 v)\n hide variable [fuel v]\n add [24] to [new achievement v]\n if <(Game Mode) > [0]> then\n set [game mode v] to [0]\n broadcast (game mode change v) and wait\n end\n end\nend\n\ndefine Collect Power Up (mode) (time) (zoom) at (x) (y)\nif <not <(mode) = [19]>> then\n set [eaten by v] to [0]\nend\nif <not <<(Player Mode) = [4]> and <(mode) = [17]>>> then\n set [invert v] to [0]\nend\nif <(mode) < [0]> then\n if <<(Player Mode) = [0]> or <<(Player Mode) = [10]> or <(Player Mode) = [11]>>> then\n set [player mode v] to ((0) - (mode))\n end\nelse\n set [player mode v] to (mode)\nend\nif <(mode) > [0]> then\n set [fromwater v] to [0]\nend\nif <(Player Mode) = [12]> then\n set [can jump? v] to [30]\nend\nset [player mode fuel v] to (time)\nset [power v] to (Player Mode Fuel)\nset [frame v] to [0]\nshow variable [power v]\nif <(direction) > [0]> then\n point in direction (90)\nelse\n point in direction (-90)\nend\nif <(Player Mode) = [14]> then\n switch costume to (hit mask3 v)\nelse\n if <<(Player Mode) = [19]> or <(Player Mode) = [20]>> then\n switch costume to (hit mask eyes v)\n else\n if <not <(costume [number v]) = [1]>> then\n switch costume to (hit mask2 v)\n end\n end\nend\nSet Zoom (zoom) at (x) (y)\nif <(Game Mode) > [2]> then\n broadcast (game mode change v)\n set [game mode v] to [0]\n set [coins v] to [0]\n hide variable [coins v]\nend\n\ndefine Do Player Tick\nif <(WantSize) = (Size)> then\n if <touching (level v)?> then\n Escape Stuck\n end\nelse\n Set Zoom (WantSize) at (1) (1)\nend\nif <(RESPAWN) > [0]> then\n stop [this script v]\nend\nrepeat (_Tick)\n if <(Game Mode) = [11]> then\n set size to (60) %\n if <touching (enemy v)?> then\n wait (0.5) seconds\n repeat until <not <key (any v) pressed?>>\n wait (0.1) seconds\n end\n set [player x v] to [3314]\n set [player y v] to [1398]\n set [scroll x v] to (Player X)\n set [scroll y v] to (Player Y)\n set [next scr x v] to (Player X)\n set [next scr y v] to (Player Y)\n set [speed y v] to [4]\n Collect Power Up (18) (120) (1) at (1) (1)\n set [game mode v] to [11]\n broadcast (game mode change v)\n end\n set size to (100) %\n end\n if <(Player Mode) = [17]> then\n set [gravity v] to [-1]\n Do Snail (prev Angle)\n else\n if <<(Player Mode) = [10]> or <(Player Mode) = [11]>> then\n set [gravity v] to [-0.3]\n else\n set [gravity v] to [-1]\n end\n if <(Wall Jump Timer) > [0]> then\n change [wall jump timer v] by (-1)\n else\n if <(Player Mode) = [16]> then\n Do Toad\n else\n if <key (left arrow v) pressed?> then\n if <(direction) > [0]> then\n point in direction (-90)\n set [senddelay v] to [0]\n end\n set [speed x v] to [-4]\n change [frame v] by (0.5)\n set [idletime v] to (timer)\n else\n if <key (right arrow v) pressed?> then\n if <(direction) < [0]> then\n point in direction (90)\n set [senddelay v] to [0]\n end\n set [speed x v] to [4]\n change [frame v] by (0.5)\n set [idletime v] to (timer)\n else\n if <<(Player Mode) = [10]> or <(Player Mode) = [11]>> then\n set [speed x v] to ((0.95) * (Speed X))\n change [frame v] by (0.25)\n else\n if <not <<(Player Mode) = [6]> or <(Player Mode) = [12]>>> then\n set [speed x v] to [0]\n set [frame v] to [0]\n end\n end\n end\n end\n end\n end\n if <(Player Mode) = [12]> then\n Do Flappy\n else\n if <(Player Mode) = [6]> then\n Do Nyan\n else\n if <<(Player Mode) = [8]> or <(Player Mode) = [9]>> then\n Do UFO or Fish <>\n else\n if <<<(Player Mode) = [7]> or <(Player Mode) = [13]>> or <(Player Mode) = [19]>> then\n Do UFO or Fish \n else\n if <<(Player Mode) = [1]> or <(Player Mode) = [5]>> then\n Do Jet Pack\n else\n if <(Player Mode) = [16]> then\n Do Toad\n else\n Do Jump?\n if <(Player Mode) = [4]> then\n set [speed x v] to ((Speed X) * (0.8))\n else\n if <(Player Mode) = [18]> then\n set [speed x v] to ((Speed X) * (1.6))\n else\n if <(Player Mode) = [20]> then\n set [speed x v] to ((Speed X) * (1.5))\n else\n if <(Player Mode) = [13]> then\n set [speed x v] to ((Speed X) * (1.2))\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n if <not <<(Suck X) = [0]> and <(Suck Y) = [0]>>> then\n set [speed x v] to (Suck X)\n set [speed y v] to (Suck Y)\n set [suck x v] to [0]\n set [suck y v] to [0]\n end\n if <<(In Water) > [0]> and <not <<(Player Mode) = [8]> or <(Player Mode) = [9]>>>> then\n set [gravity v] to [0.1]\n set [speed y v] to ((Speed Y) * (0.98))\n end\n if <(Player Mode) = [8]> then\n set [movemul v] to ((zoom) / (Size))\n else\n set [movemul v] to ((zoom) * (Size))\n end\n Move Player ((Speed X) * (moveMul)) (0) ((zoom) * (Size)) (moveMul)\n change [speed y v] by (gravity)\n if <(Speed Y) < [-14]> then\n set [speed y v] to [-14]\n end\n if <not <(Speed Y) = [0]>> then\n Move Player (0) ((Speed Y) * (moveMul)) ((zoom) * (Size)) (moveMul)\n end\n end\n if <<(In Water) > [0]> and <not <<(Player Mode) = [8]> or <(Player Mode) = [9]>>>> then\n change [_airlevel v] by (-0.05)\n if <(_AirLevel) < [0]> then\n add [84] to [new achievement v]\n set [respawn v] to [1]\n end\n else\n set [_airlevel v] to [26]\n end\n Check Touch Zones\n if <<(Player Mode) > [1]> and <not <(Player Mode) = [5]>>> then\n change [player mode fuel v] by (-0.03333)\n set [power v] to (round (Player Mode Fuel))\n if <not <(Player Mode Fuel) > [0]>> then\n if <(Player Mode) = [12]> then\n add [52] to [new achievement v]\n set [player x v] to [-96]\n set [player y v] to [1296]\n set [next scr x v] to (Player X)\n set [next scr y v] to (Player Y)\n set [speed x v] to [0]\n set [speed y v] to [0]\n end\n set [invert v] to [0]\n if <<<(Player Mode) > [20]> and <(Player Mode) < [24]>> and <(Size) = [1.01]>> then\n Set Zoom (1.02) at (1) (1)\n set [player mode fuel v] to [120]\n set [power v] to (Player Mode Fuel)\n else\n Set Zoom (1) at (1) (1)\n hide variable [power v]\n set [player mode v] to [0]\n end\n switch costume to (hit mask2 v)\n if <<(Game Mode) = [3]> or <<(Game Mode) = [5]> or <<(Game Mode) = [7]> or <<(Game Mode) = [9]> or <(Game Mode) = [11]>>>>> then\n broadcast (game mode change v)\n set [game mode v] to [0]\n set [coins v] to [0]\n hide variable [coins v]\n end\n end\n end\n Calculate Costume\n if <(Player Y) < [-180]> then\n set [respawn v] to [1]\n add [4] to [new achievement v]\n end\n if <(Player Y) > [1930]> then\n if <(Player Mode) = [9]> then\n add [44] to [new achievement v]\n else\n if <(Player Mode) = [17]> then\n add [80] to [new achievement v]\n end\n end\n set [respawn v] to [1]\n add [5] to [new achievement v]\n end\n Send Data\nend\nif <(Game Mode) = [2]> then\n set [game mode v] to [0]\n set [coins v] to [0]\n hide variable [coins v]\n add [32] to [new achievement v]\n Collect Hat [1013] []\n broadcast (fish dash won v)\nend\nif <(Game Mode) = [4]> then\n set [game mode v] to [0]\n set [coins v] to [0]\n hide variable [coins v]\n add [47] to [new achievement v]\n Collect Hat [1011] []\n broadcast (game mode change v)\n Collect Power Up (11) (150) (1.4) at (0) (0)\nend\nif <(Game Mode) = [6]> then\n set [game mode v] to [0]\n set [coins v] to [0]\n hide variable [coins v]\n add [49] to [new achievement v]\n Collect Hat [1010] []\n set [player mode v] to [0]\n Set Zoom (1.01) at (1) (1)\n broadcast (game mode change v)\nend\nif <(Game Mode) = [8]> then\n set [game mode v] to [0]\n set [coins v] to [0]\n hide variable [coins v]\n add [59] to [new achievement v]\n Collect Hat [1014] []\n set [player mode fuel v] to [300]\n set [power v] to [300]\n Set Zoom (1.01) at (1) (1)\n broadcast (game mode change v)\nend\nif <(Game Mode) = [10]> then\n set [game mode v] to [0]\n set [coins v] to [0]\n hide variable [coins v]\n add [64] to [new achievement v]\n Collect Hat [1015] []\n set [player mode fuel v] to [300]\n set [power v] to [300]\n Set Zoom (1.01) at (1) (1)\n broadcast (game mode change v)\nend\nif <(Game Mode) = [12]> then\n set [game mode v] to [0]\n set [coins v] to [0]\n hide variable [coins v]\n add [67] to [new achievement v]\n Collect Hat [1009] []\n set [player mode fuel v] to [999]\n set [power v] to [999]\n Set Zoom (1.01) at (1) (1)\n broadcast (game mode change v)\nend\nif <(Game Mode) = [15]> then\n set [game mode v] to [0]\n set [coins v] to [0]\n hide variable [coins v]\n add [82] to [new achievement v]\n Collect Hat [1017] []\n set [player mode fuel v] to [999]\n set [power v] to [999]\n Set Zoom (1.01) at (1) (1)\n broadcast (game mode change v)\nend\nrepeat (_Tick)\n if <(Game Mode) = [1]> then\n set [next scr x v] to (round ((((Next Scr X) * (7)) + ((Player X) + (200))) / (8)))\n set [next scr y v] to (round ((((Next Scr Y) * (4)) + (0)) / (5)))\n else\n if <(Player Mode) = [16]> then\n set [next scr x v] to (round ((((Next Scr X) * (7)) + ((Player X) + ((120) * ([sin v] of ([direction v] of [tool v]) )))) / (8)))\n set [next scr y v] to (round ((((Next Scr Y) * (4)) + ((Player Y) + ((80) * ([cos v] of ([direction v] of [tool v]) )))) / (5)))\n else\n set [next scr x v] to (round ((((Next Scr X) * (7)) + ((Player X) + (Offset Scroll))) / (8)))\n set [next scr y v] to (round ((((Next Scr Y) * (4)) + (Player Y)) / (5)))\n end\n end\nend\nif <(Next Scr Y) < (minScrY)> then\n set [next scr y v] to (minScrY)\nend\nif <(Next Scr Y) > [1750]> then\n set [next scr y v] to [1750]\nend\nif <(Next Scr X) < [0]> then\n set [next scr x v] to [0]\nend\nPosition Player <>\nset [off v] to ((PMul) * ([@player id v] of [multiplayer v]))\nreplace item ((off) + (4)) of [players v] with (x position)\nreplace item ((off) + (5)) of [players v] with (y position)\nreplace item ((off) + (6)) of [players v] with (size)\nreplace item ((off) + (7)) of [players v] with (direction)\nreplace item ((off) + (8)) of [players v] with (nextCostume #)\nreplace item ((off) + (9)) of [players v] with (item (1) of [dress up v])\nreplace item ((off) + (10)) of [players v] with (item (2) of [dress up v])\n\ndefine Do Nyan\nset [frame v] to [0]\nset [gravity v] to [0]\nset [speed x v] to (round ((direction) / (10)))\nset [speed y v] to [0]\nif <key (up arrow v) pressed?> then\n change [speed y v] by (8)\nend\nif <key (down arrow v) pressed?> then\n change [speed y v] by (-8)\nend\n\ndefine Do Flappy\nset [senddelay v] to [0]\nif <(direction) > [0]> then\n set [speed x v] to [5]\nelse\n set [speed x v] to [-5]\nend\nif <<key (up arrow v) pressed?> and <(Can Jump?) > [-1]>> then\n set [speed y v] to [10]\nend\nif <(Can Jump?) > [0]> then\n change [can jump? v] by (-1)\n set [speed y v] to [1]\n if <(direction) > [0]> then\n point in direction (90)\n else\n point in direction (-90)\n end\n if <(Can Jump?) = [0]> then\n set [speed y v] to [11]\n end\nelse\n if <(direction) > [0]> then\n if <(Speed Y) > [-5]> then\n if <(direction) > [90]> then\n turn left (30) degrees\n else\n point in direction (60)\n end\n else\n if <(direction) < [170]> then\n turn right (7) degrees\n end\n end\n else\n if <(Speed Y) > [-5]> then\n if <(direction) < [-90]> then\n turn right (30) degrees\n else\n point in direction (-60)\n end\n else\n if <(direction) > [-170]> then\n turn left (7) degrees\n end\n end\n end\nend\n\ndefine Hit Check (x) (y) (my) (zoom)\nif <touching (level v)?> then\n set [hit v] to [1]\nelse\n set [hit v] to [-99999]\nend\n\ndefine Move Player (sx) (sy) (zoom) (movemul)\nif <(Invert) = [0]> then\n set [my v] to [1]\nelse\n set [my v] to [-1]\nend\nchange [player x v] by (sx)\nchange [player y v] by ((sy) * (my))\nPosition Player \nHit Check (Player X) (Player Y) (my) (zoom)\nif <(Hit) = [-99999]> then\n set [prevx v] to (Player X)\n set [prevy v] to (Player Y)\n stop [this script v]\nend\nif <(sx) = [0]> then\n set [speed y v] to [0]\nend\nif <(Hit) = [1]> then\n set [wall jump timer v] to [0]\n if <(sy) > [-6]> then\n set [tmp v] to [6]\n else\n set [tmp v] to ((6) - (sy))\n end\n repeat (tmp)\n change [player y v] by (my)\n Position Player \n Hit Check (Player X) (Player Y) (my) (zoom)\n if <(Hit) = [-99999]> then\n if <(sx) = [0]> then\n if <(Player Mode) = [12]> then\n set [can jump? v] to [-1]\n else\n set [can jump? v] to [5]\n set [on wall v] to [0]\n end\n end\n set [stuckcount v] to [0]\n set [player y v] to (round (Player Y))\n if <(Player Mode) = [12]> then\n set [player mode fuel v] to [0]\n end\n stop [this script v]\n end\n end\n change [player y v] by ((((-1) * (my)) * (tmp)) - ((sy) * (my)))\n if <<(sy) = [0]> and <(Player Mode) = [19]>> then\n repeat (4)\n change [player y v] by (-1)\n Position Player \n Hit Check (Player X) (Player Y) (my) (zoom)\n if <(Hit) = [-99999]> then\n set [stuckcount v] to [0]\n set [player y v] to (round (Player Y))\n stop [this script v]\n end\n end\n change [player y v] by (4)\n end\n change [player x v] by ((0) - (sx))\n Position Player \n Hit Check (Player X) (Player Y) (my) (zoom)\n if <(Hit) > [-99999]> then\n change [stuckcount v] by (1)\n if <(stuckCount) > [8]> then\n broadcast (trapped! v)\n set [stuckcount v] to [0]\n end\n else\n set [stuckcount v] to [0]\n end\nelse\n if <(((Hit) - (Player Y)) * (my)) < ((movemul) * (10))> then\n set [player y v] to (Hit)\n if <(sx) = [0]> then\n if <(Player Mode) = [12]> then\n set [player mode fuel v] to [0]\n set [can jump? v] to [-1]\n else\n set [can jump? v] to [5]\n set [on wall v] to [0]\n end\n end\n set [stuckcount v] to [0]\n stop [this script v]\n else\n change [player x v] by ((0) - (sx))\n change [player y v] by ((0) - ((sy) * (my)))\n Position Player \n Hit Check (Player X) (Player Y) (my) (zoom)\n if <(Hit) > [-99999]> then\n set [player x v] to (prevX)\n set [player y v] to (prevY)\n change [stuckcount v] by (1)\n if <(stuckCount) > [8]> then\n broadcast (trapped! v)\n set [stuckcount v] to [0]\n end\n else\n set [prevx v] to (Player X)\n set [prevy v] to (Player Y)\n set [stuckcount v] to [0]\n if <(Player Mode) = [12]> then\n set [player mode fuel v] to [0]\n end\n end\n end\nend\nif <(In Water) > [0]> then\n set [on wall v] to [0]\nend\nif <<<(sx) = [0]> and <(sy) < [0]>> or <<(Player Mode) = [2]> or <(Player Mode) = [12]>>> then\n set [on wall v] to [0]\nelse\n if <<(Player Mode) = [16]> or <<(Player Mode) = [15]> and <(Size) > [1]>>> then\n set [on wall v] to [0]\n else\n if <(sy) > [0]> then\n set [can jump? v] to [0]\n else\n if <(Speed Y) < [0]> then\n set [speed y v] to ((Speed Y) * (0.5))\n set [speed x v] to ((0) - (sx))\n end\n if <(sx) > [0]> then\n if <(On Wall) < [1]> then\n set [on wall v] to [8]\n set [can jump? v] to [6]\n end\n else\n if <(On Wall) > [-1]> then\n set [on wall v] to [-8]\n set [can jump? v] to [6]\n end\n end\n end\n end\nend\n\ndefine Achieve Giant Station\nadd [11] to [new achievement v]\nif <(Player Mode) = [1]> then\n add [33] to [new achievement v]\nelse\n if <(Player Mode) = [2]> then\n add [37] to [new achievement v]\n else\n if <(Player Mode) = [4]> then\n add [39] to [new achievement v]\n else\n if <(Player Mode) = [5]> then\n add [35] to [new achievement v]\n else\n if <(Player Mode) = [6]> then\n add [42] to [new achievement v]\n else\n if <(Player Mode) = [7]> then\n add [36] to [new achievement v]\n else\n if <(Player Mode) = [8]> then\n add [38] to [new achievement v]\n else\n if <(Player Mode) = [9]> then\n add [38] to [new achievement v]\n else\n if <(Player Mode) = [14]> then\n add [58] to [new achievement v]\n else\n if <(Player Mode) = [19]> then\n add [68] to [new achievement v]\n else\n if <(Player Mode) = [16]> then\n add [71] to [new achievement v]\n else\n if <<(Player Mode) > [20]> and <(Player Mode) < [24]>> then\n add [75] to [new achievement v]\n else\n if <(Player Mode) = [17]> then\n add [79] to [new achievement v]\n else\n if <(Player Mode) = [20]> then\n add [83] to [new achievement 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\nend\n\ndefine Do Jet Pack\nif <(Player Mode) = [5]> then\n set [speed x v] to ((Speed X) * (1.5))\nend\nset [gravity v] to [-0.5]\nset [frame v] to [0]\nif <(Game Mode) = [1]> then\n if <(Player X) < [9090]> then\n set [speed x v] to [5]\n if <key (up arrow v) pressed?> then\n if <(Speed Y) < [6]> then\n change [speed y v] by (1.5)\n end\n set [frame v] to [1]\n end\n else\n set [player x v] to [5310]\n set [player y v] to [160]\n set [scroll x v] to (Player X)\n set [scroll y v] to (Player Y)\n set [next scr x v] to (Player X)\n set [next scr y v] to (Player Y)\n set [speed y v] to [4]\n set [game mode v] to [0]\n add [17] to [new achievement v]\n if <(Coins) = [0]> then\n Collect Power Up (5) (400) (1) at (1) (1)\n add [18] to [new achievement v]\n Collect Hat [1012] []\n end\n broadcast (game mode change v)\n end\nelse\n if <<(Player X) > [5960]> and <<(Player X) < [6060]> and <(Player Y) < [180]>>> then\n set [game mode v] to [1]\n broadcast (jet pack joyride v)\n end\n if <key (up arrow v) pressed?> then\n if <(Speed Y) < [4]> then\n change [speed y v] by (2)\n end\n change [player mode fuel v] by (-0.03333)\n set [power v] to (round (Player Mode Fuel))\n if <not <(Player Mode Fuel) > [0]>> then\n hide variable [power v]\n set [player mode v] to [0]\n Set Zoom (1) at (1) (1)\n broadcast (game mode change v)\n end\n set [frame v] to [1]\n end\nend\n\ndefine Achieve Mini Station\nadd [10] to [new achievement v]\nif <(Player Mode) = [1]> then\n add [7] to [new achievement v]\nelse\n if <(Player Mode) = [2]> then\n add [9] to [new achievement v]\n else\n if <(Player Mode) = [4]> then\n add [13] to [new achievement v]\n else\n if <(Player Mode) = [5]> then\n add [19] to [new achievement v]\n else\n if <(Player Mode) = [6]> then\n add [15] to [new achievement v]\n else\n if <(Player Mode) = [7]> then\n add [30] to [new achievement v]\n else\n if <(Player Mode) = [8]> then\n add [41] to [new achievement v]\n else\n if <(Player Mode) = [9]> then\n add [41] to [new achievement v]\n else\n if <(Player Mode) = [12]> then\n add [50] to [new achievement v]\n else\n if <(Player Mode) = [16]> then\n add [62] to [new achievement v]\n else\n if <<(Player Mode) > [20]> and <(Player Mode) < [24]>> then\n add [76] to [new achievement v]\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [fish dash won v]\nCollect Power Up (9) (600) (1) at (1) (1)\n\nwhen [space v] key pressed\nif <(Player Mode) = [4]> then\n if <(Can Jump?) > [0]> then\n set [invert v] to ((4) - (Invert))\n set [can jump? v] to [0]\n add [22] to [new achievement v]\n end\nend\n\ndefine Send Data\nif <(UFO_Pull) = [0]> then\n add (round (Player X)) to [@broadcast v]\n add (round (Player Y)) to [@broadcast v]\nelse\n add [-999] to [@broadcast v]\n add (UFO_Pull) to [@broadcast v]\nend\nadd (round (nextCostume #)) to [@broadcast v]\nif <(SendDelay) < [1]> then\n add (round (direction)) to [@broadcast v]\n add ((Size) * (100)) to [@broadcast v]\n add (round (Talk #)) to [@broadcast v]\n if <(WhoIsIT #) = ([@player id v] of [multiplayer v])> then\n change [whoisittimer v] by (1)\n add (round (WhoIsItTimer)) to [@broadcast v]\n else\n add [0] to [@broadcast v]\n end\n add (([count v] of [announcer v]) + (1)) to [@broadcast v]\n set [senddelay v] to [7]\nelse\n change [senddelay v] by (-1)\nend\nif <([@player id v] of [multiplayer v]) > [0]> then\n set [tmp v] to (([@player id v] of [multiplayer v]) * (PMul))\n replace item ((tmp) + (0)) of [players v] with (username)\n replace item ((tmp) + (1)) of [players v] with (Player X)\n replace item ((tmp) + (2)) of [players v] with (Player Y)\nend\nadd [@TICK] to [@broadcast v]\n\nwhen I receive [hide all v]\nhide\n\ndefine Check Touch Zones\nif <not <(Player Mode) = [1]>> then\n if <<([abs v] of ((Player X) - (5310)) ) < [20]> and <([abs v] of ((Player Y) - (83)) ) < [20]>> then\n Collect Power Up (1) (20) (1) at (5310) (76)\n add [6] to [new achievement v]\n end\nend\nif <not <(Player Mode) = [2]>> then\n if <<([abs v] of ((Player X) - (2778)) ) < [20]> and <([abs v] of ((Player Y) - (462)) ) < [20]>> then\n Collect Power Up (2) (30) (1) at (2775) (456)\n add [8] to [new achievement v]\n end\nend\nif <not <(Size) > [1.02]>> then\n if <<([abs v] of ((Player X) - (5174)) ) < [40]> and <([abs v] of ((Player Y) - (1377)) ) < [70]>> then\n set [player y v] to [1395]\n if <(Player Mode) = [12]> then\n Collect Power Up (15) (100) (1.8) at (5172) (1395)\n add [60] to [new achievement v]\n else\n if <(Size) < [1]> then\n Collect Power Up (-3) (45) (1.8) at (5172) (1395)\n add [43] to [new achievement v]\n else\n Collect Power Up (-3) (45) (1.8) at (5172) (1395)\n end\n end\n Achieve Giant Station\n end\nend\nif <not <(Size) < [1]>> then\n if <(Player Mode) = [12]> then\n set [tmp v] to [24]\n else\n set [tmp v] to [20]\n end\n if <<([abs v] of ((Player X) - (4362)) ) < (tmp)> and <([abs v] of ((Player Y) - (248)) ) < (tmp)>> then\n if <(Player Mode) = [10]> then\n Collect Power Up (14) (240) (1) at (1) (1)\n add [57] to [new achievement v]\n set [game mode v] to [7]\n broadcast (game mode change v)\n else\n if <not <<(Player Mode) = [14]> or <(Player Mode) = [20]>>> then\n if <(Player Mode) = [15]> then\n add [61] to [new achievement v]\n Achieve Mini Station\n Collect Power Up (-3) (45) (0.9) at (1) (1)\n else\n if <(Player Mode) = [12]> then\n add [69] to [new achievement v]\n Achieve Mini Station\n set [player x v] to [4362]\n Collect Power Up (20) (120) (1) at (1) (1)\n set [game mode v] to [13]\n broadcast (game mode change v)\n else\n Achieve Mini Station\n Collect Power Up (-3) (60) (0.5) at (1) (1)\n end\n end\n end\n end\n end\nend\nif <not <(Player Mode) = [4]>> then\n if <<([abs v] of ((Player X) - (2570)) ) < [20]> and <([abs v] of ((Player Y) - (834)) ) < [20]>> then\n Collect Power Up (4) (60) (1) at (2570) (828)\n add [12] to [new achievement v]\n end\nend\nif <not <<(Player Mode) = [6]> or <(Player Mode) = [18]>>> then\n if <<([abs v] of ((Player X) - (3312)) ) < [20]> and <([abs v] of ((Player Y) - (1329)) ) < [20]>> then\n if <(Player Mode) = [2]> then\n Collect Power Up (18) (120) (1) at (1) (1)\n add [66] to [new achievement v]\n set [game mode v] to [11]\n broadcast (game mode change v)\n else\n Collect Power Up (6) (45) (1) at (1) (1)\n add [14] to [new achievement v]\n end\n end\nend\nif <not <(Player Mode) = [7]>> then\n if <<([abs v] of ((Player X) - (1762)) ) < [20]> and <([abs v] of ((Player Y) - (335)) ) < [20]>> then\n if <not <(Player Mode) = [13]>> then\n if <(Player Mode) = [4]> then\n if <(Size) < [1]> then\n Collect Power Up (13) (120) (1) at (1764) (330)\n add [55] to [new achievement v]\n end\n else\n Collect Power Up (7) (90) (1) at (1764) (330)\n add [29] to [new achievement v]\n end\n end\n end\nend\nif <not <(Player Mode) = [8]>> then\n if <<([abs v] of ((Player X) - (1548)) ) < [28]> and <([abs v] of ((Player Y) - (230)) ) < [28]>> then\n Collect Power Up (8) (120) (1) at (1) (1)\n add [31] to [new achievement v]\n end\nend\nif <not <(Player Mode) = [10]>> then\n if <<([abs v] of ((Player X) - (3421)) ) < [28]> and <([abs v] of ((Player Y) - (1822)) ) < [28]>> then\n Collect Power Up (10) (130) (1) at (3421) (1822)\n add [46] to [new achievement v]\n broadcast (flower game v)\n end\nend\nif <not <(Player Mode) = [12]>> then\n if <<([abs v] of ((Player X) - (-24)) ) < [28]> and <([abs v] of ((Player Y) - (1332)) ) < [28]>> then\n Collect Power Up (12) (240) (1) at (-24) (1332)\n add [48] to [new achievement v]\n set [game mode v] to [5]\n broadcast (game mode change v)\n end\nend\nif <<([abs v] of ((Player X) - (5190)) ) < [20]> and <([abs v] of ((Player Y) - (90)) ) < [10]>> then\n replace item (1) of [trigger v] with ((timer) + (0.5))\n add [20] to [new achievement v]\nend\nif <<([abs v] of ((Player X) - (2157)) ) < [20]> and <([abs v] of ((Player Y) - (-87)) ) < [10]>> then\n replace item (2) of [trigger v] with ((timer) + (3))\n add [21] to [new achievement v]\nend\nif <<([abs v] of ((Player X) - (-150)) ) < [20]> and <([abs v] of ((Player Y) - (1269)) ) < [10]>> then\n replace item (3) of [trigger v] with ((timer) + (10))\n add [54] to [new achievement v]\n if <(fromWater) > [0]> then\n add [53] to [new achievement v]\n end\nend\nif <<([abs v] of ((Player X) - (2125)) ) < [35]> and <([abs v] of ((Player Y) - (337)) ) < [20]>> then\n add [23] to [new achievement v]\n if <(Player Mode) = [4]> then\n add [27] to [new achievement v]\n end\nend\nif <<([abs v] of ((Player X) - (5300)) ) < [50]> and <([abs v] of ((Player Y) - (-116)) ) < [30]>> then\n if <not <(Player Mode) = [16]>> then\n add [26] to [new achievement v]\n if <([abs v] of (((item (26) of [achieved v]) - (145)) mod (150)) ) < [4]> then\n replace item (26) of [achieved v] with [300]\n Collect Power Up (16) (240) (1) at (0) (0)\n end\n end\nelse\n set [tmp v] to ((item (26) of [achieved v]) mod (150))\n if <(tmp) > [0]> then\n replace item (26) of [achieved v] with ((item (26) of [achieved v]) - (tmp))\n end\nend\nif <<([abs v] of ((Player X) - (4368)) ) < [40]> and <([abs v] of ((Player Y) - (-74)) ) < [40]>> then\n add [28] to [new achievement v]\nend\nif <<([abs v] of ((Player X) - (4266)) ) < [20]> and <([abs v] of ((Player Y) - (-152)) ) < [20]>> then\n if <not <(Player Mode) = [17]>> then\n add [63] to [new achievement v]\n Collect Power Up (17) (150) (1) at (0) (0)\n if <(Invert) > [0]> then\n add [78] to [new achievement v]\n end\n set [game mode v] to [9]\n broadcast (game mode change v)\n end\nend\nif <(Player Mode) = [16]> then\n if <<([abs v] of ((Player X) - (848)) ) < [90]> and <([abs v] of ((Player Y) - (505)) ) < [40]>> then\n if <<(Size) = [1]> and <(Can Jump?) > [0]>> then\n add [65] to [new achievement v]\n Set Zoom (1.01) at (1) (1)\n set [player mode fuel v] to [300]\n else\n if <<<(Size) > [1.5]> and <(Size) < [1.81]>> and <(Can Jump?) > [0]>> then\n add [72] to [new achievement v]\n Set Zoom (1.81) at (1) (1)\n set [player mode fuel v] to [300]\n end\n end\n end\nend\nif <<<([abs v] of ((Player X) - (732)) ) < [942]> and <(Player Y) < [494]>> and <not <<(Player Mode) = [16]> or <(Player Mode) = [19]>>>> then\n if <(Player Mode) = [0]> then\n set [fromwater v] to [1]\n else\n set [fromwater v] to [0]\n end\n if <(Player Mode) = [20]> then\n add [70] to [new achievement v]\n else\n if <<(Player Mode) > [0]> and <not <<<(Player Mode) > [7]> and <(Player Mode) < [10]>> or <(Player Mode) = [17]>>>> then\n if <(Player Mode) = [12]> then\n set [player mode fuel v] to [0]\n set [can jump? v] to [-1]\n else\n hide variable [power v]\n set [player mode v] to [0]\n set [invert v] to [0]\n Set Zoom (1) at (1) (1)\n switch costume to (hit mask2 v)\n hide variable [fuel v]\n if <(Game Mode) > [0]> then\n set [game mode v] to [0]\n broadcast (game mode change v)\n end\n end\n else\n if <(Player Mode) = [17]> then\n add [81] to [new achievement v]\n end\n end\n end\n if <<(Player Mode) = [9]> and <<(In Water) = [0]> and <(Size) < [1]>>> then\n add [45] to [new achievement v]\n end\n set [in water v] to [1]\nelse\n if <<(Player Mode) = [8]> or <(Player Mode) = [9]>> then\n \n hide variable [power v]\n set [player mode v] to [0]\n set [invert v] to [0]\n Set Zoom (1) at (1) (1)\n hide variable [fuel v]\n broadcast (game mode change v)\n end\n end\n set [in water v] to [0]\nend\nif <<([abs v] of ((Player X) - (1868)) ) < [28]> and <([abs v] of ((Player Y) - (1734)) ) < [28]>> then\n if <<(Size) = [1]> and <<(Player Mode) < [21]> or <(Player Mode) > [23]>>> then\n add [73] to [new achievement v]\n if <[minions v] contains [21]?> then\n if <[minions v] contains [22]?> then\n if <[minions v] contains [23]?> then\n Collect Power Up (pick random (21) to (23)) (200) (1) at (1868) (1740)\n else\n Collect Power Up (23) (200) (1) at (1868) (1740)\n end\n else\n Collect Power Up (22) (200) (1) at (1868) (1740)\n end\n else\n Collect Power Up (21) (200) (1) at (1868) (1740)\n end\n end\nend\nif <<(Player Mode) > [20]> and <(Player Mode) < [24]>> then\n if <<(Size) = [1]> and <[minions v] contains [TWO]?>> then\n set [game mode v] to [0]\n set [coins v] to [0]\n hide variable [coins v]\n add [74] to [new achievement v]\n Collect Hat [1016] []\n set [player mode fuel v] to [20]\n set [power v] to [20]\n Set Zoom (1.01) at (1) (1)\n broadcast (game mode change v)\n end\nend\n\nset [spawn x v] to [-96]\nset [spawn y v] to [1260]\n\ndefine Do Toad\nset [ufo_pull v] to [0]\nif <([smoosh v] of [tool v]) > [0]> then\n set [tmp v] to (([sqrt v] of ([smoosh v] of [tool v]) ) * (30))\n set [speed x v] to (([sin v] of ([direction v] of [tool v]) ) * (tmp))\n set [speed y v] to (([cos v] of ([direction v] of [tool v]) ) * (tmp))\n set [is jumping? v] to [8]\n set [can jump? v] to [-1]\nelse\n if <(Can Jump?) > [0]> then\n set [speed x v] to [0]\n if <([direction v] of [tool v]) > [0]> then\n point in direction (90)\n else\n point in direction (-90)\n end\n end\nend\n\ndefine Do Snail (prev angle)\nset [senddelay v] to [0]\nset [ufo_pull v] to [0]\nset [head x v] to [0]\nset [head y v] to [0]\nswitch costume to (dot24 v)\nturn left (90) degrees\nset [prev angle v] to (direction)\nset [tmp v] to (direction)\ngo to x: ((Player X) - (Next Scr X)) y: ((Player Y) - (Next Scr Y))\nif <(Can Jump?) > [0]> then\n if <key (down arrow v) pressed?> then\n set [can jump? v] to [0]\n else\n move (-4) steps\n if <touching (level v)?> then\n move (4) steps\n if <key (up arrow v) pressed?> then\n set [action v] to [0]\n if <(Can Jump?) > [0.5]> then\n if <(Can Jump?) < [15]> then\n change [can jump? v] by (1)\n turn right (90) degrees\n move ((Speed X) * (16)) steps\n turn left (90) degrees\n move (8) steps\n if <touching (level v)?> then\n go to x: ((Player X) - (Next Scr X)) y: ((Player Y) - (Next Scr Y))\n set [can jump? v] to [0.5]\n else\n move ((Can Jump?) * (5)) steps\n set [head x v] to ((x position) + (Next Scr X))\n set [head y v] to ((y position) + (Next Scr Y))\n if <touching (level v)?> then\n repeat until <not <touching (level v)?>>\n move (-1) steps\n end\n turn right (180) degrees\n Settle Level (direction)\n turn left (90) degrees\n set [tmp v] to (direction)\n set [can jump? v] to [0.5]\n set [player x v] to ((x position) + (Next Scr X))\n set [player y v] to ((y position) + (Next Scr Y))\n set [speed x v] to ((0) - (Speed X))\n else\n go to x: ((Player X) - (Next Scr X)) y: ((Player Y) - (Next Scr Y))\n end\n end\n end\n end\n else\n if <key (space v) pressed?> then\n set [action v] to [1]\n if <(Can Jump?) > [0.5]> then\n if <(Can Jump?) < [15]> then\n change [can jump? v] by (1)\n turn right ((Speed X) * (85)) degrees\n move (((Can Jump?) * (5)) + (8)) steps\n set [head x v] to ((x position) + (Next Scr X))\n set [head y v] to ((y position) + (Next Scr Y))\n if <<(Can Jump?) = [15]> and <not <touching (level v)?>>> then\n move (((Can Jump?) * (-5)) + (-8)) steps\n turn right ((Speed X) * (10)) degrees\n move (((Can Jump?) * (5)) + (8)) steps\n turn right ((Speed X) * (85)) degrees\n end\n if <touching (level v)?> then\n repeat until <not <touching (level v)?>>\n move (-1) steps\n end\n Settle Level (direction)\n turn left (90) degrees\n set [tmp v] to (direction)\n set [can jump? v] to [0.5]\n set [player x v] to ((x position) + (Next Scr X))\n set [player y v] to ((y position) + (Next Scr Y))\n else\n go to x: ((Player X) - (Next Scr X)) y: ((Player Y) - (Next Scr Y))\n point in direction (tmp)\n end\n end\n end\n else\n set [can jump? v] to [1]\n set [action v] to [0]\n end\n end\n else\n set [can jump? v] to [0]\n move (4) steps\n end\n end\nend\nif <(Can Jump?) = [0]> then\n if <(Invert) = [0]> then\n turn left ((direction) / (3)) degrees\n turn right (90) degrees\n change [speed y v] by (gravity)\n if <(Speed Y) < [-14]> then\n set [speed y v] to [-14]\n end\n else\n point in direction ((180) - (direction))\n turn left ((direction) / (3)) degrees\n point in direction ((180) - (direction))\n turn right (90) degrees\n change [speed y v] by (() - (gravity))\n if <(Speed Y) > [14]> then\n set [speed y v] to [14]\n end\n end\n change [player y v] by (Speed Y)\n go to x: ((Player X) - (Next Scr X)) y: ((Player Y) - (Next Scr Y))\n if <touching (level v)?> then\n repeat until <not <touching (level v)?>>\n if <(Invert) = [0]> then\n change [player y v] by (1)\n change y by (1)\n else\n change [player y v] by (-1)\n change y by (-1)\n end\n set [speed y v] to [0]\n set [can jump? v] to [1]\n end\n Settle Level ((direction) - (90))\n end\n stop [this script v]\nend\nif <key (left arrow v) pressed?> then\n set [speed x v] to [-1]\n if <(Can Jump?) > [1]> then\n set [can jump? v] to [1]\n end\nelse\n if <key (right arrow v) pressed?> then\n set [speed x v] to [1]\n if <(Can Jump?) > [1]> then\n set [can jump? v] to [1]\n end\n else\n turn right (90) degrees\n stop [this script v]\n end\nend\nset [pci v] to ((Speed X) * (90))\nturn right (pci) degrees\nmove (4) steps\nrepeat (8)\n set [pci v] to ((pci) / (2))\n if <touching (level v)?> then\n move (-4) steps\n turn left (pci) degrees\n else\n move (-4) steps\n turn right (pci) degrees\n end\n move (4) steps\nend\nif <touching (level v)?> then\n move (-4) steps\n turn left (pci) degrees\n move (4) steps\nend\nturn right ((Speed X) * (-90)) degrees\nset [tmp v] to (((((tmp) - (direction)) + (180)) mod (360)) - (180))\nif <([abs v] of (tmp) ) < [25]> then\n turn right ((tmp) / (1.2)) degrees\nelse\n if <([abs v] of (tmp) ) < [90]> then\n turn right ((tmp) / (1.3)) degrees\n end\nend\nturn right (90) degrees\nset [player x v] to ((x position) + (Next Scr X))\nset [player y v] to ((y position) + (Next Scr Y))\n\ndefine Settle Level (dir)\npoint in direction (dir)\nmove (-4) steps\nif <(direction) < [0]> then\n set [pci v] to [-5]\nelse\n set [pci v] to [5]\nend\nif <touching (level v)?> then\n repeat until <not <touching (level v)?>>\n move (4) steps\n turn left (pci) degrees\n move (-4) steps\n end\n move (4) steps\n set [min v] to (direction)\n point in direction (dir)\n move (-4) steps\nelse\n repeat until <touching (level v)?>\n move (4) steps\n turn right (pci) degrees\n move (-4) steps\n end\n set [min v] to ((direction) - (pci))\nend\nrepeat until <not <touching (level v)?>>\n move (4) steps\n turn right (pci) degrees\n move (-4) steps\nend\nmove (4) steps\nset [max v] to (direction)\nif <<(min) > (max)> = <(pci) > [0]>> then\n if <(min) > (max)> then\n change [min v] by (-360)\n else\n change [min v] by (360)\n end\nend\npoint in direction (((min) + (max)) / (2))\nturn right (90) degrees\n\nwhen [any v] key pressed\nif <key (left arrow v) pressed?> then\n set [idletime v] to (timer)\nend\nif <key (right arrow v) pressed?> then\n set [idletime v] to (timer)\nend\nif <key (up arrow v) pressed?> then\n set [idletime v] to (timer)\nend\nif <key (down arrow v) pressed?> then\n set [idletime v] to (timer)\nend\n\nwhen I receive [eaten v]\nCollect Power Up (19) (40) (1) at (1) (1)\nset [speed y v] to [6]\n\ndefine Escape Stuck\nset [max v] to [2]\nset [tmp v] to [0]\nrepeat (8)\n repeat (16)\n Position Player <>\n change x by ((max) * ([sin v] of (tmp) ))\n change y by ((max) * ([cos v] of (tmp) ))\n change [tmp v] by (22.5)\n if <not <touching (level v)?>> then\n change [player x v] by ((max) * ([sin v] of (tmp) ))\n change [player y v] by ((max) * ([cos v] of (tmp) ))\n stop [this script v]\n end\n end\n change [max v] by ((max) / (1.5))\nend\n\nCollect Power Up (13) (999) (1) at (Player X) (Player Y)\n\nCollect Hat [1014] []\n\ndefine Lag Prevention\nset [tmp v] to (((timer) * (30)) - (time))\nset [_tick v] to (round (tmp))\nif <(_Tick) < [1]> then\n wait (((1) - (tmp)) / (30)) seconds\n set [_tick v] to [1]\nend\nif <(_Tick) > [6]> then\n set [_tick v] to [6]\n change [lag count v] by (1)\n if <(lag count) > [30]> then\n if <(lagWarn #) < [20]> then\n add [lag] to [new achievement v]\n end\n set [lag count v] to [0]\n change [lagwarn # v] by (1)\n set [time v] to ((timer) * (30))\n end\nend\nchange [time v] by (_Tick)\n\n set [calc_tick v] to (round (((timer) - (time)) / (0.1)))\n change [time v] by ((calc_tick) * (0.034))\n if <(calc_tick) < [1]> then\n wait (0.015) seconds\n end\n if <(calc_tick) < [2]> then\n set [_tick v] to [1]\n if <(lag count) > [0]> then\n change [lag count v] by (-1)\n end\n else\n if <(Lag Prevention) = [off]> then\n change [lag count v] by (6)\n set [_tick v] to [1]\n if <<(lag count) > [400]> and <(lagWarn #) < [20]>> then\n add [lag] to [new achievement v]\n set [lag count v] to [0]\n change [lagwarn # v] by (1)\n end\n else\n if <(calc_tick) > (_Tick)> then\n set [_tick v] to (calc_tick)\n wait (0.002) seconds\n end\n end\nend\n\nset [invert v] to [4]\n\ndefine Collect Hat (typ) (col)\nreplace item (1) of [dress up v] with ((typ) - (1000))\nreplace item (2) of [dress up v] with (col)\nif <[my hats v] contains (typ)?> then\n stop [this script v]\nend\nadd (typ) to [my hats v]\nadd (col) to [my hats v]\n\n@Avatar\n\nwhen I receive [tick v]\ngo to x: ((Player X) - (Next Scr X)) y: (round ((Player Y) - (Next Scr Y)))\nset [nextcostume # v] to ([nextcostume # v] of [the player v])\nif <not <(nextCostume #) = (costume [number v])>> then\n if <(LR) = <<<(nextCostume #) > [39]> and <(nextCostume #) < [44]>> or <<(nextCostume #) > [55]> and <(nextCostume #) < [70]>>>> then\n if <(LR) = [true]> then\n set [lr v] to [false]\n set rotation style [all around v]\n else\n set [lr v] to [true]\n set rotation style [left-right v]\n end\n end\n switch costume to (nextCostume #)\nend\nif <not <(direction) = ([direction v] of [the player v])>> then\n point in direction ([direction v] of [the player v])\nend\nif <not <(size) = ([size v] of [the player v])>> then\n set size to ([size v] of [the player v]) %\n if <not <((size) mod (10)) = [1]>> then\n set [color v] effect to (0)\n end\nend\nif <((size) mod (10)) = [1]> then\n change [color v] effect by (5)\nend\nif <((RESPAWN) mod (9)) < [5]> then\n show\nelse\n hide\nend\n\nwhen flag clicked\nshow\ngo to [front v] layer\nset rotation style [left-right v]\nset [lr v] to [true]\nswitch costume to (walk1 v)\n\nwhen I receive [init level v]\nwait (0) seconds\nwait (0) seconds\ngo to [front v] layer\n\n@DressUp\n\nwhen I receive [tick v]\nif <(Player ID) = []> then\n Inventory\n stop [this script v]\nend\nif <(item (off) of [players v]) = []> then\n hide\n stop [this script v]\nend\nif <(item ((off) + (9)) of [players v]) < [1]> then\n hide\n stop [this script v]\nend\nset [cost v] to (item ((off) + (8)) of [players v])\nset [ox v] to (item (cost) of [dress meta v])\nif <(ox) = []> then\n hide\n stop [this script v]\nend\nshow\nif <<(cost) = [28]> or <(cost) = [29]>> then\n set [oy v] to [6]\nelse\n set [oy v] to [0]\nend\nswitch costume to (item ((off) + (9)) of [players v])\nset [color v] effect to (item ((off) + (10)) of [players v])\nset [t v] to (item ((off) + (6)) of [players v])\nif <(t) = (size)> then\ngo to x: (item ((off) + (4)) of [players v]) y: (item ((off) + (5)) of [players v])\npoint in direction (item ((off) + (7)) of [players v])\nif <(direction) < [0]> then\n set [ox v] to ((0) - (ox))\nend\nset [ox v] to (((ox) * (size)) / (100))\nchange x by (ox)\nchange y by (oy)\n\nwhen I receive [init level v]\nhide\nwait (0) seconds\nwait (0) seconds\nwait (0) seconds\nwait (0) seconds\ngo to [front v] layer\nswitch costume to (icon v)\nset [prev count v] to [0]\nset [flash v] to [0]\nset [player id v] to [1]\nset [off v] to (PMul)\nrepeat ([@max players v] of [multiplayer v])\n create clone of (_myself_ v)\n change [player id v] by (1)\n change [off v] by (PMul)\nend\nset [player id v] to []\ngo to x: (221) y: (131)\n\ndefine Inventory\nif <(length of [my hats v]) = [0]> then\n hide\n stop [this script v]\nend\nif <(length of [my hats v]) > (prev count)> then\n set [prev count v] to (length of [my hats v])\n set [flash v] to [120]\nend\nif <(flash) > [0]> then\n change [flash v] by (-1)\n if <((flash) mod (15)) < [6]> then\n hide\n else\n show\n end\nelse\n show\nend\nset [off v] to (item (1) of [dress up v])\nif <(off) = []> then\n set [off v] to (item (1) of [my hats v])\n set [col v] to (item (2) of [my hats v])\nelse\n set [off v] to (item # of ((off) + (1000)) in [my hats v])\n set [col v] to (item ((off) + (3)) of [my hats v])\n set [off v] to (item ((off) + (2)) of [my hats v])\nend\nif <(off) = []> then\n switch costume to (icon v)\nelse\n change [off v] by (-1000)\n switch costume to (off)\nend\nset [color v] effect to (col)\nif <<(Player Mode) > [0]> and <(Player Mode Fuel) > [0]>> then\n set [want y v] to [106]\nelse\n set [want y v] to [131]\nend\nchange [want y v] by (item (off) of [button dy v])\nif <(tmp) = [1.5]> then\n set y to (want y)\nend\nif <mouse down?> then\n change [tmp v] by (1)\nelse\n set [tmp v] to [0]\nend\nif <<(mouse x) > [186]> and <(mouse y) > [110]>> then\n change [want y v] by (-6)\n change [ghost v] by (((0) - (ghost)) * (0.2))\n set [ghost v] effect to (ghost)\n change size by (((120) - (size)) * (0.2))\n if <(tmp) = [1]> then\n replace item (1) of [dress up v] with (off)\n replace item (2) of [dress up v] with (col)\n set [tmp v] to [1.5]\n end\nelse\n change [ghost v] by (((35) - (ghost)) * (0.2))\n set [ghost v] effect to (ghost)\n change size by (((100) - (size)) * (0.2))\nend\nchange y by (((want y) - (y position)) * (0.2))\n\n@Level\n\nwhen flag clicked\nset [zoom v] to [1]\nset [triggerid v] to [0]\nset [trapped v] to [0]\nif <(username) = [griffpatch]> then\n set [level # v] to [2]\nelse\n set [level # v] to [1]\nend\nset [level # v] to [2]\ngo to x: (0) y: (0)\nset [shown v] to [0]\nhide\ndelete (all) of [trigger v]\nadd [0] to [trigger v]\nadd [0] to [trigger v]\nadd [0] to [trigger v]\nDo Cloning\n\nset [max_lx v] to [20]\nset [max_ly v] to [7]\n\ndefine GetCostume (ox) (oy)\nset [tile id v] to ((ox) + (((oy) * (MAX_LX)) + (1)))\nset [costume name v] to [02]\nif <(ox) < [10]> then\n set [costume name v] to (join (Costume Name) (join [.0] (ox)))\nelse\n set [costume name v] to (join (Costume Name) (join [.] (ox)))\nend\nif <(oy) < [10]> then\n set [costume name v] to (join (Costume Name) (join [.0] (oy)))\nelse\n set [costume name v] to (join (Costume Name) (join [.] (oy)))\nend\nif <(Costume Name) = [02.11.00]> then\n set [triggerid v] to [1]\nelse\n if <(Costume Name) = [02.05.00]> then\n set [triggerid v] to [2]\n else\n if <(Costume Name) = [02.00.04]> then\n set [triggerid v] to [3]\n else\n set [triggerid v] to [0]\n end\n end\nend\nif <<(TriggerID) > [0]> and <(item (TriggerID) of [trigger v]) > (timer)>> then\n set [costume name v] to (join [@] (Costume Name))\nend\n\ndefine Do Cloning\nswitch costume to (dot v)\nset [tile id v] to [0]\nset [offset x v] to [0]\nset [offset y v] to [0]\ncreate clone of (_myself_ v)\nset [offset x v] to [470]\nset [offset y v] to [0]\ncreate clone of (_myself_ v)\nset [offset x v] to [0]\nset [offset y v] to [350]\ncreate clone of (_myself_ v)\nset [offset x v] to [470]\nset [offset y v] to [350]\n\ndefine Position and Show (x) (y)\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n if <(shown) = [0]> then\n set [shown v] to [1]\n show\n end\nelse\n if <(shown) = [1]> then\n set [shown v] to [0]\n hide\n end\nend\n\nwhen I receive [tick v]\ntick\n\ndefine tick\nset [scroll x v] to (Next Scr X)\nset [scroll y v] to (Next Scr Y)\nrepeat until <((Offset X) - (Scroll X)) > [-471]>\n change [offset x v] by (940)\n set [tile id v] to [0]\nend\nrepeat until <((Offset X) - (Scroll X)) < [471]>\n change [offset x v] by (-940)\n set [tile id v] to [0]\nend\nrepeat until <((Offset Y) - (Scroll Y)) > [-351]>\n change [offset y v] by (700)\n set [tile id v] to [0]\nend\nrepeat until <((Offset Y) - (Scroll Y)) < [351]>\n change [offset y v] by (-700)\n set [tile id v] to [0]\nend\nif <(TriggerID) > [0]> then\n if <(letter (1) of (Costume Name)) = [@]> then\n if <(item (TriggerID) of [trigger v]) < (timer)> then\n set [tile id v] to [0]\n end\n else\n if <(item (TriggerID) of [trigger v]) > (timer)> then\n set [tile id v] to [0]\n end\n end\nend\nif <(Tile ID) = [0]> then\n GetCostume ((Offset X) / (470)) ((Offset Y) / (350))\n switch costume to (dot v)\n switch costume to (Costume Name)\nend\nif <(Tile ID) > [0]> then\n Position and Show ([floor v] of ((Offset X) - (Scroll X)) ) ([floor v] of ((Offset Y) - (Scroll Y)) )\nend\n\nwhen I receive [trapped! v]\nif <(TriggerID) > [0]> then\n set [trapped v] to ((timer) + (3))\n if <(TriggerID) = [2]> then\n replace item (TriggerID) of [trigger v] with ((timer) + (3))\n else\n replace item (TriggerID) of [trigger v] with [0]\n end\nend\n\nwhen I receive [hide all v]\nhide\n\n@Background\n\nwhen flag clicked\nset [zoom v] to [1]\nset [level # v] to [2]\ngo to x: (0) y: (0)\nset [shown v] to [0]\nhide\nDo Cloning\n\nset [max_lx v] to [20]\nset [max_ly v] to [7]\n\ndefine GetCostume (ox) (oy)\nset [tile id v] to ((ox) + (((oy) * (MAX_LX)) + (1)))\nset [costume name v] to [02]\nif <(ox) < [10]> then\n set [costume name v] to (join (Costume Name) (join [.0] (ox)))\nelse\n set [costume name v] to (join (Costume Name) (join [.] (ox)))\nend\nif <(oy) < [10]> then\n set [costume name v] to (join (Costume Name) (join [.0] (oy)))\nelse\n set [costume name v] to (join (Costume Name) (join [.] (oy)))\nend\n\nwhen I receive [tick v]\ntick\n\nwhen I receive [hide all v]\nhide\n\ndefine Position and Show (x) (y)\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n if <(shown) = [0]> then\n set [shown v] to [1]\n show\n end\nelse\n if <(shown) = [1]> then\n set [shown v] to [0]\n hide\n end\nend\n\ngo [backward v] (1000) layers\n\ndefine Do Cloning\nswitch costume to (dot v)\nset [tile id v] to [0]\nset [offset x v] to [0]\nset [offset y v] to [0]\ncreate clone of (_myself_ v)\nset [offset x v] to [470]\nset [offset y v] to [0]\ncreate clone of (_myself_ v)\nset [offset x v] to [0]\nset [offset y v] to [350]\ncreate clone of (_myself_ v)\nset [offset x v] to [470]\nset [offset y v] to [350]\n\ndefine tick\nset [scroll x v] to (Next Scr X)\nset [scroll y v] to (Next Scr Y)\nrepeat until <((Offset X) - (Scroll X)) > [-471]>\n change [offset x v] by (940)\n set [tile id v] to [0]\nend\nrepeat until <((Offset X) - (Scroll X)) < [471]>\n change [offset x v] by (-940)\n set [tile id v] to [0]\nend\nrepeat until <((Offset Y) - (Scroll Y)) > [-351]>\n change [offset y v] by (700)\n set [tile id v] to [0]\nend\nrepeat until <((Offset Y) - (Scroll Y)) < [351]>\n change [offset y v] by (-700)\n set [tile id v] to [0]\nend\nif <(Tile ID) = [0]> then\n GetCostume ((Offset X) / (470)) ((Offset Y) / (350))\n switch costume to (dot v)\n switch costume to (Costume Name)\nend\nif <(Tile ID) > [0]> then\n Position and Show ([floor v] of ((Offset X) - (Scroll X)) ) ([floor v] of ((Offset Y) - (Scroll Y)) )\nend\n\n@Parallax\n\nwhen flag clicked\nset [sprwid v] to [470]\nset [hsw v] to (sprWid)\ngo to x: (0) y: (0)\ngo [backward v] (100) layers\nhide\nDo Cloning\n\nwhen I receive [tick v]\nset [looping x v] to (((((Offset X) - ((Next Scr X) / (2))) + (hsw)) mod ((sprWid) * (2))) - (hsw))\nPosition and Show ([floor v] of (Looping X) ) ([floor v] of ((Next Scr Y) / (-2)) )\n\ndefine Do Cloning\npoint in direction (90)\nswitch costume to (00.00.00 v)\nset [offset x v] to ((0) - (sprWid))\ncreate clone of (_myself_ v)\nswitch costume to (00.01.00 v)\nchange [offset x v] by (sprWid)\n\ndefine Position and Show (x) (y)\ngo to x: (x) y: (y)\n\nwhen I receive [hide all v]\nhide\n\nwhen I receive [init level v]\ngo [backward v] (100) layers\nshow\n\n@Other Players\n\nwhen I receive [init level v]\nclone\n\nwhen I receive [hide all v]\nhide\n\ndefine Do Player Tick <silent?>\nset [offset v] to (item (Player ID) of [@playeroffset v])\nrepeat (_Tick)\n set [tmp v] to (item ((offset) + (0)) of [@playerdata v])\n if <(tmp) = [-1]> then\n replace item (PlayersOffset) of [players v] with []\n else\n if <(tmp) > [2]> then\n set [px v] to (item ((offset) + (1)) of [@playerdata v])\n set [py v] to (item ((offset) + (2)) of [@playerdata v])\n if <(PX) = [-999]> then\n set [px v] to ((PY) * (PMul))\n set [py v] to ((item ((PX) + (2)) of [players v]) - (80))\n set [px v] to (item ((PX) + (1)) of [players v])\n end\n set [cost v] to (item ((offset) + (3)) of [@playerdata v])\n if <(tmp) > [3]> then\n set [dir v] to (item ((offset) + (4)) of [@playerdata v])\n if <(tmp) > [4]> then\n set [myzoom v] to ((item ((offset) + (5)) of [@playerdata v]) / (100))\n if <(tmp) > [5]> then\n if <(item ((offset) + (6)) of [@playerdata v]) > [0]> then\n set [say v] to (item (item ((offset) + (6)) of [@playerdata v]) of [_safechat v])\n set Say (say)\n set [talktimeout v] to ((timer) + (2))\n if < (say) contains [There you go]?> then\n \n if <(distance to [the player v]) < [100]> then\n set [tmp v] to (item ((PlayersOffset) + (9)) of [players v])\n if <(tmp) > [0]> then\n replace item (1) of [dress up v] with (tmp)\n replace item (2) of [dress up v] with (pick random (0) to (199))\n end\n end\n end\n end\n end\n if <(tmp) > [6]> then\n if <(item ((offset) + (7)) of [@playerdata v]) > [0]> then\n if <<(item ((offset) + (7)) of [@playerdata v]) < (WhoIsItTimer)> or <(WhoIsIT #) = (Player ID)>> then\n set [whoisit # v] to (Player ID)\n set [whoisittimer v] to (item ((offset) + (7)) of [@playerdata v])\n end\n end\n if <(tmp) > [7]> then\n if <not <(item ((offset) + (8)) of [@playerdata v]) = (Rank)>> then\n set [rank v] to (item ((offset) + (8)) of [@playerdata v])\n set [username v] to []\n end\n end\n end\n end\n end\n end\n end\n end\n change [offset v] by ((tmp) + (1))\nend\n\n if <not <(say) = (item ((PlayersOffset) + (3)) of [players v])>> then\n set [say v] to (item ((PlayersOffset) + (3)) of [players v])\n set [talktimeout v] to ((timer) + (3.5))\n end\nend\nposition and hide (round ((PX) - (Next Scr X))) (round ((PY) - (Next Scr Y)))\nif <([abs v] of ((PX) - (5190)) ) < [20]> then\n if <([abs v] of ((PY) - (86)) ) < [20]> then\n if <(TRAPPED) < (timer)> then\n replace item (1) of [trigger v] with ((timer) + (0.5))\n end\n end\nend\nif <([abs v] of ((PX) - (2157)) ) < [20]> then\n if <([abs v] of ((PY) - (-87)) ) < [20]> then\n if <(TRAPPED) < (timer)> then\n replace item (2) of [trigger v] with ((timer) + (3))\n end\n end\nend\nif <([abs v] of ((PX) - (-150)) ) < [20]> then\n if <([abs v] of ((PY) - (1269)) ) < [15]> then\n if <(TRAPPED) < (timer)> then\n replace item (3) of [trigger v] with ((timer) + (10))\n end\n end\nend\nreplace item ((PlayersOffset) + (1)) of [players v] with (PX)\nreplace item ((PlayersOffset) + (2)) of [players v] with (PY)\nreplace item ((PlayersOffset) + (4)) of [players v] with (x position)\nreplace item ((PlayersOffset) + (5)) of [players v] with (y position)\nreplace item ((PlayersOffset) + (6)) of [players v] with ((myZoom) * (100))\nreplace item ((PlayersOffset) + (7)) of [players v] with (direction)\nreplace item ((PlayersOffset) + (8)) of [players v] with (costume [number v])\nif <<(cost) > [87]> and <(cost) < [95]>> then\n set [tmp v] to ((21) + ([floor v] of (((cost) - (88)) / (3)) ))\n add (tmp) to [minions v]\n if <not <(Arrow#) = (costume [number v])>> then\n if <[minions v] contains [ONE]?> then\n add [TWO] to [minions v]\n else\n add [ONE] to [minions v]\n end\n end\nend\nif <<(WhoIsIT #) = (Player ID)> and <(WhoIsItTimer) > [10]>> then\n if <([abs v] of ((PX) - (Player X)) ) < [40]> then\n if <([abs v] of ((PY) - (Player Y)) ) < [40]> then\n set [whoisit # v] to ([@player id v] of [multiplayer v])\n set [whoisittimer v] to [1]\n set [senddelay v] to [0]\n end\n end\nend\nif <<<<(cost) = [29]> or <(cost) = [80]>> and <((timer) - ([idletime v] of [the player v])) > [0.4]>> and <not <(Player Mode) = [7]>>> then\n if <(UFO_Pull) = (Player ID)> then\n set [suck x v] to ((PX) - (Player X))\n set [suck y v] to (((PY) - (80)) - (Player Y))\n else\n if <(UFO_Pull) = [0]> then\n if <([abs v] of ((PX) - (Player X)) ) < [120]> then\n if <([abs v] of ((Player Y) - ((PY) - (80))) ) < [80]> then\n set [ufo_pull v] to (Player ID)\n end\n end\n end\n end\nelse\n if <(UFO_Pull) = (Player ID)> then\n set [ufo_pull v] to [0]\n end\nend\n\nwhen I receive [toggle player names v]\nset [username v] to []\nif <(TalkTimeout) < (timer)> then\n replace item ((PlayersOffset) + (3)) of [players v] with []\nend\n\ndefine Do Tick\nif <<(TalkTimeout) > [0]> and <(timer) > (TalkTimeout)>> then\n set [username v] to []\n set [talktimeout v] to [0]\n set Say []\nend\nif <(Player ID) = ([@player id v] of [multiplayer v])> then\n if <(shown) = [1]> then\n set Say []\n set [shown v] to [0]\n hide\n end\nelse\n if <not <(username) = (item (Player ID) of [@playernames v])>> then\n set [username v] to (item (Player ID) of [@playernames v])\n replace item (PlayersOffset) of [players v] with (username)\n if <([show names v] of [the player v]) = [1]> then\n set Say (username)\n else\n if <<([show names v] of [the player v]) = [2]> and <(Rank) > [0]>> then\n set Say (join (username) (join [ #] ((Rank) - (1))))\n end\n end\n end\n if <(username) = []> then\n replace item (PlayersOffset) of [players v] with []\n if <(shown) = [1]> then\n set Say []\n set [shown v] to [0]\n hide\n end\n else\n Do Player Tick <>\n end\nend\nif <<(shown) = [0]> and <(UFO_Pull) = (Player ID)>> then\n set [ufo_pull v] to [0]\nend\n\nif <(item ((offset) + (6)) of [@playerdata v]) > [0]> then\n set [say v] to (item (item ((offset) + (6)) of [@playerdata v]) of [_safechat v])\n set [talktimeout v] to ((timer) + (2))\nend\n\nwhen I receive [pre-tick v]\nDo Tick\n\ndefine position and hide (x) (y)\nif <not <(size) = (round (((100) * (myZoom)) / (zoom)))>> then\n set size to (round (((100) * (myZoom)) / (zoom))) %\n if <not <((size) mod (10)) = [1]>> then\n set [color v] effect to (0)\n end\nend\nif <((size) mod (10)) = [1]> then\n change [color v] effect by (5)\nend\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n if <not <(cost) = []>> then\n if <(costume [number v]) = [52]> then\n if <not <<(Player Mode) = [15]> or <(Player Mode) = [19]>>> then\n if <<(cost) > [47]> and <(cost) < [52]>> then\n if <([abs v] of (((PX) + ((direction) * (0.5))) - (Player X)) ) < [45]> then\n if <([abs v] of (((PY) + (22)) - (Player Y)) ) < [45]> then\n set [eaten by v] to (Player ID)\n add [51] to [new achievement v]\n broadcast (Eaten v)\n end\n end\n end\n end\n end\n switch costume to (cost)\n setLR\n end\n if <not <(dir) = (direction)>> then\n point in direction (dir)\n end\n if <(shown) = [0]> then\n set [shown v] to [1]\n show\n end\n In Water?\nelse\n if <not <(Arrow#) = (costume [number v])>> then\n switch costume to (arrow v)\n setLR\n end\n set [tmp v] to ((y) * ((220) / ([abs v] of (x) )))\n if <([abs v] of (tmp) ) < [166]> then\n if <(x) > [0]> then\n go to x: (220) y: (tmp)\n else\n go to x: (-220) y: (tmp)\n end\n else\n set [tmp v] to ((x) * ((165) / ([abs v] of (y) )))\n if <(y) > [0]> then\n go to x: (tmp) y: (165)\n else\n go to x: (tmp) y: (-165)\n end\n end\n point towards (the player v)\n if <(shown) = [0]> then\n set [shown v] to [1]\n show\n end\nend\n\ndefine setLR\nif <<(costume [number v]) = [4]> or <<<(cost) > [39]> and <(cost) < [44]>> or <<(cost) > [55]> and <(cost) < [70]>>>> then\n if <(LR) = [true]> then\n set [lr v] to [false]\n set rotation style [all around v]\n end\nelse\n if <(LR) = [false]> then\n set [lr v] to [true]\n set rotation style [left-right v]\n end\nend\n\ndefine clone\ngo to [front v] layer\nswitch costume to (arrow v)\nset [arrow# v] to (costume [number v])\nset rotation style [all around v]\nset [lr v] to [false]\nset [player id v] to [1]\nset [rank v] to [0]\nset [myzoom v] to [1]\nset [talktimeout v] to [0]\nset [say v] to []\nset [myzoom v] to [1]\nset [playersoffset v] to (PMul)\nset [shown v] to [0]\nrepeat (([@max players v] of [multiplayer v]) - (1))\n create clone of (_myself_ v)\n change [player id v] by (1)\n change [playersoffset v] by (PMul)\nend\n\ndefine set Say (say)\nreplace item ((PlayersOffset) + (3)) of [players v] with (say)\nset [say v] to (say)\n\ndefine Init Players\nset [pmul v] to [11]\ndelete all of [players v]\nrepeat ((PMul) - (1))\n add [0] to [players v]\nend\nrepeat ([@max players v] of [multiplayer v])\n add [] to [players v]\n add [0] to [players v]\n add [0] to [players v]\n add [] to [players v]\n add [] to [players v]\n add [] to [players v]\n add [] to [players v]\n add [] to [players v]\n add [] to [players v]\n add [] to [players v]\n add [] to [players v]\nend\n\nwhen flag clicked\nhide\nInit Players\n\ndefine In Water?\nif <<([abs v] of ((PX) - (732)) ) < [942]> and <(PY) < [494]>> then\n if <(pick random (0) to (50)) = [0]> then\n add [1] to [particle v]\n add ((PX) + ((direction) / (10))) to [particle v]\n add ((PY) + (10)) to [particle v]\n end\nend\n\n@Other Think\n\nwhen flag clicked\nclone\n\ndefine clone\nset [ghost v] effect to (100)\ngo to [front v] layer\nswitch costume to (hit mask2 v)\nset rotation style [don't rotate v]\nset [player id v] to [1]\nset [say v] to []\nrepeat (([@max players v] of [multiplayer v]) - (1))\n create clone of (_myself_ v)\n change [player id v] by (1)\nend\n\nchange [playersoffset v] by (PMul)\n\nwhen I receive [tick v]\nset [off v] to ((PMul) * (Player ID))\nif <(item ((off) + (3)) of [players v]) = (say)> then\nif <(say) = []> then\n\nwhen I receive [toggle player names v]\nset [username v] to []\nif <(TalkTimeout) < (timer)> then\n think []\nend\n\nset [off v] to ((PMul) * (Player ID))\nset [say v] to (item ((off) + (3)) of [players v])\n\n@Talk\n\nwhen flag clicked\nset [_talkmode v] to [0]\nHide All\nhide variable [achievements v]\n\nwhen [1 v] key pressed\nSelect Number (1)\n\nwhen [2 v] key pressed\nSelect Number (2)\n\nwhen [3 v] key pressed\nSelect Number (3)\n\nwhen [4 v] key pressed\nSelect Number (4)\n\ndefine Set Option (id) (txt)\nif <(id) = [1]> then\n if <(txt) = []> then\n hide variable [option1 v]\n else\n set [option1 v] to (txt)\n show variable [option1 v]\n end\nend\nif <(id) = [2]> then\n if <(txt) = []> then\n hide variable [option2 v]\n else\n set [option2 v] to (txt)\n show variable [option2 v]\n end\nend\nif <(id) = [3]> then\n if <(txt) = []> then\n hide variable [option3 v]\n else\n set [option3 v] to (txt)\n show variable [option3 v]\n end\nend\nif <(id) = [4]> then\n if <(txt) = []> then\n hide variable [option4 v]\n else\n set [option4 v] to (txt)\n show variable [option4 v]\n end\nend\nif <(id) = [5]> then\n if <(txt) = []> then\n hide variable [option5 v]\n else\n set [option5 v] to (txt)\n show variable [option5 v]\n end\nend\nif <(id) = [6]> then\n if <(txt) = []> then\n hide variable [option6 v]\n else\n set [option6 v] to (txt)\n show variable [option6 v]\n end\nend\nif <(id) = [7]> then\n if <(txt) = []> then\n hide variable [option7 v]\n else\n set [option7 v] to (txt)\n show variable [option7 v]\n end\nend\nif <(id) = [8]> then\n if <(txt) = []> then\n hide variable [option8 v]\n else\n set [option8 v] to (txt)\n show variable [option8 v]\n end\nend\nif <(id) = [9]> then\n if <(txt) = []> then\n hide variable [option9 v]\n else\n set [option9 v] to (txt)\n show variable [option9 v]\n end\nend\nif <(id) = [10]> then\n if <(txt) = []> then\n hide variable [option0 v]\n else\n set [option0 v] to (txt)\n show variable [option0 v]\n end\nend\nif <(id) = [11]> then\n if <(txt) = []> then\n hide variable [optiona v]\n else\n set [optiona v] to (txt)\n show variable [optiona v]\n end\nend\nif <(id) = [12]> then\n if <(txt) = []> then\n hide variable [optionb v]\n else\n set [optionb v] to (txt)\n show variable [optionb v]\n end\nend\nif <(id) = [13]> then\n if <(txt) = []> then\n hide variable [optionc v]\n else\n set [optionc v] to (txt)\n show variable [optionc v]\n end\nend\nif <(id) = [14]> then\n if <(txt) = []> then\n hide variable [optiond v]\n else\n set [optiond v] to (txt)\n show variable [optiond v]\n end\nend\nif <(id) = [15]> then\n if <(txt) = []> then\n hide variable [optione v]\n else\n set [optione v] to (txt)\n show variable [optione v]\n end\nend\n\ndefine Select Number (id)\nif <(_TalkMode) > [0]> then\n if <not <(id) > (length of [options v])>> then\n Hide All\n set [_talkmode v] to ((item (id) of [options v]) + (1000))\n set [filtered chat v] to (item (item (id) of [options v]) of [_safechat v])\n if <not <(Filtered Chat) = []>> then\n set [filtered chat v] to (join (username) (join [: ] (Filtered Chat)))\n broadcast (log chat v) and wait\n end\n set [chatting v] to [2]\n end\nend\nif <(_TalkMode) = [-1]> then\n if <not <(id) > (length of [options v])>> then\n set [_talkmode v] to (item (id) of [options v])\n Show Sub Options\n end\nend\nif <key (g v) pressed?> then\n if <<(_TalkMode) = [0]> and <<(username) = [griffpatch]> or <not >>> then\n if <(id) = [1]> then\n set [player mode v] to [5]\n set [player mode fuel v] to [1000]\n end\n if <(id) = [3]> then\n set [player mode v] to [12]\n set [player mode fuel v] to [1000]\n end\n if <(id) = [4]> then\n set [player mode v] to [7]\n set [player mode fuel v] to [1000]\n end\n if <(id) = [5]> then\n set [player mode v] to [16]\n set [player mode fuel v] to [1000]\n end\n if <(id) = [6]> then\n set [player mode v] to [17]\n set [player mode fuel v] to [1000]\n end\n if <(id) = [7]> then\n set [player mode v] to [18]\n set [player mode fuel v] to [1000]\n end\n if <(id) = [8]> then\n set [tmp v] to (item (1) of [dress up v])\n if <(tmp) = [16]> then\n set [tmp v] to []\n else\n change [tmp v] by (1)\n if <(tmp) = [1]> then\n change [tmp v] by (1)\n end\n end\n replace item (1) of [dress up v] with (tmp)\n if <(tmp) > [8]> then\n replace item (2) of [dress up v] with [0]\n else\n replace item (2) of [dress up v] with [110]\n end\n end\n if <(id) = [9]> then\n set [player mode v] to [4]\n set [player mode fuel v] to [1000]\n end\n if <(id) = [10]> then\n set [whoisit # v] to ([@player id v] of [multiplayer v])\n set [whoisittimer v] to [1]\n end\n if <(id) = [2]> then\n replace item (2) of [trigger v] with ((timer) + (3))\n end\n end\n if <<(_TalkMode) = [0]> and <(username) = [griffingirl2]>> then\n if <(id) = [4]> then\n set [player mode v] to [7]\n set [player mode fuel v] to [1000]\n end\n if <(id) = [6]> then\n set [player mode v] to [17]\n set [player mode fuel v] to [1000]\n end\n end\nend\n\nwhen [6 v] key pressed\nSelect Number (6)\n\nwhen [7 v] key pressed\nSelect Number (7)\n\nwhen [8 v] key pressed\nSelect Number (8)\n\nwhen [9 v] key pressed\nSelect Number (9)\n\nwhen [0 v] key pressed\nSelect Number (10)\n\nwhen [5 v] key pressed\nSelect Number (5)\n\nwhen [a v] key pressed\nSelect Number (11)\n\nwhen [b v] key pressed\nSelect Number (12)\n\nwhen [c v] key pressed\nSelect Number (13)\n\nwhen [d v] key pressed\nSelect Number (14)\n\ndefine Show Sub Options\ndelete (all) of [options v]\nset [opt v] to [1]\nset [i v] to (_TalkMode)\nif < (item (i) of [_safechat v]) contains [...]?> then\n change [i v] by (1)\nend\nrepeat until <<(i) > (length of [_safechat v])> or <(item (i) of [_safechat v]) = []>>\n Set Option (opt) (join (item (opt) of [key v]) (join [ ... ] (item (i) of [_safechat v])))\n add (i) to [options v]\n change [opt v] by (1)\n change [i v] by (1)\nend\nrepeat until <(opt) > [14]>\n Set Option (opt) []\n change [opt v] by (1)\nend\n\ndefine Show Headings\nset [opt v] to [1]\nset [i v] to [1]\ndelete (all) of [options v]\nrepeat until <(i) > (length of [_safechat v])>\n Set Option (opt) (join (item (opt) of [key v]) (join [ ... ] (item (i) of [_safechat v])))\n add (i) to [options v]\n change [opt v] by (1)\n change [i v] by (1)\n repeat until <<(i) > (length of [_safechat v])> or <(item (i) of [_safechat v]) = []>>\n change [i v] by (1)\n end\n change [i v] by (1)\nend\nrepeat until <(opt) > [15]>\n Set Option (opt) []\n change [opt v] by (1)\nend\nset [offset scroll v] to [-100]\n\nwhen [t v] key pressed\nif <(_TalkMode) = [0]> then\n set [_talkmode v] to [-1]\n hide variable [achievements v]\n Show Headings\nelse\n Hide All\n set [_talkmode v] to [0]\nend\n\ndefine Hide All\nset [i v] to [1]\nrepeat (15)\n Set Option (i) []\n change [i v] by (1)\nend\nset [offset scroll v] to [0]\nshow variable [achievements v]\n\nwhen I receive [chat sent v]\nset [_talkmode v] to [0]\nset [filtered chat v] to []\n\nwhen [e v] key pressed\nSelect Number (15)\n\n@Safe Chat\n\nwhen I receive [reset blocked v]\nset [chatting v] to [3]\nset [filtered chat v] to [\(You must wait 30 seconds between resets\)]\n\nwhen [t v] key pressed\n\nset [chatting v] to [1]\nset [canhelp v] to [1]\nask [Filtered Safe Chat:] and wait\nset [canhelp v] to [0]\nswitch costume to (blank v)\nhide\nif <(answer) = []> then\n set [chatting v] to [0]\nelse\n Filter (join (answer) [ ])\n if <not <(Filtered Chat) = []>> then\n set [filtered chat v] to (join (username) (join [: ] (Filtered Chat)))\n broadcast (log chat v) and wait\n end\n set [chatting v] to [2]\nend\n\ndefine Is Protected (idx)\nset [tile type v] to [0]\nset [i v] to [1]\nrepeat ([@max players v] of [multiplayer v])\n if <not <(i) = ([@player id v] of [multiplayer v])>> then\n set [tmp v] to (item ((i) + (50)) of [@playernames v])\n if <(tmp) > [0]> then\n if <([abs v] of (((idx) mod (MAP_WIDTH)) - ((tmp) mod (MAP_WIDTH))) ) < [10]> then\n if <([abs v] of (((idx) - (tmp)) / (MAP_WIDTH)) ) < [9]> then\n set [tile type v] to (i)\n end\n end\n end\n end\n change [i v] by (1)\nend\n\ndefine Get LData For Tile (tile index)\nset [i v] to [1]\nrepeat until <<(i) > (length of [_ldata v])> or <(item (i) of [_ldata v]) = (tile index)>>\n change [i v] by (item ((i) + (1)) of [_ldata v])\nend\n\ndefine Remove Bad Words\nrepeat (length of [bad v])\n Remove Word (item (last) of [bad v])\n delete (last) of [bad v]\nend\n\ndefine Remove Word (word)\nset [i v] to [0]\nrepeat (length of [dictionary v])\n if <(word) = (item (i) of [dictionary v])> then\n delete (i) of [dictionary v]\n else\n change [i v] by (1)\n end\nend\n\ndefine Add Word (word)\nif <not <[dictionary v] contains (word)?>> then\n add (word) to [dictionary v]\nend\n\nwhen I receive [chat sent v]\nset [chatting v] to [0]\nset [filtered chat v] to []\n\ndefine Filter (text)\nset [isfiltered v] to [0]\nset [filtered chat v] to []\nset [word v] to []\nset [i v] to [1]\nset [pre v] to []\nrepeat until <<(i) > (length of (text))> or <(i) > [50]>>\n set [c v] to (letter (i) of (text))\n if <(c) = [']> then\n set [pre v] to (word)\n end\n if <<[whitespace v] contains (c)?> or <<(c) = [-]> and <(length of (word)) = [0]>>> then\n if <(length of (word)) > [0]> then\n if <(Player Mode) = [6]> then\n set [filtered chat v] to (join (Filtered Chat) [NYAN])\n else\n if <<[dictionary v] contains (word)?> or <<[@playernames v] contains (word)?> or <(word) = (username)>>> then\n set [filtered chat v] to (join (Filtered Chat) (word))\n else\n if <not <(join (pre) ['s]) = (word)>> then\n set [pre v] to [@@@]\n end\n if <<[dictionary v] contains (pre)?> or <<[@playernames v] contains (pre)?> or <(pre) = (username)>>> then\n set [filtered chat v] to (join (Filtered Chat) (word))\n else\n if <((0) + (word)) = [0]> then\n if <<(username) = [griffpatch]> or <(username) = [griffpatch_tutor]>> then\n add (word) to [dictionary v]\n set [filtered chat v] to (join (Filtered Chat) (join [*] (join (word) [*])))\n else\n repeat (length of (word))\n set [filtered chat v] to (join (Filtered Chat) [.])\n end\n change [isfiltered v] by (1)\n end\n else\n set [filtered chat v] to (join (Filtered Chat) (word))\n end\n end\n end\n end\n end\n if <(i) < (length of (text))> then\n set [filtered chat v] to (join (Filtered Chat) (c))\n end\n set [pre v] to []\n set [word v] to []\n else\n set [word v] to (join (word) (c))\n end\n change [i v] by (1)\nend\n\nwhen flag clicked\nset [canhelp v] to [0]\nswitch costume to (blank v)\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [clone sprites v]\nset [chatting v] to [0]\n\nRemove Word []\n\nRemove Bad Words\n\ndefine Add Words\nrepeat (length of [bad v])\n Add Word (item (last) of [bad v])\n delete (last) of [bad v]\nend\n\nAdd Word []\n\n@Save Game\n\ndefine Load My Data\ndelete (all) of [_savemydata v]\n\n Read In Data Lists\n if <(Me Index) > [0]> then\n Init Reader (item (Me Index) of [data list v])\n repeat until <(parseIdx) > (length of (parseStr))>\n Read Number\n add (?Val) to [_savemydata v]\n end\n end\nend\n\ndefine Save Full List - DANGER!\ndelete (all) of [who list v]\ndelete (all) of [data list v]\nset [i3 v] to [1]\nrepeat until <(i3) > (length of [_savemydata v])>\n add (item (i3) of [_savemydata v]) to [who list v]\n change [i3 v] by (1)\n Init Reader []\n repeat until <(item (i3) of [_savemydata v]) = [@]>\n Write Number (item (i3) of [_savemydata v])\n change [i3 v] by (1)\n end\n add (parseStr) to [data list v]\n change [i3 v] by (1)\nend\nWrite Out Data Lists\n\nwhen I receive [@save all game data - danger! v]\nSave Full List - DANGER!\n\ndefine Get Full List\ndelete (all) of [_savemydata v]\nRead In Data Lists\nrepeat until <(length of [data list v]) = [0]>\n add (item (1) of [who list v]) to [_savemydata v]\n Init Reader (item (1) of [data list v])\n repeat until <(parseIdx) > (length of (parseStr))>\n Read Number\n add (?Val) to [_savemydata v]\n end\n delete (1) of [data list v]\n delete (1) of [who list v]\n add [@] to [_savemydata v]\nend\n\ndefine Read Data Block\nRead Number\nset [parselen v] to (?Val)\nset [?val v] to []\nrepeat (parseLen)\n set [?val v] to (join (?Val) (letter (parseIdx) of (parseStr)))\n change [parseidx v] by (1)\nend\n\ndefine Delete User []\nRead In Data Lists\nset [whoidx v] to [1]\nrepeat until <(whoIdx) > (length of [who list v])>\n if <(item (whoIdx) of [who list v]) = (username)> then\n delete (whoIdx) of [who list v]\n delete (whoIdx) of [data list v]\n else\n change [whoidx v] by (1)\n end\nend\nWrite Out Data Lists\n\ndefine Read In Data Lists\nset [copy v] to (☁ SAVE_DATA2)\nSplit Data Lists\nif <((LastPlayerCount) - (length of [who list v])) > [10]> then\n set [copy v] to (LastGoodSave)\n Split Data Lists\nelse\n set [lastplayercount v] to (length of [who list v])\n set [lastgoodsave v] to (Copy)\nend\n\ndefine Split Data Lists\nset [me index v] to [0]\ndelete (all) of [who list v]\ndelete (all) of [data list v]\nif <(length of (Copy)) < [2]> then\n stop [this script v]\nend\nInit Reader (Copy)\nrepeat until <(parseIdx) > (length of (parseStr))>\n Read String\n if <<(length of (?Val)) > [3]> and <(length of (?Val)) < [25]>> then\n add (?Val) to [who list v]\n if <(username) = (?Val)> then\n set [me index v] to (length of [who list v])\n end\n Read Data Block\n add (?Val) to [data list v]\n else\n Read Data Block\n end\nend\n\nset [i3 v] to <(round (i3)) = (i3)>\n\nwhen flag clicked\nset [rememberscorerow v] to [1]\nshow list [who list v]\n\nwhen I receive [@get my ranking v]\nshow list [high score table v]\nif <(length of [_savemydata v]) > [0]> then\n set [rememberscorerow v] to (item (1) of [_savemydata v])\nend\nLoad High Score Table (RememberScoreRow) (99999) <not >\ndelete (all) of [_savemydata v]\n\ndefine None\nset [i1 v] to (length of [score list v])\nrepeat until <<(i1) < [1]> or <not <(score) > (item (i1) of [score list v])>>>\n change [i1 v] by (-1)\nend\nchange [i1 v] by (1)\ninsert (score) at (i1) of [score list v] \ninsert (username) at (i1) of [score name v] \nset [tmp v] to (score)\nrepeat ((12) - ((length of (score)) * (2.8)))\n set [tmp v] to (join (tmp) [ ])\nend\nset [tmp v] to (join (tmp) (join [ ] (username)))\ninsert (tmp) at (i1) of [high score table v] \n\nwhen I receive [hide high scores v]\nshow list [high score table v]\n\nwhen I receive [load high scores v]\nset [rememberscorerow v] to (item (1) of [_savemydata v])\nLoad High Score Table (RememberScoreRow) (item (2) of [_savemydata v]) <not >\nhide list [high score table v]\ndelete (all) of [_savemydata v]\nFlash My Score (item (My Ranking) of [high score table v]) (My Ranking)\n\nGet Full List\n\nwhen [b v] key pressed\nif <key (z v) pressed?> then\n if <<(username) = [griffpatch]> and <(_TalkMode) = [0]>> then\n ask [Back up Saved Games? \(Y/N\)] and wait\n if <(answer) = [y]> then\n set [backup v] to (☁ SAVE_DATA2)\n end\n end\nend\n\ndefine Init Reader []\nset [parsestr v] to (text)\nset [parseidx v] to [1]\nif <(text) = []> then\n delete (all) of [var_hack v]\nend\n\ndelete (all) of [who list v]\ndelete (all) of [data list v]\nset [i3 v] to [1]\nrepeat until <(i3) > (length of [_savemydata v])>\n add (item (i3) of [_savemydata v]) to [who list v]\n change [i3 v] by (1)\n Init Reader []\n repeat until <(item (i3) of [_savemydata v]) = [@]>\n Write Number (item (i3) of [_savemydata v])\n change [i3 v] by (1)\n end\n add (parseStr) to [data list v]\n change [i3 v] by (1)\nend\nWrite Out Data Lists\n\nDelete User [griffpatch]\n\ndefine Fix Broken Data\nRead In Data Lists\nset [whoidx v] to [1]\nrepeat until <(whoIdx) > (length of [who list v])>\n Init Reader (item (whoIdx) of [data list v])\n Read Number\n if <<(?Val) = []> or <(item (whoIdx) of [who list v]) = []>> then\n delete (whoIdx) of [who list v]\n delete (whoIdx) of [data list v]\n else\n Read Number\n if <<(whoIdx) < ((length of [who list v]) - (100))> and <(?Val) < [6]>> then\n delete (whoIdx) of [who list v]\n delete (whoIdx) of [data list v]\n else\n change [whoidx v] by (1)\n end\n end\nend\n\nFix Broken Data\n\ndefine Skip Number\nif <(letter (parseIdx) of (parseStr)) = [0]> then\n change [parseidx v] by (1)\n Skip String\nelse\n change [parseidx v] by ((letter (parseIdx) of (parseStr)) + (1))\nend\n\ndefine Skip String\nRead Number\nchange [parseidx v] by ((?Val) * (2))\n\ndefine Save My Data\n\n stop [other scripts in sprite v]\n show\n go to [front v] layer\n Init Reader []\n set [myscore v] to (item (RememberScoreRow) of [_savemydata v])\n repeat until <(length of [_savemydata v]) = [0]>\n Write Number (item (1) of [_savemydata v])\n delete (1) of [_savemydata v]\n end\n set [mysentdata v] to (VAR_HACK)\n delete (all) of [var_hack v]\n broadcast (check saved game v)\nend\n\nset [backup v] to []\n\nwhen [r v] key pressed\nif <key (z v) pressed?> then\n if <<(username) = [griffpatch]> and <(_TalkMode) = [0]>> then\n ask [Restore Saved Games? \(Y/N\)] and wait\n if <(answer) = [y]> then\n set [☁ save_data2 v] to (BACKUP)\n set [lastgoodsave v] to (BACKUP)\n set [lastplayercount v] to [-1]\n end\n end\nend\n\nset [backup v] to []\n\nwhen flag clicked\nset [lastgoodsave v] to []\nset [lastplayercount v] to [-1]\nhide\ngo to x: (218) y: (-156)\n\ndefine Read String\nRead Number\nset [parselen v] to (?Val)\nset [?val v] to []\nrepeat (parseLen)\n set [?val v] to (join (?Val) (item (join (letter (parseIdx) of (parseStr)) (letter ((parseIdx) + (1)) of (parseStr))) of [ascii v]))\n change [parseidx v] by (2)\nend\n\nwhen flag clicked\nset [_chars v] to [ !"#$%&'\(\)*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ\[\\]^_`abcdefghijklmnopqrstuvwxyz{|}~]\n\ndefine None\nif <(val) = (round (val))> then\n if <(val) = [0]> then\n add [0] to [var_hack v]\n change [i1 v] by (1)\n else\n if <(val) < [0]> then\n set [?val v] to (round ((val) + (16777215)))\n else\n set [?val v] to (round (val))\n end\n add (letter (1) of (length of (?Val))) to [var_hack v]\n set [i1 v] to [1]\n repeat (length of (?Val))\n add (letter (i1) of (?Val)) to [var_hack v]\n change [i1 v] by (1)\n end\n end\nelse\n add [9] to [var_hack v]\n Write String (val)\nend\n\nset [parsestr v] to (join (parseStr) (join (length of (?Val)) (?Val)))\n\ndefine Write String []\nWrite Number (length of (txt))\nset [i1 v] to [1]\nrepeat (length of (txt))\n set [char v] to ([\['letter:of:', \['readvariable', 'i1'\], \['getparam', 'txt', 'r'\]\] v] of [save game v])\n add (letter (1) of (char)) to [var_hack v]\n add (letter (2) of (char)) to [var_hack v]\n change [i1 v] by (1)\nend\n\nwhen I receive [@get all saved game data v]\nGet Full List\n\nset [parsestr v] to (join (parseStr) (?Val))\n\ndefine Write Data Block []\nWrite Number (length of (data))\nset [i1 v] to [1]\nrepeat (length of (data))\n add (letter (i1) of (data)) to [var_hack v]\n change [i1 v] by (1)\nend\n\nwhen [d v] key pressed\nif <key (z v) pressed?> then\n if <(username) = [griffpatch]> then\n ask [Delete Which User] and wait\n if <(length of (answer)) > [0]> then\n Delete User (answer)\n end\n end\nend\n\nwhen I receive [load my data v]\nLoad My Data\n\ndefine None\ndelete (all) of [high score table v]\ndelete (all) of [score list v]\ndelete (all) of [score name v]\nRead In Data Lists\nset [whoidx v] to [1]\nrepeat until <(whoIdx) > (length of [who list v])>\n Init Reader (item (whoIdx) of [data list v])\n repeat ((score index) - (1))\n Skip Number\n end\n Read Number\n Add High Score (item (whoIdx) of [who list v]) (?Val)\n change [whoidx v] by (1)\nend\nrepeat until <not <(length of [high score table v]) > (top#)>>\n delete (last) of [high score table v]\nend\nset [my ranking v] to [1]\nset [i1 v] to [1]\nset [tmp v] to [1]\nrepeat until <(i1) > (length of [score name v])>\n if <not <(tmp) = (item (i1) of [score list v])>> then\n set [tmp v] to (item (i1) of [score list v])\n set [my ranking v] to (i1)\n end\n if <(username) = (item (i1) of [score name v])> then\n set [i1 v] to (length of [score name v])\n end\n change [i1 v] by (1)\nend\n\nRead In Data Lists\n\nWrite Out Data Lists\n\nOrder Scores (2)\n\nset [☁ save_data2 v] to (☁ SAVE_DATA)\n\nshow list [high score table v]\nrepeat (5)\n Load High Score Table (2) (99999) <not >\nend\nhide list [high score table v]\n\ndefine Write Out Data Lists\n\n set [whoidx v] to [1]\n Init Reader []\n repeat (length of [who list v])\n Write String (item (whoIdx) of [who list v])\n Write Data Block (item (whoIdx) of [data list v])\n change [whoidx v] by (1)\n end\n set [☁ save_data2 v] to (VAR_HACK)\n delete (all) of [var_hack v]\nend\n\nwhen I receive [save my data now v]\nSave My Data\n\nLoad High Score Table (RememberScoreRow) (99999) \n\nRead In Data Lists\n\nwhen I receive [check saved game v]\nLoad High Score Table (RememberScoreRow) (99999) <not >\nif <<<(Me Index) > [0]> and <(Me Index) < [32]>> and <(join [@] (MySentData)) = (join [@] (item (Me Index) of [data list v]))>> then\n hide\nelse\n if <(Me Index) = [1]> then\n replace item (Me Index) of [data list v] with (MySentData)\n else\n if <(Me Index) > [0]> then\n delete (Me Index) of [who list v]\n delete (Me Index) of [data list v]\n end\n set [me index v] to [1]\n insert (username) at (Me Index) of [who list v] \n insert (MySentData) at (Me Index) of [data list v] \n repeat until <(length of [who list v]) < [501]>\n delete (last) of [who list v]\n delete (last) of [data list v]\n end\n end\n Write Out Data Lists\n wait (pick random (1.5) to (3.5)) seconds\n broadcast (check saved game v)\nend\n\ndefine Read Number\nset [?val v] to (letter (parseIdx) of (parseStr))\nif <(?Val) = [9]> then\n change [parseidx v] by (1)\n Read String\nelse\n if <(?Val) = [0]> then\n change [parseidx v] by (1)\n else\n set [?val v] to []\n repeat (letter (parseIdx) of (parseStr))\n change [parseidx v] by (1)\n set [?val v] to (join (?Val) (letter (parseIdx) of (parseStr)))\n end\n if <(?Val) > [8388608]> then\n set [?val v] to ((?Val) - (16777215))\n end\n change [parseidx v] by (1)\n end\nend\n\nset [☁ save_data2 v] to []\nset [lastplayercount v] to [0]\n\ndefine None\nset [tmp v] to (item ((index) - (6)) of [high score table v])\nreplace item ((index) - (6)) of [high score table v] with []\nwait (0.05) seconds\nreplace item ((index) - (6)) of [high score table v] with (tmp)\nrepeat (3)\n replace item (index) of [high score table v] with (text)\n wait (0.3) seconds\n replace item (index) of [high score table v] with (join (text) [ <----])\n wait (0.3) seconds\nend\n\nwhen I receive [cloud dump v]\nRead In Data Lists\nrepeat until <(length of [data list v]) = [0]>\n set [tmp v] to []\n Init Reader (item (last) of [data list v])\n Read Number\n set [tmp v] to (?Val)\n repeat until <(parseIdx) > (length of (parseStr))>\n Read Number\n set [tmp v] to (join (tmp) (join [, ] (?Val)))\n end\n repeat ((40) - ((length of (item (length of [data list v]) of [who list v])) * (2.8)))\n set [tmp v] to (join [ ] (tmp))\n end\n set [tmp v] to (join [, ] (tmp))\n set [tmp v] to (join (item (length of [data list v]) of [who list v]) (tmp))\n replace item (length of [data list v]) of [who list v] with (tmp)\n delete (last) of [data list v]\nend\nhide list [who list v]\n\ndelete (all) of [who list v]\ndelete (all) of [data list v]\ndelete (all) of [score list v]\ndelete (all) of [score name v]\ndelete (all) of [var_hack v]\ndelete (all) of [debug v]\n\ndelete (1) of [ascii v]\n\ninsert (item (whoIdx) of [who list v]) at (i1) of [who list v] \ninsert (item (whoIdx) of [data list v]) at (i1) of [data list v] \ndelete ((whoIdx) + (1)) of [who list v]\ndelete ((whoIdx) + (1)) of [data list v]\n\ndefine None\ndelete (all) of [high score table v]\ndelete (all) of [score list v]\ndelete (all) of [score name v]\nif <reload?> then\n Read In Data Lists\nend\nset [whoidx v] to [1]\nrepeat until <(whoIdx) > (length of [who list v])>\n Init Reader (item (whoIdx) of [data list v])\n repeat ((score index) - (1))\n Skip Number\n end\n Read Number\n Add High Score (item (whoIdx) of [who list v]) (?Val)\n change [whoidx v] by (1)\nend\nrepeat until <not <(length of [high score table v]) > (top#)>>\n delete (last) of [high score table v]\nend\nset [my ranking v] to ((length of [score name v]) + (1))\nset [i1 v] to [1]\nset [tmp v] to [1]\nrepeat until <(i1) > (length of [score name v])>\n if <not <(tmp) = (item (i1) of [score list v])>> then\n set [tmp v] to (item (i1) of [score list v])\n set [my ranking v] to (i1)\n end\n if <(username) = (item (i1) of [score name v])> then\n set [i1 v] to (length of [score name v])\n end\n change [i1 v] by (1)\nend\n\nDelete User [griffpatch]\n\n@collectables\n\ndefine Add Coins Line (x) (y) (count) (space) (sy)\nchange [position x v] by (x)\nset [position y v] to (y)\nset [clone type v] to [1]\nrepeat (count)\n create clone of (_myself_ v)\n change [position x v] by (space)\n change [position y v] by (sy)\n change [coins v] by (1)\nend\nshow variable [coins v]\n\ndefine Make Water Coin\nif <(Game Mode) = [5]> then\n if <(WaterCoinIdx) < (length of [flappy coins v])> then\n set [position x v] to (item (WaterCoinIdx) of [flappy coins v])\n change [watercoinidx v] by (1)\n set [position y v] to (item (WaterCoinIdx) of [flappy coins v])\n change [watercoinidx v] by (1)\n set [clone type v] to [2]\n create clone of (_myself_ v)\n end\nelse\n if <(Game Mode) = [9]> then\n if <(WaterCoinIdx) < (length of [snail treats v])> then\n set [position x v] to (item (WaterCoinIdx) of [snail treats v])\n change [watercoinidx v] by (1)\n set [position y v] to (item (WaterCoinIdx) of [snail treats v])\n change [watercoinidx v] by (1)\n set [clone type v] to [20]\n create clone of (_myself_ v)\n end\n else\n if <(Game Mode) = [11]> then\n if <(WaterCoinIdx) < (length of [pokeballs v])> then\n set [position x v] to (item (WaterCoinIdx) of [pokeballs v])\n change [watercoinidx v] by (1)\n set [position y v] to (item (WaterCoinIdx) of [pokeballs v])\n change [watercoinidx v] by (1)\n set [clone type v] to [21]\n create clone of (_myself_ v)\n end\n else\n if <(Game Mode) = [13]> then\n if <(WaterCoinIdx) < (length of [pokeballs v])> then\n set [position x v] to (item (WaterCoinIdx) of [pokeballs v])\n change [watercoinidx v] by (1)\n set [position y v] to (item (WaterCoinIdx) of [pokeballs v])\n change [watercoinidx v] by (1)\n set [clone type v] to [21]\n create clone of (_myself_ v)\n end\n else\n if <(WaterCoinIdx) < (length of [water coins v])> then\n set [position x v] to (item (WaterCoinIdx) of [water coins v])\n change [watercoinidx v] by (1)\n set [position y v] to (item (WaterCoinIdx) of [water coins v])\n change [watercoinidx v] by (1)\n set [clone type v] to [2]\n create clone of (_myself_ v)\n end\n end\n end\n end\nend\n\nwhen I start as a clone\nset [type v] to (Clone Type)\nif <(Clone Type) = [3]> then\n switch costume to (flower v)\nelse\n if <(Clone Type) = [4]> then\n switch costume to (((WaterCoinIdx) / (2)) + (3.5))\n else\n if <(Clone Type) = [4.5]> then\n switch costume to (((length of [hungry coins v]) / (2)) + (4))\n else\n if <(Clone Type) = [20]> then\n switch costume to (snailtreat v)\n else\n if <(Clone Type) = [21]> then\n switch costume to (pokeball v)\n else\n if <(Clone Type) = [22]> then\n set size to (200) %\n switch costume to (corn v)\n else\n switch costume to (coin v)\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nset [type v] to [0]\nhide\nset size to (100) %\n\n show\n set size to (200) %\n switch costume to (corn v)\nend\n\nwhen I receive [init level v]\nif <(Type) = [0]> then\n set [watercoinidx v] to [1]\n Make Water Coin\nend\n\nwhen I receive [tick v]\nif <(Type) > [0]> then\n if <(Type) = [999]> then\n suck ((Player X) - (Position X)) ((Player Y) - (Position Y))\n end\n Position and Show ([floor v] of (((Position X) - (Next Scr X)) / (zoom)) ) ([floor v] of (((Position Y) - (Next Scr Y)) / (zoom)) )\nelse\n go to (mouse-pointer v)\nend\n\nwhen [z v] key pressed\n\nif <(Type) = [0]> then\n if <(username) = [griffpatch]> then\n set [clone type v] to [21]\n set [position x v] to (round ((mouse x) + (Next Scr X)))\n set [position y v] to (round ((mouse y) + (Next Scr Y)))\n add (Position X) to [pokeballs v]\n add (Position Y) to [pokeballs v]\n set [coins v] to ((length of [pokeballs v]) / (2))\n show variable [coins v]\n create clone of (_myself_ v)\n end\nend\n\nwhen I receive [jet pack joyride v]\nif <(Type) = [0]> then\n set [position x v] to (Player X)\n set [position y v] to [0]\n set [coins v] to [0]\n Add Coins Line (200) (0) (8) (40) (0)\n Add Coins Line (240) (100) (8) (40) (0)\n Add Coins Line (240) (-120) (8) (40) (0)\n Add Coins Line (240) (80) (8) (40) (-20)\n Add Coins Line (240) (-80) (8) (40) (20)\nend\n\ndefine Add Flower (x) (y)\nset [position x v] to (x)\nset [position y v] to ((y) + (3))\nset [clone type v] to [3]\nchange [coins v] by (1)\ncreate clone of (_myself_ v)\n\nwhen I receive [flower game v]\nif <(Type) = [0]> then\n set [coins v] to [0]\n Add Flower (3110) (-60)\n Add Flower (3464) (-60)\n Add Flower (4556) (-57)\n Add Flower (5294) (-137)\n Add Flower (5048) (1382)\n Add Flower (3710) (693)\n Add Flower (3200) (1226)\n Add Flower (2516) (-79)\n Add Flower (1988) (662)\n Add Flower (880) (504)\n Add Flower (176) (517)\n Add Flower (2516) (1685)\n Add Flower (4846) (480)\n Add Flower (4413) (239)\n Add Flower (3891) (326)\n show variable [coins v]\n set [game mode v] to [3]\nend\n\ndefine Position and Show (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\n if <(Type) = [1]> then\n if <<([abs v] of ((Position X) - (Player X)) ) < [10]> and <([abs v] of ((Position Y) - (Player Y)) ) < [26]>> then\n set [clone type v] to [0.2]\n set [type v] to [999]\n end\n else\n if <(Type) = [22]> then\n if <<([abs v] of ((Position X) - (Player X)) ) < [24]> and <([abs v] of ((Position Y) - (Player Y)) ) < [24]>> then\n if <(Game Mode) = [13]> then\n Spawn Chicken <>\n set [game mode v] to [14]\n end\n change [coins v] by (-1)\n if <(Coins) = [0]> then\n set [game mode v] to [15]\n end\n delete this clone\n end\n else\n if <<(Type) = [2]> or <<(Type) > [19]> and <(Type) < [22]>>> then\n if <<(Game Mode) = [5]> or <(Game Mode) = [11]>> then\n if <<([abs v] of ((Position X) - (Player X)) ) < [34]> and <([abs v] of ((Position Y) - (Player Y)) ) < [34]>> then\n if <not <(Player Mode) = [7]>> then\n change [coinadd v] by (1)\n broadcast (make a coin v)\n set [clone type v] to [0.2]\n set [type v] to [999]\n end\n end\n else\n if <<([abs v] of ((Position X) - (Player X)) ) < [26]> and <([abs v] of ((Position Y) - (Player Y)) ) < [26]>> then\n if <not <(Player Mode) = [7]>> then\n change [coinadd v] by (1)\n broadcast (make a coin v)\n set [clone type v] to [0.2]\n set [type v] to [999]\n end\n else\n if <<([abs v] of ((Position X) - (head x)) ) < [26]> and <([abs v] of ((Position Y) - (head y)) ) < [26]>> then\n change [coinadd v] by (1)\n broadcast (make a coin v)\n set [clone type v] to [0.2]\n set [type v] to [999]\n end\n end\n end\n else\n if <(Type) = [3]> then\n if <<([abs v] of ((Position X) - (Player X)) ) < [26]> and <([abs v] of (((Position Y) + (75)) - (Player Y)) ) < [26]>> then\n switch costume to (flowerfound v)\n change [coins v] by (-1)\n set [type v] to [0.5]\n if <(Coins) = [0]> then\n set [game mode v] to [4]\n end\n end\n else\n if <(Type) = [4]> then\n if <<([abs v] of ((Position X) - (Player X)) ) < [34]> and <([abs v] of ((Position Y) - (Player Y)) ) < [50]>> then\n set [clone type v] to [0.2]\n set [type v] to [999]\n end\n end\n end\n end\n end\n end\nelse\n hide\nend\n\ndefine suck (dx) (dy)\nchange [position x v] by ((dx) * (Clone Type))\nchange [position y v] by ((dy) * (Clone Type))\nchange [clone type v] by (0.2)\nif <(Clone Type) > [0.8]> then\n change [coins v] by (-1)\n if <(Coins) = [0]> then\n if <(Game Mode) = [5]> then\n set [game mode v] to [6]\n else\n if <(Game Mode) = [7]> then\n set [game mode v] to [8]\n else\n if <(Game Mode) = [2.5]> then\n set [game mode v] to [2]\n else\n if <(Game Mode) = [9]> then\n set [game mode v] to [10]\n else\n if <(Game Mode) = [11]> then\n set [game mode v] to [12]\n end\n end\n end\n end\n end\n end\n delete this clone\nend\nif <(Game Mode) = [7]> then\n change size by (-10)\nend\n\ndefine spawnHungry\nset [coins v] to [0]\nset [watercoinidx v] to [1]\nrepeat ((length of [hungry coins v]) / (2))\n set [position x v] to (item (WaterCoinIdx) of [hungry coins v])\n change [watercoinidx v] by (1)\n set [position y v] to ((item (WaterCoinIdx) of [hungry coins v]) + (32))\n change [watercoinidx v] by (1)\n set [clone type v] to [4]\n change [coins v] by (1)\n create clone of (_myself_ v)\nend\nshow variable [coins v]\n\nwhen I receive [game mode change v]\nif <(Type) > [0]> then\n set [coinadd v] to [0]\n delete this clone\nelse\n if <(Game Mode) = [5]> then\n set [coins v] to ((length of [flappy coins v]) / (2))\n show variable [coins v]\n set [watercoinidx v] to [1]\n Make Water Coin\n Make Water Coin\n Make Water Coin\n Make Water Coin\n Make Water Coin\n else\n if <(Game Mode) = [9]> then\n set [coins v] to ((length of [snail treats v]) / (2))\n set [watercoinidx v] to [1]\n Make Water Coin\n else\n if <(Game Mode) = [11]> then\n set [coins v] to ((length of [pokeballs v]) / (2))\n set [watercoinidx v] to [1]\n Make Water Coin\n else\n if <(Game Mode) = [20]> then\n end\n end\n end\nend\n\nwhen I receive [make a coin v]\nif <(Type) = [0]> then\n if <(Game Mode) = [5]> then\n Make Water Coin\n else\n if <(WaterCoinIdx) = [3]> then\n if <<(Game Mode) = [9]> or <(Game Mode) = [11]>> then\n if <(Game Mode) = [11]> then\n set [player mode fuel v] to [200]\n else\n set [player mode fuel v] to [300]\n end\n show variable [coins v]\n Make Water Coin\n Make Water Coin\n Make Water Coin\n broadcast (begin collecting coins v)\n else\n set [coins v] to (((length of [water coins v]) / (2)) - (1))\n set [game mode v] to [2.5]\n show variable [coins v]\n Make Water Coin\n Make Water Coin\n Make Water Coin\n Make Water Coin\n Make Water Coin\n end\n else\n if <(coinAdd) > [0]> then\n make coins (coinAdd)\n set [coinadd v] to [0]\n else\n Make Water Coin\n end\n end\n end\nend\n\ndelete (last) of [chick coins v]\ndelete (last) of [chick coins v]\nchange [coins v] by (-1)\n\ndefine make coins (count)\nrepeat (count)\n Make Water Coin\nend\n\ndelete (last) of [chick coins v]\ndelete (last) of [chick coins v]\n\nif <(Type) = [0]> then\n set [clone type v] to [22]\n set [position x v] to (round ((mouse x) + (Next Scr X)))\n set [position y v] to (round ((mouse y) + (Next Scr Y)))\n add (Position X) to [chick coins v]\n add (Position Y) to [chick coins v]\n set [coins v] to ((length of [chick coins v]) / (2))\n show variable [coins v]\n create clone of (_myself_ v)\nend\n\ndefine Spawn Chicken <initial?>\nif <initial?> then\n set [coins v] to [0]\n set [watercoinidx v] to [1]\nend\nrepeat (((length of [chick coins v]) / (2)) - (1))\n set [position x v] to (item (WaterCoinIdx) of [chick coins v])\n change [watercoinidx v] by (1)\n set [position y v] to (item (WaterCoinIdx) of [chick coins v])\n change [watercoinidx v] by (1)\n set [clone type v] to [22]\n change [coins v] by (1)\n create clone of (_myself_ v)\n if <initial?> then\n stop [this script v]\n end\nend\nshow variable [coins v]\n\nSpawn Chicken \nSpawn Chicken \n\n@Enemy\n\nwhen flag clicked\nset [type v] to [0]\nset [keydown v] to []\nset [seen v] to []\nswitch costume to (spikes2l v)\nhide\n\nwhen I start as a clone\nset [type v] to (Clone Type)\nswitch costume to (Clone Type)\n\nwhen I receive [tick v]\nif <(Type) > [0]> then\n tick\nelse\n if <(Type) < [0]> then\n Edit (round ((mouse x) + (Next Scr X))) (round ((mouse y) + (Next Scr Y)))\n end\nend\n\ndefine Position and Show (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\n change [seen v] by (1)\nelse\n hide\n if <(seen) > [0]> then\n change [seen v] by (1)\n if <(seen) > [90]> then\n if <<(Type) = [1]> or <(Type) = [9]>> then\n if <([abs v] of ((item ((idx) + (2)) of [spawn v]) - (Next Scr X)) ) > [260]> then\n set [position x v] to (item ((idx) + (2)) of [spawn v])\n set [position y v] to (item ((idx) + (3)) of [spawn v])\n set [seen v] to []\n end\n end\n end\n end\nend\n\nwhen I receive [make a coin v]\nif <(Type) = [0]> then\n if <(Game Mode) = [5]> then\n Make Water Coin\n else\n if <(WaterCoinIdx) = [3]> then\n if <(Game Mode) = [9]> then\n show variable [coins v]\n Make Water Coin\n Make Water Coin\n Make Water Coin\n else\n set [coins v] to (((length of [water coins v]) / (2)) - (1))\n set [game mode v] to [2.5]\n show variable [coins v]\n Make Water Coin\n Make Water Coin\n Make Water Coin\n Make Water Coin\n Make Water Coin\n end\n else\n Make Water Coin\n end\n end\nend\n\ndefine Edit (x) (y)\nif <([abs v] of (mouse x) ) > [238]> then\n hide\n stop [this script v]\nend\nif <([abs v] of (mouse y) ) > [178]> then\n hide\n stop [this script v]\nend\ngo to (mouse-pointer v)\nidx = get near (x) (y)\nif <(idx) > []> then\n hide\nelse\n show\nend\nif <key (s v) pressed?> then\n if <(keyDown) = []> then\n Add (x) (y)\n set [keydown v] to [s]\n end\nelse\n if <key (d v) pressed?> then\n if <(keyDown) = []> then\n set [keydown v] to [d]\n if <(idx) > []> then\n repeat (4)\n delete (idx) of [spawn v]\n end\n broadcast (begin collecting coins v)\n end\n end\n else\n if <key (f v) pressed?> then\n if <(keyDown) = []> then\n set [keydown v] to [f]\n switch costume to ((costume [number v]) - (1))\n end\n else\n if <key (g v) pressed?> then\n if <(keyDown) = []> then\n set [keydown v] to [g]\n next costume\n end\n else\n set [keydown v] to []\n end\n end\n end\nend\n\ndefine idx = get near (x) (y)\nset [idx v] to []\nset [min v] to [30]\nset [i v] to [1]\nrepeat ((length of [spawn v]) / (4))\n if <(item (i) of [spawn v]) = (Game Mode)> then\n get distance ((x) - (item ((i) + (2)) of [spawn v])) ((y) - (item ((i) + (3)) of [spawn v]))\n if <(distance) < (min)> then\n set [idx v] to (i)\n set [min v] to (distance)\n end\n end\n change [i v] by (4)\nend\n\ndefine get distance (x) (y)\nset [distance v] to ([sqrt v] of (((x) * (x)) + ((y) * (y))) )\n\ndefine Add (x) (y)\nadd ([abs v] of (Type) ) to [spawn v]\nadd (costume [number v]) to [spawn v]\nadd (x) to [spawn v]\nadd (y) to [spawn v]\nSpawn ((length of [spawn v]) - (3))\n\nwhen I receive [begin collecting coins v]\nif <(Type) > [0]> then\n delete this clone\nend\ninit\n\ndefine init\nset [i v] to [1]\nrepeat ((length of [spawn v]) / (4))\n if <(item (i) of [spawn v]) = (Game Mode)> then\n Spawn (i)\n end\n change [i v] by (4)\nend\n\n\n delete all of [spawn v]\nend\n\ndefine Spawn (idx)\nset [idx v] to (idx)\nset [clone type v] to (item ((idx) + (1)) of [spawn v])\nset [position x v] to (item ((idx) + (2)) of [spawn v])\nset [position y v] to (item ((idx) + (3)) of [spawn v])\ncreate clone of (_myself_ v)\n\nset [game mode v] to [11]\nshow variable [game mode v]\nset [type v] to ((0) - (Game Mode))\nbroadcast (game mode change v)\n\nwhen I receive [game mode change v]\nif <(Type) > [0]> then\n delete this clone\nend\n\ndefine tick\nif <(seen) > []> then\n if <(Type) = [1]> then\n change [position x v] by (4)\n end\n if <(Type) = [9]> then\n change [position x v] by (-4)\n end\nend\nPosition and Show ([floor v] of (((Position X) - (Next Scr X)) / (zoom)) ) ([floor v] of (((Position Y) - (Next Scr Y)) / (zoom)) )\n\nset [game mode v] to [11]\nset [type v] to ((0) - (Game Mode))\n\n@You Are IT\n\nwhen flag clicked\nhide\nswitch costume to (it v)\ngo to [front v] layer\n\nwhen I receive [tick v]\nif <<(WhoIsIT #) = [0]> or <<(WhoIsItTimer) < [10]> and <((WhoIsItTimer) mod (2)) = [0]>>> then\n hide\nelse\n set [offset v] to ((WhoIsIT #) * (PMul))\n if <(item (offset) of [players v]) = []> then\n hide\n else\n Position and Hide (round ((item ((offset) + (1)) of [players v]) - (Next Scr X))) (round (((item ((offset) + (2)) of [players v]) - (Next Scr Y)) + ((4) * ([sin v] of ((timer) * (360)) ))))\n end\nend\n\ndefine None\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ngo [backward v] (1000) layers\n\n@Announcer\n\nwhen flag clicked\nhide variable [achievements v]\nset size to (200) %\ngo to x: (-209) y: (-158)\nhide\nInit\n\ndefine Init\ndelete all of [new achievement v]\nif <(username) = (lastUser)> then\n Display Achievement String\n stop [this script v]\nend\nset [lastuser v] to (username)\nset [flash v] to [0]\nset [count v] to [0]\nset [achievements v] to [0]\nset [achievement # v] to [0]\ndelete all of [my hats v]\ndelete (all) of [new achievement v]\ndelete (all) of [achieved v]\ndelete (all) of [aoffset v]\ndelete (all) of [achievedlevels v]\nset [max v] to [0]\nset [i v] to [1]\nrepeat until <(i) > (length of [achievements v])>\n set [id v] to (item (i) of [achievements v])\n change [i v] by (1)\n if <(id) > [0]> then\n repeat until <not <(length of [achieved v]) < (id)>>\n add [0] to [aoffset v]\n add [0] to [achieved v]\n add [0] to [achievedlevels v]\n end\n replace item (id) of [aoffset v] with (i)\n end\n repeat until <<(i) > (length of [achievements v])> or <(item (i) of [achievements v]) = []>>\n if <(id) > [0]> then\n change [max v] by (1)\n end\n change [i v] by (2)\n end\n change [i v] by (1)\nend\nDisplay Achievement String\n\ndefine Transform\nset [idx v] to [1]\nrepeat until <(idx) > (length of [_savemydata v])>\n change [idx v] by (1)\n set [row v] to (idx)\n Init\n set [id v] to (item ((row) + (2)) of [_savemydata v])\n delete ((row) + (2)) of [_savemydata v]\n change [row v] by (2)\n set [achievement # v] to [1]\n set [encode v] to []\n repeat (id)\n set [i v] to (item (row) of [_savemydata v])\n delete (row) of [_savemydata v]\n replace item (Achievement #) of [achieved v] with (i)\n set [id v] to (item (Achievement #) of [aoffset v])\n repeat until <<(id) < [1]> or <(i) < (item (id) of [achievements v])>>\n change [id v] by (2)\n change [count v] by (1)\n if <(item (id) of [achievements v]) = []> then\n set [id v] to [0]\n end\n replace item (Achievement #) of [aoffset v] with (id)\n replace item (Achievement #) of [achievedlevels v] with ((1) + (item (Achievement #) of [achievedlevels v]))\n end\n set [encode v] to (join (encode) (item (Achievement #) of [achievedlevels v]))\n change [achievement # v] by (1)\n end\n insert (encode) at (row) of [_savemydata v] \n set [idx v] to ((row) + (2))\nend\n\nwhen I receive [tick v]\nif <(Flash) > [0]> then\n change [flash v] by (-1)\n if <((Flash) mod (15)) = [6]> then\n hide variable [achievements v]\n end\n if <((Flash) mod (15)) = [0]> then\n show variable [achievements v]\n end\nend\ntick\ntick\ntick\n\ndefine Do Load\nInit\nif <(length of [_savemydata v]) > [0]> then\n set [i v] to (item (1) of [_savemydata v])\n delete (1) of [_savemydata v]\n delete (1) of [_savemydata v]\n repeat ((i) - (1))\n delete (1) of [_savemydata v]\n end\n set [id v] to (item (1) of [_savemydata v])\n delete (1) of [_savemydata v]\n set [achievement # v] to [1]\n repeat (id)\n set [i v] to (item (1) of [_savemydata v])\n replace item (Achievement #) of [achieved v] with (i)\n delete (1) of [_savemydata v]\n set [id v] to (item (Achievement #) of [aoffset v])\n repeat until <<(id) < [1]> or <(i) < (item (id) of [achievements v])>>\n change [id v] by (2)\n change [count v] by (1)\n if <(item (id) of [achievements v]) = []> then\n set [id v] to [0]\n end\n replace item (Achievement #) of [aoffset v] with (id)\n replace item (Achievement #) of [achievedlevels v] with ((1) + (item (Achievement #) of [achievedlevels v]))\n end\n change [achievement # v] by (1)\n end\nend\nset [achievement # v] to [0]\nDisplay Achievement String\n\nwhen I receive [load achievements v]\nDo Load\n\nwhen I receive [hide all v]\nhide\n\nwhen I receive [save achievements v]\nDo Save\n\ndefine Do Save\nadd [1] to [_savemydata v]\nadd (Count) to [_savemydata v]\nadd (length of [achieved v]) to [_savemydata v]\nset [i v] to [1]\nrepeat (length of [achieved v])\n add (item (i) of [achieved v]) to [_savemydata v]\n change [i v] by (1)\nend\n\ndefine Display Achievement String\nset [achievements v] to (join (join [Rank #] ([my ranking v] of [save game v])) (join [ Achv. ] (join (join (Count) [ / ]) (Max))))\nset [achievements v] to (join [Achievements ] (join (join (Count) [ / ]) (Max)))\nif <(Count) = [10]> then\n Collect Hat [1002] (pick random (0) to (200))\nend\nif <(Count) = [15]> then\n Collect Hat [1003] (pick random (0) to (200))\nend\nif <(Count) = [20]> then\n Collect Hat [1004] (pick random (0) to (200))\nend\nif <(Count) = [25]> then\n Collect Hat [1005] (pick random (0) to (200))\nend\nif <(Count) = [30]> then\n Collect Hat [1006] (pick random (0) to (200))\nend\nif <(Count) = [35]> then\n Collect Hat [1007] (pick random (0) to (200))\nend\nif <(Count) = [40]> then\n Collect Hat [1008] (pick random (0) to (200))\nend\n\nwhen [h v] key pressed\n\n delete (all) of [_savemydata v]\n add [2] to [_savemydata v]\n add [9999] to [_savemydata v]\n set [offset scroll v] to [120]\n broadcast (load high scores v) and wait\n wait (0.2) seconds\n wait until <key (h v) pressed?>\n wait until <not <key (h v) pressed?>>\n broadcast (hide high scores v) and wait\n set [offset scroll v] to [0]\nend\n\nwhen [a v] key pressed\nif <(_TalkMode) = [0]> then\n set [offset scroll v] to [120]\n Show Achievements\n wait (0.2) seconds\n wait until <key (a v) pressed?>\n wait until <not <key (a v) pressed?>>\n show list [high score table v]\n set [offset scroll v] to [0]\nend\n\ndefine Show Achievements\ndelete (all) of [high score table v]\nadd [*** Achievements to find ***] to [high score table v]\nset [i v] to [1]\nrepeat until <(i) > (length of [achievements v])>\n set [id v] to (item (i) of [achievements v])\n change [i v] by (1)\n repeat until <<(i) > (length of [achievements v])> or <(item (i) of [achievements v]) = []>>\n if <(item (i) of [achievements v]) > (item (id) of [achieved v])> then\n add (item ((i) + (1)) of [achievements v]) to [high score table v]\n end\n change [i v] by (2)\n end\n change [i v] by (1)\nend\nif <(length of [high score table v]) = [1]> then\n add [None... Awesome work!] to [high score table v]\nend\nadd [] to [high score table v]\nadd [*** Achieved ***] to [high score table v]\nset [i v] to [1]\nrepeat until <(i) > (length of [achievements v])>\n set [id v] to (item (i) of [achievements v])\n change [i v] by (1)\n repeat until <<(i) > (length of [achievements v])> or <(item (i) of [achievements v]) = []>>\n if <not <(item (i) of [achievements v]) > (item (id) of [achieved v])>> then\n add (item ((i) + (1)) of [achievements v]) to [high score table v]\n end\n change [i v] by (2)\n end\n change [i v] by (1)\nend\nhide list [high score table v]\n\nwhen I receive [achievement_ok v]\nwait (4) seconds\nsay []\nhide\nset [achievement # v] to [0]\n\nwhen I receive [init level v]\nshow variable [achievements v]\n\n\n if <([my ranking v] of [save game v]) = (Last Rank)> then\n show variable [achievements v]\n else\n set [last rank v] to ([my ranking v] of [save game v])\n set [flash v] to [45]\n end\nend\n\nset [lastuser v] to [0]\n\ndefine missing\nrepeat ((Achievement #) - (length of [achieved v]))\n add [0] to [achieved v]\nend\n\ndefine tick\nif <<(length of [new achievement v]) > [0]> and <(Achievement #) = [0]>> then\n set [achievement # v] to (item (1) of [new achievement v])\n delete (1) of [new achievement v]\n if <(Achievement #) = [lag]> then\n go to [front v] layer\n show\n say [Your PC is running too slowly!!! :\(]\n broadcast (achievement_ok v)\n else\n missing\n set [i v] to ((item (Achievement #) of [achieved v]) + (1))\n replace item (Achievement #) of [achieved v] with (i)\n set [id v] to (item (Achievement #) of [aoffset v])\n if <(id) > [0]> then\n if <(i) < (item (id) of [achievements v])> then\n set [achievement # v] to [0]\n else\n change [count v] by (1)\n Display Achievement String\n show\n change [id v] by (1)\n say (join [You have earned the '] (join (item (id) of [achievements v]) [' achievement!]))\n change [id v] by (1)\n if <(item (id) of [achievements v]) = []> then\n replace item (Achievement #) of [aoffset v] with [0]\n else\n replace item (Achievement #) of [aoffset v] with (id)\n end\n \n broadcast (save game v) and wait\n end\n broadcast (achievement_ok v)\n end\n else\n set [achievement # v] to [0]\n end\n end\nend\nif <not <([my ranking v] of [save game v]) = (Last Rank)>> then\n Display Achievement String\nend\n\ndefine Collect Hat (typ) (col)\nreplace item (1) of [dress up v] with ((typ) - (1000))\nreplace item (2) of [dress up v] with (col)\nif <[my hats v] contains (typ)?> then\n stop [this script v]\nend\nadd (typ) to [my hats v]\nadd (col) to [my hats v]\n\n@Oxygen\n\nwhen flag clicked\ngo to x: (0) y: (140)\nset size to (200) %\nhide\nset [lastair v] to [-1]\n\ndefine Update Air (airval)\nif <<(airval) < [1]> or <(airval) > [21]>> then\n hide\n set [lastair v] to [-1]\nelse\n if <not <(airval) = (lastAir)>> then\n switch costume to (airval)\n set [lastair v] to (airval)\n show\n go to [front v] layer\n end\nend\n\nwhen I receive [tick v]\nUpdate Air ([floor v] of (_AirLevel) )\n\n@Multiplayer\n\ndefine Assign Player (player id) (username) (is master)\nreplace item (player id) of [@playernames v] with (username)\nreplace item (((player id) * (PMUL)) + (4)) of [player data v] with [1]\nreplace item (((player id) * (PMUL)) + (5)) of [player data v] with []\nSend My Cloud Data (player id) (is master)\n\ndefine Send My Cloud Data (player id) (is master)\nchange [ticksend v] by (pick random (1) to (3))\nInit Reader []\nWrite Number ((tickSend) mod (10))\nWrite Number (is master)\nif <(player id) = (@Player ID)> then\n Write String (username)\nelse\n Write String (item (player id) of [@playernames v])\nend\nWrite Number ([floor v] of (timer) )\nif <(player id) = (@Player ID)> then\n Write Number (item (1) of [dress up v])\n Write Number (item (2) of [dress up v])\n Write Number (EATEN BY)\n Write Data Block (Broadcast_Stream)\n set [broadcast_stream v] to []\nelse\n Write Number ()\n Write Number ()\n Write Number ()\n Write Data Block []\nend\n\n if <(player id) = (@Player ID)> then\n Write String (Filtered Chat)\n set [filtered chat v] to []\n else\n Write String []\n end\nend\nif <(length of (parseStr)) < [256]> then\n if <(player id) < [5]> then\n if <(player id) < [3]> then\n if <(player id) < [2]> then\n set [☁ player_1 v] to (parseStr)\n else\n set [☁ player_2 v] to (parseStr)\n end\n else\n if <(player id) < [4]> then\n set [☁ player_3 v] to (parseStr)\n else\n set [☁ player_4 v] to (parseStr)\n end\n end\n else\n if <(player id) < [7]> then\n if <(player id) < [6]> then\n set [☁ player_5 v] to (parseStr)\n else\n set [☁ player_6 v] to (parseStr)\n end\n else\n if <(player id) < [8]> then\n set [☁ player_7 v] to (parseStr)\n else\n set [☁ player_8 v] to (parseStr)\n end\n end\n end\nend\nreplace item (((player id) * (PMUL)) + (3)) of [player data v] with (timer)\n\nwhen I receive [@update multiplayer v]\nFill Broadcast\nProcess Cloud Data <(timer) > (tickTock)>\nif <(timer) > (tickTock)> then\n if <(@Player ID) = [-1]> then\n set [@player id v] to [0]\n set [@master id v] to [0]\n wait (1) seconds\n Allocate Gaming Slot \n end\n if <(@Player ID) > [0]> then\n if <(@Master ID) = (@Player ID)> then\n Send My Cloud Data (@Player ID) (2)\n else\n Send My Cloud Data (@Player ID) (1)\n end\n end\n set [ticktock v] to ((timer) + ((BufferTime) + (pick random (0.0) to (0.1))))\n set [broadcast_stream v] to []\nend\nRead Player Data Tick\n\nwhen I receive [@fade message v]\nset [fadecostume v] to (costume [number v])\nset [ghost v] effect to (0)\nwait (1) seconds\nif <(FadeCostume) = (costume [number v])> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n set [ghost v] effect to (0)\n if <(@Player Count) > [1]> then\n switch costume to (blank v)\n else\n switch costume to (empty game v)\n show\n go to [front v] layer\n end\nend\n\ndefine Skip String\nRead Number\nchange [parseidx v] by ((?Val) * (2))\n\ndefine Write Number (val)\nif <(val) < [0]> then\n set [?val v] to ([abs v] of (round (val)) )\n set [parsestr v] to (join (parseStr) (join [0] (join (length of (?Val)) (?Val))))\nelse\n set [?val v] to (round (val))\n set [parsestr v] to (join (parseStr) (join (length of (?Val)) (?Val)))\nend\n\ndefine Read Number\nif <(letter (parseIdx) of (parseStr)) = [0]> then\n set [?val v] to [-]\n change [parseidx v] by (1)\nelse\n set [?val v] to []\nend\nrepeat (letter (parseIdx) of (parseStr))\n change [parseidx v] by (1)\n set [?val v] to (join (?Val) (letter (parseIdx) of (parseStr)))\nend\nchange [parseidx v] by (1)\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{|}~]\nset [_chars v] to [ !"#$%&'\(\)*+,-./0123456789:;<=>?@abcdefghijklmnopqrstuvwxyz\[\\]^_`ABCDEFGHIJKLMNOPQRSTUVWXYZ{|}~]\n\ndefine Process Cloud Data <check self?>\nRead Cloud Data\nset [last count v] to (@Player Count)\nif <<not <check self?>> and <(@Player ID) = [1]>> then\n set [i1 v] to [2]\n set [@player count v] to [1]\nelse\n set [i1 v] to [1]\n set [@player count v] to [0]\nend\nrepeat until <(i1) > (@Max Players)>\n set [send ok v] to [0]\n set [changed? v] to (item (((i1) * (PMUL)) + (2)) of [player data v])\n if <(join [a] (item (i1) of [cloud data v])) = (join [a] (changed?))> then\n if <(item (i1) of [@playernames v]) > []> then\n if <(item (((i1) * (PMUL)) + (3)) of [player data v]) < ((timer) - (TIME_OUT))> then\n replace item (i1) of [@playernames v] with []\n if <(@Master ID) = (i1)> then\n set [@master id v] to (@Player ID)\n set [master time v] to ((timer) + (5))\n end\n set [debug v] to [Timeout!!!]\n else\n change [@player count v] by (1)\n end\n end\n else\n replace item (i1) of [_change v] with ((item (i1) of [_change v]) + (1))\n Init Reader (item (i1) of [cloud data v])\n Read Number\n Read Number\n if <(?Val) > [0]> then\n change [@player count v] by (1)\n if <(?Val) = [2]> then\n set [@master id v] to (i1)\n end\n Read String\n set [tmp v] to (?Val)\n Read Number\n if <(@Player ID) = (i1)> then\n if <not <(username) = (tmp)>> then\n if <<(timer) < ((?Val) + (1))> or <(pick random (1) to (500)) = [1]>> then\n set [@player id v] to [-1]\n end\n end\n else\n if <<(@Player ID) = [0]> and <(tmp) = (username)>> then\n set [@player id v] to (i1)\n end\n end\n replace item (i1) of [@playernames v] with (tmp)\n replace item (((i1) * (PMUL)) + (2)) of [player data v] with (parseStr)\n replace item (((i1) * (PMUL)) + (3)) of [player data v] with (timer)\n replace item (((i1) * (PMUL)) + (4)) of [player data v] with [1]\n if then\n Read Number\n replace item (((i1) * (PMul)) + (9)) of [players v] with (?Val)\n Read Number\n replace item (((i1) * (PMul)) + (10)) of [players v] with (?Val)\n Read Number\n if <<(?Val) = (@Player ID)> and <not <(i1) = (@Player ID)>>> then\n if <<(@Player ID) > [0]> and <(Player Mode) = [15]>> then\n add [85] to [new achievement v]\n end\n end\n end\n Read Data Block\n replace item (((i1) * (PMUL)) + (5)) of [player data v] with (?Val)\n \n Read Number\n if <not <<(@Player ID) = (i1)> or <(?Val) = []>>> then\n replace item (((i1) * (PMul)) + (3)) of [players v] with (?Val)\n end\n end\n else\n Read String\n if <<(@Master ID) = (@Player ID)> and <(timer) > (Master Time)>> then\n if <<(item (i1) of [@playernames v]) = []> or <(item (i1) of [@playernames v]) = (?Val)>> then\n set [send ok v] to [1]\n set [debug v] to [Request Received...]\n replace item (i1) of [@playernames v] with (?Val)\n replace item (((i1) * (PMUL)) + (2)) of [player data v] with (parseStr)\n replace item (((i1) * (PMUL)) + (3)) of [player data v] with (timer)\n replace item (((i1) * (PMUL)) + (4)) of [player data v] with [1]\n replace item (((i1) * (PMUL)) + (5)) of [player data v] with []\n Send My Cloud Data (i1) (1)\n end\n end\n end\n end\n change [i1 v] by (1)\n if <<not <check self?>> and <(@Player ID) = (i1)>> then\n change [i1 v] by (1)\n change [@player count v] by (1)\n end\nend\nif <(costume [number v]) < [3]> then\n if <(@Player Count) < [2]> then\n set [tmp v] to [2]\n else\n set [tmp v] to [1]\n end\n if <not <(tmp) = (costume [number v])>> then\n if <(tmp) = [1]> then\n switch costume to (blank v)\n hide\n else\n switch costume to (empty game v)\n show\n go to [front v] layer\n end\n end\nend\n\ndefine Write Data Block (data)\nWrite Number (length of (data))\nset [parsestr v] to (join (parseStr) (data))\n\nwhen I receive [hide all v]\nhide variable [@max players v]\nhide variable [@master id v]\nhide variable [@player id v]\nhide variable [@player count v]\nhide\n\ndefine Read Data Block\nRead Number\nif <((parseIdx) + (?Val)) > ((length of (parseStr)) + (1))> then\n set [i3 v] to (((length of (parseStr)) + (1)) - (parseIdx))\n change [glitches v] by (1)\nelse\n set [i3 v] to (?Val)\nend\nset [?val v] to []\nrepeat (i3)\n set [?val v] to (join (?Val) (letter (parseIdx) of (parseStr)))\n change [parseidx v] by (1)\nend\n\ndefine Write String (txt)\nWrite Number (length of (txt))\nset [?val v] to []\nset [i3 v] to [1]\nrepeat (length of (txt))\n set [i2 v] to (item # of (letter (i3) of (txt)) in [chars v])\n if <(i2) < [10]> then\n set [?val v] to (join (?Val) (join [0] (i2)))\n else\n set [?val v] to (join (?Val) (i2))\n end\n change [i3 v] by (1)\nend\nset [parsestr v] to (join (parseStr) (?Val))\n\ndefine Read String\nRead Number\nif <((parseIdx) + ((?Val) * (2))) > ((length of (parseStr)) + (1))> then\n set [i2 v] to ((((length of (parseStr)) + (1)) - (parseIdx)) / (2))\n change [glitches v] by (1)\nelse\n set [i2 v] to (?Val)\nend\nset [?val v] to []\nrepeat (i2)\n set [i2 v] to (join (letter (parseIdx) of (parseStr)) (letter ((parseIdx) + (1)) of (parseStr)))\n set [?val v] to (join (?Val) (item (i2) of [chars v]))\n change [parseidx v] by (2)\nend\n\nwhen I receive [@multiplayer tick request v]\nRead Player Data Tick\n\ndefine Read Player Data Tick\ndelete (all) of [@playerdata v]\ndelete (all) of [@playeroffset v]\nset [i1 v] to [1]\nrepeat (@Max Players)\n add ((length of [@playerdata v]) + (1)) to [@playeroffset v]\n repeat (_Tick)\n if <<(i1) = (@Player ID)> or <(item (i1) of [@playernames v]) = []>> then\n add [0] to [@playerdata v]\n else\n Init Reader (item (((i1) * (PMUL)) + (5)) of [player data v])\n set [parseidx v] to (item (((i1) * (PMUL)) + (4)) of [player data v])\n if <(parseIdx) < (length of (parseStr))> then\n Read Number\n add (?Val) to [@playerdata v]\n repeat (?Val)\n Read Number\n add (?Val) to [@playerdata v]\n end\n replace item (((i1) * (PMUL)) + (4)) of [player data v] with (parseIdx)\n else\n add [0] to [@playerdata v]\n end\n end\n end\n change [i1 v] by (1)\nend\nadd ((length of [@playerdata v]) + (1)) to [@playeroffset v]\n\ndefine Fill Broadcast\nInit Reader []\nset [i1 v] to [0]\nrepeat until <(length of [@broadcast v]) = [0]>\n if <(item (1) of [@broadcast v]) = [@TICK]> then\n delete (1) of [@broadcast v]\n set [tmp v] to (parseStr)\n Init Reader []\n Write Number (i1)\n set [broadcast_stream v] to (join (Broadcast_Stream) (join (parseStr) (tmp)))\n Init Reader []\n set [i1 v] to [0]\n else\n change [i1 v] by (1)\n Write Number (item (1) of [@broadcast v])\n delete (1) of [@broadcast v]\n end\nend\nif <(i1) > [0]> then\n Write Number (i1)\n set [broadcast_stream v] to (join (Broadcast_Stream) (join (parseStr) (tmp)))\nend\n\nWrite String (item (1) of [@broadcast v])\n\nwhen I receive [game revision out of date v]\nif <(☁ GameData) = [-1]> then\n switch costume to (planned down time v)\nelse\n switch costume to (out of date v)\nend\nshow\ngo to [front v] layer\nstop [all v]\n\ndefine Init Cloud Data\nset [@player id v] to [0]\nset [@master id v] to [0]\nRead Cloud Data\nset [i1 v] to [1]\ndelete (all) of [@playernames v]\ndelete (all) of [player data v]\ndelete (all) of [_change v]\nrepeat (PMUL)\n add [] to [player data v]\nend\nrepeat (@Max Players)\n add [] to [@playernames v]\n add [] to [player data v]\n add (item (i1) of [cloud data v]) to [player data v]\n add [-99] to [player data v]\n add [0] to [player data v]\n add [] to [player data v]\n add [0] to [_change v]\n change [i1 v] by (1)\nend\n\ndefine Read Cloud Data\ndelete (all) of [cloud data v]\nadd (☁ Player_1) to [cloud data v]\nadd (☁ Player_2) to [cloud data v]\nadd (☁ Player_3) to [cloud data v]\nadd (☁ Player_4) to [cloud data v]\nadd (☁ Player_5) to [cloud data v]\nadd (☁ Player_6) to [cloud data v]\nadd (☁ Player_7) to [cloud data v]\nadd (☁ Player_8) to [cloud data v]\nif <<not <(☁ GameData) = (Game Revision)>> and <not <(username) = [griffpatch]>>> then\n broadcast (game revision out of date v)\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (blank v)\nclear graphic effects\nhide\nset [pmul v] to [5]\nset [time_out v] to [5]\nset [@player id v] to [0]\nset [@master id v] to [0]\nset [@player count v] to [0]\nset [@max players v] to [8]\nset [ticktock v] to [0]\nset [last count v] to [0]\nset [broadcast_stream v] to []\ndelete (all) of [_broadcast v]\ndelete (all) of [player data v]\ndelete (all) of [@playernames v]\nset [show debug v] to [0]\nset [master time v] to [0]\n\ndefine Allocate Gaming Slot <reconnect?>\nif <reconnect?> then\n switch costume to (re-connecting v)\nelse\n switch costume to (scanning v)\nend\nshow\ngo to [front v] layer\nset [debug v] to [Looking for Master...]\nset [count v] to [1]\nrepeat until <(count) > [8]>\n wait (1.8) seconds\n Process Cloud Data <>\n if <<(@Player Count) = [0]> and <(count) > [4]>> then\n set [count v] to [999]\n else\n if <(@Master ID) > [0]> then\n set [count v] to [999]\n else\n change [count v] by (1)\n end\n end\nend\nif <(@Master ID) = [0]> then\n set [debug v] to [No Master Found...]\n if <(@Player Count) = [0]> then\n set [@player id v] to [1]\n set [@master id v] to [1]\n set [master time v] to [0]\n Assign Player (@Player ID) (username) (2)\n end\nelse\n switch costume to (requesting v)\n go to [front v] layer\n set [debug v] to [Master Found]\n set [count v] to [1]\n repeat until <<(count) > [8]> or <(@Player ID) > [0]>>\n set [i1 v] to [1]\n repeat until <<(i1) > (@Max Players)> or <(@Player ID) > [0]>>\n set [tmp v] to (item (i1) of [@playernames v])\n if <<(tmp) = []> or <(tmp) = (username)>> then\n wait (0.8) seconds\n Assign Player (i1) (username) (0)\n wait (2) seconds\n Process Cloud Data <>\n set [i1 v] to [999]\n end\n change [i1 v] by (1)\n end\n change [count v] by (1)\n end\nend\nif <(@Player ID) > [0]> then\n if <(@Player ID) = (@Master ID)> then\n switch costume to (new game v)\n else\n switch costume to (allocated v)\n end\n broadcast (@fade message v) and wait\nelse\n if <(@Max Players) = (@Player Count)> then\n switch costume to (full v)\n broadcast (@fade message v) and wait\n else\n switch costume to (unable v)\n wait (5) seconds\n switch costume to (unable \(small\) v)\n end\nend\n\nwhen I receive [@allocate gaming slot v]\nset [buffertime v] to [0.1]\nset [game revision v] to [8]\nif <(username) = [griffpatch]> then\n set [☁ gamedata v] to (Game Revision)\nelse\n if <(☁ GameData) = [-1]> then\n broadcast (game revision out of date v)\n else\n if <(☁ GameData) = [0]> then\n switch costume to (new scratcher v)\n show\n go to [front v] layer\n wait until <key (space v) pressed?>\n wait until <not <key (space v) pressed?>>\n set [☁ gamedata v] to (Game Revision)\n end\n end\nend\nset [@player id v] to [0]\nInit Cloud Data\nAllocate Gaming Slot <>\n\ndelete all of [chars v]\nset [i v] to [1]\nrepeat (length of (_Chars))\n add (letter (i) of (_Chars)) to [chars v]\n change [i v] by (1)\nend\n\nset [☁ player_1 v] to []\nwait (0.1) seconds\nset [☁ player_2 v] to []\nwait (0.1) seconds\nset [☁ player_3 v] to []\nwait (0.1) seconds\nset [☁ player_4 v] to []\nwait (0.1) seconds\nset [☁ player_5 v] to []\nwait (0.1) seconds\nset [☁ player_6 v] to []\nwait (0.1) seconds\nset [☁ player_7 v] to []\nwait (0.1) seconds\nset [☁ player_8 v] to []\n\nset [@player id v] to [1]\nset [@master id v] to [1]\n\n\n set [?val v] to []\n set [i2 v] to [1]\n repeat (length of (data))\n set [?val v] to (join (?Val) (letter (i2) of (data)))\n change [i2 v] by (1)\n end\n set [parsestr v] to (join (parseStr) (?Val))\nend\n\n@Splash\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nset [ghost v] to [0]\nrepeat (10)\n go to [front v] layer\n wait (0) seconds\nend\n\nwhen I receive [tick v]\nif <(ghost) < [21]> then\n change [ghost v] by (1)\n if <(ghost) = [21]> then\n hide\n end\n change [ghost v] effect by (5)\nend\n\n@tool\n\nwhen I receive [tick v]\nif <(Player Mode) = [16]> then\n if <([can jump? v] of [the player v]) > [0]> then\n go to x: ((Player X) - (Next Scr X)) y: (round ((Player Y) - (Next Scr Y)))\n if <<key (space v) pressed?> or <key (up arrow v) pressed?>> then\n change [held power v] by (1)\n else\n if <<(held power) > [0]> and <(held power) < ((12) * (8))>> then\n set [smoosh v] to ((held power) / ((12) * (5)))\n if <(smoosh) > [1]> then\n set [smoosh v] to [1]\n end\n set [held power v] to [0]\n else\n set [held power v] to [0]\n set [smoosh v] to [0]\n end\n end\n if <key (left arrow v) pressed?> then\n if <(direction) > [-80]> then\n turn left (2.5) degrees\n end\n else\n if <key (right arrow v) pressed?> then\n if <(direction) < [80]> then\n turn right (2.5) degrees\n end\n end\n end\n if <(held power) < ((12) * (5))> then\n switch costume to ([floor v] of (((held power) + (5)) / (5)) )\n else\n if <(held power) > ((12) * (8))> then\n switch costume to (arrow v)\n else\n switch costume to (arrow13 v)\n end\n end\n show\n else\n set [held power v] to [0]\n set [smoosh v] to [0]\n hide\n end\nelse\n if <<(Player Mode) = [17]> and <<([invert v] of [the player v]) > [0]> and <(([direction v] of [avatar v]) mod (360)) < [180]>>> then\n go to x: ((Player X) - (Next Scr X)) y: (round ((Player Y) - (Next Scr Y)))\n point in direction (0)\n show\n else\n hide\n end\nend\n\n@Water\n\nwhen I receive [tick v]\ntick\n\ndefine tick\nset [scroll x v] to (Next Scr X)\nset [scroll y v] to (Next Scr Y)\nif <(Scroll X) > [1850]> then\n hide\n stop [this script v]\nend\nshow\nset [offset x v] to [1310]\nset [tmp v] to [0]\nset [offset x v] to (((((timer) * (50)) - (Scroll X)) mod (100)) - (50))\nset [tmp v] to ((1450) - ((Offset X) + (Scroll X)))\nif <(tmp) < [0]> then\n change [offset x v] by (([floor v] of ((tmp) / (100)) ) * (100))\nend\nset [offset y v] to [184]\nPosition and Show ([floor v] of (Offset X) ) ([floor v] of ((Offset Y) - (Scroll Y)) )\nif <(Scroll X) < [1342]> then\n change [offset x v] by (1)\nend\n\ndefine Position and Show (x) (y)\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n if <(shown) = [0]> then\n set [shown v] to [1]\n show\n end\nelse\n if <(shown) = [1]> then\n set [shown v] to [0]\n hide\n end\nend\n\nset [player x v] to [1620]\nset [player y v] to [520]\n\n@Bubbles\n\nwhen I start as a clone\nset [ghost v] effect to (pick random (60) to (80))\nset [x v] to (item (2) of [particle v])\nset [y v] to (item (3) of [particle v])\ndelete (1) of [particle v]\ndelete (1) of [particle v]\ndelete (1) of [particle v]\nset size to (pick random (50.0) to (100.0)) %\nset [speed y v] to ((size) / (25))\ntick\nshow\n\nwhen I receive [tick v]\nif <(speed y) > [0]> then\n tick\n stop [this script v]\nend\nif <(length of [particle v]) > [0]> then\n create clone of (_myself_ v)\nend\nif <([in water v] of [the player v]) > [0]> then\n if <(pick random (0) to (45)) = [0]> then\n add [1] to [particle v]\n add ((Player X) + (([direction v] of [avatar v]) / (10))) to [particle v]\n add ((Player Y) + (10)) to [particle v]\n create clone of (_myself_ v)\n end\nelse\n set [bubble time v] to [40]\nend\n\ndefine tick\nchange [y v] by (speed y)\nchange [x v] by (pick random (-1.5) to (1.5))\ngo to x: ([floor v] of ((x) - (Next Scr X)) ) y: ([floor v] of ((y) - (Next Scr Y)) )\nif <<(y) > [486]> or <(distance to [blank v]) > [360]>> then\n delete this clone\nend\nif <touching (level v)?> then\n delete this clone\nend\n\nwhen flag clicked\nset [bubble time v] to [15]\nset [speed y v] to [0]\ndelete all of [particle v]\nhide\n\n
Game Contest: https://scratch.mit.edu/projects/235291685/\n\nNew game out! https://scratch.mit.edu/projects/219448041/\n\n\nREAD THE INSTRUCTIONS!!!!!!\nStoryline:\nThe beautiful pixel world you live in is about to be destroyed! The only way to save it is to collect all the coins. But you only have 10 seconds to complete each level or the world explodes!\n\nInstructions\nSpace key to throw your spear\nArrow keys to move\nAvoid lava \nPurple is bouncy\nThe 1 key to hide your spear and the 2 key to show it.\nThrow the spear at the enemies to attack them\n\nCredits:\nYOU for viewing!\n@BIZAROGIRL\n@orangedog18\n@Archival for suggesting that I add enemies\n@Mister_Jo_TV for suggesting a timer\nGod for everything!!!\n\nPlease tell me about any glitches in the comments\nTOP LOVED!!!!\n1500 loves!!!!
Treasurer || A Platformer #All #Games
@Stage\n\n@Sprite1\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nforever\n set [ghost v] effect to (30)\n wait (0.1) seconds\n next costume\nend\n\nwhen flag clicked\nrepeat (20)\n go to [front v] layer\nend\n\n@Sprite2\n\nwhen flag clicked\nset [ghost v] effect to (100)\ngo to x: (-235) y: (-105)\nhide\nforever\n go [backward v] (999) layers\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nset size to (pick random (200) to (300)) %\ngo to x: (pick random (-235) to (235)) y: (-105)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\ndelete this clone\n\n@Sprite3\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo [backward v] (99) layers\ngo to x: (0) y: (0)\n\nwhen I receive [next v]\nnext costume\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [15]> then\n broadcast (Finished! v)\n else\n end\nend\n\n@Sprite4\n\nwhen flag clicked\nswitch costume to (costume1 v)\nshow\ngo to x: (100) y: (-106)\ngo [backward v] (99) layers\nforever\n repeat (5)\n wait (0.1) seconds\n change y by (-1)\n end\n repeat (5)\n wait (0.1) seconds\n change y by (1)\n end\nend\n\n@Sprite5\n\nwhen flag clicked\nset [death v] to [0]\nset size to (50) %\npoint in direction (90)\ngo to x: (141) y: (32)\n\nwhen flag clicked\nforever\n Jump\nend\n\ndefine Touch ground\nchange [falling v] by (1)\nrepeat until <not <touching color (#cc7700)?>>\n change y by (1)\n set [falling v] to [0]\n set [sy v] to [0]\nend\n\ndefine Ceiling <touch?>\nchange [falling v] by (1)\nrepeat until <not <touching color (#cc7700)?>>\n if <touch?> then\n change y by (-1)\n else\n change y by (1)\n set [falling v] to [0]\n end\n set [sy v] to [0]\nend\n\nwhen flag clicked\nset [sy v] to [0]\nset [sx v] to [0]\nforever\n switch costume to (hitbox v)\n change [sy v] by (-1)\n change y by (SY)\n Ceiling <(SY) > [0]>\n if <key (left arrow v) pressed?> then\n Walk (90) (-6)\n end\n if <key (right arrow v) pressed?> then\n Walk (-90) (6)\n end\n switch costume to (costume1 v)\nend\n\nwhen flag clicked\nforever\n if <touching (sprite1 v)?> then\n switch costume to (costume2 v)\n change [sy v] by (2)\n end\n if <(x position) < [-239]> then\n point in direction (90)\n go to x: (141) y: (32)\n broadcast (next v)\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#660000)?> then\n go to x: (141) y: (32)\n change [death v] by (1)\n point in direction (90)\n end\nend\n\ndefine Walk (direction) (speed)\npoint in direction (direction)\nchange x by (speed)\nset [slope v] to [0]\nrepeat until <<(Slope) = [8]> or <not <touching color (#cc7700)?>>>\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\n\ndefine Jump\nif <(falling) < [3]> then\n if <key (up arrow v) pressed?> then\n set [sy v] to [12]\n end\nend\n\n@Sprite7\n\nwhen I start as a clone\nset [ghost v] effect to (0)\nswitch costume to (costume2 v)\ngo to x: (pick random (-152) to (152)) y: (166)\nrepeat until <touching (sprite1 v)?>\n change y by (-10)\nend\ndelete this clone\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n set [ghost v] effect to (20)\n go to x: (0) y: (0)\n go [backward v] (99) layers\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nhide\nset [ghost v] effect to (100)\n\nwhen I receive [finished! v]\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\n@Sprite6\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n go to [front v] layer\nend\n\n@Sprite8\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\ngo to [front v] layer\nforever\n show variable [death v]\nend\n\nwhen I receive [next v]\nnext costume\n\n@Sprite9\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\n
Hide - A Platformer by @Rolibdan32\nHow to play:\n✯Arrow keys for move\n✯Don't touch spike, lava and saws!!\n✯Complete all 10 level 100% possible!\nTry to beat the World Record (time) !!\n\nTags:\n#Hide #Platformer #Games #Spike #Saws #Music #All #Black #Lava #Popular #Recent #Love #Fave #Follow
Scratch - A Platformer #all
@Stage\n\nwhen I receive [play game v]\nstop [other scripts in sprite v]\nstop all sounds\nset [pitch v] effect to (0)\nsound?\nforever\n play sound [Main - Synchronize v] until done\nend\n\nwhen I receive [oof v]\nrepeat (20)\n change [pitch v] effect by (-5)\n change volume by (-5)\nend\nstop [other scripts in sprite v]\nstop all sounds\nset volume to (100) %\nsound?\nset [pitch v] effect to (100)\nforever\n play sound [lose - without M1ndbreaker v] until done\nend\n\nwhen I receive [space oof v]\nrepeat (20)\n change [pitch v] effect by (-5)\n change volume by (-5)\nend\nstop [other scripts in sprite v]\nstop all sounds\nset volume to (100) %\nsound?\nset [pitch v] effect to (100)\nforever\n play sound [lose - without M1ndbreaker v] until done\nend\n\nwhen I receive [replay v]\nstop [other scripts in sprite v]\nstop all sounds\nstart sound [elevator sound v]\nset [pitch v] effect to (0)\nsound?\nforever\n play sound [Main - Synchronize2 v] until done\nend\n\nwhen I receive [replay space v]\nstop [other scripts in sprite v]\nstop all sounds\nstart sound [elevator sound v]\nset [pitch v] effect to (0)\nsound?\nforever\n play sound [Main - Synchronize2 v] until done\nend\n\nwhen I receive [menu v]\nstop [other scripts in sprite v]\nset [menu? v] to [1]\nstop all sounds\nset [pitch v] effect to (0)\nsound?\nforever\n play sound [Across-the-Garden v] until done\nend\n\ndefine sound?\nif <(sound?) = [1]> then\n set volume to (100) %\nelse\n if <(sound?) = [0]> then\n set volume to (0) %\n end\nend\n\nwhen I receive [pause v]\nstop [other scripts in sprite v]\nwait (.3) seconds\nstop all sounds\nset [pitch v] effect to (0)\nsound?\nforever\n play sound [pasue v] until done\nend\n\nwhen I receive [unpause v]\nstop [other scripts in sprite v]\nstop all sounds\nset [pitch v] effect to (0)\nsound?\nforever\n play sound [Main - Synchronize2 v] until done\nend\n\nwhen flag clicked\nbroadcast (Green Flag v)\nset [pitch v] effect to (0)\nset [admin v] to [0]\ndelete all of [seen cutscenes v]\ndelete all of [weapon unlocked? v]\n\nwhen I receive [play game v]\nset [pitch v] effect to (0)\nset [admin v] to [0]\ndelete all of [seen cutscenes v]\ndelete all of [weapon unlocked? v]\n\nwhen [t v] key pressed\nset [admin v] to [1]\nset [weapon picked up? v] to [1]\nif <(admin) = [1]> then\n ask [console] and wait\n if <(answer) = [/money]> then\n ask [How much?] and wait\n if <<not <(answer) < [0]>> and <not <(answer) > [9999999999]>>> then\n set [score v] to (answer)\n end\n end\n if <(answer) = [/god]> then\n set [max hp v] to [999999]\n set [health v] to [999999]\n end\n if <(answer) = [/kill enemy]> then\n set [enemy health v] to [0]\n set [boss health v] to [0]\n end\n if <(answer) = [/help]> then\n hide list [commands v]\n wait (9) seconds\n show list [commands v]\n end\n if <(answer) = [/kill]> then\n set [health v] to [0]\n end\n if <(answer) = [/health]> then\n ask [How much added HP?] and wait\n if <not <(answer) < [0]>> then\n set [health v] to (answer)\n end\n end\n if <(answer) = [/weapon]> then\n ask [which weapon? 1, 2, or 3] and wait\n if <<not <(answer) < [0]>> and <not <(answer) > [3]>>> then\n set [weapon picked up? v] to [1]\n set [weapon selected v] to (answer)\n end\n end\n if <(answer) = [/tp]> then\n ask [which level] and wait\n if <<not <(answer) < [0]>> and <not <(answer) > [24]>>> then\n set [level v] to (answer)\n broadcast (scroll effect X v)\n if <[space levels v] contains (level)?> then\n broadcast (replay space v)\n else\n broadcast (replay v)\n end\n end\n end\nend\n\nwhen I receive [tick v]\nif <(sound?) = [1]> then\n set volume to (100) %\nelse\n if <(sound?) = [0]> then\n set volume to (0) %\n end\nend\n\nset [score v] to [9999999]\n\n@blank\n\n@INTRO ANIMATION\n\nwhen I start as a clone\nif <(ID) = [1]> then\n switch costume to (sky v)\n go to x: (-100) y: (0)\n show\n repeat (1000)\n change x by (.5)\n end\nend\nif <(ID) = [2]> then\n switch costume to (1 bitmap v)\n show\n repeat (250)\n change y by (-.6)\n change size by (.1)\n end\nend\nif <(ID) = [3]> then\n switch costume to (2 bitmap v)\n show\n repeat (250)\n change y by (-1)\n change size by (.2)\n end\nend\nif <(ID) = [4]> then\n switch costume to (3 bitmap v)\n show\n repeat (100)\n change y by (-1.5)\n change size by (.2)\n end\n delete this clone\nend\nif <(ID) = [5]> then\n hide\n switch costume to (empty v)\n set [pixelate v] effect to (100)\n switch costume to (logo v)\n repeat (250)\n change y by (.01)\n end\n go to x: (0) y: (0)\n wait (1) seconds\n show\n repeat (36)\n change size by (-.5)\n change [pixelate v] effect by (-2.77)\n end\n wait (3) seconds\n repeat (20)\n change [ghost v] effect by (5)\n change [pixelate v] effect by (5)\n end\n wait (1.5) seconds\n set size to (100) %\n clear graphic effects\n switch costume to (scratch logo v)\n set [pixelate v] effect to (100)\n show\n repeat (20)\n change [pixelate v] effect by (-5)\n change size by (-.5)\n end\n wait (3) seconds\n repeat (20)\n change [pixelate v] effect by (5)\n change [ghost v] effect by (5)\n end\n wait (1.5) seconds\n broadcast (long transistion v)\nend\n\nwhen I start as a clone\nif <<(ID) = [1]> or <<(ID) = [2]> or <<(ID) = [3]> or <<(ID) = [4]> or <(ID) = [5]>>>>> then\n wait (22.5) seconds\n delete this clone\nend\nif <(ID) = [6]> then\n go to [back v] layer\n switch costume to (sky v)\n go to x: (-100) y: (0)\n show\n repeat (1000)\n change x by (.5)\n end\nend\nif <(ID) = [7]> then\n go to [front v] layer\n reset\n show\n switch costume to (exposition0 v)\n wait (4) seconds\n repeat (9)\n start sound (pick random (1) to (4))\n next costume\n wait (pick random (.09) to (.15)) seconds\n end\n wait (4) seconds\n go to x: (0) y: (0)\n switch costume to (building main 1 v)\n set size to (100) %\n show\n wait (1) seconds\n repeat (65)\n change y by (((-140) - (y position)) / (14))\n end\n go to [front v] layer\n wait (2) seconds\n broadcast (long transistion v)\n wait (1) seconds\n go to x: (0) y: (0)\n switch costume to (slow day 1 v)\n wait (3.5) seconds\n repeat (18)\n start sound (pick random (1) to (4))\n next costume\n wait (pick random (.09) to (.15)) seconds\n end\n wait (2) seconds\n switch costume to (slow day 1 v)\n play sound [type finished v] until done\n switch costume to (clock1 v)\n set [clock handshow \(cutscene 1\) v] to [1]\n start sound [ticking clock v]\n wait (4) seconds\n stop all sounds\n set [clock handshow \(cutscene 1\) v] to [0]\n start sound [office ambience1 v]\n switch costume to (office day v)\n wait (4) seconds\n stop all sounds\n switch costume to (clock2 v)\n set [clock handshow \(cutscene 1\) v] to [1]\n start sound [ticking clock v]\n wait (3.5) seconds\n stop all sounds\n set [clock handshow \(cutscene 1\) v] to [0]\n start sound [office ambience2 v]\n switch costume to (office day2 v)\n wait (3.5) seconds\n stop all sounds\n switch costume to (clock3 v)\n set [clock handshow \(cutscene 1\) v] to [1]\n start sound [ticking clock v]\n wait (3) seconds\n stop all sounds\n set [clock handshow \(cutscene 1\) v] to [0]\n start sound [office ambience3 v]\n switch costume to (office day3 v)\n wait (3) seconds\n stop all sounds\n switch costume to (clock4 v)\n set [clock handshow \(cutscene 1\) v] to [1]\n start sound [ticking clock v]\n wait (3) seconds\n stop all sounds\n set [clock handshow \(cutscene 1\) v] to [0]\n start sound [office ambience4 v]\n switch costume to (office day4 v)\n wait (3) seconds\n stop all sounds\n switch costume to (clock5 v)\n set [clock handshow \(cutscene 1\) v] to [1]\n start sound [ticking clock v]\n wait (3) seconds\n stop all sounds\n start sound [type finished v]\n set [clock handshow \(cutscene 1\) v] to [0]\n switch costume to (office day5 v)\n wait (2) seconds\n start sound [dream-sound-effect-downscale-7134 v]\n repeat (3)\n next costume\n wait (1) seconds\n end\n wait (1.5) seconds\n switch costume to (asleep23 v)\n wait (.3) seconds\n repeat (22)\n start sound [type4 v]\n switch costume to ((costume [number v]) - (1))\n wait (pick random (.1) to (.2)) seconds\n end\n wait (2.5) seconds\n broadcast (end wait skip cutscene \(intro\) v)\n broadcast (transition v)\n broadcast (menu v)\nend\nif <(ID) = [8]> then\n reset\n switch costume to (second hand \(for clock\) v)\n forever\n if <(clock handshow \(CUTSCENE 1\)) = [1]> then\n show\n go to [front v] layer\n point in direction ((current [second v]) * (6))\n else\n hide\n point in direction ((current [second v]) * (6))\n end\n end\nend\n\ndefine reset\nhide\npoint in direction (90)\nclear graphic effects\ngo to x: (0) y: (0)\nswitch costume to (empty v)\nset size to (100) %\n\nwhen I receive [menu v]\ndelete this clone\n\nchange y by (((-140) - (y position)) / (14))\n\nwhen I receive [skip intro v]\nstop [other scripts in sprite v]\nhide\nbroadcast (menu v)\ndelete this clone\n\nwhen I receive [menu v]\ndelete this clone\n\nwhen I receive [green flag v]\nhide\nstart sound [Across-the-Garden v]\nhide variable [health v]\nset [score v] to [0]\nhide variable [score v]\nset [clock handshow \(cutscene 1\) v] to [0]\npoint in direction (90)\nclear graphic effects\ngo to x: (0) y: (0)\nswitch costume to (empty v)\nset size to (100) %\nbroadcast (transition v)\nwait (1) seconds\nset [id v] to [1]\ncreate clone of (_myself_ v)\nset [id v] to [2]\ncreate clone of (_myself_ v)\nset [id v] to [3]\ncreate clone of (_myself_ v)\nset [id v] to [4]\ncreate clone of (_myself_ v)\nset [id v] to [5]\ncreate clone of (_myself_ v)\nwait (0) seconds\nwait (22.5) seconds\nstart sound [1276579_A-Colder-Blue--2023 v]\nset [id v] to [6]\ncreate clone of (_myself_ v)\nset [id v] to [7]\ncreate clone of (_myself_ v)\nset [id v] to [8]\ncreate clone of (_myself_ v)\n\n@menu\n\ndefine reset\nhide\npoint in direction (90)\nclear graphic effects\ngo to x: (0) y: (0)\nswitch costume to (empty v)\nset size to (100) %\n\nwhen I start as a clone\nif <(ID) = [1]> then\n reset\n go to [back v] layer\n switch costume to (menu bg v)\n set [ghost v] effect to (100)\n show\n repeat (10)\n change [ghost v] effect by (-10)\n end\nend\nif <(ID) = [2]> then\n reset\n go to [front v] layer\n go to x: (0) y: (200)\n show\n switch costume to (title v)\n repeat (20)\n change y by (((0) - (y position)) / (7))\n end\nend\nif <(ID) = [3]> then\n reset\n go to [front v] layer\n go to x: (-100) y: (0)\n show\n switch costume to (play v)\n repeat (15)\n change x by (((0) - (x position)) / (7))\n end\n forever\n if <touching (mouse-pointer v)?> then\n switch costume to (play slected v)\n change x by (((10) - (x position)) / (7))\n if <mouse down?> then\n start sound [Machine v]\n repeat (5)\n switch costume to (play v)\n wait (.07) seconds\n switch costume to (play slected v)\n wait (.07) seconds\n end\n broadcast (long transistion v)\n wait (1.5) seconds\n broadcast (backstory v)\n end\n else\n change x by (((0) - (x position)) / (7))\n switch costume to (play v)\n end\n end\nend\nif <(ID) = [4]> then\n reset\n go to [front v] layer\n go to x: (-100) y: (0)\n show\n switch costume to (options v)\n repeat (15)\n change x by (((0) - (x position)) / (7))\n end\n forever\n if <touching (mouse-pointer v)?> then\n change x by (((10) - (x position)) / (7))\n switch costume to (options selected v)\n if <mouse down?> then\n start sound [Machine v]\n repeat (5)\n switch costume to (options v)\n wait (.07) seconds\n switch costume to (options selected v)\n wait (.07) seconds\n end\n broadcast (long transistion v)\n wait (1) seconds\n broadcast (menu options v)\n end\n else\n change x by (((0) - (x position)) / (7))\n switch costume to (options v)\n end\n end\nend\nif <(ID) = [5]> then\n reset\n go to [front v] layer\n go to x: (-100) y: (0)\n show\n switch costume to (info v)\n repeat (15)\n change x by (((0) - (x position)) / (7))\n end\n forever\n if <touching (mouse-pointer v)?> then\n change x by (((10) - (x position)) / (7))\n switch costume to (info selected v)\n if <mouse down?> then\n start sound [Machine v]\n repeat (5)\n switch costume to (info v)\n wait (.07) seconds\n switch costume to (info selected v)\n wait (.07) seconds\n end\n broadcast (long transistion v)\n wait (1) seconds\n broadcast (menu info v)\n end\n else\n change x by (((0) - (x position)) / (7))\n switch costume to (info v)\n end\n end\nend\n\nwhen I receive [menu v]\nswitch backdrop to (empty black v)\nreset\nwait (1.5) seconds\nset [id v] to [1]\ncreate clone of (_myself_ v)\nset [id v] to [2]\ncreate clone of (_myself_ v)\nset [id v] to [3]\ncreate clone of (_myself_ v)\nset [id v] to [4]\ncreate clone of (_myself_ v)\nset [id v] to [5]\ncreate clone of (_myself_ v)\n\nwhen I receive [menu options v]\nreset\nwait (1) seconds\nset [id v] to [6]\ncreate clone of (_myself_ v)\nset [id v] to [7]\ncreate clone of (_myself_ v)\nset [id v] to [8]\ncreate clone of (_myself_ v)\nset [id v] to [9]\ncreate clone of (_myself_ v)\n\nwhen I receive [menu options v]\ndelete this clone\n\nwhen I receive [menu info v]\ndelete this clone\n\nwhen I receive [menu options v]\ndelete this clone\n\nwhen I start as a clone\nif <(ID) = [6]> then\n reset\n go to [back v] layer\n switch costume to (options bg bottem v)\n set [ghost v] effect to (100)\n show\n forever\n go to x: (-519) y: (0)\n wait (.1) seconds\n repeat (20)\n change [ghost v] effect by (-4)\n end\n repeat until <(x position) = [480]>\n change x by (.5)\n end\n repeat (20)\n change [ghost v] effect by (4)\n end\n end\nend\nif <(ID) = [7]> then\n reset\n go to [front v] layer\n go to x: (0) y: (200)\n show\n switch backdrop to (black v)\n switch costume to (options bg top v)\n repeat (55)\n change y by (((0) - (y position)) / (7))\n end\nend\nif <(ID) = [8]> then\n reset\n set [sound? v] to [1]\n go to [front v] layer\n go to x: (0) y: (200)\n show\n switch costume to (sound on v)\n repeat (15)\n change y by (((0) - (y position)) / (7))\n end\n forever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n if <(sound?) = [1]> then\n set [sound? v] to [0]\n start sound [Machine v]\n wait (.5) seconds\n switch costume to (sound off v)\n else\n if <(sound?) = [0]> then\n set [sound? v] to [1]\n start sound [Machine v]\n wait (.5) seconds\n switch costume to (sound on v)\n end\n end\n end\n end\nend\nif <(ID) = [9]> then\n reset\n go to [front v] layer\n go to x: (0) y: (200)\n show\n switch costume to (back v)\n repeat (15)\n change y by (((0) - (y position)) / (7))\n end\n forever\n if <touching (mouse-pointer v)?> then\n switch costume to (back scelt v)\n if <mouse down?> then\n start sound [Machine v]\n repeat (5)\n switch costume to (back v)\n wait (.07) seconds\n switch costume to (back scelt v)\n wait (.07) seconds\n end\n broadcast (long transistion v)\n wait (1) seconds\n broadcast (menu v)\n end\n else\n switch costume to (back v)\n end\n end\nend\n\nwhen I receive [play game v]\ndelete this clone\n\nwhen I receive [menu v]\ndelete this clone\n\nwhen I start as a clone\nforever\n if <(sound?) = [1]> then\n set volume to (100) %\n else\n if <(sound?) = [0]> then\n set volume to (0) %\n end\n end\nend\n\nwhen I receive [tick v]\nif <(sound?) = [1]> then\n set volume to (100) %\nelse\n if <(sound?) = [0]> then\n set volume to (0) %\n end\nend\n\nwhen I receive [backstory v]\ndelete this clone\n\nwhen I receive [green flag v]\nset [menu? v] to [0]\nset [menu? v] to [0]\nreset\n\n@SKIP intro\n\nwhen I receive [end wait skip cutscene \(intro\) v]\nstop [other scripts in sprite v]\nhide\n\nwhen flag clicked\nswitch costume to (costume2 v)\nset [ghost v] effect to (100)\n\nwhen I receive [green flag v]\nset [rtyrty v] to [100]\nwait (1) seconds\nforever\n if <<(rtyrty) = [0]> or <(rtyrty) < [0]>> then\n broadcast (long transistion v)\n wait (1) seconds\n broadcast (skip intro v)\n stop [other scripts in sprite v]\n hide\n stop [this script v]\n end\nend\n\nwhen I receive [green flag v]\nshow\nswitch backdrop to (black v)\nswitch costume to (costume2 v)\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (2) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nforever\n if <key (any v) pressed?> then\n show\n switch costume to (costume1 v)\n change [ghost v] effect by (-2)\n change [rtyrty v] by (-2)\n else\n set [ghost v] effect to (100)\n set [rtyrty v] to [100]\n hide\n end\nend\n\nwhen I receive [green flag v]\nforever\n go to [front v] layer\nend\n\n@Info panel\n\nwhen I receive [menu info v]\nbroadcast (transition v)\ngo to x: (0) y: (0)\ngo to [front v] layer\nshow\nwait (2) seconds\nwait until <key (any v) pressed?>\nif <(sound?) = [1]> then\n set volume to (100) %\nelse\n if <(sound?) = [0]> then\n set volume to (0) %\n end\nend\nstart sound [click v]\nwait (.2) seconds\nbroadcast (long transistion v)\nwait (1) seconds\nbroadcast (menu v)\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [menu info v]\nforever\n wait (1) seconds\n switch costume to (1 v)\n wait (1) seconds\n switch costume to (2 v)\nend\n\nwhen I receive [green flag v]\nswitch costume to (1 v)\npoint in direction (90)\ngo to x: (0) y: (0)\ngo to [front v] layer\nhide\n\n@transition\n\nwhen I receive [transition v]\nset [transition? v] to [1]\nswitch costume to (black screen v)\ngo to [front v] layer\nshow\nclear graphic effects\nwait (1.3) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nswitch costume to (1 v)\nhide\nstop [other scripts in sprite v]\nset [transition? v] to [0]\n\nwhen I receive [long transistion v]\nset [transition? v] to [1]\nswitch costume to (black screen v)\nchange [ghost v] effect by (100)\nshow\nrepeat (25)\n change [ghost v] effect by (-5)\nend\nwait (1) seconds\nrepeat (25)\n change [ghost v] effect by (5)\nend\nswitch costume to (1 v)\nhide\nstop [other scripts in sprite v]\nset [transition? v] to [0]\ngo to [back v] layer\n\nwhen I receive [transition v]\nforever\n go to [front v] layer\nend\n\nwhen I receive [long transistion v]\nforever\n go to [front v] layer\nend\n\nwhen I receive [green flag v]\nhide\n\n@Back Story\n\nwhen I receive [backstory v]\ngo to x: (0) y: (0)\nshow\nswitch costume to (costume1 v)\nwait until <key (any v) pressed?>\nbroadcast (long transistion v)\nwait (1.5) seconds\nbroadcast (Play Game v)\nhide\n\nwhen I receive [backstory v]\nforever\n switch costume to (costume1 v)\n wait (1) seconds\n switch costume to (costume2 v)\n wait (1) seconds\nend\n\nwhen I receive [green flag v]\ngo to x: (0) y: (0)\nhide\n\n@"Player"\n\nwhen I receive [play game v]\nset [dance? v] to [0]\nforever\n if <<<not <[space levels v] contains (level)?>> and <<(move?) = [1]> and <(cutscene) = [0]>>> and <<<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>>> and <(AIR) = [0]>>> then\n play sound (pick random (1) to (4)) until done\n end\nend\n\ndefine run animation loop\nif <<(dance?) = [0]> and <<not <<(cutscene) = [0]> and <<<key (f v) pressed?> and <(Weapon picked up?) = [1]>> or <<(move?) = [0]> or <(weapon fire) = [1]>>>>> and <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>>>>> then\n switch costume to (run 2 v)\n wait (.04) seconds\n if <<(dance?) = [0]> and <<not <<(cutscene) = [0]> and <<<key (f v) pressed?> and <(Weapon picked up?) = [1]>> or <<(move?) = [0]> or <(weapon fire) = [1]>>>>> and <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>>>>> then\n switch costume to (run 3 v)\n wait (.04) seconds\n if <<(dance?) = [0]> and <<not <<(cutscene) = [0]> and <<<key (f v) pressed?> and <(Weapon picked up?) = [1]>> or <<(move?) = [0]> or <(weapon fire) = [1]>>>>> and <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>>>>> then\n switch costume to (run 4 v)\n wait (.04) seconds\n if <<(dance?) = [0]> and <<not <<(cutscene) = [0]> and <<<key (f v) pressed?> and <(Weapon picked up?) = [1]>> or <<(move?) = [0]> or <(weapon fire) = [1]>>>>> and <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>>>>> then\n switch costume to (intorplation 2 v)\n wait (.04) seconds\n if <<(dance?) = [0]> and <<not <<(cutscene) = [0]> and <<<key (f v) pressed?> and <(Weapon picked up?) = [1]>> or <<(move?) = [0]> or <(weapon fire) = [1]>>>>> and <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>>>>> then\n switch costume to (walk f6 v)\n wait (.04) seconds\n if <<(dance?) = [0]> and <<not <<(cutscene) = [0]> and <<<key (f v) pressed?> and <(Weapon picked up?) = [1]>> or <<(move?) = [0]> or <(weapon fire) = [1]>>>>> and <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>>>>> then\n switch costume to (walk f2 v)\n wait (.04) seconds\n if <<(dance?) = [0]> and <<not <<(cutscene) = [0]> and <<<key (f v) pressed?> and <(Weapon picked up?) = [1]>> or <<(move?) = [0]> or <(weapon fire) = [1]>>>>> and <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>>>>> then\n switch costume to (walk f7 v)\n wait (.04) seconds\n if <<(dance?) = [0]> and <<not <<(cutscene) = [0]> and <<<key (f v) pressed?> and <(Weapon picked up?) = [1]>> or <<(move?) = [0]> or <(weapon fire) = [1]>>>>> and <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>>>>> then\n switch costume to (walk f3 v)\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine fire\nif <(Weapon selected) = [1]> then\n set [weapon fire v] to [1]\n switch costume to (fire v)\n wait (.06) seconds\n switch costume to (fire2 v)\n wait (.06) seconds\n switch costume to (fire3 v)\n wait (.06) seconds\n switch costume to (fire4 v)\n wait (.06) seconds\n switch costume to (fire3 v)\n wait (.06) seconds\n switch costume to (fire2 v)\n wait (.06) seconds\n switch costume to (fire v)\n set [weapon fire v] to [0]\nend\nif <<(Weapon selected) = [2]> and <not <[space levels v] contains (level)?>>> then\n set [weapon fire v] to [1]\n set [move? v] to [0]\n switch costume to (purple 1 v)\n wait (.06) seconds\n switch costume to (purple 2 v)\n wait (.06) seconds\n switch costume to (purple 3 v)\n wait (.06) seconds\n switch costume to (purple 4 v)\n wait (.06) seconds\n switch costume to (purple 5 v)\n wait (.06) seconds\n switch costume to (purple 6 v)\n wait (.06) seconds\n switch costume to (purple 7 v)\n wait (.06) seconds\n switch costume to (purple 8 v)\n wait (.06) seconds\n switch costume to (purple 9 v)\n wait (.06) seconds\n switch costume to (purple 9 v)\n wait (.45) seconds\n switch costume to (purple 8 v)\n wait (.06) seconds\n switch costume to (purple 7 v)\n wait (.06) seconds\n switch costume to (purple 6 v)\n wait (.06) seconds\n switch costume to (purple 5 v)\n wait (.06) seconds\n switch costume to (purple 4 v)\n wait (.06) seconds\n switch costume to (purple 3 v)\n wait (.06) seconds\n switch costume to (purple 2 v)\n wait (.06) seconds\n switch costume to (purple 1 v)\n wait (.1) seconds\n set [move? v] to [1]\n set [weapon fire v] to [0]\nend\nif <(Weapon selected) = [3]> then\n set [weapon fire v] to [1]\n switch costume to (stapler v)\n wait (.05) seconds\n switch costume to (stapler2 v)\n wait (.05) seconds\n switch costume to (stapler3 v)\n wait (.05) seconds\n switch costume to (stapler4 v)\n wait (.05) seconds\n switch costume to (stapler3 v)\n set [weapon fire v] to [0]\nend\n\ndefine idle\nif <not <<<(dance?) = [1]> or <<<key (f v) pressed?> and <(Weapon picked up?) = [1]>> or <(weapon fire) = [1]>>> or <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>>>>> then\n switch costume to (idle v)\n wait (.09) seconds\n if <not <<<(dance?) = [1]> or <<<key (f v) pressed?> and <(Weapon picked up?) = [1]>> or <(weapon fire) = [1]>>> or <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>>>>> then\n switch costume to (idle2 v)\n wait (.09) seconds\n if <not <<<(dance?) = [1]> or <<<key (f v) pressed?> and <(Weapon picked up?) = [1]>> or <(weapon fire) = [1]>>> or <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>>>>> then\n switch costume to (idle3 v)\n wait (.09) seconds\n if <not <<<(dance?) = [1]> or <<<key (f v) pressed?> and <(Weapon picked up?) = [1]>> or <(weapon fire) = [1]>>> or <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>>>>> then\n switch costume to (idle4 v)\n wait (.09) seconds\n if <not <<<(dance?) = [1]> or <<<key (f v) pressed?> and <(Weapon picked up?) = [1]>> or <(weapon fire) = [1]>>> or <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>>>>> then\n switch costume to (idle3 v)\n wait (.09) seconds\n if <not <<<(dance?) = [1]> or <<<key (f v) pressed?> and <(Weapon picked up?) = [1]>> or <(weapon fire) = [1]>>> or <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>>>>> then\n switch costume to (idle2 v)\n wait (.09) seconds\n if <not <<<(dance?) = [1]> or <<<key (f v) pressed?> and <(Weapon picked up?) = [1]>> or <(weapon fire) = [1]>>> or <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>>>>> then\n switch costume to (idle v)\n end\n end\n end\n end\n end\n end\nend\n\ndefine stop running\nswitch costume to (run \(loopstart\) v)\nrepeat (2)\n switch costume to ((costume [number v]) - (1))\n wait (.09) seconds\nend\n\nwhen I receive [play game v]\nshow\npoint in direction (90)\nset size to (130) %\nset [weapon picked up? v] to [0]\nforever\n if <not <<<(dance?) = [1]> or <<<key (f v) pressed?> and <(Weapon picked up?) = [1]>> or <(weapon fire) = [1]>>> or <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>>>>> then\n idle\n end\nend\n\nwhen I receive [play game v]\nforever\n if <<(dance?) = [0]> and <<not <<(cutscene) = [0]> and <<<key (f v) pressed?> and <(Weapon picked up?) = [1]>> or <<(move?) = [0]> or <(weapon fire) = [1]>>>>> and <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>>>>> then\n run animation loop\n end\nend\n\nwhen I receive [play game v]\nforever\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> and <(move?) = [1]>> then\n point in direction (90)\n set [direction v] to [90]\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> and <(move?) = [1]>> then\n point in direction (-90)\n set [direction v] to [-90]\n end\nend\n\nwhen I receive [play game v]\nforever\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <(move?) = [1]>> and <(weapon fire) = [0]>> then\n switch costume to (up v)\n end\nend\n\nwhen I receive [play game v]\nwait until <(Weapon picked up?) = [1]>\nforever\n if <<not <<key (up arrow v) pressed?> or <key (w v) pressed?>>> and <<(dance?) = [0]> and <<(cutscene) = [0]> and <<(AIR) = [0]> and <<key (f v) pressed?> and <(move?) = [1]>>>>>> then\n fire\n end\nend\n\ndefine Lose Health\nif <<(Health) < [0]> or <(Health) = [0]>> then\n broadcast (oof v) and wait\nelse\n start sound (pick random (5) to (7))\n change [health v] by (-1)\n broadcast (Ui health/score change v)\n set [color v] effect to (175)\n wait (.5) seconds\n set [color v] effect to (0)\n wait (.5) seconds\nend\n\nwhen I receive [game end v]\nstop [other scripts in sprite v]\nhide\n\ndefine die\nif <<(Health) < [0]> or <(Health) = [0]>> then\n broadcast (oof v) and wait\nelse\n set [color v] effect to (175)\n wait (.2) seconds\n set [color v] effect to (0)\n start sound (pick random (5) to (7))\n set [health v] to [0]\nend\n\nwhen I receive [play game v]\nforever\n if <<<<touching (robot v)?> or <touching (mouse v)?>> or <touching (boss attacks v)?>> and <(move?) = [1]>> then\n Lose Health\n end\nend\n\nwhen I receive [tick v]\ngo to (hitbox v)\nif <[space levels v] contains (level)?> then\n hide\nelse\n show\nend\nif <(sound?) = [1]> then\n set volume to (100) %\nelse\n if <(sound?) = [0]> then\n set volume to (0) %\n end\nend\n\nwhen I receive [ingame pause menu quit v]\nstop [other scripts in sprite v]\nhide\nset [level v] to [1]\n\nwhen I receive [play game v]\nforever\n if <<<touching (oof v)?> or <(y position) < [-175]>> or <<(Health) < [0]> or <(Health) = [0]>>> then\n die\n end\nend\n\nwhen flag clicked\nhide\n\ndefine dance\nset [dance? v] to [1]\nswitch costume to (e1 v)\nrepeat (14)\n next costume\n wait (.06) seconds\nend\nrepeat (3)\n repeat (4)\n switch costume to ((costume [number v]) - (1))\n wait (.06) seconds\n end\n repeat (4)\n next costume\n wait (.06) seconds\n end\nend\nrepeat (14)\n switch costume to ((costume [number v]) - (1))\n wait (.06) seconds\nend\nset [dance? v] to [0]\n\n@SpaceSuit "Player"\n\nwhen I receive [play game v]\nhide\npoint in direction (90)\nset size to (130) %\nset [weapon picked up? v] to [0]\nforever\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> and <(move?) = [1]>> then\n point in direction (90)\n set [direction v] to [90]\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> and <(move?) = [1]>> then\n point in direction (-90)\n set [direction v] to [-90]\n end\n if <<<<(y position) < [-175]> or <touching (oof v)?>> and <(move?) = [1]>> and <[space levels v] contains (level)?>> then\n Lose Health\n end\nend\n\nwhen I receive [play game v]\nforever\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <(move?) = [1]>> then\n switch costume to (up v)\n end\nend\n\nwhen I receive [play game v]\nforever\n if <<not <(move?) = [0]>> and <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>>> then\n run animation loop\n end\nend\n\ndefine run animation loop\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<<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 f1 v)\n wait (.04) seconds\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<<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 f2 v)\n wait (.04) seconds\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<<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 f3 v)\n wait (.04) seconds\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<<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 f4 v)\n wait (.04) seconds\n end\n end\n end\nend\n\nwhen I receive [play game v]\nshow\nforever\n if <not <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<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 (still v)\n end\nend\n\nwhen I receive [play game v]\nforever\n if <[space levels v] contains (level)?> then\n show\n else\n hide\n end\nend\n\nwhen I receive [play game v]\nforever\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <(move?) = [1]>> and <<not <(move?) = [0]>> and <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>>>> then\n switch costume to (up v)\n end\nend\n\nwhen I receive [game end v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [ingame pause menu quit v]\nstop [other scripts in sprite v]\nhide\n\ndefine Lose Health\nset [health v] to [0]\nbroadcast (oof v) and wait\n\nwhen I receive [tick v]\nif <(sound?) = [1]> then\n set volume to (100) %\nelse\n if <(sound?) = [0]> then\n set volume to (0) %\n end\nend\n\nwhen I receive [tick v]\ngo to (hitbox v)\n\nwhen I receive [play game v]\nforever\n if <<<[space levels v] contains (level)?> and <<(move?) = [1]> and <(cutscene) = [0]>>> and <<<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>>> and <(AIR) = [0]>>> then\n play sound (pick random (1) to (4)) until done\n end\nend\n\nwhen I receive [green flag v]\nhide\n\n@HITBOX\n\nwhen I receive [the end :\) v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [game end v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [play game v]\nforever\n if <(move?) = [1]> then\n if <<<<(x position) = [235]> or <(x position) > [235]>> and <<(Enemy Health) = [0]> or <(Enemy Health) < [0]>>> and <(boss alive?) = [0]>> then\n set [x move v] to [0]\n set [y move v] to [0]\n change [level v] by (1)\n broadcast (scroll effect X v) and wait\n go to x: (Spawn x) y: (Spawn y)\n broadcast (next level v)\n end\n end\nend\n\nwhen I receive [tick v]\nif <<(move?) = [1]> and <(cutscene) = [0]>> then\n set [x move v] to ((x move) * (0.85))\n change x by (x move)\n if <touching (platform v)?> then\n change y by (-2)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (-5)\n change x by ((-1) * (x move))\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <not <(move?) = [0]>>> then\n set [y move v] to [8]\n set [x move v] to (((x move) / ([abs v] of (x move) )) * (-10))\n else\n set [x move v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (2)\n end\nend\n\nwhen I receive [tick v]\nif <<(move?) = [1]> and <(cutscene) = [0]>> then\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x move v] by (-1.5)\n point in direction (-90)\n set [player direction v] to [-90]\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x move v] by (1.5)\n point in direction (90)\n set [player direction v] to [90]\n end\nend\n\nwhen I receive [scroll effect x v]\nrepeat (60)\n change x by (((Spawn x) - (x position)) / (12))\n change y by (((Spawn y) - (y position)) / (12))\nend\n\nwhen I receive [replay v]\nhide\nset [x move v] to [0]\nset [y move v] to [0]\nchange [score v] by ((level score collected) - (20))\nif <<(Score) = [0]> or <(Score) < [0]>> then\n set [score v] to [0]\nend\ngo to x: (Spawn x) y: (Spawn y)\npoint in direction (90)\nsound?\nstart sound [elevator sound v]\nset [health v] to (max HP)\nshow\nset [score show? v] to [1]\nset [move? v] to [1]\nset [you lose? v] to [0]\n\nwhen I receive [play game v]\nset [level v] to [1]\nstart sound [elevator sound v]\n\nwait until <(level) = [3]>\nrepeat (30)\n set [move? v] to [0]\nend\nwait until <(level) = [4]>\nwait (2) seconds\nwait until <(playerX) > [87]>\nbroadcast (cutscene 3 \(lv 1 finished\) v)\nwait until <(level) = [11]>\nwait (2) seconds\nwait until <(playerX) > [87]>\nset [level v] to [12]\nbroadcast (scroll effect X v)\nbroadcast (transition v)\nstart sound [elevator sound v]\nwait until <(level) = [15]>\nwait (2) seconds\nwait until <(playerX) > [0]>\nset [level v] to [12]\nbroadcast (scroll effect X v)\nbroadcast (transition v)\nbroadcast (animation .5 v)\nwait until <<(level) = [21]> and <(playerX) > [-90]>>\nset [level v] to [22]\nbroadcast (scroll effect X v)\nbroadcast (transition v)\nwait (1.3) seconds\nbroadcast (animation2 v)\nwait until <(level) = [23]>\nbroadcast (transition v)\nbroadcast (boss info v)\nwait until <<(level) = [24]> and <(playerX) > [87]>>\nbroadcast (transition v)\nbroadcast (game end v)\n\nwhen I receive [replay space v]\nhide\nset [x move v] to [0]\nset [y move v] to [0]\nchange [score v] by ((level score collected) - (20))\nif <<(Score) = [0]> or <(Score) < [0]>> then\n set [score v] to [0]\nend\ngo to x: (Spawn x) y: (Spawn y)\npoint in direction (90)\nsound?\nstart sound [Crunch v]\nset [health v] to (max HP)\nshow\nset [score show? v] to [1]\nset [move? v] to [1]\nset [you lose? v] to [0]\n\nwhen I receive [game end v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [ingame pause menu quit v]\nstop [other scripts in sprite v]\nhide\nset [level v] to [1]\n\ndefine sound?\nif <(sound?) = [1]> then\n set volume to (100) %\nelse\n if <(sound?) = [0]> then\n set volume to (0) %\n end\nend\n\nwhen I receive [play game v]\nstart sound [elevator sound v]\nbroadcast (transition v)\ngo to [front v] layer\nset size to (130) %\nshow\ngo to x: (Spawn x) y: (Spawn y)\ngo to x: (-94) y: (-119)\npoint in direction (90)\nset [max hp v] to [4]\nset [health v] to [4]\nset [move? v] to [1]\nset [x move v] to [0]\nset [y move v] to [0]\nswitch costume to (hitbox v)\nset [ghost v] effect to (100)\nswitch backdrop to (empty v)\nset [score show? v] to [1]\nset [score v] to [0]\nset [admin v] to [0]\nset [ai touching player? v] to [0]\nset [air v] to [0]\nset [boss health v] to [0]\nset [collect money v] to [0]\nset [cutscene v] to [0]\nset [dialogue? v] to [0]\nset [enemy active v] to [0]\nset [enemy health v] to [0]\nset [shop? v] to [0]\nset [weapon picked up? v] to [0]\nset [level 2 score storage v] to [0]\nset [level 3 score storage v] to [0]\nset [you lose? v] to [0]\nbroadcast (enemy reset v)\n\nwhen I receive [scroll effect x v]\nif <(level) = [3]> then\n repeat (30)\n set [move? v] to [0]\n end\nend\nif <(level) = [4]> then\n wait (2) seconds\n wait until <(playerX) > [87]>\n broadcast (cutscene 3 \(lv 1 finished\) v)\nend\nif <(level) = [11]> then\n wait (2) seconds\n wait until <(playerX) > [87]>\n set [level v] to [12]\n broadcast (instant scroll effect x v)\n broadcast (transition v)\n start sound [elevator sound v]\n broadcast (lv2 screenmove v)\n set [level 2 score storage v] to (Score)\nend\nif <(level) = [15]> then\n wait (2) seconds\n wait until <(playerX) > [0]>\n set [level v] to [16]\n broadcast (instant scroll effect x v)\n broadcast (transition v)\n broadcast (animation .5 v)\n set [level 3 score storage v] to (Score)\nend\nif <(level) = [20]> then\n wait (2) seconds\n wait until <(playerX) > [200]>\n broadcast (transition v)\n set [level v] to [21]\n broadcast (instant scroll effect x v)\nend\nif <(level) = [22]> then\n broadcast (transition v)\n broadcast (boss info v)\nend\nif <(level) = [23]> then\n wait (2) seconds\n wait until <(playerX) > [85]>\n broadcast (transition v)\n set [level v] to [24]\n broadcast (instant scroll effect x v)\nend\nif <(level) = [24]> then\n wait (2) seconds\n wait until <(playerX) > [-40]>\n broadcast (transition v)\n wait (1.3) seconds\n broadcast (animation2 v) and wait\n broadcast (game end v)\nend\n\nif <(level) = [21]> then\n wait (2) seconds\n wait until <(playerX) > [-90]>\n set [level v] to [22]\nend\n\nbroadcast (transition v)\n\nbroadcast (animation2 v)\n\nwhen I receive [play game v]\nforever\n broadcast (tick v)\nend\n\nwhen I receive [scroll effect x v]\nbroadcast (enemy reset v) and wait\nbroadcast (enemy start v)\n\nbroadcast (lv3 screenmove v)\n\nwhen I receive [tick v]\nset [playerx v] to (round (x position))\nset [playery v] to (round (y position))\n\nwhen I receive [pause reset v]\nhide\nset [x move v] to [0]\nset [y move v] to [0]\nbroadcast (transition v)\nif <<(level) > [0]> and <(level) < [12]>> then\n if <[which unlocked in level 1? v] contains [purple]?> then\n broadcast (shop purchase level reset purple v)\n end\n if <[which unlocked in level 1? v] contains [stapler]?> then\n broadcast (shop purchase level reset stapler v)\n end\n if <[which unlocked in level 1? v] contains [health]?> then\n broadcast (shop purchase level reset health v)\n end\nelse\n if <<(level) > [11]> and <(level) < [16]>> then\n if <[which unlocked in level 2? v] contains [purple]?> then\n broadcast (shop purchase level reset purple v)\n end\n if <[which unlocked in level 2? v] contains [stapler]?> then\n broadcast (shop purchase level reset stapler v)\n end\n if <[which unlocked in level 2? v] contains [health]?> then\n broadcast (shop purchase level reset health v)\n end\n else\n if <<(level) > [15]> and <(level) < [24]>> then\n if <[which unlocked in level 3? v] contains [purple]?> then\n broadcast (shop purchase level reset purple v)\n end\n if <[which unlocked in level 3? v] contains [stapler]?> then\n broadcast (shop purchase level reset stapler v)\n end\n if <[which unlocked in level 3? v] contains [health]?> then\n broadcast (shop purchase level reset health v)\n end\n end\n end\nend\nif <<(level) > [0]> and <(level) < [12]>> then\n set [level v] to [1]\n set [score v] to [0]\nelse\n if <<(level) > [11]> and <(level) < [16]>> then\n set [level v] to [12]\n set [score v] to (level 2 score storage)\n else\n if <<(level) > [15]> and <(level) < [24]>> then\n set [level v] to [16]\n set [score v] to (level 3 score storage)\n end\n end\nend\nbroadcast (scroll effect X v)\ndelete all of [which unlocked in level 1? v]\ndelete all of [which unlocked in level 2? v]\ndelete all of [which unlocked in level 3? v]\ngo to x: (Spawn x) y: (Spawn y)\npoint in direction (90)\nset [health v] to (max HP)\nshow\nset [score show? v] to [1]\nset [move? v] to [1]\n\nif <<(level) > [0]> and <(level) < [12]>> then\n set [level v] to [1]\n set [score v] to [0]\nelse\n if <<(level) > [11]> and <(level) < [16]>> then\n set [level v] to [12]\n set [score v] to (level 2 score storage)\n else\n if <<(level) > [15]> and <(level) < [24]>> then\n set [level v] to [16]\n set [score v] to (level 3 score storage)\n end\n end\nend\n\nwhen I receive [tick v]\nif <(level) = [1]> then\n set [spawn x v] to [-94]\n set [spawn y v] to [-123]\nelse\n if <(level) = [2]> then\n set [spawn x v] to [-200]\n set [spawn y v] to [-123]\n else\n if <(level) = [3]> then\n set [spawn x v] to [-200]\n set [spawn y v] to [-123]\n else\n if <(level) = [4]> then\n set [spawn x v] to [-200]\n set [spawn y v] to [-125]\n else\n if <(level) = [5]> then\n set [spawn x v] to [-70]\n set [spawn y v] to [-119]\n else\n if <(level) = [6]> then\n set [spawn x v] to [-200]\n set [spawn y v] to [-119]\n else\n if <(level) = [7]> then\n set [spawn x v] to [-200]\n set [spawn y v] to [-119]\n else\n if <(level) = [8]> then\n set [spawn x v] to [-200]\n set [spawn y v] to [-119]\n else\n if <(level) = [9]> then\n set [spawn x v] to [-175]\n set [spawn y v] to [10]\n else\n if <(level) = [10]> then\n set [spawn x v] to [-200]\n set [spawn y v] to [-119]\n else\n if <(level) = [11]> then\n set [spawn x v] to [-200]\n set [spawn y v] to [-119]\n else\n if <(level) = [12]> then\n switch backdrop to (spaceship v)\n set [spawn x v] to [-70]\n set [spawn y v] to [-119]\n else\n if <(level) = [13]> then\n switch backdrop to (spaceship v)\n set [spawn x v] to [-200]\n set [spawn y v] to [-119]\n else\n if <(level) = [14]> then\n switch backdrop to (spaceship v)\n set [spawn x v] to [-217]\n set [spawn y v] to [-119]\n else\n if <(level) = [15]> then\n switch backdrop to (hangernoship v)\n set [spawn x v] to [-200]\n set [spawn y v] to [47]\n else\n if <(level) = [16]> then\n switch backdrop to (space v)\n set [spawn x v] to [100]\n set [spawn y v] to [-86]\n else\n if <(level) = [17]> then\n switch backdrop to (space v)\n set [spawn x v] to [-200]\n set [spawn y v] to [-86]\n else\n if <(level) = [18]> then\n switch backdrop to (space v)\n set [spawn x v] to [-200]\n set [spawn y v] to [-86]\n else\n if <(level) = [19]> then\n switch backdrop to (space v)\n set [spawn x v] to [-210]\n set [spawn y v] to [84]\n else\n if <(level) = [20]> then\n switch backdrop to (space v)\n set [spawn x v] to [-200]\n set [spawn y v] to [-86]\n else\n if <(level) = [21]> then\n set [spawn x v] to [-70]\n set [spawn y v] to [-119]\n else\n if <(level) = [22]> then\n switch backdrop to (empty v)\n set [spawn x v] to [-205]\n set [spawn y v] to [-122]\n else\n if <(level) = [23]> then\n set [spawn x v] to [-200]\n set [spawn y v] to [-119]\n else\n if <(level) = [24]> then\n switch backdrop to (space v)\n set [spawn x v] to [-200]\n set [spawn y v] to [-86]\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 I receive [tick v]\nif <<(move?) = [1]> and <(cutscene) = [0]>> then\n set [air v] to [1]\n change y by (-3)\n if <touching (platform v)?> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [y move v] to [8.5]\n end\n end\n change y by (3)\n if <(y move) > [-15]> then\n change [y move v] by (-0.5)\n end\n change y by (-2)\n if <not <touching (platform v)?>> then\n change y by (-1)\n if <not <touching (platform v)?>> then\n change y by (-1)\n if <not <touching (platform v)?>> then\n change y by (-1)\n if <not <touching (platform v)?>> then\n change y by (-1)\n if <not <touching (platform v)?>> then\n change y by (-1)\n if <not <touching (platform v)?>> then\n change y by (5)\n end\n end\n end\n end\n end\n end\n change y by (2)\n change y by (y move)\n if <touching (platform v)?> then\n set [air v] to [0]\n change y by (-2)\n if <touching (platform v)?> then\n change y by ((-1) * (y move))\n set [y move v] to [-3]\n end\n change y by (2)\n end\nend\n\nwhen I receive [player spawn reset v]\ngo to x: (Spawn x) y: (Spawn y)\n\nwhen I receive [green flag v]\nhide\n\n@rocket lift off\n\nwhen I receive [animation .5 v]\nset [cutscene v] to [1]\nwait (1.3) seconds\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\ncreate clone of (_myself_ v)\nswitch costume to (costume2 v)\ngo to [front v] layer\nshow\nreset timer\nwait (2) seconds\nrepeat (30)\n change y by (10)\nend\nwait (1) seconds\nbroadcast (transition v)\nwait (1.3) seconds\nbroadcast (animation1 v)\nhide\n\nwhen I start as a clone\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nshow\nwait (4.2) seconds\nhide\ndelete this clone\n\nwhen I receive [game end v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [green flag v]\nhide\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nset size to (100) %\n\n@cutscene 5/6\n\nwhen I start as a clone\ngo to [front v] layer\nswitch costume to (clone v)\ngo to x: (pick random (-125) to (125)) y: (pick random (-150) to (-50))\nset size to (500) %\nset [ghost v] effect to (80)\nrepeat (15)\n change size by (4)\nend\ndelete this clone\n\nwhen I receive [animation1 v]\nswitch backdrop to (space v)\nset [move? v] to [0]\nset [cutscene v] to [1]\nshow\nswitch costume to (1 v)\nset size to (100) %\ngo to x: (0) y: (0)\ngo to [front v] layer\nrepeat (8)\n go to [front v] layer\n show\n create clone of (_myself_ v)\n change y by (my variable)\n wait (0.01) seconds\n create clone of (_myself_ v)\n change x by ((my variable) * (-1))\n wait (0.01) seconds\n create clone of (_myself_ v)\n change y by ((my variable) * (-1))\n wait (0.01) seconds\n create clone of (_myself_ v)\n change x by (my variable)\n wait (0.01) seconds\n create clone of (_myself_ v)\n change y by ((my variable) * (-1))\n wait (0.01) seconds\n create clone of (_myself_ v)\n change x by (my variable)\n wait (0.01) seconds\n create clone of (_myself_ v)\n change y by (my variable)\n wait (0.01) seconds\n create clone of (_myself_ v)\n change x by ((my variable) * (-1))\n wait (0.01) seconds\nend\ngo to x: (0) y: (0)\nrepeat (13)\n next costume\n wait (.02) seconds\nend\nwait (2) seconds\nswitch costume to (costume v)\nbroadcast (transition v) and wait\nwait (1) seconds\nrepeat (12)\n next costume\n wait (.02) seconds\nend\nwait (2) seconds\nset [level v] to [16]\nbroadcast (instant scroll effect x v)\nswitch backdrop to (space v)\nbroadcast (long transistion v)\nwait (1) seconds\nset [move? v] to [1]\nhide\nbroadcast (lv3 screenmove v)\nset [cutscene v] to [0]\ndelete this clone\n\nwhen I receive [animation2 v]\nset [move? v] to [0]\nset [cutscene v] to [1]\nshow\nswitch costume to (moon1 v)\nset size to (100) %\ngo to x: (0) y: (0)\ngo to [front v] layer\nrepeat (8)\n go to [front v] layer\n create clone of (_myself_ v)\n change y by (my variable)\n wait (0.01) seconds\n create clone of (_myself_ v)\n change x by ((my variable) * (-1))\n wait (0.01) seconds\n create clone of (_myself_ v)\n change y by ((my variable) * (-1))\n wait (0.01) seconds\n create clone of (_myself_ v)\n change x by (my variable)\n wait (0.01) seconds\n create clone of (_myself_ v)\n change y by ((my variable) * (-1))\n wait (0.01) seconds\n create clone of (_myself_ v)\n change x by (my variable)\n wait (0.01) seconds\n create clone of (_myself_ v)\n change y by (my variable)\n wait (0.01) seconds\n create clone of (_myself_ v)\n change x by ((my variable) * (-1))\n wait (0.01) seconds\nend\ngo to x: (0) y: (0)\nrepeat (14)\n next costume\n wait (.02) seconds\nend\nwait (2) seconds\nswitch costume to (moonspace1 v)\nbroadcast (transition v) and wait\nwait (1) seconds\nrepeat (11)\n next costume\n wait (.02) seconds\nend\nwait (2) seconds\nbroadcast (long transistion v)\nwait (1) seconds\nhide\ndelete this clone\n\nwhen I receive [game end v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [play game v]\nset [cutscene v] to [0]\n\nwhen I receive [green flag v]\nhide\nset size to (100) %\ngo to x: (0) y: (0)\ngo to [front v] layer\n\n@Bullets\n\nwhen I start as a clone\nif <<(Weapon selected) = [1]> or <(Weapon selected) = [3]>> then\n wait (.05) seconds\n change [ammo v] by (-1)\n sound?\n if <(Weapon selected) = [1]> then\n start sound (pick random (1) to (3))\n end\n if <(Weapon selected) = [3]> then\n start sound [stapler v]\n end\n go to ("player" v)\n point in direction (direction)\n change y by (50)\n move (12) steps\n show\n if <<not <(direction) = [180]>> and <not <(Ammo) < [0]>>> then\n repeat until <<touching (platform v)?> or <<<touching (_edge_ v)?> or <<touching (robot v)?> or <touching (mouse v)?>>> or <touching (final boss v)?>>>\n move (12) steps\n end\n end\n mouse\n robot\n delete this clone\nend\n\nwhen I start as a clone\nif <(Weapon selected) = [1]> then\n set rotation style [left-right v]\n set size to (70) %\n forever\n switch costume to (bullet v)\n repeat (4)\n wait (.03) seconds\n next costume\n end\n repeat (4)\n wait (.03) seconds\n switch costume to ((costume [number v]) - (1))\n end\n end\nend\nif <(Weapon selected) = [2]> then\n switch costume to (purple v)\n set size to (100) %\n forever\n forever\n switch costume to (purple v)\n change size by (3)\n repeat (3)\n wait (.03) seconds\n change size by (3)\n next costume\n end\n repeat (3)\n wait (.03) seconds\n change size by (3)\n switch costume to ((costume [number v]) - (1))\n end\n end\n end\nend\nif <(Weapon selected) = [3]> then\n switch costume to (staple v)\n set size to (70) %\nend\n\nwhen I receive [play game v]\nwait until <(Weapon picked up?) = [1]>\nforever\n if <<(cutscene) = [0]> and <<(AIR) = [0]> and <<<key (f v) pressed?> and <(paused?) = [0]>> and <not <[space levels v] contains (level)?>>>>> then\n create clone of (_myself_ v)\n wait (.2) seconds\n if <(Weapon selected) = [1]> then\n wait (.3) seconds\n end\n if <(Weapon selected) = [2]> then\n wait (1.5) seconds\n end\n if <(Weapon selected) = [3]> then\n wait (0) seconds\n end\n end\nend\n\nwhen I receive [tick v]\nif <(Ammo) < [0]> then\n set [ammo v] to [0]\nend\n\nwhen I receive [game end v]\nhide\nstop [other scripts in sprite v]\n\nwhen I start as a clone\nif <(Weapon selected) = [2]> then\n wait (.05) seconds\n change [ammo v] by (-1)\n sound?\n start sound [purple v]\n go to ("player" v)\n point in direction (direction)\n change y by (63)\n show\n set [ghost v] effect to (70)\n move (45) steps\n repeat (35)\n change [ghost v] effect by (-2)\n move (.5) steps\n end\n if <<not <(direction) = [180]>> and <not <(Ammo) < [0]>>> then\n repeat until <touching (_edge_ v)?>\n move (12) steps\n end\n repeat (13)\n move (12) steps\n end\n end\n mouse\n robot\n delete this clone\nend\n\ndefine sound?\nif <(sound?) = [1]> then\n set volume to (100) %\nelse\n if <(sound?) = [0]> then\n set volume to (0) %\n end\nend\n\nwhen I receive [tick v]\nif <key (1 v) pressed?> then\n if <[weapon unlocked? v] contains [1]?> then\n set [weapon selected v] to [1]\n end\nelse\n if <key (2 v) pressed?> then\n if <[weapon unlocked? v] contains [2]?> then\n set [weapon selected v] to [2]\n end\n else\n if <key (3 v) pressed?> then\n if <[weapon unlocked? v] contains [3]?> then\n set [weapon selected v] to [3]\n end\n end\n end\nend\n\ndefine robot\nif <<(enemy active) = [robot]> and <<touching (robot v)?> and <not <<(Enemy Health) < [0]> or <(Enemy Health) = [0]>>>>> then\n if <<(Enemy Health) < [0]> or <(Enemy Health) = [0]>> then\n set [enemy health v] to [0]\n else\n set [color v] effect to (175)\n if <(Weapon selected) = [1]> then\n start sound [hurt v]\n change [enemy health v] by (-15)\n end\n if <(Weapon selected) = [2]> then\n start sound [purpled v]\n set [enemy health v] to [0]\n end\n if <(Weapon selected) = [3]> then\n start sound [hurt v]\n change [enemy health v] by (-8)\n end\n set [color v] effect to (0)\n end\nend\n\ndefine mouse\nif <<(enemy active) = [mouse]> and <<touching (mouse v)?> and <not <<(Enemy Health) < [0]> or <(Enemy Health) = [0]>>>>> then\n if <not <<(Enemy Health) < [0]> or <(Enemy Health) = [0]>>> then\n set [color v] effect to (175)\n if <(Weapon selected) = [1]> then\n start sound [hurt v]\n change [enemy health v] by (-20)\n end\n if <(Weapon selected) = [2]> then\n start sound [purpled v]\n set [enemy health v] to [0]\n end\n if <(Weapon selected) = [3]> then\n start sound [hurt v]\n change [enemy health v] by (-10)\n end\n set [color v] effect to (0)\n else\n set [enemy health v] to [0]\n end\nend\n\nwhen I receive [green flag v]\nset [enemy active v] to [0]\nset [ammo v] to [99999999999]\ngo to x: (0) y: (0)\nclear graphic effects\nswitch costume to (bullet v)\nset size to (70) %\nhide\n\n@Mouse\n\nwhen I receive [enemy start v]\nif <(level) = [3]> then\n hide\n go to x: (200) y: (-93)\n set [enemy active v] to [0]\n set [enemy health v] to [0]\n switch costume to (normal v)\n set size to (100) %\n clear graphic effects\n if <not <[seen cutscenes v] contains [mouse]?>> then\n broadcast (cutscene 2 v) and wait\n end\n show\n set [enemy active v] to [mouse]\n 1\n set [enemy active v] to [0]\n broadcast (enemy reset v)\nend\nif <(level) = [10]> then\n hide\n go to x: (200) y: (-93)\n set [enemy active v] to [0]\n set [enemy health v] to [0]\n switch costume to (normal v)\n set size to (100) %\n clear graphic effects\n show\n set [enemy active v] to [mouse]\n 2\n broadcast (mouse ded v)\n set [enemy active v] to [0]\n broadcast (enemy reset v)\nend\n\ndefine Lose Health\nif <not <<(Enemy Health) < [0]> or <(Enemy Health) = [0]>>> then\n set [color v] effect to (175)\n if <(Weapon selected) = [1]> then\n start sound [hurt v]\n change [enemy health v] by (-20)\n end\n if <(Weapon selected) = [2]> then\n start sound [purpled v]\n set [enemy health v] to [0]\n repeat (10)\n change [ghost v] effect by (10)\n end\n end\n if <(Weapon selected) = [3]> then\n start sound [hurt v]\n change [enemy health v] by (-10)\n end\n set [color v] effect to (0)\nelse\n set [enemy health v] to [0]\nend\n\ndefine mice ded\nswitch costume to (ded v)\nwait (.2) seconds\nhide\n\nwhen I receive [tick v]\nif <<<(Enemy Health) = [0]> or <(Enemy Health) < [0]>> or <(you lose?) = [1]>> then\n hide\nelse\n if <<(enemy active) = [mouse]> and <not <(level) = [23]>>> then\n show\n else\n hide\n end\nend\nif <(sound?) = [1]> then\n set volume to (100) %\nelse\n if <(sound?) = [0]> then\n set volume to (0) %\n end\nend\n\nwhen I receive [game end v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [replay v]\nif <(enemy active) = [mouse]> then\n switch costume to (normal v)\n set [enemy health v] to [80]\n point in direction (-90)\n go to x: (200) y: (-102)\nend\n\ndefine 1\npoint in direction (-90)\ngo to x: (200) y: (-102)\nset [mouse x limits v] to [200]\nset [mouse -x limits v] to [-200]\nset [enemy health v] to [80]\nswitch costume to (normal v)\nwait (1) seconds\nrepeat until <<<(Enemy Health) = [0]> or <(Enemy Health) < [0]>> or <(level) > [3]>>\n wait until\n if <(move?) = [1]> then\n wait until\n if <<(move?) = [1]> and <<<(Enemy Health) = [0]> or <(Enemy Health) < [0]>> or <(level) = [3]>>> then\n wait until\n repeat until <<(x position) = [-199]> or <(x position) < [-199]>>\n wait until\n point in direction (-90)\n change x by (-3)\n wait until\n end\n wait until\n if <<(move?) = [1]> and <<<(Enemy Health) = [0]> or <(Enemy Health) < [0]>> or <(level) = [3]>>> then\n wait until\n if <<(move?) = [1]> and <<<(Enemy Health) = [0]> or <(Enemy Health) < [0]>> or <(level) = [3]>>> then\n wait until\n repeat until <<(x position) = [199]> or <(x position) > [199]>>\n wait until\n point in direction (90)\n change x by (3)\n wait until\n end\n wait until\n end\n wait until\n end\n wait until\n end\n wait until\n end\n wait until\nend\n\nwhen I receive [enemy start v]\nforever\n if <<(ai touching player?) = [1]> and <(enemy active) = [mouse]>> then\n switch costume to (agro v)\n if <<(x position) > (mouse -X limits)> and <(x position) < (mouse X limits)>> then\n point towards ("player" v)\n if <(join (letter (1) of (direction)) [1]) = [-1]> then\n point in direction (-90)\n else\n point in direction (90)\n end\n move (5) steps\n if <touching (hitbox v)?> then\n repeat (4)\n move (5) steps\n end\n wait (.5) seconds\n end\n end\n else\n if <<(enemy active) = [mouse]> and <<touching (bullets v)?> and <not <<(Enemy Health) < [0]> or <(Enemy Health) = [0]>>>>> then\n switch costume to (hurt v)\n start sound [hurt v]\n if <(Weapon selected) = [2]> then\n start sound [purpled v]\n repeat (10)\n change [ghost v] effect by (10)\n end\n set [enemy health v] to [0]\n end\n else\n switch costume to (normal v)\n end\n end\nend\n\ndefine wait until\nwait until <<not <(ai touching player?) = [1]>> and <<(move?) = [1]> and <<<(Enemy Health) = [0]> or <(Enemy Health) < [0]>> or <(level) = [3]>>>>\n\nwhen I receive [enemy reset v]\nstop [other scripts in sprite v]\nset [ghost v] effect to (100)\nhide\n\ndefine 2\npoint in direction (-90)\ngo to x: (200) y: (-102)\nset [mouse x limits v] to [200]\nset [mouse -x limits v] to [-200]\nset [enemy health v] to [80]\nswitch costume to (normal v)\nrepeat until <<<(Enemy Health) = [0]> or <(Enemy Health) < [0]>> or <(level) > [10]>>\n wait until 2\n if <(move?) = [1]> then\n wait until 2\n if <<(move?) = [1]> and <<<(Enemy Health) = [0]> or <(Enemy Health) < [0]>> or <(level) = [10]>>> then\n wait until 2\n repeat until <<(x position) = [-199]> or <(x position) < [-199]>>\n wait until 2\n point in direction (-90)\n change x by (-3)\n wait until 2\n end\n wait until 2\n if <<(move?) = [1]> and <<<(Enemy Health) = [0]> or <(Enemy Health) < [0]>> or <(level) = [10]>>> then\n wait until 2\n if <<(move?) = [1]> and <<<(Enemy Health) = [0]> or <(Enemy Health) < [0]>> or <(level) = [10]>>> then\n wait until 2\n repeat until <<(x position) = [199]> or <(x position) > [199]>>\n wait until 2\n point in direction (90)\n change x by (3)\n wait until 2\n end\n wait until 2\n end\n wait until 2\n end\n wait until 2\n end\n wait until 2\n end\n wait until 2\nend\n\ndefine wait until 2\nwait until <<not <(ai touching player?) = [1]>> and <<(move?) = [1]> and <<<(Enemy Health) = [0]> or <(Enemy Health) < [0]>> or <(level) = [10]>>>>\n\nwhen I receive [tick v]\nif <not <<<[robotlv v] contains (level)?> or <[mouselv v] contains (level)?>> or <(level) = [22]>>> then\n set [enemy active v] to [0]\nend\n\nwhen I receive [enemy start v]\nwait until <<(enemy active) = [mouse]> and <not <(level) = [23]>>>\nset [ghost v] effect to (100)\nset [ghost v] to [100]\nwait (.5) seconds\nrepeat until <<(ghost) = [0]> or <(ghost) < [0]>>\n change [ghost v] effect by (-5)\n change [ghost v] by (-5)\nend\n\nwhen I receive [enemy start v]\nwait until <<(move?) = [1]> and <(cutscene) = [0]>>\nwait (2) seconds\nwait until <<(Enemy Health) < [0]> or <(Enemy Health) = [0]>>\nif <[mouselv v] contains (level)?> then\n broadcast (mouse ded v)\nend\nif <[robotlv v] contains (level)?> then\n broadcast (robot ded v)\nend\n\nwhen I receive [green flag v]\nbroadcast (enemy reset v)\ngo to x: (200) y: (-93)\nclear graphic effects\ngo to [front v] layer\nhide\n\n@Robot\n\nwhen I receive [play game v]\nhide\nset [enemy health v] to [0]\nset [enemy active v] to [0]\nswitch costume to (normal v)\nset size to (140) %\nclear graphic effects\nbroadcast (enemy reset v)\n\ndefine Lose Health\nif <<(Enemy Health) < [0]> or <(Enemy Health) = [0]>> then\n set [enemy health v] to [0]\nelse\n set [color v] effect to (175)\n if <(Weapon selected) = [1]> then\n start sound [hurt v]\n change [enemy health v] by (-15)\n end\n if <(Weapon selected) = [2]> then\n start sound [purpled v]\n repeat (10)\n change [ghost v] effect by (10)\n end\n set [enemy health v] to [0]\n end\n if <(Weapon selected) = [3]> then\n start sound [hurt v]\n change [enemy health v] by (-12)\n end\n set [color v] effect to (0)\nend\n\ndefine robo ded\nswitch costume to (robot ded v)\nwait (.2) seconds\nhide\nclear graphic effects\n\nwhen I receive [tick v]\nif <<<(Enemy Health) = [0]> or <(Enemy Health) < [0]>> or <(you lose?) = [1]>> then\n hide\nelse\n if <<(enemy active) = [robot]> and <not <(level) = [23]>>> then\n show\n else\n hide\n end\nend\nif <(sound?) = [1]> then\n set volume to (100) %\nelse\n if <(sound?) = [0]> then\n set volume to (0) %\n end\nend\n\nwhen I receive [game end v]\nhide\nstop [other scripts in sprite v]\n\ndefine 1\ngo to x: (230) y: (-122)\nset [robot x limits v] to [230]\nset [robot -x limits v] to [-230]\nset [enemy health v] to [80]\nswitch costume to (normal v)\nshow\nwait (1) seconds\nrepeat until <<<(Enemy Health) = [0]> or <(Enemy Health) < [0]>> or <(level) > [7]>>\n (LEVEL 7) wait until\n if <(move?) = [1]> then\n (LEVEL 7) wait until\n if <<(move?) = [1]> and <<<(Enemy Health) = [0]> or <(Enemy Health) < [0]>> or <(level) = [7]>>> then\n (LEVEL 7) wait until\n repeat until <<(x position) = [-230]> or <(x position) < [-230]>>\n (LEVEL 7) wait until\n point in direction (-90)\n change x by (-3)\n (LEVEL 7) wait until\n end\n (LEVEL 7) wait until\n if <<(move?) = [1]> and <<<(Enemy Health) = [0]> or <(Enemy Health) < [0]>> or <(level) = [7]>>> then\n (LEVEL 7) wait until\n if <<(move?) = [1]> and <<<(Enemy Health) = [0]> or <(Enemy Health) < [0]>> or <(level) = [7]>>> then\n (LEVEL 7) wait until\n repeat until <<(x position) = [230]> or <(x position) > [230]>>\n (LEVEL 7) wait until\n point in direction (90)\n change x by (3)\n (LEVEL 7) wait until\n end\n (LEVEL 7) wait until\n end\n (LEVEL 7) wait until\n end\n (LEVEL 7) wait until\n end\n (LEVEL 7) wait until\n end\n (LEVEL 7) wait until\nend\n\ndefine 2\nset [enemy health v] to [80]\nclear graphic effects\nswitch costume to (normal v)\nwait (1) seconds\nrepeat until <<<(Enemy Health) = [0]> or <(Enemy Health) < [0]>> or <(level) > [8]>>\n (LEVEL 8) wait until\n if <(move?) = [1]> then\n (LEVEL 8) wait until\n if <<(move?) = [1]> and <<<(Enemy Health) = [0]> or <(Enemy Health) < [0]>> or <(level) = [8]>>> then\n (LEVEL 8) wait until\n point in direction (-90)\n go to x: (230) y: (15)\n (LEVEL 8) wait until\n repeat (50)\n (LEVEL 8) wait until\n if <<(move?) = [1]> and <<<(Enemy Health) = [0]> or <(Enemy Health) < [0]>> or <(level) = [8]>>> then\n change x by (-2)\n (LEVEL 8) wait until\n end\n (LEVEL 8) wait until\n end\n (LEVEL 8) wait until\n if <<(move?) = [1]> and <<<(Enemy Health) = [0]> or <(Enemy Health) < [0]>> or <(level) = [8]>>> then\n (LEVEL 8) wait until\n wait (.5) seconds\n (LEVEL 8) wait until\n if <<(move?) = [1]> and <<<(Enemy Health) = [0]> or <(Enemy Health) < [0]>> or <(level) = [8]>>> then\n (LEVEL 8) wait until\n point in direction (90)\n go to x: (130) y: (15)\n (LEVEL 8) wait until\n repeat (50)\n (LEVEL 8) wait until\n if <<(move?) = [1]> and <<<(Enemy Health) = [0]> or <(Enemy Health) < [0]>> or <(level) = [8]>>> then\n change x by (2)\n (LEVEL 8) wait until\n end\n (LEVEL 8) wait until\n end\n (LEVEL 8) wait until\n if <<(move?) = [1]> and <<<(Enemy Health) = [0]> or <(Enemy Health) < [0]>> or <(level) = [8]>>> then\n (LEVEL 8) wait until\n wait (.5) seconds\n (LEVEL 8) wait until\n end\n (LEVEL 8) wait until\n end\n (LEVEL 8) wait until\n end\n (LEVEL 8) wait until\n end\n (LEVEL 8) wait until\n end\n (LEVEL 8) wait until\nend\n\ndefine 3\ngo to x: (210) y: (-110)\nclear graphic effects\nset [robot x limits v] to [205]\nset [robot -x limits v] to [-50]\nset [enemy health v] to [80]\nswitch costume to (normal v)\nwait (1) seconds\nrepeat until <<<(Enemy Health) = [0]> or <(Enemy Health) < [0]>> or <(level) > [9]>>\n (LEVEL 9) wait until\n if <(move?) = [1]> then\n (LEVEL 9) wait until\n if <<(move?) = [1]> and <<<(Enemy Health) = [0]> or <(Enemy Health) < [0]>> or <(level) = [9]>>> then\n (LEVEL 9) wait until\n repeat until <<(x position) = [-50]> or <(x position) < [-50]>>\n (LEVEL 9) wait until\n point in direction (-90)\n change x by (-3)\n (LEVEL 9) wait until\n end\n (LEVEL 9) wait until\n if <<(move?) = [1]> and <<<(Enemy Health) = [0]> or <(Enemy Health) < [0]>> or <(level) = [9]>>> then\n (LEVEL 9) wait until\n if <<(move?) = [1]> and <<<(Enemy Health) = [0]> or <(Enemy Health) < [0]>> or <(level) = [9]>>> then\n (LEVEL 9) wait until\n repeat until <<(x position) = [205]> or <(x position) > [205]>>\n (LEVEL 9) wait until\n point in direction (90)\n change x by (3)\n (LEVEL 9) wait until\n end\n (LEVEL 9) wait until\n end\n (LEVEL 9) wait until\n end\n (LEVEL 9) wait until\n end\n (LEVEL 9) wait until\n end\n (LEVEL 9) wait until\nend\n\ndefine 4\nset [enemy health v] to [80]\nswitch costume to (normal v)\nwait (1) seconds\nrepeat until <<<(Enemy Health) = [0]> or <(Enemy Health) < [0]>> or <(level) > [14]>>\n (LEVEL 14) wait until\n if <(move?) = [1]> then\n (LEVEL 14) wait until\n if <<(move?) = [1]> and <<<(Enemy Health) = [0]> or <(Enemy Health) < [0]>> or <(level) = [14]>>> then\n (LEVEL 14) wait until\n point in direction (-90)\n go to x: (40) y: (-124)\n (LEVEL 14) wait until\n repeat (60)\n (LEVEL 14) wait until\n if <<(move?) = [1]> and <<<(Enemy Health) = [0]> or <(Enemy Health) < [0]>> or <(level) = [14]>>> then\n (LEVEL 14) wait until\n change x by (-2)\n end\n (LEVEL 14) wait until\n end\n (LEVEL 14) wait until\n if <<(move?) = [1]> and <<<(Enemy Health) = [0]> or <(Enemy Health) < [0]>> or <(level) = [14]>>> then\n (LEVEL 14) wait until\n if <<(move?) = [1]> and <<<(Enemy Health) = [0]> or <(Enemy Health) < [0]>> or <(level) = [14]>>> then\n (LEVEL 14) wait until\n point in direction (90)\n go to x: (-80) y: (-124)\n (LEVEL 14) wait until\n repeat (60)\n (LEVEL 14) wait until\n if <<(move?) = [1]> and <<<(Enemy Health) = [0]> or <(Enemy Health) < [0]>> or <(level) = [14]>>> then\n (LEVEL 14) wait until\n change x by (2)\n end\n end\n (LEVEL 14) wait until\n end\n (LEVEL 14) wait until\n end\n (LEVEL 14) wait until\n end\n (LEVEL 14) wait until\n end\n (LEVEL 14) wait until\nend\n\nwhen I receive [replay v]\nif <(enemy active) = [robot]> then\n switch costume to (normal v)\n set [enemy health v] to [80]\n point in direction (-90)\n go to x: (Robot X limits) y: ()\nend\n\nwhen I receive [ingame pause menu quit v]\nstop [other scripts in sprite v]\nhide\ngo to x: (200) y: (-93)\nset [enemy active v] to [0]\nset [enemy health v] to [0]\nswitch costume to (mouse/mice v)\nset size to (100) %\nclear graphic effects\n\nwhen I receive [enemy start v]\nforever\n if <<<(ai touching player?) = [1]> and <(enemy active) = [robot]>> and <<not <(level) = [8]>> and <not <(level) = [14]>>>> then\n switch costume to (agro v)\n if <<(x position) > (Robot -X limits)> and <(x position) < (Robot X limits)>> then\n point towards ("player" v)\n if <(join (letter (1) of (direction)) [1]) = [-1]> then\n point in direction (-90)\n else\n point in direction (90)\n end\n move (5) steps\n if <touching (hitbox v)?> then\n repeat (4)\n move (5) steps\n end\n wait (.5) seconds\n end\n end\n else\n if <<(enemy active) = [robot]> and <<touching (bullets v)?> and <not <<(Enemy Health) < [0]> or <(Enemy Health) = [0]>>>>> then\n switch costume to (hurt v)\n start sound [hurt v]\n if <(Weapon selected) = [2]> then\n start sound [purpled v]\n repeat (10)\n change [ghost v] effect by (10)\n end\n set [enemy health v] to [0]\n end\n else\n switch costume to (normal v)\n end\n end\nend\n\ndefine (LEVEL 7) wait until\nwait until <<not <(ai touching player?) = [1]>> and <<(move?) = [1]> and <<<(Enemy Health) = [0]> or <(Enemy Health) < [0]>> or <(level) = [7]>>>>\nset y to (-122)\n\ndefine (LEVEL 9) wait until\nwait until <<not <(ai touching player?) = [1]>> and <<(move?) = [1]> and <<<(Enemy Health) = [0]> or <(Enemy Health) < [0]>> or <(level) = [9]>>>>\nset y to (-110)\n\nwhen I receive [enemy start v]\nif <(level) = [7]> then\n set [enemy health v] to [80]\n switch costume to (normal v)\n set size to (140) %\n go to x: (230) y: (-122)\n clear graphic effects\n if <not <[seen cutscenes v] contains [robot]?>> then\n broadcast (cutscene 4 v) and wait\n end\n set [enemy active v] to [robot]\n 1\n set [enemy active v] to [0]\nend\nif <(level) = [8]> then\n set [enemy health v] to [80]\n go to x: (230) y: (15)\n switch costume to (normal v)\n set size to (140) %\n clear graphic effects\n show\n set [enemy active v] to [robot]\n 2\n set [enemy active v] to [0]\nend\nif <(level) = [9]> then\n set [enemy health v] to [80]\n switch costume to (normal v)\n set size to (140) %\n clear graphic effects\n go to x: (205) y: (-110)\n show\n go to x: (205) y: (-110)\n set [enemy active v] to [robot]\n 3\n set [enemy active v] to [0]\nend\nif <(level) = [14]> then\n set [enemy health v] to [80]\n switch costume to (normal v)\n set size to (140) %\n clear graphic effects\n go to x: (40) y: (-124)\n show\n set [enemy active v] to [robot]\n 4\n set [enemy active v] to [0]\nend\n\nwhen I receive [enemy reset v]\nstop [other scripts in sprite v]\nset [ghost v] effect to (100)\nhide\n\ndefine (LEVEL 14) wait until\nwait until <<(move?) = [1]> and <<<(Enemy Health) = [0]> or <(Enemy Health) < [0]>> or <(level) = [14]>>>\nset y to (-124)\n\ndefine (LEVEL 8) wait until\nwait until <<(move?) = [1]> and <<<(Enemy Health) = [0]> or <(Enemy Health) < [0]>> or <(level) = [8]>>>\nset y to (15)\n\nwhen I receive [enemy start v]\nwait until <<(enemy active) = [robot]> and <not <(level) = [23]>>>\nset [ghost v] effect to (100)\nset [ghost v] to [100]\nwait (1) seconds\nrepeat until <<(ghost) = [0]> or <(ghost) < [0]>>\n change [ghost v] effect by (-5)\n change [ghost v] by (-5)\nend\n\nwhen I receive [green flag v]\ngo to x: (200) y: (-93)\nclear graphic effects\ngo to [front v] layer\nhide\n\n@Ai radius\n\nwhen I receive [tick v]\nif <(enemy active) = [mouse]> then\n go to (mouse v)\nend\nif <(enemy active) = [robot]> then\n go to (robot v)\nend\n\nwhen I receive [play game v]\nshow\nforever\n if <<(enemy active) = [mouse]> or <(enemy active) = [robot]>> then\n if <touching (hitbox v)?> then\n set [ai touching player? v] to [1]\n wait (1) seconds\n else\n set [ai touching player? v] to [0]\n end\n else\n set [ai touching player? v] to [0]\n end\nend\n\nwhen I receive [green flag v]\nset [mouse argo v] to [0]\nset [ghost v] effect to (100)\npoint in direction (90)\nhide\n\n@enemyhealthbar\n\ndefine Health Bar\nif <(level) = [22]> then\n switch costume to ((81) - (Boss health))\nelse\n switch costume to ((81) - (Enemy Health))\nend\n\nwhen I receive [tick v]\nHealth Bar\nif <(enemy active) = [mouse]> then\n go to (mouse v)\n change y by (50)\nend\nif <(enemy active) = [robot]> then\n go to (robot v)\n change y by (95)\nend\nif <(level) = [22]> then\n go to (final boss v)\n change y by (130)\nend\nif <<<(Enemy Health) = [0]> or <(Enemy Health) < [0]>> and <not <(level) = [22]>>> then\n hide\nelse\n if <<(enemy active) = [mouse]> or <<(enemy active) = [robot]> or <(level) = [22]>>> then\n show\n else\n hide\n end\nend\n\nwhen I receive [replay space v]\nif <[mouse levels v] contains (level)?> then\n set [enemy active v] to [mouse]\nelse\n if <[robot levels v] contains (level)?> then\n set [enemy active v] to [robot]\n else\n set [enemy active v] to [0]\n end\nend\n\nwhen I receive [replay v]\nif <[mouse levels v] contains (level)?> then\n set [enemy active v] to [mouse]\nelse\n if <[robot levels v] contains (level)?> then\n set [enemy active v] to [robot]\n else\n set [enemy active v] to [0]\n end\nend\n\nwhen I receive [enemy start v]\nwait until <<(enemy active) = [robot]> or <<(enemy active) = [mouse]> or <(level) = [22]>>>\nset [ghost v] effect to (100)\nset [ghost v] to [100]\nwait (1) seconds\nrepeat until <<(ghost) = [0]> or <(ghost) < [0]>>\n change [ghost v] effect by (-5)\n change [ghost v] by (-5)\nend\n\nwhen I receive [enemy reset v]\nstop [other scripts in sprite v]\nset [ghost v] effect to (100)\nhide\n\nwhen I receive [green flag v]\nhide\ngo to x: (0) y: (0)\nset size to (100) %\nswitch costume to (costume80 v)\nset [enemy health v] to [80]\n\n@Enemy ded\n\nwhen flag clicked\nhide\n\nwhen I receive [mouse ded v]\nset size to (100) %\nclear graphic effects\nswitch costume to (mouse v)\ngo to (mouse v)\nshow\nwait (.4) seconds\nrepeat (25)\n change [pixelate v] effect by (4)\n change [ghost v] effect by (4)\nend\nhide\nclear graphic effects\n\nwhen I receive [robot ded v]\nset size to (140) %\nclear graphic effects\nswitch costume to (robot v)\ngo to (robot v)\nshow\nwait (.4) seconds\nrepeat (25)\n change [pixelate v] effect by (4)\n change [ghost v] effect by (4)\nend\nhide\nclear graphic effects\n\nwhen I receive [instant scroll effect x v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [scroll effect x v]\nstop [other scripts in sprite v]\nhide\n\n@Final Boss\n\ndefine Lose Health\nif <not <<(Boss health) < [1]> or <(Boss health) = [1]>>> then\n start sound (pick random (1) to (3))\n if <(Weapon selected) = [1]> then\n start sound [hurt2 v]\n change [boss health v] by (-5)\n end\n if <(Weapon selected) = [2]> then\n start sound [hurt2 v]\n change [boss health v] by (-20)\n wait (2) seconds\n end\n if <(Weapon selected) = [3]> then\n start sound [hurt2 v]\n change [boss health v] by (-3)\n end\nelse\n set [boss health v] to [1]\nend\n\nwhen I receive [play game v]\nset [boss alive? v] to [0]\nforever\n if <<touching (bullets v)?> and <not <<(Boss health) < [1]> or <(Boss health) = [1]>>>> then\n Lose Health\n end\nend\n\nwhen I receive [play game v]\nwait until <(level) = [22]>\nset [boss health v] to [80]\nswitch costume to (still v)\nset size to (120) %\nclear graphic effects\ngo to x: (180) y: (-122)\nshow\nset [enemy active v] to [1]\nset [boss alive? v] to [1]\nwait until <(move?) = [1]>\nwait until <<<(Boss health) = [1]> or <(Boss health) < [1]>> or <not <(level) = [22]>>>\nset [boss health v] to [1]\nset [boss alive? v] to [0]\nswitch costume to (downed v)\nbroadcast (Boss Lose v) and wait\nset [enemy active v] to [0]\nwait until <(level) > [22]>\nstop [other scripts in sprite v]\nhide\nset [enemy active v] to [0]\nset [boss health v] to [0]\n\nwhen I receive [oof v]\nswitch costume to (still v)\nif <(boss alive?) = [1]> then\n set [boss health v] to [80]\nend\n\nwhen I receive [tick v]\nif <(sound?) = [1]> then\n set volume to (100) %\nelse\n if <(sound?) = [0]> then\n set volume to (0) %\n end\nend\n\nwhen I receive [game end v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [green flag v]\nset [boss health v] to [80]\nset [boss alive? v] to [0]\nswitch costume to (still v)\nset size to (120) %\nclear graphic effects\ngo to x: (180) y: (-122)\nhide\n\n@BOSS attacks\n\ndefine attack dagger\nif <(move?) = [1]> then\n set [id v] to [1]\n create clone of (_myself_ v)\nend\n\nwhen I receive [boss attacks v]\nforever\n if <<(level) = [22]> and <(move?) = [1]>> then\n wait (1.5) seconds\n attack spikes\n wait (1.5) seconds\n end\nend\n\nwhen I start as a clone\nif <(ID) = [1]> then\n set [ghost v] effect to (100)\n set size to (100) %\n go to x: (200) y: (60)\n switch costume to (attack 2 v)\n show\n repeat (50)\n change y by (((120) - (y position)) / (7))\n turn left (15) degrees\n change [ghost v] effect by (-2)\n end\n repeat (40)\n point towards ("player" v)\n end\n repeat until <touching (_edge_ v)?>\n move (10) steps\n end\n repeat (20)\n change [ghost v] effect by (5)\n end\n delete this clone\nend\n\ndefine attack spikes\nif <(move?) = [1]> then\n set [id v] to [2]\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(ID) = [2]> then\n set [ghost v] effect to (100)\n set size to (100) %\n go to x: (pick random (-200) to (200)) y: (-121)\n point in direction (90)\n switch costume to (attack 1 v)\n show\n repeat (50)\n change [ghost v] effect by (-2)\n end\n repeat (20)\n change [ghost v] effect by (5)\n end\n delete this clone\nend\n\nwhen I receive [boss attacks v]\nforever\n if <<(level) = [22]> and <(move?) = [1]>> then\n wait (1.5) seconds\n attack dagger\n wait (.5) seconds\n end\nend\n\nwhen I receive [boss lose v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [game end v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [ingame pause menu quit v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [ingame pause menu quit v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [tick v]\nif <(sound?) = [1]> then\n set volume to (100) %\nelse\n if <(sound?) = [0]> then\n set volume to (0) %\n end\nend\n\nwhen I receive [oof v]\ndelete this clone\n\nwhen I receive [space oof v]\ndelete this clone\n\nwhen I receive [green flag v]\nhide\n\n@platform\n\nwhen I receive [play game v]\nchange [ghost v] effect by (100)\nset [level v] to [1]\nshow\n\nwhen flag clicked\nswitch costume to (1 1 v)\nchange [ghost v] effect by (100)\nset [level v] to [1]\nhide\n\nwhen I receive [game end v]\nhide\nswitch costume to (1 1 v)\nstop [other scripts in sprite v]\nset [level v] to [1]\n\nwhen I receive [ingame pause menu quit v]\nhide\nswitch costume to (1 1 v)\nstop [other scripts in sprite v]\nset [level v] to [1]\n\nwhen I receive [tick v]\nswitch costume to (level)\n\nwhen I receive [green flag v]\nhide\nswitch costume to (1 1 v)\n\n@deco\n\nwhen I receive [play game v]\nclear graphic effects\ngo to x: (0) y: (0)\nshow\n\ndefine scroll effect X\nset [move? v] to [0]\ncreate clone of (_myself_ v)\nswitch costume to (level)\ngo to x: (0) y: (0)\nrepeat (60)\n switch costume to (empty v)\n change x by (((-480) - (x position)) / (12))\n switch costume to (level)\nend\ngo to x: (0) y: (0)\nswitch costume to ((level) + (1))\nset [move? v] to [1]\n\nwhen I start as a clone\nhide\nswitch costume to (empty v)\ngo to x: (480) y: (0)\nswitch costume to ((level) + (1))\nshow\nrepeat (60)\n change x by (((0) - (x position)) / (12))\nend\ndelete this clone\n\nwhen I receive [scroll effect x v]\nscroll effect X\n\nwhen I receive [game end v]\nhide\nswitch costume to (1 1 v)\nstop [other scripts in sprite v]\nswitch backdrop to (black v)\n\nwhen I receive [ingame pause menu quit v]\nhide\nswitch costume to (1 1 v)\nstop [other scripts in sprite v]\nswitch backdrop to (black v)\n\nwhen I receive [instant scroll effect x v]\nset [move? v] to [0]\nswitch costume to ((level) + (1))\ngo to x: (0) y: (0)\nbroadcast (player spawn reset v)\nset [move? v] to [1]\n\nwhen I receive [green flag v]\nswitch costume to (1 1 v)\nhide\n\n@BG\n\nwhen I receive [game end v]\nstop [other scripts in sprite v]\nswitch costume to (1 1 v)\nhide\n\nwhen flag clicked\nswitch costume to (1 1 v)\nhide\n\nwhen I receive [play game v]\nshow\nclear graphic effects\nset size to (100) %\nset [brightness v] effect to (-10)\ngo to x: (0) y: (0)\n\nswitch costume to ((level) + (1))\n\ndefine scroll effect X\nset [move? v] to [0]\ncreate clone of (_myself_ v)\nswitch costume to (level)\ngo to x: (0) y: (0)\nrepeat (60)\n switch costume to (empty v)\n change x by (((-480) - (x position)) / (12))\n switch costume to (level)\nend\ngo to x: (0) y: (0)\nswitch costume to ((level) + (1))\nset [move? v] to [1]\n\nwhen I start as a clone\nhide\nswitch costume to (empty v)\ngo to x: (480) y: (0)\nswitch costume to ((level) + (1))\nshow\nrepeat (60)\n change x by (((0) - (x position)) / (12))\nend\ndelete this clone\n\nwhen I receive [scroll effect x v]\nscroll effect X\n\nwhen I receive [ingame pause menu quit v]\nstop [other scripts in sprite v]\nswitch costume to (1 1 v)\nhide\n\nwhen I receive [tick v]\ngo to [back v] layer\n\nwhen I receive [instant scroll effect x v]\nset [move? v] to [0]\nswitch costume to ((level) + (1))\ngo to x: (0) y: (0)\nset [move? v] to [1]\n\n@level transition\n\nwhen I receive [play game v]\nwait (2) seconds\nswitch costume to (empty v)\ngo to x: (420) y: (0)\ngo to [front v] layer\nshow\nrepeat (65)\n switch costume to (empty v)\n change x by (((0) - (x position)) / (7))\n switch costume to (level1 v)\nend\nrepeat (65)\n switch costume to (empty v)\n change x by (((-420) - (x position)) / (7))\n switch costume to (level1 v)\nend\nhide\n\nwhen I receive [lv2 screenmove v]\nwait (2) seconds\nswitch costume to (empty v)\ngo to x: (420) y: (0)\ngo to [front v] layer\nshow\nrepeat (65)\n switch costume to (empty v)\n change x by (((0) - (x position)) / (7))\n switch costume to (level2 v)\nend\nrepeat (65)\n switch costume to (empty v)\n change x by (((-420) - (x position)) / (7))\n switch costume to (level2 v)\nend\nhide\n\nwhen I receive [lv3 screenmove v]\nwait (2) seconds\nswitch costume to (empty v)\ngo to x: (420) y: (0)\ngo to [front v] layer\nshow\nrepeat (65)\n switch costume to (empty v)\n change x by (((0) - (x position)) / (7))\n switch costume to (level3 v)\nend\nrepeat (65)\n switch costume to (empty v)\n change x by (((-420) - (x position)) / (7))\n switch costume to (level3 v)\nend\nhide\n\nwhen I receive [green flag v]\nhide\n\n@interactable\n\nwhen I receive [play game v]\nshow\n\nwhen I receive [game end v]\nswitch costume to (1 1 v)\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [play game v]\nshow\nif <(level) = [1]> then\n show\n switch costume to (1 1 v)\n go to x: (0) y: (0)\n repeat until <not <(level) = [1]>>\n if <touching ("player" v)?> then\n think [Use ARROW keys or WASD to move around!]\n else\n think []\n end\n end\nend\nif <(level) = [2]> then\n show\n switch costume to (1 2 v)\n go to x: (0) y: (0)\n wait (.5) seconds\n wait until <touching ("player" v)?>\n wait (.2) seconds\n hide\n broadcast (cutscene 1 v) and wait\n set [weapon picked up? v] to [1]\n stop [this script v]\nend\n\ndefine scroll effect X\nset [move? v] to [0]\ncreate clone of (_myself_ v)\nswitch costume to (level)\ngo to x: (0) y: (0)\nrepeat (60)\n switch costume to (empty v)\n change x by (((-480) - (x position)) / (12))\n switch costume to (level)\nend\ngo to x: (0) y: (0)\nswitch costume to ((level) + (1))\nset [move? v] to [1]\n\nwhen I start as a clone\nhide\nswitch costume to (empty v)\ngo to x: (480) y: (0)\nswitch costume to ((level) + (1))\nshow\nrepeat (60)\n change x by (((0) - (x position)) / (12))\nend\ndelete this clone\n\nwhen I receive [scroll effect x v]\nscroll effect X\n\nwhen I receive [ingame pause menu quit v]\nstop [other scripts in sprite v]\nswitch costume to (1 1 v)\nhide\ndelete this clone\n\nwhen I receive [pause reset v]\nstop [other scripts in sprite v]\nswitch costume to (1 1 v)\nhide\nif <(level) = [1]> then\n show\n switch costume to (1 1 v)\n go to x: (0) y: (0)\n repeat until <not <(level) = [1]>>\n if <touching ("player" v)?> then\n think [Use ARROW keys or WASD to move around!]\n else\n think []\n end\n end\nend\nif <(level) = [2]> then\n show\n switch costume to (1 2 v)\n go to x: (0) y: (0)\n wait (.5) seconds\n wait until <touching ("player" v)?>\n wait (.2) seconds\n hide\n broadcast (cutscene 1 v) and wait\n set [weapon picked up? v] to [1]\n stop [this script v]\nend\n\nwhen I receive [pause reset v]\ndelete this clone\n\nwhen I receive [green flag v]\nswitch costume to (1 1 v)\nhide\n\n@oof\n\nwhen I receive [tick v]\nswitch costume to (level)\nshow\n\nwhen I receive [ingame pause menu quit v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [game end v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [green flag v]\nhide\nswitch costume to (1 v)\nclear graphic effects\nset [ghost v] effect to (100)\n\n@cutscene 1-4\n\nwhen I receive [cutscene 1 v]\nadd [1] to [weapon unlocked? v]\nset [weapon selected v] to [1]\nif <(admin) = [1]> then\n stop [other scripts in sprite v]\n set [move? v] to [1]\n set [cutscene v] to [0]\n hide\n stop [this script v]\nend\ngo to [front v] layer\nset [move? v] to [0]\nset [cutscene v] to [1]\nbroadcast (transition v)\nswitch costume to (1 v)\nset size to (300) %\ngo to x: (-47) y: (-107)\nshow\nwait (2) seconds\nrepeat (3)\n wait (.03) seconds\n next costume\nend\nwait (2) seconds\nbroadcast (long transistion v)\nwait (1) seconds\nset size to (100) %\ngo to x: (0) y: (0)\nforever\n switch costume to (weapon info v)\n wait (1) seconds\n switch costume to (weapon info2 v)\n wait (1) seconds\nend\n\nwhen I receive [cutscene 1 v]\nwait (6) seconds\nwait until <key (any v) pressed?>\nbroadcast (long transistion v)\nwait (1) seconds\nstop [other scripts in sprite v]\nset [move? v] to [1]\nset [cutscene v] to [0]\nhide\n\nwhen I receive [cutscene 2 v]\nif <(admin) = [1]> then\n stop [other scripts in sprite v]\n add [mouse] to [seen cutscenes v]\n set [move? v] to [1]\n set [cutscene v] to [0]\n hide\n stop [this script v]\nend\ngo to [front v] layer\nset [move? v] to [0]\nset [cutscene v] to [1]\nbroadcast (transition v)\nset size to (100) %\ngo to x: (0) y: (0)\nshow\nwait (2) seconds\nwait until <key (any v) pressed?>\nbroadcast (long transistion v)\nwait (1) seconds\nstop [other scripts in sprite v]\nadd [mouse] to [seen cutscenes v]\nset [cutscene v] to [0]\nset [move? v] to [1]\nhide\n\nwhen I receive [cutscene 2 v]\nforever\n switch costume to (enemy info v)\n wait (1) seconds\n switch costume to (enemy info2 v)\n wait (1) seconds\nend\n\nwhen I receive [cutscene 3 \(lv 1 finished\) v]\nif <(admin) = [1]> then\n stop [other scripts in sprite v]\n set [move? v] to [1]\n set [cutscene v] to [0]\n broadcast (transition v)\n hide\n set [level v] to [5]\n broadcast (scroll effect X v)\n broadcast (next level v)\n stop [this script v]\nend\nset [move? v] to [0]\nset [cutscene v] to [1]\nbroadcast (transition v)\ngo to [front v] layer\nset size to (100) %\ngo to x: (0) y: (0)\nswitch costume to (\(cut 3\) 1 v)\nshow\nwait (3) seconds\nrepeat (4)\n next costume\n wait (.03) seconds\nend\nwait (.6) seconds\nrepeat (4)\n next costume\n wait (.03) seconds\nend\nstart sound [elevator sound v]\nwait (.4) seconds\nrepeat (4)\n switch costume to ((costume [number v]) - (1))\n wait (.03) seconds\nend\nwait (2) seconds\nset [move? v] to [1]\nset [cutscene v] to [0]\nbroadcast (long transistion v)\nwait (1) seconds\nhide\nset [level v] to [5]\nbroadcast (instant scroll effect x v)\n\nwhen I receive [cutscene 4 v]\nif <(admin) = [1]> then\n stop [other scripts in sprite v]\n add [robot] to [seen cutscenes v]\n set [move? v] to [1]\n set [cutscene v] to [0]\n hide\n stop [this script v]\nend\nbroadcast (transition v)\nset [move? v] to [0]\nset [cutscene v] to [1]\ngo to [front v] layer\nset size to (100) %\ngo to x: (0) y: (0)\nshow\nwait (2) seconds\nwait until <key (any v) pressed?>\nbroadcast (long transistion v)\nwait (1) seconds\nstop [other scripts in sprite v]\nadd [robot] to [seen cutscenes v]\nset [cutscene v] to [0]\nset [move? v] to [1]\nhide\n\nwhen I receive [cutscene 4 v]\nforever\n switch costume to (enemy info 2 v)\n wait (1) seconds\n switch costume to (enemy info 2 \( v)\n wait (1) seconds\nend\n\nwhen I receive [cutscene 3 \(lv 1 finished\) v]\n\nwhen I receive [boss info v]\nif <(level) = [22]> then\n if <(admin) = [1]> then\n stop [other scripts in sprite v]\n broadcast (transition v)\n wait (1.2) seconds\n set [move? v] to [1]\n set [cutscene v] to [0]\n broadcast (Boss attacks v)\n stop [this script v]\n end\n broadcast (transition v)\n reset\n set [move? v] to [0]\n set [cutscene v] to [1]\n wait (1.3) seconds\n show\n wait (1) seconds\n wait until <key (any v) pressed?>\n broadcast (long transistion v)\n wait (1.2) seconds\n stop [other scripts in sprite v]\n set [move? v] to [1]\n set [cutscene v] to [0]\n broadcast (Boss attacks v)\n hide\nend\n\nwhen I receive [boss info v]\nif <(level) = [22]> then\n forever\n switch costume to (boss info5 v)\n wait (1) seconds\n switch costume to (boss info2 v)\n wait (1) seconds\n end\nend\n\ndefine reset\nswitch costume to (enemy info 2 v)\ngo to [front v] layer\nset size to (100) %\ngo to x: (0) y: (0)\n\nwait (1) seconds\nwait until <key (any v) pressed?>\nset [move? v] to [1]\nbroadcast (transition v)\nhide\nset [level v] to [5]\nbroadcast (scroll effect X v)\nbroadcast (next level v)\n\nwhen I receive [game end v]\nstop [other scripts in sprite v]\nhide\n\nbroadcast (next level v)\n\nwhen I receive [green flag v]\nhide\nswitch costume to (1 v)\nset size to (300) %\ngo to x: (-47) y: (-107)\ndelete all of [seen cutscenes v]\n\n@Game End\n\nwhen I receive [game end v]\nset [cutscene v] to [1]\nset [level v] to [1]\nhide variable [health v]\nhide variable [score v]\nwait (1.3) seconds\ngo to x: (0) y: (0)\nclear graphic effects\ngo to [front v] layer\nswitch costume to (costume1 v)\nshow\nwait (2) seconds\nswitch costume to (costume1 v)\nwait (.3) seconds\nswitch costume to (costume2 v)\nwait (.2) seconds\nswitch costume to (costume3 v)\nwait (2) seconds\nswitch costume to (1 v)\nwait (1) seconds\nrepeat (26)\n start sound (pick random (1) to (4))\n next costume\n wait (pick random (.09) to (.15)) seconds\nend\nwait (2) seconds\nstart sound [type finished v]\nwait (1) seconds\nset [score v] to (((Score) * (3)) + (20))\nshow variable [score v]\nswitch costume to (win screen v)\nbroadcast (you win screen cycle v)\nwait (1) seconds\nwait until <key (any v) pressed?>\nhide variable [score v]\nset [score v] to [0]\nstop [other scripts in sprite v]\nbroadcast (transition v)\nhide\nbroadcast (menu v)\n\nwhen I receive [you win screen cycle v]\nforever\n switch costume to (win screen v)\n wait (1) seconds\n switch costume to (win screen2 v)\n wait (1) seconds\nend\n\nwhen I receive [tick v]\nif <(sound?) = [1]> then\n set volume to (100) %\nelse\n if <(sound?) = [0]> then\n set volume to (0) %\n end\nend\n\nwhen I receive [play game v]\nhide variable [score v]\n\nwhen I receive [green flag v]\nset [cutscene v] to [0]\ngo to x: (0) y: (0)\nhide\n\n@pause menu\n\nwhen I receive [pause loader v]\ngo to x: (0) y: (0)\nswitch costume to (cog v)\nshow\nwait until <<key (p v) pressed?> and <not <(cutscene) = [1]>>>\nbroadcast (pause v)\nset [move? v] to [0]\nhide variable [health v]\ngo to [front v] layer\nset [pause done? v] to [0]\nswitch costume to (opacity screen v)\nset [paused? v] to [1]\ngo to [front v] layer\nshow\nset [id v] to [1]\ncreate clone of (_myself_ v)\nset [id v] to [2]\ncreate clone of (_myself_ v)\nset [id v] to [3]\ncreate clone of (_myself_ v)\nset [id v] to [4]\ncreate clone of (_myself_ v)\nwait until <<(pause done?) = [1]> or <(menu reset) = [1]>>\nset [move? v] to [1]\nbroadcast (unpause v)\nstop [other scripts in sprite v]\nbroadcast (pause loader v)\ndelete this clone\n\nwhen I start as a clone\nif <(id) = [1]> then\n go to [front v] layer\n switch costume to (resume v)\n show\n forever\n if <not <(pause done?) = [1]>> then\n if <touching (mouse-pointer v)?> then\n switch costume to (resume selected v)\n if <mouse down?> then\n start sound [slect v]\n set [pause done? v] to [1]\n set [paused? v] to [0]\n end\n else\n switch costume to (resume v)\n end\n else\n delete this clone\n end\n end\nend\nif <(id) = [2]> then\n go to [front v] layer\n switch costume to (quit game v)\n show\n forever\n if <not <(pause done?) = [1]>> then\n if <touching (mouse-pointer v)?> then\n switch costume to (quit game selected v)\n if <mouse down?> then\n start sound [slect v]\n set [pause done? v] to [1]\n set [paused? v] to [0]\n broadcast (ingame pause menu quit v)\n set [level v] to [1]\n end\n else\n switch costume to (quit game v)\n end\n else\n delete this clone\n end\n end\nend\nif <(id) = [3]> then\n go to [front v] layer\n switch costume to (reset level v)\n show\n forever\n if <not <(pause done?) = [1]>> then\n if <touching (mouse-pointer v)?> then\n switch costume to (reset level selected v)\n if <mouse down?> then\n start sound [slect v]\n set [pause done? v] to [1]\n set [paused? v] to [0]\n broadcast (Pause reset v)\n end\n else\n switch costume to (reset level v)\n end\n else\n delete this clone\n end\n end\nend\nif <(id) = [4]> then\n go to [front v] layer\n clear graphic effects\n switch costume to (paused text v)\n show\n forever\n if <not <(pause done?) = [1]>> then\n end\nend\n\nwhen I receive [play game v]\nset [paused? v] to [0]\nset [pause done? v] to [0]\nbroadcast (pause loader v)\n\nwhen I receive [game end v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [menu v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [ingame pause menu quit v]\nset [paused? v] to [0]\nset [pause done? v] to [0]\nbroadcast (transition v)\nbroadcast (menu v)\n\nwhen I receive [pause loader v]\nset [pause done? v] to [1]\nforever\n if <(pause done?) = [0]> then\n set [move? v] to [0]\n end\nend\n\nwhen I receive [ingame pause menu quit v]\nstop [other scripts in sprite v]\nhide\nset [pause done? v] to [1]\n\nwhen this sprite clicked\nstop [other scripts in sprite v]\nbroadcast (pause v)\nstart sound [slect v]\nset [move? v] to [0]\nhide variable [health v]\ngo to [front v] layer\nset [pause done? v] to [0]\nswitch costume to (opacity screen v)\nset [paused? v] to [1]\ngo to [front v] layer\nshow\nset [id v] to [1]\ncreate clone of (_myself_ v)\nset [id v] to [2]\ncreate clone of (_myself_ v)\nset [id v] to [3]\ncreate clone of (_myself_ v)\nset [id v] to [4]\ncreate clone of (_myself_ v)\nwait until <<(pause done?) = [1]> or <(menu reset) = [1]>>\nset [move? v] to [1]\nbroadcast (unpause v)\nhide\nstop [other scripts in sprite v]\nbroadcast (pause loader v)\ndelete this clone\n\nwhen I receive [tick v]\nif <<(transition?) = [1]> or <(cutscene) = [1]>> then\n hide\nelse\n show\nend\nif <(sound?) = [1]> then\n set volume to (100) %\nelse\n if <(sound?) = [0]> then\n set volume to (0) %\n end\nend\n\nwhen I receive [green flag v]\nclear graphic effects\ngo to x: (0) y: (0)\nset [paused? v] to [0]\nset [pause done? v] to [0]\nhide\n\n@Lose screen\n\ndefine Smooth size (numba) Start (start)\nset size to (start) %\nrepeat (50)\n change size by (((numba) - (size)) / (25))\nend\nrepeat (50)\n change size by (((size) - (numba)) / (25))\nend\n\nwhen I receive [oof v]\nhide\nset [you lose? v] to [1]\nset [cutscene v] to [1]\nhide variable [health v]\nhide variable [score v]\nset [move? v] to [0]\ngo to x: (0) y: (0)\nclones\n\nwhen I receive [oof v]\nwait (1) seconds\nwait until <key (any v) pressed?>\nbroadcast (long transistion v)\nwait (1) seconds\nhide\nbroadcast (replay v)\nset [cutscene v] to [0]\nstop [other scripts in sprite v]\n\nwhen I receive [space oof v]\nhide\nset [you lose? v] to [1]\nset [cutscene v] to [1]\nhide variable [health v]\nhide variable [score v]\nset [move? v] to [0]\ngo to x: (0) y: (0)\nclones\n\nwhen I receive [space oof v]\nwait (1) seconds\nwait until <key (any v) pressed?>\nbroadcast (long transistion v)\nwait (1) seconds\nhide\nbroadcast (replay space v)\nset [cutscene v] to [0]\nstop [other scripts in sprite v]\n\nwhen I start as a clone\nif <(ID) = [4]> then\n switch costume to (bg v)\n set size to (100) %\n clear graphic effects\n go to x: (0) y: (0)\n show\n forever\n repeat (25)\n change [brightness v] effect by (-.3)\n end\n repeat (25)\n change [brightness v] effect by (.3)\n end\n end\nend\nif <(ID) = [3]> then\n switch costume to (game over v)\n go to [front v] layer\n set size to (100) %\n clear graphic effects\n go to x: (0) y: (0)\n show\n forever\n Smooth size [105] Start [100]\n end\nend\nif <(ID) = [2]> then\n switch costume to (pick random (1) to (4))\n set size to (100) %\n clear graphic effects\n go to x: (0) y: (0)\n go to [front v] layer\n show\nend\nif <(ID) = [1]> then\n switch costume to (press anykey v)\n set size to (100) %\n clear graphic effects\n go to [front v] layer\n go to x: (0) y: (0)\n forever\n show\n wait (1) seconds\n hide\n wait (1) seconds\n end\nend\n\ndefine clones\nset [id v] to [1]\ncreate clone of (_myself_ v)\nset [id v] to [2]\ncreate clone of (_myself_ v)\nset [id v] to [3]\ncreate clone of (_myself_ v)\nset [id v] to [4]\ncreate clone of (_myself_ v)\n\nwhen I receive [replay v]\ndelete this clone\n\nwhen I receive [replay space v]\ndelete this clone\n\nwhen I receive [green flag v]\ngo to x: (0) y: (0)\ngo to [front v] layer\nhide\n\n@Shop\n\nwhen I receive [shop v]\nset [move? v] to [0]\nset [shop? v] to [1]\nset [cutscene v] to [1]\nshow\ngo to [front v] layer\nforever\n if <<touching (mouse-pointer v)?> and <<<<(mouse x) > [-169]> and <(mouse y) < [169]>> and <(mouse y) > [89]>> and <(mouse x) < [-70]>>> then\n switch costume to (shop purp v)\n switch costume to ((costume [number v]) + (Purple))\n if <mouse down?> then\n if <<(Purple) = [0]> and <<(Score) = [350]> or <(Score) > [350]>>> then\n start sound [chaching v]\n set [purple v] to [1]\n change [score v] by (-350)\n add [2] to [weapon unlocked? v]\n set [weapon selected v] to [2]\n if <<(level) > [0]> and <(level) < [12]>> then\n add [purple] to [which unlocked in level 1? v]\n else\n if <<(level) > [11]> and <(level) < [16]>> then\n add [purple] to [which unlocked in level 2? v]\n else\n if <<(level) > [15]> and <(level) < [24]>> then\n add [purple] to [which unlocked in level 3? v]\n end\n end\n end\n else\n if <(Purple) = [1]> then\n start sound [click v]\n set [weapon selected v] to [2]\n end\n end\n end\n else\n if <<touching (mouse-pointer v)?> and <<<<(mouse x) > [-186]> and <(mouse y) < [51]>> and <(mouse y) > [-24]>> and <(mouse x) < [-55]>>> then\n switch costume to (shop stap v)\n switch costume to ((costume [number v]) + (stapler))\n if <mouse down?> then\n if <<(stapler) = [0]> and <<(Score) = [120]> or <(Score) > [120]>>> then\n start sound [chaching v]\n set [stapler v] to [1]\n change [score v] by (-120)\n add [3] to [weapon unlocked? v]\n set [weapon selected v] to [3]\n if <<(level) > [0]> and <(level) < [12]>> then\n add [stapler] to [which unlocked in level 1? v]\n else\n if <<(level) > [11]> and <(level) < [16]>> then\n add [stapler] to [which unlocked in level 2? v]\n else\n if <<(level) > [15]> and <(level) < [24]>> then\n add [stapler] to [which unlocked in level 3? v]\n end\n end\n end\n else\n if <(Purple) = [1]> then\n start sound [click v]\n set [weapon selected v] to [3]\n end\n end\n end\n else\n if <<touching (mouse-pointer v)?> and <<<<(mouse x) > [-184]> and <(mouse y) < [-55]>> and <(mouse y) > [-127]>> and <(mouse x) < [-59]>>> then\n switch costume to (shop health v)\n switch costume to ((costume [number v]) + (Shield))\n if <mouse down?> then\n if <<(Shield) = [0]> and <<(Score) = [150]> or <(Score) > [150]>>> then\n start sound [chaching v]\n set [shield v] to [1]\n set [health v] to [7]\n set [max hp v] to [7]\n add [4] to [weapon unlocked? v]\n change [score v] by (-150)\n if <<(level) > [0]> and <(level) < [12]>> then\n add [health] to [which unlocked in level 1? v]\n else\n if <<(level) > [11]> and <(level) < [16]>> then\n add [health] to [which unlocked in level 2? v]\n else\n if <<(level) > [15]> and <(level) < [24]>> then\n add [health] to [which unlocked in level 3? v]\n end\n end\n end\n else\n if <(Shield) = [1]> then\n start sound [click v]\n set [max hp v] to [7]\n end\n end\n end\n else\n if <<touching (mouse-pointer v)?> and <<<<(mouse x) > [159]> and <(mouse y) < [-154]>> and <(mouse y) > [-175]>> and <(mouse x) < [230]>>> then\n if <mouse down?> then\n start sound [click v]\n broadcast (end shop v)\n broadcast (transition v)\n hide\n wait (1.2) seconds\n set [shop? v] to [0]\n set [move? v] to [1]\n set [cutscene v] to [0]\n stop [this script v]\n end\n else\n switch costume to (shop none v)\n end\n end\n end\n end\nend\n\nwhen I receive [play game v]\nhide\ngo to x: (0) y: (0)\nclear graphic effects\ndelete all of [weapon unlocked? v]\ndelete all of [which unlocked in level 3? v]\ndelete all of [which unlocked in level 2? v]\ndelete all of [which unlocked in level 1? v]\nset [shield v] to [0]\nset [stapler v] to [0]\nset [purple v] to [0]\nset [max hp v] to [4]\nset [shop? v] to [0]\nset [cutscene v] to [0]\n\nwhen I receive [game end v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [ingame pause menu quit v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [shop purchase level reset stapler v]\ndelete (item # of [3] in [weapon unlocked? v]) of [weapon unlocked? v]\nset [stapler v] to [0]\n\nwhen I receive [shop purchase level reset purple v]\ndelete (item # of [2] in [weapon unlocked? v]) of [weapon unlocked? v]\nset [purple v] to [0]\n\nwhen I receive [shop purchase level reset health v]\ndelete (item # of [4] in [weapon unlocked? v]) of [weapon unlocked? v]\nset [shield v] to [0]\nset [max hp v] to [4]\n\nwhen I receive [green flag v]\nhide\ngo to x: (0) y: (0)\nclear graphic effects\ndelete all of [weapon unlocked? v]\ndelete all of [which unlocked in level 3? v]\ndelete all of [which unlocked in level 2? v]\ndelete all of [which unlocked in level 1? v]\nset [shield v] to [0]\nset [stapler v] to [0]\nset [purple v] to [0]\nset [max hp v] to [4]\nset [shop? v] to [0]\nset [cutscene v] to [0]\n\n@coin\n\ndefine spawn (x) (y)\ngo to x: (x) y: (y)\nswitch costume to (cash v)\nclear graphic effects\nset size to (95) %\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nswitch costume to (cash v)\nwait (pick random (.01) to (1)) seconds\nforever\n repeat until <touching (hitbox v)?>\n repeat (10)\n change y by (.5)\n end\n repeat (10)\n change y by (-.5)\n end\n end\nend\n\nwhen I start as a clone\nset [ghost v] effect to (100)\nwait (1.3) seconds\nshow\nrepeat (25)\n change [ghost v] effect by (-4)\nend\nforever\n if <touching (hitbox v)?> then\n start sound [Coin v]\n broadcast (Ui health/score change v)\n change [level score collected v] by (-10)\n change [score v] by (10)\n repeat (10)\n change y by (2)\n change [ghost v] effect by (10)\n change [brightness v] effect by (5)\n end\n delete this clone\n end\nend\n\nwhen I receive [play game v]\nbroadcast (money spawn reset v)\nset [collect money v] to [0]\nset [level score collected v] to [0]\n\nwhen I receive [scroll effect x v]\nbroadcast (money spawn reset v)\n\nwhen I receive [replay v]\nbroadcast (money spawn reset v)\n\nwhen I receive [replay space v]\nbroadcast (money spawn reset v)\n\ndefine reset\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [money spawn reset v]\nset [level score collected v] to [0]\nreset\nif <(level) = [3]> then\n spawn [70] [40]\n spawn [0] [40]\n spawn [-70] [40]\n spawn [0] [-85]\nend\nif <(level) = [4]> then\n spawn [20] [-85]\n spawn [-60] [-85]\n spawn [-140] [-85]\nend\nif <(level) = [5]> then\n spawn [0] [-85]\n spawn [80] [-85]\n spawn [160] [-85]\nend\nif <(level) = [6]> then\n spawn [-14] [20]\n spawn [-80] [-30]\n spawn [48] [-30]\nend\nif <(level) = [7]> then\n spawn [-130] [45]\n spawn [92] [100]\n spawn [200] [-75]\n spawn [100] [-75]\n spawn [0] [-75]\n spawn [100] [-75]\n spawn [0] [-75]\nend\nif <(level) = [8]> then\n spawn [-52] [80]\n spawn [187] [45]\nend\nif <(level) = [9]> then\n spawn [165] [-75]\n spawn [97] [-75]\nend\nif <(level) = [10]> then\n spawn [0] [-85]\n spawn [80] [-85]\n spawn [160] [-85]\n spawn [0] [-85]\n spawn [80] [-85]\n spawn [160] [-85]\nend\nif <(level) = [13]> then\n spawn [-80] [-85]\n spawn [0] [-85]\n spawn [80] [-85]\n spawn [160] [-85]\n spawn [0] [-10]\n spawn [80] [-10]\n spawn [160] [-10]\n spawn [-80] [-10]\nend\nif <(level) = [14]> then\n spawn [-146] [100]\n spawn [102] [5]\n spawn [195] [85]\nend\nif <(level) = [21]> then\n spawn [0] [-85]\n spawn [80] [-85]\n spawn [160] [-85]\nend\n\nwait until <(level) = [155]>\nspawn [-146] [100]\nspawn [102] [5]\nspawn [195] [85]\n\nwhen I receive [tick v]\nif <(sound?) = [1]> then\n set volume to (100) %\nelse\n if <(sound?) = [0]> then\n set volume to (0) %\n end\nend\n\nwhen I receive [ingame pause menu quit v]\nstop [other scripts in sprite v]\nset [score v] to [0]\nhide\n\nwhen I receive [game end v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [ingame pause menu quit v]\ndelete this clone\n\nwhen I receive [green flag v]\nset [collect money v] to [0]\nset [level score collected v] to [0]\n\n@Shop icon\n\nwhen I receive [ingame pause menu quit v]\nstop [other scripts in sprite v]\nswitch costume to (shop v)\nhide\n\nwhen I receive [game end v]\nstop [other scripts in sprite v]\nswitch costume to (shop v)\nhide\n\nwhen flag clicked\nhide\nclear graphic effects\ngo to x: (0) y: (0)\n\nwhen I receive [tick v]\nif <<(transition?) = [1]> or <<(cutscene) = [1]> or <(paused?) = [1]>>> then\n hide\n go to [back v] layer\n switch costume to (empty v)\nelse\n show\n go to [front v] layer\n switch costume to (shop v)\nend\nif <(sound?) = [1]> then\n set volume to (100) %\nelse\n if <(sound?) = [0]> then\n set volume to (0) %\n end\nend\n\nwhen I receive [play game v]\nshow\nset [ghost v] to [0]\nset [ghost v] effect to (0)\nforever\n if <touching (mouse-pointer v)?> then\n if <mouse down?> then\n broadcast (shop v)\n start sound [Machine v]\n wait (1) seconds\n end\n if <not <<(ghost) < [0]> or <(ghost) = [0]>>> then\n change [ghost v] effect by (-2)\n change [ghost v] by (-2)\n end\n else\n if <not <<[64] < (ghost)> or <(ghost) = [64]>>> then\n change [ghost v] effect by (1)\n change [ghost v] by (1)\n end\n end\nend\n\n@Score\n\nwhen I start as a clone\nif <<(cutscene) = [1]> and <not <(shop?) = [1]>>> then\n hide\nelse\n show\nend\nset size to (round (score size)) %\nif <(shop?) = [1]> then\n set [ghost v] effect to (0)\n set size to (70) %\nend\nwait (0.01) seconds\ndelete this clone\n\ndefine Draw Number\ngo to x: (-220) y: (98)\nif <(shop?) = [1]> then\n go to x: (110) y: (-164)\nelse\n go to x: (-220) y: (98)\nend\nset [i v] to [1]\nrepeat (length of (Score))\n switch costume to (letter (i) of (Score))\n create clone of (_myself_ v)\n if <(shop?) = [1]> then\n change x by (15)\n else\n change x by (20)\n end\n change [i v] by (1)\nend\n\nwhen I receive [play game v]\nforever\n Draw Number\nend\n\nwhen I receive [tick v]\nset [ghost v] effect to (score GHOST EFFECT)\n\nwhen I receive [ingame pause menu quit v]\nstop [other scripts in sprite v]\nhide\nswitch costume to (0 v)\ndelete this clone\n\nwhen I receive [game end v]\nstop [other scripts in sprite v]\nhide\nswitch costume to (0 v)\ndelete this clone\n\nwhen I receive [shop v]\nwait () seconds\ngo to [front v] layer\n\nwhen I receive [green flag v]\nhide\nswitch costume to (0 v)\nset [score v] to [0]\ngo to [front v] layer\n\n@Score/health\n\nwhen I receive [play game v]\nswitch costume to ((Health) + (1))\nshow\nset [score ghost effect v] to [0]\nset [ghost v] effect to (0)\nwait (3) seconds\nrepeat until <(score GHOST EFFECT) = [50]>\n change [ghost v] effect by (1)\n change [score ghost effect v] by (1)\nend\nforever\n switch costume to ((Health) + (1))\nend\n\nwhen I receive [ui health/score change v]\nset size to (100) %\nset [score size v] to [100]\nset [score ghost effect v] to [0]\nset [ghost v] effect to (0)\nrepeat (10)\n change [score size v] by (((105) - (score size)) / (14))\nend\nrepeat until <<(score GHOST EFFECT) = [50]> or <(score GHOST EFFECT) > [50]>>\n change [ghost v] effect by (1)\n change [score ghost effect v] by (1)\n change [score size v] by (((100) - (score size)) / (14))\nend\n\nwhen I receive [game end v]\nstop [other scripts in sprite v]\nswitch costume to (hp full \(normal\)4 v)\nhide\n\nwhen I receive [ingame pause menu quit v]\nstop [other scripts in sprite v]\nswitch costume to (hp full \(normal\)4 v)\nhide\n\nwhen I receive [green flag v]\nhide\nset [health v] to [4]\nclear graphic effects\ngo to x: (0) y: (0)\n\n@thumbnail\n\nwhen [timer v] > (.1)\ngo to [front v] layer\ngo to x: (0) y: (200)\nset [brightness v] effect to (45)\nshow\nrepeat (45)\n change y by (((0) - (y position)) / (7))\n change [brightness v] effect by (-1)\nend\n\nwhen I receive [green flag v]\nhide\ngo to x: (0) y: (0)\n\nwhen I receive [green flag v]\nforever\n reset timer\nend\n\n@Fog effect\n\nwhen I start as a clone\nswitch costume to (light v)\nset [brightness v] effect to (0)\ngo to [front v] layer\nshow\nforever\n if <[space levels v] contains (level)?> then\n show\n go to (hitbox v)\n change y by (20)\n else\n hide\n go to x: (0) y: (0)\n end\n if <[space levels v] contains (level)?> then\n set [brightness v] effect to (0)\n set [ghost v] effect to (70)\n end\nend\n\nwhen I receive [play game v]\ncreate clone of (_myself_ v)\nset [fog scroll v] to [0]\nswitch costume to (fog v)\n\nwhen I receive [tick v]\nif <[space levels v] contains (level)?> then\n go to [front v] layer\n show\nelse\n go to [back v] layer\n hide\nend\ngo to x: ((((Camera X) * (-1)) + (Fog Scroll)) mod (480)) y: (((Camera Y) * (-1)) mod (360))\nchange [fog scroll v] by (1.5)\nif <[space levels v] contains (level)?> then\n set [brightness v] effect to (10)\n set [ghost v] effect to (70)\nend\n\nwhen I receive [green flag v]\nhide\nclear graphic effects\ngo to x: (0) y: (0)\n\n
Make your own levels:\nhttps://scratch.mit.edu/projects/753049043\n\nMovement: WASD / Arrows\n(Fire) Throw Fireball / (Tanooki) Spin Tail / Start Level: Space\nUse Pipe: S / Down Arrow\n(Tanooki) Transform into a Statue: E / M \n(Tanooki - While Running) Fly: W / Up Arrow\n\nIf the game is still loading, it's because the game is 28.1mb big. Just give it a few more seconds, read the Notes while you wait. Don't comment complaints because at this point, it's your internet that's slow. I'm sorry I made an expansive and content-rich game for you.
TILT- A Platformer
@Stage\n\nwhen I receive [__render level v]\nif <(_GAME LEVEL) < [51]> then\n if <(_GAME LEVEL) < [41]> then\n switch backdrop to (grid gradient v)\n else\n switch backdrop to (red backdrop v)\n end\n set [color v] effect to (_COLOUR - GLOBAL)\nelse\n clear graphic effects\n switch backdrop to (nor v)\nend\n\nwhen I receive [__main menu v]\nswitch backdrop to (menu backdrop v)\n\nwhen I receive [@menu buttons tick v]\nset [color v] effect to (_COLOUR - GLOBAL)\n\n@Thumbnail\n\nwhen flag clicked\nset size to (101) %\nhide\nforever\n set [time track v] to (timer)\nend\n\nwhen [timer v] > ((time track) + (0.2))\ngo to x: (0) y: (0)\nswitch costume to (thumbnail v3 v)\ngo to [front v] layer\nshow\n\nwhen I receive [___game complete v]\nhide\nwait (3) seconds\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nswitch costume to (thumbnail v3 v)\ngo to [front v] layer\nshow\nrepeat (200)\n change [ghost v] effect by (-0.5)\nend\n\n@Player\n\ndefine Change Y by (y)\nchange [_player y v] by (y)\nGet IsSolid\nrepeat ([ceiling v] of ([abs v] of (y) ) )\n if <(is solid) = [0]> then\n stop [this script v]\n end\n change [_player y v] by ((0) - ((y) / ([abs v] of (y) )))\n if <((y) * (_GRAVITY)) > [0]> then\n set [jumping v] to [9999]\n else\n if <(falling) > [2]> then\n if <<(_GRAVITY) > [0]> and <(_PLAYER YV) < [-4]>> then\n start sound [Land v]\n else\n if <(_PLAYER YV) > [4]> then\n start sound [Land v]\n end\n end\n end\n set [jumping v] to [0]\n set [falling v] to [0]\n end\n Get IsSolid\n set [_player yv v] to [0]\nend\n\ndefine Position\ngo to x: (((round (_PLAYER X)) - ((_LEVEL X) * (480))) + (round (_LEVEL SHAKE X))) y: (((round (_PLAYER Y)) - ((_LEVEL Y) * (360))) + (round (_LEVEL SHAKE Y)))\n\ndefine Get IsSolid\nPosition\nif <<<touching (level v)?> or <touching (mob v)?>> or <touching (door v)?>> then\n set [is solid v] to [1]\nelse\n set [is solid v] to [0]\nend\n\ndefine Change X by (x)\nchange [_player x v] by (x)\nrepeat ([ceiling v] of ((7) * (_SIZE)) )\n Get IsSolid\n if <(is solid) = [1]> then\n change [_player y v] by ((1) * (_GRAVITY))\n else\n stop [this script v]\n end\nend\nchange [_player y v] by (((0) - ([ceiling v] of ((7) * (_SIZE)) )) * (_GRAVITY))\nrepeat ([ceiling v] of ([abs v] of (x) ) )\n if <(is solid) = [0]> then\n stop [this script v]\n end\n set [_player xv v] to [0]\n change [_player x v] by ((0) - ((x) / ([abs v] of (x) )))\n Get IsSolid\nend\n\ndefine Animate\nif <<(falling) > [2]> or <(jumping) > [0]>> then\n if <((_PLAYER YV) * (_GRAVITY)) > [0]> then\n set [costume v] to [3]\n else\n set [costume v] to [4]\n end\nelse\n if <([abs v] of (_PLAYER XV) ) > [0.1]> then\n set [costume v] to (([floor v] of (((timer) * (12)) mod (4)) ) + (5))\n else\n set [costume v] to (([floor v] of (((timer) * (5)) mod (2)) ) + (1))\n end\nend\nif <(_GRAVITY) = [1]> then\n switch costume to (costume)\nelse\n switch costume to ((costume) + (8))\nend\n\ndefine Spawn\nclear graphic effects\nset [_player yv v] to [0]\nset [_player xv v] to [0]\nset [_player x v] to (_PLAYER SPAWN X)\nset [_player y v] to (_PLAYER SPAWN Y)\nset [_death v] to [0]\nset [_gravity v] to [1]\nset rotation style [left-right v]\nif <(_PLAYER X) > [0]> then\n point in direction (-90)\nelse\n point in direction (90)\nend\nset size to ((101) * (_SIZE)) %\nset [_level x v] to [0]\nset [_level y v] to [0]\nset [_level shake v] to [0]\nset [_level shake y v] to [0]\nset [_level shake x v] to [0]\nset [_moving platform xv v] to [0]\nset [_moving platform yv v] to [0]\nset [_keys collected v] to [0]\nset [_keys total v] to [0]\nset [_game mode v] to [1]\nset [_timer v] to [0]\nbroadcast (_RESET LEVEL MOBS v) and wait\nbroadcast (_DOOR v)\nerase all\nbroadcast (__MUSIC UPDATE v)\nbroadcast (__RENDER LEVEL v)\nbroadcast (_FIND SPAWN POSITION v)\n\nwhen I receive [player tick v]\nif <(_DEATH) = [0]> then\n switch costume to (hitbox v)\n show\n Get IsSolid\n if <(is solid) > [0]> then\n change [_player x v] by (_MOVING PLATFORM XV)\n change [_player y v] by (_MOVING PLATFORM YV)\n Get IsSolid\n if <(is solid) > [0]> then\n Find Available Space | X: (_PLAYER X) Y: (_PLAYER Y) Max Distance: ([ceiling v] of ((12) * (_SIZE)) )\n if <(is solid) > [0]> then\n set [_death v] to [1]\n end\n end\n else\n Change X by (_MOVING PLATFORM XV)\n Change Y by (_MOVING PLATFORM YV)\n end\n set [_moving platform xv v] to [0]\n set [_moving platform yv v] to [0]\n if <(_GAME MODE) = [1]> then\n Timer Tick\n if <[_controls v] contains [Right]?> then\n point in direction (90)\n change [_player xv v] by (1.8)\n else\n if <[_controls v] contains [Left]?> then\n point in direction (-90)\n change [_player xv v] by (-1.8)\n end\n end\n if <([abs v] of (_PLAYER XV) ) > [0.4]> then\n Change X by ((_PLAYER XV) * (_SIZE))\n else\n set [_player xv v] to [0]\n end\n if <<<(_GRAVITY) = [1]> and <[_controls v] contains [Up]?>> or <<(_GRAVITY) = [-1]> and <[_controls v] contains [Down]?>>> then\n if <<(falling) < [4]> or <(jumping) > [0]>> then\n if <(jumping) < [8]> then\n if <(jumping) = [0]> then\n start sound [Jump v]\n end\n change [jumping v] by (1)\n if <([abs v] of (_PLAYER YV) ) < [7.5]> then\n set [_player yv v] to ((7.5) * (_GRAVITY))\n if <([floor v] of ((jumping) / (2)) ) = ((jumping) / (2))> then\n end\n end\n end\n else\n set [jumping v] to [0]\n end\n end\n set [_player xv v] to ((_PLAYER XV) * (0.75))\n change [falling v] by (1)\n Change Y by ((_PLAYER YV) * (_SIZE))\n change [_player yv v] by ((-1) * (_GRAVITY))\n if <(_PLAYER YV) < [-24]> then\n set [_player yv v] to [-24]\n else\n if <(_PLAYER YV) > [24]> then\n set [_player yv v] to [24]\n end\n end\n switch costume to (large v)\n Position\n switch costume to (danger hitbox v)\n if <<touching (spikes v)?> or <touching (moving spikes v)?>> then\n set [_death v] to [1]\n end\n switch costume to (hitbox v)\nend\n\ndefine // (comment)\n\nwhen I receive [player editor tick v]\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [_player x v] by (12)\nelse\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [_player x v] by (-12)\n end\nend\nif <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n change [_player y v] by (12)\nelse\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n change [_player y v] by (-12)\n end\nend\nPosition\nAnimate\n\ndefine Find Available Space | X: (x) Y: (y) Max Distance: (max dist)\nset [distance v] to [1]\nrepeat (max dist)\n if <(_GRAVITY) > [0]> then\n set [direction v] to [0]\n else\n set [direction v] to [-180]\n end\n repeat (16)\n set [_player x v] to ((x) + (([sin v] of (direction) ) * (distance)))\n set [_player y v] to ((y) + (([cos v] of (direction) ) * (distance)))\n Get IsSolid\n if <(is solid) > [0]> then\n change [direction v] by (22.5)\n else\n stop [this script v]\n end\n end\n change [distance v] by (1)\nend\n\nwhen I receive [__game start v]\nset [__is mobile? v] to [1]\nset [_editor v] to [0]\nset [_level shake v] to [0]\nset [_light v] to [100]\nif <(_GAME LEVEL) = [1]> then\n set [done intro v] to [0]\nelse\n set [done intro v] to [1]\nend\nset [__speedrun timer v] to [0]\nset [__speedrun time display v] to [0'00]\nforever\n broadcast (_DELETE TEXT v) and wait\n broadcast (_DELETE PARTICLES v) and wait\n broadcast (_DELETE MOBS v) and wait\n broadcast (_LOAD LEVEL v) and wait\n delete all of [_controls v]\n delete all of [_particle spawns v]\n Spawn\n go to [front v] layer\n if <(_EXIT) = [1]> then\n broadcast (_FADE IN v)\n end\n if <(done intro) = [0]> then\n Intro\n set [done intro v] to [1]\n end\n set [_exit v] to [0]\n repeat until <(_EXIT) > [0]>\n if <<key (e v) pressed?> and > then\n Toggle Editor\n wait until <not <key (e v) pressed?>>\n end\n Switch Levels\n if <(_DEATH) = [1]> then\n // [Death]\n broadcast (_DELETE TEXT v) and wait\n set [_game mode v] to [1]\n start sound [Hit v]\n hide\n Particle Dot Shower [20]\n Particle | X: (_PLAYER X) Y: (_PLAYER Y) Id: [4]\n set [_level shake v] to [5]\n repeat (20)\n Game Tick\n end\n Spawn\n Game Tick\n end\n if <(_EDITOR) > [0]> then\n // [Editor Tick]\n if <(_GAME MODE) > [0]> then\n broadcast (First Tick v)\n broadcast (Player Editor Tick v)\n broadcast (Moving Spikes Tick v)\n broadcast (Mob Tick v)\n broadcast (Background Particles Tick v)\n broadcast (Light Tick v)\n broadcast (Particle Tick v)\n broadcast (Animate v)\n end\n else\n // [Normal Game Tick]\n Game Tick\n end\n end\n // [Level Complete]\n change [_game level v] by (1)\n broadcast (_FADE OUT v)\n if <(_GAME LEVEL) > [50]> then\n if <(_GAME LEVEL) = [51]> then\n // [Entry to the Kingdom of Nor]\n set [_music v] to [6]\n start sound [Connect v]\n broadcast (__MUSIC UPDATE v)\n wait (3) seconds\n else\n // [Game Complete]\n repeat (15)\n set [speech # v] to [1]\n broadcast (_DELETE TEXT v) and wait\n broadcast (_DELETE PARTICLES v) and wait\n broadcast (_DELETE MOBS v) and wait\n broadcast (_LOAD LEVEL v) and wait\n delete all of [_controls v]\n delete all of [_particle spawns v]\n hide\n broadcast (_FADE IN v)\n repeat (length of [conclusion text v])\n set [_outro frame v] to (speech #)\n broadcast (_FADE IN v)\n repeat until <not <<key (z v) pressed?> or <mouse down?>>>\n broadcast (Text Animate v)\n broadcast (_CONCLUSION v)\n end\n repeat (15)\n broadcast (Text Animate v)\n broadcast (_CONCLUSION v)\n end\n add (item (speech #) of [conclusion text v]) to [_text to write v]\n repeat until <<key (z v) pressed?> or <mouse down?>>\n broadcast (Text Animate v)\n broadcast (_CONCLUSION v)\n end\n add [] to [_text to write v]\n change [speech # v] by (1)\n wait (0) seconds\n repeat (15)\n broadcast (Text Animate v)\n broadcast (_CONCLUSION v)\n end\n broadcast (_FADE OUT v) and wait\n end\n broadcast (___GAME COMPLETE v)\n stop [this script v]\n end\n else\n start sound [Connect v]\n repeat (15)\n Timer Tick\n end\n end\nend\n\nwhen flag clicked\nerase all\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [first tick v]\nif <(__IS MOBILE?) > [0]> then\n if <key (any v) pressed?> then\n set [__is mobile? v] to [0]\n end\nend\nchange [_timer v] by (0.033)\nswitch costume to (large v)\nPosition\nswitch costume to (hitbox v)\n\ndefine Particle | X: (x) Y: (y) Id: (id)\nadd (x) to [_particle spawns v]\nadd (y) to [_particle spawns v]\nadd (id) to [_particle spawns v]\n\ndefine Particle Dot Shower (size)\nrepeat (size)\n Particle | X: (_PLAYER X) Y: (_PLAYER Y) Id: [1]\nend\n\ndefine Switch Levels\nif <((_PLAYER X) - ((_LEVEL X) * (480))) > [240]> then\n change [_level x v] by (1)\n broadcast (_DELETE PARTICLES v) and wait\n erase all\n broadcast (__RENDER LEVEL v)\nelse\n if <((_PLAYER X) - ((_LEVEL X) * (480))) < [-240]> then\n change [_level x v] by (-1)\n broadcast (_DELETE PARTICLES v) and wait\n erase all\n broadcast (__RENDER LEVEL v)\n end\nend\nif <((_PLAYER Y) - ((_LEVEL Y) * (360))) > [180]> then\n change [_level y v] by (1)\n broadcast (_DELETE PARTICLES v) and wait\n erase all\n broadcast (__RENDER LEVEL v)\nelse\n if <((_PLAYER Y) - ((_LEVEL Y) * (360))) < [-180]> then\n change [_level y v] by (-1)\n broadcast (_DELETE PARTICLES v) and wait\n erase all\n broadcast (__RENDER LEVEL v)\n end\nend\n\nwhen I receive [shake level v]\nset [_level shake x v] to (round (pick random (_LEVEL SHAKE) to ((0) - (_LEVEL SHAKE))))\nset [_level shake y v] to (round (pick random (_LEVEL SHAKE) to ((0) - (_LEVEL SHAKE))))\n\ndefine Intro\nset [_game mode v] to [2]\nset [speech # v] to [1]\nset [speech v] to [The last thing Mello could remember was a blinding light appearing in the sky.]\nadd (speech) to [_text to write v]\nrepeat until <(speech) = []>\n if <<<key (z v) pressed?> or <mouse down?>> and <(z pressed) = [0]>> then\n change [speech # v] by (1)\n if <(speech #) = [2]> then\n set [speech v] to [Now, Mello has woken up in an unusual, but somewhat familiar place.]\n else\n if <(speech #) = [3]> then\n set [speech v] to [But it seems different this time.]\n else\n if <(speech #) = [4]> then\n set [speech v] to [This time, it won't let Mello escape.]\n else\n if <(speech #) = [5]> then\n set [speech v] to []\n end\n end\n end\n end\n if <(speech) > []> then\n add (speech) to [_text to write v]\n end\n end\n if <key (x v) pressed?> then\n delete all of [_text to write v]\n add [] to [_text to write v]\n set [_game mode v] to [1]\n stop [this script v]\n end\n if <<key (z v) pressed?> or <mouse down?>> then\n set [z pressed v] to [1]\n else\n set [z pressed v] to [0]\n end\n Game Tick\nend\ndelete all of [_text to write v]\nadd [] to [_text to write v]\nset [_game mode v] to [1]\n\ndefine Tick - Player Can't Move\nbroadcast (First Tick v)\nbroadcast (Shake Level v)\nbroadcast (Position Level v)\nbroadcast (Moving Platform Tick v)\nbroadcast (Moving Spikes Tick v)\nbroadcast (Mob Tick v)\nbroadcast (Background Particles Tick v)\nbroadcast (Light Tick v)\nbroadcast (Particle Tick v)\nbroadcast (Text Animate v)\nbroadcast (Animate v)\n\ndefine Toggle Editor\nerase all\nset [_game mode v] to [1]\nbroadcast (_DELETE PARTICLES v) and wait\nif <(_EDITOR) = [0]> then\n broadcast (_DELETE MOBS v) and wait\n broadcast (_LOAD LEVEL v) and wait\n set [_editor v] to [1]\nelse\n broadcast (_SAVE MOB LEVEL v) and wait\n set [_editor v] to [0]\n broadcast (_DELETE MOBS v) and wait\n broadcast (_LOAD LEVEL v) and wait\n set [_keys collected v] to [0]\n set [_keys total v] to [0]\n broadcast (_RESET LEVEL MOBS v) and wait\n broadcast (__MUSIC UPDATE v)\n if <(_KEYS TOTAL) > [0]> then\n broadcast (_DOOR v)\n end\nend\nset size to ((101) * (_SIZE)) %\nset [_level shake x v] to [0]\nset [_level shake y v] to [0]\nbroadcast (__RENDER LEVEL v) and wait\n\nwhen I receive [animate v]\nswitch costume to (large v)\nPosition\nAnimate\n\ndefine Game Tick\nif <(_GAME MODE) > [0]> then\n if <(round (_LEVEL SHAKE)) > [0]> then\n broadcast (Shake Level v)\n broadcast (Position Level v)\n broadcast (First Tick v)\n broadcast (Moving Platform Tick v)\n broadcast (Moving Spikes Tick v)\n broadcast (Control Tick v)\n broadcast (Player Tick v)\n broadcast (Mob Tick v)\n broadcast (Background Particles Tick v)\n broadcast (Light Tick v)\n broadcast (Particle Tick v)\n broadcast (Animate v)\n broadcast (Text Animate v)\n erase all\n set [_level shake v] to ((_LEVEL SHAKE) * (0.88))\n broadcast (__RENDER LEVEL v) and wait\n else\n broadcast (First Tick v)\n broadcast (Moving Platform Tick v)\n broadcast (Moving Spikes Tick v)\n broadcast (Control Tick v)\n broadcast (Player Tick v)\n broadcast (Mob Tick v)\n broadcast (Background Particles Tick v)\n broadcast (Light Tick v)\n broadcast (Particle Tick v)\n broadcast (Animate v)\n broadcast (Text Animate v)\n if <(_LEVEL SHAKE) > [0]> then\n set [_level shake v] to [0]\n set [_level shake x v] to [0]\n set [_level shake y v] to [0]\n erase all\n broadcast (__RENDER LEVEL v) and wait\n end\n end\nend\n\nwhen I receive [_find spawn position v]\nshow\nswitch costume to (hitbox v)\nChange Y by [-10]\nAnimate\n\n// [Wall Jumping]\nif <<(falling) > [2]> and <[_controls v] contains [Up]?>> then\n set [_player yv v] to [12]\n set [_player xv v] to ((0) - (((direction) / ([abs v] of (direction) )) * (20)))\nend\n\ndefine Timer Tick\nif <(_GAME LEVEL) < [51]> then\n change [__speedrun timer v] by ((1) / (30))\n if <(length of ([floor v] of ((__SPEEDRUN TIMER) mod (60)) )) < [2]> then\n set [__speedrun time display v] to (join (join ([floor v] of ((__SPEEDRUN TIMER) / (60)) ) ['0]) ([floor v] of ((__SPEEDRUN TIMER) mod (60)) ))\n else\n set [__speedrun time display v] to (join (join ([floor v] of ((__SPEEDRUN TIMER) / (60)) ) [']) ([floor v] of ((__SPEEDRUN TIMER) mod (60)) ))\n end\nend\n\nwhen I receive [_set sfx volume v]\nset volume to ((100) * (_SOUNDS ON/OFF)) %\n\n@Level\n\nwhen I receive [__render level v]\nset [costume v] to (join (join [Level_] (_GAME LEVEL)) (join (join [ x] (_LEVEL X)) (join [ y] (_LEVEL Y))))\nswitch costume to (costume)\nif <(costume [name v]) = (costume)> then\n show\n if <(_GAME LEVEL) < [51]> then\n Outline | Width ([ceiling v] of ((20) * (_SIZE)) ) Colour: (_COLOUR - GLOBAL) Transparency: [97] Brightness: [0]\n Outline | Width ([ceiling v] of ((14) * (_SIZE)) ) Colour: (_COLOUR - GLOBAL) Transparency: [97] Brightness: [0]\n if <(_LEVEL SHAKE) > [0]> then\n Outline | Width ([ceiling v] of ((9) * (_SIZE)) ) Colour: (_COLOUR - GLOBAL) Transparency: [95] Brightness: [0]\n Outline | Width ([ceiling v] of ((6) * (_SIZE)) ) Colour: (_COLOUR - GLOBAL) Transparency: [87] Brightness: [0]\n Outline | Width ([ceiling v] of ((3) * (_SIZE)) ) Colour: (_COLOUR - GLOBAL) Transparency: [87] Brightness: [0]\n else\n Outline | Width ([ceiling v] of ((9) * (_SIZE)) ) Colour: (_COLOUR - GLOBAL) Transparency: [96] Brightness: [0]\n Outline | Width ([ceiling v] of ((8) * (_SIZE)) ) Colour: (_COLOUR - GLOBAL) Transparency: [99] Brightness: [0]\n Outline | Width ([ceiling v] of ((7) * (_SIZE)) ) Colour: (_COLOUR - GLOBAL) Transparency: [97] Brightness: [0]\n Outline | Width ([ceiling v] of ((6) * (_SIZE)) ) Colour: (_COLOUR - GLOBAL) Transparency: [95] Brightness: [0]\n Outline | Width ([ceiling v] of ((5) * (_SIZE)) ) Colour: (_COLOUR - GLOBAL) Transparency: [90] Brightness: [0]\n end\n Outline | Width ([ceiling v] of ((3) * (_SIZE)) ) Colour: (_COLOUR - GLOBAL) Transparency: [70] Brightness: [0]\n Outline | Width ([ceiling v] of ((2) * (_SIZE)) ) Colour: (_COLOUR - GLOBAL) Transparency: [0] Brightness: [20]\n Outline | Width ((1) * (_SIZE)) Colour: (_COLOUR - GLOBAL) Transparency: [0] Brightness: [85]\n clear graphic effects\n set [brightness v] effect to (-100)\n else\n clear graphic effects\n switch costume to (join (costume) [ Decor])\n set size to (200) %\n stamp\n set size to (101) %\n set [ghost v] effect to (100)\n switch costume to (costume)\n end\n go to x: (round (_LEVEL SHAKE X)) y: (round (_LEVEL SHAKE Y))\nelse\n hide\nend\n\ndefine Outline | Width (width) Colour: (colour) Transparency: (transp) Brightness: (bright)\ngo to x: (round (_LEVEL SHAKE X)) y: (round (_LEVEL SHAKE Y))\nset [brightness v] effect to (bright)\nset [color v] effect to (colour)\nset [ghost v] effect to (transp)\nchange y by (width)\nstamp\nchange x by (width)\nstamp\nchange y by ((0) - (width))\nstamp\nchange y by ((0) - (width))\nstamp\nchange x by ((0) - (width))\nstamp\nchange x by ((0) - (width))\nstamp\nchange y by (width)\nstamp\nchange y by (width)\nstamp\n\nwhen flag clicked\nset size to (101) %\ngo to [front v] layer\n\nwhen I receive [position level v]\ngo to x: (round (_LEVEL SHAKE X)) y: (round (_LEVEL SHAKE Y))\n\nwhen flag clicked\nhide\n\n@Spikes\n\nwhen I receive [__render level v]\nset [costume v] to (join (join [Level_] (_GAME LEVEL)) (join (join [ x] (_LEVEL X)) (join [ y] (_LEVEL Y))))\nswitch costume to (costume)\nif <(costume [name v]) = (costume)> then\n set size to (101) %\n show\n clear graphic effects\n set [color v] effect to (_COLOUR - GLOBAL)\n set [brightness v] effect to (100)\n go to x: (round (_LEVEL SHAKE X)) y: (round (_LEVEL SHAKE Y))\nelse\n hide\nend\n\nwhen I receive [position level v]\ngo to x: (round (_LEVEL SHAKE X)) y: (round (_LEVEL SHAKE Y))\n\nwhen flag clicked\nhide\n\n@Moving Spikes\n\nwhen I receive [__render level v]\nset [costume v] to (join (join [Level_] (_GAME LEVEL)) (join (join [ x] (_LEVEL X)) (join [ y] (_LEVEL Y))))\nswitch costume to (costume)\nif <(costume [name v]) = (costume)> then\n set size to (101) %\n show\n go to x: (_LEVEL SHAKE X) y: ((round (_LEVEL SHAKE Y)) + ([floor v] of ((move y) * (_SIZE)) ))\n clear graphic effects\n set [color v] effect to (_COLOUR - GLOBAL)\n set [brightness v] effect to (100)\nelse\n hide\nend\n\nwhen I receive [position level v]\ngo to x: (round (_LEVEL SHAKE X)) y: ((round (_LEVEL SHAKE Y)) + ([floor v] of ((move y) * (_SIZE)) ))\n\nwhen I receive [moving spikes tick v]\nif <(_EDITOR) > [0]> then\n go to x: (round (_LEVEL SHAKE X)) y: (round (_LEVEL SHAKE Y))\nelse\n go to x: (_LEVEL SHAKE X) y: ((round (_LEVEL SHAKE Y)) + ([floor v] of ((move y) * (_SIZE)) ))\n if <(mode) = [0]> then\n // [Going Down]\n change [move y v] by (((-25) - (move y)) / (4))\n if <(time) > [35]> then\n // [Switch to Going Up]\n set [mode v] to [1]\n set [time v] to [0]\n end\n change [time v] by (1)\n else\n if <(mode) = [1]> then\n // [Going Up]\n change [move y v] by (((0) - (move y)) / (5))\n if <(time) > [35]> then\n // [Switch to Going Down]\n set [mode v] to [0]\n set [time v] to [0]\n end\n change [time v] by (1)\n end\n end\nend\n\nwhen I receive [_reset level mobs v]\nset [move y v] to [0]\nset [mode v] to [1]\nset [time v] to [0]\n\ndefine // (comment)\n\nwhen flag clicked\nhide\n\n@Mob Barriers\n\nwhen I receive [__render level v]\nset [costume v] to (join (join [Level_] (_GAME LEVEL)) (join (join [ x] (_LEVEL X)) (join [ y] (_LEVEL Y))))\nswitch costume to (costume)\nif <(costume [name v]) = (costume)> then\n set size to (101) %\n go to x: (round (_LEVEL SHAKE X)) y: (round (_LEVEL SHAKE Y))\n if <(_EDITOR) > [0]> then\n set [ghost v] effect to (40)\n else\n set [ghost v] effect to (100)\n end\n show\nelse\n hide\nend\n\nwhen flag clicked\ngo to [front v] layer\nhide\n\nwhen I receive [position level v]\ngo to x: (round (_LEVEL SHAKE X)) y: (round (_LEVEL SHAKE Y))\n\n@Mob\n\nwhen I receive [record mob data v]\nif <(id) > []> then\n add (x) to [_mob data v]\n add (y) to [_mob data v]\n add (id) to [_mob data v]\n add (data) to [_mob data v]\nend\n\ndefine Mob | X (x) Y (y) Id (id)\nset [x v] to (x)\nset [y v] to (y)\nset [id v] to (id)\ncreate clone of (_myself_ v)\nset [id v] to []\n\nwhen I receive [mob tick v]\nif <(id) > []> then\n if <<([abs v] of ((x) - ((_LEVEL X) * (480))) ) < [240]> and <([abs v] of ((y) - ((_LEVEL Y) * (360))) ) < [180]>> then\n if <(_EDITOR) > [0]> then\n set [show? v] to [1]\n Position\n go to [front v] layer\n show\n Editor - Set Tile Costume (id)\n if <mouse down?> then\n if <(mouse down) = [0]> then\n if <(_EDITOR BRUSH) = [0]> then\n if <touching (mouse-pointer v)?> then\n delete this clone\n end\n end\n end\n set [mouse down v] to [1]\n else\n set [mouse down v] to [0]\n if <(id) = [26]> then\n if <touching (mouse-pointer v)?> then\n say (data)\n if <key ((join [/] []) v) pressed?> then\n set [_game mode v] to [0]\n ask (join [Enter New Data | Current: ] (data)) and wait\n set [_game mode v] to [1]\n set [data v] to (answer)\n end\n else\n say []\n end\n end\n end\n else\n if <(is moving platform) = [0]> then\n set [show? v] to [1]\n Position\n show\n if <(id) < [3]> then\n if <(id) = [1]> then\n // [Flag]\n switch costume to (([floor v] of (((timer) * (10)) mod (8)) ) + (1))\n if <(_DEATH) = [0]> then\n if <<([abs v] of ((x) - (_PLAYER X)) ) < ((15) * (_SIZE))> and <([abs v] of ((y) - (_PLAYER Y)) ) < ((30) * (_SIZE))>> then\n set [_exit v] to [1]\n end\n end\n else\n if <(id) = [2]> then\n // [Spawn]\n delete this clone\n end\n end\n else\n if <(id) < [9]> then\n if <(id) = [5]> then\n // [Arrow Right]\n change x by (([sin v] of (((timer) + (y)) * (140)) ) * (5))\n switch costume to (arrow right v)\n else\n if <(id) = [6]> then\n // [Arrow Left]\n change x by (([sin v] of (((timer) + (y)) * (140)) ) * (5))\n switch costume to (arrow left v)\n else\n if <(id) = [7]> then\n // [Arrow Up]\n change y by (([sin v] of (((timer) + (x)) * (140)) ) * (5))\n switch costume to (arrow up v)\n else\n if <(id) = [8]> then\n // [Arrow Down]\n change y by (([sin v] of (((timer) + (x)) * (140)) ) * (5))\n switch costume to (arrow down v)\n end\n end\n end\n end\n else\n if <(id) < [12]> then\n if <(id) = [9]> then\n // [Trampoline]\n if <(stop time) > [0]> then\n switch costume to (bounced v)\n Particle | X: (_PLAYER X) Y: ((_PLAYER Y) - (8)) Id: [2]\n change [stop time v] by (-1)\n else\n switch costume to (bounce v)\n if <touching (player v)?> then\n set [_player yv v] to [18]\n set [stop time v] to [6]\n start sound [Big Boing v]\n end\n end\n else\n if <(id) = [10]> then\n // [Key]\n if <(collected) = [0]> then\n switch costume to (white key v)\n change y by ((([sin v] of (((timer) + (x)) * (140)) ) * (5)) * (_SIZE))\n if <<([abs v] of ((x) - (_PLAYER X)) ) < ((30) * (_SIZE))> and <([abs v] of ((y) - (_PLAYER Y)) ) < ((30) * (_SIZE))>> then\n set [collected v] to [1]\n change [_keys collected v] by (1)\n Particle Dot Shower | X: (x) Y: (y) Size: [5]\n start sound [Clang v]\n end\n set [show? v] to [1]\n show\n else\n set [show? v] to [0]\n hide\n end\n else\n if <(id) = [11]> then\n // [Sawblade]\n switch costume to (saw v)\n set rotation style [all around v]\n turn right (10) degrees\n if <touching (player v)?> then\n set [_death v] to [1]\n end\n end\n end\n end\n else\n if <(id) < [15]> then\n if <(id) = [12]> then\n // [Wizard NPC]\n if <(_GAME LEVEL) < [51]> then\n set [pixelate v] effect to (pick random (0) to (pick random (0) to (pick random (0) to (30))))\n set [mosaic v] effect to (pick random (0) to (pick random (0) to (pick random (0) to (pick random (0) to (pick random (0) to (pick random (0) to (pick random (0) to (30))))))))\n switch costume to (pick random (29) to (pick random (29) to (pick random (29) to (31))))\n else\n switch costume to (join [Real Wizard] (([floor v] of (((timer) * (7)) mod (3)) ) + (1)))\n end\n Tick NPC\n else\n if <(id) = [14]> then\n // [Swinging Club]\n switch costume to (club hitbox v)\n set rotation style [all around v]\n turn right (5) degrees\n if <touching (player v)?> then\n set [_death v] to [1]\n end\n switch costume to (club v)\n end\n end\n else\n if <(id) < [22]> then\n if <(id) = [15]> then\n // [Cannon]\n point towards (player v)\n set rotation style [all around v]\n if <(stop time) > [35]> then\n if <<(_GAME MODE) = [1]> and <(_DEATH) = [0]>> then\n switch costume to (join [Cannon Shoot] ([floor v] of (((stop time) - (35)) / (2)) ))\n if <(stop time) > [45]> then\n set [stop time v] to [0]\n set [id v] to [16]\n set [direction v] to (direction)\n change [x v] by (([sin v] of (direction) ) * ((7) * (_SIZE)))\n change [y v] by (([cos v] of (direction) ) * ((7) * (_SIZE)))\n start sound [Shot v]\n create clone of (_myself_ v)\n set [id v] to [15]\n change [x v] by (([sin v] of (direction) ) * ((-7) * (_SIZE)))\n change [y v] by (([cos v] of (direction) ) * ((-7) * (_SIZE)))\n end\n else\n set [stop time v] to [0]\n end\n else\n if <(stop time) < [11]> then\n switch costume to (join [Cannon] ((((stop time) / (2)) mod (5)) + (1)))\n else\n switch costume to (cannon1 v)\n end\n end\n change [stop time v] by (1)\n else\n if <(id) = [16]> then\n // [Cannon Ball]\n set rotation style [all around v]\n turn right (10) degrees\n change [x v] by (([sin v] of (direction) ) * ((7) * (_SIZE)))\n change [y v] by (([cos v] of (direction) ) * ((7) * (_SIZE)))\n change [stop time v] by (1)\n Position\n switch costume to (cannon ball hitbox v)\n if <(stop time) > [3]> then\n Get IsSolid\n if <(is solid) > [0]> then\n Particle Dot Shower | X: (x) Y: (y) Size: [4]\n delete this clone\n else\n if <touching (player v)?> then\n set [_death v] to [1]\n Particle Dot Shower | X: (x) Y: (y) Size: [4]\n delete this clone\n end\n end\n end\n switch costume to (cannon ball v)\n else\n if <(id) = [21]> then\n // [Chicken]\n switch costume to (chickenhitbox v)\n if <(mode) = [1]> then\n change [stop time v] by (1)\n Tick Walker [1]\n if <(falling) = [0]> then\n switch costume to (chicken edge check v)\n Get IsSolid\n if <(is solid) = [0]> then\n set [direction v] to ((0) - (direction))\n end\n end\n switch costume to (chickensquishbox v)\n if <touching (player v)?> then\n if <(_PLAYER YV) < [-2]> then\n start sound [Pluck v]\n set [_player yv v] to [15]\n set [mode v] to [2]\n set [stop time v] to [0]\n else\n if <(stop time) > [15]> then\n switch costume to (chickenhitbox v)\n if <touching (player v)?> then\n set [_death v] to [1]\n end\n end\n end\n end\n if <([abs v] of (xv) ) > [0.2]> then\n switch costume to (([floor v] of (((timer) * (6)) mod (2)) ) + (54))\n else\n switch costume to (chickenstand v)\n end\n else\n change [stop time v] by (1)\n if <(stop time) < [6]> then\n switch costume to (join [ChickenSquish] ([ceiling v] of ((stop time) / (2)) ))\n else\n if <(stop time) > [37]> then\n switch costume to (join [ChickenUnsquish] ([ceiling v] of (((stop time) - (37)) / (2)) ))\n if <(stop time) > [45]> then\n set [mode v] to [1]\n set [stop time v] to [0]\n end\n else\n switch costume to (chickensquish2 v)\n end\n end\n end\n end\n end\n end\n else\n if <(id) < [26]> then\n if <(id) = [22]> then\n // [Axe]\n set rotation style [all around v]\n point in direction ((([sin v] of (((_TIMER) + ((x) * (0.2342525526))) * (100)) ) * (90)) + (90))\n switch costume to (axe hitbox v)\n if <touching (player v)?> then\n set [_death v] to [1]\n end\n switch costume to (axe v)\n else\n if <(id) = [23]> then\n // [Floater]\n point in direction (direction)\n switch costume to (floater hitbox v)\n Tick Floater [2.5]\n change y by ((([sin v] of (((_TIMER) + ((starting x) + (starting y))) * (200)) ) * (6)) * (_SIZE))\n if <touching (player v)?> then\n set [_death v] to [1]\n end\n if <(([floor v] of ((((timer) + ((starting x) + (starting y))) * (14)) mod (20)) ) - (15)) < [1]> then\n switch costume to (floater1 v)\n else\n switch costume to (join [Floater] (([floor v] of ((((timer) + ((starting x) + (starting y))) * (14)) mod (20)) ) - (15)))\n end\n else\n if <(id) = [24]> then\n // [Gravity - Upside Down]\n if <(_GRAVITY) = [1]> then\n switch costume to (gravity flip hitbox v)\n set [ghost v] effect to (0)\n if <touching (player v)?> then\n set [_gravity v] to [-1]\n set [_player yv v] to ((_PLAYER YV) * (0.4))\n Particle Dot Shower | X: (x) Y: (y) Size: [10]\n start sound [Futuristic Terminal v]\n end\n else\n set [ghost v] effect to (50)\n end\n switch costume to (join [Upside Down] (([floor v] of (((timer) * (12)) mod (7)) ) + (1)))\n else\n if <(id) = [25]> then\n // [Gravity - Right Side Up]\n if <(_GRAVITY) = [-1]> then\n switch costume to (gravity flip hitbox v)\n set [ghost v] effect to (0)\n if <touching (player v)?> then\n set [_gravity v] to [1]\n set [_player yv v] to ((_PLAYER YV) * (0.4))\n Particle Dot Shower | X: (x) Y: (y) Size: [10]\n start sound [Futuristic Terminal v]\n end\n else\n set [ghost v] effect to (50)\n end\n switch costume to (join [Right Side Up] (([floor v] of ((((timer) * (12)) + (2)) mod (7)) ) + (1)))\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n hide\n hide\n end\n end\n stop [this script v]\n else\n if <(_EDITOR) > [0]> then\n set [show? v] to [0]\n hide\n else\n if <(is moving platform) = [0]> then\n set [show? v] to [0]\n hide\n end\n end\n end\n if <(id) = [16]> then\n // [Cannon balls delete if offscreen]\n delete this clone\n end\nelse\n if <(_EDITOR) > [0]> then\n go to (mouse-pointer v)\n set [ghost v] effect to (60)\n if <(_EDITOR BRUSH) > [0]> then\n show\n if <mouse down?> then\n if <(mouse down) = [0]> then\n set [data v] to [0]\n Mob | X ((x position) + ((_LEVEL X) * (480))) Y ((y position) + ((_LEVEL Y) * (360))) Id (_EDITOR BRUSH)\n end\n set [mouse down v] to [1]\n else\n set [mouse down v] to [0]\n end\n else\n hide\n end\n else\n hide\n end\nend\n\nwhen flag clicked\nset [id v] to []\nhide\n\ndefine Encode Mob Data\nset [encoded v] to []\nset [i v] to [1]\nrepeat (length of [_mob data v])\n set [encoded v] to (join (encoded) (join (item (i) of [_mob data v]) [_]))\n change [i v] by (1)\nend\n\ndefine Load Mob Data\nset [i v] to [1]\nrepeat until <(letter (i) of (item (_GAME LEVEL) of [_save codes v])) = [|]>\n change [i v] by (1)\n if <not <(i) < (length of (item (_GAME LEVEL) of [_save codes v]))>> then\n stop [this script v]\n end\nend\nchange [i v] by (1)\nrepeat until <not <(i) < (length of (item (_GAME LEVEL) of [_save codes v]))>>\n set [x v] to []\n set [y v] to []\n set [id v] to []\n Read Save Code Data (item (_GAME LEVEL) of [_save codes v])\n set [x v] to (encoded)\n Read Save Code Data (item (_GAME LEVEL) of [_save codes v])\n set [y v] to (encoded)\n Read Save Code Data (item (_GAME LEVEL) of [_save codes v])\n set [id v] to (encoded)\n Read Save Code Data (item (_GAME LEVEL) of [_save codes v])\n set [data v] to (encoded)\n if <(id) = [2]> then\n set [_player spawn x v] to (x)\n set [_player spawn y v] to (y)\n end\n set [starting x v] to (x)\n set [starting y v] to (y)\n create clone of (_myself_ v)\nend\nset [id v] to []\n\nwhen I receive [_load mob level v]\nif <(id) = []> then\n Load Mob Data\nend\n\nwhen I receive [_delete mobs v]\ndelete this clone\n\nwhen I start as a clone\nclear graphic effects\nset size to ((100) * (_SIZE)) %\nset rotation style [left-right v]\npoint in direction (90)\nset [is moving platform v] to [0]\nset [stop time v] to [0]\nif <(id) = [3]> then\n // [Horizontal Wide Platform]\n set [direction v] to [90]\n set [is moving platform v] to [1]\nelse\n if <(id) = [4]> then\n // [Vertical Wide Platform]\n set [direction v] to [0]\n set [is moving platform v] to [1]\n else\n if <(id) = [13]> then\n // [Breaking Platform]\n set [ghost v] to [100]\n set [stop time v] to [0]\n set [is moving platform v] to [1]\n set [mode v] to [1]\n else\n if <(id) = [14]> then\n // [Swinging Club]\n go to [front v] layer\n else\n if <(id) = [16]> then\n // [Cannon Ball]\n hide\n else\n if <(id) = [17]> then\n // [Crusher - Down]\n set [is moving platform v] to [1]\n set [mode v] to [1]\n set [direction v] to [-180]\n else\n if <(id) = [18]> then\n // [Crusher - Up]\n set [is moving platform v] to [1]\n set [mode v] to [1]\n set [direction v] to [0]\n else\n if <(id) = [19]> then\n // [Crusher - Right]\n set [is moving platform v] to [1]\n set [mode v] to [1]\n set [direction v] to [90]\n else\n if <(id) = [20]> then\n // [Crusher - Left]\n set [is moving platform v] to [1]\n set [mode v] to [1]\n set [direction v] to [-90]\n else\n if <(id) = [21]> then\n // [Chicken]\n set [mode v] to [1]\n set [direction v] to [90]\n set [start direction v] to (direction)\n else\n if <(id) = [22]> then\n // [Swinging Axe]\n go to [front v] layer\n else\n if <(id) = [23]> then\n // [Floater]\n set [direction v] to [90]\n set [start direction v] to (direction)\n else\n if <(id) = [24]> then\n // [Gravity Flip]\n else\n if <(id) = [26]> then\n // [Snake Platforms]\n set [is moving platform v] to [1]\n set [i v] to [1]\n Read Mob Data (data)\n set [information v] to (encoded)\n Read Mob Data (data)\n set [information 2 v] to (encoded)\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\nif <(is moving platform) = [1]> then\n set [starting x v] to (x)\n set [starting y v] to (y)\n set [start direction v] to (direction)\nend\n\nwhen [i v] key pressed\nif <(id) = []> then\n change [_editor brush v] by (1)\n if <(_EDITOR BRUSH) > [26]> then\n set [_editor brush v] to [0]\n end\n Editor - Set Tile Costume (_EDITOR BRUSH)\nend\n\ndefine Editor - Set Tile Costume (id)\nset size to ((100) * (_SIZE)) %\nclear graphic effects\nset rotation style [all around v]\npoint in direction (90)\nif <(id) = [1]> then\n // [Flag Goal]\n switch costume to (flag1 v)\nelse\n if <(id) = [2]> then\n // [Player Spawning Position]\n switch costume to (player spawn v)\n else\n if <(id) = [3]> then\n // [Moving Platform - Horizontal Wide]\n switch costume to (horizontal wide v)\n set [color v] effect to (_COLOUR - GLOBAL)\n else\n if <(id) = [4]> then\n // [Moving Platform - Vertical Wide]\n switch costume to (vertical wide v)\n set [color v] effect to (_COLOUR - GLOBAL)\n else\n if <(id) = [5]> then\n // [Arrow Right]\n switch costume to (arrow right v)\n else\n if <(id) = [6]> then\n // [Arrow Left]\n switch costume to (arrow left v)\n else\n if <(id) = [7]> then\n // [Arrow Up]\n switch costume to (arrow up v)\n else\n if <(id) = [8]> then\n // [Arrow Down]\n switch costume to (arrow down v)\n else\n if <(id) = [9]> then\n // [Trampoline]\n switch costume to (bounce v)\n else\n if <(id) = [10]> then\n // [Key]\n switch costume to (white key v)\n else\n if <(id) = [11]> then\n // [Sawblade]\n switch costume to (saw v)\n else\n if <(id) = [12]> then\n // [Wizard NPC]\n switch costume to (wizard npc v)\n else\n if <(id) = [13]> then\n // [Breaking Platform]\n switch costume to (breaking platform v)\n set [color v] effect to (_COLOUR - GLOBAL)\n else\n if <(id) = [14]> then\n // [Swinging Club]\n switch costume to (club v)\n else\n if <(id) = [15]> then\n // [Cannon]\n switch costume to (cannon shoot1 v)\n else\n if <(id) = [16]> then\n // [Cannon Ball]\n switch costume to (cannon ball v)\n else\n if <<(id) > [16]> and <(id) < [21]>> then\n // [Crushers]\n switch costume to (crusher v)\n set [color v] effect to (_COLOUR - GLOBAL)\n if <(id) = [17]> then\n point in direction (90)\n else\n if <(id) = [18]> then\n point in direction (-90)\n else\n if <(id) = [19]> then\n point in direction (0)\n else\n if <(id) = [20]> then\n point in direction (180)\n end\n end\n end\n end\n else\n if <(id) = [21]> then\n // [Chicken]\n switch costume to (chickenstand v)\n else\n if <(id) = [22]> then\n // [Swinging Axe]\n switch costume to (axe v)\n else\n if <(id) = [23]> then\n // [Floater]\n switch costume to (floater1 v)\n else\n if <(id) = [24]> then\n // [Gravity Flip]\n switch costume to (upside down1 v)\n else\n if <(id) = [25]> then\n // [Gravity Flip]\n switch costume to (right side up1 v)\n else\n if <(id) = [26]> then\n // [Snake Blocks]\n set [color v] effect to (_COLOUR - GLOBAL)\n switch costume to (snake v)\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine // (comment)\n\ndefine Position\ngo to x: (((round (x)) - ((_LEVEL X) * (480))) + (round (_LEVEL SHAKE X))) y: (((round (y)) - ((_LEVEL Y) * (360))) + (round (_LEVEL SHAKE Y)))\n\ndefine Moving Platform - Check for Player\nchange y by ((1) * (_GRAVITY))\nif <touching (player v)?> then\n set [_moving platform xv v] to ((x) - (last x))\n set [_moving platform yv v] to ((y) - (last y))\nend\nchange y by ((-1) * (_GRAVITY))\n\nwhen I receive [moving platform tick v]\nif <(id) > []> then\n if <(is moving platform) = [1]> then\n show\n set [show? v] to [1]\n if <<([abs v] of ((starting x) - ((_LEVEL X) * (480))) ) < [240]> and <([abs v] of ((starting y) - ((_LEVEL Y) * (360))) ) < [180]>> then\n if <(id) = [3]> then\n // [Horizontal Wide]\n switch costume to (([floor v] of (((timer) * (5)) mod (5)) ) + (10))\n set [color v] effect to (_COLOUR - GLOBAL)\n set rotation style [don't rotate v]\n Tick Moving Platform | Speed: [3.5]\n else\n if <(id) = [4]> then\n // [Vertical Wide]\n switch costume to (([floor v] of (((timer) * (5)) mod (5)) ) + (15))\n set [color v] effect to (_COLOUR - GLOBAL)\n set rotation style [don't rotate v]\n Tick Moving Platform | Speed: [3.5]\n else\n if <(id) = [13]> then\n // [Breaking Platform]\n Position\n switch costume to (breaking platform v)\n set [color v] effect to (_COLOUR - GLOBAL)\n set [ghost v] effect to (ghost)\n if <(mode) = [1]> then\n if <(ghost) > [0]> then\n change [ghost v] by (-20)\n end\n change y by (2)\n if <touching (player v)?> then\n set [mode v] to [2]\n set [stop time v] to [0]\n end\n change y by (-2)\n else\n if <(mode) = [2]> then\n if <(ghost) > [0]> then\n change [ghost v] by (-20)\n end\n change x by ((pick random (-2) to (2)) * (_SIZE))\n change y by ((pick random (-2) to (2)) * (_SIZE))\n change [stop time v] by (1)\n if <(stop time) > [15]> then\n start sound [Breaking v]\n set [mode v] to [3]\n set [stop time v] to [0]\n Particle Dot Shower | X: ((x) + ((20) * (_SIZE))) Y: (y) Size: [7]\n Particle Dot Shower | X: ((x) - ((20) * (_SIZE))) Y: (y) Size: [7]\n end\n else\n if <(mode) = [3]> then\n set [ghost v] to [100]\n change [stop time v] by (1)\n if <(stop time) > [35]> then\n show\n if <touching (player v)?> then\n end\n set [show? v] to [0]\n hide\n end\n end\n end\n else\n if <<(id) > [16]> and <(id) < [21]>> then\n // [Crusher]\n set [color v] effect to (_COLOUR - GLOBAL)\n set rotation style [all around v]\n point in direction ((start direction) - (90))\n if <(mode) = [1]> then\n Tick Crusher Movement | [11]\n else\n Tick Crusher Movement | [2.5]\n end\n if <(mode) = [1]> then\n switch costume to (crusher v)\n else\n if <(stop time) < [6]> then\n switch costume to (crusher v)\n else\n switch costume to (crusher blink v)\n end\n end\n else\n if <(id) = [26]> then\n // [Snake platforms]\n Position\n set [color v] effect to (_COLOUR - GLOBAL)\n set [show? v] to [1]\n if <((([floor v] of ((_TIMER) / (1.25)) ) mod (information 2)) + (1)) = (information)> then\n switch costume to (snake v)\n show\n if <touching (player v)?> then\n hide\n end\n else\n if <((([floor v] of (((_TIMER) + (0.7)) / (1.25)) ) mod (information 2)) + (1)) = (information)> then\n switch costume to (snake3 v)\n hide\n else\n switch costume to (snake2 v)\n hide\n end\n end\n end\n end\n end\n end\n end\n else\n set [show? v] to [0]\n hide\n end\n else\n hide\n end\nend\n\ndefine Tick Moving Platform | Speed: (speed)\nset [is moving platform v] to [1]\nset [last x v] to (x)\nset [last y v] to (y)\nif <(stop time) < [1]> then\n change [x v] by (((speed) * ([sin v] of (direction) )) * (_SIZE))\n change [y v] by (((speed) * ([cos v] of (direction) )) * (_SIZE))\n Moving Platform - Check for Player\n Position\n if <<<touching (level v)?> or <touching (mob barriers v)?>> or <touching (door v)?>> then\n set [stop time v] to [5]\n change [direction v] by (180)\n repeat ([ceiling v] of ([abs v] of (speed) ) )\n change [x v] by ((((speed) * ([sin v] of (direction) )) * (_SIZE)) / ([abs v] of (((speed) * ([sin v] of (direction) )) * (_SIZE)) ))\n change [y v] by ((((speed) * ([cos v] of (direction) )) * (_SIZE)) / ([abs v] of (((speed) * ([cos v] of (direction) )) * (_SIZE)) ))\n Position\n if <not <<<touching (level v)?> or <touching (mob barriers v)?>> or <touching (door v)?>>> then\n Moving Platform - Check for Player\n stop [this script v]\n end\n end\n end\n Moving Platform - Check for Player\nelse\n change [stop time v] by (-1)\nend\nPosition\n\ndefine Particle | X: (x) Y: (y) Id: (id)\nadd (x) to [_particle spawns v]\nadd (y) to [_particle spawns v]\nadd (id) to [_particle spawns v]\n\ndefine Particle Dot Shower | X: (x) Y: (y) Size: (size)\nrepeat (size)\n Particle | X: (x) Y: (y) Id: [1]\nend\n\nwhen I receive [_reset level mobs v]\nif <(id) > []> then\n set [stop time v] to [0]\n if <(id) = [10]> then\n // [Key]\n set [collected v] to [0]\n change [_keys total v] by (1)\n else\n if <(id) = [14]> then\n // [Swinging Club]\n point in direction (90)\n else\n if <(id) = [15]> then\n // [Cannon]\n set [stop time v] to [0]\n else\n if <(id) = [13]> then\n // [Breaking Platform]\n set [ghost v] to [100]\n set [is moving platform v] to [1]\n set [mode v] to [1]\n else\n if <(id) = [16]> then\n // [Cannon Ball]\n delete this clone\n else\n if <(id) = [21]> then\n // [Chicken]\n set [mode v] to [1]\n set [x v] to (starting x)\n set [y v] to (starting y)\n set [direction v] to (start direction)\n else\n if <(id) = [23]> then\n // [Floater]\n set [x v] to (starting x)\n set [y v] to (starting y)\n set [direction v] to (start direction)\n else\n if <(is moving platform) > [0]> then\n set [x v] to (starting x)\n set [y v] to (starting y)\n set [direction v] to (start direction)\n if <<(id) > [16]> and <(id) < [21]>> then\n // [Crushers]\n set [mode v] to [1]\n set [stop time v] to [0]\n else\n if <(id) = [26]> then\n set [i v] to [1]\n Read Mob Data (data)\n set [information v] to (encoded)\n Read Mob Data (data)\n set [information 2 v] to (encoded)\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine Read Save Code Data (input)\nset [encoded v] to []\nrepeat until <(letter (i) of (input)) = [_]>\n set [encoded v] to (join (encoded) (letter (i) of (input)))\n change [i v] by (1)\n if <(i) > (length of (input))> then\n stop [this script v]\n end\nend\nchange [i v] by (1)\n\nwhen [o v] key pressed\nif <(id) = []> then\n change [_editor brush v] by (-1)\n if <(_EDITOR BRUSH) < [0]> then\n set [_editor brush v] to [26]\n end\n Editor - Set Tile Costume (_EDITOR BRUSH)\nend\n\ndefine Tick NPC\nif <(_PLAYER X) > (x)> then\n point in direction (90)\nelse\n point in direction (-90)\nend\nif <(_GAME MODE) = [1]> then\n say []\n set [npc is active? v] to [0]\n if <(length of [z coords v]) = [0]> then\n if <([abs v] of ((x) - (_PLAYER X)) ) < ((40) * (_SIZE))> then\n if <([abs v] of ((y) - (_PLAYER Y)) ) < ((40) * (_SIZE))> then\n add (x) to [z coords v]\n add (y) to [z coords v]\n if <<<key (z v) pressed?> or <<mouse down?> and <(distance to [mouse-pointer v]) < [25]>>> and <(z pressed) = [0]>> then\n set [_game mode v] to [2]\n set [speech # v] to [1]\n set [speech v] to (item ((item # of (join [LEVEL_] (_GAME LEVEL)) in [npc speech v]) + (speech #)) of [npc speech v])\n set [npc is active? v] to [1]\n delete all of [_text to write v]\n add (speech) to [_text to write v]\n say []\n end\n end\n end\n end\n if <<key (z v) pressed?> or <<mouse down?> and <(distance to [mouse-pointer v]) < [25]>>> then\n set [z pressed v] to [1]\n else\n set [z pressed v] to [0]\n end\nelse\n if <(npc is active?) > [0]> then\n if <key (x v) pressed?> then\n delete all of [_text to write v]\n add [] to [_text to write v]\n set [_game mode v] to [1]\n stop [this script v]\n end\n if <<<key (z v) pressed?> or <mouse down?>> and <(z pressed) = [0]>> then\n change [speech # v] by (1)\n set [speech v] to (item ((item # of (join [LEVEL_] (_GAME LEVEL)) in [npc speech v]) + (speech #)) of [npc speech v])\n if <(speech) > []> then\n if <(speech) = [<|]> then\n set [_exit v] to [1]\n add [] to [_text to write v]\n else\n add (speech) to [_text to write v]\n end\n else\n set [_game mode v] to [1]\n add [] to [_text to write v]\n end\n end\n if <<key (z v) pressed?> or <mouse down?>> then\n set [z pressed v] to [1]\n else\n set [z pressed v] to [0]\n end\n end\nend\n\ndefine Tick Crusher Movement | (speed)\nset [is moving platform v] to [1]\nset [last x v] to (x)\nset [last y v] to (y)\nif <(stop time) < [1]> then\n change [x v] by (((speed) * ([sin v] of (direction) )) * (_SIZE))\n change [y v] by (((speed) * ([cos v] of (direction) )) * (_SIZE))\nelse\n change [stop time v] by (-1)\nend\nswitch costume to (crusher v)\nMoving Platform - Check for Player\nPosition\nswitch costume to (crusher hitbox v)\nif <<<touching (level v)?> or <touching (mob barriers v)?>> or <touching (door v)?>> then\n if <(mode) = [1]> then\n // [Crush]\n if <(_SIZE) > [0.5]> then\n if <(_LEVEL SHAKE) < ((4) * (_SIZE))> then\n set [_level shake v] to ((4) * (_SIZE))\n end\n end\n Particle Dot Shower | X: ((x) + (10)) Y: ((y) - (10)) Size: [2]\n Particle Dot Shower | X: ((x) - (10)) Y: ((y) - (10)) Size: [2]\n set [stop time v] to [20]\n set [mode v] to [2]\n start sound (pick random (6) to (10))\n else\n set [stop time v] to [30]\n set [mode v] to [1]\n end\n change [direction v] by (180)\n repeat ([abs v] of (speed) )\n change [x v] by ((((speed) * ([sin v] of (direction) )) * (_SIZE)) / ([abs v] of (((speed) * ([sin v] of (direction) )) * (_SIZE)) ))\n change [y v] by ((((speed) * ([cos v] of (direction) )) * (_SIZE)) / ([abs v] of (((speed) * ([cos v] of (direction) )) * (_SIZE)) ))\n Position\n if <not <<<touching (level v)?> or <touching (mob barriers v)?>> or <touching (door v)?>>> then\n switch costume to (crusher v)\n Moving Platform - Check for Player\n stop [this script v]\n end\n end\nend\nswitch costume to (crusher v)\nMoving Platform - Check for Player\n\nwhen I receive [animate v]\nif <(id) > []> then\n if <(show?) > [0]> then\n show\n else\n hide\n end\nend\n\ndefine Get IsSolid\nPosition\nif <<<touching (level v)?> or <touching (mob v)?>> or <touching (door v)?>> then\n set [is solid v] to [1]\nelse\n set [is solid v] to [0]\nend\n\ndefine Change X by (x)\nset [wall collision v] to [0]\nchange [x v] by (x)\nrepeat (7)\n Get IsSolid\n if <(is solid) = [1]> then\n change [y v] by (1)\n else\n stop [this script v]\n end\nend\nchange [y v] by (-7)\nrepeat ([ceiling v] of ([abs v] of (x) ) )\n set [wall collision v] to [1]\n if <(is solid) = [0]> then\n stop [this script v]\n end\n change [x v] by ((0) - ((x) / ([abs v] of (x) )))\n set [xv v] to [0]\n Get IsSolid\nend\n\ndefine Change Y by (y)\nchange [y v] by (y)\nGet IsSolid\nrepeat ([ceiling v] of ([abs v] of (y) ) )\n if <(is solid) = [0]> then\n stop [this script v]\n end\n change [y v] by ((0) - ((y) / ([abs v] of (y) )))\n if <(y) > [0]> then\n Get IsSolid\n set [yv v] to [0]\nend\n\ndefine Tick Walker (speed)\npoint in direction (direction)\nchange [falling v] by (1)\nif <(direction) > [0]> then\n change [xv v] by (speed)\nelse\n change [xv v] by ((0) - (speed))\nend\nif <([abs v] of (xv) ) > [0.4]> then\n Change X by ((round (xv)) * (_SIZE))\n if <(wall collision) > [0]> then\n set [direction v] to ((0) - (direction))\n else\n if <(direction) > [0]> then\n if <((x) - ((_LEVEL X) * (480))) > [230]> then\n set [direction v] to [-90]\n change [x v] by (((x) - ((_LEVEL X) * (480))) - (230))\n end\n else\n if <((x) - ((_LEVEL X) * (480))) < [-230]> then\n set [direction v] to [90]\n change [x v] by (((x) - ((_LEVEL X) * (480))) + (230))\n end\n end\n end\n set [xv v] to ((xv) * (0.75))\nelse\n set [xv v] to [0]\nend\nChange Y by ((yv) * (_SIZE))\nchange [yv v] by (-1)\nif <(yv) < [-16]> then\n set [yv v] to [-16]\nend\n\ndefine Tick Floater (speed)\nchange [x v] by (((speed) * ([sin v] of (direction) )) * (_SIZE))\nchange [y v] by (((speed) * ([cos v] of (direction) )) * (_SIZE))\nPosition\nif <<<touching (level v)?> or <touching (mob barriers v)?>> or <touching (door v)?>> then\n set [direction v] to ((0) - (direction))\n repeat ([abs v] of (speed) )\n change [x v] by ((((speed) * ([sin v] of (direction) )) * (_SIZE)) / ([abs v] of (((speed) * ([sin v] of (direction) )) * (_SIZE)) ))\n change [y v] by ((((speed) * ([cos v] of (direction) )) * (_SIZE)) / ([abs v] of (((speed) * ([cos v] of (direction) )) * (_SIZE)) ))\n Position\n if <not <<<touching (level v)?> or <touching (mob barriers v)?>> or <touching (door v)?>>> then\n stop [this script v]\n end\n end\nend\nif <(direction) > [0]> then\n if <((x) - ((_LEVEL X) * (480))) > [230]> then\n set [direction v] to [-90]\n end\nelse\n if <((x) - ((_LEVEL X) * (480))) < [-230]> then\n set [direction v] to [90]\n end\nend\n\ndefine Add Data to Save Codes\nset [i v] to [1]\nset [encoded v] to []\nrepeat until <(letter (i) of (item (_GAME LEVEL) of [_save codes v])) = [|]>\n set [encoded v] to (join (encoded) (letter (i) of (item (_GAME LEVEL) of [_save codes v])))\n change [i v] by (1)\nend\nset [encoded v] to (join (encoded) (letter (i) of (item (_GAME LEVEL) of [_save codes v])))\nchange [i v] by (1)\nrepeat until <not <(i) < (length of (item (_GAME LEVEL) of [_save codes v]))>>\n repeat (4)\n repeat until <(letter (i) of (item (_GAME LEVEL) of [_save codes v])) = [_]>\n set [encoded v] to (join (encoded) (letter (i) of (item (_GAME LEVEL) of [_save codes v])))\n change [i v] by (1)\n end\n set [encoded v] to (join (encoded) (letter (i) of (item (_GAME LEVEL) of [_save codes v])))\n change [i v] by (1)\n end\n set [encoded v] to (join (encoded) [0_])\nend\n\ndefine Read Mob Data (input)\nset [encoded v] to []\nrepeat until <(letter (i) of (input)) = [/]>\n set [encoded v] to (join (encoded) (letter (i) of (input)))\n change [i v] by (1)\n if <(i) > (length of (input))> then\n stop [this script v]\n end\nend\nchange [i v] by (1)\n\nwhen I receive [_set sfx volume v]\nset volume to ((100) * (_SOUNDS ON/OFF)) %\n\n@Fade\n\nwhen I receive [_fade in v]\ngo to x: (0) y: (0)\ngo to [front v] layer\nset [ghost v] effect to (0)\nswitch costume to (costume1 v)\nshow\nrepeat (15)\n change x by (((528) - (x position)) / (8))\n change [ghost v] effect by (7)\nend\n\nwhen I receive [_fade out v]\ngo to x: (-550) y: (0)\ngo to [front v] layer\nset [ghost v] effect to (100)\nswitch costume to (costume1 v)\nshow\nrepeat (15)\n change x by (((0) - (x position)) / (6))\n change [ghost v] effect by (-7)\nend\nclear graphic effects\ngo to x: (0) y: (0)\n\nwhen flag clicked\nhide\n\n@Light\n\nwhen I receive [light tick v]\nif <(init) > [0]> then\n set [init v] to [0]\n set [light size v] to (_LIGHT)\nelse\n change [light size v] by (((_LIGHT) - (light size)) / (4))\nend\nif <(light size) > [99]> then\n hide\nelse\n switch costume to (costume2 v)\n set size to (((light size) * (6)) + (100)) %\n switch costume to (costume1 v)\n go to (player v)\n set [ghost v] effect to (((light size) * (1.2)) - (20))\n show\nend\n\nwhen flag clicked\nhide\nset [init v] to [1]\n\n@Background\n\nwhen I receive [background particles tick v]\nif <(_GAME LEVEL) < [51]> then\n if <(id) = []> then\n if <(pick random (1) to (7)) = [1]> then\n set [y v] to ((-200) * (_GRAVITY))\n create clone of (_myself_ v)\n end\n else\n set [color v] effect to (_COLOUR - GLOBAL)\n change [y v] by ((speed) * (_GRAVITY))\n set size to ((size) * (_SIZE)) %\n switch costume to (large v)\n set y to (y)\n switch costume to (costume)\n if <(_GAME LEVEL) > [40]> then\n set [pixelate v] effect to (pick random (0) to (pick random (0) to (pick random (0) to (pick random (0) to (200)))))\n switch costume to (spark v)\n end\n if <(_GRAVITY) = [1]> then\n if <(y) > [200]> then\n delete this clone\n end\n else\n if <(y) < [-200]> then\n delete this clone\n end\n end\n show\n end\nelse\n delete this clone\nend\n\nwhen flag clicked\nset [id v] to []\nhide\n\nwhen I start as a clone\nset [id v] to [1]\nset x to (pick random (-240) to (240))\ngo to [back v] layer\nset [size v] to (pick random (70) to (130))\nset [ghost v] effect to (pick random (40) to (70))\nset [speed v] to (pick random (1.000) to (2.000))\nset [costume v] to [1]\n\ndefine Create First Clones\nrepeat (40)\n set [y v] to (pick random (-180) to (180))\n create clone of (_myself_ v)\nend\n\nwhen I receive [__background particles init v]\nCreate First Clones\n\n@Particles\n\ndefine Create Clones\nrepeat (45)\n create clone of (_myself_ v)\nend\n\nwhen I receive [__game start v]\nset [id v] to []\nCreate Clones\n\nwhen I receive [particle tick v]\nif <(id) > []> then\n if <(id) = [1]> then\n // [Explode]\n switch costume to (large v)\n change [x v] by ((xv) * (_SIZE))\n change [y v] by ((yv) * (_SIZE))\n change [yv v] by (-1.5)\n Position\n Fade [6]\n show\n switch costume to (explode v)\n else\n if <(id) = [2]> then\n // [Jump]\n switch costume to (large v)\n if <(mode) > [0]> then\n change [mode v] by (-1)\n Point Towards X (_PLAYER X) Y (_PLAYER Y)\n end\n Position\n Fade [6]\n show\n switch costume to (jump v)\n change size by (-4)\n else\n if <(id) = [3]> then\n // [Doors Unlocked]\n if <(_KEYS COLLECTED) < (_KEYS TOTAL)> then\n set [id v] to []\n stop [this script v]\n end\n switch costume to (doors unlocked v)\n show\n if <(mode) = [1]> then\n change y by (((0) - (y position)) / (12))\n Fade [-10]\n if <([abs v] of ((0) - (y position)) ) < [1]> then\n set [mode v] to [2]\n end\n else\n if <(mode) = [2]> then\n change y by (((80) - (y position)) / (8))\n Fade [10]\n end\n end\n else\n if <(id) = [4]> then\n // [Hat]\n switch costume to (large v)\n change [y v] by (((yv) * (hat gravity)) * (_SIZE))\n if <(yv) < [-10]> then\n set [yv v] to [-10]\n else\n if <(yv) > [10]> then\n set [yv v] to [10]\n end\n end\n change [x v] by ((xv) * (_SIZE))\n set [xv v] to ((xv) * (0.95))\n change [yv v] by (-1)\n turn right (xv) degrees\n Position\n if <(hat gravity) > [0]> then\n switch costume to (hat v)\n else\n switch costume to (hat2 v)\n end\n show\n if <<([abs v] of ((y) - ((_LEVEL Y) * (360))) ) > [200]> or <([abs v] of ((x) - ((_LEVEL X) * (480))) ) > [240]>> then\n set [id v] to []\n end\n end\n end\n end\n end\nelse\n if <(length of [_particle spawns v]) > [0]> then\n set [x v] to (item (1) of [_particle spawns v])\n set [y v] to (item (2) of [_particle spawns v])\n set [id v] to (item (3) of [_particle spawns v])\n Init Particle\n delete (1) of [_particle spawns v]\n delete (1) of [_particle spawns v]\n delete (1) of [_particle spawns v]\n end\n hide\nend\n\ndefine Init Particle\nset [ghost v] to [0]\npoint in direction (90)\ngo to [front v] layer\nclear graphic effects\nif <(id) = [1]> then\n set [xv v] to (pick random (-6.000) to (6.000))\n set [yv v] to (pick random (-4) to (15))\n set size to ((pick random (60) to (100)) * (_SIZE)) %\nelse\n if <(id) = [2]> then\n set [mode v] to [2]\n set rotation style [all around v]\n set size to ((100) * (_SIZE)) %\n else\n if <(id) = [3]> then\n set size to (100) %\n set [mode v] to [1]\n set [ghost v] to [100]\n go to x: (0) y: (-80)\n else\n if <(id) = [4]> then\n set [ghost v] to [0]\n set size to ((100) * (_SIZE)) %\n set [yv v] to [10]\n set [xv v] to (_PLAYER XV)\n set [hat gravity v] to (_GRAVITY)\n end\n end\n end\nend\n\ndefine Fade (speed)\nchange [ghost v] by (speed)\nset [ghost v] effect to (ghost)\nif <(ghost) > [99]> then\n set [id v] to []\nelse\n if <(ghost) < [0]> then\n set [ghost v] to [0]\n end\nend\n\nwhen I receive [_delete particles v]\nset [id v] to []\n\nwhen flag clicked\nhide\n\ndefine // (comment)\n\ndefine Position\ngo to x: (((round (x)) - ((_LEVEL X) * (480))) + (round (_LEVEL SHAKE X))) y: (((round (y)) - ((_LEVEL Y) * (360))) + (round (_LEVEL SHAKE Y)))\n\ndefine Point Towards X (x) Y (y)\npoint in direction (([atan v] of (((x) - (x)) / ((y) - (y))) ) + ((180) * <(y) > (y)>))\n\n@Door\n\nwhen flag clicked\nset size to (101) %\nhide\n\nwhen I receive [position level v]\ngo to x: (round (_LEVEL SHAKE X)) y: (round (_LEVEL SHAKE Y))\n\nwhen I receive [_door v]\nif <(_KEYS TOTAL) > [0]> then\n set [level v] to (_GAME LEVEL)\n wait until <not <(_KEYS COLLECTED) < (_KEYS TOTAL)>>\n if <not <(_GAME LEVEL) = (level)>> then\n stop [this script v]\n end\n wait (0.1) seconds\n if <not <(_KEYS COLLECTED) < (_KEYS TOTAL)>> then\n Particle | X: [0] Y: [0] Id: [3]\n start sound [Door Unlocking v]\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n end\nend\n\nwhen I receive [__render level v]\nif <not <(_KEYS COLLECTED) < (_KEYS TOTAL)>> then\n hide\nelse\n set [costume v] to (join (join [Level_] (_GAME LEVEL)) (join (join [ x] (_LEVEL X)) (join [ y] (_LEVEL Y))))\n switch costume to (costume)\n if <(costume [name v]) = (costume)> then\n show\n clear graphic effects\n go to x: (round (_LEVEL SHAKE X)) y: (round (_LEVEL SHAKE Y))\n else\n hide\n end\nend\n\ndefine Particle | X: (x) Y: (y) Id: (id)\nadd (x) to [_particle spawns v]\nadd (y) to [_particle spawns v]\nadd (id) to [_particle spawns v]\n\n@Save/Load\n\ndefine Save Level Data\nrepeat until <not <(length of [_save codes v]) < (_GAME LEVEL)>>\n add [] to [_save codes v]\nend\nreplace item (_GAME LEVEL) of [_save codes v] with (encoded)\n\ndefine Encode Mob Data\nset [encoded v] to []\nset [i v] to [1]\nrepeat (length of [_mob data v])\n set [encoded v] to (join (encoded) (join (item (i) of [_mob data v]) [_]))\n change [i v] by (1)\nend\n\nwhen I receive [_save mob level v]\ndelete all of [_mob data v]\nbroadcast (RECORD MOB DATA v) and wait\nEncode Mob Data\nset [encoded v] to (join (join (join (join (join (_SIZE) [_]) (join (_COLOUR - GLOBAL) [_])) (join (_MUSIC) [_])) [|]) (encoded))\nSave Level Data\n\nwhen I receive [_load level v]\nset [i v] to [1]\nRead Data (item (_GAME LEVEL) of [_save codes v])\nset [_size v] to (encoded)\nRead Data (item (_GAME LEVEL) of [_save codes v])\nset [_colour - global v] to (encoded)\nRead Data (item (_GAME LEVEL) of [_save codes v])\nset [_music v] to (encoded)\nbroadcast (_LOAD MOB LEVEL v) and wait\n\ndefine Read Data (input)\nset [encoded v] to []\nrepeat until <(letter (i) of (input)) = [_]>\n set [encoded v] to (join (encoded) (letter (i) of (input)))\n change [i v] by (1)\n if <(i) > (length of (input))> then\n stop [this script v]\n end\nend\nchange [i v] by (1)\n\n@Music\n\nwhen I receive [__music update v]\nset volume to ((70) * (_MUSIC ON/OFF)) %\nif <(_MUSIC) = []> then\n stop all sounds\n stop [this script v]\nend\nif <not <(music) = (_MUSIC)>> then\n if <(music) > []> then\n repeat (20)\n change volume by (-3.5)\n end\n wait (1) seconds\n end\n set [music v] to (_MUSIC)\n stop all sounds\nend\n\nwhen flag clicked\nset [music v] to []\nforever\n if <(music) > [0]> then\n set volume to ((70) * (_MUSIC ON/OFF)) %\n play sound (music) until done\n end\nend\n\n@Text Engine\n\ndefine Write Text (text) At X: (x) Y: (y) | Width: (width) Size: (size) Colour: (clr) Brightness: (bright)\nset [text i v] to [1]\nset [x v] to (x)\nset [y v] to (y)\nset size to (size) %\nset [color v] effect to (clr)\nset [brightness v] effect to (bright)\nforever\n Position\n set [new i v] to (text i)\n repeat until <<(letter (new i) of (text)) = [ ]> or <(new i) > (length of (text))>>\n set [id v] to (letter (new i) of (text))\n switch costume to (id)\n change x by (((item (costume [number v]) of [letter width v]) - (1)) * ((size) / (100)))\n change [new i v] by (1)\n end\n if <(x position) > ((x) + (width))> then\n set [x v] to (x)\n change [y v] by ((-22) * ((size) / (100)))\n end\n repeat until <(letter (text i) of (text)) = [ ]>\n Position\n set [id v] to (letter (text i) of (text))\n if <<(x position) > ((x) + ((width) + (30)))> or <(id) = [|]>> then\n set [x v] to (x)\n change [y v] by ((-22) * ((size) / (100)))\n end\n if <not <(id) = [|]>> then\n create clone of (_myself_ v)\n switch costume to (id)\n change [x v] by (((item (costume [number v]) of [letter width v]) - (1)) * ((size) / (100)))\n end\n change [text i v] by (1)\n if <(text i) > (length of (text))> then\n set [id v] to []\n stop [this script v]\n end\n end\n change [x v] by (((item (length of [letter width v]) of [letter width v]) - (1)) * ((size) / (100)))\n change [text i v] by (1)\n if <(text i) > (length of (text))> then\n set [id v] to []\n stop [this script v]\n end\nend\n\nwhen I start as a clone\nswitch costume to (id)\ngo to [front v] layer\nset [ghost v] effect to (100)\nshow\nPosition\nchange y by (-50)\n\nwhen I receive [_delete text v]\nset [frame v] to [0]\nset [ghost v] to [100]\nhide\ndelete this clone\n\ndefine Position\ngo to x: (x) y: (y)\n\nwhen I receive [text animate v]\nif <(id) > []> then\n if <(length of [_text to write v]) > [0]> then\n delete this clone\n end\n if <(text i) > [0]> then\n change [text i v] by (-3)\n else\n change [ghost v] effect by (-10)\n change y by (((y) - (y position)) / (8))\n end\nelse\n if <(length of [_text to write v]) > [0]> then\n if <(item (1) of [_text to write v]) > []> then\n clear graphic effects\n go to [front v] layer\n if <(_GAME LEVEL) < [51]> then\n Write Text (item (1) of [_text to write v]) At X: [-130] Y: [135] | Width: [260] Size: [100] Colour: [130] Brightness: [100]\n else\n Write Text (item (1) of [_text to write v]) At X: [-130] Y: [135] | Width: [260] Size: [100] Colour: [130] Brightness: [-100]\n end\n start sound [Low Whoosh v]\n go to x: (0) y: (10)\n if <(frame) = [0]> then\n set [frame v] to [1]\n set [ghost v] to [100]\n end\n else\n set [frame v] to [0]\n end\n delete all of [_text to write v]\n end\n if <(frame) > [0]> then\n if <(_GAME LEVEL) < [51]> then\n switch costume to (frame v)\n else\n if <(_GAME LEVEL) = [52]> then\n switch costume to (frame3 v)\n else\n switch costume to (frame2 v)\n end\n end\n set [brightness v] effect to (0)\n set [color v] effect to (0)\n set x to (0)\n change [ghost v] by (((5) - (ghost)) / (8))\n set [ghost v] effect to (ghost)\n change y by (((([sin v] of ((timer) * (120)) ) * (4)) - (y position)) / (8))\n show\n else\n if <(ghost) < [99]> then\n change [ghost v] by (((100) - (ghost)) / (4))\n change y by (((-50) - (y position)) / (4))\n set [ghost v] effect to (ghost)\n show\n else\n hide\n end\n end\nend\n\nwhen flag clicked\nset [id v] to []\nset [text i v] to [0]\nset [ghost v] to [100]\nhide\n\nwhen I receive [__game start v]\nset volume to ((100) * (_SOUNDS ON/OFF)) %\n\n@Controls\n\nwhen I receive [control tick v]\nif <(id) > []> then\n delete all of [_controls v]\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n add [Right] to [_controls v]\n else\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n add [Left] to [_controls v]\n end\n end\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n add [Up] to [_controls v]\n else\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n add [Down] to [_controls v]\n end\n end\n if <(__IS MOBILE?) > [0]> then\n go to [front v] layer\n show\n if <(_GAME MODE) = [2]> then\n hide\n else\n set [ghost v] effect to (15)\n if <(grabbed?) = [0]> then\n change x by ((([x position v] of [controls v]) - (x position)) / (2))\n change y by ((([y position v] of [controls v]) - (y position)) / (2))\n if <<(distance to [mouse-pointer v]) < ((15) * ((size) / (100)))> and <<(mouse down) = [0]> and <mouse down?>>> then\n set [grabbed? v] to [1]\n end\n switch costume to (idle v)\n else\n switch costume to (grabbed v)\n go to (mouse-pointer v)\n if <(distance to [controls v]) > ((27) * ((size) / (100)))> then\n go to (controls v)\n point towards (mouse-pointer v)\n move ((27) * ((size) / (100))) steps\n go to x: (round (x position)) y: (round (y position))\n end\n set [stick x v] to ((x position) - ([x position v] of [controls v]))\n set [stick y v] to ((y position) - ([y position v] of [controls v]))\n if <(stick x) > [7]> then\n add [Right] to [_controls v]\n else\n if <(stick x) < [-7]> then\n add [Left] to [_controls v]\n end\n end\n if <(stick y) > [9]> then\n add [Up] to [_controls v]\n else\n if <(stick y) < [-9]> then\n add [Down] to [_controls v]\n end\n end\n if <not <mouse down?>> then\n set [grabbed? v] to [0]\n end\n end\n if <mouse down?> then\n set [mouse down v] to [1]\n else\n set [mouse down v] to [0]\n end\n end\n else\n hide\n end\nelse\n go to x: (_JOYSTICK X) y: (-110)\n if <(__IS MOBILE?) > [0]> then\n if <(_GAME MODE) = [2]> then\n hide\n else\n if <(_GAME LEVEL) < [51]> then\n set [color v] effect to (_COLOUR - GLOBAL)\n switch costume to (base v)\n else\n set [color v] effect to (0)\n switch costume to (base2 v)\n end\n set [ghost v] effect to (70)\n go to [front v] layer\n go [backward v] (1) layers\n show\n end\n else\n hide\n end\nend\n\nwhen flag clicked\nhide\nset size to (150) %\nset [grabbed? v] to [0]\nset [mouse down v] to [0]\nset [id v] to [1]\ncreate clone of (_myself_ v)\nset [id v] to []\n\n@Main Menu\n\nwhen flag clicked\nbroadcast (__BACKGROUND PARTICLES INIT v)\nbroadcast (__MAIN MENU v) and wait\n\nwhen I receive [@menu buttons tick v]\nif <(id) > []> then\n show\n if <(id) < [6]> then\n Page 0 Tick\n change size by (((size) - (size)) / (8))\n else\n if <(id) < [10]> then\n Page 1 Tick\n set size to (size) %\n else\n if <<(id) > [9]> and <(id) < [15]>> then\n Position\n switch costume to ((17) + ((id) - (9)))\n if <touching (mouse-pointer v)?> then\n set size to (110) %\n else\n set size to (101) %\n end\n Get Is Clicked\n if <(is clicked) > [0]> then\n set [_game level v] to ((((id) - (9)) * (10)) - (9))\n set [_exit v] to [1]\n end\n else\n if <(id) = [15]> then\n switch costume to (credits v)\n Position\n end\n end\n end\n end\nelse\n if <(_MENU PAGE) > [0]> then\n go to x: (-205) y: (150)\n switch costume to (back v)\n show\n if <touching (mouse-pointer v)?> then\n set size to (110) %\n else\n set size to (100) %\n end\n set [is clicked v] to [0]\n if <<touching (mouse-pointer v)?> and <<mouse down?> and <(mouse down) = [0]>>> then\n set [_menu page v] to [0]\n end\n else\n hide\n end\n if <mouse down?> then\n set [mouse down v] to [1]\n else\n set [mouse down v] to [0]\n end\n change [_menu scroll x v] by ((((_MENU PAGE) * (480)) - (_MENU SCROLL X)) / (8))\nend\n\nwhen I receive [_delete menu v]\nhide\ndelete this clone\n\nwhen I receive [__main menu v]\nset [_exit v] to [0]\nset [_music on/off v] to [1]\nset [_sounds on/off v] to [1]\nset [_colour - global v] to (pick random (20) to (180))\nset [_game level v] to [1]\nset [_size v] to [1]\nset [_music v] to [1]\nset [_menu scroll x v] to [0]\nset [_menu page v] to [0]\nset [is clicked v] to [0]\nset [_joystick x v] to [170]\nset [__speedrun time display v] to [0'00]\nset [_timer on/off v] to [0]\nhide variable [__speedrun time display v]\nCreate Menu Clones\nbroadcast (__MUSIC UPDATE v)\nhide\nrepeat until <(_EXIT) > [0]>\n broadcast (@Menu Buttons Tick v)\n broadcast (Background Particles Tick v)\nend\nbroadcast (_SET SFX VOLUME v) and wait\nbroadcast (_FADE OUT v)\nrepeat (15)\n broadcast (@Menu Fade Tick v)\n broadcast (Background Particles Tick v)\nend\nbroadcast (_DELETE MENU v) and wait\nbroadcast (__GAME START v) and wait\n\ndefine Create Menu Clones\n// [Play Button]\nMenu Object | X: [-110] Y: [0] Id: [1] Page: [0]\n// [Logo]\nMenu Object | X: [0] Y: [0] Id: [2] Page: [0]\n// [Settings]\nMenu Object | X: [-110] Y: [-90] Id: [3] Page: [0]\n// [Select Level]\nMenu Object | X: [110] Y: [0] Id: [4] Page: [0]\n// [Credits]\nMenu Object | X: [110] Y: [-90] Id: [5] Page: [0]\n// [Music On/Off]\nMenu Object | X: [-110] Y: [30] Id: [6] Page: [1]\n// [Music On/Off]\nMenu Object | X: [-110] Y: [-60] Id: [7] Page: [1]\n// [Mobile Left/Right]\nMenu Object | X: [110] Y: [20] Id: [8] Page: [1]\n// [Timer On/off]\nMenu Object | X: [110] Y: [-90] Id: [9] Page: [1]\n// [Level Select]\nMenu Object | X: [-190] Y: [-10] Id: [10] Page: [2]\nMenu Object | X: [-95] Y: [-10] Id: [11] Page: [2]\nMenu Object | X: [0] Y: [-10] Id: [12] Page: [2]\nMenu Object | X: [95] Y: [-10] Id: [13] Page: [2]\nMenu Object | X: [190] Y: [-10] Id: [14] Page: [2]\nMenu Object | X: [0] Y: [0] Id: [15] Page: [3]\n\ndefine Get Is Clicked\nclear graphic effects\nif <([floor v] of (((x) + (240)) / (480)) ) = (_MENU PAGE)> then\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (15)\n end\n set [is clicked v] to [0]\n if <<touching (mouse-pointer v)?> and <<mouse down?> and <(mouse down) = [0]>>> then\n start sound [Wood Tap v]\n set [is clicked v] to [1]\n end\nend\nif <mouse down?> then\n set [mouse down v] to [1]\nelse\n set [mouse down v] to [0]\nend\n\ndefine // (comment)\n\ndefine Position\ngo to x: ((x) - (_MENU SCROLL X)) y: (y)\n\ndefine Menu Object | X: (x) Y: (y) Id: (id) Page: (page)\nset [size v] to [101]\nset [x v] to ((x) + ((480) * (page)))\nset [y v] to (y)\nset [id v] to (id)\nif <(id) < [6]> then\n set size to (0) %\nelse\n set size to (size) %\nend\ncreate clone of (_myself_ v)\nset [id v] to []\n\ndefine Button Effects\nset [color v] effect to (_COLOUR - GLOBAL)\nif <(pick random (1) to (20)) = [1]> then\n set [pixelate v] effect to (pick random (8) to (60))\nend\n\ndefine Page 0 Tick\nif <(id) = [1]> then\n // [Play New Game]\n switch costume to (play new game v)\n Position\n Get Is Clicked\n if <(is clicked) > [0]> then\n set [_exit v] to [1]\n end\n Button Effects\nelse\n if <(id) = [2]> then\n // [Logo]\n switch costume to (join [Page] (_MENU PAGE))\n set [x v] to ((_MENU PAGE) * (480))\n Position\n change y by (([sin v] of ((timer) * (120)) ) * (7))\n else\n if <(id) = [3]> then\n // [Settings]\n switch costume to (settings v)\n Position\n Get Is Clicked\n if <(is clicked) > [0]> then\n set [_menu page v] to [1]\n end\n Button Effects\n else\n if <(id) = [4]> then\n // [Select Level]\n switch costume to (select level v)\n Position\n Get Is Clicked\n if <(is clicked) > [0]> then\n set [_menu page v] to [2]\n end\n Button Effects\n else\n if <(id) = [5]> then\n // [Credits Button]\n switch costume to (credits button v)\n Position\n Get Is Clicked\n if <(is clicked) > [0]> then\n set [_menu page v] to [3]\n end\n Button Effects\n end\n end\n end\n end\nend\n\nwhen I receive [_set sfx volume v]\nset volume to ((100) * (_SOUNDS ON/OFF)) %\n\ndefine Page 1 Tick\nif <(id) = [6]> then\n // [Music On/Off]\n if <(_MUSIC ON/OFF) > [0]> then\n switch costume to (music on v)\n else\n switch costume to (music off v)\n end\n Position\n Get Is Clicked\n if <(is clicked) > [0]> then\n if <(_MUSIC ON/OFF) > [0]> then\n set [_music on/off v] to [0]\n else\n set [_music on/off v] to [1]\n end\n broadcast (__MUSIC UPDATE v)\n end\n Button Effects\nelse\n if <(id) = [7]> then\n // [Sounds On/Off]\n if <(_SOUNDS ON/OFF) > [0]> then\n switch costume to (sounds on v)\n else\n switch costume to (sounds off v)\n end\n Position\n Get Is Clicked\n if <(is clicked) > [0]> then\n if <(_SOUNDS ON/OFF) > [0]> then\n set [_sounds on/off v] to [0]\n else\n set [_sounds on/off v] to [1]\n end\n broadcast (_SET SFX VOLUME v)\n end\n Button Effects\n else\n if <(id) = [8]> then\n // [Mobile Left/Right]\n if <(_JOYSTICK X) > [0]> then\n switch costume to (mobile right v)\n else\n switch costume to (mobile left v)\n end\n Position\n Get Is Clicked\n if <(is clicked) > [0]> then\n if <(_JOYSTICK X) > [0]> then\n set [_joystick x v] to [-170]\n else\n set [_joystick x v] to [170]\n end\n end\n Button Effects\n else\n if <(id) = [9]> then\n // [Timer On/Off]\n if <(_TIMER ON/OFF) > [0]> then\n switch costume to (timer on v)\n else\n switch costume to (timer off v)\n end\n Position\n Get Is Clicked\n if <(is clicked) > [0]> then\n if <(_TIMER ON/OFF) > [0]> then\n set [_timer on/off v] to [0]\n else\n set [_timer on/off v] to [1]\n end\n end\n Button Effects\n end\n end\n end\nend\n\nhide variable [__speedrun time display v]\n\nshow variable [__speedrun time display v]\n\nwhen I receive [@menu fade tick v]\nif <(id) > []> then\n if <(y) > [0]> then\n change [y v] by (((300) - (y)) / (12))\n else\n change [y v] by (((-300) - (y)) / (12))\n end\n Position\n change [ghost v] effect by (7)\nelse\n hide\nend\n\n@Z\n\nwhen I receive [particle tick v]\nif <(length of [z coords v]) > [0]> then\n set [x v] to (item (1) of [z coords v])\n set [y v] to (item (2) of [z coords v])\n delete all of [z coords v]\n Position\n set size to ((100) * (_SIZE)) %\n change y by (([sin v] of ((timer) * (120)) ) * ((5) * (_SIZE)))\n point in direction (90)\n switch costume to (z or tap v)\n show\nelse\n hide\nend\n\ndefine Position\ngo to x: (((round (x)) - ((_LEVEL X) * (480))) + (round (_LEVEL SHAKE X))) y: (((round (y)) - ((_LEVEL Y) * (360))) + (round (_LEVEL SHAKE Y)))\n\nwhen flag clicked\ndelete all of [z coords v]\nhide\n\n@Story\n\nwhen flag clicked\nswitch costume to (slide 1 v)\nset size to (202) %\nhide\n\nwhen I receive [_conclusion v]\nif <(_OUTRO FRAME) > [10]> then\n switch costume to (slide 5 v)\nelse\n Switch Costume (costume [name v])\nend\ngo to x: (0) y: (0)\nshow\n\ndefine Switch Costume (costume)\nset [costume v] to (join [Slide ] (_OUTRO FRAME))\nswitch costume to (costume)\nif <(costume [name v]) = (costume)> then\n\n@Timer\n\ndefine Create Clones\nset [type v] to [1]\nset [id v] to [10]\nrepeat (10)\n create clone of (_myself_ v)\n change [id v] by (-1)\nend\n\nwhen I receive [animate v]\nif <(id) > []> then\n Draw\nelse\n hide\nend\n\nwhen I start as a clone\nDraw\nswitch costume to (costume)\nset size to (101) %\nhide\n\ndefine Draw\nif <(_TIMER ON/OFF) > [0]> then\n go to x: ((((id) - (1)) * (15)) + (85)) y: (155)\n set [ghost v] effect to ((100) - (((distance to [player v]) / (2)) + (10)))\n set [num v] to ((id) - ((10) - (length of (__SPEEDRUN TIME DISPLAY))))\n if <(num) < [0]> then\n hide\n else\n show\n if <(num) = [0]> then\n switch costume to (stopwatch v)\n else\n set [costume v] to (letter (num) of (__SPEEDRUN TIME DISPLAY))\n change size by (((101) - (size)) / (4))\n if <not <(costume [name v]) = (costume)>> then\n set size to (150) %\n switch costume to (costume)\n end\n end\n go to [front v] layer\n end\nelse\n hide\nend\n\nwhen I receive [@menu buttons tick v]\nif <(id) > []> then\n Draw\nelse\n hide\nend\n\nwhen flag clicked\nset [frame v] to [0]\nCreate Clones\n\n
Galaxy Creature | Platformer #games #art #music
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [start v]\nforever\n if <(Level) = [11]> then\n switch backdrop to (backdrop2 v)\n end\nend\n\n@Player Sprite\n\nwhen I receive [start v]\nshow\nset [level v] to [1]\nset [xv v] to [0]\nset [yv v] to [0]\ngo to x: (-192) y: (-90)\nforever\n if <<<key (d v) pressed?> or <key (right arrow v) pressed?>> or <<(mouse x) > (x position)> and <mouse down?>>> then\n change [xv v] by (1)\n end\n if <<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <<(x position) > (mouse x)> and <mouse down?>>> then\n change [xv v] by (-1)\n end\n set [xv v] to ((Xv) * (0.85))\n change x by (Xv)\n if <<touching color (#b8b8b8)?> or <touching color (#00dd16)?>> then\n change y by (1)\n if <<touching color (#b8b8b8)?> or <touching color (#00dd16)?>> then\n change y by (1)\n if <<touching color (#b8b8b8)?> or <touching color (#00dd16)?>> then\n change y by (1)\n if <<touching color (#b8b8b8)?> or <touching color (#00dd16)?>> then\n change y by (1)\n if <<touching color (#b8b8b8)?> or <touching color (#00dd16)?>> then\n change y by (1)\n if <<touching color (#b8b8b8)?> or <touching color (#00dd16)?>> then\n change x by ((Xv) * (-1))\n change y by (-5)\n if <<<<key (space v) pressed?> or <key (w v) pressed?>> or <key (up arrow v) pressed?>> or <<(mouse y) > (y position)> and <mouse down?>>> then\n if <(Xv) > [0]> then\n set [xv v] to [-5]\n else\n set [xv v] to [5]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [yv v] by (-1)\n change y by (Yv)\n if <<touching color (#b8b8b8)?> or <touching color (#00dd16)?>> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <<touching color (#b8b8b8)?> or <touching color (#00dd16)?>> then\n if <<<<key (space v) pressed?> or <key (w v) pressed?>> or <key (up arrow v) pressed?>> or <<(mouse y) > (y position)> and <mouse down?>>> then\n set [yv v] to [11.5]\n end\n end\n change y by (1)\n if <touching (portal v)?> then\n start sound [Connect v]\n broadcast (transition v)\n hide\n wait (1.5) seconds\n show\n go to x: (-192) y: (-90)\n end\n if <touching color (#fff800)?> then\n set [yv v] to [25]\n end\nend\n\nwhen flag clicked\nhide\nswitch backdrop to (backdrop1 v)\n\nbroadcast (start v)\n\nwhen I receive [start v]\nset size to (40) %\nshow\nwait (0.02) seconds\n\nwhen I receive [start v]\nforever\n if <<<touching color (#cb6666)?> or <touching color (#ffb94c)?>> or <<(y position) = [-179]> or <(y position) < [-179]>>> then\n go to x: (-192) y: (-90)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [20]> then\n hide\n end\nend\n\nwhen I receive [end intro v]\nbroadcast (start v)\nforever\n play sound [bensound-creativeminds v] until done\nend\n\nwait (1) seconds\n\n@Ground\n\nwhen flag clicked\nhide\nset [pixelate v] effect to (0)\nswitch costume to (1 v)\n\nwhen I receive [transition v]\nrepeat (20)\n change [pixelate v] effect by (5)\nend\nnext costume\nrepeat (20)\n change [pixelate v] effect by (-5)\nend\n\nwhen I receive [start v]\nshow\n\n@BG effects\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\nset size to (pick random (17) to (43)) %\nset [ghost v] effect to (pick random (70) to (90))\ngo to x: (240) y: (pick random (90) to (-90))\nglide (pick random (2) to (4)) secs to x: (-240) y: (y position)\ndelete this clone\n\nwhen I receive [start v]\nforever\n create clone of (_myself_ v)\nend\n\n@Portal\n\nwhen I receive [transition v]\nrepeat (20)\n change [pixelate v] effect by (5)\nend\nchange [level v] by (1)\nrepeat (20)\n change [pixelate v] effect by (-5)\nend\nbroadcast (position v)\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <(Level) = [1]> then\n go to x: (198) y: (-70)\n end\n if <(Level) = [3]> then\n go to x: (117) y: (-71)\n end\n if <(Level) = [4]> then\n go to x: (82) y: (1)\n end\n if <(Level) = [5]> then\n go to x: (190) y: (-70)\n end\n if <(Level) = [6]> then\n go to x: (47) y: (89)\n end\n if <(Level) = [7]> then\n go to x: (172) y: (-66)\n end\n if <(Level) = [8]> then\n go to x: (55) y: (89)\n end\n if <(Level) = [9]> then\n go to x: (173) y: (52)\n end\n if <(Level) = [10]> then\n go to x: (184) y: (-61)\n end\n if <(Level) = [11]> then\n go to x: (184) y: (-61)\n end\n if <(Level) = [14]> then\n go to x: (43) y: (-66)\n end\n if <(Level) = [15]> then\n go to x: (0) y: (-69)\n end\n if <(Level) = [16]> then\n go to x: (56) y: (73)\n end\n if <(Level) = [17]> then\n go to x: (114) y: (-38)\n end\n if <(Level) = [18]> then\n go to x: (137) y: (57)\n end\n if <(Level) = [19]> then\n go to x: (167) y: (78)\n end\nend\n\nwhen I receive [position v]\n\nwhen flag clicked\nforever\n if <(Level) = [20]> then\n hide\n end\nend\n\nwhen I receive [start v]\nset [pixelate v] effect to (0)\ngo to x: (198) y: (-70)\nshow\n\n@KD1\n\nwhen I receive [transition v]\nrepeat (20)\n change [pixelate v] effect by (5)\nend\nrepeat (20)\n change [pixelate v] effect by (-5)\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <(Level) = [20]> then\n hide\n end\nend\n\nwhen I receive [start v]\nshow\ngo to [front v] layer\nforever\n if <<<<key (space v) pressed?> or <key (w v) pressed?>> or <key (up arrow v) pressed?>> or <<(mouse y) > ([y position v] of [player sprite v])> and <mouse down?>>> then\n set [ghost v] effect to (50)\n else\n set [ghost v] effect to (0)\n end\nend\n\n@KD2\n\nwhen I receive [transition v]\nrepeat (20)\n change [pixelate v] effect by (5)\nend\nrepeat (20)\n change [pixelate v] effect by (-5)\nend\n\nwhen flag clicked\ngo to [front v] layer\nforever\n if <<<key (d v) pressed?> or <key (right arrow v) pressed?>> or <<(mouse x) > ([x position v] of [player sprite v])> and <mouse down?>>> then\n set [ghost v] effect to (50)\n else\n set [ghost v] effect to (0)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\n\nwhen I receive [start v]\nset [level v] to [1]\nforever\n if <(Level) = [20]> then\n hide\n end\nend\n\n@KD3\n\nwhen I receive [start v]\nset [level v] to [1]\nforever\n if <(Level) = [20]> then\n hide\n end\nend\n\nwhen I receive [transition v]\nrepeat (20)\n change [pixelate v] effect by (5)\nend\nrepeat (20)\n change [pixelate v] effect by (-5)\nend\n\nwhen flag clicked\ngo to [front v] layer\nforever\n if <<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <<([x position v] of [player sprite v]) > (mouse x)> and <mouse down?>>> then\n set [ghost v] effect to (50)\n else\n set [ghost v] effect to (0)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\nforever\n if <(Level) = [20]> then\n hide\n end\nend\n\n@Intro Component1\n\nwhen flag clicked\ngo to [back v] layer\nhide\ngo to x: (0) y: (0)\nset [intro v] to [1]\nset size to (50) %\nrepeat until <(Intro) = [0]>\n create clone of (_myself_ v)\n change [color v] effect by (25)\nend\n\nwhen I start as a clone\nshow\ngo to x: (pick random (-225) to (225)) y: (-175)\nglide (1) secs to x: (pick random (150.0) to (-150.0)) y: (pick random (100) to (150))\nhide\n\nwhen I receive [end intro v]\nhide\n\n@logo\n\nwhen flag clicked\ngo to x: (0) y: (0)\nstart sound [Dance Energetic v]\nset volume to (100) %\nset size to (60) %\nrepeat (120)\n show\n point in direction ((([tan v] of ((turn) * (150)) ) * (5)) + (90))\n change [turn v] by (0.04)\nend\nrepeat (25)\n turn right (((120) - (direction)) / (7)) degrees\n change size by (((135) - (size)) / (7))\nend\nrepeat (25)\n turn right (((60) - (direction)) / (7)) degrees\n change size by (((45) - (size)) / (7))\nend\npoint in direction (90)\nrepeat (10)\n change size by (-5)\n change [brightness v] effect by (10)\nend\nset size to (200) %\nrepeat (10)\n change [brightness v] effect by (-10)\n change size by (((100) - (size)) / (7))\nend\nrepeat (10)\n change size by (((100) - (size)) / (7))\nend\nhide\nset [intro v] to [0]\nrepeat (10)\n change volume by (-10)\n wait (0.1) seconds\nend\nbroadcast (End Intro v)\n\nrepeat (2)\n\nset [intro v] to [0]\n\npoint in direction (67.5)\n\nrepeat (10)\n\n@thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset size to (100) %\nshow\ngo to [front v] layer\nset [ghost v] effect to (100)\n\n
Arrow keys or mobile.\nR: restart\nN: skip\n15 levels\n100% possible\n\n\n\n\n\n\n\n\n\nAlmost forgot tags!\nTags:\n#Windy #A #Platformer #All #Games #Love #Fav #Follow #LOLele_54\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nlol
The Platformer Realms || A Combined Platformer #games
@Stage\n\n@Sprite10\n\nwhen flag clicked\nhide\nhide\nwait until <(Level) = [3]>\npoint in direction (90)\ngo to x: (-43) y: (-68)\nshow\nwait until <(Level) = [4]>\nhide\nwait until <(Level) = [5]>\nshow\ngo to x: (25) y: (-128)\npoint in direction (90)\nwait until <(Level) = [6]>\nhide\n\nwait until <(Level) = [6]>\nhide\n\nwait until <(Level) = [6]>\nhide\n\n@Sprite11\n\nwhen flag clicked\nhide\nhide\nwait until <(Level) = [5]>\ngo to x: (172) y: (-120)\nshow\nwait until <(Level) = [6]>\nhide\n\n@Sprite12\n\nwhen flag clicked\nwait (0.001) seconds\nhide\nhide\ngo to x: (-170) y: (125)\nwait until <(Level) = [4]>\nshow\nrepeat until <(Level) = [5]>\n point towards (player v)\nend\nhide\nwait until <(Level) = [7]>\ngo to x: (-190) y: (125)\nshow\nrepeat until <(Level) = [8]>\n point towards (player v)\nend\nhide\n\nwhen flag clicked\nwait (0.001) seconds\nswitch costume to (costume1 v)\nwait (1) seconds\nrepeat until <(Level) = [8]>\n create clone of (_myself_ v)\n wait (1) seconds\nend\n\nwhen I start as a clone\nswitch costume to (costume2 v)\nrepeat until <<touching (player v)?> or <touching (ground v)?>>\n move (10) steps\nend\nwait (0.1) seconds\nhide\n\n@Sprite9\n\nwhen flag clicked\ngo to [front v] layer\ngo [backward v] (1) layers\nwait (0.0001) seconds\nhide\nwait until <(Level) = [1]>\ngo to x: (30) y: (29)\nshow\nwait until <(Level) = [2]>\nhide\nwait until <(Level) = [3]>\nhide\nwait until <(Level) = [6]>\ngo to x: (33) y: (42)\nshow\nwait until <(Level) = [7]>\nhide\n\ngo to x: (248) y: (29)\n\nshow\n\nshow\n\n@Sprite8\n\nwhen flag clicked\nwait (0.001) seconds\nhide\nwait until <(Level) = [2]>\nshow\ngo to x: (-220) y: (138)\nwait until <(Level) = [3]>\nshow\nchange x by (10)\nwait until <(Level) = [4]>\nhide\n\nshow\ngo to x: (-220) y: (161)\nwait until <(Level) = [7]>\nhide\n\nwhen flag clicked\nwait (0.5) seconds\nset size to (90) %\nforever\n repeat (20)\n change size by (1)\n wait (0.03) seconds\n end\n repeat (20)\n change size by (-1)\n wait (0.03) seconds\n end\nend\n\n@Sprite7\n\nwhen flag clicked\nwait (0.001) seconds\nhide\nwait until <(Level) = [2]>\nshow\ngo to x: (205) y: (-80)\nwait until <(Level) = [3]>\nchange y by (10)\nshow\nwait until <(Level) = [4]>\nhide\n\ngo to x: (66) y: (-101)\nshow\nwait until <(Level) = [7]>\nhide\n\ngo to x: (73) y: (73)\n\nwhen flag clicked\nwait (1) seconds\nset size to (90) %\nforever\n repeat (20)\n change size by (1)\n wait (0.03) seconds\n end\n repeat (20)\n change size by (-1)\n wait (0.03) seconds\n end\nend\n\n@Sprite6\n\nwhen I receive [1 v]\nhide\n\nwhen flag clicked\nwait (0.0001) seconds\nhide\n\nwhen flag clicked\nwait until <(Level) = [2]>\nswitch costume to (costume1 v)\nshow\nwait until <(Level) = [6]>\nshow\nswitch costume to (costume2 v)\n\nwhen I receive [ded v]\nif <(Level) = [2]> then\n show\nend\nif <(Level) = [6]> then\n show\nend\n\n@Sprite5\n\nwhen flag clicked\nwait (0.0001) seconds\nhide\nset size to (125) %\nforever\n wait (0.001) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\ngo to (player v)\nrepeat (5)\n wait (0.001) seconds\n change size by (-10)\nend\ndelete this clone\n\nwhen I receive [12 v]\nset size to (100) %\n\nwhen I receive [11 v]\nset size to (125) %\n\n@Sprite4\n\nwhen flag clicked\nset [a v] to [1]\ngo to [front v] layer\nwait (0.5) seconds\nrepeat (100)\n change [ghost v] effect by (1)\nend\n\nwhen flag clicked\nif <(a) = [1]> then\n show\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@Sprite3\n\nwhen flag clicked\nforever\n wait until <touching (player v)?>\n broadcast (1 v)\n hide\nend\n\nwhen flag clicked\n\nwhen flag clicked\nwait (0.0001) seconds\nhide\nwait until <(Level) = [2]>\nshow\ngo to x: (55) y: (88)\nwait until <(Level) = [6]>\nshow\ngo to x: (38) y: (184)\n\nwhen I receive [ded v]\nif <(Level) = [2]> then\n show\nend\nif <(Level) = [6]> then\n show\nend\n\nif <(Level) = [3]> then\n show\nend\n\n@p\n\nwhen flag clicked\nhide\nwait until <(Level) = [1]>\nshow\nswitch costume to (costume1 v)\nwait until <(Level) = [2]>\nshow\nswitch costume to (costume2 v)\nwait until <(Level) = [3]>\nswitch costume to (costume3 v)\nwait until <(Level) = [4]>\nswitch costume to (costume4 v)\nwait until <(Level) = [5]>\nswitch costume to (costume5 v)\nwait until <(Level) = [6]>\nswitch costume to (costume7 v)\nwait until <(Level) = [7]>\nswitch costume to (costume6 v)\nwait until <(Level) = [8]>\nhide\n\n@Sprite1\n\nwhen flag clicked\nwait (0.001) seconds\nhide\nwait until <(Level) = [4]>\nshow\ngo to x: (87) y: (27)\nrepeat until <(Level) = [5]>\n repeat (30)\n change y by (10)\n if <(Level) = [5]> then\n hide\n end\n end\n wait (1) seconds\n repeat (15)\n change y by (-20)\n if <(Level) = [5]> then\n hide\n end\n end\n wait (0.5) seconds\nend\nhide\n\n@Player\n\nwhen flag clicked\nset [xvel v] to [0]\nset [yvel v] to [0]\nset [level v] to [1]\ngo to x: (-180) y: (-50)\nforever\n Run physics [0.9] [0.9] [-1] [15]\nend\n\ndefine Run physics (speed) (friction) (gravity) (jump height)\nchange [yvel v] by (gravity)\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [xvel v] by (speed)\nend\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> then\n change [xvel v] by ((speed) * (-1))\nend\nset [xvel v] to ((Xvel) * (friction))\nchange x by (Xvel)\nif <<touching (ground v)?> or <touching (sprite6 v)?>> then\n change y by (1)\nend\nif <<touching (ground v)?> or <touching (sprite6 v)?>> then\n change y by (1)\nend\nif <<touching (ground v)?> or <touching (sprite6 v)?>> then\n change y by (1)\nend\nif <<touching (ground v)?> or <touching (sprite6 v)?>> then\n change y by (1)\nend\nif <<touching (ground v)?> or <touching (sprite6 v)?>> then\n change y by (-4)\n change x by ((Xvel) * (-1))\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [yvel v] to ((jump height) - (3.5))\n if <[0] < (Xvel)> then\n set [xvel v] to [-6]\n else\n set [xvel v] to [6]\n end\n else\n set [xvel v] to [0]\n end\nend\nchange y by (Yvel)\nif <<touching (ground v)?> or <touching (sprite6 v)?>> then\n change y by ((Yvel) * (-1))\n set [yvel 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)>>> then\n if <<touching (ground v)?> or <touching (sprite6 v)?>> then\n set [yvel v] to (jump height)\n end\nend\nif <touching (sprite9 v)?> then\n set [yvel v] to [20]\nend\nif <touching (sprite10 v)?> then\n if <(Level) = [5]> then\n set [xvel v] to [25]\n else\n set [xvel v] to [20]\n end\nend\nif <touching (sprite11 v)?> then\n set [xvel v] to [-25]\nend\nchange y by (1)\n\nwhen I receive [ded v]\ngo to x: (-180) y: (-50)\nset [ghost v] effect to (0)\n\nwhen I start as a clone\ndelete this clone\n\nrepeat (10)\n change size by (-5)\n change [ghost v] effect by (5)\nend\n\nwhen I receive [next level v]\ngo to x: (-180) y: (-50)\nset size to (125) %\nbroadcast (11 v)\n\nwhen flag clicked\nrepeat until <(Level) = [22]>\n if <[220] < (x position)> then\n broadcast (Next level v) and wait\n broadcast (11 v) and wait\n wait until <not <[220] < (x position)>>\n end\n if <<<(y position) < [-170]> or <touching (sprite1 v)?>> or <<touching (p v)?> or <touching (sprite12 v)?>>> then\n broadcast (Ded v) and wait\n broadcast (11 v)\n set size to (125) %\n end\nend\n\nwhen I receive [respawn v]\nset size to (125) %\ngo to x: (-180) y: (-50)\nset [ghost v] effect to (0)\n\nwhen flag clicked\nforever\n go to [front v] layer\n go [backward v] (1) layers\nend\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nforever\n if <[2] = (costume [number v])> then\n set [xvel v] to [0]\n wait until <not <[2] = (costume [number v])>>\n end\nend\n\nwhen flag clicked\nset size to (125) %\nforever\n if <touching (sprite2 v)?> then\n set size to (100) %\n broadcast (12 v)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (sprite8 v)?> then\n go to (sprite7 v)\n wait (2) seconds\n end\n if <touching (sprite7 v)?> then\n go to (sprite8 v)\n wait (2) seconds\n end\nend\n\nchange y by (1)\n\n\n\nset [yvel v] to [20]\n\nwhen I receive [ded v]\nstart sound [Roblox Death Sound OOF Sound Effect v]\ngo to x: (-180) y: (-50)\nset [ghost v] effect to (0)\n\n@Sprite2\n\nwhen flag clicked\nwait (0.001) seconds\nhide\nwait until <(Level) = [3]>\nshow\ngo to x: (132) y: (-69)\nwait until <(Level) = [5]>\nshow\ngo to x: (-209) y: (126)\n\nhide\n\nshow\ngo to x: (-215) y: (68)\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n hide\n end\nend\n\nwhen I receive [ded v]\nif <(Level) = [3]> then\n show\nend\nif <(Level) = [5]> then\n show\nend\n\nif <(Level) = [5]> then\n show\nend\n\nwait until <(Level) = [4]>\nshow\ngo to x: (-212) y: (30)\n\ngo to x: (-212) y: (90)\n\nwait until <(Level) = [3]>\nshow\ngo to x: (199) y: (50)\nwait until <(Level) = [6]>\nshow\ngo to x: (181) y: (30)\n\nwhen flag clicked\nset size to (90) %\nforever\n repeat (20)\n change size by (1)\n wait (0.03) seconds\n end\n repeat (20)\n change size by (-1)\n wait (0.03) seconds\n end\nend\n\n@Ground\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n go to [front v] layer\n go [backward v] (5) layers\n set [level v] to (costume [number v])\n go to x: (0) y: (0)\nend\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nforever\n play sound [0138 v] until done\nend\n\n
SUPER MARIO PLATFORMER
@Stage\n\n@Player\n\nwhen flag clicked\nset rotation style [left-right v]\nforever\n set size to (500) %\nend\n\nwhen I receive [next v]\nset [xv v] to [0]\ngo to x: (-214) y: (35)\nclear graphic effects\n\nwhen I receive [start game v]\nswitch costume to (1 v)\ngo to x: (-214) y: (35)\nset rotation style [left-right v]\nset size to (475) %\nshow\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 point in direction (90)\n change [xv v] by (1)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n point in direction (-90)\n change [xv v] by (-1)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <<touching (map v)?> or <touching (buttons v)?>> then\n change y by (1)\n if <<touching (map v)?> or <touching (buttons v)?>> then\n change y by (1)\n if <<touching (map v)?> or <touching (buttons v)?>> then\n change y by (1)\n if <<touching (map v)?> or <touching (buttons v)?>> then\n change y by (1)\n if <<touching (map v)?> or <touching (buttons v)?>> then\n change y by (1)\n if <<touching (map v)?> or <touching (buttons v)?>> then\n change x by ((Xv) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n start sound [Jump2 v]\n set [touching map? v] to [0]\n if <(Xv) > [0]> then\n set [xv v] to [-5]\n else\n set [xv v] to [5]\n switch costume to (1 v)\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [yv v] by (-1)\n change y by (Yv)\n if <<touching (map v)?> or <touching (buttons v)?>> then\n set [touching map? v] to [1]\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <<touching (map v)?> or <touching (buttons v)?>> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [touching map? v] to [0]\n start sound [Jump v]\n set [yv v] to [13]\n end\n end\n change y by (1)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start game v]\nset rotation style [don't rotate v]\nset size to (475) %\nshow\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n if <touching (danger v)?> then\n broadcast (Dead v)\n start sound [Dead v]\n repeat (5)\n change [ghost v] effect by (20)\n set [xv v] to [0]\n set [yv v] to [0]\n end\n clear graphic effects\n go to x: (-214) y: (35)\n end\nend\n\nwhen flag clicked\nclear graphic effects\nforever\n set [costume thing v] to [1]\n wait (.1) seconds\n set [costume thing v] to [2]\n wait (.1) seconds\nend\n\nwhen I receive [start game v]\nforever\n set rotation style [left-right v]\nend\n\nwhen I receive [start game v]\nforever\n if <mouse down?> then\n point towards (mouse-pointer v)\n end\nend\n\nwhen flag clicked\nwait until <(Level) = [5]>\nchange [☁ m v] by (1)\n\nforever\n change [color v] effect by (25)\nend\n\nwhen flag clicked\nforever\n if <(Yv) > [0]> then\n switch costume to (2 v)\n end\n if <(Yv) < [0]> then\n switch costume to (1 v)\n end\nend\n\nwhen flag clicked\nforever\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> and <not <<(Yv) > [0]> or <(Yv) < [0]>>>> then\n switch costume to (Costume thing)\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> and <not <<(Yv) > [0]> or <(Yv) < [0]>>>> then\n switch costume to (Costume thing)\n end\nend\n\nwhen I receive [start game v]\nforever\n if <(Yv) < [0]> then\n wait until <(Touching map?) = [1]>\n play sound [Hit ground v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <not <touching (map v)?>> then\n set [touching map? v] to [0]\n end\nend\n\nset [☁ high v] to [0]\n\n@Bow\n\nwhen flag clicked\nset [clones v] to [0]\nhide\n\nwhen I start as a clone\nchange y by (10)\npoint towards (mouse-pointer v)\nswitch costume to (arrow v)\nrepeat until <<touching (map v)?> or <touching (buttons v)?>>\n change y by (YYYY)\n move (Sped) steps\nend\nchange [clones v] by (-1)\nchange y by (4)\nwait (.01) seconds\nchange y by (-4)\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I start as a clone\nforever\n if <(M) = [1]> then\n change [clones v] by (-1)\n delete this clone\n end\nend\n\nwhen I receive [dead v]\nset [m v] to [1]\nwait (.01) seconds\nset [m v] to [0]\n\nwhen I receive [next v]\nset [m v] to [1]\nwait (.01) seconds\nset [m v] to [0]\n\nwhen I receive [start game v]\nforever\n if <not <mouse down?>> then\n wait (.02) seconds\n end\nend\n\nwhen I receive [start game v]\nforever\n if <mouse down?> then\n wait until <not <mouse down?>>\n switch costume to (1 v)\n change [clones v] by (1)\n create clone of (_myself_ v)\n set [sped v] to [0]\n wait (.5) seconds\n end\nend\n\nwhen I receive [start game v]\nforever\n go to (player v)\nend\n\nwhen I receive [start game v]\nshow\nswitch costume to (1 v)\nforever\n move (10) steps\n change y by (-5)\n set size to (250) %\nend\n\nwhen flag clicked\nset [sped v] to [0]\nforever\n go to [front v] layer\n if <mouse down?> then\n switch costume to (2 v)\n set [sped v] to [10]\n wait (.3) seconds\n if <mouse down?> then\n switch costume to (3 v)\n set [sped v] to [15]\n wait (.3) seconds\n if <mouse down?> then\n switch costume to (4 v)\n set [sped v] to [20]\n wait until <not <mouse down?>>\n wait (.3) seconds\n end\n end\n end\nend\n\nwhen I start as a clone\nwait (.2) seconds\nrepeat until <<touching (map v)?> or <touching (buttons v)?>>\n turn right ((direction) * (.035)) degrees\nend\n\nwhen I start as a clone\nset [yyyy v] to [0]\nrepeat until <<touching (map v)?> or <touching (buttons v)?>>\n change [yyyy v] by (-.4)\nend\n\nwhen flag clicked\nforever\n if <(Clones) < [0]> then\n set [clones v] to [0]\n end\nend\n\nwhen I start as a clone\nforever\n if <touching (_edge_ v)?> then\n hide\n wait (1) seconds\n delete this clone\n else\n show\n end\nend\n\nwhen flag clicked\nforever\n if <(distance to [mouse-pointer v]) > [15]> then\n point towards (mouse-pointer v)\n end\nend\n\n@Map\n\nwhen flag clicked\nhide\n\nwhen I receive [next v]\nnext costume\n\nwhen I receive [start game v]\nshow\nswitch costume to (1 v)\ngo to [front v] layer\nforever\n go to x: (0) y: (15)\n set size to (475) %\nend\n\n@Buttons\n\nwhen flag clicked\nhide variable [buttons v]\nset [buttons v] to [0]\nset [buttons pressed v] to [0]\nhide\n\nwhen I receive [next v]\nrepeat (5)\n set [buttons pressed v] to [0]\n wait (.2) seconds\nend\n\nwhen I receive [next v]\nwait (1) seconds\nforever\n if <(How many buttons) = (Buttons pressed)> then\n broadcast (Open door v) and wait\n stop [this script v]\n end\nend\n\nwhen I receive [set v]\nwait (.02) seconds\nif <(Level) = [2]> then\n set [how many buttons v] to [1]\n Create clone at [76] [128] [90]\nend\nif <(Level) = [3]> then\n set [how many buttons v] to [1]\n Create clone at [55] [41] [-90]\nend\nif <(Level) = [4]> then\n set [how many buttons v] to [2]\n Create clone at [-24] [158] [-90]\n Create clone at [196] [150] [180]\nend\nif <(Level) = [5]> then\n set [how many buttons v] to [2]\n Create clone at [-66] [-6] [-90]\n Create clone at [0] [90] [-90]\nend\nif <(Level) = [6]> then\n set [how many buttons v] to [4]\n Create clone at [37] [147] [0]\n Create clone at [-33] [147] [0]\n Create clone at [-132] [147] [0]\n Create clone at [151] [75] [90]\nend\nif <(Level) = [7]> then\n set [how many buttons v] to [2]\n Create clone at [134] [100] [0]\n Create clone at [63] [147] [90]\nend\nif <(Level) = [8]> then\n set [how many buttons v] to [3]\n Create clone at [66] [134] [0]\n Create clone at [120] [134] [0]\n Create clone at [200] [134] [0]\nend\nif <(Level) = [9]> then\n set [how many buttons v] to [4]\n Create clone at [-214] [141] [0]\n Create clone at [-5] [136] [0]\n Create clone at [-142] [-106] [-90]\n Create clone at [126] [-106] [90]\nend\nif <(Level) = [10]> then\n set [how many buttons v] to [1000]\n Create clone at [-146] [172] [0]\n Create clone at [-220] [90] [-90]\n Create clone at [-220] [140] [-90]\n Create clone at [94] [172] [0]\nend\n\nrepeat (5)\n set [buttons pressed v] to [0]\n wait (.2) seconds\n show\n clear graphic effects\nend\n\nwhen I receive [dead v]\nwait (1) seconds\nforever\n if <(How many buttons) = (Buttons pressed)> then\n broadcast (Open door v) and wait\n stop [this script v]\n end\nend\n\ndefine Create clone at (x) (y) (direction)\ngo to x: (x) y: (y)\npoint in direction (direction)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nset [buttons pressed v] to [0]\nshow\nclear graphic effects\ngo to [front v] layer\nforever\n set size to (500) %\n switch costume to (1 v)\n if <<touching (bow v)?> and <(Clones) > [0]>> then\n start sound [Oof v]\n switch costume to (2 v)\n if <not <(Level) = [10]>> then\n change [buttons pressed v] by (1)\n repeat (10)\n change size by (10)\n change [ghost v] effect by (10)\n end\n hide\n delete this clone\n else\n show variable [buttons v]\n change [buttons v] by (1)\n switch costume to (2 v)\n wait (1) seconds\n switch costume to (1 v)\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <(M) = [1]> then\n delete this clone\n end\nend\n\nwhen I receive [dead v]\nbroadcast (Set v)\n\nwhen I receive [next v]\nbroadcast (Set v)\n\nwhen I receive [start game v]\nset [level v] to [1]\nif <(Level) = [1]> then\n set [how many buttons v] to [1]\n Create clone at [61] [-120] [90]\nend\n\nwhen I receive [start game v]\nset [buttons pressed v] to [0]\nwait (1) seconds\nforever\n if <(How many buttons) = (Buttons pressed)> then\n broadcast (Open door v) and wait\n stop [this script v]\n end\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nhide variable [☁ high v]\n\nwhen I receive [start game v]\nforever\n if <(Level) = [10]> then\n show variable [☁ high v]\n end\nend\n\nwhen I receive [start game v]\nforever\n if <(Buttons) > (☁ High)> then\n wait (.2) seconds\n set [☁ high v] to (Buttons)\n end\nend\n\nwhen I start as a clone\ngo to [front v] layer\n\n@Door\n\nwhen I receive [open door v]\ngo to [back v] layer\nswitch costume to (1 v)\ngo to x: (203) y: (56)\nrepeat (8)\n next costume\nend\n\nwhen I receive [next v]\nset [next? v] to [1]\nwait (.000001) seconds\nset [next? v] to [0]\nwait (.1) seconds\nwait (.3) seconds\nswitch costume to (1 v)\n\nwhen flag clicked\nhide\n\nwhen I receive [dead v]\nwait (.3) seconds\nswitch costume to (1 v)\nset [buttons pressed v] to [0]\n\nwhen I receive [start game v]\nset size to (475) %\nshow\ngo to [back v] layer\nswitch costume to (1 v)\nforever\n if <(Level) = [1]> then\n go to x: (180) y: (93)\n end\n if <(Level) = [2]> then\n go to x: (179) y: (-64)\n end\n if <(Level) = [3]> then\n go to x: (202) y: (88)\n end\n if <(Level) = [4]> then\n go to x: (-204) y: (100)\n end\n if <(Level) = [5]> then\n go to x: (179) y: (-31)\n end\n if <(Level) = [6]> then\n go to x: (106) y: (36)\n end\n if <(Level) = [7]> then\n go to x: (4) y: (13)\n end\n if <(Level) = [8]> then\n go to x: (182) y: (-14)\n end\n if <(Level) = [9]> then\n go to x: (180) y: (70)\n end\n if <(Level) = [10]> then\n hide\n end\nend\n\nwhen I receive [start game v]\nforever\n go to [back v] layer\nend\n\nwhen I receive [start game v]\ngo to [back v] layer\nswitch costume to (1 v)\nforever\n if <<touching (player v)?> and <(How many buttons) = (Buttons pressed)>> then\n broadcast (Dead v)\n broadcast (Thing v) and wait\n end\nend\n\n@Danger\n\ndefine Create clone at (x) (y)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\nwhen I receive [next v]\nwait (.2) seconds\nif <(Level) = [2]> then\n Create clone at [-9] [-162]\nend\nif <(Level) = [3]> then\n Create clone at [113] [-21]\n Create clone at [-77] [-21]\n Create clone at [-130] [-21]\nend\nif <(Level) = [4]> then\n Create clone at [-122] [-169]\n Create clone at [20] [-169]\nend\nif <(Level) = [6]> then\n Create clone at [-112] [-78]\n Create clone at [19] [-78]\nend\nif <(Level) = [7]> then\n Create clone at [-92] [-84]\n Create clone at [78] [-173]\n Create clone at [112] [-173]\n Create clone at [152] [-173]\n Create clone at [185] [-173]\n Create clone at [224] [-173]\nend\nif <(Level) = [8]> then\n Create clone at [96] [-118]\nend\nif <(Level) = [9]> then\n Create clone at [-136] [-182]\n Create clone at [-100] [-182]\n Create clone at [-64] [-182]\n Create clone at [55] [-182]\n Create clone at [93] [-182]\n Create clone at [120] [-182]\nend\n\nCreate clone at [-40] [-169]\n\nwhen I start as a clone\nshow\ngo to [back v] layer\nforever\n turn right (110) degrees\nend\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nforever\n if <(Next?) = [1]> then\n delete this clone\n end\nend\n\n@Thumbnail\n\nshow\nhide variable [☁ high v]\ngo to x: (0) y: (0)\ngo to [front v] layer\nstop [all v]\n\nwhen I receive [start game v]\nhide\nforever\n set volume to (40) %\n play sound [dracula-ii-music-fds-the-silence-of-daylight v] until done\nend\n\nwhen flag clicked\nhide\n\nset [☁ high v] to [0]\n\nshow variable [☁ high v]\n\nhide variable [☁ high v]\n\n@Finished\n\nwhen I receive [start game v]\nforever\n if <(Level) = [10]> then\n show\n go to [front v] layer\n else\n hide\n end\nend\n\nwhen flag clicked\nhide\n\n@Intro\n\nwhen flag clicked\nwait (.01) seconds\nif <(1342) = [0]> then\n start sound [pimpmywalkcom-neon-light-flicker v]\n go to x: (0) y: (0)\n show\n switch costume to (black v)\n create clone of (_myself_ v)\n show\n go to [front v] layer\n switch costume to (clear v)\n set size to (500) %\n switch costume to (logo v)\n set [brightness v] effect to (-90)\n wait (1) seconds\n set [brightness v] effect to (-50)\n wait (.1) seconds\n set [brightness v] effect to (-90)\n wait (.05) seconds\n set [brightness v] effect to (-50)\n wait (.1) seconds\n set [brightness v] effect to (-90)\n wait (.3) seconds\n set [brightness v] effect to (-100)\n wait (1) seconds\n repeat (100)\n change [brightness v] effect by (2)\n end\n hide\n broadcast (Start Game v)\n set [1342 v] to [1]\nend\nbroadcast (Start Game v)\n\nwhen I start as a clone\nwait (6) seconds\nswitch costume to (white v)\nwait (.01) seconds\ndelete this clone\n\nwhen flag clicked\nif <(username) = [Pixel_Coder_123]> then\n set [1342 v] to [1]\nend\n\n@Black\n\nwhen flag clicked\ngo to [front v] layer\nforever\n go to x: (0) y: (0)\nend\n\nwhen I receive [start game v]\nwait (.1) seconds\nrepeat (10)\n go to [front v] layer\nend\n\n@Black thing\n\nwhen flag clicked\nhide\ngo to x: (0) y: (350)\n\nwhen I receive [thing v]\ngo to x: (0) y: (400)\nshow\nset [yy v] to [0]\nrepeat (30)\n go to [front v] layer\n change [yy v] by (-2)\n change y by (yy)\nend\nhide\n\nwhen I receive [thing v]\nwait (.6) seconds\nbroadcast (Next v)\nchange [level v] by (1)\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n
矢印キーまたは画面タップで移動できます\nスペースキーで音楽を消したりつけたりできます\nモバイルはmusicをタップで音楽消せます\n(最初のステージのみ)\nキャラをタップでスキン変えれます(難度も変わる‼)\n-------------------------------------------------------------------------\n ~English~\nYou can move with arrow keys\nYou can turn off or turn on the music with the space key    :)
Sonic Movie 2 - A Platformer                          #games
@Stage\n\nwhen flag clicked\nforever\n play sound [A Lost Past_ - Lena Orsa \(1\) v] until done\nend\n\n@player\n\nwhen flag clicked\nset x to (-200)\nset y to (20)\nset [yv v] to [0]\nset [xv v] to [0]\nforever\n set rotation style [left-right v]\n change [yv v] by (-1)\n if <key (right arrow v) pressed?> then\n change [xv v] by (0.7)\n point in direction (90)\n end\n if <key (left arrow v) pressed?> then\n change [xv v] by (-0.7)\n point in direction (-90)\n end\n 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 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 (ground v)?> then\n change y by ((YV) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching (ground v)?> then\n if <key (up arrow v) pressed?> then\n set [yv v] to [15]\n end\n end\n change y by (1)\n if <touching (kill v)?> then\n broadcast (killed v)\n wait (0.3) seconds\n set [yv v] to [0]\n set [xv v] to [0]\n set x to (-200)\n set y to (20)\n end\n if <(x position) > [222]> then\n broadcast (killed v)\n wait (0.3) seconds\n set [yv v] to [0]\n set [xv v] to [0]\n change [_lvl v] by (1)\n set x to (-200)\n set y to (20)\n end\nend\n\n@ground\n\nwhen flag clicked\nset [_lvl v] to [1]\nforever\n switch costume to (_lvl)\nend\n\n@kill\n\nwhen flag clicked\nforever\n set [brightness v] effect to (-60)\n switch costume to (_lvl)\nend\n\n@screen cov\n\nwhen flag clicked\nhide\n\nwhen I receive [killed v]\ngo to x: (0) y: (0)\nshow\nrepeat until <(round (y position)) = [-360]>\n go to [front v] layer\n change y by (((-360) - (y position)) / (4))\nend\nwait (0.1) seconds\nrepeat until <(round (y position)) = [-15]>\n change y by (((-15) - (y position)) / (4))\nend\nhide\n\n@thumbnail\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\n show\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\n
Curated 11-19-15 by @Flame2957!\nArrow keys to move\nThere are 13 levels now. \nYay! My first game with wall detection!\nThis my second most popular project!\nThis project had over 11000 views, 1500 loves and 1200 faves! Thanks so much!
3D Minecraft Platformer
@Stage\n\nwhen I receive [changemode v]\nswitch backdrop to (join (EDIT) [])\n\nwhen flag clicked\nforever\n play sound [Run 2 Theme - Run 2 v] until done\nend\n\nwhen flag clicked\nforever\n if <(PlayerState) < [0]> then\nend\n\n@Game\n\nwhen [r v] key pressed\nif <(EDIT) = [0]> then\n Reset\nend\nwait until <not <key (r v) pressed?>>\n\ndefine Draw rect (x1) (x2) (x3) (x4) (y1) (y2)\ngo to x: (x1) y: (y1)\npen down\ngo to x: (x2) y: (y1)\ngo to x: (x3) y: (y2)\ngo to x: (x4) y: (y2)\ngo to x: (x1) y: (y1)\nset pen size to (1)\ngo to x: (x3) y: (y2)\ngo to x: (x4) y: (y2)\ngo to x: (x2) y: (y1)\npen up\n\ndefine Game\nerase all\nif <(PlayerState) = [0]> then\n change [playerx v] by ((<<key (right arrow v) pressed?> or <key (d v) pressed?>> - <<key (left arrow v) pressed?> or <key (a v) pressed?>>) * (0.13))\n change [playerz v] by ((<<key (up arrow v) pressed?> or <key (w v) pressed?>> - <<key (down arrow v) pressed?> or <key (s v) pressed?>>) * (0.13))\n change [vy v] by (-0.02)\n if <(PlayerY) < [-8]> then\n set [playerstate v] to [-0.001]\n start sound [Fail v]\n end\nend\nif <<([abs v] of (PlayerX) ) < [5]> and <([abs v] of ((PlayerZ) + (-10)) ) < [5]>> then\n set [playertileid v] to ((((([floor v] of (PlayerZ) ) * (10)) + ([floor v] of (PlayerX) )) + (-144)) + ((Level) * (100)))\nelse\n set [playertileid v] to [-1]\nend\nset [_z v] to [14]\nset [camerax v] to ((PlayerX) * (Diff))\nset [cameraz v] to (((PlayerZ) - (8)) * (Diff))\nrepeat ((10) - (((10) - ((14) - (CameraZ))) * <[10] > ((14) - (CameraZ))>))\n set [_x v] to [-5]\n repeat (10)\n set [drawtileid v] to (((((_z) * (10)) + (_x)) + (-144)) + ((Level) * (100)))\n set [_y v] to (item (DrawTileID) of [tiley v])\n set [drawtiletype v] to (item (DrawTileID) of [tiletype v])\n if <(DrawTileType) > [0]> then\n set [x1 v] to ((_x) - (CameraX))\n set [x2 v] to ((X1) + (1))\n set [z1 v] to (((_z) - (CameraZ)) / (273))\n set [z2 v] to ((Z1) + (0.00366300366))\n set pen size to ((0.055) / (Z1))\n set pen color to (item (DrawTileType) of [tiletypecolors v])\n if <(PlayerTileID) = (DrawTileID)> then\n set pen size to (5)\n change pen (saturation v) by (-40)\n end\n Draw rect ((X1) / (Z1)) ((X2) / (Z1)) ((X2) / (Z2)) ((X1) / (Z2)) (((_y) / (Z1)) + (200)) (((_y) / (Z2)) + (200))\n end\n change [_x v] by (1)\n end\n change [_z v] by (-1)\nend\nif <(PlayerTileID) > [-1]> then\n set [playertilevalue v] to (item (PlayerTileID) of [tiley v])\n set [playertiletype v] to (item (PlayerTileID) of [tiletype v])\n if <(PlayerTileType) > [0]> then\n if <(PlayerState) = [0]> then\n if <([abs v] of ((PlayerY) - (PlayerTileValue)) ) < [0.3]> then\n set [playery v] to (PlayerTileValue)\n if <(Vy) < [0]> then\n if <(PlayerTileType) = [1]> then\n start sound (join [Fall] ([floor v] of ((Vy) * (-10)) ))\n end\n set [vy v] to [0]\n end\n if <(PlayerTileType) = [1]> then\n set [collidedtimer v] to [1]\n end\n if <(PlayerTileType) = [2]> then\n set [vy v] to [0.262]\n change [playery v] by (0.3)\n start sound [Bounce v]\n end\n if <(PlayerTileType) = [3]> then\n start sound [Fail v]\n set [playerstate v] to [-0.001]\n end\n if <(PlayerTileType) = [4]> then\n start sound [End v]\n set [playerstate v] to [0.001]\n end\n end\n end\n if <(PlayerY) < (PlayerTileValue)> then\n end\nend\nchange [collidedtimer v] by (-0.15)\nif <<key (space v) pressed?> and <(CollidedTimer) > [0]>> then\n set [vy v] to [0.197]\n change [playery v] by (0.3)\n start sound [Jump v]\n set [collidedtimer v] to [0]\nend\nif <<(PlayerState) = [0]> or <(PlayerY) < [-8]>> then\n change [playery v] by (Vy)\nend\ngo to x: ((((PlayerX) - (CameraX)) / (PlayerZ)) * (273)) y: ((((PlayerY) / ((PlayerZ) - (CameraZ))) * (273)) + (200))\nset pen color to (#c5b02e)\nset pen size to ((136.5) / ((PlayerZ) - (CameraZ)))\nset pen (transparency v) to ([abs v] of (PlayerState) )\npen down\nset pen (brightness v) to (100)\nchange pen size by (-3)\nmove (0) steps\npen up\nif <(PlayerState) > [0]> then\n change [playerstate v] by (0.75)\n if <(PlayerState) > [110]> then\n if <<(WasEditing) = [1]> or <(Level) = (MaxLevel)>> then\n set [edit v] to [1]\n broadcast (ChangeMode v)\n else\n change [level v] by (1)\n if <(DeathCount) > [-1]> then\n set [deathcount v] to [0]\n end\n end\n Reset\n end\nelse\n if <(PlayerState) < [0]> then\n change [playerstate v] by (-1.5)\n if <(PlayerState) < [-90]> then\n Reset\n if <(DeathCount) > [-1]> then\n change [deathcount v] by (1)\n if <(DeathCount) > [9]> then\n set [deathcount v] to [-1]\n broadcast (Too hard v)\n end\n end\n end\n end\nend\n\ndefine Reset\nset [playerx v] to [-4.5]\nset [playery v] to ((item ((-99) + ((Level) * (100))) of [tiley v]) + (1))\nset [playerz v] to [5.5]\nset [vy v] to [0]\nset [playerstate v] to [0]\n\nwhen flag clicked\nswitch costume to (empty v)\nset size to (999999999999999999999999) %\nswitch costume to (costume1 v)\nset [playerstate v] to [0]\nset [wasediting v] to [0]\nset [level v] to [1]\nset [edit v] to [0]\nbroadcast (ChangeMode v) and wait\n\nwhen I receive [changemode v]\nrepeat until <(EDIT) = [0]>\n Edit\n broadcast (DrawTextEdit v) and wait\nend\n\nwhen I receive [changemode v]\nReset\nrepeat until <(EDIT) = [1]>\n Game\n broadcast (DrawTextGame v) and wait\nend\n\ndefine Edit\nerase all\nset [_x v] to [0]\nset [mousetileid v] to ((((([floor v] of (((mouse y) + (180)) / (36)) ) * (10)) + ([floor v] of (((mouse x) + (240)) / (36)) )) + ((Level) * (100))) + (-99))\nrepeat (10)\n set [_z v] to [0]\n repeat (10)\n set [drawtileid v] to (((((_z) * (10)) + (_x)) + ((Level) * (100))) + (-99))\n set [drawtiletype v] to (item (DrawTileID) of [tiletype v])\n set [x1 v] to (((_x) * (36)) - (240))\n set [x2 v] to ((X1) + (36))\n set [y1 v] to (((_z) * (36)) - (180))\n set [y2 v] to ((Y1) + (36))\n if <(DrawTileType) > [0]> then\n set pen size to (1)\n set pen color to (item (DrawTileType) of [tiletypecolors v])\n change pen (transparency v) by ((60) * <<not <(TileYSelected) = (item (DrawTileID) of [tiley v])>> and <(EditMode) = [1]>>)\n Draw level Edit rect (X1) (Y1) (X2) (Y2) offset (((item (DrawTileID) of [tiley v]) * (4)) + (30))\n end\n if <<([abs v] of (mouse y) ) < [180]> and <([abs v] of ((mouse x) + (60)) ) < [180]>> then\n if <(MouseTileID) = (DrawTileID)> then\n go to x: (((X1) + (X2)) / (2)) y: (((Y1) + (Y2)) / (2))\n set pen color to (#f3f3f3)\n set pen (transparency v) to (50)\n set pen size to (30)\n pen down\n pen up\n end\n if <<mouse down?> and <(saveload) = [0]>> then\n set [wasediting v] to [1]\n if <(EditMode) = [0]> then\n replace item (MouseTileID) of [tiletype v] with (TileTypeSelected)\n else\n replace item (MouseTileID) of [tiley v] with (TileYSelected)\n end\n end\n end\n change [_z v] by (1)\n end\n change [_x v] by (1)\nend\n\ndefine Transfer Draw (x1) (y1) (x2) (y2)\nDraw rect (x1) (x2) (x1) (x2) (y1) (y2)\n\ndefine Draw level Edit rect (x1) (y1) (x2) (y2) offset (offset)\nTransfer Draw ((x1) + (offset)) ((y1) + (offset)) ((x2) - (offset)) ((y2) - (offset))\n\nwhen flag clicked\ndelete all of [tiletypecolors v]\nadd [#66f2ff] to [tiletypecolors v]\nadd [#04ff00] to [tiletypecolors v]\nadd [#ff4242] to [tiletypecolors v]\nadd [#ff17dc] to [tiletypecolors v]\n\n@Level Data\n\nwhen I receive [load v]\nwait (0) seconds\nshow\ngo to [front v] layer\n\nwhen flag clicked\nset [maxlevel v] to [0]\nset [saveload v] to [0]\ngo to x: (0) y: (0)\nhide\ndelete all of [tiley v]\ndelete all of [tiletype v]\nLevels\n\nwhen I receive [load v]\nset [saveload v] to [1]\nask [Please enter your save code] and wait\nhide\nset [saveload v] to [0]\nSet Level (answer) level ID (Level)\nLoad\n\ndefine Set Level (code) level ID (id)\nset [~temp v] to []\nset [~i v] to [0]\nset [~datatype v] to [0]\nset [~id v] to (((id) * (100)) + (-99))\nrepeat (length of (code))\n change [~i v] by (1)\n set [~char v] to (letter (~i) of (code))\n if <(~char) = [;]> then\n if <(~dataType) = [0]> then\n replace item (~id) of [tiletype v] with (~temp)\n else\n replace item (~id) of [tiley v] with (~temp)\n change [~id v] by (1)\n end\n set [~datatype v] to ((1) - (~dataType))\n set [~temp v] to []\n else\n set [~temp v] to (join (~temp) (~char))\n end\nend\n\ndefine Levels\nAdd Level [1] Code [1;-7.5;1;-7.25;1;-7;1;-6.75;1;-6.5;1;-6.25;1;-6;1;-5.75;1;-5.5;1;-5.25;1;-7.25;1;-7.25;1;-7;1;-6.75;1;-6.5;1;-6.25;1;-6;1;-5.75;1;-5.5;1;-5.25;1;-7;1;-7;1;-7;1;-6.75;1;-6.5;1;-6.25;1;-6;1;-5.75;1;-5.5;1;-5.25;1;-6.75;1;-6.75;1;-6.75;1;-6.75;1;-6.5;1;-6.25;1;-6;1;-5.75;1;-5.5;1;-5.25;1;-6.5;1;-6.5;1;-6.5;1;-6.5;1;-6.5;1;-6.25;1;-6;1;-5.75;1;-5.5;1;-5.25;1;-6.25;1;-6.25;1;-6.25;1;-6.25;1;-6.25;1;-6.25;1;-6;1;-5.75;1;-5.5;1;-5.25;1;-6;1;-6;1;-6;1;-6;1;-6;1;-6;1;-6;1;-5.75;1;-5.5;4;-5.25;1;-5.75;1;-5.75;1;-5.75;1;-5.75;1;-5.75;1;-5.75;1;-5.75;1;-5.75;4;-5.5;4;-5.25;1;-5.5;1;-5.5;1;-5.5;1;-5.5;1;-5.5;1;-5.5;1;-5.5;4;-5.5;4;-5.5;4;-5.25;1;-5.25;1;-5.25;1;-5.25;1;-5.25;1;-5.25;1;-5.25;4;-5.25;4;-5.25;4;-5.25;4;-5.25;]\nAdd Level [2] Code [1;-7.5;1;-7.5;1;-7.25;0;-7.5;0;-7.5;0;-7.5;0;-7.5;1;-7.25;1;-7.5;1;-7.5;1;-7.5;1;-7.25;1;-7;1;-6.75;1;-6.5;1;-6.5;1;-6.75;1;-7;1;-7.25;1;-7.5;1;-7.5;1;-7.5;1;-7.25;0;-7.5;1;-6.25;1;-6.25;0;-7.5;1;-7.25;1;-7.5;1;-7.5;0;-7.5;0;-7.5;0;-7.5;1;-5.75;1;-6;1;-6;1;-5.75;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-6.5;0;-7.5;1;-5.5;0;-7.5;0;-7.5;1;-5.5;0;-7.5;0;-6.5;0;-7.5;0;-7.5;0;-6.5;0;-7.5;1;-5.5;0;-7.5;0;-7.5;1;-5.5;0;-7.5;0;-6.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;1;-5.5;1;-5.5;1;-5.5;1;-5.5;0;-7.5;0;-7.5;0;-7.5;1;-4;1;-4.25;1;-4.25;0;-7.5;1;-5.25;1;-5.25;0;-7.5;1;-4.25;1;-4.25;1;-4;1;-4;4;-4.25;1;-4.5;1;-4.75;1;-5;1;-5;1;-4.75;1;-4.5;4;-4.25;1;-4;1;-4;1;-4.25;1;-4.25;0;-7.5;0;-7.5;0;-7.5;0;-7.5;1;-4.25;1;-4.25;1;-4;]\nAdd Level [3] Code [1;-7.5;1;-7.5;1;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;1;-7.5;1;-7.5;1;-7.5;0;-7.5;1;-6.5;1;-6.5;0;-7.5;1;-5.5;1;-5.5;0;-7.5;1;-7.5;1;-7.5;1;-7.5;0;-7.5;1;-6.5;1;-6.5;0;-7.5;1;-5.5;1;-5.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;1;-6.5;1;-6.5;0;-7.5;1;-5.5;1;-5.5;0;-7.5;1;-4.5;1;-4.5;0;-7.5;0;-7.5;1;-6.5;1;-6.5;0;-7.5;1;-5.5;1;-5.5;0;-7.5;1;-4.5;1;-4.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;1;-5.5;1;-5.5;0;-7.5;1;-4.5;1;-4.5;0;-7.5;4;-3.5;4;-3.5;0;-7.5;0;-7.5;1;-5.5;1;-5.5;0;-7.5;1;-4.5;1;-4.5;0;-7.5;4;-3.5;4;-3.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;]\nAdd Level [4] Code [1;-7.5;1;-7.5;1;-7.5;2;-7.5;0;-7.5;1;-5.5;2;-5.5;0;-7.5;1;-4.25;1;-3.25;1;-7.5;1;-7.5;1;-7.5;2;-7.5;0;-7.5;1;-5.5;2;-5.5;0;-7.5;1;-4.25;1;-3.25;1;-7.5;1;-7.5;1;-7.5;0;-7.5;0;-7.5;1;-5.5;2;-5.5;0;-7.5;1;-4.25;1;-3.25;2;-7.5;2;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-5.5;0;-5.5;0;-7.5;0;-7.5;1;-3.25;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;1;-4.5;0;-5.5;0;-7.5;0;-7.5;1;-3.25;1;-5.5;1;-5.5;1;-5.5;0;-5.5;1;-4.5;1;-4.5;0;-5.5;0;-7.5;0;-7.5;1;-3.25;2;-5.5;2;-5.5;2;-5.5;0;-5.5;0;-5.5;0;-5.5;1;-4;1;-4;0;-7.5;1;-3.25;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;1;-4;1;-4;0;-7.5;4;-3.25;1;-4.25;1;-4.25;1;-4.25;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;4;-3.25;1;-3.25;1;-3.25;1;-3.25;1;-3.25;1;-3.25;1;-3.25;1;-3.25;4;-3.25;4;-3.25;4;-3.25;]\nAdd Level [5] Code [1;-7.5;1;-7.5;0;-7.5;2;-7.5;2;-7.5;2;-7.5;0;-7.5;2;-7;2;-7;2;-7;1;-7.5;1;-7.5;0;-7.5;2;-7.5;2;-7.5;2;-7.5;0;-7.5;2;-7;2;-7;2;-7;0;-7.5;0;-7.5;0;-7.5;0;-7.5;2;-7.5;2;-7.5;0;-7.5;0;-7.5;2;-7;2;-7;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;2;-4.5;2;-4.5;2;-4.5;0;-7.5;4;-3.25;4;-3.25;0;-7.5;0;-7.5;2;-6.5;2;-6.5;2;-4.5;2;-4.5;2;-4.5;0;-7.5;4;-3.25;4;-3.25;0;-7.5;0;-7.5;2;-6.5;2;-6.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;2;-5;2;-5;0;-7.5;0;-7.5;2;-5.5;2;-5.5;0;-7.5;0;-7.5;2;-6;2;-6;2;-5;2;-5;2;-5;0;-7.5;2;-5.5;2;-5.5;0;-7.5;2;-6;2;-6;2;-6;2;-5;2;-5;2;-5;0;-7.5;2;-5.5;2;-5.5;0;-7.5;2;-6;2;-6;2;-6;]\nAdd Level [6] Code [1;-7.5;2;-3.25;1;-7.5;1;-3.75;1;-7;1;-4.25;1;-6.5;1;-4.75;1;-6;1;-5.25;2;-3.25;2;-3.25;1;-7.5;1;-3.75;1;-7;1;-4.25;1;-6.5;1;-4.75;1;-6;1;-5.25;0;-7.5;0;-7.5;0;-7.5;0;-3.75;0;-7;0;-4.25;0;-6.5;0;-4.75;0;-6;0;-5.25;0;-3.75;0;-3.75;0;-3.75;0;-3.75;0;-7;0;-4.25;0;-6.5;0;-4.75;0;-6;0;-5.25;0;-5.5;0;-5.5;0;-5.5;0;-7;0;-7;0;-4.25;0;-6.5;0;-4.75;0;-6;0;-5.25;1;-5;1;-5;1;-5;0;-4.25;0;-4.25;0;-4.25;0;-6.5;0;-4.75;0;-3.25;0;-3.25;1;-5;1;-5;1;-5;0;-6.5;0;-6.5;0;-6.5;0;-6.5;0;-4.75;0;-3.25;0;-3.25;1;-5;1;-5;2;-4.75;2;-4.5;0;-4.75;0;-4.75;0;-4.75;4;-4.25;4;-4.25;0;-3.25;1;-5;1;-5;2;-4.75;2;-4.5;0;-6;0;-6;0;-6;4;-4.25;4;-4.25;0;-3.25;1;-5;1;-5;1;-5;0;-5.25;0;-5.25;0;-5.25;0;-5.25;0;-5.25;0;-3.25;0;-3.25;]\nAdd Level [7] Code [1;-7.5;0;-7.5;0;-7.5;1;-6;0;-7.5;0;-7.5;1;-5.75;0;-7.5;0;-7.5;1;-4.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;1;-7;0;-7.5;0;-7.5;1;-5.5;0;-7.5;0;-7.5;1;-4.75;0;-7.5;0;-7.5;1;-3.75;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;1;-6.5;0;-7.5;0;-7.5;1;-5.75;0;-7.5;0;-7.5;1;-4.25;0;-7.5;0;-7.5;1;-3.75;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;1;-4.75;0;-7.5;0;-7.5;1;-3.5;0;-7.5;0;-7.5;1;-4;0;-7.5;0;-7.5;4;-3.25;]\nAdd Level [8] Code [1;-7.5;1;-3.25;2;-6.75;0;-3.75;1;-3.25;2;-6.75;0;-7.5;4;-3.25;0;-7.5;2;-6.75;1;-7.5;1;-3.25;2;-6.75;0;-3.75;0;-3.25;2;-6.75;0;-7.5;0;-3.25;0;-7.5;2;-6.75;1;-3.25;1;-3.25;1;-3.25;0;-3.75;0;-4;0;-6.25;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-3.25;0;-3.25;0;-3.25;0;-3.25;0;-3.25;0;-3.25;0;-3.25;0;-7.5;0;-7.5;0;-7.5;2;-3.25;2;-3.25;2;-3.25;0;-4;0;-4;2;-4.5;2;-4.5;0;-7.5;0;-7.5;0;-7.5;2;-3.25;2;-3.25;2;-3.25;0;-6.25;0;-6.25;2;-4.5;2;-4.5;0;-7.5;0;-7.5;2;-7.5;0;-3.25;0;-3.25;0;-7.5;0;-7.5;0;-3.25;0;-3.25;0;-3.25;0;-7.5;0;-7.5;2;-7.5;0;-3.25;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-4.25;0;-7.5;0;-7.5;0;-7.5;0;-3.25;0;-7.5;0;-7.5;0;-7.5;2;-5.75;2;-5.75;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-3.25;0;-3.25;0;-3.25;0;-3.25;2;-5.75;2;-5.75;0;-3.25;0;-3.25;2;-7.5;2;-7.5;]\nAdd Level [9] Code [1;-7.5;0;-3.5;0;-3.5;0;-3.5;0;-3.5;0;-3.5;0;-3.5;0;-3.5;0;-3.5;0;-4.75;1;-7.25;0;-4.75;0;-7;0;-7;0;-7;0;-7;0;-7;0;-7;0;-3.5;0;-4.75;1;-7.25;0;-4.75;0;-3.75;0;-5;4;-5;0;-5;0;-5;0;-6.75;0;-3.5;0;-4.75;1;-7.25;0;-4.75;0;-3.75;0;-3.25;0;-3.25;0;-4.25;0;-6.25;0;-6.75;0;-3.5;0;-4.75;0;-7.25;0;-4.75;0;-3.75;0;-3.25;0;-4;0;-5.25;0;-6.25;0;-6.75;0;-3.5;0;-4.75;1;-7.25;0;-4.75;1;-3.75;0;-3.25;2;-4;0;-6.5;1;-3.75;0;-6.75;1;-3.5;1;-4.75;0;-7.25;0;-4.75;1;-3.75;0;-3.25;0;-6;0;-6;0;-6;0;-6.75;0;-3.5;0;-4.75;1;-7.25;0;-4.75;1;-3.75;1;-5.5;1;-5.5;0;-5.5;1;-5.5;0;-5.5;1;-3.5;1;-4.75;0;-7.25;0;-4.75;0;-4.5;0;-4.5;0;-4.5;0;-4.5;0;-4.5;0;-4.5;0;-4.5;0;-4.75;1;-7.25;0;-5.75;1;-5.75;0;-5.75;1;-5.75;0;-5.75;1;-5.75;0;-5.75;1;-5.75;1;-5.75;]\nAdd Level [10] Code [1;-7.5;1;-7.5;3;-6.75;1;-7.25;1;-7.25;3;-6.5;1;-6.75;1;-6.75;2;-6.5;2;-6.5;1;-7.5;1;-7.5;3;-6.75;1;-7.25;1;-7.25;3;-6.5;1;-6.75;1;-6.75;2;-6.5;2;-6.5;0;-6.75;0;-6.75;0;-6.75;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;3;-5.5;3;-5.5;0;-7.5;0;-7.5;3;-7.5;3;-7.5;3;-7.5;0;-7.5;0;-7.5;0;-7.5;1;-5.75;1;-5.75;0;-7.5;0;-7.5;3;-7.5;3;-7.5;3;-7.5;0;-7.5;0;-7.5;0;-7.5;1;-5;1;-5;0;-7.5;0;-7.5;3;-7.5;3;-7.5;3;-7.5;0;-7.5;0;-7.5;0;-7.5;3;-4.75;3;-4.75;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;3;-5;3;-5;4;-7.5;4;-7.25;4;-7;3;-6.75;3;-6.5;3;-6.25;3;-6;2;-4.25;1;-5.5;1;-5.5;4;-7.5;4;-7.25;4;-7;3;-6.75;3;-6.5;3;-6.25;3;-6;2;-4.25;1;-5.5;1;-5.5;]\nAdd Level [11] Code [1;-3.25;1;-3.25;0;-7.5;3;-3.75;3;-4;3;-4.75;4;-6.5;4;-6.5;4;-6.5;4;-6.5;1;-3.25;1;-3.25;0;-7.5;3;-3.75;3;-4;3;-4.75;4;-6.5;4;-6.5;4;-6.5;4;-6.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;3;-4;3;-4;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;3;-4.5;3;-4.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;2;-6.5;2;-6.5;2;-6.5;0;-7.5;1;-7.5;1;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;1;-7.5;1;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;1;-7.5;1;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;2;-7;2;-7;2;-7;0;-7.5;1;-7.5;1;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;1;-7.5;1;-7.5;1;-7.25;1;-7;1;-6.75;1;-6.5;1;-6.25;1;-6.25;1;-6.25;0;-6.25;]\nAdd Level [12] Code [1;-7.5;0;-7.5;0;-7.5;1;-6;0;-7.5;0;-7.5;3;-7.25;3;-7;3;-6.75;3;-6.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;3;-6.75;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;3;-7;1;-6;0;-7.5;0;-7.5;1;-7;0;-7.5;0;-7.5;1;-5.5;0;-7.5;0;-7.5;3;-7.25;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;3;-4;0;-7.5;0;-7.5;1;-5.5;0;-7.5;0;-7.5;1;-6.5;0;-7.5;0;-7.5;1;-5;3;-3.75;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;3;-3.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;3;-3.25;3;-3.5;3;-3.75;3;-4;0;-7.5;0;-7.5;1;-5;0;-7.5;0;-7.5;4;-4.5;]\nAdd Level [13] Code [1;-3.25;1;-3.25;3;-3.25;3;-3.25;3;-3.25;1;-7.5;1;-7.5;0;-7.5;2;-6.5;2;-6.5;1;-3.25;1;-3.25;3;-3.25;3;-3.25;3;-3.25;1;-7.5;1;-7.5;0;-7.5;2;-6.5;2;-6.5;0;-3.25;0;-3.25;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-3.25;0;-3.25;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-3.25;0;-3.25;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-3.25;0;-3.25;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;2;-6.25;2;-6.25;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;2;-6.25;2;-6.25;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;3;-6.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;4;-7.25;4;-7.25;0;-7.5;0;-7.5;0;-7.5;3;-6.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;4;-7.25;4;-7.25;3;-7;3;-7;3;-6.75;3;-6.75;]\nAdd Level [14] Code [1;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;2;-7;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;4;-6;0;-7.5;2;-5.75;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;2;-4.75;0;-7.5;0;-7.5;0;-7.5;1;-5.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;2;-4.5;0;-5.75;0;-7.5;0;-7.5;1;-7.5;0;-7.5;0;-7.5;0;-7.5;1;-7.5;0;-7.5;0;-3.25;0;-7.5;0;-3.5;0;-7.5;0;-6.5;0;-7.5;1;-6.5;2;-6.5;3;-4.25;2;-5.75;3;-4;3;-4.25;3;-4.5;3;-4.75;0;-7.5;0;-7.5;0;-7.5;0;-7.5;2;-6.75;0;-7.5;3;-3.75;3;-4;3;-4.25;3;-4.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;3;-3.5;3;-3.75;3;-4;3;-4.25;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;3;-3.25;3;-3.5;3;-3.75;3;-4;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;]\nAdd Level [15] Code [2;-7.5;0;-7.5;0;-7.5;4;-3.25;0;-7.5;0;-7.5;4;-5;3;-4.5;0;-7.5;2;-6;0;-7.5;3;-6.75;3;-6.5;3;-6.75;0;-7.5;0;-7.5;3;-4.5;3;-4.5;0;-7.5;0;-7.5;0;-7.5;3;-6.5;3;-6.25;0;-3.25;0;-7.5;0;-7.5;0;-3.25;0;-7.5;0;-7.5;0;-7.5;0;-7.5;3;-6.75;0;-6.5;2;-6.75;0;-7.5;0;-7.5;4;-3.25;0;-7.5;2;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-6.25;0;-7.5;0;-5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;3;-3.25;0;-3.25;0;-7.5;4;-4.25;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;4;-3.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;2;-5;0;-7.5;3;-4.25;0;-7.5;2;-6.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;4;-5.5;3;-4.25;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;3;-4.25;0;-7.5;0;-7.5;0;-7.5;0;-7.5;]\nAdd Level [16] Code [1;-7.5;0;-7.5;0;-7.5;0;-7.5;3;-7;3;-7;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;2;-7.5;0;-7.5;3;-6.5;3;-6.5;0;-7.5;2;-7.5;0;-7.5;0;-7.5;0;-7.5;2;-7.5;2;-7.5;0;-7.5;3;-6.25;3;-6.25;0;-7.5;2;-7.5;2;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;3;-5.5;3;-5.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;3;-7;3;-6.5;3;-6.25;3;-5.5;2;-7.5;2;-7.5;3;-5.5;3;-6.25;3;-6.5;3;-7;3;-7;3;-6.5;3;-6.25;3;-5.5;2;-7.5;2;-7.5;3;-5.5;3;-6.25;3;-6.5;3;-7;0;-7.5;0;-7.5;0;-7.5;0;-7.5;3;-5.5;3;-5.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;2;-7.5;2;-7.5;0;-7.5;3;-6.25;3;-6.25;0;-7.5;2;-7.5;2;-7.5;0;-7.5;0;-7.5;0;-7.5;2;-7.5;0;-7.5;3;-6.5;3;-6.5;0;-7.5;2;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;3;-7;3;-7;0;-7.5;0;-7.5;0;-7.5;4;-6.25;]\nAdd Level [17] Code [1;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;2;-7.5;2;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;2;-3.25;3;-3.5;3;-4.5;2;-4.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;2;-3.25;3;-6.5;3;-5.5;2;-4.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;2;-6;2;-6;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;1;-3.25;1;-3.25;0;-3.25;0;-3.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;1;-3.25;1;-3.25;3;-5;3;-5;3;-5;3;-5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;1;-3.25;1;-3.25;2;-3.25;0;-3.5;0;-7.5;2;-7.5;3;-6.25;3;-6.5;4;-7.5;0;-7.5;1;-3.25;1;-3.25;2;-3.25;0;-3.5;0;-7.5;2;-7.5;3;-6.25;3;-6.5;4;-7.5;]\nAdd Level [18] Code [2;-7.5;2;-7.5;0;-6.5;3;-5.5;2;-6.5;2;-6.5;0;-6.5;0;-6.5;0;-7.5;0;-7.5;2;-7.5;2;-7.5;0;-6.5;3;-5.5;2;-6.5;0;-6.5;0;-6.5;0;-6.5;0;-7.5;0;-7.5;0;-6.5;0;-6.5;0;-6.5;0;-6.5;0;-6.5;0;-6.5;0;-6.5;3;-4.5;3;-4.5;3;-4.5;3;-5.5;3;-5.5;0;-6.5;0;-6.5;0;-6.5;0;-6.5;0;-6.5;3;-4.5;0;-6.5;0;-6.5;2;-6.5;2;-6.5;0;-6.5;0;-6.5;1;-5;1;-5;0;-6.5;3;-3.25;0;-7.5;2;-7;2;-6.5;0;-6.5;0;-6.5;0;-6.5;1;-5;1;-5;0;-6.5;3;-3.25;0;-7.5;2;-7;0;-6.5;0;-6.5;0;-6.5;0;-6.5;0;-6.5;0;-6.5;0;-6.5;3;-3.25;0;-6.5;0;-6.5;0;-6.5;0;-6.5;3;-4.5;3;-4.5;3;-3.25;3;-3.25;3;-3.25;3;-3.25;0;-6.5;0;-5.75;0;-3.25;0;-3.25;3;-4.5;0;-6.5;0;-7.5;0;-7.5;0;-6.5;0;-6.5;0;-5.75;4;-5.5;0;-3.25;0;-3.25;3;-4.5;0;-6.5;2;-7;2;-7;0;-6.5;0;-5.75;4;-5.5;4;-5.25;]\nAdd Level [19] Code [1;-7.5;0;-7.5;0;-7.5;0;-7.5;3;-7.5;3;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;2;-7.5;0;-7.5;1;-3.25;0;-7.5;3;-5;3;-5;0;-7.5;1;-3.25;0;-7.5;2;-7.5;2;-4.75;0;-7.5;1;-3.25;0;-7.5;2;-5.75;2;-5.75;0;-7.5;1;-3.25;0;-7.5;2;-4.75;2;-7.5;0;-7.5;1;-3.25;0;-7.5;3;-3.25;3;-3.25;0;-7.5;1;-3.25;0;-7.5;2;-7.5;1;-7.5;1;-7.5;1;-3.25;1;-6.25;3;-7.5;3;-7.5;1;-6.25;1;-3.25;1;-7.5;1;-7.5;2;-4.25;0;-7.5;1;-3.25;0;-7.5;3;-5;3;-5;0;-7.5;1;-3.25;0;-7.5;2;-4.25;2;-4.25;0;-7.5;1;-3.25;0;-7.5;3;-5;3;-5;0;-7.5;1;-3.25;0;-7.5;2;-4.25;2;-4.25;0;-7.5;1;-3.25;0;-7.5;3;-5;3;-5;0;-7.5;1;-3.25;0;-7.5;2;-4.25;1;-7;1;-7;1;-3.25;1;-7;3;-7.5;3;-7.5;1;-7;1;-3.25;1;-7;1;-7;0;-7.5;0;-7.5;0;-7.5;0;-7.5;4;-5.5;4;-5.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;]\nAdd Level [20] Code [1;-7.5;3;-7.5;3;-7.5;3;-5.75;3;-5.75;0;-7;1;-7.5;0;-6;1;-6;1;-6;1;-7.5;1;-5.75;0;-6.75;1;-7.5;3;-4;0;-4;1;-4;3;-6.5;1;-3.25;3;-3.25;0;-7.5;1;-5.75;0;-7.25;0;-4;0;-7.5;3;-5.5;3;-6.75;3;-4.25;0;-4.75;1;-3.25;3;-5.75;1;-7.5;3;-4;0;-6.25;0;-5;3;-5.5;1;-7.5;3;-5.5;1;-4.25;1;-3.25;3;-5;0;-4;3;-7.5;0;-5;1;-7;0;-5;0;-7.5;1;-5.5;3;-7;0;-3.25;1;-5;0;-5.75;3;-7.5;1;-5.5;0;-5;1;-5;1;-4.75;0;-6.5;1;-6.5;0;-4.75;3;-5;0;-3.75;0;-6.75;3;-7;0;-7.5;1;-5;1;-4.75;1;-4.75;3;-4.5;1;-3.25;3;-7.5;1;-3.75;0;-7;1;-7.25;1;-5;1;-6.5;0;-6.5;3;-4.5;1;-4.25;1;-6.25;1;-6.25;1;-3.75;0;-7.5;0;-5;0;-7.5;0;-7.5;1;-7.5;0;-3.5;1;-3.5;1;-3.25;1;-7.5;1;-3.5;1;-3.5;1;-3.5;1;-7.5;1;-3.5;1;-5.75;0;-7.5;1;-5.75;4;-3.25;]\n\ndefine Add Level (name) Code (code)\nrepeat (100)\n add [1] to [tiletype v]\n add [-8] to [tiley v]\nend\nSet Level (code) level ID ((length of [tiletype v]) / (100))\nchange [maxlevel v] by (1)\n\nAdd Level [0template] Code [4;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;0;-7.5;]\n\nAdd Level [thumbnail] Code [0;-7;0;-7;0;-7;0;-7;1;-7.5;0;-7.5;0;-7;0;-7;0;-7;0;-7;2;-6.75;2;-6.75;2;-6.75;2;-6.75;0;-7.5;3;-7.5;4;-6.75;4;-6.75;0;-6.75;0;-6.75;0;-6;0;-6;0;-6;2;-6.5;1;-7.5;0;-7.5;4;-6.5;0;-6.5;4;-6.5;4;-6.5;0;-6;0;-6;0;-6;2;-6.25;0;-7.5;3;-7.5;4;-6.25;0;-6.5;0;-6;4;-6.25;2;-6;2;-6;2;-6;2;-6;1;-7.5;0;-7.5;4;-6;0;-6.25;0;-6;4;-6;2;-6;2;-6;2;-6;2;-6;0;-7.5;3;-7.5;4;-6;0;-6;0;-6;4;-6;0;-3.25;0;-3.25;0;-3.25;2;-5.75;1;-7.5;0;-7.5;4;-5.75;0;-5.75;0;-5.75;4;-5.75;0;-3.25;0;-3.25;0;-3.25;2;-5.5;0;-7.5;3;-7.5;4;-5.5;0;-5.5;0;-6;4;-5.5;0;-3.25;0;-3.25;0;-3.25;2;-5.25;0;-7.5;0;-7.5;4;-5.25;0;-6;4;-5.25;4;-5.25;2;-5;2;-5;2;-5;2;-5;0;-7.5;0;-7.5;4;-5;4;-5;0;-5;0;-5;]\n\n@Edit/Play\n\nwhen this sprite clicked\nMODE\n\nwhen flag clicked\ngo to x: (240) y: (180)\n\nwhen [c v] key pressed\nif <(WasEditing) = [1]> then\n MODE\nend\n\ndefine MODE\nset [edit v] to ((1) - (EDIT))\nbroadcast (ChangeMode v)\n\nwhen I receive [changemode v]\nswitch costume to (join [] (EDIT))\n\n@TileTypes\n\nwhen I receive [changemode v]\nif <(EDIT) = [1]> then\n if <(EditMode) = [0]> then\n Make Clones\n else\n delete this clone\n end\nelse\n delete this clone\nend\n\nwhen flag clicked\nset [tiletypeselected v] to [0]\nhide\n\ndefine Make Clones\nswitch costume to (0 v)\nset y to (75)\nrepeat (2)\n set x to (154)\n repeat (2)\n create clone of (_myself_ v)\n next costume\n change x by (60)\n end\n change y by (-50)\nend\nset x to (184)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nforever\n set [~temp v] to <(costume [name v]) = (TileTypeSelected)>\n set [brightness v] effect to ((~temp) * (50))\n set size to ((80) + ((~temp) * (20))) %\n if <key (((costume [name v]) + (1)) v) pressed?> then\n set [tiletypeselected v] to (costume [name v])\n end\nend\n\nwhen this sprite clicked\nset [tiletypeselected v] to (costume [name v])\n\n@TileY\n\nwhen I receive [changemode v]\nif <(EDIT) = [1]> then\n if <(EditMode) = [1]> then\n Make Clones\n else\n delete this clone\n end\nelse\n delete this clone\nend\n\nwhen flag clicked\nset [tileyselected v] to [-7.5]\nhide\n\ndefine Make Clones\nswitch costume to (-7.5 v)\nset y to (100)\nrepeat (6)\n set x to (154)\n repeat (3)\n create clone of (_myself_ v)\n next costume\n change x by (30)\n end\n change y by (-30)\nend\n\nwhen I start as a clone\nshow\nset [key v] to ((costume [number v]) - (1))\nforever\n set [~temp v] to <(costume [name v]) = (TileYSelected)>\n set [brightness v] effect to ((~temp) * (50))\n set size to ((80) + ((~temp) * (20))) %\n if <key (z v) pressed?> then\n if <<(length of (key)) = [2]> and <key ((letter (2) of (key)) v) pressed?>> then\n set [tileyselected v] to (costume [name v])\n end\n else\n if <<(length of (key)) = [1]> and <key ((key) v) pressed?>> then\n set [tileyselected v] to (costume [name v])\n end\n end\nend\n\nwhen this sprite clicked\nset [tileyselected v] to (costume [name v])\n\n@ChangeEditMode\n\nwhen this sprite clicked\nMODE\n\nwhen flag clicked\ngo to x: (185) y: (-90)\nset [editmode v] to [0]\nswitch costume to (0 v)\n\nwhen I receive [changemode v]\nif <(EDIT) = [1]> then\n show\nelse\n hide\nend\n\ndefine MODE\nset [editmode v] to ((1) - (EditMode))\nswitch costume to (join (EditMode) [])\nbroadcast (ChangeMode v)\n\nwhen [x v] key pressed\nif <(EDIT) = [1]> then\n MODE\nend\n\n@Save\n\nwhen this sprite clicked\nset [saveload v] to [1]\nbroadcast (SAVE v)\nSave\n\nwhen flag clicked\ngo to x: (158) y: (165)\nshow list [savelist v]\n\nwhen I receive [changemode v]\nif <(EDIT) = [1]> then\n show\nelse\n hide\nend\n\ndefine Save\ndelete all of [savelist v]\nadd [Post your levels here:] to [savelist v]\nadd [ https://scratch.mit.edu/discuss/topic/605344/] to [savelist v]\nadd [Triple click + Ctrl + C to save the code] to [savelist v]\nhide list [savelist v]\nset [~i v] to [0]\nset [~temp v] to []\nrepeat (100)\n change [~i v] by (1)\n set [~id v] to ((((Level) - (1)) * (100)) + (~i))\n set [~temp v] to (join (~temp) (join (join (item (~id) of [tiletype v]) [;]) (join (item (~id) of [tiley v]) [;])))\nend\nadd (~temp) to [savelist v]\n\n@Load\n\nwhen flag clicked\ngo to x: (158) y: (135)\n\nwhen I receive [changemode v]\nif <(EDIT) = [1]> then\n show\nelse\n hide\nend\n\nwhen this sprite clicked\nbroadcast (LOAD v) and wait\n\n@Close\n\nwhen I receive [save v]\nshow\ngo to [front v] layer\n\nwhen this sprite clicked\nhide\nshow list [savelist v]\nwait until <not <mouse down?>>\nset [saveload v] to [0]\n\nwhen flag clicked\nhide\n\n@Level Next\n\nwhen this sprite clicked\nChange\n\nwhen flag clicked\ngo to x: (213) y: (-130)\n\nwhen I receive [changemode v]\nif <(EDIT) = [1]> then\n show\nelse\n hide\nend\n\nwhen [right arrow v] key pressed\nif <(EDIT) = [1]> then\n Change\nend\n\ndefine Change\nif <not <(Level) = (MaxLevel)>> then\n change [level v] by (1)\nend\n\n@Level Previous\n\nwhen this sprite clicked\nChange\n\nwhen flag clicked\ngo to x: (160) y: (-130)\n\nwhen I receive [changemode v]\nif <(EDIT) = [1]> then\n show\nelse\n hide\nend\n\ndefine Change\nif <(Level) > [1]> then\n change [level v] by (-1)\nend\n\nwhen [left arrow v] key pressed\nif <(EDIT) = [1]> then\n Change\nend\n\n@STE\n\ndefine Draw Text (text) at (x) (y) align [0-1] (align)\nset [~cc v] to [0]\nset [brightness v] effect to (100)\ngo to x: ((x) - (((length of (text)) * (13)) * (align))) y: (y)\nrepeat (length of (text))\n change [~cc v] by (1)\n switch costume to (letter (~cc) of (text))\n stamp\n change x by (13)\nend\n\nwhen I receive [drawtextedit v]\nDraw Text (join (Level) (join [/] (MaxLevel))) at [187] [-167] align [0-1] [0.5]\n\nwhen I receive [drawtextgame v]\nDraw Text (join (Level) (join [/] (MaxLevel))) at [0] [158] align [0-1] [0.5]\n\n@Thumb\n\nwhen flag clicked\nhide\n\ngo to x: (0) y: (0)\nshow\ngo to [front v] layer\n\n@Difficulty\n\nwhen this sprite clicked\nMODE\n\nwhen flag clicked\nset [diff v] to [0]\nswitch costume to (0 v)\ngo to x: (-240) y: (180)\n\ndefine MODE\nset [deathcount v] to [-1]\nset [diff v] to ((1) - (Diff))\nswitch costume to (join [] (Diff))\n\nwhen I receive [changemode v]\nif <(EDIT) = [1]> then\n hide\nelse\n show\nend\n\n@Too hard\n\nwhen flag clicked\nset [deathcount v] to [0]\nhide\n\nwhen I receive [too hard v]\ngo to x: (-189) y: (163)\nshow\nwait (7) seconds\nhide\n\n
Use your Ninja Skills to help Scratch Cat fight enemy rats, solve puzzles, and find fish to eat!\n\nCONTROLS (Keyboard):\nWASD / arrow keys - move, jump, climb, push\nSPACE - interact or attack\nR - reset the level\nM - return to main menu\n\nCONTROLS (Mobile):\nPress your finger above/left/right of the cat to move, jump, or climb walls.\nTap directly on (or nearby) the cat to interact or attack.
Jelly - A Platformer #games
@Stage\n\nwhen I receive [gamemusic v]\nforever\n stop all sounds\n play sound [minecraft_holder_trap_remix v] until done\nend\n\nwhen flag clicked\nswitch backdrop to (startscreen v)\n\nwhen I receive [levelup v]\nswitch backdrop to (Level)\n\nwhen I receive [gameover v]\nswitch backdrop to (won v)\n\nwhen I receive [instructionsstickers v]\nwait (0.1) seconds\nswitch backdrop to (startscreen2 v)\n\nwhen I receive [start v]\nswitch backdrop to (1 v)\n\n@Start End screens\n\nwhen flag clicked\nset [level v] to [1]\nswitch costume to (title v)\nshow\ngo to [front v] layer\nclear graphic effects\nset size to (100) %\nbroadcast (gamemusic v)\ngo to x: (0) y: (0)\nwait (1) seconds\nrepeat (40)\n change size by (-1)\n change y by (1.5)\nend\nbroadcast (ShowEpisode v)\n\nwhen I receive [start v]\nhide\nplay sound [start v] until done\n\nwhen I receive [instructionspage v]\nrepeat (30)\n change size by (-1)\n change y by (1.5)\nend\nbroadcast (InstructionsStickers v)\n\nwhen I receive [gameover v]\nswitch costume to (you win! v)\ngo to x: (0) y: (300)\nset size to (100) %\nshow\nglide (1) secs to x: (0) y: (0)\n\n@BlueSticker\n\nwhen I receive [instructionsstickers v]\ngo to x: (0) y: (0)\nshow\ngo to [front v] layer\ncreate clone of (_myself_ v)\nswitch costume to (sticker1 v)\nwait (0.1) seconds\nrepeat (200)\n change x by (5)\nend\n\nwhen I start as a clone\nswitch costume to (sticker2 v)\nwait (3) seconds\nrepeat (200)\n change x by (5)\nend\nwait (0.1) seconds\nbroadcast (ShowPlayButton v) and wait\n\nwhen I receive [start v]\nhide\ndelete this clone\n\n@Sprite3\n\nwhen flag clicked\nhide\ngo to x: (0) y: (-400)\n\nwhen I receive [showplaybutton v]\nshow\nset size to (50) %\ngo to [front v] layer\nshow\ngo to x: (0) y: (-450)\nglide (0.8) secs to x: (0) y: (-60)\nforever\n repeat (10)\n change size by (0.2)\n if <<<touching (mouse-pointer v)?> and <mouse down?>> or <key (space v) pressed?>> then\n broadcast (FadeOutInstructions v)\n hide\n stop [this script v]\n end\n end\n repeat (10)\n change size by (-0.2)\n if <<<touching (mouse-pointer v)?> and <mouse down?>> or <key (space v) pressed?>> then\n broadcast (FadeOutInstructions v)\n hide\n stop [this script v]\n end\n end\nend\n\nwhen I receive [start v]\ndelete this clone\n\n@Score\n\nwhen I receive [deletemyball v]\nset size to (215) %\nset [color v] effect to (-25)\nwait (1) seconds\nset size to (190) %\nclear graphic effects\n\nwhen I receive [dollarcollected v]\n\nbroadcast (DollarCollected v)\n\nwhen I start as a clone\nshow\nforever\n switch costume to (10 v)\n switch costume to (letter ((length of (Score)) - (Numeral)) of (Score))\nend\n\nwhen I receive [start v]\nhide\nswitch costume to (0 v)\nwait (0.5) seconds\nset size to (60) %\ngo to x: (-90) y: (160)\nset [numeral v] to [0]\ngo to [front v] layer\nrepeat (5)\n wait (0) seconds\n create clone of (_myself_ v)\n change x by (-15)\n change [numeral v] by (1)\nend\nswitch costume to (score v)\nshow\nset size to (60) %\nforever\n go to [front v] layer\n wait (1) seconds\nend\n\nset size to (215) %\nset [color v] effect to (-25)\nwait (1) seconds\nset size to (190) %\nclear graphic effects\n\nwhen flag clicked\nset [brightness v] effect to (100)\nset [score v] to [0]\nhide\n\nset [brightness v] effect to (100)\n\n@Score2\n\nwhen I receive [start v]\nhide\nset size to (40) %\ngo to x: (-150) y: (140)\nset [numeral v] to [0]\nwait (0.5) seconds\ngo to [front v] layer\nrepeat (5)\n create clone of (_myself_ v)\n change x by (-10)\n change [numeral v] by (1)\nend\nswitch costume to (score v)\nshow\n\nwhen I start as a clone\nshow\nswitch costume to (0 v)\nforever\n switch costume to (10 v)\n switch costume to (letter ((length of (☁ #BestScore)) - (Numeral)) of (☁ #BestScore))\n wait (1) seconds\n if <(Score) > [30000]> then\n if <<(Score) > (☁ #BestScore)> and <(☁ #BestScore) > [30000]>> then\n set [☁ #bestscore v] to (Score)\n if <(username) = [atomicmagicnumber]> then\n end\n end\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nset [brightness v] effect to (100)\nhide\n\n@ControlCharacter\n\nwhen I receive [gameover v]\nhide\nstop [other scripts in sprite v]\n\nwhen [up arrow v] key pressed\nchange y by (-1)\nif <touching (platforms v)?> then\n set [yvelocity v] to [5]\nend\nchange y by (1)\n\nwhen I receive [start v]\nbroadcast (Walk v)\nset [yvelocity v] to [0]\nset [xvelocity v] to [0]\nclear graphic effects\nset [ghost v] effect to (99)\nshow\ngo to x: (-200) y: (0)\nforever\n change [yvelocity v] by (-0.5)\n if <touching (ladder v)?> then\n glide (1) secs to x: (10) y: (30)\n end\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 <[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 [w v] key pressed\nchange y by (-1)\nif <touching (platforms v)?> then\n set [yvelocity v] to [5]\nend\nchange y by (1)\n\nwhen I receive [restartlevel v]\nbroadcast (PositionControlCharacter v)\n\nwhen I receive [levelup v]\nbroadcast (PositionControlCharacter v)\n\nwhen I receive [controlleft v]\ngo to x: (-220) y: (78)\nset [xvelocity v] to [0]\n\nwhen I receive [positioncontrolcharacter v]\ngo to x: (-200) y: (-100)\nif <(Level) = [1]> then\n go to x: (-200) y: (-100)\nend\nif <(Level) = [4]> then\n go to x: (-210) y: (0)\nend\nif <(Level) = [5]> then\n go to x: (-210) y: (-50)\nend\n\nwhen I receive [restartlevel v]\nbroadcast (PositionControlCharacter v)\n\ndefine PlotTrail\n\nwhen flag clicked\ngo to x: (-210) y: (50)\nhide\nforever\n if <(HoldingBoat?) = [Yes]> then\n if <(y position) < [-150]> then\n set y to (-150)\n set [yvelocity v] to [0]\n end\n end\nend\n\nwhen I receive [levelup v]\nbroadcast (PositionControlCharacter v)\n\n@lava\n\nwhen flag clicked\ngo to [back v] layer\nhide\ngo to x: (-198) y: (-175)\nrepeat (3)\n next costume\n create clone of (_myself_ v)\n change x by (170)\nend\n\nwhen I start as a clone\nshow\nforever\n next costume\n repeat (3)\n if <touching (controlcharacter v)?> then\n if <(HoldingBoat?) = [No]> then\n start sound [Mine v]\n broadcast (RestartLevel v)\n end\n end\n end\nend\n\nwhen I receive [gameover v]\nwait (0.2) seconds\ndelete this clone\n\nset size to (100) %\n\nset [ghost v] effect to (50)\n\n@HERO\n\nwhen I receive [levelup v]\ngo to [front v] layer\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nbroadcast (Footsteps v)\ngo to [front v] layer\nshow\nforever\n go to (controlcharacter v)\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xvelocity v] by (1.5)\n point in direction (90)\n next costume\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xvelocity v] by (-1.5)\n point in direction (-90)\n next costume\n end\nend\n\nwhen I receive [heropointleft v]\npoint in direction (-90)\nnext costume\n\nwhen I receive [heropointright v]\npoint in direction (90)\nnext costume\n\nwhen I receive [gameover v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [footsteps v]\nforever\n if <not <(OldX) = (x position)>> then\n play sound [Walk v] until done\n end\n set [oldx v] to (x position)\nend\n\n@Joystick\n\nwhen I receive [start v]\nwait (0.1) seconds\ngo to x: (162) y: (-102)\nbroadcast (JoyMouseSenseDown v)\nforever\n if <<mouse down?> and <(mouse y) < [30]>> 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 [5]\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 broadcast (HeroPointLeft v)\n if <(ControlOnGround) = [Yes]> then\n set [yvelocity v] to [5]\n end\n end\n if <<(direction) > [-140]> and <(direction) < [-68]>> then\n switch costume to (w v)\n broadcast (HeroPointLeft 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 broadcast (HeroPointRight v)\n if <(ControlOnGround) = [Yes]> then\n set [yvelocity v] to [5]\n end\n end\n if <<(direction) > [68]> and <(direction) < [140]>> then\n broadcast (HeroPointRight v)\n change [xvelocity v] by (1.5)\n switch costume to (e v)\n end\n if <<(direction) < [-140]> or <(direction) > [140]>> then\n broadcast (#ACTION v) and wait\n broadcast (#Crafting v)\n switch costume to (action v)\n wait (0.3) seconds\n end\n end\nend\n\nhide\n\nwhen I receive [joymousesensedown v]\nclear graphic effects\nforever\n if <<mouse down?> and <(mouse y) < [30]>> 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\nwhen flag clicked\nhide\n\n@portal\n\nwhen flag clicked\nhide\n\nwhen I receive [gameover v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [portalpositioning v]\ngo to x: (213) y: (-115)\nshow\nset size to (33) %\nforever\n if <touching (hero v)?> then\n hide\n broadcast (#ReleaseTheFruit v)\n set [levelwas v] to (Level)\n start sound [minecraft-rare-achievements-sound v]\n end\n next costume\nend\n\nwhen I receive [levelup v]\nshow\nif <(Level) = [2]> then\n go to x: (-65) y: (68)\nend\nif <(Level) = [3]> then\n go to x: (224) y: (-84)\nend\nif <(Level) = [4]> then\n go to x: (220) y: (-115)\nend\nif <(Level) = [5]> then\n go to x: (220) y: (-142)\nend\n\nwhen I receive [start v]\nbroadcast (PortalPositioning v)\n\n@Layercake\n\nwhen flag clicked\nhide\nrepeat (100)\n create clone of (_myself_ v)\n go to [front v] layer\nend\n\n@crafting\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\nswitch costume to (empty v)\nset size to (100) %\nforever\n if <(letter (1) of (costume [name v])) = [*]> then\n set size to (100) %\n repeat (10)\n change size by (0.5)\n end\n repeat (10)\n change size by (-0.5)\n end\n end\nend\n\nwhen I receive [nextcraftingstage v]\nnext costume\n\nwhen this sprite clicked\nbroadcast (#Crafting v)\n\nwhen [space v] key pressed\nbroadcast (#Crafting v)\n\nwhen I receive [#crafting v]\nif <(Level) = [3]> then\n if <(costume [number v]) = [17]> then\n broadcast (ArmWithSword v)\n next costume\n set [#holdingsword? v] to [Yes]\n end\n stop [this script v]\nend\nwait (0.1) seconds\nif <(costume [number v]) = [5]> then\n next costume\n stop [this script v]\nend\nif <(costume [number v]) = [6]> then\n if <([x position v] of [controlcharacter v]) > [-40]> then\n next costume\n broadcast (-L1Bridge v)\n stop [this script v]\n else\n broadcast (L1BridgePrompt v)\n end\nend\nif <(costume [number v]) = [11]> then\n next costume\n stop [this script v]\nend\nif <(costume [number v]) = [12]> then\n if <<([x position v] of [controlcharacter v]) > [-25]> and <([x position v] of [controlcharacter v]) < [56]>> then\n next costume\n broadcast (-L2Ladder v)\n stop [this script v]\n else\n broadcast (L2Ladderprompt v)\n end\nend\nif <(costume [number v]) = [23]> then\n broadcast (ArmWithSword v)\n next costume\nend\nif <(costume [number v]) = [28]> then\n set [holdingboat? v] to [Yes]\n next costume\nend\n\nwhen I receive [levelup v]\nif <(Level) = [1]> then\n switch costume to (empty v)\n stop [this script v]\nend\nif <(Level) = [2]> then\n switch costume to (level 1-2 v)\n stop [this script v]\nend\nif <(Level) = [3]> then\n switch costume to (level 2-3 v)\n stop [this script v]\nend\nif <(Level) = [4]> then\n switch costume to (level 3/4 v)\n stop [this script v]\nend\nif <(Level) = [5]> then\n switch costume to (l4/5 v)\n stop [this script v]\nend\n\nwhen I receive [level3mining v]\nif <(costume [number v]) < [17]> then\n next costume\nend\nif <(costume [number v]) = [17]> then\n broadcast (-L3Mined v)\n stop [this script v]\nend\n\nwhen I receive [l4mining v]\nif <(costume [number v]) < [22]> then\n next costume\nend\nif <(costume [number v]) = [22]> then\n broadcast (-L4Mined v)\n wait (1) seconds\n next costume\n stop [this script v]\nend\n\nstop [this script v]\n\nwhen I receive [joycrafting v]\nbroadcast (#Crafting v)\n\nwhen I receive [restartlevel v]\nif <(Level) = [1]> then\n switch costume to (empty v)\n stop [this script v]\nend\nif <(Level) = [2]> then\n switch costume to (level 1-2 v)\n stop [this script v]\nend\nif <(Level) = [3]> then\n switch costume to (level 2-3 v)\n stop [this script v]\nend\nif <(Level) = [4]> then\n switch costume to (level 3/4 v)\n stop [this script v]\nend\nif <(Level) = [5]> then\n switch costume to (l4/5 v)\n stop [this script v]\nend\n\nwhen I receive [#crafting v]\nstart sound [Chop v]\nbroadcast (#ACTION v)\n\n@HINTS\n\nwhen I receive [start v]\nreset timer\nwait until <(timer) > [20]>\nrepeat until <([costume # v] of [crafting v]) > [4]>\n think [Go to the tree. Press SPACEBAR or click ACTION to chop 4 logs.]\nend\nif <([costume # v] of [crafting v]) < [5]> then\n think [What now?]\nend\nreset timer\nwait until <(timer) > [20]>\nrepeat until <([costume # v] of [crafting v]) > [5]>\n think [Press SPACEBAR or click ACTION to make planks.]\nend\nreset timer\nif <([costume # v] of [crafting v]) < [6]> then\n think [AWESOME!]\nend\nsay []\nwait until <(timer) > [2]>\nrepeat until <([costume # v] of [crafting v]) > [6]>\n think [Walk to the river then press SPACEBAR or ACTION to craft a bridge!]\nend\nif <<(#XP seconds left) < [0]> and <(Level) = [1]>> then\n say [A W E S O M E !] for (3) seconds\nend\nif <<(#XP seconds left) < [0]> and <(Level) = [1]>> then\n say [Grab the XP!] for (5) seconds\nend\n\nwhen flag clicked\nforever\n go to (controlcharacter v)\n change y by (15)\nend\n\nwhen I receive [l1bridgeprompt v]\nsay [Get closer to the river!] for (5) seconds\n\nwhen I receive [l2ladderprompt v]\nsay [Go higher first!] for (5) seconds\n\n@Platforms\n\nwhen I receive [levelup v]\nif <(Level) = [9]> then\n broadcast (gameover v)\nelse\n switch costume to (Level)\nend\n\nwhen I receive [start v]\nshow\n\nwhen I receive [-l1bridge v]\nswitch costume to (-l1bridge v)\nshow\n\nwhen I receive [-l2ladder v]\nswitch costume to (-l2ladder v)\nshow\n\nwhen I receive [-l3mined v]\nswitch costume to (-3mined v)\nshow\n\nwhen I receive [restartlevel v]\nswitch costume to (Level)\n\nwhen I receive [-l4mined v]\nswitch costume to (-4-dug v)\nshow\n\nwhen I receive [launchfirstlevel v]\nswitch costume to (1 v)\nshow\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nswitch costume to (1 v)\n\n@Trees2\n\nwhen I receive [gameover v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [levelup v]\nbroadcast (ShowTrees v)\n\nwhen I receive [off v]\nhide\n\nwhen flag clicked\nhide\nswitch costume to (tree v)\n\nwhen I start as a clone\nshow\nswitch costume to (tree v)\n\ngo to [front v] layer\n\nwhen I receive [#action v]\nif <(distance to [controlcharacter v]) < [50]> then\n next costume\n broadcast (NextCraftingStage v)\n if <(costume [number v]) > [4]> then\n delete this clone\n end\nend\n\nwhen I receive [start v]\nbroadcast (ShowTrees v)\n\ngo to x: (500) y: (500)\n\nshow\n\nshow\n\nwhen I receive [showtrees v]\nswitch costume to (tree v)\nif <[2] > [1]> then\n delete this clone\nend\nif <(Level) = [1]> then\n go to x: (-200) y: (-90)\n create clone of (_myself_ v)\n clear graphic effects\nend\nif <(Level) = [2]> then\n go to x: (175) y: (-58)\n set [color v] effect to (-30)\n create clone of (_myself_ v)\nend\nif <(Level) = [5]> then\n go to x: (-76) y: (117)\n set [color v] effect to (-50)\n create clone of (_myself_ v)\nend\ngo to x: (500) y: (500)\n\nwhen I receive [restartlevel v]\nbroadcast (ShowTrees v)\n\ngo to x: (500) y: (500)\n\n@Creeper\n\nwhen I receive [gameover v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [levelup v]\nbroadcast (Creeper v)\n\nwhen I receive [start v]\nhide\ngo to [back v] layer\n\nwhen flag clicked\nhide\nforever\n if <touching (holding v)?> then\n if <(#HoldingSword?) = [Yes]> then\n start sound [Clink v]\n stop [other scripts in sprite v]\n repeat (3)\n next costume\n wait (0.1) seconds\n change x by (10)\n end\n hide\n else\n broadcast (BombHit v)\n broadcast (RestartLevel v)\n start sound [mine v]\n end\n end\nend\n\ngo to x: (-150) y: (-142)\n\nset y to (58)\n\nset [level v] to [6]\n\nwhen I receive [restartlevel v]\nbroadcast (Creeper v)\n\nwhen I receive [creeper v]\nswitch costume to (creeper v)\nif <(Level) = [3]> then\n wait (0.3) seconds\n show\n go to x: (111) y: (-70)\n go to [front v] layer\nend\nif <(Level) = [4]> then\n show\n go to x: (111) y: (-98)\n go to [front v] layer\nend\nforever\n point in direction (90)\n repeat (50)\n change x by (0.5)\n end\n point in direction (-90)\n repeat (50)\n change x by (-0.5)\n end\nend\n\n@LevelText\n\nwhen I receive [start v]\ngo to x: (-115) y: (73)\nset size to (80) %\nwait (1) seconds\nswitch costume to (1 v)\nshow\nrepeat (3)\n repeat (20)\n change size by (1)\n end\n repeat (20)\n change size by (-1)\n end\nend\n\nwhen I receive [gameover v]\nhide\n\nwhen flag clicked\ngo to [back v] layer\nhide\n\nwhen I receive [levelupsoundonly v]\nstart sound [minecraft-rare-achievements-sound v]\nwait (0.5) seconds\nrepeat (10)\n play sound [xp-sound-minecraft v] until done\nend\n\nwhen I receive [levelup v]\nif <(Level) = [2]> then\n go to x: (-135) y: (-45)\n switch costume to (2 v)\nend\nif <(Level) = [3]> then\n go to x: (0) y: (20)\n switch costume to (3 v)\nend\nif <(Level) = [4]> then\n go to x: (-50) y: (-111)\n switch costume to (4 v)\nend\nif <(Level) = [5]> then\n go to x: (-20) y: (-25)\n switch costume to (5 v)\nend\nset size to (80) %\nshow\nrepeat (3)\n repeat (20)\n change size by (1)\n end\n repeat (20)\n change size by (-1)\n end\nend\n\n@blue flame\n\nwhen I receive [#releasethefruit v]\nshow\nswitch costume to (jets v)\nrepeat until <(#XP seconds left) < [0]>\n go to (controlcharacter v)\n change x by (15)\n next costume\n change [yvelocity v] by (0.17)\nend\nhide\n\nwhen flag clicked\nhide\n\n@blue flame2\n\nwhen I receive [#releasethefruit v]\nshow\nswitch costume to (jets v)\nrepeat until <(#XP seconds left) < [0]>\n go to (controlcharacter v)\n change x by (-15)\n next costume\n change [yvelocity v] by (0.17)\nend\nhide\n\nwhen flag clicked\nhide\n\n@Sprite1\n\nwhen I receive [gameover v]\nhide\nstop [other scripts in sprite v]\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\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@Powerups Collection\n\nwhen flag clicked\nhide\n\nwhen I receive [streamofcash v]\nset [distancetoscore v] to (distance to [score v])\nrepeat (5)\n create clone of (_myself_ v)\n wait (0.05) seconds\nend\n\nwhen I start as a clone\ngo to x: (StreamofCashX) y: (StreamOfCashY)\nset [color v] effect to (150)\nshow\nset size to (50) %\nrepeat (33)\n point towards (score v)\n move ((DistanceToScore) / (28)) steps\n change x by (7)\nend\ndelete this clone\n\n@Boat\n\nwhen I receive [gamemusic v]\nhide\nstop [other scripts in sprite v]\n\nwhen flag clicked\nhide\nset [holdingboat? v] to [No]\n\nwhen I receive [start v]\nset size to (50) %\nstop [other scripts in sprite v]\nforever\n if <(HoldingBoat?) = [Yes]> then\n go to (controlcharacter v)\n show\n go to [front v] layer\n else\n hide\n end\nend\n\nwhen I receive [restartlevel v]\nset [holdingboat? v] to [No]\n\nwhen I receive [levelup v]\nset [holdingboat? v] to [No]\n\n@Sprite2\n\nwhen flag clicked\nhide\n\nwhen I receive [gameover v]\nclear graphic effects\ngo to x: (0) y: (2)\nset size to (0) %\nwait (1) seconds\nshow\nrepeat (95)\n change size by (1)\nend\nforever\n repeat (10)\n change size by (1)\n change [color v] effect by (5)\n end\n repeat (10)\n change size by (-1)\n change [color v] effect by (5)\n end\nend\n\n@XP\n\nwhen I start as a clone\nshow\nrepeat until <(y position) < [-175]>\n if <(YVelocityXP) > [-6]> then\n change [yvelocityxp v] by (-0.2)\n end\n set [xvelocityxp v] to ((XVelocityXP) * (0.95))\n next costume\n change y by (YVelocityXP)\n turn right (FruitTwistLocal) degrees\n change x by (XVelocityXP)\n if <(distance to [controlcharacter v]) < [27]> then\n next costume\n set [color v] effect to (150)\n glide (0.6) secs to x: (-100) y: (168)\n start sound [xp-sound-minecraft v]\n change [score v] by (100)\n delete this clone\n end\n if <([abs v] of (x position) ) > [237]> then\n delete this clone\n end\nend\ndelete this clone\n\nwhen I receive [#releasethefruit v]\nset [#xp seconds left v] to [20]\nswitch costume to (sandia v)\nclear graphic effects\npoint in direction (90)\nforever\n set [fruittwistlocal v] to (pick random (-3) to (3))\n set [xvelocityxp v] to (pick random (-12) to (-8))\n set [yvelocityxp v] to [4]\n switch costume to (((pick random (1) to (5)) * (3)) - (2))\n create clone of (_myself_ v)\n go to x: (-237) y: (pick random (0) to (150))\n set [fruittwistlocal v] to (pick random (-3) to (3))\n set [xvelocityxp v] to (pick random (15) to (20))\n set [yvelocityxp v] to [4]\n switch costume to (((pick random (1) to (5)) * (3)) - (2))\n create clone of (_myself_ v)\n wait (0.2) seconds\n if <(#XP seconds left) < [0]> then\n broadcast (#ShowLevelTransition v)\n stop [this script v]\n end\nend\n\nwait (0.2) seconds\ngo to x: (237) y: (pick random (60) to (150))\nset [fruittwistlocal v] to (pick random (-3) to (3))\nset [xvelocityxp v] to (pick random (-14) to (-10))\nset [yvelocityxp v] to [2]\nswitch costume to (((pick random (1) to (5)) * (3)) - (2))\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nset [#xp seconds left v] to [0]\nhide\n\nwhen I receive [levelup v]\nif <[1] = [1]> then\n delete this clone\nend\nstop [other scripts in sprite v]\n\nwait (1) seconds\n\nstop [other scripts in sprite v]\n\nstop [other scripts in sprite v]\n\n@ladder\n\nwhen I receive [-l2ladder v]\nshow\ngo to [front v] layer\nforever\n if <touching (controlcharacter v)?> then\n set [yvelocity v] to [5]\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [levelup v]\nhide\nstop [other scripts in sprite v]\n\n@HOLDING\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nset [#holdingsword? v] to [No]\nset [#holdingpickaxe? v] to [No]\n\nwhen I receive [levelup v]\nhide\nset [#holdingpickaxe? v] to [No]\nset [#holdingsword? v] to [No]\nstop [other scripts in sprite v]\nif <(Level) = [3]> then\n switch costume to (pickaxe v)\n go to x: (37) y: (-102)\n show\n wait until <touching (controlcharacter v)?>\n set [#holdingpickaxe? v] to [Yes]\n forever\n go to (controlcharacter v)\n point in direction ([direction v] of [hero v])\n end\nend\nif <(Level) = [4]> then\n switch costume to (pickaxe v)\n go to x: (-154) y: (96)\n show\n wait until <touching (controlcharacter v)?>\n set [#holdingpickaxe? v] to [Yes]\n set [#holdingsword? v] to [No]\n forever\n go to (controlcharacter v)\n point in direction ([direction v] of [hero v])\n end\nend\n\nwhen I receive [#crafting v]\nif <(#HoldingPickaxe?) = [No]> then\n stop [this script v]\nend\nif <(#HoldingSword?) = [Yes]> then\n stop [this script v]\nend\nif <(Level) = [3]> then\n if <(x position) < [-158]> then\n broadcast (Level3Mining v)\n else\n if <([costume # v] of [crafting v]) < [17]> then\n say [Go left to mine.] for (4) seconds\n end\n end\nend\nif <(Level) = [4]> then\n if <<<(x position) > [-140]> and <(x position) < [-70]>> and <<(y position) > [-20]> and <(y position) < [-10]>>> then\n broadcast (L4Mining v)\n else\n if <([costume # v] of [crafting v]) < [17]> then\n say [Go left to mine.] for (4) seconds\n end\n end\nend\n\nwhen I receive [armwithsword v]\nswitch costume to (sword v)\nset [#holdingsword? v] to [Yes]\n\nwhen I receive [restartlevel v]\nsay []\nset [#holdingpickaxe? v] to [No]\nset [#holdingsword? v] to [No]\nstop [other scripts in sprite v]\nif <(Level) = [3]> then\n switch costume to (pickaxe v)\n go to x: (37) y: (-102)\n show\n wait until <touching (controlcharacter v)?>\n set [#holdingpickaxe? v] to [Yes]\n forever\n go to (controlcharacter v)\n point in direction ([direction v] of [hero v])\n end\nend\nif <(Level) = [4]> then\n switch costume to (pickaxe v)\n go to x: (-154) y: (96)\n show\n wait until <touching (controlcharacter v)?>\n set [#holdingpickaxe? v] to [Yes]\n forever\n go to (controlcharacter v)\n point in direction ([direction v] of [hero v])\n end\nend\n\n@blocksx3\n\nwhen I receive [dropcongrats v]\nif <(Level) = [5]> then\n stop [this script v]\nend\nstart sound [FunWin v]\nwait (1) seconds\nclear graphic effects\ngo to [front v] layer\nhide\nswitch costume to (1 v)\ngo to x: (0) y: (300)\ncreate clone of (_myself_ v)\nwait (0.8) seconds\nswitch costume to (3 v)\ngo to x: (0) y: (300)\ncreate clone of (_myself_ v)\nwait (0.8) seconds\nswitch costume to (2 v)\ngo to x: (0) y: (300)\ncreate clone of (_myself_ v)\nwait (1.4) seconds\ngo to x: (0) y: (0)\ngo to [front v] layer\nswitch costume to (all v)\nshow\nbroadcast (DeleteLocalClones v)\nrepeat (75)\n change y by (3)\nend\nhide\n\nwhen I start as a clone\nshow\nglide (0.6) secs to x: (0) y: (0)\nglide (0.3) secs to x: (0) y: (50)\nglide (0.3) secs to x: (0) y: (0)\nglide (0.1) secs to x: (0) y: (20)\nglide (0.1) secs to x: (0) y: (0)\n\nchange [pixelate v] effect by (0.5)\n\nwhen I receive [deletelocalclones v]\ndelete this clone\n\nwhen flag clicked\nhide\n\n@Episode 1\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\nglide (0.5) secs to x: (0) y: (-100)\nglide (0.2) secs to x: (0) y: (-50)\nglide (0.2) secs to x: (0) y: (-100)\nglide (0.1) secs to x: (0) y: (-75)\nglide (0.1) secs to x: (0) y: (-100)\n\nwhen I receive [showepisode v]\nhide\nclear graphic effects\ngo to x: (0) y: (400)\nswitch costume to (episode 1 v)\ngo to [front v] layer\nrepeat (9)\n create clone of (_myself_ v)\n next costume\n wait (0.3) seconds\nend\nwait (1.5) seconds\ngo to x: (0) y: (0)\nclear graphic effects\nbroadcast (DropLetters v)\n\nwhen I receive [instructionspage v]\ndelete this clone\n\nwhen I receive [dropletters v]\nif <<(costume [number v]) = [1]> or <(costume [number v]) = [9]>> then\n wait (0.1) seconds\nend\nif <<(costume [number v]) = [2]> or <(costume [number v]) = [8]>> then\n wait (0.4) seconds\nend\nif <<(costume [number v]) = [3]> or <(costume [number v]) = [7]>> then\n wait (0.7) seconds\nend\nif <<(costume [number v]) = [4]> or <(costume [number v]) = [6]>> then\n wait (1) seconds\nend\nif <(costume [number v]) = [5]> then\n wait (1.33) seconds\nend\nglide (0.2) secs to x: (0) y: (-155)\nrepeat (40)\n change y by (-1)\nend\nif <(costume [number v]) = [5]> then\n broadcast (InstructionsPage v)\nend\ndelete this clone\n\nwhen I receive [fadeoutinstructions v]\ngo to x: (0) y: (0)\nswitch costume to (costume2 v)\nshow\nset [ghost v] effect to (100)\nrepeat (20)\n go to [front v] layer\n change [ghost v] effect by (-5)\nend\nbroadcast (Start v)\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\n\n@Sprite6\n\nwhen I receive [#releasethefruit v]\nHowManyBonusChests?\nPositionTheChests\n\nwhen flag clicked\nhide\ngo to x: (400) y: (400)\n\nwhen I start as a clone\nshow\nrepeat until <touching (controlcharacter v)?>\n next costume\nend\nstart sound [456966__funwithsound__success-fanfare-trumpets v]\nchange [score v] by (1000)\nset [streamofcashx v] to (x position)\nset [streamofcashy v] to (y position)\nbroadcast (StreamOfCash v)\ndelete this clone\n\nwhen I receive [levelup v]\nreset timer\ndelete this clone\n\ndefine HowManyBonusChests?\nif <(Level) = [1]> then\n set [numberofxpbonusclones v] to [5]\n set [timerstampforchests v] to (timer)\n repeat until <(TimerStampForChests) < [7]>\n change [numberofxpbonusclones v] by (-1)\n change [timerstampforchests v] by (-3)\n end\nend\nif <(Level) = [2]> then\n set [numberofxpbonusclones v] to [5]\n set [timerstampforchests v] to (timer)\n repeat until <(TimerStampForChests) < [6]>\n change [numberofxpbonusclones v] by (-1)\n change [timerstampforchests v] by (-3)\n end\nend\nif <(Level) = [3]> then\n set [numberofxpbonusclones v] to [5]\n set [timerstampforchests v] to (timer)\n repeat until <(TimerStampForChests) < [13]>\n change [numberofxpbonusclones v] by (-1)\n change [timerstampforchests v] by (-3)\n end\nend\nif <(Level) = [4]> then\n set [numberofxpbonusclones v] to [5]\n set [timerstampforchests v] to (timer)\n repeat until <(TimerStampForChests) < [13]>\n change [numberofxpbonusclones v] by (-1)\n change [timerstampforchests v] by (-3)\n end\nend\nif <(Level) = [5]> then\n set [numberofxpbonusclones v] to [5]\n set [timerstampforchests v] to (timer)\n repeat until <(TimerStampForChests) < [14]>\n change [numberofxpbonusclones v] by (-1)\n change [timerstampforchests v] by (-3)\n end\nend\n\ndefine PositionTheChests\nif <(Level) = [5]> then\n go to x: (-150) y: (-150)\n repeat (NumberofXPbonusClones)\n create clone of (_myself_ v)\n change x by (80)\n end\nend\nif <(Level) = [3]> then\n go to x: (30) y: (-100)\n repeat (NumberofXPbonusClones)\n create clone of (_myself_ v)\n change x by (40)\n end\nend\nif <(Level) = [2]> then\n go to x: (65) y: (-100)\n repeat (NumberofXPbonusClones)\n create clone of (_myself_ v)\n change x by (40)\n end\nend\nif <<(Level) = [1]> or <(Level) = [4]>> then\n go to x: (-193) y: (-134)\n repeat (NumberofXPbonusClones)\n create clone of (_myself_ v)\n change x by (40)\n end\nend\n\nwhen I receive [start v]\nreset timer\ndelete this clone\n\nwhen I receive [restartlevel v]\nreset timer\ndelete this clone\n\n@flame\n\nwhen I receive [#releasethefruit v]\ngo to x: (400) y: (400)\nwait (1) seconds\nrepeat until <(#XP seconds left) < [8]>\n create clone of (_myself_ v)\n wait (2.5) seconds\nend\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\ngo to x: (pick random (-150) to (150)) y: (180)\ngo to [front v] layer\nshow\nrepeat until <(y position) < [-175]>\n next costume\n change y by (-2)\n if <touching (hero v)?> then\n set [#xp seconds left v] to [-1]\n start sound [Ow v]\n delete this clone\n end\nend\ndelete this clone\n\n@Timer\n\nwhen I start as a clone\nshow\nforever\n switch costume to (10 v)\n switch costume to (letter ((length of (#XP seconds left)) - (Numeral)) of (#XP seconds left))\n if <(#XP seconds left) > [0]> then\n show\n else\n hide\n end\nend\n\nwhen I receive [#releasethefruit v]\nset [#xp seconds left v] to [20]\nif <[1] = [1]> then\n delete this clone\nend\nhide\nswitch costume to (0 v)\nwait (0.5) seconds\nset size to (50) %\ngo to x: (-147) y: (120)\nset [numeral v] to [0]\nrepeat (2)\n wait (0) seconds\n create clone of (_myself_ v)\n change x by (-13)\n change [numeral v] by (1)\nend\nswitch costume to (score v)\nshow\nforever\n go to [front v] layer\n change [#xp seconds left v] by (-1)\n if <(#XP seconds left) = [0]> then\n broadcast (#ShowLevelTransition v)\n else\n end\n if <(#XP seconds left) > [0]> then\n show\n else\n hide\n end\n wait (1) seconds\nend\n\nset [score v] to [0]\n\nwhen flag clicked\nset [brightness v] effect to (100)\nhide\n\n@Sprite4\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [#showleveltransition v]\nwait (1) seconds\nset [ghost v] effect to (100)\nshow\nrepeat (20)\n go to [front v] layer\n change [ghost v] effect by (-3)\nend\nbroadcast (DropCongrats v)\nwait (2) seconds\nwait (3) seconds\nif <(Level) = [5]> then\nend\nchange [level v] by (1)\nif <(Level) = [6]> then\n broadcast (gameover v)\nelse\n broadcast (LevelUp v)\nend\nrepeat (20)\n change [ghost v] effect by (3)\nend\nhide\n\nset [level v] to [0]\n\nwait (3) seconds\n\n@tinyrunner\n\nwhen I receive [gameover v]\nswitch costume to (tinyrunner40 v)\nwait (1) seconds\ngo to x: (8) y: (300)\nshow\nglide (1) secs to x: (8) y: (-51)\nbroadcast (EndTalk v)\nforever\n go to [front v] layer\n next costume\nend\n\nwhen I receive [endtalk v]\nif <(length of (username)) < [3]> then\n set [username v] to [YOU]\nelse\n set [username v] to (username)\nend\nforever\n wait (0.2) seconds\n say [WOW!] for (2) seconds\n wait (3) seconds\n say [★★★ AWESOME! ★★★] for (7) seconds\n wait (1) seconds\n say (join (join [★★★ ] (Username)) [ WON! ★★★ ]) for (7) seconds\n wait (3) seconds\n say [This game took AGES to make...📆] for (7) seconds\n wait (3) seconds\n say (join (Username) [ please LOVE ♥ FAV ♥ FOLLOW!]) for (7) seconds\n wait (3) seconds\n say [AtomicMagicNumber MIGHT make episode 2...] for (10) seconds\n wait (3) seconds\n say (join (Username) [ is the BEST!]) for (7) seconds\n wait (3) seconds\n say [Please love ♥ fav ♥ follow!] for (7) seconds\n wait (3) seconds\n say (join (Username) [ beat Minecraft Platformer Episode 1!]) for (9) seconds\n wait (3) seconds\n say [Please love ♥ fav ♥ follow!] for (7) seconds\n wait (3) seconds\n say [★★★You RULE! ★★★] for (7) seconds\n wait (3) seconds\n say (join (Username) [ is a PRO-GAMER!]) for (7) seconds\n wait (3) seconds\n say [Still watching?] for (3) seconds\n wait (3) seconds\n say [Ok, free jokes coming up. No extra charge.] for (7) seconds\n wait (3) seconds\n say [How does Minecraft Steve get his exercise?] for (7) seconds\n wait (1) seconds\n say [He runs around the block!!!] for (7) seconds\n wait (3) seconds\n say [What is Minecraft Steve's fav sport?] for (7) seconds\n wait (1) seconds\n say [Boxing!!!] for (4) seconds\n wait (1) seconds\n say [Why did the skeleton run away?] for (7) seconds\n wait (1) seconds\n say [He had no-body to back him up!!!!!] for (7) seconds\n wait (1) seconds\nend\n\nwhen flag clicked\nhide\n\n@LoveB\n\nwhen I start as a clone\nforever\n go to [front v] layer\n go to x: ((Scroll) + (480)) y: (-14)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [gameover v]\ngo to x: (0) y: (-100)\nglide (1.5) secs to x: (0) y: (-14)\npoint in direction (90)\nshow\nset [scroll v] to [0]\nset size to (103) %\ncreate clone of (_myself_ v)\nforever\n go to [front v] layer\n change [scroll v] by (-6)\n if <(Scroll) > [-480]> then\n go to x: (Scroll) y: (-14)\n else\n go to x: ((Scroll) + (960)) y: (-14)\n if <(Scroll) < [-959]> then\n set [scroll v] to [0]\n end\n end\nend\n\n@SkipLevel\n\nwhen this sprite clicked\nset [skiplevel v] to [Yes]\nif <(Level) = [5]> then\n broadcast (gameover v)\n stop [this script v]\nend\nchange [level v] by (1)\nbroadcast (LevelUp v)\n\nwhen I receive [restartlevel v]\nchange [skiplevellag v] by (1)\nif <(SkipLevelLag) > [3]> then\n switch costume to (Level)\n go to [back v] layer\n show\nend\n\nwhen I receive [levelup v]\nhide\nset [skiplevellag v] to [0]\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [skiplevellag v] to [0]\nset [skiplevel v] to [No]\nhide\ngo to [back v] layer\n\nset [☁ #bestscore v] to [0]\n\n
Mythical Ravine // A Platformer v0.5
@Stage\n\n@恐龙\n\ndefine 恐龙跳跃高度 (h) 移动速度 (v) 摩擦力 (f)\ngo to [back v] layer\ngo [forward v] (2) layers\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x 速度 v] by ((v) * (-1))\n point in direction (-90)\nend\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x 速度 v] by (v)\n point in direction (90)\nend\nif <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n set size to (125) %\n set [brightness v] effect to (15)\nelse\n set size to (175) %\n set [brightness v] effect to (0)\nend\nset [x 速度 v] to ((x 速度) * (f))\nchange x by (x 速度)\nif <<touching (关卡 v)?> or <touching (移动平台 v)?>> then\n set [斜率 v] to [0]\n repeat until <<not <<touching (关卡 v)?> or <touching (移动平台 v)?>>> or <(斜率) = [8]>>\n change [斜率 v] by (1)\n change y by (1)\n end\n if <<touching (关卡 v)?> or <touching (移动平台 v)?>> then\n change y by ((斜率) * (-1))\n repeat ([ceiling v] of ([abs v] of (x 速度) ) )\n if <<touching (关卡 v)?> or <touching (移动平台 v)?>> then\n change x by ((([abs v] of (x 速度) ) / (x 速度)) * (-1))\n end\n end\n end\nend\nchange y by (y 速度)\nif <<touching (关卡 v)?> or <touching (移动平台 v)?>> then\n repeat ([ceiling v] of ([abs v] of (y 速度) ) )\n if <<touching (关卡 v)?> or <touching (移动平台 v)?>> then\n change y by ((([abs v] of (y 速度) ) / (y 速度)) * (-1))\n end\n end\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <(([abs v] of (y 速度) ) / (y 速度)) = [-1]>> then\n set [y 速度 v] to (h)\n else\n set [y 速度 v] to [0]\n end\nelse\n change [y 速度 v] by (-1)\nend\nif <<<<key (right arrow v) pressed?> or <key (left arrow v) pressed?>> or <key (d v) pressed?>> or <key (a v) pressed?>> then\n switch costume to (跑起来!)\nend\n\ndefine 制作跑动时的粒子 (💨) 模式 (m)\nset [粒子种类 v] to (m)\nrepeat (💨)\n create clone of (粒子 v)\nend\n\ndefine 死亡\nbroadcast (死亡 v)\nif <([abs v] of (y 速度) ) < [5]> then\n set [y 速度 v] to (([abs v] of (y 速度) ) + (pick random (3) to (6)))\nelse\n set [y 速度 v] to ([abs v] of (y 速度) )\n if <(y 速度) > [12]> then\n set [y 速度 v] to [12]\n end\nend\nset [x 速度 v] to ((x 速度) * (-1))\nset rotation style [all around v]\nrepeat until <(y position) < [-175]>\n change x by (x 速度)\n change y by (y 速度)\n point in direction ((y 速度) * (2))\n change [y 速度 v] by (-1)\n go to [front v] layer\nend\nhide\nwait (0.5) seconds\n\ndefine 设置\nset [x 速度 v] to [0]\nset [y 速度 v] to [0]\nset [跳过关卡 v] to [no]\nset size to (175) %\nclear graphic effects\nshow\nset rotation style [left-right v]\nif <(关卡) = [1]> then\n point in direction (90)\n go to x: (-180) y: (-100)\nelse\n if <(关卡) = [2]> then\n point in direction (90)\n go to x: (-211) y: (-120)\n else\n if <(关卡) = [3]> then\n point in direction (90)\n go to x: (-202) y: (95)\n else\n if <(关卡) = [4]> then\n point in direction (90)\n go to x: (-198) y: (-120)\n else\n if <(关卡) = [5]> then\n point in direction (90)\n go to x: (-185) y: (150)\n else\n if <(关卡) = [6]> then\n point in direction (90)\n go to x: (-170) y: (-125)\n else\n if <(关卡) = [7]> then\n point in direction (90)\n go to x: (-213) y: (144)\n else\n if <(关卡) = [8]> then\n point in direction (-90)\n go to x: (135) y: (120)\n else\n if <(关卡) = [9]> then\n point in direction (90)\n go to x: (-165) y: (-70)\n else\n if <(关卡) = [10]> then\n point in direction (90)\n go to x: (-200) y: (40)\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [开始声音 v]\nset volume to (60) %\n\nwhen I receive [暂停声音 v]\nset volume to (0) %\n\nwhen I receive [设置 v]\n设置\n\nwhen I receive [死亡 v]\nset [brightness v] effect to (100)\nwait (0) seconds\nrepeat (10)\n change [brightness v] effect by (-10)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [开始游戏 v]\nstop all sounds\nforever\n play sound [Bjm - Happiness v] until done\nend\n\nwhen I receive [开始游戏 v]\nset [关卡 v] to [1]\nset volume to (60) %\nbroadcast (设置 v) and wait\nforever\n 恐龙跳跃高度 [10] 移动速度 [6.5] 摩擦力 [0.5]\n if <<<<<key (left arrow v) pressed?> or <key (right arrow v) pressed?>> or <key (a v) pressed?>> or <key (d v) pressed?>> and <(粒子) > [.35]>> then\n 制作跑动时的粒子 (pick random (2) to (3)) 模式 [0]\n set [粒子 v] to [0]\n end\n if <<(y 速度) < [-7]> and <(粒子) > [.35]>> then\n 制作跑动时的粒子 (pick random (3) to (4)) 模式 [1]\n set [粒子 v] to [0]\n end\n if <<touching (旗子 v)?> or <(跳过关卡) = [yes]>> then\n set [结束时的屏幕 v] to [yes]\n start sound [下一关 v]\n broadcast (通关成功 v) and wait\n change [关卡 v] by (1)\n broadcast (清除克隆体 v)\n broadcast (设置 v) and wait\n end\n set [当前的frame v] to (costume [number v])\n if <<touching (尖刺 v)?> or <<touching (锯子 v)?> or <touching (有毒物质 v)?>>> then\n start sound [砸 v]\n 死亡\n broadcast (清除克隆体 v)\n broadcast (设置 v) and wait\n end\n switch costume to (当前的frame)\nend\n\nwhen I receive [绿色恐龙 v]\nif <not <<<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 (gdino v)\n forever\n switch costume to (gdino2 v)\n wait (0.08) seconds\n switch costume to (gdino3 v)\n wait (0.08) seconds\n switch costume to (gdino4 v)\n wait (0.08) seconds\n end\nend\n\nwhen I receive [绿色恐龙 v]\nset [跑起来! v] to [5]\nforever\n change [跑起来! v] by (1)\n if <(跑起来!) > [6]> then\n set [跑起来! v] to [5]\n end\n wait (0.08) seconds\nend\n\nwhen I receive [红色恐龙 v]\nif <not <<<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 (rdino v)\n forever\n switch costume to (rdino2 v)\n wait (0.08) seconds\n switch costume to (rdino3 v)\n wait (0.08) seconds\n switch costume to (rdino4 v)\n wait (0.08) seconds\n end\nend\n\nwhen I receive [红色恐龙 v]\nset [跑起来! v] to [11]\nforever\n change [跑起来! v] by (1)\n if <(跑起来!) > [12]> then\n set [跑起来! v] to [11]\n end\n wait (0.08) seconds\nend\n\nwhen I receive [黄色恐龙 v]\nif <not <<<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 (ydino v)\n forever\n switch costume to (ydino2 v)\n wait (0.08) seconds\n switch costume to (ydino3 v)\n wait (0.08) seconds\n switch costume to (ydino4 v)\n wait (0.08) seconds\n end\nend\n\nwhen I receive [黄色恐龙 v]\nset [跑起来! v] to [17]\nforever\n change [跑起来! v] by (1)\n if <(跑起来!) > [18]> then\n set [跑起来! v] to [17]\n end\n wait (0.08) seconds\nend\n\nwhen I receive [蓝色恐龙 v]\nif <not <<<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 (bdino v)\n forever\n switch costume to (bdino2 v)\n wait (0.08) seconds\n switch costume to (bdino3 v)\n wait (0.08) seconds\n switch costume to (bdino5 v)\n wait (0.08) seconds\n end\nend\n\nwhen I receive [蓝色恐龙 v]\nset [跑起来! v] to [23]\nforever\n change [跑起来! v] by (1)\n if <(跑起来!) > [23]> then\n set [跑起来! v] to [24]\n end\n wait (0.08) seconds\nend\n\nwhen flag clicked\nset volume to (100) %\nplay sound [Bjm - Utopia v] until done\n\nwhen I receive [开始游戏 v]\nset [粒子 v] to [0]\nforever\n change [粒子 v] by (0.05)\nend\n\n@关卡\n\nwhen flag clicked\nhide\n\nwhen I receive [开始游戏 v]\nforever\n go to [front v] layer\n go [backward v] (3) layers\n switch costume to (关卡)\n show\nend\n\n@背景\n\nwhen I receive [开始游戏 v]\ngo to [back v] layer\nshow\nforever\n go to x: (0) y: (0)\n repeat (50)\n change y by (-1)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [开始游戏 v]\nforever\n if <<(关卡) = [1]> or <(关卡) = [6]>> then\n switch costume to (1 v)\n end\n if <<(关卡) = [2]> or <(关卡) = [7]>> then\n switch costume to (2 v)\n end\n if <<(关卡) = [3]> or <(关卡) = [8]>> then\n switch costume to (3 v)\n end\n if <<(关卡) = [4]> or <(关卡) = [9]>> then\n switch costume to (4 v)\n end\n if <<(关卡) = [5]> or <(关卡) = [10]>> then\n switch costume to (5 v)\n end\nend\n\n@旗子\n\nwhen I receive [设置 v]\nset size to (10) %\n设置\n\ndefine 设置\nshow\nif <(关卡) = [1]> then\n go to x: (209) y: (-55)\nelse\n if <(关卡) = [2]> then\n go to x: (-211) y: (119)\n else\n if <(关卡) = [3]> then\n go to x: (-211) y: (-119)\n else\n if <(关卡) = [4]> then\n go to x: (190) y: (147)\n else\n if <(关卡) = [5]> then\n go to x: (-129) y: (-73)\n else\n if <(关卡) = [6]> then\n go to x: (191) y: (47)\n else\n if <(关卡) = [7]> then\n go to x: (-164) y: (-120)\n else\n if <(关卡) = [8]> then\n go to x: (-175) y: (-119)\n else\n if <(关卡) = [9]> then\n go to x: (-182) y: (118)\n else\n if <(关卡) = [10]> then\n hide\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [开始游戏 v]\nswitch costume to (1 v)\nforever\n if <(结束时的屏幕) = [no]> then\n next costume\n wait (0.05) seconds\n end\nend\n\n@粒子\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\nset size to (pick random (70) to (125)) %\nset [速度 v] to (pick random (-0.5) to (-1.5))\ngo to (恐龙 v)\nchange y by (pick random (-9) to (-12))\nif <(粒子种类) = [0]> then\n if <key (right arrow v) pressed?> then\n point in direction (90)\n else\n point in direction (-90)\n end\nelse\n point in direction (pick random (-90) to (90))\n forever\n move ((速度) * (2)) steps\n change y by ((速度) / (-4))\n end\nend\nmove (pick random (3) to (6)) steps\nforever\n move (速度) steps\n change y by ((速度) / (-4))\nend\n\nwhen I start as a clone\nswitch costume to (粒子 v)\nclear graphic effects\nrepeat (10)\n change [ghost v] effect by (7)\nend\ndelete this clone\n\nwhen I start as a clone\nforever\n go to [back v] layer\n go [forward v] (1) layers\nend\n\nwhen I receive [开始游戏 v]\nset rotation style [left-right v]\nhide\n\n@橙子\n\nwhen flag clicked\nhide\n\nwhen I receive [清除克隆体 v]\ndelete this clone\n\nwhen I receive [设置 v]\n设置\n\ndefine 设置\nif <(关卡) = [1]> then\n 克隆于 x [-75] y [-50]\n 克隆于 x [-75] y [-80]\n 克隆于 x [95] y [-20]\n 克隆于 x [125] y [-20]\n 克隆于 x [155] y [-20]\nelse\n if <(关卡) = [2]> then\n 克隆于 x [-180] y [-45]\n 克隆于 x [-180] y [-20]\n 克隆于 x [-130] y [-20]\n 克隆于 x [20] y [100]\n 克隆于 x [20] y [75]\n else\n if <(关卡) = [3]> then\n 克隆于 x [3] y [100]\n 克隆于 x [3] y [75]\n else\n if <(关卡) = [4]> then\n 克隆于 x [180] y [20]\n 克隆于 x [210] y [20]\n 克隆于 x [-200] y [70]\n 克隆于 x [-150] y [70]\n else\n if <(关卡) = [5]> then\n 克隆于 x [200] y [80]\n 克隆于 x [200] y [55]\n 克隆于 x [-128] y [55]\n 克隆于 x [-128] y [35]\n 克隆于 x [120] y [-80]\n else\n if <(关卡) = [6]> then\n 克隆于 x [130] y [120]\n 克隆于 x [130] y [90]\n 克隆于 x [-130] y [30]\n 克隆于 x [-207] y [100]\n 克隆于 x [-207] y [120]\n else\n if <(关卡) = [7]> then\n 克隆于 x [-80] y [40]\n 克隆于 x [130] y [145]\n 克隆于 x [167] y [15]\n 克隆于 x [-130] y [-120]\n 克隆于 x [-105] y [-120]\n else\n if <(关卡) = [8]> then\n 克隆于 x [-210] y [100]\n 克隆于 x [-210] y [120]\n 克隆于 x [132] y [-120]\n 克隆于 x [110] y [-120]\n 克隆于 x [154] y [-120]\n else\n if <(关卡) = [9]> then\n 克隆于 x [-75] y [-68]\n 克隆于 x [-75] y [-88]\n 克隆于 x [10] y [-120]\n 克隆于 x [35] y [-120]\n 克隆于 x [60] y [-120]\n else\n if <(关卡) = [10]> then\n 克隆于 x [-50] y [-90]\n 克隆于 x [-80] y [-90]\n 克隆于 x [-110] y [-90]\n 克隆于 x [200] y [-90]\n 克隆于 x [170] y [-90]\n 克隆于 x [140] y [-90]\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine 克隆于 x (x) y (y)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nforever\n if <touching (恐龙 v)?> then\n start sound [Fruit collect v]\n delete this clone\n end\n go to [back v] layer\n go [forward v] (1) layers\nend\n\nwhen I start as a clone\nshow\n\nwhen I receive [开始游戏 v]\nset rotation style [left-right v]\nset size to (50) %\nhide\n\n@危险警示\n\nwhen flag clicked\nhide\n\nwhen I receive [死亡 v]\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (.1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen I receive [开始游戏 v]\nhide\nset [ghost v] effect to (100)\nshow\ngo to x: (0) y: (0)\n\n@尖刺\n\nwhen flag clicked\nhide\n\nwhen I receive [开始游戏 v]\nforever\n go to [front v] layer\n show\n switch costume to (关卡)\n go [backward v] (5) layers\nend\n\n@锯子\n\nwhen flag clicked\nhide\n\nwhen I receive [清除克隆体 v]\ndelete this clone\n\nwhen I receive [设置 v]\n设置\n\ndefine 设置\nif <(关卡) = [1]> then\n set size to (50) %\n 克隆于 x [-22] y [-115]\nelse\n if <(关卡) = [2]> then\n set size to (95) %\n 克隆于 x [-68] y [30]\n else\n if <(关卡) = [3]> then\n set size to (30) %\n 克隆于 x [-130] y [110]\n broadcast (上下 v)\n else\n if <(关卡) = [4]> then\n set size to (20) %\n 克隆于 x [-115] y [-55]\n broadcast (上下 v)\n else\n if <(关卡) = [5]> then\n set size to (25) %\n 克隆于 x [30] y [-70]\n broadcast (左右 v)\n else\n if <(关卡) = [6]> then\n set size to (45) %\n 克隆于 x [-75] y [5]\n else\n if <(关卡) = [7]> then\n set size to (50) %\n 克隆于 x [20] y [-70]\n broadcast (左右 v)\n else\n if <(关卡) = [8]> then\n set size to (30) %\n 克隆于 x [60] y [-70]\n broadcast (上下 v)\n set size to (30) %\n 克隆于 x [190] y [-70]\n broadcast (上下 v)\n else\n if <(关卡) = [9]> then\n set size to (45) %\n 克隆于 x [20] y [2]\n broadcast (左右 v)\n set size to (45) %\n 克隆于 x [-7] y [32]\n broadcast (左右 v)\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine 克隆于 x (x) y (y)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nforever\n go to [back v] layer\n go [forward v] (1) layers\n show\nend\n\nwhen I start as a clone\nforever\n set rotation style [all around v]\n turn right (5) degrees\nend\n\nwhen I receive [上下 v]\nforever\n repeat (20)\n change y by (1)\n end\n repeat (20)\n change y by (-1)\n end\nend\n\nwhen I receive [上下 v]\nforever\n repeat (20)\n change y by (1)\n end\n repeat (20)\n change y by (-1)\n end\nend\n\nwhen I receive [左右 v]\nforever\n repeat (20)\n change x by (2)\n end\n repeat (20)\n change x by (-2)\n end\nend\n\nwhen I receive [开始游戏 v]\nhide\n\n@移动平台\n\nwhen flag clicked\nhide\n\nwhen I receive [清除克隆体 v]\ndelete this clone\n\nwhen I receive [设置 v]\n设置\n\ndefine 设置\nif <(关卡) = [4]> then\n set size to (110) %\n 克隆于 x [-150] y [-100]\n 克隆于 x [-60] y [-60]\n 克隆于 x [30] y [-20]\nelse\n if <(关卡) = [5]> then\n 克隆于 x [60] y [50]\n else\n if <(关卡) = [6]> then\n 克隆于 x [30] y [-60]\n 克隆于 x [60] y [60]\n else\n if <(关卡) = [7]> then\n 克隆于 x [50] y [60]\n 克隆于 x [120] y [120]\n else\n if <(关卡) = [8]> then\n 克隆于 x [135] y [100]\n else\n if <(关卡) = [9]> then\n 克隆于 x [180] y [-40]\n 克隆于 x [120] y [-100]\n 克隆于 x [120] y [20]\n else\n if <(关卡) = [10]> then\n 克隆于 x [30] y [-60]\n end\n end\n end\n end\n end\n end\nend\n\ndefine 克隆于 x (x) y (y)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nforever\n go to [front v] layer\nend\n\nwhen I start as a clone\nshow\nforever\n repeat (20)\n change x by (1)\n end\n repeat (20)\n change x by (-1)\n end\nend\n\nwhen I receive [开始游戏 v]\nhide\n\n@选择角色指示\n\nwhen flag clicked\ngo to x: (0) y: (-100)\nshow\nforever\n point in direction (((([sin v] of ((timer) * (120)) ) * (2)) + (100)) - (10))\nend\n\nwhen I receive [开始游戏 v]\nhide\n\n@有毒物质\n\nwhen flag clicked\nhide\n\nwhen I receive [清除克隆体 v]\ndelete this clone\n\nwhen I receive [设置 v]\n设置\n\ndefine 设置\nif <(关卡) = [5]> then\n 克隆于 x [-60] y [22]\n broadcast (左右 v)\nelse\n if <(关卡) = [6]> then\n 克隆于 x [-60] y [-127]\n broadcast (左右 v)\n else\n if <(关卡) = [7]> then\n 克隆于 x [-70] y [32]\n broadcast (左右 v)\n else\n if <(关卡) = [8]> then\n 克隆于 x [-3] y [70]\n broadcast (左右 v)\n else\n if <(关卡) = [9]> then\n 克隆于 x [0] y [-126]\n broadcast (左右 v)\n end\n end\n end\n end\nend\n\ndefine 克隆于 x (x) y (y)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nforever\n next costume\n wait (0.01) seconds\nend\n\nwhen I receive [左右 v]\nforever\n repeat (50)\n change x by (1)\n end\n repeat (50)\n change x by (-1)\n end\nend\n\nwhen I receive [开始游戏 v]\nset rotation style [left-right v]\nset size to (10) %\nhide\n\n@按钮\n\nwhen flag clicked\nhide\n\ndefine 摆动\nrepeat (4)\n change y by (0.5)\n go to [front v] layer\nend\nrepeat (4)\n change y by (-0.5)\n go to [front v] layer\nend\n\nwhen I start as a clone\nshow\nif <(ID) = [1]> then\n go to x: (225) y: (165)\n switch costume to (跳过关卡 v)\n forever\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n if <not <(关卡) = [10]>> then\n set [跳过关卡 v] to [yes]\n end\n wait until <not <mouse down?>>\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <touching (mouse-pointer v)?> then\n 摆动\n repeat until <not <touching (mouse-pointer v)?>>\n go to [front v] layer\n end\n end\n go to [front v] layer\nend\n\ndefine •ᴗ•\nset [id v] to [1]\ngo to x: (-205) y: (165)\nset volume to (100) %\nswitch costume to (开启声音 v)\nrepeat (1)\n create clone of (_myself_ v)\n change [id v] by (1)\nend\nswitch costume to (开启声音 v)\n\nwhen I receive [开始游戏 v]\n•ᴗ•\nforever\n if <touching (mouse-pointer v)?> then\n 摆动\n repeat until <not <touching (mouse-pointer v)?>>\n go to [front v] layer\n end\n end\n go to x: (-225) y: (165)\n go to [front v] layer\n show\nend\n\nwhen I receive [开始游戏 v]\nforever\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n if <(costume [number v]) = [2]> then\n switch costume to (静音 v)\n broadcast (暂停声音 v)\n else\n switch costume to (开启声音 v)\n broadcast (开始声音 v)\n end\n wait until <not <mouse down?>>\n end\nend\n\n@绿色恐龙\n\nwhen this sprite clicked\nstart sound [Press v]\nbroadcast (开始游戏 v)\nbroadcast (绿色恐龙 v)\n\nwhen flag clicked\ngo to [front v] layer\nset size to (500) %\ngo to x: (-172) y: (27)\nshow\nforever\n point in direction (((([sin v] of ((timer) * (120)) ) * (2)) + (100)) - (10))\nend\n\nwhen flag clicked\nset [ghost v] effect to (0)\nforever\n if <touching (mouse-pointer v)?> then\n set size to (450) %\n set [ghost v] effect to (25)\n else\n set size to (500) %\n set [ghost v] effect to (0)\n end\nend\n\nwhen I receive [开始游戏 v]\nhide\n\n@红色恐龙\n\nwhen flag clicked\ngo to [front v] layer\nset size to (500) %\ngo to x: (-64) y: (27)\nshow\nforever\n point in direction (((([sin v] of ((timer) * (120)) ) * (2)) + (100)) - (10))\nend\n\nwhen I receive [开始游戏 v]\nhide\n\nwhen flag clicked\nset [ghost v] effect to (0)\nforever\n if <touching (mouse-pointer v)?> then\n set size to (450) %\n set [ghost v] effect to (25)\n else\n set size to (500) %\n set [ghost v] effect to (0)\n end\nend\n\nwhen this sprite clicked\nstart sound [Press v]\nbroadcast (开始游戏 v)\nbroadcast (红色恐龙 v)\n\n@黄色恐龙\n\nwhen flag clicked\ngo to [front v] layer\nset size to (500) %\ngo to x: (62) y: (27)\nshow\nforever\n point in direction (((([sin v] of ((timer) * (120)) ) * (2)) + (100)) - (10))\nend\n\nwhen I receive [开始游戏 v]\nhide\n\nwhen this sprite clicked\nstart sound [Press v]\nbroadcast (开始游戏 v)\nbroadcast (黄色恐龙 v)\n\nwhen flag clicked\nset [ghost v] effect to (0)\nforever\n if <touching (mouse-pointer v)?> then\n set size to (450) %\n set [ghost v] effect to (25)\n else\n set size to (500) %\n set [ghost v] effect to (0)\n end\nend\n\n@蓝色恐龙\n\nwhen flag clicked\ngo to [front v] layer\nset size to (500) %\ngo to x: (175) y: (27)\nshow\nforever\n point in direction (((([sin v] of ((timer) * (120)) ) * (2)) + (100)) - (10))\nend\n\nwhen I receive [开始游戏 v]\nhide\n\nwhen this sprite clicked\nstart sound [Press v]\nbroadcast (开始游戏 v)\nbroadcast (蓝色恐龙 v)\n\nwhen flag clicked\nset [ghost v] effect to (0)\nforever\n if <touching (mouse-pointer v)?> then\n set size to (450) %\n set [ghost v] effect to (25)\n else\n set size to (500) %\n set [ghost v] effect to (0)\n end\nend\n\n@缩略图\n\ndefine smooth glide to (y) (speed)\nrepeat until <((y position) - (1)) < (y)>\n change y by (((y) - (y position)) / (speed))\nend\nset y to (y)\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n set [timer v] to ((timer) + (0.1))\nend\n\nwhen I receive [message1 v]\ngo to [front v] layer\nshow\ngo to x: (0) y: (700)\nsmooth glide to [0] [5]\n\nwhen [timer v] > (Timer)\ngo to [front v] layer\nshow\ngo to x: (0) y: (700)\nsmooth glide to [0] [5]\n\n@选择角色背景\n\nwhen I receive [开始游戏 v]\nhide\nstop [other scripts in sprite v]\n\nwhen flag clicked\ngo to [back v] layer\nshow\nforever\n go to x: (0) y: (0)\n repeat (50)\n change y by (-1)\n end\nend\n\n
Hello! Here's my platforming engine which I made. I hope you like it! \nAll code by me @Cometblazer. Make sure to follow!!\nIt has:\n- Double Jump\n- Wall Jump\n- Crouching\n- 8 Levels\n- Timer\n- Spikes\nYour score is how long it took you to finish the game. Try to finish the game as fast as possible! The lower the score the better. Have Fun!!\n
Pi (A Platformer)
@Stage\n\nwhen I receive [intro ready v]\n\nrepeat (100)\n change [ghost v] effect by (-1)\nend\nwait (0.5) seconds\n\nset [ghost v] effect to (100)\nswitch backdrop to (backdrop3 v)\n\nwhen flag clicked\nshow\nswitch backdrop to (backdrop3 v)\n\nwhen I receive [play v]\nforever\n play sound [POL-the-foyer-short v] until done\nend\n\n@Sprite1\n\nwhen I start as a clone\nshow\nrepeat (20)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\ndefine platform physics (jump height) (gravity) (friction) (movement speed) (wall jump vm) (wall jump hm)\nchange y by (y vel)\nif <touching (ground v)?> then\n repeat ([abs v] of (y vel) )\n if <touching (ground v)?> then\n change y by ((-1) * (([abs v] of (y vel) ) / (y vel)))\n end\n end\n if <<<key (up arrow v) pressed?> or <<key (w v) pressed?> or <touching (bounce v)?>>> and <not <(y vel) > [0]>>> then\n set [y vel v] to (jump height)\n else\n set [y vel v] to [0]\n end\nelse\n change [y vel v] by (gravity)\nend\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x vel v] by (movement speed)\nend\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x vel v] by ((-1) * (movement speed))\nend\nchange x by (x vel)\nif <touching (ground v)?> then\n set [old y v] to (y position)\n repeat (([abs v] of (x vel) ) + (1))\n if <touching (ground v)?> then\n change y by (1)\n end\n end\n if <touching (ground v)?> then\n set y to (old y)\n repeat ([ceiling v] of ([abs v] of (x vel) ) )\n if <touching (ground v)?> then\n change x by ((-1) * (([abs v] of (x vel) ) / (x vel)))\n end\n end\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(x vel) < [0]> then\n set [x vel v] to [0]\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n set [x vel v] to (wall jump hm)\n set [y vel v] to (wall jump vm)\n end\n else\n set [x vel v] to [0]\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n set [x vel v] to ((-1) * (wall jump hm))\n set [y vel v] to (wall jump vm)\n end\n end\n end\n end\nend\nset [x vel v] to ((x vel) * (friction))\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\ngo to x: (-200) y: (-108)\nshow\nset [y vel v] to [0]\nset [y vel v] to [0]\nset [level v] to [1]\nforever\n platform physics (12) (-1) (0.9) (1) (8) (8)\nend\n\nwhen I receive [play v]\nforever\n if <touching (obstalces v)?> then\n go to x: (-200) y: (-108)\n end\nend\n\nwhen I receive [play v]\nforever\n if <touching (_edge_ v)?> then\n change [level v] by (1)\n go to x: (-191) y: (-86)\n end\nend\n\nwhen I receive [play v]\nforever\n create clone of (_myself_ v)\n wait (0.05) seconds\nend\n\nwhen I receive [play v]\nshow variable [time v]\nshow variable [level v]\nset [time v] to [0]\nforever\n if <(Level) > [12]> then\n change [time v] by (0)\n else\n change [time v] by (1)\n end\nend\n\nwhen I receive [play v]\nforever\n if <(Level) = [13]> then\n if <(Time) < [50]> then\n end\n end\nend\n\nwhen flag clicked\nhide variable [time v]\nhide variable [level v]\n\n@pixil-frame-0 (35)\n\nwhen flag clicked\nshow\ngo to [front v] layer\ngo to x: (0) y: (0)\nwait (1) seconds\nglide (1) secs to x: (-157) y: (0)\nstart sound [Intro v]\nbroadcast (Logo Ready v)\n\nwhen I receive [intro ready v]\nrepeat (100)\n change [ghost v] effect by (1)\nend\nhide\nwait (1) seconds\nbroadcast (Play v)\n\n@LOGOname\n\nwhen I receive [line ready v]\ngo to x: (89) y: (-3)\nshow\nrepeat (100)\n change [ghost v] effect by (-2)\nend\nbroadcast (Intro Ready v)\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nrepeat (100)\n change [ghost v] effect by (1)\nend\nhide\n\nwhen I receive [intro ready v]\nrepeat (100)\n change [ghost v] effect by (1)\nend\nhide\n\n@Line\n\nwhen I receive [logo ready v]\nshow\ngo to x: (-75) y: (33)\nbroadcast (Line Ready v)\n\nwhen flag clicked\nhide\n\nwhen I receive [intro ready v]\nrepeat (100)\n change [ghost v] effect by (1)\nend\nhide\n\n@Ground\n\nwhen I receive [play v]\nforever\n if <(Level) = [1]> then\n switch costume to (level 1 v)\n end\n if <(Level) = [2]> then\n switch costume to (level 2 v)\n end\n if <(Level) = [3]> then\n switch costume to (level 3 v)\n end\n if <(Level) = [4]> then\n switch costume to (level 4 v)\n end\n if <(Level) = [5]> then\n switch costume to (level 5 v)\n end\n if <(Level) = [6]> then\n switch costume to (level 6 v)\n end\n if <(Level) = [7]> then\n switch costume to (level 7 v)\n end\n if <(Level) = [8]> then\n switch costume to (level 8 v)\n end\n if <(Level) = [9]> then\n switch costume to (level 9 v)\n end\n if <(Level) = [10]> then\n switch costume to (level 10 v)\n end\n if <(Level) = [11]> then\n switch costume to (level 11 v)\n end\n if <(Level) = [12]> then\n switch costume to (level 12 v)\n end\n if <(Level) = [13]> then\n switch costume to (level 13 v)\n hide variable [level v]\n end\nend\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\nwhen I receive [play v]\nforever\n repeat (50)\n change [ghost v] effect by (-2)\n end\n repeat (50)\n change [ghost v] effect by (2)\n end\n wait (3) seconds\nend\n\n@obstalces\n\nhide\n\nwhen I receive [play 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 show\n go to x: (86) y: (-88)\n switch costume to (level 3 ob v)\n end\n if <(Level) = [4]> then\n show\n go to x: (87) y: (-88)\n switch costume to (level 4 ob v)\n end\n if <(Level) = [5]> then\n show\n go to x: (87) y: (-88)\n switch costume to (level 5 ob v)\n end\n if <(Level) = [6]> then\n show\n go to x: (87) y: (-88)\n switch costume to (level 6 ob v)\n end\n if <(Level) = [7]> then\n show\n go to x: (-71) y: (-63)\n switch costume to (level 7 ob v)\n end\n if <(Level) = [8]> then\n hide\n end\n if <(Level) = [9]> then\n hide\n end\n if <(Level) = [10]> then\n show\n go to x: (0) y: (0)\n switch costume to (level 10 ob2 v)\n end\n if <(Level) = [11]> then\n show\n go to x: (0) y: (0)\n switch costume to (level 11 ob v)\n end\n if <(Level) = [12]> then\n show\n go to x: (0) y: (0)\n switch costume to (level 12 ob2 v)\n end\n if <(Level) = [13]> then\n hide\n end\nend\n\nwhen flag clicked\nset [ghost v] effect to (100)\ngo to x: (1) y: (215)\nhide\n\nwhen I receive [play v]\nforever\n repeat (50)\n change [ghost v] effect by (-2)\n end\n repeat (50)\n change [ghost v] effect by (2)\n end\n wait (3) seconds\nend\n\n@Bounce\n\nwhen flag clicked\nhide\n\nhide\n\nwhen I receive [play v]\nforever\n if <(Level) = [1]> then\n show\n go to x: (-112) y: (-126)\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 hide\n end\n if <(Level) = [6]> then\n hide\n end\n if <(Level) = [7]> then\n show\n go to x: (-87) y: (-97)\n end\n if <(Level) = [8]> then\n show\n go to x: (6) y: (-120)\n end\n if <(Level) = [9]> then\n hide\n end\n if <(Level) = [10]> then\n hide\n end\n if <(Level) = [11]> then\n hide\n end\nend\n\nwhen I receive [play v]\nforever\n repeat (50)\n change [ghost v] effect by (-2)\n end\n repeat (50)\n change [ghost v] effect by (2)\n end\n wait (3) seconds\nend\n\n@tHUMBNAIl\n\nwhen flag clicked\nhide\n\nshow\ngo to [front v] layer\n\nset [☁ world record v] to [5000]\n\n
Yay! This is my second scrolling platformer! This is also a sequl to "School - A Scrolling Platformer" which can be found here: https://scratch.mit.edu/projects/421559571/\n\n\nDont touch red! Arrow keys to move and also dont fall off the ground.\n\n
PLATFORMER!!
@Stage\n\nwhen flag clicked\nswitch backdrop to (asdf v)\nbroadcast (Start v)\nforever\n play sound [Avengers Theme song - Extended Version AMAZING Quality.mp3 v] until done\nend\n\n@player\n\ndefine walls\nif <not <(t) = [s]>> then\n if <<(t) < [4]> and <touching (level v)?>> then\n change [t v] by (1)\n change y by (1)\n walls\n else\n if <(t) = [4]> then\n change y by (-4)\n change x by ((-1) * (x_vel))\n set [x_vel v] to [0]\n end\n set [t v] to [s]\n end\nend\n\nwhen flag clicked\ngo to x: (-210) y: (0)\nset [x_vel v] to [0]\nset [y_vel v] to [0]\n\nwhen I receive [next level v]\ngo to x: (-210) y: (0)\nset [x_vel v] to [0]\nset [y_vel v] to [0]\nbroadcast (Start v)\n\nwhen I receive [start v]\nshow\nswitch costume to (1 v)\ngo to [front v] layer\nforever\n if <(Powerups) = [oooooooh_i_be_flyin']> then\n switch costume to (2 v)\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [x_vel 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 <(x position) > (mouse x)>>> then\n change [x_vel v] by (-1)\n point in direction (-90)\n end\n set [x_vel v] to ((0.9) * (x_vel))\n change x by (x_vel)\n set [t v] to [0]\n walls\n if <not <(t) = [s]>> then\n add (t) to [bugs v]\n end\n change [y_vel v] by (-0.8)\n change y by ((-1) * (y_vel))\n if <touching (level v)?> then\n change y by ((1) * (y_vel))\n if <(Powerups) = [jump_boost]> then\n if <<<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> and <(y_vel) < [0]>> then\n set [y_vel v] to [16]\n else\n set [y_vel v] to [0]\n end\n else\n if <<<<key (s v) pressed?> or <key (down arrow v) pressed?>> or <<mouse down?> and <(y position) > (mouse y)>>> and <(y_vel) < [0]>> then\n set [y_vel v] to [10]\n else\n set [y_vel v] to [0]\n end\n end\n end\n check\n else\n switch costume to (1 v)\n if <(Powerups) = [i_am_speeeeeeeeeeeeeeeeeeeeed]> then\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [x_vel v] by (1.6)\n point in direction (90)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> then\n change [x_vel v] by (-1.6)\n point in direction (-90)\n end\n else\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [x_vel 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 <(x position) > (mouse x)>>> then\n change [x_vel v] by (-1)\n point in direction (-90)\n end\n end\n set [x_vel v] to ((0.9) * (x_vel))\n change x by (x_vel)\n set [t v] to [0]\n walls\n if <not <(t) = [s]>> then\n add (t) to [bugs v]\n end\n change [y_vel v] by (-0.8)\n change y by (y_vel)\n if <touching (level v)?> then\n change y by ((-1) * (y_vel))\n if <(Powerups) = [jump_boost]> then\n if <<<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> and <(y_vel) < [0]>> then\n set [y_vel v] to [16]\n else\n set [y_vel v] to [0]\n end\n else\n if <<<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> and <(y_vel) < [0]>> then\n set [y_vel v] to [10]\n else\n set [y_vel v] to [0]\n end\n end\n end\n check\n end\nend\n\nwhen I receive [restart v]\nstop [other scripts in sprite v]\ngo to x: (-210) y: (0)\nset [x_vel v] to [0]\nset [y_vel v] to [0]\nbroadcast (Start v)\n\ndefine check\nif <<<[179] < (y position)> or <touching (ouchies v)?>> or <touching (water v)?>> then\n broadcast (restart v)\n wait (0.1) seconds\nend\nif <not <(Level) = [10]>> then\n if <(x position) > [235]> then\n broadcast (Next level v)\n end\nend\nif <touching (water v)?> then\n broadcast (restart v)\n wait (0.1) seconds\nend\n\n@Level\n\nwhen I receive [next level v]\nif <not <(Level) = [10]>> then\n next costume\n change [level v] by (1)\nend\n\nwhen flag clicked\ngo to [front v] layer\ngo [backward v] (3) layers\nswitch costume to (level 1 v)\nset [level v] to [1]\ngo to x: (0) y: (0)\n\nwhen flag clicked\nforever\n if <(Level) = [10]> then\n switch backdrop to (asdf2 v)\n end\nend\n\n@clouds\n\nwhen flag clicked\nset [ghost v] effect to (30)\nforever\n go to [back v] layer\n wait (5) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\nif <(pick random (1) to (2)) = [1]> then\n go to x: (-300) y: (pick random (70) to (130))\n repeat until <[270] < (x position)>\n change x by (3)\n end\nelse\n go to x: (300) y: (pick random (70) to (130))\n repeat until <(x position) < [-290]>\n change x by (-3)\n end\nend\ndelete this clone\n\n@Powerups\n\nwhen I start as a clone\nhide\nwait (0.5) seconds\nforever\n go to [front v] layer\n if <(number as;dlfkj) = [1]> then\n show\n go to x: (-200) y: (145)\n switch costume to (jump boost v)\n if <key (1 v) pressed?> then\n set [powerups v] to [jump_boost]\n end\n if <touching (mouse-pointer v)?> then\n set size to (110) %\n if <mouse down?> then\n set [powerups v] to [jump_boost]\n end\n else\n set size to (100) %\n end\n else\n if <(number as;dlfkj) = [2]> then\n show\n go to x: (-130) y: (145)\n switch costume to (speed thing v)\n if <key (2 v) pressed?> then\n set [powerups v] to [i_am_speeeeeeeeeeeeeeeeeeeeed]\n end\n if <touching (mouse-pointer v)?> then\n set size to (110) %\n if <mouse down?> then\n set [powerups v] to [i_am_speeeeeeeeeeeeeeeeeeeeed]\n end\n else\n set size to (100) %\n end\n else\n if <(number as;dlfkj) = [3]> then\n show\n go to x: (-60) y: (145)\n switch costume to (levitation v)\n if <key (3 v) pressed?> then\n set [powerups v] to [oooooooh_i_be_flyin']\n end\n if <touching (mouse-pointer v)?> then\n set size to (110) %\n if <mouse down?> then\n set [powerups v] to [oooooooh_i_be_flyin']\n end\n else\n set size to (100) %\n end\n else\n if <(number as;dlfkj) = [4]> then\n show\n go to x: (10) y: (145)\n switch costume to (none v)\n if <key (4 v) pressed?> then\n set [powerups v] to [none]\n end\n if <touching (mouse-pointer v)?> then\n set size to (110) %\n if <mouse down?> then\n set [powerups v] to [none]\n end\n else\n set size to (100) %\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\ngo to [front v] layer\nset [powerups v] to [none]\nhide\nswitch costume to (jump boost v)\nset [number as;dlfkj v] to [0]\nrepeat (4)\n wait (0.01) seconds\n change [number as;dlfkj v] by (1)\n create clone of (_myself_ v)\nend\n\nset [level v] to [9]\n\n@Ouchies\n\nwhen flag clicked\nswitch costume to (level 1 v)\ngo to [front v] layer\ngo [forward v] (500) layers\n\nwhen I receive [next level v]\nif <not <(Level) = [10]>> then\n next costume\nend\n\n@Water\n\nwhen flag clicked\nshow\nforever\n set y to ((([sin v] of ((timer) * (250)) ) * (5)) - (263))\nend\n\n@Words\n\nwhen flag clicked\nswitch costume to (none v)\nshow\ngo to [front v] layer\nforever\n go to x: (150) y: (135)\n if <(Powerups) = [none]> then\n switch costume to (none v)\n end\n if <(Powerups) = [jump_boost]> then\n switch costume to (jump boost v)\n end\n if <(Powerups) = [i_am_speeeeeeeeeeeeeeeeeeeeed]> then\n switch costume to (speed v)\n end\n if <(Powerups) = [oooooooh_i_be_flyin']> then\n switch costume to (anti-gravity v)\n end\nend\n\n@Thumbnail a;lsfdj\n\nwhen flag clicked\ngo to [front v] layer\nset [ghost v] effect to (0)\n\nwhen I receive [start v]\nrepeat (15)\n go to [front v] layer\nend\ngo to x: (0) y: (0)\nshow\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\n@detector\n\nwhen flag clicked\npoint in direction (90)\nhide\nset [clone id v] to [0]\ncreate clone of (_myself_ v)\nwait (0.2) seconds\nset [clone id v] to [1]\ncreate clone of (_myself_ v)\nwait until <<(LOVED__) = [1]> and <(FAVED___) = [1]>>\nwait (0.5) seconds\nshow\ngo to x: (0) y: (-100)\nreset timer\nswitch costume to (pick random (1) to (4))\nset [ghost v] effect to (100)\ngo [forward v] (2000) layers\nrepeat until <(timer) > [3.5]>\n change y by ((y position) / (-15))\n change [ghost v] effect by (-3)\nend\nreset timer\nrepeat until <(timer) > [3.5]>\n change y by (((y position) - (-100)) / (-15))\n change [ghost v] effect by (10)\nend\n\nwhen I start as a clone\nif <(clone id) = [0]> then\n go to x: (-15) y: (0)\n set [loved__ v] to [0]\n switch costume to (love v)\n forever\n set [love? v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n wait (0.2) seconds\n if <touching (mouse-pointer v)?> then\n set [loved__ v] to [1]\n end\n end\n end\nend\nif <(clone id) = [1]> then\n go to x: (0) y: (0)\n switch costume to (fave v)\n set [faved___ v] to [0]\n forever\n set [fav v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n wait (0.2) seconds\n if <touching (mouse-pointer v)?> then\n set [faved___ v] to [1]\n end\n end\n end\nend\n\n@skip button\n\nwhen flag clicked\ngo to x: (160) y: (-155)\nset [level v] to [1]\nshow\ngo to [front v] layer\nforever\n go [forward v] (1) layers\n if <touching (mouse-pointer v)?> then\n set size to (87) %\n if <mouse down?> then\n wait until <not <mouse down?>>\n broadcast (Next level v)\n end\n else\n set size to (80) %\n end\nend\n\n
日本語は下です↓\n˖°˖°˖✧˖°˖°˖✧˖°˖°˖✧˖°˖°˖✧˖°˖°˖✧˖°˖°˖✧˖°˖°˖✧˖°˖°˖✧˖°˖°˖✧˖°\nTrend 1p Thank you! 傾向1pありがとうございます!\n˖°˖°˖✧˖°˖°˖✧˖°˖°˖✧˖°˖°˖✧˖°˖°˖✧˖°˖°˖✧˖°˖°˖✧˖°˖°˖✧˖°˖°˖✧˖°\nIt's a minecraft platformer!\n✿┈┈✿❂⋯❋⋯❂How to play❂⋯❋⋯❂✿┈┈✿\n\nPC users: use the ←↑→↓ keys to control, if you get stuck in a block, press the spacebar.\n⁺˚*•̩̩͙✩•̩̩͙*˚⁺‧͙⁺˚*•̩̩͙✩•̩̩͙*˚⁺‧͙⁺˚*•̩̩͙✩•̩̩͙*˚⁺‧͙⁺˚*•̩̩͙✩•̩̩͙*˚⁺‧͙⁺˚*•̩̩͙✩•̩̩͙*˚⁺‧͙⁺˚*•̩̩͙✩•̩̩͙*˚⁺‧͙\nTablet users: Tap in the direction you want to go to move. If you are using a tablet, please press the flag again if you get stuck in a block.\n~~~~~~~~~ course modification for remixed ~~~~~~~~~\nThe course for this block is created by the block definition: enter the X and Y coordinates in the X and Y places, and enter the number of the costume in the third place.\nThe same goes for obstacles and decorations.\n\n⠀⠀ ⠀⠀ ⠀⠀ ⠀⠀⠀༻༻༻⋇⋆✦⋆⋇༺༺༺\nThere may be a slight bug. If so, please write in the comments section of Weather_man's profile. We will fix it.\n+=========================================+\nMy second time making a platformer, and it was pretty fun!\nIt took me a while, but I think I made a good product. I hope you like it. If you like it, please ❤, ⭐, and follow me!\n\nマインクラフトプラットフォーマーです!\n✿┈┈✿❂⋯❋⋯❂操作方法❂⋯❋⋯❂✿┈┈✿\nPCの方:←↑→↓キーで操作、もし、ブロックの中に挟まってしまったら、スペースキーを押してください。\n⁺˚*•̩̩͙✩•̩̩͙*˚⁺‧͙⁺˚*•̩̩͙✩•̩̩͙*˚⁺‧͙⁺˚*•̩̩͙✩•̩̩͙*˚⁺‧͙⁺˚*•̩̩͙✩•̩̩͙*˚⁺‧͙⁺˚*•̩̩͙✩•̩̩͙*˚⁺‧͙⁺˚*•̩̩͙✩•̩̩͙*˚⁺‧͙タブレットの方:いきたい方向にタップすると動きます。申し訳ございませんが、タブレットだともしブロックに挟まってしまった場合、もう一度旗を押してください。\n~~~~~~~~~リミックスした場合のコース改造~~~~~~~~~\nこのブロックのコースはブロック定義によって作られています。XとYのところにX座標とY座標を入力し、3つ目にそのコスチュームの番号を入力してください。\n障害物や装飾品も同じくです。\n\n⠀⠀ ⠀⠀ ⠀⠀ ⠀⠀⠀༻༻༻⋇⋆✦⋆⋇༺༺༺\nもしかしたらちょっとしたバグが起こるかもしれません。その場合はWeather_manのプロフィールのコメント欄にてお書きください。改善いたします。ʕ•ᴥ•ʔ\n+=========================================+\n2回目のプラットフォーマー作り、結構楽しかったです!\n少し時間はかかったですがいい作品ができたと思います。気に入ってくれたら嬉しいです。もし「いいな」と思ったら❤、⭐、フォローをよろしくおねがいします!
Fill The Gap Platformer
@Stage\n\nwhen I receive [end intro v]\nswitch backdrop to (backdrop7 v)\nstop all sounds\nforever\n play sound [so cool v] until done\nend\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nplay sound [cool v] until done\n\nwhen I receive [next lv v]\nnext backdrop\n\n@player\n\nwhen flag clicked\nhide\n\nset [playery v] to (y position)\n\nchange [xv v] by (1)\n\ndefine reset\ngo to x: (-195) y: (-92)\n\nwhen flag clicked\nforever\n if <(x position) > [240]> then\n broadcast (next lv v)\n reset\n else\n if <<<touching (danger v)?> or <<touching (sprite2 v)?> and <<(ebeny 1 costume) = [1]> or <(ebeny 1 costume) = [3]>>>> or <<touching (sprite3 v)?> and <<(enemy 2 costume) = [1]> or <(enemy 2 costume) = [3]>>>> then\n reset\n end\n end\nend\n\nbroadcast (pick up v)\n\n\n\nset y to (-91)\n\nshow\n\nchange [yv v] by (-1)\n\n\n\nif <(xv) > [0]> then\n set [xv v] to [-10]\nelse\n set [xv v] to [10]\nend\nset [yv v] to [12]\n\nwhen I receive [end intro v]\nshow\nset rotation style [left-right v]\nreset\nforever\n change [yv v] by (-.5)\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n change [xv v] by (-.8)\n end\n if <key (right arrow v) pressed?> then\n point in direction (90)\n change [xv v] by (.8)\n end\n set [xv v] to ((xv) * (.9))\n change x by (xv)\n if <<touching (platforms v)?> or <touching color (#007e12)?>> then\n change y by (1)\n if <<touching (platforms v)?> or <touching color (#007e12)?>> then\n change y by (1)\n if <<touching (platforms v)?> or <touching color (#007e12)?>> then\n change y by (1)\n if <<touching (platforms v)?> or <touching color (#007e12)?>> then\n change y by (1)\n if <<touching (platforms v)?> or <touching color (#007e12)?>> then\n change y by (1)\n if <<touching (platforms v)?> or <touching color (#007e12)?>> then\n change y by (1)\n if <<touching (platforms v)?> or <touching color (#007e12)?>> then\n change y by (-6)\n change x by ((xv) * (-1))\n end\n if <key (up arrow v) pressed?> then\n set [yv v] to [9]\n if <(xv) > [0]> then\n set [xv v] to [-10]\n else\n set [xv v] to [10]\n end\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (yv)\n if <<touching (platforms v)?> or <touching color (#007e12)?>> then\n change y by ((yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-.5)\n if <<<touching (platforms v)?> or <touching color (#007e12)?>> and <key (up arrow v) pressed?>> then\n set [yv v] to [10]\n end\n change y by (.5)\n set [player direction v] to (direction)\nend\n\nwhen backdrop switches to [backdrop12 v]\nhide\n\n@Thumbnail\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\n set [ghost v] effect to (100)\n show\n go to [front v] layer\nend\n\nbroadcast (no car v)\n\n@Sword\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <(player direction) = [90]> then\n go to (player v)\n else\n go to (player v)\n change x by (-20)\n end\n if <(player direction) = [90]> then\n switch costume to (knight2 v)\n else\n switch costume to (knight3 v)\n end\nend\n\nwhen flag clicked\n\nturn left (30) degrees\n\npoint in direction (player direction)\n\n\n\nturn right (30) degrees\n\nwhen I receive [end intro v]\nforever\n if <key (space v) pressed?> then\n point in direction (0)\n go to [front v] layer\n go [backward v] (3) layers\n show\n repeat (6)\n if <(player direction) = [90]> then\n turn right (30) degrees\n end\n if <(player direction) = [-90]> then\n turn right (30) degrees\n end\n end\n hide\n wait (.1) seconds\n end\nend\n\n@dialogue\n\nwhen flag clicked\nhide\n\nhide\n\nwait (.25) seconds\n\nswitch costume to (costume16 v)\nwait until <key (c v) pressed?>\n\nwhen I receive [end intro v]\ngo to [front v] layer\nshow\nswitch costume to (costume1 v)\nwait until <key (c v) pressed?>\nwait (.25) seconds\nswitch costume to (costume2 v)\nwait until <key (c v) pressed?>\nwait (.25) seconds\nhide\n\n@clouds\n\nwhen flag clicked\n\ndefine make clouds\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nswitch costume to (pick random (1) to (3))\nset [ghost v] effect to (50)\nset x to (200)\nset y to (pick random (1) to (100))\nif <[12] > (backdrop [number v])> then\n show\nend\nrepeat until <(x position) < [-275]>\n change x by (-3)\nend\ndelete this clone\n\nwhen I receive [end intro v]\nhide\nforever\n make clouds\n wait (pick random (2) to (5)) seconds\nend\n\n@platforms\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [end intro v]\nshow\n\nwhen I receive [next lv v]\nnext costume\n\n@intro\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\npoint in direction (90)\nrepeat (6)\n repeat (20)\n turn right (18) degrees\n end\n repeat (5)\n change size by (10)\n end\n repeat (5)\n change size by (-10)\n end\nend\nbroadcast (end intro v)\n\nbroadcast (end intro v)\n\nwhen I receive [end intro v]\nhide\n\nwhen I receive [next lv v]\nchange [level v] by (1)\n\n@danger\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to [front v] layer\nhide\n\nwhen I receive [end intro v]\nshow\n\nwhen I receive [next lv v]\nchange [level!?!?!?!?!???! v] by (1)\nnext costume\n\n@Sprite1\n\nwhen flag clicked\nhide\nforever\n go to (player v)\nend\n\nwhen I receive [end intro v]\nshow\n\n@Sprite2\n\nwhen flag clicked\nset rotation style [left-right v]\nset [level v] to [1]\nhide\nforever\n if <touching (sword v)?> then\n broadcast (particles v)\n wait (1) seconds\n end\n set [ebeny 1 costume v] to (costume [number v])\nend\n\nwhen flag clicked\n\nwhen backdrop switches to [backdrop4 v]\npoint in direction (-90)\nshow\ngo to x: (136) y: (-114)\nswitch costume to (costume1 v)\nattack 1\n\ndefine attack 1\nrepeat until <(level) = [5]>\n point in direction (-90)\n glide (1.5) secs to x: (0) y: (-114)\n point in direction (90)\n glide (1.5) secs to x: (136) y: (-114)\nend\n\nwhen I receive [particles v]\nhide\nswitch costume to (costume2 v)\nset [ebeny 1 costume v] to [2]\nrepeat (15)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\nswitch costume to (costume2 v)\nchange x by (pick random (-10) to (30))\nchange y by (pick random (-10) to (30))\nwait (pick random (.1) to (.5)) seconds\ndelete this clone\n\npoint in direction (90)\n\nwhen backdrop switches to [backdrop6 v]\npoint in direction (-90)\nshow\ngo to x: (136) y: (-108)\nswitch costume to (costume1 v)\nattack 2\n\nattack 1\n\ndefine attack 2\nrepeat until <(level) = [8]>\n point in direction (-90)\n glide (1) secs to x: (50) y: (-108)\n point in direction (90)\n glide (1) secs to x: (136) y: (-108)\nend\n\ndefine attack 3\nrepeat until <(level) = [9]>\n point in direction (-90)\n glide (1) secs to x: (50) y: (12)\n point in direction (90)\n glide (1) secs to x: (100) y: (12)\nend\n\nattack 3\n\nattack 2\n\nwhen backdrop switches to [backdrop9 v]\npoint in direction (-90)\nshow\ngo to x: (136) y: (12)\nswitch costume to (costume1 v)\nattack 3\n\nwhen I receive [next lv v]\nhide\n\n@Sprite3\n\nwhen flag clicked\nhide variable [enemy 2 costume v]\nset rotation style [left-right v]\nset [level v] to [1]\nhide\nforever\n if <touching (sword v)?> then\n broadcast (paricle 2 v)\n wait (1) seconds\n end\n set [enemy 2 costume v] to (costume [number v])\nend\n\nwhen flag clicked\n\nwhen I receive [paricle 2 v]\nhide\nswitch costume to (costume2 v)\nset [enemy 2 costume v] to [2]\nrepeat (15)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\nswitch costume to (costume2 v)\nchange x by (pick random (-10) to (30))\nchange y by (pick random (-10) to (30))\nwait (pick random (.1) to (.5)) seconds\ndelete this clone\n\npoint in direction (90)\n\nwhen backdrop switches to [backdrop6 v]\npoint in direction (-90)\nshow\ngo to x: (0) y: (-108)\nswitch costume to (costume1 v)\nattack 2\n\ndefine attack 2\nrepeat until <(level) = [8]>\n point in direction (-90)\n glide (1.1) secs to x: (-100) y: (-108)\n point in direction (90)\n glide (1.1) secs to x: (0) y: (-108)\nend\n\nwhen I receive [next lv v]\nhide\n\n
Check out my Itch.io!\nYoutube Channel : https://www.youtube.com/watch?v=5TRJXugojvI\nhttps://ziyu3.itch.io/\n\nThis project is awesome, love and fave it or else I will eat your cookies:\nhttps://scratch.mit.edu/projects/500093891\n\n4k loves, am I dreaming?\n\nHey guys! So I hear that many of you guys want to make platformers, but don't know the code to do it. Well here it is!! The platform engine! Feel free to remix and design your own levels, just make sure to give credit to me, @Ziyu3!!!!\nSong is Vexento - Syndrome\n\nNo ads pls\n\nFAQ answers : \n\nOn the last level, remove the big block on the right side to continue and add more levels\n\nIf you can't get past it, then make it easier by remixing it and making your own.\n\nYou can also change the sounds into other sounds, but I recommend you keeping them except for the music :D\n\nTHIS IS NOT A GAME THIS IS AN ENGINE\nTHIS IS NOT A GAME THIS IS AN ENGINE\nTHIS IS NOT A GAME THIS IS AN ENGINE\nTHIS IS NOT A GAME THIS IS AN ENGINE\nTHIS IS NOT A GAME THIS IS AN ENGINE\nTHIS IS NOT A GAME THIS IS AN ENGINE\nTHIS IS NOT A GAME THIS IS AN ENGINE\nTHIS IS NOT A GAME THIS IS AN ENGINE\nTHIS IS NOT A GAME THIS IS AN ENGINE\nTHIS IS NOT A GAME THIS IS AN ENGINE\nTHIS IS NOT A GAME THIS IS AN ENGINE\nTHIS IS NOT A GAME THIS IS AN ENGINE\nTHIS IS NOT A GAME THIS IS AN ENGINE\nTHIS IS NOT A GAME THIS IS AN ENGINE\nTHIS IS NOT A GAME THIS IS AN ENGINE\nTHIS IS NOT A GAME THIS IS AN ENGINE\nTHIS IS NOT A GAME THIS IS AN ENGINE\nTHIS IS NOT A GAME THIS IS AN ENGINE\nTHIS IS NOT A GAME THIS IS AN ENGINE\nTHIS IS NOT A GAME THIS IS AN ENGINE\nTHIS IS NOT A GAME THIS IS AN ENGINE\nTHIS IS NOT A GAME THIS IS AN ENGINE\nTHIS IS NOT A GAME THIS IS AN ENGINE\nTHIS IS NOT A GAME THIS IS AN ENGINE\nTHIS IS NOT A GAME THIS IS AN ENGINE\nTHIS IS NOT A GAME THIS IS AN ENGINE\nTHIS IS NOT A GAME THIS IS AN ENGINE\nTHIS IS NOT A GAME THIS IS AN ENGINE\nTHIS IS NOT A GAME THIS IS AN ENGINE\nTHIS IS NOT A GAME THIS IS AN ENGINE\nTHIS IS NOT A GAME THIS IS AN ENGINE\nTHIS IS NOT A GAME THIS IS AN ENGINE\nTHIS IS NOT A GAME THIS IS AN ENGINE\nTHIS IS NOT A GAME THIS IS AN ENGINE\nTHIS IS NOT A GAME THIS IS AN ENGINE\nTHIS IS NOT A GAME THIS IS AN ENGINE\nTHIS IS NOT A GAME THIS IS AN ENGINE\nTHIS IS NOT A GAME THIS IS AN ENGINE\nTHIS IS NOT A GAME THIS IS AN ENGINE\nTHIS IS NOT A GAME THIS IS AN ENGINE\nTHIS IS NOT A GAME THIS IS AN ENGINE\nTHIS IS NOT A GAME THIS IS AN ENGINE\nTHIS IS NOT A GAME THIS IS AN ENGINE\nTHIS IS NOT A GAME THIS IS AN ENGINE\n\nTHIS IS NOT A GAME THIS IS AN ENGINE\nTHIS IS NOT A GAME THIS IS AN ENGINE\nTHIS IS NOT A GAME THIS IS AN ENGINE\nTHIS IS NOT A GAME THIS IS AN ENGINE\nTHIS IS NOT A GAME THIS IS AN ENGINE\nTHIS IS NOT A GAME THIS IS AN ENGINE\nTHIS IS NOT A GAME THIS IS AN ENGINE\nTHIS IS NOT A GAME THIS IS AN ENGINE\nTHIS IS NOT A GAME THIS IS AN ENGINE\nTHIS IS NOT A GAME THIS IS AN ENGINE\nTHIS IS NOT A GAME THIS IS AN ENGINE\nTHIS IS NOT A GAME THIS IS AN ENGINE\nTHIS IS NOT A GAME THIS IS AN ENGINE\nTHIS IS NOT A GAME THIS IS AN ENGINE\nTHIS IS NOT A GAME THIS IS AN ENGINE\nTHIS IS NOT A GAME THIS IS AN ENGINE\nTHIS IS NOT A GAME THIS IS AN ENGINE\nTHIS IS NOT A GAME THIS IS AN ENGINE\nTHIS IS NOT A GAME THIS IS AN ENGINE\nTHIS IS NOT A GAME THIS IS AN ENGINE\nTHIS IS NOT A GAME THIS IS AN ENGINE\n\nI had to do this because so many of you guys think this is a game and call it too short, or ez, or whatever mean thing you called it. I keep telling you that this is not a game and this is an engine, but you guys don't listen.\n\nTHIS IS NOT A GAME THIS IS AN ENGINE\nTHIS IS NOT A GAME THIS IS AN ENGINE\nTHIS IS NOT A GAME THIS IS AN ENGINE\nTHIS IS NOT A GAME THIS IS AN ENGINE\nTHIS IS NOT A GAME THIS IS AN ENGINE\nTHIS IS NOT A GAME THIS IS AN ENGINE\nTHIS IS NOT A GAME THIS IS AN ENGINE\nTHIS IS NOT A GAME THIS IS AN ENGINE\nTHIS IS NOT A GAME THIS IS AN ENGINE\nTHIS IS NOT A GAME THIS IS AN ENGINE\nTHIS IS NOT A GAME THIS IS AN ENGINE\nTHIS IS NOT A GAME THIS IS AN ENGINE\nTHIS IS NOT A GAME THIS IS AN ENGINE\n\n
-Freeze- (A Platformer)
@Stage\n\n@logo citrons\n\nwhen flag clicked\nhide variable [☁ highscore v]\ngo to [front v] layer\nshow\nset [ghost v] effect to (0)\ngo to x: (-14) y: (-238)\nglide (0.7) secs to x: (-14) y: (0)\nwait (0.7) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\nwait (0.6) seconds\nhide\nbroadcast (message1 v)\n\nwhen I receive [end v]\nforever\n if <(temps) < (☁ highscore)> then\n set [☁ highscore v] to (round (temps))\n end\n stop [this script v]\nend\n\n@Sprite1\n\nwhen I receive [message1 v]\nshow\n\nwhen flag clicked\nhide\n\n@ice texte\n\nwhen I receive [message1 v]\nshow\n\nwhen flag clicked\nhide\n\n@Lutin2\n\nwhen flag clicked\nhide variable [temps v]\nhide variable [temps final v]\nhide\nforever\n if <touching (mouse-pointer v)?> then\n set size to (120) %\n else\n set size to (100) %\n end\nend\n\nwhen I receive [play v]\nhide\n\nwhen I receive [end v]\nset [temps final v] to (join [Your time : ] (join (round (temps)) [ s]))\nhide variable [temps v]\nshow variable [temps final v]\nstop [other scripts in sprite v]\n\nwhen I receive [message1 v]\nshow\n\nwhen flag clicked\nforever\n set [temps v] to (timer)\nend\n\nwhen this sprite clicked\nbroadcast (play v)\nreset timer\nshow variable [temps v]\n\n@level\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\n\nwhen I receive [next v]\nnext costume\n\nwhen I receive [play v]\nshow\nforever\n if <(costume [number v]) = [14]> then\n broadcast (end v)\n end\nend\n\n@Lutin3\n\nwhen I receive [play v]\nshow\ngo to [front v] layer\ngo to x: (-185) y: (0)\nforever\n change [y v] by (-0.5)\n if <key (left arrow v) pressed?> then\n change [x v] by (-1)\n end\n if <key (right arrow v) pressed?> then\n change [x v] by (1)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <<touching color (#ffffff)?> and <not <touching (lutin4 v)?>>> then\n change y by (1)\n if <<touching color (#ffffff)?> and <not <touching (lutin4 v)?>>> then\n change y by (1)\n if <<touching color (#ffffff)?> and <not <touching (lutin4 v)?>>> then\n change y by (1)\n if <<touching color (#ffffff)?> and <not <touching (lutin4 v)?>>> then\n change y by (1)\n if <<touching color (#ffffff)?> and <not <touching (lutin4 v)?>>> then\n change y by (1)\n if <<touching color (#ffffff)?> and <not <touching (lutin4 v)?>>> then\n change y by (1)\n if <<touching color (#ffffff)?> and <not <touching (lutin4 v)?>>> then\n change y by (-6)\n if <key (up arrow v) pressed?> then\n set [y v] to [10]\n if <(x) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n change x by ((x) * (-1))\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n change y by (y)\n if <<touching color (#ffffff)?> and <not <touching (lutin4 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 color (#ffffff)?> and <not <touching (lutin4 v)?>>> and <key (up arrow v) pressed?>> then\n set [y v] to [10]\n end\n change y by (0.5)\n show\n if <touching color (#00ff55)?> then\n set [y v] to [15]\n end\n if <<touching (_edge_ v)?> and <(x position) > [190]>> then\n go to x: (-185) y: (0)\n broadcast (next v)\n end\n if <<touching color (#07dbf9)?> or <touching (lutin6 v)?>> then\n go to x: (-185) y: (0)\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <key (any v) pressed?> then\n if <key (left arrow v) pressed?> then\n switch costume to (costume4 v)\n end\n if <key (right arrow v) pressed?> then\n switch costume to (costume2 v)\n end\n else\n switch costume to (costume3 v)\n end\nend\n\nwhen I receive [end v]\nhide\nstop [other scripts in sprite v]\n\n@Lutin4\n\nwhen I receive [play v]\ngo to [front v] layer\nhide\nforever\n create clone of (_myself_ v)\n wait (pick random (5) to (8)) seconds\nend\n\nwhen I start as a clone\nshow\nset size to (pick random (80) to (100)) %\ngo to x: (-265) y: (pick random (88) to (30))\nglide (pick random (8) to (11)) secs to x: (333) y: (y position)\ndelete this clone\n\nwhen I receive [end v]\nhide\n\n@Lutin5\n\nwhen I start as a clone\nforever\n show\nend\n\nwhen I start as a clone\ngo to x: (pick random (-240) to (240)) y: (185)\nswitch costume to (costume1 v)\nglide (1) secs to x: (x position) y: (-155)\ndelete this clone\n\nwhen I receive [play v]\ngo to [front v] layer\nhide\nforever\n create clone of (_myself_ v)\n wait (0.1) seconds\nend\n\n@Lutin6\n\nwhen flag clicked\ngo to [front v] layer\nhide\nforever\n if <([costume # v] of [level v]) = [9]> then\n switch costume to (costume2 v)\n show\n point in direction (90)\n go to x: (-35) y: (-292)\n glide (1) secs to x: (-27) y: (-156)\n turn right (15) degrees\n go to x: (-32) y: (-146)\n glide (0.5) secs to x: (-15) y: (-107)\n turn right (15) degrees\n next costume\n turn right (15) degrees\n glide (0.5) secs to x: (10) y: (-79)\n turn right (15) degrees\n wait (0.1) seconds\n turn right (15) degrees\n wait (0.2) seconds\n turn right (15) degrees\n wait (0.3) seconds\n turn right (15) degrees\n next costume\n turn right (15) degrees\n wait (0.5) seconds\n turn right (15) degrees\n wait (0.5) seconds\n turn right (15) degrees\n wait (0.5) seconds\n turn right (15) degrees\n glide (2) secs to x: (53) y: (-307)\n hide\n wait (3) seconds\n end\nend\n\nwhen flag clicked\nforever\n play sound [Tobu - Hope \[NCS Release\].mp3 v] until done\n set volume to (80) %\nend\n\nwhen flag clicked\nforever\n if <([costume # v] of [level v]) = [10]> then\n hide\n end\nend\n\n@Lutin7\n\nwhen flag clicked\nhide\n\nwhen I receive [end v]\nshow\n\n@Lutin1\n\nwhen flag clicked\nset [htt v] to [1]\nhide variable [temps v]\nhide variable [☁ highscore v]\nhide\nswitch costume to (costume2 v)\n\nwhen I receive [message1 v]\nshow\nswitch costume to (costume1 v)\n\nwhen this sprite clicked\nnext costume\n\nwhen I receive [play v]\nhide\nforever\n if <(costume [number v]) = [1]> then\n show variable [temps v]\n show variable [☁ highscore v]\n set [htt v] to [0]\n end\n if <(costume [number v]) = [2]> then\n hide variable [☁ highscore v]\n hide variable [temps v]\n set [htt v] to [1]\n end\nend\n\n@Lutin8\n\nwhen flag clicked\nforever\n if <(htt) = [1]> then\n hide\n else\n show\n end\nend\n\nwhen I receive [end v]\nshow variable [☁ highscore2 v]\ngo to x: (-133) y: (162)\nswitch costume to (costume2 v)\nhide variable [☁ highscore v]\n\nwhen flag clicked\ngo to x: (-128) y: (-162)\nhide variable [☁ highscore2 v]\nswitch costume to (costume1 v)\nforever\n set [☁ highscore2 v] to (☁ highscore)\nend\n\n
Escape- A Platformer #Games
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [endddd v]\nstop [other scripts in sprite v]\n\nwhen I receive [music v]\nwait (1) seconds\nforever\n play sound [Orange Justice v] until done\nend\n\nwhen I receive [hpis=0 v]\n\nwhen I receive [vr v]\nstop [other scripts in sprite v]\n\n@Player\n\nwhen flag clicked\ngo to [front v] layer\nswitch costume to (default v)\nhide\n\ndefine Death\nbroadcast (Death v)\nrepeat (10)\n change [ghost v] effect by (10)\nend\ngo to x: (-203) y: (-92)\npoint in direction (90)\nset [ghost v] effect to (0)\n\ndefine Next Level\nset [xv v] to [0]\nset [yv v] to [0]\nbroadcast (nextlevel v)\ngo to x: (-203) y: (-92)\n\ndefine Bouncy\nset [yv v] to [17]\n\nwhen I receive [d v]\nswitch costume to (default v)\n\nwhen I receive [mm v]\nswitch costume to (marauder v)\n\nwhen I receive [r v]\nswitch costume to (reaper v)\n\nwhen I receive [h v]\nswitch costume to (havoc v)\n\nwhen I receive [play v]\nclear graphic effects\nset volume to (50) %\nset size to (30) %\nset rotation style [left-right v]\ngo to x: (-197) y: (200)\npoint in direction (90)\nset [xv v] to [0]\nset [yv v] to [0]\nhide\nwait (1) seconds\nstart sound [Fall v]\nwait (5.06) seconds\nshow\nglide (0.5) secs to x: (-197) y: (-120)\nstart sound [Punch v]\nbroadcast (Music v)\nforever\n set drag mode [not draggable v]\n go to [front v] layer\n if <key (right arrow v) pressed?> then\n point in direction (90)\n change [xv v] by (1)\n end\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n change [xv v] by (-1)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <<touching color (#b5b5b5)?> or <touching color (#40ae3e)?>> then\n change y by (1)\n if <<touching color (#b5b5b5)?> or <touching color (#40ae3e)?>> then\n change y by (1)\n if <<touching color (#b5b5b5)?> or <touching color (#40ae3e)?>> then\n change y by (1)\n if <<touching color (#b5b5b5)?> or <touching color (#40ae3e)?>> then\n change y by (1)\n if <<touching color (#b5b5b5)?> or <touching color (#40ae3e)?>> then\n change y by (1)\n if <<touching color (#b5b5b5)?> or <touching color (#40ae3e)?>> then\n change x by ((Xv) * (-1))\n change y by (-5)\n if <key (up arrow v) pressed?> then\n if <(Xv) > [0]> then\n set [xv v] to [-5]\n else\n set [xv v] to [5]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [yv v] by (-1)\n change y by (Yv)\n if <<touching color (#b5b5b5)?> or <touching color (#40ae3e)?>> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <<touching color (#b5b5b5)?> or <touching color (#40ae3e)?>> then\n if <key (up arrow v) pressed?> then\n set [yv v] to [13]\n end\n end\n if <touching color (#585858)?> then\n start sound [Health Hit 1 v]\n Death\n end\n if <touching color (#e524d2)?> then\n start sound [Tire Bounce 3 v]\n Bouncy\n end\n if <(x position) > [220]> then\n Next Level\n end\n change y by (1)\nend\n\nwhen I receive [pix v]\nrepeat (50)\n change [pixelate v] effect by (2)\nend\nbroadcast (done v)\nhide\nwait (1) seconds\n\nwhen I receive [hpis=0 v]\npoint in direction (90)\ngo to x: (-197) y: (-121)\nstop [other scripts in sprite v]\n\nwhen I receive [hpis=0 v]\nhide\n\n@HP Bar\n\nwhen flag clicked\ngo to [front v] layer\nset [hp v] to [100]\nswitch costume to (100 v)\nhide\nforever\n if <(HP) = [0]> then\n broadcast (HPis=0 v)\n hide\n stop [this script v]\n end\nend\n\nwhen I receive [death v]\nif <not <(costume [number v]) = [6]>> then\n change [hp v] by (-20)\n next costume\nelse\n broadcast (HPis=0 v)\n stop [this script v]\nend\n\nwhen I receive [play v]\ngo to x: (0) y: (150)\nshow\n\nwhen I receive [heal v]\nset [hp v] to [100]\nswitch costume to (100 v)\n\n@Platforms\n\nwhen flag clicked\nswitch costume to (level-1 v)\nhide\n\nwhen I receive [play v]\ngo to x: (0) y: (0)\nshow\n\nwhen I receive [nextlevel v]\nnext costume\n\nwhen I receive [endddd v]\nhide\n\n@Play\n\nwhen flag clicked\npoint in direction (90)\nshow\nforever\n repeat (10)\n turn right (1) degrees\n end\n forever\n repeat (20)\n turn left (1) degrees\n end\n repeat (20)\n turn right (1) degrees\n end\n end\nend\n\nwhen flag clicked\nset size to (130) %\ngo to x: (-76) y: (-45)\nforever\n if <<<mouse down?> and <touching (mouse-pointer v)?>> and <(y position) < [-100]>> then\n broadcast (Play v)\n hide\n end\nend\n\nwhen I receive [locker v]\ngo to x: (-185) y: (-131)\n\nwhen I receive [play v]\ngo to x: (-400) y: (-300)\nhide\n\nwhen flag clicked\nforever\n if <<<mouse down?> and <touching (mouse-pointer v)?>> and <(y position) > [-100]>> then\n broadcast (Locker v)\n set size to (100) %\n end\nend\n\n@Background\n\nwhen I receive [locker v]\nhide\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\nshow\nset volume to (60) %\nstart sound [Fortnite v]\n\nwhen I receive [play v]\nstop all sounds\nhide\n\n@Locker BG\n\nwhen I receive [play v]\nhide\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\ngo to [back v] layer\n\nwhen I receive [locker v]\nshow\n\n@Button-1\n\nwhen flag clicked\nswitch costume to (default2 v)\ngo to x: (-1000) y: (-1000)\nset size to (40) %\nhide\n\nwhen I receive [locker v]\ngo to x: (-150) y: (0)\nshow\n\nwhen I receive [play v]\ngo to x: (-1000) y: (-1000)\nset size to (40) %\nhide\n\nwhen flag clicked\nforever\n if <<<mouse down?> and <touching (mouse-pointer v)?>> and <(costume [number v]) = [1]>> then\n broadcast (D v)\n switch costume to (default2 v)\n end\nend\n\nwhen I receive [mm v]\nswitch costume to (default v)\n\nwhen I receive [r v]\nswitch costume to (default v)\n\nwhen I receive [h v]\nswitch costume to (default v)\n\n@Button-2\n\nwhen flag clicked\nswitch costume to (marauder v)\ngo to x: (-1000) y: (-1000)\nset size to (40) %\nhide\n\nwhen I receive [play v]\ngo to x: (-1000) y: (-1000)\nset size to (40) %\nhide\n\nwhen I receive [locker v]\ngo to x: (-50) y: (0)\nshow\n\nwhen flag clicked\nforever\n if <<<mouse down?> and <touching (mouse-pointer v)?>> and <(costume [number v]) = [1]>> then\n broadcast (MM v)\n switch costume to (marauder2 v)\n end\nend\n\nwhen I receive [d v]\nswitch costume to (marauder v)\n\nwhen I receive [r v]\nswitch costume to (marauder v)\n\nwhen I receive [h v]\nswitch costume to (marauder v)\n\n@Button-3\n\nwhen flag clicked\ngo to x: (-1000) y: (-1000)\nset size to (40) %\nhide\n\nwhen I receive [play v]\ngo to x: (-1000) y: (-1000)\nset size to (40) %\nhide\n\nwhen flag clicked\nswitch costume to (reaper v)\ngo to x: (-1000) y: (-1000)\nset size to (40) %\nhide\n\nwhen I receive [locker v]\ngo to x: (50) y: (0)\nshow\n\nwhen flag clicked\nforever\n if <<<mouse down?> and <touching (mouse-pointer v)?>> and <(costume [number v]) = [1]>> then\n broadcast (R v)\n switch costume to (reaper2 v)\n end\nend\n\nwhen I receive [d v]\nswitch costume to (reaper v)\n\nwhen I receive [mm v]\nswitch costume to (reaper v)\n\nwhen I receive [h v]\nswitch costume to (reaper v)\n\n@Button-4\n\nwhen flag clicked\nswitch costume to (havoc v)\ngo to x: (-1000) y: (-1000)\nset size to (40) %\nhide\n\nwhen I receive [play v]\ngo to x: (-1000) y: (-1000)\nset size to (40) %\nhide\n\nwhen I receive [locker v]\ngo to x: (150) y: (0)\nshow\n\nwhen flag clicked\nforever\n if <<<mouse down?> and <touching (mouse-pointer v)?>> and <(costume [number v]) = [1]>> then\n broadcast (H v)\n switch costume to (havoc2 v)\n end\nend\n\nwhen I receive [d v]\nswitch costume to (havoc v)\n\nwhen I receive [mm v]\nswitch costume to (havoc v)\n\nwhen I receive [r v]\nswitch costume to (havoc v)\n\n@Medkit\n\nwhen flag clicked\nset size to (75) %\nswitch costume to (medkit v)\nhide\n\nwhen I receive [play v]\nforever\n if <([costume # v] of [platforms v]) = [2]> then\n go to x: (180) y: (-110)\n show\n forever\n repeat (30)\n change y by (0.2)\n end\n repeat (30)\n change y by (-0.2)\n end\n end\n end\nend\n\nwhen I receive [play v]\nforever\n if <touching (player v)?> then\n if <(HP) < [100]> then\n start sound [Heal v]\n wait (1) seconds\n broadcast (Heal v)\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n clear graphic effects\n end\n end\nend\n\nwhen I receive [play v]\nforever\n if <([costume # v] of [platforms v]) = [9]> then\n go to x: (150) y: (-110)\n show\n forever\n repeat (30)\n change y by (0.2)\n end\n repeat (30)\n change y by (-0.2)\n end\n end\n end\nend\n\nwhen I receive [play v]\nforever\n if <([costume # v] of [platforms v]) = [11]> then\n go to x: (60) y: (80)\n show\n forever\n repeat (30)\n change y by (0.2)\n end\n repeat (30)\n change y by (-0.2)\n end\n end\n end\nend\n\nwhen I receive [nextlevel v]\nhide\n\nwhen I receive [endddd v]\nhide\n\n@Bot\n\nwhen flag clicked\ngo to x: (-18) y: (133)\nhide\n\nwhen I receive [hpis=0 v]\nshow\nglide (1) secs to (player v)\nstart sound [Elimination 1 v]\nbroadcast (Pix v)\n\nwhen I receive [done v]\nwait (1) seconds\nglide (1) secs to x: (-18) y: (133)\nhide\nbroadcast (ENdddd v)\n\n@VR\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\nforever\n if <([costume # v] of [platforms v]) = [15]> then\n broadcast (Vr v)\n start sound [Victory Royale \(New\) v]\n set size to (70) %\n show\n go to x: (51) y: (13)\n stop [this script v]\n end\nend\n\n@End\n\nwhen flag clicked\npoint in direction (90)\nhide\nforever\n repeat (10)\n turn right (0.5) degrees\n end\n forever\n repeat (20)\n turn left (0.5) degrees\n end\n repeat (20)\n turn right (0.5) degrees\n end\n end\nend\n\nwhen I receive [play v]\nswitch costume to (costume1 v)\nforever\n if <([costume # v] of [platforms v]) = [15]> then\n set size to (70) %\n show\n go to x: (-152) y: (46)\n forever\n play sound [Eagle v] until done\n end\n end\nend\n\nwhen I receive [endddd v]\nset size to (100) %\ngo to x: (0) y: (0)\nnext backdrop\nshow\nnext costume\n\nwhen I receive [endddd v]\nforever\n play sound [Infinite Dab v] until done\nend\n\n
You wander through the woods with your sister, and must find her when she suddenly vanishes from your side...\n*You can skip getting the Golden Eggs if you want - it's pretty hard.\n\n[WASD/arrow keys] - move, jump.\n[SPACE] - interact, use equipped item\n[I] / click - open/close inventory, equip item\n[R] - reset level (in case of glitches / excessive dying)\n\n*** Sometimes the screen will look like it's shaking. If that happens, just ignore it. It's not intentional, but it doesn't affect the gameplay too much. ***\n\n*** Play the game here if you are experiencing a lot of lag: https://sulfurous.aau.at/~sulfurous/#115578835 (The sounds may get messed up though.) ***\n\nBonus: Press E to toggle Edit Mode. Press Z to enter Commands.\n\nChallenge 1: Guess the siblings' names.\nChallenge 2: Obtain all 12 Golden Eggs.\nChallenge 3: Complete all seven levels without ever getting hurt.\n\nI would've drawn more cutscenes to explain the story, but I was in a real hurry to finish the game by then. Sorry 'bout that.
Long! Platformer!
@Stage\n\nwhen flag clicked\nforever\n play sound [TheFatRat - Time Lapse v] until done\nend\n\n@Sprite2\n\nwhen I receive [beat v]\n\nwhen I receive [next v]\nnext costume\n\nset size to (100) %\n\nset size to (102) %\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\n@Sprite1\n\nwhen flag clicked\nswitch costume to (costume1 v)\nshow\ngo to x: (-180) y: (-127)\nset [x v] to [0]\nset [y v] to [0]\nforever\n if <key (right arrow v) pressed?> then\n switch costume to (costume v)\n change [x v] by (0.5)\n end\n if <key (left arrow v) pressed?> then\n change [x v] by (-0.5)\n switch costume to (costume v)\n end\n change x by (X)\n set [x v] to ((X) * (0.9))\n if <touching color (#18ff4d)?> then\n change y by (0.5)\n if <touching color (#18ff4d)?> then\n change y by (0.5)\n if <touching color (#18ff4d)?> then\n change y by (0.5)\n if <touching color (#18ff4d)?> then\n change y by (0.5)\n if <touching color (#18ff4d)?> then\n change y by (0.5)\n if <touching color (#18ff4d)?> then\n change y by (0.5)\n if <touching color (#18ff4d)?> then\n change y by (0.5)\n if <touching color (#18ff4d)?> then\n change y by (0.5)\n if <key (up arrow v) pressed?> then\n if <[0] < (X)> then\n set [x v] to [-7]\n else\n set [x v] to [7]\n end\n set [y v] to [10]\n else\n set [x v] to ((X) * (-1.3))\n change x by (X)\n set [x v] to [0]\n change x by ((X) / (5))\n end\n change y by (-4)\n end\n end\n end\n end\n end\n end\n end\n end\n change [y v] by (-0.5)\n change y by (Y)\n if <touching color (#18ff4d)?> then\n set [y v] to ((Y) * (-0.25))\n change y by (Y)\n if <touching color (#18ff4d)?> then\n change y by (Y)\n if <touching color (#18ff4d)?> then\n change y by (Y)\n if <touching color (#18ff4d)?> then\n change y by (Y)\n end\n end\n end\n end\n change y by (-1)\n if <<key (up arrow v) pressed?> and <touching color (#18ff4d)?>> then\n set [y v] to [10]\n switch costume to (costume v)\n end\n change y by (1)\n if <touching (sprite6 v)?> then\n switch costume to (costume1 v)\n repeat (10)\n change [ghost v] effect by (10)\n end\n go to x: (-180) y: (-127)\n set [ghost v] effect to (0)\n switch costume to (costume v)\n end\n if <<key (left arrow v) pressed?> and <key (right arrow v) pressed?>> then\n change [x v] by (0.5)\n end\nend\n\nchange [y v] by (-0.5)\n\nwhen I receive [beat v]\nset size to (105) %\n\nwhen I receive [unbeat v]\nset size to (100) %\n\nwhen I receive [next v]\ngo to x: (-180) y: (-127)\n\nwhen I receive [wasted v]\nset [ghost v] effect to (0)\ngo to x: (-180) y: (-140)\nswitch costume to (costume v)\n\nwait (0.1) seconds\n\n@Sprite3\n\nwhen flag clicked\nforever\n broadcast (beat v)\n wait (0.1) seconds\n broadcast (unbeat v)\n wait (0.3) seconds\nend\n\n@Sprite5\n\nwhen flag clicked\ncreate clone of (_myself_ v)\ngo to x: (135) y: (120)\nforever\n change x by (-1.1)\n if <(x position) = [-268]> then\n go to x: (180) y: (120)\n end\nend\n\nwhen I start as a clone\ngo to x: (232) y: (140)\nforever\n change x by (-1)\n if <(x position) = [-268]> then\n go to x: (232) y: (140)\n end\nend\n\nwhen I receive [beat v]\nset size to (105) %\n\nwhen I receive [unbeat v]\nset size to (100) %\n\n@Sprite4\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n if <touching (sprite1 v)?> then\n broadcast (NEXT v)\n end\nend\n\n@Sprite6\n\nwhen flag clicked\nswitch costume to (costume2 v)\n\nwhen I receive [next v]\nnext costume\n\n@Sprite7\n\nwhen flag clicked\nforever\n if <not <<key (left arrow v) pressed?> or <<key (right arrow v) pressed?> or <key (up arrow v) pressed?>>>> then\n broadcast (wasted v)\n end\nend\n\n@Sprite8\n\nwhen flag clicked\nhide\n\n
Hello guys ! Today i share a new project : Islands a platformer !\nMove with arrow kews or mobile controls and avoid spikes.\nGood luck !\n@CMlukian\nLOOK AT MY NEW PROJECT (GO TO IN MY PROFIL)\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nComment « CMlukian is the best scratcher for make platformers »
Mechanical - Puzzle Platformer
@Stage\n\nwhen [m v] key pressed\nchange [track v] by (1)\nstop all sounds\n\nstop [other scripts in sprite v]\n\nwhen I receive [gamemusic v]\nset [track v] to [1]\nforever\n stop all sounds\n play sound [2 v] until done\nend\n\nwhen flag clicked\nswitch backdrop to (1 v)\n\nwhen I receive [levelup v]\nswitch backdrop to (Level)\n\nwhen I receive [gameover v]\nswitch backdrop to (won v)\n\nif <key (m v) pressed?> then\n stop [other scripts in sprite v]\n change [track v] by (1)\n stop all sounds\nend\n\nwhen flag clicked\nforever\n if <(track) = [1]> then\n play sound [2 v] until done\n end\n if <(track) = [2]> then\n play sound [axel-f-dance-club-remix3 v] until done\n end\n if <(track) = [3]> then\n if <(track) > [3]> then\n set [track v] to [1]\n end\nend\n\n@Start End screens\n\nwhen flag clicked\nhide\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 change [brightness v] effect by (-5)\nend\nswitch costume to (designer v)\nrepeat (20)\n change [brightness v] effect by (5)\nend\n\nbroadcast (Start v)\nset [level v] to [10]\n\nwhen this sprite clicked\nif <(costume [number v]) = [3]> then\n if <(mouse y) < [-67]> then\n hide\n set [#ghostdelayspeed v] to [0.2]\n set [mode v] to [Hardcore]\n broadcast (Start v)\n stop [this script v]\n end\n if <(mouse y) > [20]> then\n hide\n set [mode v] to [Normal]\n set [#ghostdelayspeed v] to [0.4]\n broadcast (Start v)\n stop [this script v]\n end\n if <(mouse y) > [-67]> then\n hide\n set [#ghostdelayspeed v] to [0.3]\n set [mode v] to [Hard]\n broadcast (Start v)\n stop [this script v]\n end\nend\nif <not <(costume [number v]) = [2]>> then\n stop [this script v]\nend\nstop [other scripts in sprite v]\nif <(mouse y) > [67]> then\n if <(mouse x) > [0]> then\n broadcast (NextHead v)\n else\n broadcast (LastHead v)\n end\n stop [this script v]\nend\nif <(mouse y) > [3]> then\n if <(mouse x) > [0]> then\n broadcast (NextEyes v)\n else\n broadcast (LastEyes v)\n end\n stop [this script v]\nend\nif <(mouse y) > [-55]> then\n if <(mouse x) > [0]> then\n broadcast (NextBody v)\n else\n broadcast (LastBody v)\n end\n stop [this script v]\nend\nif <(mouse y) < [-100]> then\n switch costume to (instructions v)\n wait (0.05) seconds\n broadcast (ShowInstructions v)\n go to [front v] layer\n stop [this script v]\nend\n\nwhen I receive [start v]\nhide\n\nif <(y position) > [-67]> then\n\nwhen I receive [#releasethefruit v]\n\nwhen I receive [hardcoregameover v]\nhide\nswitch costume to (died - hardcore v)\nclear graphic effects\ngo to [front v] layer\nshow\n\nwhen I receive [gameover v]\nhide\nswitch costume to (winner v)\nclear graphic effects\ngo to [front v] layer\nshow\n\nset [#ghostdelayspeed v] to [0.3]\nset [mode v] to [Hard]\nbroadcast (Start v)\nstop [this script v]\n\nif <<(mouse x) > [-72]> and <(mouse y) > [-125]>> then\n stop [this script v]\nend\nif <(mouse y) > [107]> then\n stop [this script v]\nend\n\n\n broadcast (Random v)\n stop [this script v]\nend\n\nstop [this script v]\n\nstop [this script v]\n\nrepeat (3)\n\nwhen [t v] key pressed\nif <(Level) = [10]> then\n broadcast (gameover v)\n stop [this script v]\nend\nchange [level v] by (1)\nbroadcast (LevelUp v)\n\n@ControlCharacter\n\nwhen [up arrow v] key pressed\nchange y by (-1)\nif <touching (platforms v)?> then\n set [yvelocity v] to [5.5]\nend\nchange y by (1)\n\nwhen I receive [start v]\nstop [other scripts in sprite v]\nset [mousetoswipe? v] to [No]\nset [yvelocity v] to [0]\nset [xvelocity v] to [0]\nset [ghost v] effect to (99)\nPositionControlCharacter\nshow\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\n if <touching (ghosts v)?> then\n start sound [pacman_death v]\n if <(Mode) = [Normal]> then\n set [score v] to ((Score) - ((SmallDotsCollectedThisLevel) * (100)))\n broadcast (RestartLevel v)\n end\n if <(Mode) = [Hard]> then\n set [score v] to ((Score) - ((SmallDotsCollectedThisLevel) * (100)))\n broadcast (RestartLevel v)\n end\n if <(Mode) = [Hardcore]> then\n broadcast (HardcoreGameOver v)\n stop [this script v]\n end\n end\nend\n\nwhen [w v] key pressed\nchange y by (-1)\nif <touching (platforms v)?> then\n set [yvelocity v] to [5.5]\nend\nchange y by (1)\n\nwhen I receive [restartlevel v]\nbroadcast (PositionControlCharacter v)\n\nwhen I receive [levelup v]\nbroadcast (PositionControlCharacter v)\n\nwhen I receive [controlleft v]\ngo to x: (-220) y: (78)\nset [xvelocity v] to [0]\n\nwhen [down arrow v] key pressed\n\nchange y by (-1)\nif <(#FruitTimerSecondsLeft) > [0]> then\n set [yvelocity v] to [-9]\nend\nchange y by (1)\n\nwhen I receive [positioncontrolcharacter v]\nPositionControlCharacter\n\nset [xvelocity v] to [0]\n\nclear graphic effects\n\nwhen I receive [restartlevel v]\nPositionControlCharacter\n\nif <mouse down?> then\n set [mousetoswipe? v] to [Yes]\nend\nset [mousetoswipe? v] to [No]\n\nclear graphic effects\n\nchange [level v] by (1)\n\nwhen [space v] key pressed\nchange y by (-1)\nif <touching (platforms v)?> then\n set [yvelocity v] to [5.5]\nend\nchange y by (1)\n\nchange x by (-1)\nset [xvelocity v] to [0]\n\nif <[5] < (XVelocity)> then\n set [xvelocity v] to [5]\nend\n\ngo to x: (-199) y: (-147)\n\nbroadcast (LevelUp v)\n\ndefine PositionControlCharacter\ngo to x: (-200) y: (-150)\n\nif <(Level) < [6]> then\n set size to (10) %\nelse\n set size to (7) %\nend\n\nbroadcast (#ReleaseTheFruit v)\n\nwhen I receive [scorelevelup v]\nhide\n\nwhen I receive [levelup v]\nshow\n\n\n\nwhen I receive [levelup v]\n\n@Platforms\n\nwhen I receive [levelup v]\nswitch costume to (Level)\n\nif <(Level) = [9]> then\n broadcast (gameover v)\nend\n\nwhen I receive [launchfirstlevel v]\nswitch costume to (1 v)\nshow\n\nwhen I receive [start v]\nswitch costume to (Level)\nshow\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nswitch costume to (1 v)\n\nswitch costume to (wrtwer v)\nif <(Level) = [9]> then\n broadcast (gameover v)\nend\n\n@Ghosts\n\nwhen I receive [gameover v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [levelup v]\nPositioning\n\nwhen I receive [start v]\nhide\ngo to [back v] layer\n\nwhen flag clicked\nhide\nforever\n if <touching (controlcharacter v)?> then\n if <(BombDeflect?) = [On]> then\n start sound [Clink v]\n stop [other scripts in sprite v]\n point towards (controlcharacter v)\n turn right (180) degrees\n repeat until <touching (_edge_ v)?>\n move (20) steps\n end\n hide\n else\n broadcast (BombHit v)\n broadcast (RestartLevel v)\n start sound [mine v]\n end\n end\nend\n\ngo to x: (-150) y: (-142)\n\nset y to (58)\n\nset [level v] to [4]\n\nwhen I receive [fruitclonewiper v]\ndelete this clone\n\nwhen I start as a clone\nshow\nforever\n repeat (#localghoststeps)\n point in direction (-90)\n change x by (10)\n wait (#ghostdelayspeed) seconds\n next costume\n change x by (10)\n wait (#ghostdelayspeed) seconds\n switch costume to ((costume [number v]) - (1))\n end\n repeat (#localghoststeps)\n point in direction (90)\n change x by (-10)\n wait (#ghostdelayspeed) seconds\n next costume\n change x by (-10)\n wait (#ghostdelayspeed) seconds\n switch costume to ((costume [number v]) - (1))\n end\nend\n\nwhen I receive [restartlevel v]\nPositioning\n\ndelete this clone\n\ndefine Positioning\nif <[1] = [1]> then\n delete this clone\nend\nhide\nif <(Level) = [1]> then\n set [#localghoststeps v] to [8]\n switch costume to (orange v)\n go to x: (-65) y: (-117)\n create clone of (_myself_ v)\n set [#localghoststeps v] to [6]\n switch costume to (red v)\n go to x: (93) y: (-37)\n create clone of (_myself_ v)\nend\nif <(Level) = [2]> then\n set [#localghoststeps v] to [10]\n switch costume to (orange v)\n go to x: (-221) y: (-118)\n create clone of (_myself_ v)\n set [#localghoststeps v] to [10]\n switch costume to (red v)\n go to x: (20) y: (-118)\n create clone of (_myself_ v)\nend\nif <(Level) = [3]> then\n set [#localghoststeps v] to [7]\n switch costume to (orange v)\n go to x: (-177) y: (-31)\n create clone of (_myself_ v)\n set [#localghoststeps v] to [7]\n switch costume to (red v)\n go to x: (30) y: (-31)\n create clone of (_myself_ v)\n set [#localghoststeps v] to [7]\n switch costume to (pink v)\n go to x: (-208) y: (58)\n create clone of (_myself_ v)\n set [#localghoststeps v] to [7]\n switch costume to (blue v)\n go to x: (68) y: (59)\n create clone of (_myself_ v)\nend\nif <(Level) = [4]> then\n set [#localghoststeps v] to [9]\n switch costume to (blue v)\n go to x: (-203) y: (-28)\n create clone of (_myself_ v)\n set [#localghoststeps v] to [9]\n switch costume to (red v)\n go to x: (10) y: (-28)\n create clone of (_myself_ v)\nend\nif <(Level) = [5]> then\n set [#localghoststeps v] to [8]\n switch costume to (blue v)\n go to x: (34) y: (-114)\n create clone of (_myself_ v)\n set [#localghoststeps v] to [6]\n switch costume to (red v)\n go to x: (34) y: (-60)\n create clone of (_myself_ v)\n set [#localghoststeps v] to [4]\n switch costume to (orange v)\n go to x: (34) y: (-6)\n create clone of (_myself_ v)\nend\nif <(Level) = [6]> then\n set [#localghoststeps v] to [13]\n switch costume to (blue v)\n go to x: (-133) y: (-157)\n create clone of (_myself_ v)\n set [#localghoststeps v] to [18]\n switch costume to (red v)\n go to x: (-217) y: (-40)\n create clone of (_myself_ v)\n set [#localghoststeps v] to [8]\n switch costume to (orange v)\n go to x: (-72) y: (47)\n create clone of (_myself_ v)\nend\nif <(Level) = [7]> then\n set [#localghoststeps v] to [5]\n switch costume to (blue v)\n go to x: (0) y: (-157)\n create clone of (_myself_ v)\n set [#localghoststeps v] to [6]\n switch costume to (red v)\n go to x: (-61) y: (-80)\n create clone of (_myself_ v)\n set [#localghoststeps v] to [20]\n switch costume to (orange v)\n go to x: (-212) y: (-53)\n create clone of (_myself_ v)\nend\nif <(Level) = [8]> then\n set [#localghoststeps v] to [10]\n switch costume to (red v)\n go to x: (-105) y: (-157)\n create clone of (_myself_ v)\n go to x: (-235) y: (-20)\n set [#localghoststeps v] to [5]\n switch costume to (blue v)\n create clone of (_myself_ v)\n go to x: (130) y: (-20)\n set [#localghoststeps v] to [5]\n switch costume to (pink v)\n create clone of (_myself_ v)\nend\nif <(Level) = [9]> then\n set [#localghoststeps v] to [10]\n switch costume to (orange v)\n go to x: (-105) y: (-157)\n create clone of (_myself_ v)\n go to x: (-105) y: (-70)\n set [#localghoststeps v] to [10]\n switch costume to (blue v)\n create clone of (_myself_ v)\nend\nif <(Level) = [10]> then\n go to x: (-105) y: (-157)\n set [#localghoststeps v] to [16]\n switch costume to (blue v)\n create clone of (_myself_ v)\n go to x: (-204) y: (87)\n set [#localghoststeps v] to [8]\n switch costume to (orange v)\n create clone of (_myself_ v)\n go to x: (20) y: (87)\n set [#localghoststeps v] to [8]\n switch costume to (pink v)\n create clone of (_myself_ v)\n go to x: (-40) y: (-110)\n set [#localghoststeps v] to [4]\n switch costume to (red v)\n create clone of (_myself_ v)\nend\n\nset [#localghoststeps v] to [2]\nswitch costume to (pink v)\ngo to x: (34) y: (48)\ncreate clone of (_myself_ v)\n\nbroadcast (LevelUp v)\n\nwhen I receive [start v]\nPositioning\n\nswitch costume to (blue2 v)\n\nchange x by (10)\n\nset [#ghostdelayspeed v] to [0.4]\n\ngo to x: (34) y: (-114)\n\ncreate clone of (_myself_ v)\ngo to x: (-65) y: (-117)\n\ngo to x: (32) y: (-60)\n\ngo to x: (34) y: (-114)\n\ngo to x: (34) y: (-114)\n\nset [#localghoststeps v] to [2]\nswitch costume to (pink v)\ngo to x: (34) y: (48)\ncreate clone of (_myself_ v)\n\ngo to x: (-61) y: (-80)\n\ngo to x: (-212) y: (-53)\n\nset [#localghoststeps v] to [13]\nswitch costume to (orange v)\ngo to x: (-143) y: (-5)\ncreate clone of (_myself_ v)\n\ngo to x: (-105) y: (-157)\n\ngo to x: (-105) y: (80)\nset [#localghoststeps v] to [10]\nswitch costume to (red v)\ncreate clone of (_myself_ v)\n\ngo to x: (80) y: (-95)\nset [#localghoststeps v] to [7]\nswitch costume to (pink v)\ncreate clone of (_myself_ v)\n\ngo to x: (-65) y: (-117)\n\ngo to x: (-221) y: (-118)\n\ngo to x: (-177) y: (-31)\n\ngo to x: (-177) y: (-31)\ngo to x: (-173) y: (-28)\n\n@Joystick\n\nwhen I receive [start v]\nwait (0.1) seconds\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 [5.5]\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 [5.5]\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 [5.5]\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]\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\nwait (0.1) seconds\n\n@Head\n\nwhen I receive [levelup v]\nshow\n\nif <(Level) < [6]> then\n set size to (10) %\nelse\n set size to (7) %\nend\n\nwhen I receive [scorelevelup v]\nhide\n\nwhen I receive [nexthead v]\nnext costume\ngo to [front v] layer\n\nwhen I receive [lasthead v]\nswitch costume to ((costume [number v]) - (1))\ngo to [front v] layer\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\npoint in direction (90)\nswitch costume to (bandana v)\n\nwhen I receive [shoemeoptions v]\nclear graphic effects\nset size to (80) %\nwait (0.5) seconds\nset [ghost v] effect to (100)\nshow\nrepeat (20)\n change [ghost v] effect by (-5)\n go to [front v] layer\nend\nrepeat (3)\n wait (0.1) seconds\n go to [front v] layer\nend\n\nwhen I receive [start v]\nset size to (10) %\nstop [other scripts in sprite v]\nshow\nforever\n go to [front v] layer\n go to (controlcharacter v)\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\nwhen I receive [random v]\nrepeat (pick random (5) to (15))\n wait (0.1) seconds\n next costume\nend\n\npoint in direction (90)\n\n@Eyes\n\nwhen I receive [levelup v]\nshow\n\nif <(Level) < [6]> then\n set size to (10) %\nelse\n set size to (7) %\nend\n\nwhen I receive [scorelevelup v]\nhide\n\nwhen I receive [random v]\nrepeat (pick random (5) to (15))\n wait (0.1) seconds\n next costume\nend\n\nwhen I receive [nexteyes v]\ngo to [front v] layer\nclear graphic effects\nnext costume\n\nwhen I receive [lasteyes v]\ngo to [front v] layer\nswitch costume to ((costume [number v]) - (1))\nclear graphic effects\n\nwhen flag clicked\nhide\nset size to (80) %\ngo to x: (0) y: (0)\npoint in direction (90)\nswitch costume to (eyes3 v)\n\nwhen I receive [shoemeoptions v]\nclear graphic effects\nwait (0.6) seconds\ngo to [front v] layer\nset [ghost v] effect to (100)\nshow\nrepeat (20)\n change [ghost v] effect by (-5)\n go to [front v] layer\nend\n\nwhen I receive [start v]\nset size to (10) %\nstop [other scripts in sprite v]\nshow\nforever\n go to (controlcharacter v)\n go to [front v] layer\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@Body\n\nwhen I receive [levelup v]\n\nif <(Level) < [6]> then\n set size to (10) %\nelse\n set size to (7) %\nend\n\nwhen I receive [levelup v]\nshow\n\nwhen I receive [scorelevelup v]\nhide\n\nwhen I receive [gameover v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nbroadcast (ScoreDoubler v)\nwait (3) seconds\nforever\n say [Hi.] for (2) seconds\n say [If you liked the game] for (5) seconds\n say [Please Love, Fav and Follow!] for (5) seconds\nend\n\nwhen I receive [random v]\nrepeat (pick random (5) to (15))\n wait (0.1) seconds\n next costume\nend\n\nwhen I receive [nextbody v]\nnext costume\n\nwhen I receive [lastbody v]\nswitch costume to ((costume [number v]) - (1))\ngo to [front v] layer\ngo [backward v] (3) layers\nclear graphic effects\n\nwhen flag clicked\nhide\nset size to (80) %\npoint in direction (90)\ngo to x: (0) y: (0)\nswitch costume to (1 v)\n\nswitch costume to (7 v)\n\nwhen I receive [shoemeoptions v]\nshow\nclear graphic effects\nwait (0.5) seconds\ngo to [front v] layer\ngo [backward v] (3) layers\nclear graphic effects\nrepeat (15)\n change [ghost v] effect by (-5)\nend\ngo to [front v] layer\ngo [backward v] (1) layers\nclear graphic effects\n\nwhen I receive [start v]\nset size to (10) %\nstop [other scripts in sprite v]\nbroadcast (TwitchFace v)\nshow\nforever\n go to [front v] layer\n go [backward v] (3) layers\n go to (controlcharacter v)\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\nwhen I receive [scoredoubler v]\n\nclear graphic effects\n\ngo to [back v] layer\ngo [forward v] (1) layers\n\ngo to [front v] layer\nset [ghost v] effect to (100)\nshow\n\nbroadcast (#ReleaseTheFruit v)\n\nwhen I receive [twitchface v]\nforever\n wait ((#ghostdelayspeed) / (2)) seconds\n next costume\n next costume\n next costume\n next costume\n next costume\n next costume\nend\n\nswitch costume to (12 v)\n\nif <(XVelocity) = [0.5]> then\n\nrepeat (6)\n next costume\nend\n\nwait until <<touching (mouse-pointer v)?> and <mouse down?>>\nset [score v] to ((Score) + (Score))\nsay [AWESOME SCORE!!!] for (2) seconds\n\n@Score\n\nwhen I start as a clone\nshow\nforever\n switch costume to (10 v)\n switch costume to (letter ((length of (Score)) - (Numeral)) of (Score))\n go to [front v] layer\nend\n\nwhen I receive [start v]\nFaster\n\nwait (0.5) seconds\n\nforever\n\ndefine Faster\nhide\nswitch costume to (0 v)\nset [score v] to [0]\nset size to (150) %\ngo to x: (-100) y: (165)\nset [numeral v] to [0]\nrepeat (5)\n wait (0) seconds\n create clone of (_myself_ v)\n change x by (-13)\n change [numeral v] by (1)\nend\nswitch costume to (score v)\nshow\nset size to (120) %\nwait (1) seconds\ngo to [front v] layer\n\nchange [color v] effect by (25)\n\nclear graphic effects\n\n@TimerOnly\n\nwhen I receive [start v]\nbroadcast (Timer v)\n\nwhen I receive [levelup v]\nbroadcast (Timer v)\n\nwhen I receive [scorelevelup v]\nstop [other scripts in sprite v]\nrepeat until <(#FruitTimerSecondsLeft) = [0]>\n wait (0) seconds\n change [#fruittimersecondsleft v] by (-1)\n change [score v] by (50)\n if <(#FruitTimerSecondsLeft) > [0]> then\n wait (0) seconds\n change [#fruittimersecondsleft v] by (-1)\n change [score v] by (50)\n end\n if <(#FruitTimerSecondsLeft) > [0]> then\n wait (0) seconds\n change [#fruittimersecondsleft v] by (-1)\n change [score v] by (50)\n end\n if <(#FruitTimerSecondsLeft) > [0]> then\n wait (0) seconds\n change [#fruittimersecondsleft v] by (-1)\n change [score v] by (50)\n end\nend\n\nbroadcast (Timer v)\n\nwhen I receive [timer v]\nforever\n go to [front v] layer\n wait ((#ghostdelayspeed) * (2)) seconds\n wait (0.1) seconds\n if <(#FruitTimerSecondsLeft) = [0]> then\nend\n\nset size to (100) %\n\n@portal\n\nwhen flag clicked\nhide\nset size to (100) %\nwait (0.1) seconds\nbroadcast (PortalPositioning v)\nPlacePortal\n\nwhen I receive [gameover v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [portalpositioning v]\nshow\nset size to (100) %\nbroadcast (RedBananaShow v)\nforever\n if <touching (controlcharacter v)?> then\n if <(Level) = [10]> then\n broadcast (gameover v)\n stop [this script v]\n end\n if <(Mode) = [Normal]> then\n hide\n start sound [pacman_eatfruit v]\n broadcast (ScoreLevelUp v) and wait\n change [level v] by (1)\n change [score v] by (1000)\n broadcast (LevelUp v)\n wait (1) seconds\n end\n if <<(Mode) = [Hard]> or <(Mode) = [Hardcore]>> then\n if <(SmallDotsLeft) = [0]> then\n hide\n start sound [pacman_eatfruit v]\n broadcast (ScoreLevelUp v) and wait\n change [level v] by (1)\n change [score v] by (1000)\n broadcast (LevelUp v)\n wait (1) seconds\n else\n think [Collect all the dots!]\n end\n end\n end\nend\n\nshow\n\nwhen I receive [levelup v]\nPlacePortal\n\nwhen I receive [redbananashow v]\nset size to (100) %\nwait (1) seconds\nforever\n repeat (2)\n repeat (10)\n change size by (2)\n end\n repeat (10)\n change size by (-2)\n end\n end\n wait (10) seconds\nend\n\nforever\n next costume\nend\n\ngo to [front v] layer\n\ngo to x: (-52) y: (69)\n\ngo to x: (147) y: (-9)\n\ngo to x: (-52) y: (69)\n\ndefine PlacePortal\nshow\nif <(Level) = [1]> then\n go to x: (147) y: (-9)\nend\nif <(Level) = [2]> then\n go to x: (0) y: (9)\nend\nif <(Level) = [3]> then\n go to x: (0) y: (35)\nend\nif <(Level) = [4]> then\n go to x: (0) y: (37)\nend\nif <(Level) = [5]> then\n go to x: (-52) y: (69)\nend\nif <(Level) = [6]> then\n go to x: (196) y: (-52)\nend\nif <(Level) = [7]> then\n go to x: (230) y: (-167)\nend\nif <(Level) = [8]> then\n go to x: (0) y: (73)\nend\nif <(Level) = [9]> then\n go to x: (0) y: (73)\nend\nif <(Level) = [10]> then\n go to x: (0) y: (-123)\nend\n\ngo to x: (196) y: (-52)\n\ngo to x: (0) y: (73)\n\ngo to x: (147) y: (-9)\n\ngo to x: (0) y: (-123)\n\ngo to x: (0) y: (35)\n\nif <(Level) = [10]> then\n go to x: (0) y: (-123)\nend\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\n set size to (50) %\nend\n\nclear graphic effects\n\n@Layercake\n\nwhen flag clicked\nhide\nrepeat (100)\n create clone of (_myself_ v)\n go to [front v] layer\nend\n\n@SmallDots\n\nwhen I receive [gameover v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [levelup v]\nPositionSmallDots\n\nclear graphic effects\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\ngo to [back v] layer\nshow\nchange [smalldotsleft v] by (1)\nwait until <touching (controlcharacter v)?>\nchange [smalldotsleft v] by (-1)\nchange [smalldotscollectedthislevel v] by (1)\nchange [score v] by (100)\ndelete this clone\n\nif <(SmallDotsLeft) = [0]> then\n broadcast (ShowBombDefect v)\nend\n\nset [smalldotsleft v] to [1]\ngo to x: (-103) y: (-75)\ncreate clone of (_myself_ v)\n\nwhen I receive [restartlevel v]\nPositionSmallDots\n\nwhen I receive [start v]\nPositionSmallDots\n\ndefine PositionSmallDots\nset [smalldotsleft v] to [0]\nset [smalldotscollectedthislevel v] to [0]\nif <(Level) > [0]> then\n delete this clone\nend\nif <(Level) = [1]> then\n go to x: (-164) y: (-157)\n repeat (20)\n create clone of (_myself_ v)\n change x by (20)\n end\n go to x: (-150) y: (-116)\n repeat (8)\n create clone of (_myself_ v)\n change x by (20)\n end\n go to x: (-45) y: (-75)\n repeat (6)\n create clone of (_myself_ v)\n change x by (20)\n end\n go to x: (58) y: (-35)\n repeat (4)\n create clone of (_myself_ v)\n change x by (20)\n end\nend\nif <(Level) = [2]> then\n go to x: (-164) y: (-157)\n repeat (8)\n create clone of (_myself_ v)\n change x by (20)\n end\n change x by (30)\n repeat (8)\n create clone of (_myself_ v)\n change x by (20)\n end\n go to x: (60) y: (-116)\n repeat (7)\n create clone of (_myself_ v)\n change x by (20)\n end\n go to x: (-60) y: (-116)\n repeat (7)\n create clone of (_myself_ v)\n change x by (-20)\n end\n go to x: (-201) y: (-79)\n repeat (5)\n create clone of (_myself_ v)\n change x by (20)\n end\n go to x: (201) y: (-79)\n repeat (5)\n create clone of (_myself_ v)\n change x by (-20)\n end\n go to x: (150) y: (-40)\n repeat (3)\n create clone of (_myself_ v)\n change x by (20)\n end\n go to x: (-150) y: (-40)\n repeat (3)\n create clone of (_myself_ v)\n change x by (-20)\n end\nend\nif <(Level) = [3]> then\n go to x: (-164) y: (-157)\n repeat (8)\n create clone of (_myself_ v)\n change x by (20)\n end\n change x by (30)\n repeat (8)\n create clone of (_myself_ v)\n change x by (20)\n end\n go to x: (60) y: (-116)\n repeat (7)\n create clone of (_myself_ v)\n change x by (20)\n end\n go to x: (-60) y: (-116)\n repeat (7)\n create clone of (_myself_ v)\n change x by (-20)\n end\n go to x: (-48) y: (-73)\n repeat (6)\n create clone of (_myself_ v)\n change x by (20)\n end\n go to x: (-184) y: (57)\n repeat (6)\n create clone of (_myself_ v)\n change x by (20)\n end\n go to x: (184) y: (57)\n repeat (6)\n create clone of (_myself_ v)\n change x by (-20)\n end\n go to x: (-120) y: (-34)\n repeat (3)\n create clone of (_myself_ v)\n change x by (20)\n end\n go to x: (120) y: (-34)\n repeat (3)\n create clone of (_myself_ v)\n change x by (-20)\n end\nend\nif <(Level) = [4]> then\n go to x: (-174) y: (-118)\n repeat (4)\n create clone of (_myself_ v)\n change x by (20)\n end\n change x by (20)\n repeat (2)\n create clone of (_myself_ v)\n change x by (20)\n end\n go to x: (174) y: (-118)\n repeat (4)\n create clone of (_myself_ v)\n change x by (-20)\n end\n change x by (-20)\n repeat (2)\n create clone of (_myself_ v)\n change x by (-20)\n end\n go to x: (-185) y: (-31)\n repeat (3)\n create clone of (_myself_ v)\n change x by (20)\n end\n change x by (30)\n repeat (3)\n create clone of (_myself_ v)\n change x by (20)\n end\n go to x: (185) y: (-31)\n repeat (3)\n create clone of (_myself_ v)\n change x by (-20)\n end\n change x by (-30)\n repeat (3)\n create clone of (_myself_ v)\n change x by (-20)\n end\n go to x: (-227) y: (81)\n create clone of (_myself_ v)\n go to x: (227) y: (81)\n create clone of (_myself_ v)\n go to x: (-159) y: (57)\n repeat (2)\n create clone of (_myself_ v)\n change x by (20)\n end\n go to x: (159) y: (57)\n repeat (2)\n create clone of (_myself_ v)\n change x by (-20)\n end\nend\nif <(Level) = [5]> then\n go to x: (-164) y: (-157)\n repeat (20)\n create clone of (_myself_ v)\n change x by (20)\n end\n go to x: (35) y: (-116)\n repeat (8)\n create clone of (_myself_ v)\n change x by (20)\n end\n go to x: (-180) y: (-80)\n repeat (8)\n create clone of (_myself_ v)\n change x by (20)\n end\n go to x: (35) y: (-61)\n repeat (6)\n create clone of (_myself_ v)\n change x by (20)\n end\n go to x: (-138) y: (-28)\n repeat (6)\n create clone of (_myself_ v)\n change x by (20)\n end\n go to x: (35) y: (-6)\n repeat (4)\n create clone of (_myself_ v)\n change x by (20)\n end\n go to x: (-98) y: (35)\n repeat (4)\n create clone of (_myself_ v)\n change x by (20)\n end\n go to x: (35) y: (49)\n repeat (2)\n create clone of (_myself_ v)\n change x by (20)\n end\nend\nif <(Level) = [6]> then\n go to x: (-159) y: (-160)\n repeat (8)\n create clone of (_myself_ v)\n change x by (20)\n end\n change x by (20)\n repeat (8)\n create clone of (_myself_ v)\n change x by (20)\n end\n go to x: (-157) y: (-121)\n repeat (4)\n create clone of (_myself_ v)\n change x by (20)\n end\n go to x: (-190) y: (-81)\n repeat (4)\n create clone of (_myself_ v)\n change x by (20)\n end\n go to x: (-226) y: (-40)\n repeat (4)\n create clone of (_myself_ v)\n change x by (20)\n end\n go to x: (157) y: (-121)\n repeat (4)\n create clone of (_myself_ v)\n change x by (-20)\n end\n go to x: (190) y: (-81)\n repeat (4)\n create clone of (_myself_ v)\n change x by (-20)\n end\nend\nif <(Level) = [7]> then\n go to x: (-159) y: (-160)\n repeat (17)\n create clone of (_myself_ v)\n change x by (20)\n end\n go to x: (-157) y: (-121)\n repeat (3)\n create clone of (_myself_ v)\n change x by (20)\n end\n change x by (30)\n repeat (2)\n create clone of (_myself_ v)\n change x by (20)\n end\n go to x: (157) y: (-121)\n repeat (3)\n create clone of (_myself_ v)\n change x by (-20)\n end\n change x by (-30)\n repeat (2)\n create clone of (_myself_ v)\n change x by (-20)\n end\n go to x: (-229) y: (-56)\n repeat (5)\n create clone of (_myself_ v)\n change x by (20)\n end\n go to x: (229) y: (-56)\n repeat (5)\n create clone of (_myself_ v)\n change x by (-20)\n end\n go to x: (-178) y: (77)\n repeat (3)\n create clone of (_myself_ v)\n change x by (20)\n end\n go to x: (178) y: (77)\n repeat (3)\n create clone of (_myself_ v)\n change x by (-20)\n end\n go to x: (-46) y: (90)\n repeat (6)\n create clone of (_myself_ v)\n change x by (20)\n end\nend\nif <(Level) = [8]> then\n go to x: (-159) y: (-160)\n repeat (17)\n create clone of (_myself_ v)\n change x by (20)\n end\n go to x: (-157) y: (-115)\n repeat (3)\n create clone of (_myself_ v)\n change x by (20)\n end\n change x by (30)\n repeat (2)\n create clone of (_myself_ v)\n change x by (20)\n end\n go to x: (157) y: (-115)\n repeat (3)\n create clone of (_myself_ v)\n change x by (-20)\n end\n change x by (-30)\n repeat (2)\n create clone of (_myself_ v)\n change x by (-20)\n end\n go to x: (-233) y: (-25)\n repeat (5)\n create clone of (_myself_ v)\n change x by (20)\n end\n go to x: (233) y: (-25)\n repeat (5)\n create clone of (_myself_ v)\n change x by (-20)\n end\n go to x: (-205) y: (57)\n repeat (4)\n create clone of (_myself_ v)\n change x by (20)\n end\n go to x: (205) y: (57)\n repeat (4)\n create clone of (_myself_ v)\n change x by (-20)\n end\nend\nif <(Level) = [9]> then\n go to x: (-159) y: (-160)\n repeat (19)\n create clone of (_myself_ v)\n change x by (20)\n end\n go to x: (-157) y: (-115)\n repeat (3)\n create clone of (_myself_ v)\n change x by (20)\n end\n change x by (26)\n repeat (2)\n create clone of (_myself_ v)\n change x by (20)\n end\n go to x: (157) y: (-115)\n repeat (3)\n create clone of (_myself_ v)\n change x by (-20)\n end\n change x by (-26)\n repeat (2)\n create clone of (_myself_ v)\n change x by (-20)\n end\n go to x: (-50) y: (-73)\n repeat (6)\n create clone of (_myself_ v)\n change x by (20)\n end\n go to x: (-50) y: (11)\n repeat (6)\n create clone of (_myself_ v)\n change x by (20)\n end\n go to x: (-174) y: (-36)\n repeat (2)\n create clone of (_myself_ v)\n change x by (20)\n end\n change x by (40)\n repeat (3)\n create clone of (_myself_ v)\n change x by (20)\n end\n go to x: (174) y: (-36)\n repeat (2)\n create clone of (_myself_ v)\n change x by (-20)\n end\n change x by (-40)\n repeat (3)\n create clone of (_myself_ v)\n change x by (-20)\n end\n go to x: (-225) y: (43)\n repeat (5)\n create clone of (_myself_ v)\n change x by (20)\n end\n go to x: (225) y: (43)\n repeat (5)\n create clone of (_myself_ v)\n change x by (-20)\n end\nend\nif <(Level) = [10]> then\n go to x: (-159) y: (-160)\n repeat (19)\n create clone of (_myself_ v)\n change x by (20)\n end\n go to x: (-199) y: (-53)\n repeat (4)\n create clone of (_myself_ v)\n change x by (20)\n end\n go to x: (199) y: (-53)\n repeat (4)\n create clone of (_myself_ v)\n change x by (-20)\n end\n go to x: (-227) y: (-9)\n repeat (3)\n create clone of (_myself_ v)\n change x by (20)\n end\n go to x: (227) y: (-9)\n repeat (3)\n create clone of (_myself_ v)\n change x by (-20)\n end\n go to x: (-72) y: (28)\n repeat (2)\n create clone of (_myself_ v)\n change x by (20)\n end\n go to x: (72) y: (28)\n repeat (2)\n create clone of (_myself_ v)\n change x by (-20)\n end\n go to x: (-166) y: (86)\n repeat (2)\n create clone of (_myself_ v)\n change x by (20)\n end\n go to x: (166) y: (86)\n repeat (2)\n create clone of (_myself_ v)\n change x by (-20)\n end\n go to x: (-49) y: (77)\n repeat (6)\n create clone of (_myself_ v)\n change x by (20)\n end\nend\n\ngo to x: (-150) y: (-116)\n\nchange [score v] by (100)\ndelete this clone\n\ngo to x: (-45) y: (-75)\n\ngo to x: (58) y: (-35)\nrepeat (4)\n create clone of (_myself_ v)\n change x by (20)\nend\n\nrepeat (4)\n create clone of (_myself_ v)\n change x by (20)\nend\ngo to x: (-190) y: (-81)\nrepeat (4)\n create clone of (_myself_ v)\n change x by (20)\nend\ngo to x: (-226) y: (-40)\nrepeat (4)\n create clone of (_myself_ v)\n change x by (20)\nend\n\nchange x by (20)\n\ngo to x: (-226) y: (-40)\n\ngo to x: (157) y: (-121)\n\ngo to x: (-178) y: (77)\n\nchange x by (-40)\n\nchange x by (26)\n\nrepeat (3)\n create clone of (_myself_ v)\n change x by (-20)\nend\nchange x by (-26)\nrepeat (2)\n create clone of (_myself_ v)\n change x by (-20)\nend\ngo to x: (-50) y: (-73)\nrepeat (6)\n create clone of (_myself_ v)\n change x by (20)\nend\ngo to x: (-50) y: (11)\nrepeat (6)\n create clone of (_myself_ v)\n change x by (20)\nend\ngo to x: (-174) y: (-36)\nrepeat (2)\n create clone of (_myself_ v)\n change x by (20)\nend\nchange x by (40)\nrepeat (3)\n create clone of (_myself_ v)\n change x by (20)\nend\ngo to x: (174) y: (-36)\nrepeat (2)\n create clone of (_myself_ v)\n change x by (-20)\nend\nchange x by (-40)\nrepeat (3)\n create clone of (_myself_ v)\n change x by (-20)\nend\ngo to x: (-225) y: (43)\nrepeat (5)\n create clone of (_myself_ v)\n change x by (20)\nend\ngo to x: (225) y: (43)\nrepeat (5)\n create clone of (_myself_ v)\n change x by (-20)\nend\n\ngo to x: (227) y: (9)\n\ngo to x: (-150) y: (-116)\n\ngo to x: (-45) y: (-75)\nrepeat (6)\n create clone of (_myself_ v)\n change x by (20)\nend\ngo to x: (58) y: (-35)\nrepeat (4)\n create clone of (_myself_ v)\n change x by (20)\nend\n\nchange x by (30)\n\ngo to x: (40) y: (-116)\n\ngo to x: (150) y: (-40)\n\ngo to x: (-185) y: (-31)\n\nchange x by (20)\n\nchange x by (-20)\n\ngo to x: (-227) y: (81)\ncreate clone of (_myself_ v)\ngo to x: (227) y: (81)\ncreate clone of (_myself_ v)\n\n@NeewHigh\n\nwhen I receive [start v]\nFaster\n\nwhen I start as a clone\nshow\ngo to [front v] layer\nforever\n wait (1) seconds\n switch costume to (10 v)\n if <(Mode) = [Normal]> then\n switch costume to (letter ((length of (☁ -NormalHighScore)) - (Numeral)) of (☁ -NormalHighScore))\n if <(Score) > (☁ -NormalHighScore)> then\n set [☁ -normalhighscore v] to (Score)\n end\n end\n if <(Mode) = [Hard]> then\n switch costume to (letter ((length of (☁ -HardHighScore)) - (Numeral)) of (☁ -HardHighScore))\n if <(Score) > (☁ -HardHighScore)> then\n set [☁ -hardhighscore v] to (Score)\n end\n end\n if <(Mode) = [Hardcore]> then\n switch costume to (letter ((length of (☁ -HardcoreHighScore)) - (Numeral)) of (☁ -HardcoreHighScore))\n if <(Score) > (☁ -HardcoreHighScore)> then\n set [☁ -hardcorehighscore v] to (Score)\n end\n end\nend\n\ndefine Faster\nhide\nswitch costume to (0 v)\nset size to (100) %\ngo to x: (50) y: (165)\nset [numeral v] to [0]\nrepeat (5)\n wait (0) seconds\n create clone of (_myself_ v)\n change x by (-10)\n change [numeral v] by (1)\nend\nswitch costume to (high v)\nshow\nset size to (90) %\nwait (1) seconds\ngo to [front v] layer\n\n@NewTimer\n\nwhen I receive [levelup v]\nset [#fruittimersecondsleft v] to [100]\n\nwhen I receive [restartlevel v]\nset [#fruittimersecondsleft v] to [100]\n\nwhen I start as a clone\nshow\nforever\n switch costume to (0 v)\n switch costume to (letter ((length of (#FruitTimerSecondsLeft)) - (Numeral)) of (#FruitTimerSecondsLeft))\n go to [front v] layer\n if <(#FruitTimerSecondsLeft) = [0]> then\n hide\n else\n if <(#FruitTimerSecondsLeft) > [0]> then\n show\n end\n end\nend\n\nwhen I receive [redbananashow v]\n\nwhen I receive [start v]\nset [#fruittimersecondsleft v] to [100]\nhide\nswitch costume to (0 v)\nwait (0.5) seconds\nset [score v] to [0]\nset size to (160) %\ngo to x: (215) y: (165)\nset [numeral v] to [0]\nrepeat (2)\n wait (0) seconds\n create clone of (_myself_ v)\n change x by (-18)\n change [numeral v] by (1)\nend\nswitch costume to (zerothingy v)\nchange x by (-4)\nshow\nset size to (160) %\n\nforever\n\nchange [color v] effect by (25)\n\n@Level\n\nwhen I start as a clone\n\nwhen I receive [start v]\nset y to (165)\nshow\nforever\n switch costume to (Level)\nend\n\nwhen this sprite clicked\nif <(Level) = [10]> then\n broadcast (gameover v)\n stop [this script v]\nend\nif <(Level) < [10]> then\n change [level v] by (1)\n broadcast (LevelUp v)\n stop [this script v]\nend\n\n@BLAG!\n\nwhen flag clicked\nhide\n\nwhen I receive [gameover v]\nclear graphic effects\ngo to x: (0) y: (-150)\ngo to [front v] layer\nset size to (0) %\nwait (1) seconds\nshow\nrepeat (95)\n change size by (1)\nend\nforever\n repeat (10)\n change size by (1)\n change [color v] effect by (5)\n end\n repeat (10)\n change size by (-1)\n change [color v] effect by (5)\n end\nend\n\n
Super Mario Maker 4 has been released, play it here:\nhttps://scratch.mit.edu/projects/753049043\nControls: Building: Movement - WASD / Arrows + Z \n Erase / Place mode switch - E Place Block - Click\n Change Block - Scroll Wheel / Click the Icon\n Play Test / Build mode switch - Space\nPlaying: Movement - Arrows Run / Pick up Shell / \n Throw Fireball - (Hold) Z Jump - X / Up Arrow\n Use Pipe (When connected) - Down Arrow\n\nPlay the Pipes level on the main menu and enter edit mode by clicking space to see how to use pipe transport.\n\nWhat to do: You can make a level and share the code, or find a level code to play someone else's level, in the forum topic in Notes.\n\nDon't complain about slightly long loading times. What would you prefer me do, make an empty game just so you can load it quickly?
Sushi Rescue Platformer
@Stage\n\nwhen flag clicked\n\nwhen I receive [intro done v]\nwait (1) seconds\nset volume to (40) %\n\n@Intro\n\nwhen flag clicked\nset [id v] to [1]\ncreate clone of (_myself_ v)\nset [id v] to [2]\ncreate clone of (_myself_ v)\nset [id v] to [3]\ncreate clone of (_myself_ v)\nset [id v] to [4]\ncreate clone of (_myself_ v)\nstart sound [Never Mind v]\nswitch costume to (1 v)\nshow\ngo to x: (0) y: (0)\npoint in direction (-90)\nset size to (300) %\nset [sine v] to [30]\nrepeat (40)\n change size by (((100) - (size)) * (1))\n turn right (((90) - (direction)) * (0.18)) degrees\nend\nset [glide v] to [7]\nrepeat (20)\n change y by ((glide) - (1))\n change [glide v] by (-0.34)\nend\nwait (5.8) seconds\nhide\n\nwhen I start as a clone\nif <(id) = [1]> then\n clear graphic effects\n show\n go to x: (0) y: (0)\n point in direction (90)\n set size to (100) %\n switch costume to (bg v)\nelse\n if <(id) = [2]> then\n id 2\n else\n if <(id) = [3]> then\n id 3\n else\n id 4\n end\n end\nend\n\ndefine id 2\ngo to x: (0) y: (0)\nswitch costume to (dot2 v)\nhide\nclear graphic effects\ngo to [front v] layer\nwait (7) seconds\nshow\nset size to (0.5) %\nset [vel v] to [1]\nswitch costume to (dot v)\nrepeat (50)\n switch costume to (dot2 v)\n change [vel v] by ((size) / (50))\n change size by (vel)\n switch costume to (dot v)\nend\nbroadcast (Intro Done v)\n\nwhen I receive [intro done v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\ndefine id 3\ngo to x: (0) y: (0)\nswitch costume to (dot2 v)\nhide\nclear graphic effects\ngo to [front v] layer\nwait (7.2) seconds\nshow\nset size to (0.5) %\nset [vel v] to [1]\nswitch costume to (dot v)\nrepeat (50)\n switch costume to (dot2 v)\n change [vel v] by ((size) / (50))\n change size by (vel)\n switch costume to (smaller dot v)\nend\n\ndefine id 4\ngo to x: (0) y: (0)\nswitch costume to (dot2 v)\nhide\nclear graphic effects\ngo to [front v] layer\nwait (7.4) seconds\nshow\nset size to (0.5) %\nset [vel v] to [1]\nswitch costume to (dot v)\nrepeat (50)\n switch costume to (dot2 v)\n change [vel v] by ((size) / (50))\n change size by (vel)\n switch costume to (crazy dot v)\n turn left (1) degrees\nend\n\n@text\n\nwhen flag clicked\nhide\ngo to [front v] layer\nwait (2.4) seconds\ngo to x: (0) y: (-60)\nset size to (100) %\nset [ghost v] effect to (100)\nshow\nset [rotation v] to [-10]\nrepeat (70)\n change [ghost v] effect by (rotation)\n change [rotation v] by (-1)\n wait (0.01) seconds\nend\nset [ghost v] effect to (0)\n\nwhen I receive [message1 v]\nhide\n\nwhen I receive [intro done v]\nhide\n\n@Player\n\nwhen flag clicked\nset volume to (50) %\nset [level v] to [1]\nset [deaths v] to [0]\nhide\n\ndefine Platformer Physics (speed) (friction) (jump height)\nchange [y velocity v] by (-1)\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [x velocity v] by (speed)\nend\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [x velocity v] by ((0) - (speed))\nend\nset [x velocity v] to ((X Velocity) * (friction))\nchange x by (X Velocity)\nset [slope v] to [0]\nif <touching (level v)?> then\n repeat until <<not <touching (level v)?>> or <(Slope) = [-8]>>\n change [slope v] by (-1)\n change y by (1)\n end\nend\nif <touching (level v)?> then\n change y by (Slope)\n repeat until <not <touching (level v)?>>\n change x by ((0) - (([abs v] of (X Velocity) ) / (X Velocity)))\n end\n set [x velocity v] to [0]\nend\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 [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)>>> and <touching (level v)?>> then\n set [y velocity v] to (jump height)\nend\nchange y by (1)\n\ndefine Detection\nif <touching (flag v)?> then\n broadcast (Next v)\n start sound [Ding Sound Effect v]\n set [level v] to ((Level) + (1))\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n go to x: (-215) y: (-78)\nend\nif <<<touching (danger v)?> or <(y position) = [-179]>> and <not <(CHEAT) = [1]>>> then\n start sound [Oops v]\n set [deaths v] to ((DEATHS) + (1))\n repeat (3)\n hide\n wait (0.11) seconds\n show\n wait (0.11) seconds\n end\n hide\n wait (0.11) seconds\n show\n go to x: (-215) y: (-78)\n set [x velocity v] to [0]\n set [y velocity v] to [0]\nend\nif <<<touching (saws v)?> or <touching (saws2 v)?>> and <not <(CHEAT) = [1]>>> then\n start sound [Pew v]\n set [deaths v] to ((DEATHS) + (1))\n clear graphic effects\n repeat (20)\n change [ghost v] effect by (5)\n end\n go to x: (-215) y: (-78)\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n wait (0.4) seconds\n clear graphic effects\nend\nif <touching (bouncy v)?> then\n start sound [Big Boing v]\n set [y velocity v] to [18]\nend\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 <(mouse x) < (x position)>>> then\n point in direction (-90)\nend\n\nwhen I receive [intro done v]\npoint in direction (90)\nset size to (100) %\nset [cheat v] to [0]\nwait (0.1) seconds\nshow\nswitch costume to (costume1 v)\ngo [forward v] (88) layers\ngo to x: (-215) y: (-78)\nset rotation style [left-right v]\nset [level v] to [1]\nset [x velocity v] to [0]\nset [y velocity v] to [0]\nforever\n Platformer Physics [0.95] [0.88] [11.8]\n Detection\nend\n\nwhen flag clicked\nforever\n Cheats Menu\nend\n\ndefine Cheats Menu\nif <<<key (1 v) pressed?> and <<(username) = [250119code2]> or <(username) = [250119test2]>>> and <not <(CHEAT) = [1]>>> then\n set [cheat v] to [1]\n wait (0.3) seconds\nelse\n if <<key (1 v) pressed?> and <(CHEAT) = [1]>> then\n set [cheat v] to [0]\n wait (0.3) seconds\n end\nend\nif <<key (up arrow v) pressed?> and <(CHEAT) = [1]>> then\n set [y velocity v] to [8]\nend\nif <<key (down arrow v) pressed?> and <(CHEAT) = [1]>> then\n set [y velocity v] to [-6]\nend\n\nwhen flag clicked\nforever\n set [x v] to (round (x position))\n set [y v] to (round (y position))\nend\n\n@Level\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\n@Danger\n\nwhen flag clicked\ngo to [back v] layer\nforever\n switch costume to (Level)\nend\n\n@Flag\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\n@Saws\n\nwhen flag clicked\nhide\n\ndefine Clone At X: (x) (y)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\nwhen I receive [next v]\nif then\n delete this clone\nend\nif <(Level) = [8]> then\n Clone At X: [-124] [-110]\n Clone At X: [25] [-110]\nend\nif <(Level) = [9]> then\n Clone At X: [156] [65]\nend\nif <(Level) = [10]> then\n Clone At X: [-138] [-110]\n Clone At X: [7] [-110]\nend\nif <(Level) = [11]> then\n Clone At X: [22] [-110]\nend\nif <(Level) = [12]> then\n Clone At X: [71] [25]\nend\nif <(Level) = [13]> then\n Clone At X: [-124] [-110]\nend\nif <(Level) = [14]> then\n Clone At X: [-130] [-110]\n Clone At X: [130] [45]\nend\nif <(Level) = [16]> then\n Clone At X: [-117] [-110]\n Clone At X: [71] [-110]\nend\nif <(Level) = [18]> then\n Clone At X: [44] [-110]\nend\n\nwhen I start as a clone\nshow\ngo to [back v] layer\nforever\n turn right (4) degrees\n repeat until <not <(Level) = [10]>>\n if <(Level) = [10]> then\n turn right (4) degrees\n repeat (60)\n turn right (4) degrees\n change x by (1)\n end\n wait (1) seconds\n repeat (60)\n turn left (5) degrees\n change x by (-1)\n end\n wait (1) seconds\n end\n end\n repeat until <not <(Level) = [11]>>\n if <(Level) = [11]> then\n turn right (4) degrees\n repeat (110)\n turn right (4) degrees\n change x by (1)\n end\n wait (1) seconds\n repeat (110)\n turn left (5) degrees\n change x by (-1)\n end\n wait (1) seconds\n end\n end\n repeat until <not <(Level) = [12]>>\n if <(Level) = [12]> then\n turn right (4) degrees\n repeat (60)\n turn right (4) degrees\n change x by (1)\n end\n wait (1) seconds\n repeat (60)\n turn left (5) degrees\n change x by (-1)\n end\n wait (1) seconds\n end\n end\n repeat until <not <(Level) = [14]>>\n if <(Level) = [14]> then\n turn right (4) degrees\n repeat (50)\n turn right (4) degrees\n change y by (2)\n end\n wait (1) seconds\n repeat (50)\n turn right (4) degrees\n change y by (-2)\n end\n wait (1) seconds\n end\n end\n repeat until <not <(Level) = [16]>>\n if <(Level) = [16]> then\n turn right (4) degrees\n repeat (80)\n turn right (4) degrees\n change y by (2)\n end\n wait (1) seconds\n repeat (80)\n turn right (4) degrees\n change y by (-2)\n end\n wait (1) seconds\n end\n end\nend\n\n@Level Shading\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n switch costume to (Level)\n set [ghost v] effect to (55)\n go [backward v] (98) layers\nend\n\n@TN\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\nforever\n if <(GAME OVER) = [0]> then\n go to [front v] layer\n else\n go [forward v] (77) layers\n end\nend\n\n@BG Effects\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (pick random (70) to (80))\nrepeat until <(y position) > [177]>\n move (pick random (3) to (4)) steps\n go to [back v] layer\nend\ndelete this clone\n\nwhen I receive [intro done v]\nhide\ngo to [back v] layer\nforever\n go to x: (pick random (-240) to (240)) y: (-180)\n set size to (pick random (70) to (100)) %\n point in direction (pick random (-30) to (30))\n create clone of (_myself_ v)\n wait (0.10) seconds\nend\n\nwhen I start as a clone\n\n@Decoration\n\nwhen flag clicked\ngo to [back v] layer\ngo to [back v] layer\ngo to [back v] layer\ngo to [back v] layer\ngo [backward v] (98) layers\nforever\n switch costume to (Level)\nend\n\ngo [backward v] (98) layers\n\n@Music Button\n\nwhen flag clicked\nhide\n\nwhen I receive [intro done v]\nshow\nswitch costume to (costume1 v)\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((90) - (size)) / (5))\n set [brightness v] effect to (5)\n else\n change size by (((75) - (size)) / (5))\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [intro done v]\nwait (0.8) seconds\nset volume to (50) %\nforever\n play sound [Plugged \(post mastering\) v] until done\n play sound [mbb-beach v] until done\nend\n\nwhen this sprite clicked\nif <(volume) = [50]> then\n switch costume to (costume2 v)\n set volume to (0) %\nelse\n switch costume to (costume1 v)\n set volume to (50) %\nend\n\n@Text\n\nwhen flag clicked\nclear graphic effects\nforever\n switch costume to (Level)\n if <touching (player v)?> then\n set [ghost v] effect to (30)\n else\n set [ghost v] effect to (0)\n end\nend\n\n@Bouncy\n\nwhen flag clicked\nhide\n\ndefine Clone At X: (x) (y)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nforever\n show\n if <touching (player v)?> then\n switch costume to (crouch v)\n wait (0.1) seconds\n else\n switch costume to (idle v)\n end\nend\n\nwhen I receive [next v]\nif then\n delete this clone\nend\nif <(Level) = [3]> then\n Clone At X: [-121] [-86]\nend\nif <(Level) = [4]> then\n Clone At X: [127] [-86]\nend\nif <(Level) = [5]> then\n Clone At X: [-150] [-88]\n Clone At X: [203] [46]\nend\nif <(Level) = [6]> then\nif <(Level) = [7]> then\n Clone At X: [-117] [-87.8]\n Clone At X: [1] [-87.6]\n Clone At X: [105] [-88.2]\nend\nif <(Level) = [8]> then\n Clone At X: [203] [-96.8]\nend\nif <(Level) = [9]> then\n Clone At X: [-147] [-100]\nend\nif <(Level) = [10]> then\n Clone At X: [154] [-100]\nend\nif <(Level) = [11]> then\n Clone At X: [210] [-100]\nend\nif <(Level) = [12]> then\n Clone At X: [204] [40]\nend\nif <(Level) = [14]> then\n Clone At X: [30] [-69]\nend\nif <(Level) = [15]> then\n Clone At X: [196] [-103]\nend\nif <(Level) = [17]> then\n Clone At X: [-76] [-100]\n Clone At X: [-215] [32]\nend\n\n@GAME OVER\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\n\nwhen I receive [intro done v]\nset [game over v] to [0]\nwait until <(DEATHS) = [50]>\nset [game over v] to [1]\nrepeat (100)\n change [ghost v] effect by (-1)\n go to [front v] layer\nend\ngo [forward v] (99) layers\nstop [all v]\n\n@Saws2\n\nwhen flag clicked\nhide\n\ndefine Clone At X: (x) (y)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\nwhen I receive [next v]\nif then\n delete this clone\nend\nif <(Level) = [16]> then\n Clone At X: [-27] [40]\n Clone At X: [161] [40]\nend\n\nwhen I start as a clone\nshow\ngo to [back v] layer\nforever\n turn right (4) degrees\n repeat until <not <(Level) = [16]>>\n if <(Level) = [16]> then\n turn right (4) degrees\n repeat (80)\n turn right (4) degrees\n change y by (-2)\n end\n wait (1) seconds\n repeat (80)\n turn right (4) degrees\n change y by (2)\n end\n wait (1) seconds\n end\n end\nend\n\nClone At X: [25] [-110]\n\n
Platformer Boss Battle\n\nHeart, star and follow for a muffin\n=============================================\nJust another filler project. Arrow keys to move, Z to go through the dialogue, avoid all the bad things. It's pretty short, and no I am not making it a full game. I was just bored so I made this.\n=============================================\nCredits: \nMe @JWhandle\nToby Fox and Undertale for music\n@awesomeal82 for typing script\n=============================================\nSorry if there are bugs, I really didn't put a lot of effort in it because I have been working on the heist movie.
[☁︎Online] Adventure ~a scroll platformer~
@Stage\n\nwhen flag clicked\nwait (0.1) seconds\nplay sound [intro v] until done\nbroadcast (end intro v)\n\nwhen I receive [end intro v]\nplay sound [Post Malone - Circles \(Clean - Lyrics\) v] until done\n\n@One\n\nwhen flag clicked\ngo to [front v] layer\nset size to (150) %\ngo to x: (-197) y: (148)\nshow\nforever\n if <(Coins) > [10]> then\n switch costume to (((Coins) mod (10)) + (1))\n else\n switch costume to ((Coins) + (1))\n end\nend\n\n@Ten\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to [front v] layer\nset size to (150) %\ngo to x: (-218) y: (148)\nshow\nforever\n if <(Coins) > [9]> then\n switch costume to ((((Coins) - ((Coins) mod (10))) / (10)) + (1))\n else\n switch costume to (costume1 v)\n end\nend\n\n@point\n\nwhen flag clicked\ngo to x: (-194) y: (136)\n\n@MovingPlatform\n\nwhen flag clicked\nhide\ngo to x: (120) y: (-120)\nforever\n if <(Stage#) = [3]> then\n show\n go to x: (120) y: (-120)\n wait until <not <(Stage#) = [3]>>\n end\nend\n\nwhen flag clicked\ngo to x: (120) y: (-120)\nforever\n set y to ((-60) + (([sin v] of (((timer) - (1)) * (30)) ) * (90)))\nend\n\nwhen flag clicked\ngo to [front v] layer\ngo [backward v] (6) layers\nforever\n if <not <(Stage#) = [3]>> then\n hide\n else\n show\n end\nend\n\n@NextStage\n\nwhen flag clicked\nshow\nset [stage# v] to [1]\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\nforever\n if <(Stage#) = [10]> then\n hide\n end\nend\n\n@Coin3\n\nwhen flag clicked\nset [stage# v] to [1]\nforever\n if <(Stage#) = [1]> then\n show\n go to x: (57) y: (1)\n wait until <not <(Stage#) = [1]>>\n end\n if <(Stage#) = [2]> then\n show\n go to x: (-23) y: (-70)\n wait until <not <(Stage#) = [2]>>\n end\n if <(Stage#) = [3]> then\n hide\n end\n if <(Stage#) = [4]> then\n show\n go to x: (103) y: (59)\n wait until <not <(Stage#) = [4]>>\n end\n if <(Stage#) = [5]> then\n show\n go to x: (210) y: (84)\n wait until <not <(Stage#) = [5]>>\n end\n if <(Stage#) = [6]> then\n show\n go to x: (93) y: (59)\n wait until <not <(Stage#) = [6]>>\n end\n if <(Stage#) = [7]> then\n hide\n end\n if <(Stage#) = [8]> then\n hide\n end\n if <(Stage#) = [9]> then\n show\n go to x: (167) y: (139)\n wait until <not <(Stage#) = [9]>>\n end\nend\n\nwhen flag clicked\nhide\nset [coins v] to [0]\nshow\nswitch costume to (costume1 v)\nforever\n next costume\nend\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n start sound [Coin2 v]\n hide\n change [coins v] by (1)\n end\nend\n\n@Coin2\n\nwhen flag clicked\nforever\n if <(Stage#) = [1]> then\n show\n go to x: (29) y: (-14)\n wait until <not <(Stage#) = [1]>>\n end\n if <(Stage#) = [2]> then\n show\n go to x: (5) y: (-56)\n wait until <not <(Stage#) = [2]>>\n end\n if <(Stage#) = [3]> then\n hide\n end\n if <(Stage#) = [4]> then\n show\n go to x: (132) y: (79)\n wait until <not <(Stage#) = [4]>>\n end\n if <(Stage#) = [5]> then\n show\n go to x: (148) y: (84)\n wait until <not <(Stage#) = [5]>>\n end\n if <(Stage#) = [6]> then\n show\n go to x: (65) y: (41)\n wait until <not <(Stage#) = [6]>>\n end\n if <(Stage#) = [7]> then\n hide\n end\n if <(Stage#) = [8]> then\n hide\n end\n if <(Stage#) = [9]> then\n show\n go to x: (103) y: (139)\n wait until <not <(Stage#) = [9]>>\n end\nend\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n start sound [Coin2 v]\n hide\n change [coins v] by (1)\n end\nend\n\nwhen flag clicked\nhide\nset [coins v] to [0]\nshow\nswitch costume to (costume1 v)\nforever\n next costume\nend\n\n@Coin1\n\ngo to x: (179) y: (18)\n\nwhen flag clicked\n\nwhen I receive [start all v]\nhide\nset [coins v] to [0]\nshow\nswitch costume to (costume1 v)\nforever\n next costume\nend\n\nwhen I receive [start all v]\nforever\n if <touching (player v)?> then\n start sound [Coin2 v]\n hide\n change [coins v] by (1)\n end\nend\n\nwhen I receive [start all v]\nforever\n if <(Stage#) = [1]> then\n show\n go to x: (86) y: (1)\n wait until <not <(Stage#) = [1]>>\n end\n if <(Stage#) = [2]> then\n show\n go to x: (33) y: (-70)\n wait until <not <(Stage#) = [2]>>\n end\n if <(Stage#) = [3]> then\n hide\n end\n if <(Stage#) = [4]> then\n show\n go to x: (163) y: (79)\n wait until <not <(Stage#) = [4]>>\n end\n if <(Stage#) = [5]> then\n show\n go to x: (179) y: (95)\n wait until <not <(Stage#) = [5]>>\n end\n if <(Stage#) = [6]> then\n show\n go to x: (123) y: (59)\n wait until <not <(Stage#) = [6]>>\n end\n if <(Stage#) = [7]> then\n hide\n end\n if <(Stage#) = [8]> then\n hide\n end\n if <(Stage#) = [9]> then\n show\n go to x: (135) y: (145)\n wait until <not <(Stage#) = [9]>>\n end\nend\n\n@Stage\n\nwhen flag clicked\ngo to [back v] layer\nswitch costume to (1 v)\nforever\n go to x: (0) y: (0)\n switch costume to (Stage#)\nend\n\nset [stage# v] to [7]\n\ngo [forward v] (1) layers\n\n@Player\n\ndefine Run\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n if <key (right arrow v) pressed?> then\n change [xv v] by (1)\n switch costume to (costume3 v)\n end\n if <key (left arrow v) pressed?> then\n change [xv v] by (-1)\n switch costume to (costume2 v)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <<touching color (#8ab9ff)?> or <<touching color (#c0d9ff)?> or <touching color (#4885e0)?>>> then\n change y by (1)\n if <<touching color (#8ab9ff)?> or <<touching color (#c0d9ff)?> or <touching color (#4885e0)?>>> then\n change y by (1)\n if <<touching color (#8ab9ff)?> or <<touching color (#c0d9ff)?> or <touching color (#4885e0)?>>> then\n change y by (1)\n if <<touching color (#8ab9ff)?> or <<touching color (#c0d9ff)?> or <touching color (#4885e0)?>>> then\n change y by (1)\n if <<touching color (#8ab9ff)?> or <<touching color (#c0d9ff)?> or <touching color (#4885e0)?>>> then\n change y by (1)\n if <<touching color (#8ab9ff)?> or <<touching color (#c0d9ff)?> or <touching color (#4885e0)?>>> then\n change x by ((Xv) * (-1))\n change y by (-5)\n if <key (up arrow v) pressed?> then\n if <(Xv) > [0]> then\n set [xv v] to [-5]\n else\n set [xv v] to [5]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [yv v] by (-1)\n change y by (Yv)\n if <<touching color (#8ab9ff)?> or <<touching color (#c0d9ff)?> or <touching color (#4885e0)?>>> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <<touching color (#8ab9ff)?> or <<touching color (#c0d9ff)?> or <touching color (#4885e0)?>>> then\n if <key (up arrow v) pressed?> then\n set [yv v] to [15]\n end\n end\n if <touching color (#e34f4f)?> then\n set [yv v] to [22]\n end\n change y by (1)\nend\n\nwhen [r v] key pressed\ngo to x: (-180) y: (-80)\n\nwhen flag clicked\nforever\n if <touching (nextstage v)?> then\n go to x: (-180) y: (-80)\n change [stage# v] by (1)\n end\nend\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (-180) y: (-80)\nRun\n\nwhen flag clicked\nforever\n if <<touching color (#525fce)?> or <touching color (#6676ff)?>> then\n go to x: (-180) y: (-80)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [end intro v]\nshow\n\n@...\n\nwhen flag clicked\nset [ghost v] effect to (0)\nhide\nrepeat (13)\n create clone of (_myself_ v)\n wait (0.2) seconds\nend\nhide\n\nwhen I start as a clone\nset [or v] to (pick random (1) to (2))\nif <(or) = [1]> then\n go to x: (pick random (-240) to (240)) y: (-200)\nelse\n go to x: (-270) y: (pick random (-240) to (240))\nend\ngo to [front v] layer\nset size to (pick random (30) to (200)) %\nset [ghost v] effect to (pick random (60) to (90))\nshow\nrepeat until <(x position) > [270]>\n change x by ((size) / (30))\n change y by ((size) / (30))\nend\ndelete this clone\n\nwhen I receive [end intro v]\nhide\n\n@c\n\nwhen flag clicked\nswitch costume to (1 v)\nshow\nrepeat until <(costume [number v]) = [11]>\n next costume\nend\nwait (0.5) seconds\nrepeat until <(costume [number v]) = [28]>\n next costume\nend\n\nwhen I receive [end intro v]\nhide\n\ngo to [front v] layer\n\n@Sprite1\n\nwhen I receive [end intro v]\nshow\n\nwhen I receive [start all v]\nhide\n\n@Sprite2\n\nwhen this sprite clicked\nbroadcast (Start All v)\nhide\n\nwhen I receive [end intro v]\nshow\nforever\n if <touching (mouse-pointer v)?> then\n repeat (10)\n change size by (1)\n end\n repeat (10)\n change size by (-1)\n end\n else\n end\nend\n\nwhen flag clicked\nhide\n\n@Sprite3\n\nwhen flag clicked\nhide\n\nshow\n\n@Sprite4\n\nwhen flag clicked\nset size to (70) %\nhide\n\nwhen I receive [start all v]\nshow\n\nwhen this sprite clicked\nchange [stage# v] by (1)\n\n@Rain\n\ndefine The start!\ngo to [back v] layer\nshow\nset size to (10) %\nset [ghost v] effect to (pick random (25) to (75))\n\nwhen I start as a clone\nThe start!\ngo to (random position v)\nset y to (180)\nrepeat (55)\n change y by (-7)\nend\ndelete this clone\n\nwhen I receive [start all v]\nforever\n create clone of (_myself_ v)\nend\n\nwhen I receive [start all v]\nforever\n play sound [Rain v] until done\nend\n\n
宣伝:オンラインバトルゲーム\n https://scratch.mit.edu/projects/872139794\nこのプラットフォーマーはランクが付きます。\n下を読まないと損するよ。\nーーーーーーーーーー操作方法ーーーーーーーーーーー\n[⬆️キー、タップ]:ジャンプ\n[➡️キー、タップ]:右へ移動\n[⬅️キー、タップ]:左へ移動\nランクはゴールしたら左下に表示されます。\nーーーーーーーー確認目安[難易度]ーーーーーーーーーー\n難易度=星の数\n・難易度0:何もない。進むだけ\n・難易度1:多少の障害物\n・難易度2:多少のテクニックが必要\n・難易度3:複雑なステージと障害物\n・難易度4:多量の障害物、中程度のテクニックが必要\n・難易度5:複雑なステージ、多量の障害物、高度なテクニックが必要\nーーーーーーーー確認目安[ランク]ーーーーーーーーーー\n・E:プラットフォーマーが得意ではない。\n・D:プラットフォーマーを多少はプレイできる\n・C:プラットフォーマーに慣れている\n・B:プラットフォーマーを熟知している\n・A:プラットフォーマーに置いて高度なテクニックを使える\n・S:プラットフォーマーに置いて高度なテクニックを使いこなせる\n・Z:プラットフォーマーに置いて高度なテクニックを使いこなし、なおかつ成功率が高く、より早く動くことができる\nーーーーーーーーーー皆さんへーーーーーーーーーーー\nこのゲームは非常に高難易度です。ステージが少しずつ難しくなっていきます。\n別にクリアできなかったからって悔しがる必要ないからね?だって最後の方はみんなが最も苦手であろう種類のステージを入れてるから。すぐに行けるような人がやばすぎるだけ。\nーーーーーーーーーーーーーーーーーーーーーーーーー\n#プラットフォーマー
Colour Switch - A Platformer
@Stage\n\nwhen flag clicked\nset [abletosave v] to [0]\nswitch backdrop to (clear v)\nshow list [save code v]\nerase all\nFlag\nbroadcast (FlagClicked v)\n\nwhen [p v] key pressed\nset [menu v] to [Game]\n\nwhen [g v] key pressed\nset [clickedflag v] to [0]\n\ndefine Flag\ndelete all of [schres v]\ndelete all of [schlistno v]\ndelete all of [collkeycoins v]\ndelete all of [notif v]\ndelete all of [notiftimer v]\ndelete all of [music v]\nadd [None] to [music v]\nadd [Overworld] to [music v]\nadd [Athletic] to [music v]\nadd [Underworld] to [music v]\nadd [In the Clouds] to [music v]\nadd [Swimming] to [music v]\nadd [Fortress] to [music v]\nadd [Fortress Boss] to [music v]\nadd [Airship] to [music v]\nadd [Kinopios House] to [music v]\nadd [SMB1 Overworld] to [music v]\nadd [SMB2 Overworld] to [music v]\nadd [NSMB Wii Overworld] to [music v]\nadd [Gusty Garden Galaxy] to [music v]\nreset timer\n\nwhen [up arrow v] key pressed\nif <not <key (up arrow v) pressed?>> then\n if <not <(Inventory) = [0]>> then\n if <(Searching) = [1]> then\n change [searchscroll v] by (-1)\n if <(SearchScroll) < [0]> then\n set [searchscroll v] to [0]\n end\n else\n set [aiminventoryslide v] to ((round (InventorySlide)) + (1))\n end\n end\n if <<(MusicMenu) = [1]> and <<(mouse x) > [0]> or <(((AreaMenu) + (TimeMenu)) + (BackgroundMenu)) = [0]>>> then\n change [musicscroll v] by ((-1) / (2))\n end\n if <<(AreaMenu) = [1]> and <<(mouse x) < [0]> or <(MusicMenu) = [0]>>> then\n change [floor v] by (-1)\n if <(Floor) < [1]> then\n set [floor v] to [1]\n else\n change [plyy v] by (-1310)\n set [mapy v] to ((PlyY) * (-1))\n broadcast (MapLimits v)\n broadcast (UpdateAreaSettings v)\n broadcast (Fast Transition v)\n end\n end\n if <<(BackgroundMenu) = [1]> and <<(mouse x) < [0]> or <(MusicMenu) = [0]>>> then\n change [selectedbackground v] by (-1)\n if <(SelectedBackground) < [1]> then\n set [selectedbackground v] to [1]\n end\n ReplaceSection [2] OfArea (Floor) With (SelectedBackground)\n broadcast (UpdateAreaSettings v)\n end\n if <(((Inventory) + ((AreaMenu) + (CameraMenu))) + ((MusicMenu) + (BackgroundMenu))) = [0]> then\n change [placingblock v] by (-1)\n end\n if <(PlacingBlock) < [1]> then\n set [placingblock v] to [1]\n end\nend\n\nwhen [down arrow v] key pressed\nif <not <key (down arrow v) pressed?>> then\n if <not <(Inventory) = [0]>> then\n if <(Searching) = [1]> then\n change [searchscroll v] by (1)\n if <(SearchScroll) > ((length of [schres v]) - (7))> then\n set [searchscroll v] to ((length of [schres v]) - (7))\n if <(SearchScroll) < [0]> then\n set [searchscroll v] to [0]\n end\n end\n else\n set [aiminventoryslide v] to ((round (InventorySlide)) + (-1))\n end\n end\n if <<(MusicMenu) = [1]> and <<(mouse x) > [0]> or <((AreaMenu) + ((BackgroundMenu) + (CameraMenu))) = [0]>>> then\n change [musicscroll v] by ((1) / (2))\n end\n if <<(AreaMenu) = [1]> and <<(mouse x) < [0]> or <(MusicMenu) = [0]>>> then\n change [floor v] by (1)\n if <(Floor) > (length of [areas v])> then\n set [floor v] to (length of [areas v])\n else\n change [plyy v] by (1310)\n set [mapy v] to ((PlyY) * (-1))\n broadcast (MapLimits v)\n broadcast (UpdateAreaSettings v)\n broadcast (Fast Transition v)\n end\n end\n if <<(BackgroundMenu) = [1]> and <<(mouse x) < [0]> or <(MusicMenu) = [0]>>> then\n change [selectedbackground v] by (1)\n if <(SelectedBackground) > [13]> then\n set [selectedbackground v] to [13]\n end\n ReplaceSection [2] OfArea (Floor) With (SelectedBackground)\n broadcast (UpdateAreaSettings v)\n end\n if <(((AreaMenu) + (Inventory)) + ((MusicMenu) + ((BackgroundMenu) + (CameraMenu)))) = [0]> then\n change [placingblock v] by (1)\n if <(PlacingBlock) > (length of [ilist v])> then\n set [placingblock v] to (length of [ilist v])\n end\n end\nend\n\nwhen [r v] key pressed\nif <<(Searching) = [0]> or <(Inventory) = [0]>> then\n if <<(EditMode) = [1]> and <(Tool) = [Pen]>> then\n if <<(item (PlacingBlock) of [ilist v]) = [f]> or <<(letter (1) of (item (PlacingBlock) of [ilist v])) = [.]> and <(letter (2) of (item (PlacingBlock) of [ilist v])) > [2]>>> then\n if <(PlaceDirection) = [-90]> then\n set [placedirection v] to [90]\n else\n if <(PlaceDirection) = [90]> then\n set [placedirection v] to [-45]\n else\n if <(PlaceDirection) = [-45]> then\n set [placedirection v] to [45]\n else\n set [placedirection v] to [-90]\n end\n end\n end\n else\n if <(PlaceDirection) = [90]> then\n set [placedirection v] to [-90]\n else\n set [placedirection v] to [90]\n end\n end\n end\nend\n\nwhen [c v] key pressed\nif <<(Searching) = [0]> or <(Inventory) = [0]>> then\n delete all of [px v]\n delete all of [py v]\n set [fillx v] to [x]\n set [allowfilling v] to [0]\n wait until <not <<key (c v) pressed?> or <mouse down?>>>\n set [allowfilling v] to [1]\nend\n\nwhen [e v] key pressed\nif <<(Searching) = [0]> or <(Inventory) = [0]>> then\n SwitchEdit/PlayMode\nend\n\nwhen I receive [switchedit/playmode v]\nSwitchEdit/PlayMode\n\ndefine SwitchEdit/PlayMode\ndelete all of [collkeycoins v]\nif <not <(Menu) = [Home]>> then\n set [mylevel v] to [1]\nend\nset [uijustclicked2 v] to [1]\nSpawn\nif <(length of [px v]) = [0]> then\n if <(GTime) > [0.1]> then\n set [menu v] to [Game]\n end\n broadcast (Start Game Loop v)\n show list [save code v]\n delete all of [notif v]\n delete all of [notiftimer v]\n set [inventory v] to [0]\n set [musicmenu v] to [0]\n set [backgroundmenu v] to [0]\n set [areamenu v] to [0]\n set [cameramenu v] to [0]\n set [timemenu v] to [0]\n if <(EditMode) = [1]> then\n broadcast (ShortInvincibility v)\n set [editmode v] to [0]\n broadcast (PlaySong v)\n else\n set [editmode v] to [1]\n set [abletosave v] to [0]\n stop all sounds\n end\n Convert\nend\nbroadcast (UpdateAreaSettings v)\n\ndefine ReplaceSection (no.) OfArea (area) With (input)\nset [n. v] to [1]\nset [n.2 v] to []\nset [n.8 v] to (item (area) of [areas v])\nrepeat ((no.) - (1))\n set [n.2 v] to (join (N.2) (letter (N.) of (N.8)))\n repeat until <(letter (N.) of (N.8)) = [;]>\n change [n. v] by (1)\n set [n.2 v] to (join (N.2) (letter (N.) of (N.8)))\n if <(N.) > (length of (N.8))> then\n stop [this script v]\n end\n end\n change [n. v] by (1)\nend\nset [n.2 v] to (join (N.2) (input))\nrepeat until <(letter (N.) of (N.8)) = [;]>\n change [n. v] by (1)\n if <(N.) > (length of (N.8))> then\n stop [this script v]\n end\nend\nset [n.2 v] to (join (N.2) (letter (N.) of (N.8)))\nrepeat ((length of (N.8)) - (N.))\n change [n. v] by (1)\n set [n.2 v] to (join (N.2) (letter (N.) of (N.8)))\nend\nreplace item (area) of [areas v] with (N.2)\n\nwhen I receive [resetmap v]\nConvert\n\nwhen [i v] key pressed\nset [n.5 v] to (Inventory)\nShortcut\nif <<(Searching) = [0]> or <(Inventory) = [0]>> then\n if <(Inventory) = [0]> then\n set [inventory v] to [0.01]\n else\n set [inventory v] to [0]\n end\nend\n\nwhen [m v] key pressed\nif <<(Searching) = [0]> or <(Inventory) = [0]>> then\n if <(length of [px v]) = [0]> then\n set [editmode v] to [1]\n if <(MusicMenu) = [0]> then\n set [inventory v] to [0]\n set [musicmenu v] to [0.01]\n set [gtime v] to [0]\n else\n if <(MusicMenu) = [1]> then\n set [musicmenu v] to [-0.99]\n end\n end\n end\nend\n\nwhen [t v] key pressed\nset [n.5 v] to (TimeMenu)\nShortcut\nset [timemenu v] to (N.5)\n\nwhen [q v] key pressed\nif <<(Searching) = [0]> or <(Inventory) = [0]>> then\n if <(Tool) = [Pen]> then\n set [tool v] to [Erase]\n else\n set [tool v] to [Pen]\n end\nend\n\ndefine Convert\nset [timer v] to (MaxTimer)\nset [coins v] to [0]\nset [keys v] to [0]\nset [gtime v] to [0]\nset [ptimer v] to [0]\nset [pipeuseno. v] to [0]\nset [pipedestnno. v] to [0]\nif <(KeyCoinsRemaining) = [0]> then\n delete all of [collkeycoins v]\nend\ndelete all of [enycont v]\ndelete all of [enydir v]\ndelete all of [enyext v]\ndelete all of [enysta v]\ndelete all of [enyty v]\ndelete all of [enyx v]\ndelete all of [enyxvel v]\ndelete all of [enyy v]\ndelete all of [enyyvel v]\ndelete all of [boseti v]\ndelete all of [bonseex v]\ndelete all of [bosest v]\ndelete all of [bosety v]\ndelete all of [bosex v]\ndelete all of [bosey v]\nif <(EditMode) = [0]> then\n set [n. v] to ((length of [ex v]) + (1))\n repeat (length of [ex v])\n change [n. v] by (-1)\n set [n.5 v] to (item (N.) of [ety v])\n Spawn (item (N.) of [ex v]) (item (N.) of [ey v]) (item (N.) of [ec v])\n end\nend\ndelete all of [unibou v]\ndelete all of [unicont v]\ndelete all of [unity v]\ndelete all of [unix v]\ndelete all of [uniy v]\ndelete all of [extdir v]\ndelete all of [extsta v]\ndelete all of [extty v]\ndelete all of [extrax v]\ndelete all of [extxv v]\ndelete all of [extray v]\ndelete all of [extyv v]\ndelete all of [extcont v]\nset [keycoinsremaining v] to [0]\nif <(EditMode) = [0]> then\n set [n. v] to [0]\n repeat (length of [ux v])\n change [n. v] by (1)\n set [n.6 v] to (item (N.) of [ucont v])\n if <not <<(item (N.) of [uty v]) = [?]> and <[collkeycoins v] contains (join (item (N.) of [ux v]) (item (N.) of [uy v]))?>>> then\n if <[extras v] contains (item (N.) of [uty v])?> then\n set [n.7 v] to (letter (2) of (N.6))\n if <(letter (1) of (N.6)) = [8]> then\n insert (join (N.7) (letter (3) of (N.6))) at (1) of [extcont v] \n else\n insert (join (letter (1) of (N.6)) (N.7)) at (1) of [extcont v] \n end\n if < (N.6) contains [8]?> then\n insert [8] at (1) of [extyv v] \n insert [90] at (1) of [extdir v] \n insert ((0.5) - ((1) / (16))) at (1) of [extxv v] \n else\n insert [0] at (1) of [extxv v] \n insert [0] at (1) of [extyv v] \n if <(N.6) = [-]> then\n insert [-90] at (1) of [extdir v] \n else\n insert [90] at (1) of [extdir v] \n end\n end\n insert [0] at (1) of [extsta v] \n insert (item (N.) of [uty v]) at (1) of [extty v] \n insert ((item (N.) of [ux v]) + (<(item (N.) of [uty v]) = [i]> * (-0.5))) at (1) of [extrax v] \n insert ((item (N.) of [uy v]) + (<(item (N.) of [uty v]) = [i]> * (0.5))) at (1) of [extray v] \n else\n add [0] to [unibou v]\n add (N.6) to [unicont v]\n add (item (N.) of [uty v]) to [unity v]\n if <(item (N.) of [uty v]) = [?]> then\n change [keycoinsremaining v] by (1)\n end\n add (item (N.) of [ux v]) to [unix v]\n add (item (N.) of [uy v]) to [uniy v]\n end\n end\n end\nend\nset [n. v] to [0]\nrepeat (length of [pipex v])\n change [n. v] by (1)\n if <(item (N.) of [pipetype v]) = [.21]> then\n replace item (N.) of [pipetype v] with [.2]\n end\nend\n\ndefine Spawn (x) (y) (cont)\nif <<<(N.5) = [k]> or <(N.5) = [y]>> or <<(N.5) = [n]> or <<(N.5) = [w]> or <(N.5) = [x]>>>> then\n add [0] to [boseti v]\n add (N.5) to [bosety v]\n add (x) to [bosex v]\n add (y) to [bosey v]\n if <(N.5) = [n]> then\n add (y) to [bonseex v]\n add [0] to [bosest v]\n else\n if <(N.5) = [x]> then\n add ((0.5) - ((2) / (16))) to [bonseex v]\n else\n add ((0.5) - ((1) / (16))) to [bonseex v]\n end\n if <<(N.5) = [w]> or <(N.5) = [x]>> then\n add [90] to [bosest v]\n else\n add [0.3] to [bosest v]\n end\n end\nelse\n add (cont) to [enycont v]\n if <<(N.5) = [f]> and <([abs v] of (item (N.) of [ed v]) ) = [45]>> then\n add (round ((item (N.) of [ed v]) * (2))) to [enydir v]\n add [3] to [enysta v]\n add [0.1] to [enyyvel v]\n else\n if <(N.5) = [as]> then\n add [-1] to [enysta v]\n else\n if <(N.5) = [av]> then\n add [-2] to [enysta v]\n else\n add [0] to [enysta v]\n end\n end\n if < (cont) contains [8]?> then\n add [90] to [enydir v]\n else\n add (item (N.) of [ed v]) to [enydir v]\n end\n if <<<(N.5) = [t]> or <(N.5) = [at]>> or <<(N.5) = [ap]> or <<(N.5) = [aq]> or <(N.5) = [az]>>>> then\n add [-0.1] to [enyyvel v]\n else\n add [0] to [enyyvel v]\n end\n end\n add [0] to [enyext v]\n if <(N.5) = [as]> then\n add [c] to [enyty v]\n else\n if <(N.5) = [av]> then\n add [d] to [enyty v]\n else\n add (N.5) to [enyty v]\n end\n end\n if <<(N.5) = [q]> or <(N.5) = [ao]>> then\n add ((x) - (0.5)) to [enyx v]\n else\n add (x) to [enyx v]\n end\n add (y) to [enyy v]\n if < (cont) contains [8]?> then\n add ((0.5) - ((1) / (16))) to [enyxvel v]\n else\n if <(N.5) = [p]> then\n add [4] to [enyxvel v]\n else\n add [0] to [enyxvel v]\n end\n end\nend\n\nwhen I receive [save v]\nset [codeentered/loaded v] to [\[b\]]\ndelete all of [save code v]\nif <not <(AbleToSave) = [1]>> then\n hide list [save code v]\n add [You must complete your level in order to be allowed to save.] to [save code v]\n add [This means you must play through your level from start to end. Spawn to Goal.] to [save code v]\n add [] to [save code v]\n add [Reaching a Bonus Goal will not count as having completed your level.] to [save code v]\n add [] to [save code v]\n add [If you are ready to play through your level, click R.] to [save code v]\n add [If you are not yet ready, click SPACE to return to the editor.] to [save code v]\n wait until <not <<key (space v) pressed?> or <key (r v) pressed?>>>\n wait until <<key (space v) pressed?> or <key (r v) pressed?>>\n if <key (space v) pressed?> then\n show list [save code v]\n stop [this script v]\n end\n if <key (r v) pressed?> then\n set [abletosave v] to [0.5]\n show list [save code v]\n broadcast (StartLevel v)\n end\n wait until <(AbleToSave) = [1]>\n broadcast (Fast Transition v)\n delete all of [save code v]\n hide list [save code v]\n add [Well done, you can now save your level.] to [save code v]\n add [] to [save code v]\n add [Please enter the level's information asked for in the boxes below.] to [save code v]\n add [] to [save code v]\n add [Once all the information has been collected, you will be given your level's code.] to [save code v]\nend\nask [SAVING LEVEL: Enter a Name for your Level. Avoid Punctuation. Enter 'Cancel' to cancel.] and wait\nset [title v] to (answer)\nif << (answer) contains [cancel]?> and <(length of (answer)) < [11]>> then\n stop [this script v]\nend\nJoinSave (join [Title: ] (Title))\nask [Enter a Description of your Level. OPTIONAL. You may want to include: Difficulty, Instructions, or Helpful Information.] and wait\nJoinSave [\[code\]]\nSave\ndelete all of [save code v]\nhide list [save code v]\nadd [The bottom row of this list, row 7, is your save code.] to [save code v]\nDoThis\nrepeat until <(answer) = (CodeEntered/Loaded)>\n ask [Enter Save Code to Verify.] and wait\n delete all of [save code v]\n add [CODE COPIED INCORRECTLY. TRY AGAIN.] to [save code v]\n DoThis\nend\ndelete all of [save code v]\nadd [Code Copied Correctly.] to [save code v]\nadd [] to [save code v]\nadd [Feel free to share it in the forum, which can be accessed through this link:] to [save code v]\nadd [https://scratch.mit.edu/discuss/topic/536337/] to [save code v]\nadd [] to [save code v]\nadd [Do not post your code in the comments. Do not edit the code in any way.] to [save code v]\nadd [Click Space to return to the editor.] to [save code v]\nwait until <not <key (space v) pressed?>>\nwait until <key (space v) pressed?>\ndelete all of [save code v]\nshow list [save code v]\n\ndefine Save\nset [n. v] to [0]\nrepeat (length of [bx v])\n change [n. v] by (1)\n JoinSave (item (N.) of [bx v])\n JoinSave;\n JoinSave (item (N.) of [by v])\n JoinSave;\n JoinSave (item (N.) of [bty v])\n JoinSave;\nend\nJoinSave [B]\nset [n. v] to [0]\nrepeat (length of [ux v])\n change [n. v] by (1)\n JoinSave (item (N.) of [ux v])\n JoinSave;\n JoinSave (item (N.) of [uy v])\n JoinSave;\n JoinSave (item (N.) of [uty v])\n JoinSave;\n JoinSave (item (N.) of [ucont v])\n JoinSave;\nend\nJoinSave [C]\nset [n. v] to [0]\nrepeat (length of [ex v])\n change [n. v] by (1)\n JoinSave (item (N.) of [ex v])\n JoinSave;\n JoinSave (item (N.) of [ey v])\n JoinSave;\n JoinSave (item (N.) of [ety v])\n JoinSave;\n JoinSave (item (N.) of [ec v])\n JoinSave;\n JoinSave (item (N.) of [ed v])\n JoinSave;\nend\nJoinSave [D]\nset [n. v] to [0]\nrepeat (length of [pipex v])\n change [n. v] by (1)\n JoinSave (item (N.) of [pipex v])\n JoinSave;\n JoinSave (item (N.) of [pipey v])\n JoinSave;\n JoinSave (item (N.) of [pipetype v])\n JoinSave;\nend\nJoinSave [E]\nset [n. v] to [0]\nrepeat (length of [semix v])\n change [n. v] by (1)\n JoinSave (item (N.) of [semix v])\n JoinSave;\n JoinSave (item (N.) of [semiy v])\n JoinSave;\n JoinSave (item (N.) of [semitype v])\n JoinSave;\nend\nJoinSave [F]\nset [n. v] to [0]\nrepeat (length of [areas v])\n change [n. v] by (1)\n JoinSave (item (N.) of [areas v])\n JoinSave [:]\nend\nJoinSave [G]\nJoinSave (MaxTimer)\nJoinSave;\nJoinSave (GoalX)\nJoinSave;\nJoinSave (GoalY)\nJoinSave;\nJoinSave (GoalFloor)\nJoinSave;\nJoinSave (OSpawnX)\nJoinSave;\nJoinSave (OSpawnY)\nJoinSave;\nJoinSave (username)\nJoinSave;\nJoinSave (Title)\nJoinSave;\nJoinSave [ \[/code\]]\nJoinSave (join [Description: ] (answer))\n\nwhen I receive [load v]\nerase all\nNewLevel\nLoad\nbroadcast (UpdateAreaSettings v)\nSpawn\nset [editmode v] to [0]\nset [invincible v] to [0]\nset [allowmovement v] to [0]\nset [allowplayercontrol v] to [0]\nset [dead v] to [0]\nif <(Menu) = [Load]> then\n wait (2.5) seconds\n set [menu v] to [Game]\nend\nbroadcast (StartLevel v)\n\ndefine ExtractUntil (letter)\nset [n.4 v] to []\nrepeat until <(letter (N.) of (CodeEntered/Loaded)) = (letter)>\n set [n.4 v] to (join (N.4) (letter (N.) of (CodeEntered/Loaded)))\n change [n. v] by (1)\n if <(N.) > ((length of (CodeEntered/Loaded)) + (8))> then\n wait (8) seconds\n end\nend\nchange [n. v] by (1)\n\ndefine NewLevel\nset [goalx v] to [0]\nset [goaly v] to [-50]\nset [goalfloor v] to [0]\nset [floor v] to [1]\nset [ospawnx v] to [0]\nset [ospawny v] to [0]\nset [spawnx v] to [0]\nset [spawny v] to [0]\ndelete all of [bty v]\ndelete all of [bx v]\ndelete all of [by v]\ndelete all of [semitype v]\ndelete all of [semix v]\ndelete all of [semiy v]\ndelete all of [ec v]\ndelete all of [ed v]\ndelete all of [ety v]\ndelete all of [ex v]\ndelete all of [ey v]\ndelete all of [ucont v]\ndelete all of [uty v]\ndelete all of [ux v]\ndelete all of [uy v]\ndelete all of [pipex v]\ndelete all of [pipey v]\ndelete all of [pipetype v]\ndelete all of [areas v]\nif <not <(Menu) = [Load]>> then\n add [2;1;2;1;-200;-200;] to [areas v]\n add [4;3;1;1;-200;-200;] to [areas v]\n broadcast (UpdateAreaSettings v) and wait\nend\n\ndefine Load\nswitch backdrop to (clear v)\nset [allowmovement v] to [0]\nset [allowplayercontrol v] to [0]\nset [dead v] to [0]\nset [goalreached v] to [0]\nset [n. v] to [1]\nif <(letter (1) of (CodeEntered/Loaded)) = [\[]> then\n ExtractUntil [\]]\n ExtractUntil [\[]\n ExtractUntil [\]]\nend\nif <(letter (1) of (CodeEntered/Loaded)) = [T]> then\n repeat until <<<(letter (N.) of (CodeEntered/Loaded)) < [10]> and <not <(letter (N.) of (CodeEntered/Loaded)) = [ ]>>> or <(letter (N.) of (CodeEntered/Loaded)) = [-]>>\n change [n. v] by (1)\n end\nend\nrepeat until <(letter (N.) of (CodeEntered/Loaded)) = [B]>\n ExtractUntil [;]\n add (N.4) to [bx v]\n ExtractUntil [;]\n add (N.4) to [by v]\n ExtractUntil [;]\n add (N.4) to [bty v]\nend\nchange [n. v] by (1)\nrepeat until <(letter (N.) of (CodeEntered/Loaded)) = [C]>\n ExtractUntil [;]\n add (N.4) to [ux v]\n ExtractUntil [;]\n add (N.4) to [uy v]\n ExtractUntil [;]\n add (N.4) to [uty v]\n ExtractUntil [;]\n if <(N.4) = [T]> then\n switch backdrop to (join (N.4) [])\n if <(backdrop [number v]) = [2]> then\n add [t] to [ucont v]\n else\n add [8] to [ucont v]\n end\n else\n if <<(N.4) = [8]> and <not <[pot v] contains (item (length of [uty v]) of [uty v])?>>> then\n add [t] to [ucont v]\n else\n add (N.4) to [ucont v]\n end\n end\nend\nchange [n. v] by (1)\nrepeat until <(letter (N.) of (CodeEntered/Loaded)) = [D]>\n ExtractUntil [;]\n add (N.4) to [ex v]\n ExtractUntil [;]\n add (N.4) to [ey v]\n ExtractUntil [;]\n add (N.4) to [ety v]\n ExtractUntil [;]\n if <(N.4) = [T]> then\n add [8] to [ec v]\n else\n add (N.4) to [ec v]\n end\n ExtractUntil [;]\n add (N.4) to [ed v]\nend\nchange [n. v] by (1)\nrepeat until <(letter (N.) of (CodeEntered/Loaded)) = [E]>\n ExtractUntil [;]\n add (N.4) to [pipex v]\n ExtractUntil [;]\n add (N.4) to [pipey v]\n ExtractUntil [;]\n add (N.4) to [pipetype v]\nend\nchange [n. v] by (1)\nrepeat until <(letter (N.) of (CodeEntered/Loaded)) = [F]>\n ExtractUntil [;]\n add (N.4) to [semix v]\n ExtractUntil [;]\n add (N.4) to [semiy v]\n ExtractUntil [;]\n add (N.4) to [semitype v]\nend\nchange [n. v] by (1)\ndelete all of [areas v]\nrepeat until <(letter (N.) of (CodeEntered/Loaded)) = [G]>\n ExtractUntil [:]\n add (N.4) to [areas v]\nend\nchange [n. v] by (1)\nExtractUntil [;]\nset [maxtimer v] to (N.4)\nExtractUntil [;]\nset [goalx v] to (N.4)\nExtractUntil [;]\nset [goaly v] to (N.4)\nExtractUntil [;]\nset [goalfloor v] to (N.4)\nExtractUntil [;]\nset [ospawnx v] to (N.4)\nExtractUntil [;]\nset [ospawny v] to (N.4)\nExtractUntil [;]\nset [maker v] to (N.4)\nExtractUntil [;]\nset [title v] to (N.4)\n\ndefine DoThis\nadd [] to [save code v]\nadd [To save it properly, triple click it, which will highlight the entire code, then] to [save code v]\nadd [right click it and select 'copy', or do Ctrl + C. Do not try dragging the mouse over it.] to [save code v]\nadd [After it has been copied, enter it in the box to check you copied it correctly.] to [save code v]\nadd [Save Code Below:] to [save code v]\nadd (CodeEntered/Loaded) to [save code v]\n\ndefine Spawn\nset [spawnx v] to ((OSpawnX) * (32))\nset [spawny v] to ((OSpawnY) * (32))\n\nwhen I receive [flagclicked v]\nset [mylevel v] to [0]\nset [codeentered/loaded v] to []\nstop [other scripts in sprite v]\nNew\nset [menu v] to [Home]\nwait (0) seconds\nif <<(ClearingLag) = [0.5]> or <(ClearingLag) = [1]>> then\n broadcast (LagClearing v)\n wait (1) seconds\n broadcast (LagClearing v)\n wait until <(ClearingLag) = [0]>\nend\nset [n.5 v] to (pick random (1) to (4))\nif <(N.5) = [1]> then\n set [codeentered/loaded v] to (join [\[b\]Title: 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\[/code\]Description: ])\nend\nif <(N.5) = [2]> then\n set [codeentered/loaded v] to (join (join [\[b\]Title: 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\[/code\]Description: ]))\nend\nif <(N.5) = [3]> then\n set [codeentered/loaded v] to [\[b\]Title: Fortress 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Level; \[/code\]Description: Updated]\nend\nif <(N.5) = [4]> then\n set [codeentered/loaded v] to (join (join [\[b\]Title: On Off 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Off Trouble; \[/code\]Description: ]))\nend\nbroadcast (Load v)\n\nwhen I receive [newlevel v]\nNew\n\ndefine New\nstop all sounds\nset [coins v] to [0]\nset [inventory v] to [0]\nset [backgroundmenu v] to [0]\nset [areamenu v] to [0]\nset [musicmenu v] to [0]\nset [cameramenu v] to [0]\nset [searching v] to [0]\nset [timemenu v] to [0]\nset [searchscroll v] to [0]\nset [maxtimer v] to [300]\nset [uijustclicked2 v] to [0]\nNewLevel\n\nwhen I receive [endloadingscript v]\nstop [other scripts in sprite v]\n\ndefine Shortcut\nif <<(Searching) = [0]> or <(Inventory) = [0]>> then\n if <(length of [px v]) = [0]> then\n if <(EditMode) = [0]> then\n stop all sounds\n end\n set [editmode v] to [1]\n if <(N.5) = [0]> then\n set [inventory v] to [0]\n set [backgroundmenu v] to [0]\n set [areamenu v] to [0]\n set [cameramenu v] to [0]\n set [timemenu v] to [0]\n set [gtime v] to [0]\n set [n.5 v] to [0.01]\n else\n if <(N.5) = [1]> then\n set [n.5 v] to [-0.99]\n end\n end\n end\nend\n\nwhen [b v] key pressed\nset [n.5 v] to (BackgroundMenu)\nShortcut\nset [backgroundmenu v] to (N.5)\n\nwhen [n v] key pressed\nset [n.5 v] to (AreaMenu)\nShortcut\nset [areamenu v] to (N.5)\n\ndefine JoinSave;\nset [codeentered/loaded v] to (join (CodeEntered/Loaded) [;])\n\ndefine JoinSave (item)\nset [codeentered/loaded v] to (join (CodeEntered/Loaded) (item))\n\nwhen [v v] key pressed\nset [n.5 v] to (CameraMenu)\nShortcut\nset [cameramenu v] to (N.5)\n\nwhen I receive [startlevel v]\nif <(EditMode) = [1]> then\n set [spawnx v] to ((OSpawnX) * (32))\n set [spawny v] to ((OSpawnY) * (32))\nend\nset [allowmovement v] to [0]\nset [allowplayercontrol v] to [0]\nset [inventory v] to [0]\nset [musicmenu v] to [0]\nset [backgroundmenu v] to [0]\nset [areamenu v] to [0]\nset [cameramenu v] to [0]\nset [timemenu v] to [0]\nset [gtime v] to [0]\nset [editmode v] to [0]\nset [dead v] to [0]\nstop all sounds\nbroadcast (ResetMap v)\nbroadcast (Fast Transition v)\nwait (0.3) seconds\nbroadcast (PlaySong v)\nbroadcast (ShortInvincibility v)\n\n@Overlay\n\nwhen [timer v] > (0.5)\nif <<(GTime) > [0.1]> and <not <(Menu) = [Load]>>> then\n set size to (668) %\n show\n switch costume to (clicke v)\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n clear graphic effects\n wait until <key (e v) pressed?>\n hide\n if <(EditMode) = [1]> then\n broadcast (SwitchEdit/PlayMode v)\n end\n hide\n switch costume to (t v)\n go to x: (0) y: (0)\n set size to (3000) %\nend\n\nwhen flag clicked\nswitch costume to (t v)\ngo to x: (0) y: (0)\nset size to (3000) %\n\nwhen I receive [fast transition v]\nstop [other scripts in sprite v]\nclear graphic effects\nshow\nwait (0) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\nclear graphic effects\n\nwhen I receive [flagclicked v]\nset [loading v] to [0]\nstop [other scripts in sprite v]\nswitch costume to (t v)\ngo to x: (0) y: (0)\nset size to (3000) %\nclear graphic effects\nshow\ngo to [front v] layer\nwait (0) seconds\nif <not <(ClearingLag) = [0]>> then\n wait (2.38) seconds\nend\nwait (0.2) seconds\nrepeat (3)\n change [ghost v] effect by (28)\nend\ngo [backward v] (3) layers\nclear graphic effects\nhide\n\nwhen I receive [pipetransition v]\nclear graphic effects\nshow\nwait (0.2) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\nclear graphic effects\n\nwhen I receive [askcode v]\nset [loading v] to [1]\nask [Enter Level Code \(Find Level Codes in the Forum linked in the Notes and Credits\)] and wait\nif <(length of (answer)) > [8]> then\n set [menu v] to [Load]\n stop all sounds\n set [codeentered/loaded v] to (answer)\n set [title v] to [Invalid Code.]\n set [maker v] to [Validify your Codes!]\n broadcast (Load v)\nend\nrepeat (999)\n if <(timer) > [5]> then\n set [loading v] to [0]\n broadcast (EndLoadingScript v)\n wait (0) seconds\n broadcast (FlagClicked v)\n stop [this script v]\n end\nend\n\nwhen I receive [load v]\nclear graphic effects\nshow\n\nswitch costume to (thumbnail v)\ngo to x: (0) y: (0)\nset size to (100) %\nset [gtime v] to [0]\nset [clearinglag v] to [0.5]\nset [codeentered/loaded v] to []\nset [darkmode v] to [0]\ndelete all of [save code v]\ndelete all of [schres v]\ndelete all of [schlistno v]\n\n@Particles\n\nwhen I receive [overlays v]\nif <(EditMode) = [1]> then\n delete this clone\nend\nif <(ParticleNo.) = [0]> then\n hide\n LoadParticles\nelse\n go to x: ((X) + (MapX)) y: ((Y) + (MapY))\n if <<(EditMode) = [1]> or <<<(y position) > [170]> or <(y position) < [-180]>> or <([abs v] of (x position) ) > [230]>>> then\n delete this clone\n end\n if <(letter (1) of (Type)) = [1]> then\n change [extra v] by (-0.8)\n change y by (Extra)\n point in direction (Extra2)\n move (1) steps\n if <(Extra2) > [0]> then\n change [extra2 v] by (5)\n else\n change [extra2 v] by (-5)\n end\n if <([abs v] of (Extra2) ) > [160]> then\n set [extra2 v] to ((([abs v] of (Extra2) ) / (Extra2)) * (160))\n end\n CostumeSelf\n stop [this script v]\n end\n if <(Type) = [POW]> then\n change [extra2 v] by (0.5)\n if <not <(Extra2) < [7]>> then\n delete this clone\n end\n CostumeSelf\n stop [this script v]\n end\n if <<(Type) = [Key]> or <<(Type) = [Pink]> or <(Type) = [Coin]>>> then\n change [extra v] by (-0.7)\n change y by (Extra)\n change [extra2 v] by (0.5)\n if <not <(Extra2) < [7]>> then\n delete this clone\n end\n CostumeSelf\n stop [this script v]\n end\n if <<(Type) = [Mush]> or <<(Type) = [Star]> or <(Type) = [Fire]>>> then\n change [extra v] by (-0.7)\n change y by (Extra)\n change [extra2 v] by (0.5)\n if <not <(Extra2) < [7]>> then\n add (x position) to [creparx v]\n add (y position) to [crepary v]\n add [Explode] to [crepartype v]\n delete this clone\n end\n CostumeSelf\n stop [this script v]\n end\n if <<(Type) = [Spike]> or <<(Type) = [Bill]> or <(Type) = [Bill2]>>> then\n change [extra v] by (-0.8)\n change y by (Extra)\n CostumeSelf\n stop [this script v]\n end\n if <(Type) = [Brick]> then\n change [extra v] by (-0.8)\n point in direction (Extra2)\n change y by (Extra)\n move (2.5) steps\n if <(Extra2) > [0]> then\n change [extra2 v] by (8)\n else\n change [extra2 v] by (-8)\n end\n if <([abs v] of (Extra2) ) > [150]> then\n set [extra2 v] to ((([abs v] of (Extra2) ) / (Extra2)) * (150))\n end\n CostumeSelf\n stop [this script v]\n end\n if <(Type) = [Explode]> then\n change [extra v] by (0.5)\n if <not <(Extra) < [4]>> then\n delete this clone\n end\n CostumeSelf\n stop [this script v]\n end\n if <(Type) = [Drift]> then\n change y by (0.25)\n change [extra v] by (0.5)\n if <not <(Extra) < [4]>> then\n delete this clone\n end\n CostumeSelf\n stop [this script v]\n end\n if <<(Type) = [Goomba]> or <(Type) = [Goombrat]>> then\n change [extra v] by (0.5)\n if <not <(Extra) < [6]>> then\n delete this clone\n end\n CostumeSelf\n stop [this script v]\n end\n if <(Type) = [Wind]> then\n change [extra v] by (-0.2)\n turn right ((12) + ((Extra) * (1))) degrees\n change y by (3)\n change x by (([sin v] of (direction) ) * (4))\n if <(Extra) < [4]> then\n set [ghost v] effect to ([abs v] of (((4) - (Extra)) * (25)) )\n end\n CostumeSelf\n if <(Extra) < [1]> then\n delete this clone\n end\n stop [this script v]\n end\nend\n\ndefine LoadParticles\nif <(length of [creparx v]) > [0]> then\n repeat (length of [creparx v])\n set [x v] to ((item (1) of [creparx v]) - (MapX))\n set [y v] to ((item (1) of [crepary v]) - (MapY))\n set [type v] to (item (1) of [crepartype v])\n set [particleno. v] to [1]\n if <(item (1) of [crepartype v]) = [Brick]> then\n BrickSpawning [8] [5]\n BrickSpawning [7] [45]\n BrickSpawning [8] [-5]\n BrickSpawning [7] [-45]\n else\n set [extra v] to [x]\n set [extra2 v] to [x]\n create clone of (_myself_ v)\n end\n delete (1) of [creparx v]\n delete (1) of [crepary v]\n delete (1) of [crepartype v]\n end\n set [particleno. v] to [0]\nend\n\nwhen I start as a clone\nhide\ngo to x: ((X) + (MapX)) y: ((Y) + (MapY))\nif <not <(Type) = [Brick]>> then\n set [extra v] to [0]\n set [extra2 v] to [0]\nend\nif <<(Type) = [Spike]> or <<(Type) = [Bill]> or <(Type) = [Bill2]>>> then\n if <(x position) > [0]> then\n point in direction (-90)\n else\n point in direction (90)\n end\nend\nif <<(Type) = [Key]> or <<(Type) = [Pink]> or <(Type) = [Coin]>>> then\n start sound [Coin v]\n if <(Type) = [Coin]> then\n change [coins v] by (1)\n if <(Coins) > [99]> then\n start sound [1up v]\n set [coins v] to [0]\n end\n end\n set [extra v] to [9]\nend\nif <(Type) = [Wind]> then\n if <((GTime) mod (0.04)) < [0.02]> then\n point in direction (((GTime) * (900)) mod (360))\n else\n point in direction (((GTime) * (900)) mod (360))\n turn right (180) degrees\n end\n if <(y position) < [-169]> then\n set [extra v] to [8]\n else\n set [extra v] to [12]\n end\nend\nif <<(Type) = [Mush]> or <<(Type) = [Star]> or <(Type) = [Fire]>>> then\n set [extra v] to [9]\nend\nif <(letter (1) of (Type)) = [1]> then\n set [extra v] to [10]\n if <(x position) > [0]> then\n set [extra2 v] to [30]\n else\n set [extra2 v] to [-30]\n end\nend\ngo to [back v] layer\nCostumeSelf\n\ndefine CostumeSelf\nset [x v] to ((x position) - (MapX))\nset [y v] to ((y position) - (MapY))\ngo to [front v] layer\ngo [backward v] (3) layers\nif <(letter (1) of (Type)) = [1]> then\n set rotation style [left-right v]\n switch costume to (Type)\n stamp\n stop [this script v]\nend\nif <(Type) = [Explode]> then\n Costume [Ex] (Extra) [4] [1]\n stamp\n stop [this script v]\nend\nif <<(Type) = [Key]> or <<(Type) = [Pink]> or <(Type) = [Coin]>>> then\n Costume (Type) (Extra2) [7] [1]\n stamp\n stop [this script v]\nend\nif <(Type) = [Drift]> then\n Costume [Dr] (Extra) [4] [1]\n stamp\n stop [this script v]\nend\nif <<(Type) = [Spike]> or <(Type) = [Wind]>> then\n set rotation style [left-right v]\n switch costume to (Type)\n stamp\n stop [this script v]\nend\nset rotation style [don't rotate v]\nswitch costume to (Type)\nstamp\nstop [this script v]\n\ndefine BrickSpawning (ex1) (ex2)\nset [extra v] to (ex1)\nset [extra2 v] to (ex2)\ncreate clone of (_myself_ v)\n\nwhen I receive [endotherscripts v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [flagclicked v]\nswitch costume to (large v)\nset size to (400) %\nhide\nset [particleno. v] to [0]\nset rotation style [don't rotate v]\n\nwhen I receive [overlays2 v]\nif <(ParticleNo.) = [0]> then\n if <not <(Holding) = []>> then\n if <(Holding) = [g]> then\n set rotation style [left-right v]\n Costume (Holding) ((GTime) * (15)) [2] [1]\n change [holdingtimer v] by (0.1)\n else\n set [holdingtimer v] to [0]\n set rotation style [don't rotate v]\n if <<(Holding) = [\]> and <not <(PTimer) = [0]>>> then\n switch costume to (\2 v)\n else\n switch costume to (Holding)\n end\n end\n go to x: ([x position v] of [player v]) y: (([y position v] of [player v]) + (2))\n point in direction ([direction v] of [player v])\n move (24) steps\n if <<not <key (space v) pressed?>> or <<(HoldingTimer) > [11]> or <(AllowPlayerControl) = [0]>>> then\n set [n.4 v] to (((x position) - (MapX)) / (32))\n set [n.5 v] to ((((y position) + (2)) - (MapY)) / (32))\n if <(Holding) = [r]> then\n add (direction) to [extdir v]\n add [0] to [extsta v]\n add [r] to [extty v]\n add ((((x position) + ((direction) / (66))) - (MapX)) / (32)) to [extrax v]\n add [8] to [extxv v]\n add (N.5) to [extray v]\n add [5] to [extyv v]\n end\n if <(Holding) = [{]> then\n CreateEnemy (direction) [0] [{]\n end\n if <<(Holding) = [c]> or <<(Holding) = [d]> or <<(Holding) = [f]> or <(Holding) = [\]>>>> then\n CreateEnemy (direction) [2] (Holding)\n end\n if <(Holding) = [f2]> then\n CreateEnemy (direction) [5] [f]\n end\n if <(Holding) = [g]> then\n CreateEnemy (direction) (HoldingTimer) [g]\n end\n set [holding v] to []\n end\n stamp\n end\nend\n\ndefine CreateEnemy (direction) (state) (type)\nadd (direction) to [enydir v]\nadd [0] to [enyext v]\nadd (state) to [enysta v]\nadd (type) to [enyty v]\nadd (N.4) to [enyx v]\nadd (N.5) to [enyy v]\nadd [8] to [enyxvel v]\nadd [5] to [enyyvel v]\n\ndefine Costume (c) (speed) (mod) (plus)\nswitch costume to (join (c) ((([floor v] of (speed) ) mod (mod)) + (plus)))\n\n@Uniques\n\ndefine LoadUniques\nif <(EditMode) = [0]> then\n set [u# v] to ((item # of ((round ((MapX) / (-32))) - (8)) in [unix v]) - (1))\n if <(U#) < [0]> then\n set [u# v] to [0]\n end\n repeat ((length of [unix v]) - (U#))\n change [u# v] by (1)\n change [loaded v] by (1)\n set [x v] to (((item (U#) of [unix v]) * (32)) + (MapX))\n set [y v] to (((item (U#) of [uniy v]) * (32)) + (MapY))\n if <(X) > [256]> then\n stop [this script v]\n end\n if <<([abs v] of (X) ) < [256]> and <([abs v] of (Y) ) < [196]>> then\n switch costume to (large v)\n go to x: (X) y: (Y)\n switch costume to (!1 v)\n set [n.5 v] to (item (U#) of [unity v])\n if <<<<<(N.5) = [\(]> or <(N.5) = [?]>> or <<(N.5) = [/]> or <<(N.5) = [ad]> or <(N.5) = [am]>>>> or <<<(N.5) = [%]> and <(PTimer) = [0]>> or <<(N.5) = [!]> and <<(item (U#) of [unicont v]) = []> and <not <(PTimer) = [0]>>>>>> or <<<<<(N.5) = [&]> and <(On/Off) = [0]>> or <<(N.5) = [*]> and <(On/Off) = [1]>>> or <(N.5) = [bb]>> or <<<(N.5) = [<]> and <(PTimer) = [0]>> or <<(N.5) = [>]> and <not <(PTimer) = [0]>>>>>> then\n if <(N.5) = [bb]> then\n if <(GoalReached) = [0]> then\n set [ghost v] effect to (((distance to [player v]) * (2.1)) - (440))\n end\n switch costume to (tiny v)\n go to x: (X) y: (Y)\n switch costume to (end v)\n stamp\n switch costume to (large v)\n go to x: (X) y: (Y)\n switch costume to (!1 v)\n clear graphic effects\n end\n if <(N.5) = [ad]> then\n if <(distance to [player v]) < [48]> then\n hide\n create clone of (_myself_ v)\n show\n else\n SwitchTo [ad] [20] [4]\n stamp\n end\n else\n hide\n create clone of (_myself_ v)\n show\n end\n else\n create clone of (_myself_ v)\n end\n end\n end\nelse\n set [u# v] to ((item # of ((round ((MapX) / (-32))) - (8)) in [ux v]) - (1))\n if <(U#) < [0]> then\n set [u# v] to [0]\n end\n repeat ((length of [ux v]) - (U#))\n change [u# v] by (1)\n change [loaded v] by (1)\n set [x v] to (((item (U#) of [ux v]) * (32)) + (MapX))\n set [y v] to (((item (U#) of [uy v]) * (32)) + (MapY))\n if <(X) > [256]> then\n stop [this script v]\n end\n if <<([abs v] of (X) ) < [256]> and <([abs v] of (Y) ) < [196]>> then\n switch costume to (large v)\n go to x: (X) y: (Y)\n set [n.5 v] to (item (U#) of [uty v])\n set [n.6 v] to (item (U#) of [ucont v])\n switch costume to (N.5)\n if <<<(N.5) = [e]> or <(N.5) = [h]>> and <(N.6) = [-]>> then\n switch costume to (join (N.5) [2])\n end\n if <(N.5) = [\(]> then\n set [ghost v] effect to (50)\n stamp\n clear graphic effects\n else\n stamp\n end\n if <not <(N.6) = []>> then\n set [n.3 v] to [0]\n set [ghost v] effect to (15)\n switch costume to (large v)\n change x by (8)\n change y by ((8) + (([sin v] of ((GTime) * (360)) ) * (4)))\n if <(letter (1) of (N.6)) = [8]> then\n change [n.3 v] by (1)\n switch costume to (8 v)\n stamp\n change x by (20)\n end\n if <(length of (N.6)) > (N.3)> then\n switch costume to (large v)\n switch costume to (join (letter ((N.3) + (1)) of (N.6)) (letter ((N.3) + (2)) of (N.6)))\n stamp\n end\n clear graphic effects\n end\n end\n end\nend\n\nwhen I receive [nonblocksupdate v]\nif <[1] = [1]> then\n delete this clone\nend\ndelete all of [aboactype v]\ndelete all of [aboacx v]\ndelete all of [aboacy v]\nif <[inttype v] contains [Vine]?> then\n MakeVine\nend\ndelete all of [intx v]\ndelete all of [inty v]\ndelete all of [inttype v]\nshow\nif <(length of [delunique v]) > [0]> then\n DeleteUniques\nend\nLoadUniques\nset [u# v] to [0]\nhide\n\nwhen I receive [afteruniquesupdate v]\nif <not <(U#) = [0]>> then\n InteractScan\n set [x v] to (item (U#) of [unity v])\n if <not <(item (U#) of [unibou v]) = [0]>> then\n switch costume to (large v)\n if <(item (U#) of [unibou v]) > [0]> then\n replace item (U#) of [unibou v] with ((item (U#) of [unibou v]) + (0.01))\n else\n replace item (U#) of [unibou v] with ((item (U#) of [unibou v]) + (-0.01))\n end\n if <([abs v] of (item (U#) of [unibou v]) ) > [0.09]> then\n replace item (U#) of [unibou v] with [0]\n end\n if <not <(X) = [am]>> then\n set [n.9 v] to ([sin v] of ((item (U#) of [unibou v]) * (1800)) )\n change size by ([abs v] of ((N.9) * (40)) )\n change y by ((N.9) * (12))\n end\n end\n switch costume to (large v)\n set [n.5 v] to (item (U#) of [unicont v])\n if <<<(X) = [!]> and <<not <(N.5) = []>> or <(PTimer) = [0]>>> or <<(X) = [%]> and <not <(PTimer) = [0]>>>> then\n SwitchTo [!] [20] [4]\n stop [this script v]\n end\n if <(X) = ["]> then\n SwitchTo ["] [20] [4]\n stop [this script v]\n end\n if <(X) = [$]> then\n if <(N.5) = []> then\n switch costume to ($5 v)\n else\n SwitchTo [$] [20] [4]\n end\n stop [this script v]\n end\n if <<<(X) = [%]> and <(PTimer) = [0]>> or <<<(X) = [!]> and <(N.5) = []>> and <not <(PTimer) = [0]>>>> then\n show\n SwitchTo [%] [20] [4]\n stamp\n if <(Y) = [POW]> then\n add [] to [enycont v]\n if <((U#) mod (2)) = [1]> then\n add [-90] to [enydir v]\n else\n add [90] to [enydir v]\n end\n add [0] to [enyext v]\n add [0] to [enysta v]\n add [%] to [enyty v]\n add (item (U#) of [unix v]) to [enyx v]\n add ((((U#) mod (8)) + (4)) / (4)) to [enyxvel v]\n add (item (U#) of [uniy v]) to [enyy v]\n add [5] to [enyyvel v]\n DeleteThisUnique\n end\n delete this clone\n end\n if <(X) = [\[]> then\n if <(PTimer) = [0]> then\n if <(N.5) = [-]> then\n SwitchTo [\[] [30] [4]\n else\n SwitchTo [\[] [-30] [4]\n end\n else\n switch costume to (\[ v)\n end\n stamp\n hide\n end\n if <(X) = [\]]> then\n if <(PTimer) = [0]> then\n if <(N.5) = [-]> then\n SwitchTo [\]] [60] [4]\n else\n SwitchTo [\]] [-60] [4]\n end\n else\n switch costume to (\] v)\n end\n stamp\n hide\n end\n if <(X) = [^]> then\n if <(On/Off) = [1]> then\n switch costume to (^ v)\n else\n switch costume to (^2 v)\n end\n stop [this script v]\n end\n if <<(X) = [&]> or <(X) = [*]>> then\n show\n if <(On/Off) = [1]> then\n switch costume to (X)\n else\n switch costume to (join (X) [2])\n end\n StampDelClone\n end\n if <<(X) = [?]> or <(X) = [ad]>> then\n show\n SwitchTo (X) [20] [4]\n StampDelClone\n end\n if <(X) = [/]> then\n show\n switch costume to (large v)\n change y by (([sin v] of ((GTime) * (480)) ) * (2))\n SwitchTo [/] [20] [4]\n StampDelClone\n end\n if <(X) = [<]> then\n if <(PTimer) = [0]> then\n switch costume to (< v)\n else\n switch costume to (> v)\n end\n StampDelClone\n end\n if <(X) = [>]> then\n if <(PTimer) = [0]> then\n switch costume to (> v)\n else\n switch costume to (< v)\n end\n StampDelClone\n end\n if <(X) = [v]> then\n switch costume to (v5 v)\n stamp\n set rotation style [all around v]\n point in direction (((((GTime) * (180)) mod (360)) + (270)) * (-1))\n SwitchTo [v] [20] [4]\n stamp\n end\nend\nif <(X) = [am]> then\n if <<(SpawnX) = ((item (U#) of [unix v]) * (32))> and <(SpawnY) = ((item (U#) of [uniy v]) * (32))>> then\n if <(item (U#) of [unibou v]) > [0.06]> then\n switch costume to (am3 v)\n else\n if <(item (U#) of [unibou v]) > [0.03]> then\n switch costume to (am v)\n else\n if <(item (U#) of [unibou v]) > [0]> then\n switch costume to (am2 v)\n else\n switch costume to (am4 v)\n end\n end\n end\n else\n switch costume to (am v)\n end\n StampDelClone\nend\nif <(X) = [an]> then\n SwitchTo [an] [20] [2]\n StampDelClone\nend\nif <(X) = [ar]> then\n switch costume to (ar v)\n StampDelClone\nend\n\nwhen I receive [afterplayerupdate v]\nif <(U#) = [0]> then\n broadcast (AfterUniquesUpdate v)\nelse\n set [n.4 v] to (item (U#) of [unity v])\n if <<<(Dead) = [1]> or <(AllowMovement) = [0]>> and <not <(N.4) = [bb]>>> then\n stop [this script v]\n end\n set [n.6 v] to (([y position v] of [player v]) - (y position))\n set [n.5 v] to ([abs v] of (([x position v] of [player v]) - (x position)) )\n AfterPlayerUpdate <<(N.5) < [25]> and <<(N.6) > ((-35) - (<(Small) = [0]> * (24)))> and <(N.6) < [-16]>>>\nend\n\ndefine TryBounce\nif <(item (U#) of [unibou v]) = [0]> then\n start sound [Bump v]\n replace item (U#) of [unibou v] with [0.01]\nend\n\ndefine BlockHit\nset [n.6 v] to (item (U#) of [unicont v])\nif <not <(U#) = [0]>> then\n if <not <(N.6) = []>> then\n if <(N.6) = [%]> then\n change y by (16)\n CreateParticle [Coin]\n change y by (-16)\n else\n start sound [sprout v]\n add [] to [enycont v]\n if <<(N.6) = [u]> and <not <(PUp) = [N]>>> then\n add [0] to [enydir v]\n else\n add [90] to [enydir v]\n end\n add [-18] to [enyext v]\n if <(N.6) = [al]> then\n add [0.5] to [enysta v]\n add ((item (U#) of [uniy v]) + (0.5)) to [enyy v]\n else\n add [0] to [enysta v]\n if <(N.6) = [\]> then\n add ((item (U#) of [uniy v]) + (1)) to [enyy v]\n else\n add ((item (U#) of [uniy v]) + (0.4)) to [enyy v]\n end\n end\n if <<not <(PUp) = [N]>> or <<<<(N.6) = [al]> or <(N.6) = [\]>> or <(N.6) = [au]>> or <<(N.6) = [at]> or <(N.6) = [t]>>>> then\n add (item (U#) of [unicont v]) to [enyty v]\n else\n add [b] to [enyty v]\n end\n add (item (U#) of [unix v]) to [enyx v]\n add [0] to [enyxvel v]\n add [0] to [enyyvel v]\n end\n replace item (U#) of [unicont v] with []\n end\nend\nif <(item (U#) of [unity v]) = [^]> then\n TryBounce\n if <(On/Off) = [1]> then\n set [on/off v] to [0]\n else\n set [on/off v] to [1]\n end\nend\n\ndefine MakePlayerJump\nset [yvel v] to (((15.4) + (([abs v] of (XVel) ) / (5))) * (1.2))\nset [jumping v] to [1]\n\ndefine TryUsedSpring\nif <(UsedSpring) = [0]> then\n set [usedspring v] to [1]\nend\n\ndefine DeleteUniques\nrepeat (length of [delunique v])\n delete (item (1) of [delunique v]) of [unibou v]\n delete (item (1) of [delunique v]) of [unicont v]\n if <(item (item (1) of [delunique v]) of [unity v]) = [/]> then\n change [keys v] by (1)\n end\n if <(item (item (1) of [delunique v]) of [unity v]) = [?]> then\n change [keycoinsremaining v] by (-1)\n add (join (item (item (1) of [delunique v]) of [unix v]) (item (item (1) of [delunique v]) of [uniy v])) to [collkeycoins v]\n go to x: (((item (item (1) of [delunique v]) of [unix v]) * (32)) + (MapX)) y: (((item (item (1) of [delunique v]) of [uniy v]) * (32)) + (MapY))\n if <(KeyCoinsRemaining) < [1]> then\n change [keys v] by (1)\n CreateParticle [Key]\n else\n CreateParticle [Pink]\n end\n end\n delete (item (1) of [delunique v]) of [unity v]\n delete (item (1) of [delunique v]) of [unix v]\n delete (item (1) of [delunique v]) of [uniy v]\n FixDeleteListAfter (item (1) of [delunique v])\n delete (1) of [delunique v]\nend\n\ndefine FixDeleteListAfter (no.)\nset [n.2 v] to [0]\nrepeat (length of [delunique v])\n change [n.2 v] by (1)\n if <(item (N.2) of [delunique v]) > (no.)> then\n replace item (N.2) of [delunique v] with ((item (N.2) of [delunique v]) - (1))\n end\nend\n\ndefine DeleteThisUnique\nif <(item (U#) of [unity v]) = [/]> then\n CreateParticle [Key]\nend\nadd (U#) to [delunique v]\ndelete this clone\n\ndefine InteractScan\nset [n.5 v] to (item (U#) of [unity v])\nset [n.2 v] to [0]\nif <(N.5) = [bb]> then\n stop [this script v]\nend\nrepeat (length of [intx v])\n change [n.2 v] by (1)\n if <<([abs v] of ((x position) - (item (N.2) of [intx v])) ) < [15]> and <([abs v] of ((y position) - (item (N.2) of [inty v])) ) < [16]>> then\n if <(item (N.2) of [inttype v]) = [Normal]> then\n if <<<(N.5) = [!]> and <<not <(item (U#) of [unicont v]) = []>> or <(PTimer) = [0]>>> or <<(N.5) = [%]> and <not <(PTimer) = [0]>>>> then\n Action ((y position) + (32)) [Kill]\n if <(item (U#) of [unicont v]) = []> then\n BrickParticles\n DeleteThisUnique\n else\n replace item (U#) of [unity v] with [$]\n TryBounce\n BlockHit\n end\n end\n if <(N.5) = [$]> then\n Action ((y position) + (32)) [Kill]\n if <not <(item (U#) of [unicont v]) = []>> then\n TryBounce\n end\n BlockHit\n end\n if <(N.5) = ["]> then\n TryBounce\n BlockHit\n end\n if <<<<(N.5) = [%]> and <(PTimer) = [0]>> or <<<(N.5) = [!]> and <(item (U#) of [unicont v]) = []>> and <not <(PTimer) = [0]>>>> or <<(N.5) = [?]> or <(N.5) = [/]>>> then\n CreateParticle [Coin]\n DeleteThisUnique\n end\n if <(N.5) = [^]> then\n BlockHit\n end\n else\n if <(item (N.2) of [inttype v]) = [Bomb]> then\n if <not <(N.5) = [am]>> then\n if <(N.5) = [^]> then\n BlockHit\n stop [this script v]\n else\n BrickParticles\n DeleteThisUnique\n end\n end\n end\n end\n end\nend\n\nwhen I receive [blockupdate v]\nif <not <(U#) = [0]>> then\n if <(Dead) = [1]> then\n stop [this script v]\n end\n BlockUpdate\nend\n\ndefine BrickParticles\nstart sound [BrickShatter v]\nadd (x position) to [creparx v]\nadd (y position) to [crepary v]\nadd [Brick] to [crepartype v]\n\nwhen I receive [endotherscripts v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [player update v]\nif <not <(U#) = [0]>> then\n if <not <(item (U#) of [unity v]) = [\(]>> then\n show\n end\nend\n\ndefine CreateParticle (type)\nadd (x position) to [creparx v]\nadd (y position) to [crepary v]\nadd (type) to [crepartype v]\n\nwhen I receive [flagclicked v]\nset rotation style [don't rotate v]\nswitch costume to (large v)\nset size to (400) %\nhide\n\nwhen I receive [pow v]\nif <not <(U#) = [0]>> then\n if <<<(item (U#) of [unity v]) = [%]> and <(PTimer) = [0]>> or <<(item (U#) of [unity v]) = [!]> and <<(item (U#) of [unicont v]) = []> and <not <(PTimer) = [0]>>>>> then\n set [y v] to [POW]\n end\nend\n\ndefine StampDelClone\nif <(item (U#) of [unibou v]) = [0]> then\n stamp\n delete this clone\nend\n\ndefine SwitchTo (costume) (speed) (mod)\nswitch costume to (join (costume) ((([floor v] of ((GTime) * (speed)) ) mod (mod)) + (1)))\n\ndefine AfterPlayerUpdate <playerbelow>\nif <<<(N.4) = [!]> and <<not <(item (U#) of [unicont v]) = []>> or <(PTimer) = [0]>>> or <<(N.4) = [%]> and <not <(PTimer) = [0]>>>> then\n if <(YVel) = [0.82]> then\n if <playerbelow> then\n Action ((y position) + (32)) [Kill]\n if <(item (U#) of [unicont v]) = []> then\n if <(PUp) = [N]> then\n TryBounce\n else\n BrickParticles\n DeleteThisUnique\n end\n else\n TryBounce\n BlockHit\n replace item (U#) of [unity v] with [$]\n end\n end\n end\nend\nif <(N.4) = ["]> then\n if <<(N.5) < [25]> and <<(N.6) > [16]> and <(N.6) < [32]>>> then\n MakePlayerJump\n set [xvel v] to [0]\n TryUsedSpring\n TryBounce\n end\n if <(YVel) = [0.82]> then\n if <playerbelow> then\n TryBounce\n BlockHit\n Action ((y position) + (32)) [Bounce]\n end\n end\n if <(item (U#) of [unibou v]) = [0]> then\n switch costume to (above v)\n if <<touching (entities v)?> or <touching (extras v)?>> then\n replace item (U#) of [unibou v] with [-0.01]\n Action ((y position) + (32)) [Bounce]\n end\n switch costume to (!1 v)\n end\nend\nif <<(N.4) = [$]> and <not <(item (U#) of [unicont v]) = []>>> then\n if <(YVel) = [0.82]> then\n if <playerbelow> then\n TryBounce\n BlockHit\n Action ((y position) + (32)) [Kill]\n end\n end\nend\nif <<(N.4) = [\[]> or <(N.4) = [\]]>> then\n if <(PTimer) = [0]> then\n switch costume to (above2 v)\n if <<touching (entities v)?> or <touching (extras v)?>> then\n if <(N.4) = [\[]> then\n if <(item (U#) of [unicont v]) = [-]> then\n Action ((y position) + (32)) [Left]\n else\n Action ((y position) + (32)) [Right]\n end\n else\n if <(item (U#) of [unicont v]) = [-]> then\n Action ((y position) + (32)) [FLeft]\n else\n Action ((y position) + (32)) [FRight]\n end\n end\n end\n switch costume to (!1 v)\n end\nend\nif <(N.4) = [^]> then\n if <(YVel) = [0.82]> then\n if <playerbelow> then\n Action ((y position) + (32)) [Kill]\n BlockHit\n end\n end\nend\nif <<(N.4) = [?]> or <<(N.4) = [/]> or <<<(N.4) = [%]> and <(PTimer) = [0]>> or <<<(N.4) = [!]> and <(item (U#) of [unicont v]) = []>> and <not <(PTimer) = [0]>>>>>> then\n show\n if <<(N.5) < [25]> and <<(N.6) > ((-32) - (<(Small) = [0]> * (20)))> and <(N.6) < [20]>>> then\n if <not <<(N.4) = [?]> or <(N.4) = [/]>>> then\n CreateParticle [Coin]\n end\n DeleteThisUnique\n end\nend\nif <(N.4) = [v]> then\n switch costume to (large v)\n point in direction (((((GTime) * (180)) mod (360)) + (270)) * (-1))\n move (32) steps\n FireBarHit\n move (32) steps\n FireBarHit\n move (32) steps\n FireBarHit\n go to x: (((item (U#) of [unix v]) * (32)) + (MapX)) y: (((item (U#) of [uniy v]) * (32)) + (MapY))\nend\nif <(N.4) = [ad]> then\n if <(Crouching) = [0]> then\n set [n.9 v] to ((y position) - ([y position v] of [player v]))\n if <<(N.5) < [25.5]> and <<(N.9) < ((48) - ((Small) * (24)))> and <(N.9) > [-16]>>> then\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n set [climbing v] to [1]\n end\n if <not <(Climbing) = [0]>> then\n set [climbing v] to [1]\n end\n end\n end\nend\nif <(N.4) = [am]> then\n if <<not <<(SpawnX) = ((item (U#) of [unix v]) * (32))> and <(SpawnY) = ((item (U#) of [uniy v]) * (32))>>> and <<(N.5) < [25]> and <<(N.6) > ((-32) - (<(Small) = [0]> * (20)))> and <(N.6) < [32]>>>> then\n if <(item (U#) of [unibou v]) = [0]> then\n start sound [clear v]\n replace item (U#) of [unibou v] with [0.01]\n set [spawnx v] to ((item (U#) of [unix v]) * (32))\n set [spawny v] to ((item (U#) of [uniy v]) * (32))\n end\n end\nend\nif <(N.4) = [an]> then\n if <<<(N.5) < [25.5]> and <<(N.6) > [16]> and <(N.6) < [32]>>> or <<<<(N.5) < [25.5]> and <<(N.6) > ((-35) - (<(Small) = [0]> * (30)))> and <(N.6) < [-16]>>> and <(YVel) = [0.82]>> or <<<(N.5) < [27]> and <([abs v] of ((y position) - ([y position v] of [player v])) ) < [29]>> and <<<<key (a v) pressed?> or <key (d v) pressed?>> or <<key (left arrow v) pressed?> or <key (right arrow v) pressed?>>> or <not <((SprS) + (ConveyerSpeed)) = [0]>>>>>> then\n if <<(Invincible) = [0]> and <(StarTimer) = [0]>> then\n broadcast (Powerdown v)\n end\n end\nend\nif <(N.4) = [bb]> then\n switch costume to (large v)\n set [n.7 v] to ((([floor v] of ((GTime) * (20)) ) mod (3)) + (1))\n if <(GoalReached) = [1]> then\n switch costume to (bb4 v)\n else\n switch costume to (join [bb] (N.7))\n end\n if <<(N.5) < [36]> and <<((y position) - ([y position v] of [player v])) < ((64) - ((Small) * (24)))> and <((y position) - ([y position v] of [player v])) > [-36]>>> then\n if <<(AllowPlayerControl) = [1]> and <<(EditMode) = [0]> and <(GoalReached) = [0]>>> then\n if <(N.7) = [1]> then\n add (x position) to [creparx v]\n add (y position) to [crepary v]\n add [Mush] to [crepartype v]\n end\n if <(N.7) = [2]> then\n add (x position) to [creparx v]\n add (y position) to [crepary v]\n add [Fire] to [crepartype v]\n end\n if <(N.7) = [3]> then\n add (x position) to [creparx v]\n add (y position) to [crepary v]\n add [Star] to [crepartype v]\n end\n set [visualgoalx v] to (item (U#) of [unix v])\n set [visualgoaly v] to (item (U#) of [uniy v])\n broadcast (Goal! v)\n end\n end\n stamp\n delete this clone\nend\n\ndefine FireBarHit\nAction (y position) [Ignite]\nif <<(distance to [player v]) < [28]> and <<((y position) - ([y position v] of [player v])) < ((48) - ((Small) * (24)))> and <((y position) - ([y position v] of [player v])) > [-16]>>> then\n if <<(Invincible) = [0]> and <(StarTimer) = [0]>> then\n broadcast (Powerdown v)\n end\nend\n\ndefine BlockUpdate\nset [n.2 v] to ([abs v] of (([x position v] of [player v]) - (x position)) )\nset [n.3 v] to (([y position v] of [player v]) - (y position))\nset [n.5 v] to (item (U#) of [unity v])\nif <(N.5) = [\(]> then\n if <<<(N.2) < [25.5]> and <<(N.3) > ((-34.5) - (<(Small) = [0]> * (24)))> and <(N.3) < [-2]>>> and <(YVel) > [0]>> then\n TryBounce\n BlockHit\n switch costume to (! v)\n Action ((y position) + (32)) [Kill]\n replace item (U#) of [unity v] with [$]\n set [yvel v] to [0.85]\n if <not <(PUp) = [N]>> then\n set [crouching v] to [1]\n end\n end\nend\nif <<(N.5) = [\[]> or <(N.5) = [\]]>> then\n if <(PTimer) = [0]> then\n if <<<(N.2) < [25.5]> and <<(N.3) > [16]> and <(N.3) < [34.5]>>> and <(YVel) = [0]>> then\n if <<(ConveyerSpeed) = [0]> or <(N.2) < (ConveyerDistance)>> then\n set [conveyerdistance v] to (N.2)\n if <(item (U#) of [unicont v]) = [-]> then\n set [conveyerspeed v] to ((-2) * (<(N.5) = [\]]> + (1)))\n else\n set [conveyerspeed v] to ((2) * (<(N.5) = [\]]> + (1)))\n end\n end\n end\n end\nend\n\ndefine Action (y) (type)\nadd (type) to [aboactype v]\nadd (x position) to [aboacx v]\nadd (y) to [aboacy v]\n\ndefine MakeVine\nset [n. v] to [0]\nrepeat (length of [inttype v])\n change [n. v] by (1)\n if <(item (N.) of [inttype v]) = [Vine]> then\n FindPlacement (item (N.) of [intx v]) (item (N.) of [inty v])\n end\nend\n\ndefine FindPlacement (x) (y)\nset [n.2 v] to ((item # of (x) in [unix v]) - (1))\nrepeat until <<not <(item (N.2) of [unix v]) < (x)>> or <(N.2) > (length of [unix v])>>\n change [n.2 v] by (1)\nend\ninsert (x) at (N.2) of [unix v] \ninsert (y) at (N.2) of [uniy v] \ninsert [ad] at (N.2) of [unity v] \ninsert [] at (N.2) of [unicont v] \ninsert [0] at (N.2) of [unibou v] \n\n@Entities\n\ndefine LoadEntities\nif <(EditMode) = [0]> then\n set [e# v] to [0]\n repeat ((length of [enyx v]) - (E#))\n change [e# v] by (1)\n set [x v] to (((item (E#) of [enyx v]) * (32)) + (MapX))\n set [y v] to (((item (E#) of [enyy v]) * (32)) + (MapY))\n set [n.7 v] to (item (E#) of [enyty v])\n if <(N.7) = [ac]> then\n if <<([abs v] of (X) ) < [380]> and <([abs v] of (Y) ) < [212]>> then\n switch costume to (large v)\n go to x: (X) y: (Y)\n switch costume to (stackhitbox v)\n hide\n create clone of (_myself_ v)\n show\n end\n else\n if <<([abs v] of (X) ) < [228]> and <<(Y) > [-158]> and <(Y) < [180]>>> then\n switch costume to (large v)\n go to x: (X) y: (Y)\n if <<(N.7) = [q]> or <(N.7) = [ao]>> then\n PlantMovement\n switch costume to (planthitbox v)\n else\n if <(N.7) = [az]> then\n WrenchMovement\n switch costume to (large v)\n go to x: (X) y: (Y)\n end\n switch costume to (stackhitbox v)\n end\n set [n.4 v] to (item (E#) of [enyty v])\n set [n.5 v] to (item (E#) of [enysta v])\n Spawn?\n else\n if <(N.7) = [ax]> then\n if <<([abs v] of (X) ) < [230]> and <<(Y) > [-280]> and <(Y) < [180]>>> then\n switch costume to (large v)\n go to x: (X) y: (Y)\n CreateWhirlwind (X) (Y)\n end\n end\n end\n end\n end\nelse\n set [e# v] to ((item # of ((round ((MapX) / (-32))) - (8)) in [ex v]) - (1))\n if <(E#) < [0]> then\n set [e# v] to [0]\n end\n repeat ((length of [ex v]) - (E#))\n change [e# v] by (1)\n set [x v] to (((item (E#) of [ex v]) * (32)) + (MapX))\n set [y v] to (((item (E#) of [ey v]) * (32)) + (MapY))\n if <(X) > [256]> then\n stop [this script v]\n end\n if <<([abs v] of (X) ) < [256]> and <([abs v] of (Y) ) < [196]>> then\n switch costume to (large v)\n go to x: (X) y: (Y)\n if <(item (E#) of [ety v]) = [f]> then\n if <([abs v] of (item (E#) of [ed v]) ) = [45]> then\n switch costume to (f7 v)\n else\n switch costume to (join (item (E#) of [ety v]) [1])\n end\n else\n switch costume to (join (item (E#) of [ety v]) [1])\n end\n set rotation style [left-right v]\n point in direction (item (E#) of [ed v])\n stamp\n if <[rotate v] contains (item (E#) of [ety v])?> then\n if <not < (item (E#) of [ec v]) contains [8]?>> then\n switch costume to (arrow v)\n change y by (([sin v] of ((GTime) * (360)) ) * (4))\n set [ghost v] effect to (10)\n stamp\n clear graphic effects\n end\n end\n switch costume to (large v)\n go to x: ((X) - (8)) y: ((Y) + (8))\n set [n.3 v] to [0]\n repeat (length of (item (E#) of [ec v]))\n switch costume to (large v)\n set [ghost v] effect to (15)\n change x by (16)\n set y to ((Y) + (8))\n change y by (([sin v] of ((GTime) * (360)) ) * (4))\n change [n.3 v] by (1)\n switch costume to (letter (N.3) of (item (E#) of [ec v]))\n stamp\n clear graphic effects\n end\n end\n end\nend\n\nwhen I receive [entityupdate v]\nif <[1] = [1]> then\n delete this clone\nend\nif <(length of [delenemy v]) > [0]> then\n DeleteEnemies\nend\npoint in direction (-90)\nshow\nLoadEntities\nset [e# v] to [0]\nhide\nbroadcast (EntityMovementUpdate v)\n\nwhen I receive [costumeall v]\nif <not <(E#) = [0]>> then\n CostumeSelf\n set y to (round (y position))\n if <not <(item (E#) of [enyty v]) = [m]>> then\n stamp\n delete this clone\n end\nend\n\nwhen I receive [entitymovementupdate v]\nif <(E#) = [0]> then\n broadcast (EditCollisionBeforePlayer v)\n broadcast (Player Update v)\nelse\n set [n.5 v] to (item (E#) of [enyty v])\n MyMovementScript (item (E#) of [enysta v])\nend\n\ndefine MyMovementScript (state)\nswitch costume to (hitbox v)\nset rotation style [left-right v]\npoint in direction (item (E#) of [enydir v])\nif <<(AllowPlayerControl) = [0]> or <(AllowMovement) = [0]>> then\n if <not <<(N.5) = [q]> or <<(N.5) = [ao]> or <(N.5) = [az]>>>> then\n change y by (-1)\n if <not <((y position) + (item (E#) of [enyyvel v])) > [-160]>> then\n delete this clone\n end\n stop [this script v]\n end\nelse\n if <<((y position) - (MapY)) < ((SelectedLavaLevel) + (28))> and <not <(N.5) = [ax]>>> then\n CreateParticle [Drift]\n DeleteThisEnemy\n end\nend\nif < (item (E#) of [enycont v]) contains [8]?> then\n TrackMovement\n stop [this script v]\nend\nif <(N.5) = [%]> then\n show\n BaseY\n BaseX [0]\n PosUpd\n hide\n stop [this script v]\nend\nif <<(N.5) = [a]> or <(N.5) = [af]>> then\n BaseY\n BaseX [1.07]\n PosUpd\n stop [this script v]\nend\nif <<<(N.5) = [b]> or <(N.5) = [at]>> or <<<(N.5) = [ap]> or <(N.5) = [au]>> or <(N.5) = [aq]>>> then\n if <(item (E#) of [enyext v]) < [0]> then\n change y by (1)\n replace item (E#) of [enyext v] with ((item (E#) of [enyext v]) + (1))\n hide\n else\n BaseY\n BaseX [1.07]\n set [n.5 v] to (item (E#) of [enyty v])\n if <<<(N.5) = [ap]> or <<(N.5) = [aq]> or <(N.5) = [at]>>> and <(item (E#) of [enyyvel v]) = [-0.83]>> then\n RepYVel [12]\n end\n end\n PosUpd\n stop [this script v]\nend\nif <<(N.5) = [c]> or <<(N.5) = [d]> or <(N.5) = [f]>>> then\n show\n if <(state) = [-2]> then\n replace item (E#) of [enyext v] with ((item (E#) of [enyext v]) + (1))\n if <(item (E#) of [enyext v]) > [180]> then\n replace item (E#) of [enyext v] with [0]\n end\n replace item (E#) of [enyyvel v] with ((([sin v] of (((item (E#) of [enyext v]) - (-45)) * (2)) ) * (2)) + (0.83))\n BaseY\n BaseX [0]\n else\n if <<(N.5) = [f]> and <<(state) = [3]> or <(state) = [3.5]>>> then\n BuzzyBeetleCeiling\n else\n BaseY\n if <(state) = [-1]> then\n BaseX [1.07]\n if <<(item (E#) of [enyyvel v]) = [-0.83]> and <((((GTime) * (10)) + (E#)) mod (8)) < [1]>> then\n RepYVel [12]\n end\n end\n if <(state) = [0]> then\n BaseX [1.07]\n end\n if <<(state) = [1]> or <(state) = [4]>> then\n BaseX [0]\n end\n if <<(state) = [2]> or <(state) = [5]>> then\n BaseX [6]\n hide\n end\n end\n end\n PosUpd\n stop [this script v]\nend\nif <(N.5) = [g]> then\n BaseY\n if <(state) = [0]> then\n BaseX [1.07]\n else\n BaseX [0]\n end\n PosUpd\n stop [this script v]\nend\nif <(N.5) = [l]> then\n show\n BaseY\n if <(state) = [0]> then\n BaseX [1.07]\n else\n BaseX [0]\n hide\n end\n PosUpd\n stop [this script v]\nend\nif <(N.5) = [m]> then\n point towards (player v)\n replace item (E#) of [enydir v] with (direction)\n if <<<([direction v] of [player v]) = [90]> and <(x position) < ([x position v] of [player v])>> or <<([direction v] of [player v]) = [-90]> and <([x position v] of [player v]) < (x position)>>> then\n ChaStateBy [0.03] Limit [1]\n move (item (E#) of [enysta v]) steps\n change y by (([sin v] of (((GTime) * (360)) + ((E#) * (210))) ) * ((item (E#) of [enysta v]) / (2)))\n else\n replace item (E#) of [enysta v] with [0]\n end\n PosUpd\n stop [this script v]\nend\nif <(N.5) = [o]> then\n BaseY\n if <<(state) < [4]> or <(state) > [5.5]>> then\n BaseX [1.07]\n if <(state) < [4]> then\n if <(state) > [3.5]> then\n if <(x position) < ([x position v] of [player v])> then\n point in direction (90)\n else\n point in direction (-90)\n end\n replace item (E#) of [enydir v] with (direction)\n end\n end\n else\n BaseX [0]\n end\n PosUpd\n stop [this script v]\nend\nif <(N.5) = [p]> then\n show\n SpikeBallMovement\n PosUpd\n stop [this script v]\nend\nif <<(N.5) = [q]> or <(N.5) = [ao]>> then\n switch costume to (planthitbox v)\n go to x: (X) y: (Y)\n set [y v] to [b]\n PlantMovement\n stop [this script v]\nend\nif <(N.5) = [\]> then\n if <<([abs v] of ((x position) - (([x position v] of [player v]) + (([direction v] of [player v]) / (6)))) ) < ((12) + ([abs v] of (XVel) ))> and <<([abs v] of ((y position) - ([y position v] of [player v])) ) < [16]> and <(Holding) = []>>> then\n if <<key (space v) pressed?> and <<(item (E#) of [enyyvel v]) < [6]> and <(PTimer) = [0]>>> then\n set [holding v] to [\]\n DeleteThisEnemy\n end\n end\n BaseY\n BaseX [0]\n PosUpd\n stop [this script v]\nend\nif <<(N.5) = [s]> or <(N.5) = [ak]>> then\n if <(item (E#) of [enyext v]) < [0]> then\n change y by (1)\n replace item (E#) of [enyext v] with ((item (E#) of [enyext v]) + (1))\n hide\n else\n BaseY\n BaseX [0]\n end\n PosUpd\n stop [this script v]\nend\nif <(N.5) = [1]> then\n if <(item (E#) of [enyext v]) = [1]> then\n move (4) steps\n else\n FireballMovement\n end\n if <<([abs v] of (x position) ) > [226]> or <([abs v] of (y position) ) > [170]>> then\n DeleteThisEnemy\n end\n PosUpd\n stop [this script v]\nend\nif <(N.5) = [t]> then\n if <(item (E#) of [enyext v]) < [0]> then\n change y by (1)\n replace item (E#) of [enyext v] with ((item (E#) of [enyext v]) + (1))\n hide\n else\n if <(item (E#) of [enyxvel v]) < [2.1]> then\n if <(x position) < ([x position v] of [player v])> then\n ChaStateBy [0.08] Limit [2]\n else\n replace item (E#) of [enysta v] with ((item (E#) of [enysta v]) + (-0.08))\n if <(item (E#) of [enysta v]) < [-2]> then\n replace item (E#) of [enysta v] with [-2]\n end\n end\n if <(item (E#) of [enysta v]) > [0]> then\n point in direction (90)\n else\n point in direction (-90)\n end\n end\n if <<(item (E#) of [enyyvel v]) = [0]> or <(item (E#) of [enyyvel v]) = (Gravity)>> then\n if <([y position v] of [player v]) > ((y position) + (16))> then\n RepYVel [8]\n end\n end\n BaseY\n BaseX ([abs v] of (item (E#) of [enysta v]) )\n end\n PosUpd\n stop [this script v]\nend\nif <(N.5) = [u]> then\n if <(item (E#) of [enyext v]) < [0]> then\n turn right (4) degrees\n change y by (([cos v] of (direction) ) * (7))\n replace item (E#) of [enyext v] with ((item (E#) of [enyext v]) + (1))\n hide\n else\n if <(item (E#) of [enyyvel v]) > [0]> then\n point in direction (0)\n change y by (item (E#) of [enyyvel v])\n RepYVel ((item (E#) of [enyyvel v]) + (-2))\n if <(item (E#) of [enyyvel v]) < [0]> then\n RepYVel [0]\n end\n end\n turn right (2.5) degrees\n change y by (([cos v] of (direction) ) * (1.6))\n change x by (([abs v] of (([cos v] of (direction) ) * (0.5)) ) + (0.2))\n change y by (-0.1)\n end\n replace item (E#) of [enydir v] with (direction)\n PosUpd\n stop [this script v]\nend\nif <(N.5) = [aa]> then\n move (4) steps\n PosUpd\n if <(state) = [1]> then\n if <<([abs v] of (x position) ) > [226]> or <([abs v] of (y position) ) > [170]>> then\n DeleteThisEnemy\n end\n end\n stop [this script v]\nend\nif <(N.5) = [ac]> then\n switch costume to (large v)\n ChaStateBy ((1) / (30)) Limit [12]\n if <not <(item (E#) of [enysta v]) = [12]>> then\n BullseyeBill\n end\n replace item (E#) of [enyx v] with ((item (E#) of [enyx v]) + (([sin v] of (direction) ) * ((4) * ((1) / (32)))))\n replace item (E#) of [enyy v] with ((item (E#) of [enyy v]) + (([cos v] of (direction) ) * ((4) * ((1) / (32)))))\n if <(state) = [1]> then\n if <<([abs v] of (((item (E#) of [enyx v]) * (32)) + (MapX)) ) > [360]> or <([abs v] of (((item (E#) of [enyy v]) * (32)) + (MapY)) ) > [180]>> then\n DeleteThisEnemy\n end\n end\n go to x: (((item (E#) of [enyx v]) * (32)) + (MapX)) y: (((item (E#) of [enyy v]) * (32)) + (MapY))\n if <<([abs v] of (x position) ) > [244]> or <([abs v] of (y position) ) > [180]>> then\n delete this clone\n end\n switch costume to (stackhitbox v)\n stop [this script v]\nend\nif <(N.5) = [ae]> then\n if <(item (E#) of [enyext v]) < [0]> then\n change y by (4)\n replace item (E#) of [enyext v] with ((item (E#) of [enyext v]) + (1))\n hide\n else\n turn right (3) degrees\n replace item (E#) of [enydir v] with (direction)\n if <<(direction) < [0]> or <(direction) > [180]>> then\n change y by (([cos v] of (direction) ) * (([sin v] of (direction) ) * (-1.5)))\n else\n change y by (([cos v] of (direction) ) * (([sin v] of (direction) ) * (-1.5)))\n end\n change x by (([sin v] of (direction) ) * (-1.5))\n change y by (-0.4)\n end\n PosUpd\n stop [this script v]\nend\nif <(N.5) = [ag]> then\n if <(item (E#) of [enysta v]) < [0]> then\n ChaStateBy ((1) / (30)) Limit [0]\n set [n.9 v] to (item (E#) of [enysta v])\n RepYVel [0.4]\n if <not <(N.9) < [0]>> then\n if <(item (E#) of [enyext v]) > [2.9]> then\n CreateParticle [Explode]\n DeleteThisEnemy\n end\n end\n else\n set [n.9 v] to (item (E#) of [enysta v])\n if <(N.9) < [1]> then\n if <(item (E#) of [enyyvel v]) = (Gravity)> then\n ChaStateBy ((1) / (30)) Limit [1]\n end\n else\n if <(N.9) = [1]> then\n replace item (E#) of [enysta v] with ((1) + ((1) / (30)))\n RepYVel [14]\n else\n if <(N.9) < [2]> then\n if <(item (E#) of [enyyvel v]) = (Gravity)> then\n ChaStateBy ((1) / (30)) Limit [2]\n end\n else\n if <(N.9) < [3]> then\n ChaStateBy ((1) / (30)) Limit [3]\n else\n if <(N.9) < [4]> then\n ChaStateBy ((1) / (120)) Limit [4]\n else\n if <(N.9) = [4]> then\n replace item (E#) of [enysta v] with [0]\n end\n end\n end\n end\n end\n end\n BaseY\n if <(item (E#) of [enyxvel v]) < ((2) + (<(item (E#) of [enysta v]) > [2]> * (3)))> then\n if <([x position v] of [player v]) > (x position)> then\n turn right (12) degrees\n if <(direction) > [90]> then\n point in direction (90)\n end\n else\n turn left (12) degrees\n if <(direction) < [-90]> then\n point in direction (-90)\n end\n end\n end\n replace item (E#) of [enydir v] with (direction)\n if <(direction) < [0]> then\n point in direction (-90)\n else\n point in direction (90)\n end\n if <(item (E#) of [enysta v]) > [2]> then\n BaseX ([abs v] of ((item (E#) of [enydir v]) / (22.5)) )\n else\n if <(item (E#) of [enyyvel v]) = (Gravity)> then\n BaseX [0]\n else\n BaseX [1.07]\n end\n end\n end\n PosUpd\n stop [this script v]\nend\nif <(N.5) = [{]> then\n if <<([abs v] of ((x position) - (([x position v] of [player v]) + (([direction v] of [player v]) / (6)))) ) < ((12) + ([abs v] of (XVel) ))> and <<([abs v] of ((y position) - ([y position v] of [player v])) ) < [16]> and <(Holding) = []>>> then\n if <<key (space v) pressed?> and <(item (E#) of [enyyvel v]) < [6]>> then\n set [holding v] to [{]\n add (E#) to [delenemy v]\n delete this clone\n end\n end\n BaseY\n BaseX [0]\n PosUpd\n switch costume to (hitbox2 v)\n stop [this script v]\nend\nif <<(N.5) = [ah]> or <(N.5) = [aj]>> then\n if <([x position v] of [player v]) > (x position)> then\n turn right ((30) / (<(item (E#) of [enysta v]) < [0]> + (1))) degrees\n if <(direction) > [90]> then\n point in direction (90)\n end\n else\n turn left ((30) / (<(item (E#) of [enysta v]) < [0]> + (1))) degrees\n if <(direction) < [-90]> then\n point in direction (-90)\n end\n end\n replace item (E#) of [enydir v] with (direction)\n if <(item (E#) of [enyyvel v]) = [-0.83]> then\n switch costume to (wallcheck v)\n if <<<touching (blocks v)?> or <touching (uniques v)?>> or <<touching (extras v)?> or <<([y position v] of [player v]) > ((y position) + (28))> and <((GTime) mod (0.5)) > [0.3]>>>> then\n if <<(item (E#) of [enysta v]) > [-1.7]> and <(item (E#) of [enysta v]) < [2]>> then\n RepYVel [12]\n end\n end\n switch costume to (hitbox v)\n end\n if <(item (E#) of [enysta v]) < [0]> then\n ChaStateBy ((1) / (60)) Limit [0]\n if <(item (E#) of [enyext v]) > [2.9]> then\n ChaStateBy ((1) / (90)) Limit [0]\n if <(item (E#) of [enysta v]) > [-1.5]> then\n if <(y position) < [90]> then\n change y by (2)\n end\n end\n if <not <(item (E#) of [enysta v]) < [0]>> then\n CreateParticle [Explode]\n DeleteThisEnemy\n end\n end\n else\n if <(item (E#) of [enysta v]) < [2.5]> then\n ChaStateBy ((1) / (30)) Limit [2.5]\n if <(item (E#) of [enysta v]) = [2.5]> then\n ShootProjectiles ((item (E#) of [enyx v]) + ((direction) / (180))) ((item (E#) of [enyy v]) + (0.2))\n end\n else\n ChaStateBy ((1) / (30)) Limit [3]\n if <(item (E#) of [enysta v]) = [3]> then\n replace item (E#) of [enysta v] with [0]\n end\n end\n end\n if <(item (E#) of [enyext v]) < [2.9]> then\n BaseY\n if <<(item (E#) of [enysta v]) < [2]> and <(item (E#) of [enysta v]) > [-1.7]>> then\n if <<([abs v] of ((x position) - ([x position v] of [player v])) ) < [8]> and <([abs v] of ((y position) - ([y position v] of [player v])) ) < [16]>> then\n replace item (E#) of [enyxvel v] with [-0.5]\n end\n if <(direction) < [0]> then\n point in direction (-90)\n else\n point in direction (90)\n end\n BaseX ([abs v] of ((item (E#) of [enydir v]) / ((30) - (<(item (E#) of [enysta v]) < [0]> * (10)))) )\n else\n BaseX [0]\n end\n end\n PosUpd\n stop [this script v]\nend\nif <(N.5) = [ai]> then\n if <(state) < [0]> then\n ChaStateBy [0.2] Limit [0]\n delete this clone\n else\n ChaStateBy [0.05] Limit [1]\n move (4) steps\n if <<([abs v] of (x position) ) > [226]> or <([abs v] of (y position) ) > [166]>> then\n DeleteThisEnemy\n end\n PosUpd\n end\n stop [this script v]\nend\nif <(N.5) = [al]> then\n change y by (2)\n ChaStateBy ((1) / (16)) Limit [1]\n if <(item (E#) of [enysta v]) = ((2) / (16))> then\n if <<touching (blocks v)?> or <touching (uniques v)?>> then\n DeleteThisEnemy\n end\n Interact (round (item (E#) of [enyx v])) (round (item (E#) of [enyy v])) [Vine]\n end\n if <(item (E#) of [enysta v]) = [1]> then\n replace item (E#) of [enysta v] with [0]\n end\n PosUpd\n stop [this script v]\nend\nif <(N.5) = [2]> then\n if <(direction) > [0]> then\n turn right (6) degrees\n if <(direction) > [150]> then\n point in direction (150)\n end\n else\n turn left (6) degrees\n if <(direction) < [-150]> then\n point in direction (-150)\n end\n end\n replace item (E#) of [enydir v] with (direction)\n move (4) steps\n change y by (([cos v] of (direction) ) * (8))\n if <<([abs v] of (x position) ) > [226]> or <<(y position) < [-166]> or <(y position) > [180]>>> then\n DeleteThisEnemy\n end\n PosUpd\n stop [this script v]\nend\nif <(N.5) = [aw]> then\n if <((y position) - (MapY)) < ((SelectedWater) + (28))> then\n if <not <([abs v] of (item (E#) of [enyyvel v]) ) < [0.1]>> then\n BaseY\n if <(item (E#) of [enyyvel v]) < [0]> then\n replace item (E#) of [enyyvel v] with ((item (E#) of [enyyvel v]) / (1.065))\n else\n replace item (E#) of [enyyvel v] with ((item (E#) of [enyyvel v]) / (1.041))\n end\n if <([abs v] of (item (E#) of [enyyvel v]) ) < [0.1]> then\n replace item (E#) of [enyyvel v] with [0]\n end\n end\n BaseX [1]\n else\n BaseY\n if <(item (E#) of [enyyvel v]) = [-0.83]> then\n BaseX [0]\n if <((((GTime) * (10)) + (E#)) mod (8)) < [1]> then\n RepYVel [7.7]\n end\n else\n BaseX [1]\n end\n end\n PosUpd\n stop [this script v]\nend\nif <(N.5) = [ax]> then\n show\n BaseY\n BaseX [1]\n PosUpd\n hide\n stop [this script v]\nend\nif <(N.5) = [ay]> then\n BaseY\n if <(item (E#) of [enysta v]) < [0.8]> then\n if <<(item (E#) of [enysta v]) > [0.2]> and <(item (E#) of [enysta v]) < [0.6]>> then\n BaseX [-1]\n else\n BaseX [1]\n end\n else\n if <(item (E#) of [enysta v]) < [0.9]> then\n if <([x position v] of [player v]) > (x position)> then\n point in direction (90)\n else\n point in direction (-90)\n end\n replace item (E#) of [enydir v] with (direction)\n end\n BaseX [1]\n end\n if <(item (E#) of [enysta v]) > [0.5]> then\n if <<((((GTime) * (10)) + (E#)) mod (8)) < [1]> and <<(y position) < [100]> and <(item (E#) of [enyyvel v]) = [-0.83]>>> then\n RepYVel (pick random (5) to (8))\n end\n end\n PosUpd\n stop [this script v]\nend\nif <(N.5) = [az]> then\n if <(item (E#) of [enyyvel v]) = [-0.83]> then\n if <([x position v] of [player v]) > (x position)> then\n point in direction (90)\n else\n point in direction (-90)\n end\n replace item (E#) of [enydir v] with (direction)\n WrenchMovement\n else\n if <not <<(AllowPlayerControl) = [0]> or <(AllowMovement) = [0]>>> then\n BaseY\n BaseX [0]\n PosUpd\n replace item (E#) of [enysta v] with [0]\n end\n end\n stop [this script v]\nend\nif <(N.5) = [ba]> then\n ChaStateBy [0.03] Limit [1]\n if <(item (E#) of [enysta v]) < [1]> then\n set [n.5 v] to ((round ((direction) / (45))) * (45))\n if <([abs v] of ((y position) - ([y position v] of [player v])) ) < [8]> then\n replace item (E#) of [enysta v] with [1]\n end\n else\n set [n.5 v] to ((round ((direction) / (90))) * (90))\n end\n change y by (([cos v] of (N.5) ) * (4))\n change x by (([sin v] of (N.5) ) * (4))\n if <<([abs v] of (x position) ) > [226]> or <([abs v] of (y position) ) > [166]>> then\n DeleteThisEnemy\n end\n PosUpd\n stop [this script v]\nend\n\ndefine BaseY\nset [n.2 v] to (item (E#) of [enysta v])\nset [n.3 v] to (item (E#) of [enyty v])\nif <((y position) - (MapY)) < ((SelectedWater) + (28))> then\n if <not <<(N.3) = [aw]> and <(item (E#) of [enyyvel v]) < [0]>>> then\n RepYVel ((item (E#) of [enyyvel v]) + ((Gravity) / (2)))\n end\n if <(item (E#) of [enyyvel v]) = ((Gravity) / (2))> then\n RepYVel (Gravity)\n end\n if <(item (E#) of [enyyvel v]) > [9]> then\n RepYVel [9]\n end\n if <(item (E#) of [enyyvel v]) < [-3]> then\n RepYVel [-3]\n end\nelse\n RepYVel ((item (E#) of [enyyvel v]) + (Gravity))\n if <(item (E#) of [enyyvel v]) < [-12]> then\n RepYVel [-12]\n replace item (E#) of [enyyvel v] with [-12]\n end\nend\nchange y by (item (E#) of [enyyvel v])\nif <(item (E#) of [enyyvel v]) > [0]> then\n if <<touching (blocks v)?> or <touching (uniques v)?>> then\n FindCeiling\n RepYVel [0.82]\n end\n if <touching (extras v)?> then\n FindCeiling\n end\nelse\n switch costume to (hitboxfloor v)\n if <touching (extras v)?> then\n set [x v] to [b]\n FindFloor\n RepYVel (Gravity)\n end\n if <<<touching (blocks v)?> or <touching (uniques v)?>> or <touching (semisolids v)?>> then\n FindFloor\n if <not <(X) = [b]>> then\n set [x v] to [0]\n end\n RepYVel (Gravity)\n end\n if <<<<(N.3) = [c]> or <<(N.3) = [d]> or <(N.3) = [f]>>> and <<(N.2) = [2]> or <<(N.2) = [5]> or <(N.2) = [3.5]>>>> or <<(N.3) = [p]> or <(N.3) = [az]>>> then\n set [x v] to [1]\n else\n if <(N.3) = [%]> then\n end\n switch costume to (hitbox v)\nend\n\ndefine BaseX (normalspeed)\nset [n.6 v] to <(item (E#) of [enyxvel v]) = [8]>\nif <(item (E#) of [enyxvel v]) < (normalspeed)> then\n ChaXVelBy (((normalspeed) - (item (E#) of [enyxvel v])) / (6))\n if <(item (E#) of [enyxvel v]) > ((normalspeed) - (0.1))> then\n RepXVel (normalspeed)\n end\nend\nif <(item (E#) of [enyxvel v]) > (normalspeed)> then\n if <(item (E#) of [enyyvel v]) = (Gravity)> then\n ChaXVelBy [-0.4]\n else\n ChaXVelBy [-0.2]\n end\n if <(item (E#) of [enyxvel v]) < (normalspeed)> then\n RepXVel (normalspeed)\n end\nend\nset [n.7 v] to (item (E#) of [enyty v])\nset [n.8 v] to (item (E#) of [enysta v])\nif <(N.3) = [t]> then\n move (item (E#) of [enyxvel v]) steps\nelse\n move (round (item (E#) of [enyxvel v])) steps\nend\nset [n.5 v] to <<<<(N.7) = [c]> or <<(N.7) = [d]> or <(N.7) = [f]>>> and <<(N.8) = [2]> or <(N.8) = [5]>>> or <(N.7) = [az]>>\nFloorTurnCheck\nif <(N.9) = [1]> then\n YSmoothing\n if <touching (extras v)?> then\n if <(N.5) = [true]> then\n AboveAction ((x position) + ((direction) / (9))) [POW]\n end\n set [y v] to [x]\n FindXSpace\n turn right (180) degrees\n replace item (E#) of [enydir v] with (direction)\n end\n if <touching (uniques v)?> then\n if <(N.5) = [true]> then\n RoundY\n change y by (1)\n Interact ((x position) + ((direction) / (5))) (y position) [Normal]\n end\n FindXSpace\n turn right (180) degrees\n replace item (E#) of [enydir v] with (direction)\n set [y v] to [x]\n if <<not <([abs v] of (item (E#) of [enyyvel v]) ) > [6]>> and <not <<(N.7) = [aw]> or <(N.7) = [t]>>>> then\n replace item (E#) of [enyyvel v] with (Gravity)\n end\n else\n if <touching (blocks v)?> then\n FindXSpace\n turn right (180) degrees\n replace item (E#) of [enydir v] with (direction)\n else\n if <not <<(N.5) = [true]> or <<(N.7) = [p]> or <<(N.7) = [%]> or <(N.7) = [ax]>>>>> then\n if <touching (entities v)?> then\n turn right (180) degrees\n move (round (item (E#) of [enyxvel v])) steps\n if <touching (entities v)?> then\n turn right (180) degrees\n move (round (item (E#) of [enyxvel v])) steps\n else\n replace item (E#) of [enydir v] with (direction)\n end\n end\n end\n end\n end\nend\nif <not <<(N.7) = [b]> or <<(N.7) = [{]> or <(N.7) = [%]>>>> then\n if <<<<(X) = [x]> and <not <(Y) = [x]>>> or <(X) = [b]>> or <<<(N.7) = [d]> and <(N.8) = [0]>> or <<(N.7) = [af]> or <(N.7) = [ax]>>>> then\n if <(X) = [b]> then\n switch costume to (floorcheck v)\n if <not <touching (extras v)?>> then\n turn right (180) degrees\n if <touching (extras v)?> then\n replace item (E#) of [enydir v] with (direction)\n else\n turn right (180) degrees\n end\n end\n else\n switch costume to (floorcheck v)\n FloorTurnCheck\n if <(N.9) = [0]> then\n turn right (180) degrees\n FloorTurnCheck\n if <(N.9) = [1]> then\n replace item (E#) of [enydir v] with (direction)\n else\n turn right (180) degrees\n end\n end\n end\n end\nend\nif <<(normalspeed) = [0]> and <([abs v] of ((item (E#) of [enyxvel v]) - (normalspeed)) ) < [0.1]>> then\n set rotation style [don't rotate v]\n FindBelow\nend\nif <(N.7) = [t]> then\n set rotation style [left-right v]\n if <(item (E#) of [enyyvel v]) = (Gravity)> then\n switch costume to (wallcheck v)\n if <<touching (blocks v)?> or <<touching (uniques v)?> or <touching (extras v)?>>> then\n switch costume to (wallcheck2 v)\n set x to (round (x position))\n if <<touching (blocks v)?> or <<touching (uniques v)?> or <touching (extras v)?>>> then\n RepYVel [11.5]\n else\n RepYVel [9]\n end\n end\n end\n if <(item (E#) of [enyyvel v]) = (Gravity)> then\n switch costume to (floorcheck7 v)\n if <not <<<touching (blocks v)?> or <<touching (uniques v)?> or <touching (extras v)?>>> or <<touching (entities v)?> or <touching (semisolids v)?>>>> then\n set x to (round (x position))\n RepYVel [10.5]\n end\n end\nend\n\ndefine CostumeSelf\nset [x v] to (item (E#) of [enyty v])\nset [n.5 v] to (item (E#) of [enysta v])\nif <<<<<(X) = [ak]> or <(X) = [b]>> or <<(X) = [t]> or <(X) = [au]>>> or <<(X) = [s]> or <(X) = [aa]>>> or <<(X) = [ap]> or <(X) = [aq]>>> then\n show\n if <not <(X) = [aa]>> then\n set rotation style [don't rotate v]\n end\n switch costume to (join (X) [1])\n stop [this script v]\nend\nif <<(X) = [a]> or <<(X) = [af]> or <(X) = [al]>>> then\n set rotation style [don't rotate v]\n SwitchTo (X) [20] [2]\n stop [this script v]\nend\nif <(X) = [%]> then\n set rotation style [don't rotate v]\n SwitchTo [%] [20] [4]\n stop [this script v]\nend\nif <<(X) = [c]> or <<(X) = [d]> or <(X) = [f]>>> then\n set rotation style [left-right v]\n if <(N.5) = [-2]> then\n SwitchTo [av] [20] [2]\n end\n if <(N.5) = [-1]> then\n SwitchTo [as] [20] [2]\n end\n if <(N.5) = [0]> then\n SwitchTo (X) [20] [2]\n end\n if <(N.5) = [1]> then\n switch costume to (join (X) [5])\n end\n if <(N.5) = [2]> then\n SwitchTo (X) [20] [4] [3]\n end\n if <(N.5) = [3]> then\n change y by (1)\n SwitchTo (X) [20] [2] [7]\n end\n if <<(N.5) = [4]> or <(N.5) = [3.5]>> then\n switch costume to (join (X) [11])\n end\n if <(N.5) = [5]> then\n SwitchTo (X) [20] [4] [9]\n end\n stop [this script v]\nend\nif <(X) = [g]> then\n if <(N.5) = [0]> then\n SwitchTo [g] [20] [2]\n else\n SwitchTo [g] [30] [4] [3]\n end\n stop [this script v]\nend\nif <(X) = [l]> then\n set rotation style [left-right v]\n if <(N.5) = [0]> then\n SwitchTo [l] [20] [2]\n else\n switch costume to (l4 v)\n if <(N.5) > [12]> then\n SwitchTo [l] [20] [2] [4]\n end\n if <<(N.5) < [0.5]> or <(N.5) > [14.5]>> then\n switch costume to (l3 v)\n end\n end\n stop [this script v]\nend\nif <(X) = [m]> then\n show\n if <(N.5) = [0]> then\n switch costume to (m3 v)\n if < (item (E#) of [enycont v]) contains [T]?> then\n point towards (player v)\n switch costume to (m1 v)\n end\n else\n move ((N.5) * (-8)) steps\n switch costume to (m2 v)\n stamp\n move ((N.5) * (8)) steps\n clear graphic effects\n switch costume to (m1 v)\n end\n stop [this script v]\nend\nif <(X) = [o]> then\n if <(N.5) < [4]> then\n SwitchTo [o] [20] [2]\n else\n set rotation style [left-right v]\n if <(N.5) < [5.5]> then\n switch costume to (o6 v)\n if <<(N.5) < [4.3]> or <(N.5) > [5.2]>> then\n switch costume to (o5 v)\n end\n else\n SwitchTo [o] [20] [2] [3]\n end\n end\n stop [this script v]\nend\nif <(X) = [p]> then\n switch costume to (p1 v)\n if <(N.5) = [0]> then\n switch costume to (p2 v)\n if <(item (E#) of [enyxvel v]) > [1]> then\n point in direction ((([floor v] of ((GTime) * ((round (item (E#) of [enyxvel v])) * (12))) ) mod (8)) * (45))\n set rotation style [all around v]\n end\n change y by (-2)\n end\n stop [this script v]\nend\nif <(X) = [\]> then\n set rotation style [don't rotate v]\n if <(PTimer) = [0]> then\n SwitchTo [\] [20] [4] [2]\n else\n switch costume to (\6 v)\n end\n stop [this script v]\nend\nif <(X) = [1]> then\n set rotation style [don't rotate v]\n SwitchTo [r] [20] [4]\n stop [this script v]\nend\nif <(X) = [u]> then\n set rotation style [don't rotate v]\n SwitchTo [u] [33] [4]\n stop [this script v]\nend\nif <(X) = [{]> then\n set rotation style [don't rotate v]\n if <(N.5) = [0]> then\n switch costume to ({1 v)\n else\n if <(N.5) < [0.2]> then\n switch costume to ({2 v)\n else\n if <(N.5) < [0.7]> then\n switch costume to ({3 v)\n else\n if <(N.5) < [0.8]> then\n switch costume to ({2 v)\n else\n switch costume to ({1 v)\n end\n end\n end\n end\n stop [this script v]\nend\nif <(X) = [ac]> then\n switch costume to (large v)\n set rotation style [all around v]\n go to x: (((item (E#) of [enyx v]) * (32)) + (MapX)) y: (((item (E#) of [enyy v]) * (32)) + (MapY))\n if <(direction) < [0]> then\n SwitchTo [ac] [20] [2] [3]\n else\n SwitchTo [ac] [20] [2]\n end\n if <([abs v] of (x position) ) > [240]> then\n delete this clone\n end\n stop [this script v]\nend\nif <(X) = [ae]> then\n switch costume to (ae1 v)\n stop [this script v]\nend\nif <(X) = [ag]> then\n set rotation style [don't rotate v]\n if <(N.5) < [0]> then\n SwitchTo [ag] [30] [4] [9]\n else\n if <(N.5) > [2]> then\n SwitchTo [ag] [30] [6] [3]\n else\n if <<(item (E#) of [enyyvel v]) = [-0.83]> or <(item (E#) of [enyyvel v]) = [0]>> then\n switch costume to (ag1 v)\n else\n switch costume to (ag2 v)\n end\n end\n stop [this script v]\n end\nend\nif <<(X) = [ah]> or <(X) = [aj]>> then\n if <(N.5) < [0]> then\n if <(item (E#) of [enyext v]) > [2.9]> then\n SwitchTo (X) [40] [8] [11]\n else\n SwitchTo (X) [20] [6] [5]\n end\n else\n if <(N.5) < [2]> then\n SwitchTo (X) [20] [2]\n else\n if <(N.5) < [2.5]> then\n switch costume to (join (X) [3])\n else\n switch costume to (join (X) [4])\n end\n end\n end\n stop [this script v]\nend\nif <(X) = [ai]> then\n switch costume to (ai3 v)\n if <(N.5) < [0.6]> then\n switch costume to (ai2 v)\n if <(N.5) < [0.3]> then\n switch costume to (ai1 v)\n end\n end\n stop [this script v]\nend\nif <(X) = [2]> then\n set rotation style [all around v]\n point in direction ((([floor v] of ((GTime) * (32)) ) mod (4)) * (90))\n if <(item (E#) of [enyext v]) = [1]> then\n switch costume to (hammer2 v)\n else\n switch costume to (hammer1 v)\n end\n stop [this script v]\nend\nif <(X) = [at]> then\n SwitchTo [at] [30] [3]\n stop [this script v]\nend\nif <(X) = [aw]> then\n set rotation style [left-right v]\n SwitchTo [aw] [20] [2]\n stop [this script v]\nend\nif <(X) = [ax]> then\n set rotation style [left-right v]\n SwitchTo [ax] [40] [8]\n stop [this script v]\nend\nif <(X) = [ay]> then\n if <(N.5) < [0.5]> then\n SwitchTo [ay] [20] [2]\n else\n SwitchTo [ay] [20] [2] [3]\n end\n set rotation style [left-right v]\n stop [this script v]\nend\nif <(X) = [az]> then\n if <(N.5) < [1.5]> then\n switch costume to (az1 v)\n else\n if <(N.5) < [2.1]> then\n switch costume to (az2 v)\n else\n switch costume to (az3 v)\n end\n end\n set rotation style [left-right v]\n stop [this script v]\nend\nif <(X) = [ba]> then\n point in direction ((([floor v] of ((GTime) * (40)) ) mod (4)) * (90))\n SwitchTo [ba] [20] [2]\n set rotation style [all around v]\n stop [this script v]\nend\n\ndefine PosUpd\nswitch costume to (stackhitbox v)\nreplace item (E#) of [enyx v] with (((x position) - (MapX)) / (32))\nreplace item (E#) of [enyy v] with (((y position) - (MapY)) / (32))\nchange y by (-1)\n\ndefine YSmoothing\nset [n. v] to [0]\nset [y v] to (y position)\nrepeat until <not <<<<touching (blocks v)?> or <<touching (entities v)?> and <(N.5) = [false]>>> or <<touching (uniques v)?> or <touching (extras v)?>>> or <<touching (semisolids v)?> and <not <(item (E#) of [enyyvel v]) > [0]>>>>>\n change [n. v] by (1)\n if <(N.) > (((item (E#) of [enyxvel v]) * (2)) + (4))> then\n set y to (Y)\n stop [this script v]\n end\n change y by (1)\nend\nif <(item (E#) of [enyty v]) = [p]> then\n if <(item (E#) of [enyxvel v]) > [4]> then\n ChaXVelBy [-0.2]\n end\nend\n\ndefine FindXSpace\nset [n. v] to [0]\nset [n.4 v] to (x position)\nif <(item (E#) of [enyty v]) = [p]> then\n turn right (180) degrees\n move (-4) steps\n CreateParticle [Explode]\n Interact (x position) (y position) [Normal]\n move (-16) steps\n Interact (x position) (y position) [Normal]\n AboveAction (x position) [POW]\n DeleteThisEnemy\nend\nrepeat until <not <<touching (blocks v)?> or <<touching (uniques v)?> or <touching (extras v)?>>>>\n change [n. v] by (1)\n set x to (N.4)\n if <(N.) > ((16) + ((item (E#) of [enyxvel v]) * ((1) + ((N.6) * (2)))))> then\n ExtraXFix\n stop [this script v]\n end\n change x by ((N.) * ((<(direction) = [-90]> / (2)) + (0.5)))\n if <<touching (blocks v)?> or <<touching (uniques v)?> or <touching (extras v)?>>> then\n set x to (N.4)\n change x by (((N.) * (-1)) * ((<(direction) = [90]> / (2)) + (0.5)))\n end\nend\n\ndefine FindFloor\nset [n. v] to [0]\nrepeat until <not <<<touching (blocks v)?> or <touching (uniques v)?>> or <touching (semisolids v)?>>>\n change [n. v] by (1)\n if <(N.) > ((([abs v] of (item (E#) of [enyyvel v]) ) + (6)) * (2))> then\n set y to (Y)\n stop [this script v]\n end\n change y by (1)\nend\n\ndefine FindCeiling\nset [n. v] to [0]\nrepeat until <not <<touching (blocks v)?> or <touching (uniques v)?>>>\n change [n. v] by (1)\n if <(N.) > (([abs v] of (item (E#) of [enyyvel v]) ) + (16))> then\n set y to (((item (E#) of [enyy v]) * (32)) + (MapY))\n FindCeilingEntitiesOnly\n stop [this script v]\n end\n change y by (-1)\nend\nFindCeilingEntitiesOnly\n\ndefine DeleteEnemies\nrepeat (length of [delenemy v])\n if < (item (item (1) of [delenemy v]) of [enycont v]) contains [/]?> then\n go to x: (((item (item (1) of [delenemy v]) of [enyx v]) * (32)) + (MapX)) y: (((item (item (1) of [delenemy v]) of [enyy v]) * (32)) + (MapY))\n CreateParticle [Key]\n change [keys v] by (1)\n end\n delete (item (1) of [delenemy v]) of [enycont v]\n delete (item (1) of [delenemy v]) of [enydir v]\n delete (item (1) of [delenemy v]) of [enyext v]\n delete (item (1) of [delenemy v]) of [enysta v]\n delete (item (1) of [delenemy v]) of [enyty v]\n delete (item (1) of [delenemy v]) of [enyx v]\n delete (item (1) of [delenemy v]) of [enyxvel v]\n delete (item (1) of [delenemy v]) of [enyy v]\n delete (item (1) of [delenemy v]) of [enyyvel v]\n FixDeleteListAfter\n delete (1) of [delenemy v]\nend\n\ndefine FixDeleteListAfter\nset [n.2 v] to [0]\nrepeat (length of [delenemy v])\n change [n.2 v] by (1)\n if <(item (N.2) of [delenemy v]) > (item (1) of [delenemy v])> then\n replace item (N.2) of [delenemy v] with ((item (N.2) of [delenemy v]) - (1))\n end\nend\n\nwhen I receive [afteruniquesupdate v]\nif <(E#) = [0]> then\n broadcast (CostumeAll v)\nelse\n if <<(AllowPlayerControl) = [0]> or <(AllowMovement) = [0]>> then\n stop [this script v]\n end\n AboveBlockScan\n set [n.5 v] to ([abs v] of ((x position) - ([x position v] of [player v])) )\n set [n.6 v] to ((y position) - ([y position v] of [player v]))\n set [n.7 v] to (item (E#) of [enyty v])\n set [n.8 v] to (item (E#) of [enysta v])\n set [n.9 v] to <<<(N.5) < [24]> and <<(YVel) < [8]> or <(YVel) > [15.4]>>> and <<(N.6) < [-8]> and <(N.6) > [-28]>>>\n if <<(N.7) = [a]> or <(N.7) = [af]>> then\n if <(N.9) = [1]> then\n if <(Sliding) = [0]> then\n if <(N.7) = [a]> then\n CreateParticle [Goomba]\n else\n CreateParticle [Goombrat]\n end\n start sound [Stomp v]\n MakePlayerJump\n DeleteThisEnemy\n end\n end\n BaseHitbox\n stop [this script v]\n end\n if <<[powers v] contains (N.7)?> or <(N.7) = [%]>> then\n show\n if <<(N.5) < [24]> and <<(N.6) < ((48) - ((Small) * (24)))> and <(N.6) > [-24]>>> then\n if <(N.7) = [%]> then\n CreateParticle [Coin]\n DeleteThisEnemy\n else\n if <(N.7) = [t]> then\n CreateParticle [Explode]\n DieOrDamage\n DeleteThisEnemy\n else\n GivePlayerPowerup (N.7)\n end\n end\n end\n stop [this script v]\n end\n if <<(N.7) = [c]> or <<(N.7) = [d]> or <(N.7) = [f]>>> then\n if <<(N.5) < ((30) + ([abs v] of (XVel) ))> and <<([abs v] of (N.6) ) < [16]> and <(Holding) = []>>> then\n if <<<key (space v) pressed?> and <(item (E#) of [enyyvel v]) < [6]>> and <<(N.8) = [1]> or <(N.8) = [4]>>> then\n if <(N.8) = [4]> then\n set [holding v] to [f2]\n else\n set [holding v] to (N.7)\n end\n DeleteThisEnemy\n end\n end\n if <(N.9) = [1]> then\n if <(Sliding) = [0]> then\n MakePlayerJump\n start sound [Stomp v]\n CollectKeyFromEnemy\n if <(N.8) < [3]> then\n if <(N.8) < [0]> then\n replace item (E#) of [enysta v] with [0]\n else\n if <(N.8) = [1]> then\n replace item (E#) of [enydir v] with ([direction v] of [player v])\n RepXVel [8]\n replace item (E#) of [enysta v] with [2]\n else\n replace item (E#) of [enysta v] with [1]\n RepXVel ((item (E#) of [enyxvel v]) / (2))\n end\n end\n else\n if <(N.8) = [4]> then\n replace item (E#) of [enydir v] with ([direction v] of [player v])\n RepXVel [8]\n replace item (E#) of [enysta v] with [5]\n else\n replace item (E#) of [enysta v] with [4]\n RepXVel ((item (E#) of [enyxvel v]) / (2))\n end\n end\n stop [this script v]\n end\n end\n if <<(item (E#) of [enysta v]) = [1]> or <(item (E#) of [enysta v]) = [4]>> then\n if <<(N.5) < [24]> and <<(N.6) < ((48) - ((Small) * (24)))> and <(N.6) > [-16]>>> then\n if <([abs v] of (N.6) ) < [16]> then\n ChaStateBy [1] Limit [9]\n replace item (E#) of [enydir v] with (((N.5) / ((x position) - ([x position v] of [player v]))) * (90))\n RepXVel [8]\n start sound [hit1 v]\n else\n Damage?\n end\n end\n stop [this script v]\n else\n BaseHitbox\n stop [this script v]\n end\n end\n if <(N.7) = [l]> then\n if <(N.8) = [0]> then\n if <(N.9) = [1]> then\n if <(Sliding) = [0]> then\n MakePlayerJump\n start sound [dry bones v]\n replace item (E#) of [enysta v] with [0.1]\n stop [this script v]\n end\n end\n BaseHitbox\n stop [this script v]\n else\n ChaStateBy [0.1] Limit [16]\n if <(item (E#) of [enysta v]) > [15]> then\n replace item (E#) of [enysta v] with [0]\n end\n end\n end\n if <(N.7) = [m]> then\n BaseHitbox\n stop [this script v]\n end\n if <(N.7) = [o]> then\n if <(N.9) = [1]> then\n if <(Sliding) = [0]> then\n CreateParticle [Spike]\n MakePlayerJump\n start sound [Stomp v]\n DeleteThisEnemy\n end\n end\n BaseHitbox\n stop [this script v]\n end\n if <(N.7) = [aa]> then\n if <(N.9) = [1]> then\n if <(direction) = [-90]> then\n CreateParticle [Bill2]\n else\n CreateParticle [Bill]\n end\n MakePlayerJump\n start sound [Stomp v]\n DeleteThisEnemy\n end\n BaseHitbox\n switch costume to (aa1 v)\n stamp\n delete this clone\n end\n if <(N.7) = [ac]> then\n if <(N.9) = [1]> then\n CreateParticle [Explode]\n MakePlayerJump\n start sound [Stomp v]\n DeleteThisEnemy\n end\n BaseHitbox\n switch costume to (large v)\n set rotation style [all around v]\n go to x: (((item (E#) of [enyx v]) * (32)) + (MapX)) y: (((item (E#) of [enyy v]) * (32)) + (MapY))\n if <(direction) < [0]> then\n SwitchTo [ac] [20] [2] [3]\n else\n SwitchTo [ac] [20] [2]\n end\n stamp\n delete this clone\n end\n if <(N.7) = [ag]> then\n if <(N.9) = [1]> then\n if <<<(N.8) > [0]> and <not <(item (E#) of [enyyvel v]) = [-0.83]>>> or <(N.8) > [2]>> then\n BossDamaged\n MakePlayerJump\n start sound [Stomp v]\n end\n end\n if <(item (E#) of [enysta v]) > [0]> then\n BaseHitbox\n end\n stop [this script v]\n end\n if <<(N.7) = [ah]> or <(N.7) = [aj]>> then\n if <(N.9) = [1]> then\n if <(N.8) > [0]> then\n BossDamaged\n else\n change [xvel v] by (([direction v] of [player v]) / (-30))\n end\n MakePlayerJump\n start sound [Stomp v]\n change [plyy v] by (6)\n else\n if <not <(item (E#) of [enysta v]) < [-2]>> then\n BaseHitbox\n end\n end\n stop [this script v]\n end\n if <(N.7) = [ai]> then\n BaseHitbox\n stop [this script v]\n end\n if <(N.7) = [aw]> then\n BaseHitbox\n stop [this script v]\n end\n if <(N.7) = [ay]> then\n if <(N.9) = [1]> then\n CreateParticle [Explode]\n MakePlayerJump\n start sound [Stomp v]\n DeleteThisEnemy\n end\n ChaStateBy [0.01] Limit [1]\n if <(item (E#) of [enysta v]) = [1]> then\n CreateEnemy ((direction) / (18)) [1] [0] [2] (item (E#) of [enyx v]) (item (E#) of [enyy v]) [8] [0]\n replace item (E#) of [enysta v] with [0]\n end\n BaseHitbox\n stop [this script v]\n end\n if <(N.7) = [ba]> then\n BaseHitbox\n stop [this script v]\n end\nend\n\ndefine MakePlayerJump\nset [yvel v] to ((15.4) + (([abs v] of (XVel) ) / (5)))\nset [jumping v] to [1]\n\ndefine DeleteThisEnemy\nadd (E#) to [delenemy v]\ndelete this clone\n\ndefine FindFloorEnemies\nset [n. v] to [0]\nrepeat until <not <touching (entities v)?>>\n change [n. v] by (1)\n if <(N.) > [14]> then\n change y by ((-14) + (<(item (E#) of [enyty v]) = [{]> * (7)))\n stop [this script v]\n end\n change y by (1)\nend\n\ndefine AboveBlockScan\nif <(length of [aboacx v]) > [0]> then\n if <<(item (E#) of [enyty v]) = [m]> or <<(item (E#) of [enyty v]) = [2]> or <(item (E#) of [enyty v]) = [ba]>>> then\n stop [this script v]\n end\n set [n.4 v] to [0]\n repeat (length of [aboacx v])\n change [n.4 v] by (1)\n Action\n end\nend\n\ndefine BounceKill\nif <[powers v] contains (N.5)?> then\n if <not < (item (E#) of [enycont v]) contains [8]?>> then\n replace item (E#) of [enyyvel v] with [9.5]\n end\nelse\n if <<(N.5) = [ag]> or <<(N.5) = [ah]> or <(N.5) = [aj]>>> then\n BossDamaged\n else\n if <(N.5) = [\]> then\n if <(PTimer) = [0]> then\n set [ptimer v] to [10]\n stop all sounds\n broadcast (PlaySong v)\n CollectKeyFromEnemy\n end\n else\n if <(N.5) = [%]> then\n CreateParticle [Coin]\n DeleteThisEnemy\n else\n if <<(N.5) = [c]> or <<(N.5) = [d]> or <(N.5) = [f]>>> then\n if <(x position) < (item (N.4) of [aboacx v])> then\n point in direction (-90)\n else\n point in direction (90)\n end\n replace item (E#) of [enydir v] with (direction)\n if <(item (E#) of [enysta v]) = [1]> then\n replace item (E#) of [enyyvel v] with [6]\n replace item (E#) of [enysta v] with [2]\n RepXVel [6]\n else\n replace item (E#) of [enyyvel v] with [8.5]\n replace item (E#) of [enysta v] with [1]\n RepXVel [4]\n end\n else\n if <(N.5) = [g]> then\n if <not < (item (E#) of [enycont v]) contains [8]?>> then\n if <(x position) < (item (N.4) of [aboacx v])> then\n point in direction (-90)\n else\n point in direction (90)\n end\n replace item (E#) of [enydir v] with (direction)\n replace item (E#) of [enyyvel v] with [5]\n RepXVel [3]\n end\n if <(item (E#) of [enysta v]) = [0]> then\n replace item (E#) of [enysta v] with [1]\n end\n else\n GenericParticleKill\n end\n end\n end\n end\n end\nend\n\ndefine MakePlayerJump (multiple)\nset [yvel v] to (((15.4) + (([abs v] of (XVel) ) / (5))) * (multiple))\nset [jumping v] to [1]\n\ndefine TryUsedSpring\nif <(UsedSpring) = [0]> then\n set [usedspring v] to [1]\nend\n\nwhen I receive [afterplayerupdate v]\nif <not <(E#) = [0]>> then\n if <<<(Dead) = [1]> or <(AllowMovement) = [0]>> and <not <<(item (E#) of [enyty v]) = [q]> or <<(item (E#) of [enyty v]) = [ao]> or <(item (E#) of [enyty v]) = [az]>>>>> then\n stop [this script v]\n end\n set [n.5 v] to (item (E#) of [enyty v])\n set [n.6 v] to (item (E#) of [enysta v])\n set [n.7 v] to ([abs v] of (([x position v] of [player v]) - (x position)) )\n set [n.8 v] to ((y position) - ([y position v] of [player v]))\n AfterPlayerUpdate <<<(N.7) < [24]> and <<(YVel) < [8]> or <(YVel) > [15.4]>>> and <<(N.8) < [-8]> and <(N.8) > [-28]>>>\nend\n\ndefine Damage?\nif <<not <(Sliding) = [0]>> and <([y position v] of [player v]) > ((y position) - (4))>> then\n GenericParticleKill\n stop [this script v]\nend\nDieOrDamage\n\ndefine GivePlayerPowerup (type)\nif <(type) = [au]> then\n start sound [1up v]\nelse\n if <(type) = [b]> then\n if <(PUp) = [N]> then\n start sound [Powerup v]\n set [pup v] to [B]\n ClearPowerupVariables\n else\n start sound [Coin v]\n end\n end\n if <(type) = [s]> then\n if <(PUp) = [F]> then\n start sound [Coin v]\n else\n start sound [Powerup v]\n set [pup v] to [F]\n ClearPowerupVariables\n set [power11 v] to [1]\n end\n end\n if <(type) = [u]> then\n if <(PUp) = [P]> then\n start sound [Coin v]\n else\n start sound [Powerup v]\n set [pup v] to [P]\n ClearPowerupVariables\n end\n end\n if <(type) = [ae]> then\n if <(PUp) = [R]> then\n start sound [Coin v]\n else\n start sound [Powerup v]\n set [pup v] to [R]\n ClearPowerupVariables\n set [power44 v] to [0.3]\n end\n end\n if <(type) = [ak]> then\n if <(PUp) = [C]> then\n start sound [Coin v]\n else\n start sound [Powerup v]\n set [pup v] to [C]\n ClearPowerupVariables\n end\n set [power44 v] to [3]\n end\n if <(type) = [ap]> then\n if <(PUp) = [O]> then\n start sound [Coin v]\n else\n start sound [Powerup v]\n set [pup v] to [O]\n ClearPowerupVariables\n end\n end\n if <(type) = [aq]> then\n if <(PUp) = [H]> then\n start sound [Coin v]\n else\n start sound [Powerup v]\n set [pup v] to [H]\n ClearPowerupVariables\n set [power11 v] to [1]\n end\n end\n if <(type) = [at]> then\n stop all sounds\n start sound [Powerup v]\n set [startimer v] to [10]\n broadcast (PlaySong v)\n end\n broadcast (Powerup v)\nend\nDeleteThisEnemy\n\ndefine FindFloorExtrasOnly\nset [y v] to (y position)\nset [n. v] to [0]\nrepeat until <not <touching (extras v)?>>\n change [n. v] by (1)\n if <(N.) > ((([abs v] of (item (E#) of [enyyvel v]) ) + (11)) * (2))> then\n set y to (Y)\n stop [this script v]\n end\n change y by (1)\nend\n\nwhen I receive [editcollisionbeforeplayer v]\nif <not <(E#) = [0]>> then\n if <<<(item (E#) of [enyty v]) = [c]> or <(item (E#) of [enyty v]) = [%]>> or <<(item (E#) of [enyty v]) = [d]> or <(item (E#) of [enyty v]) = [f]>>> then\n show\n end\nend\n\ndefine ExtraXFix\nset x to (N.4)\nset [n.4 v] to (x position)\nif <(item (E#) of [enyyvel v]) > [-0.1]> then\n change y by (-2)\nelse\n change y by (1)\nend\nset [n. v] to [0]\nrepeat until <not <<touching (blocks v)?> or <touching (uniques v)?>>>\n change [n. v] by (1)\n set x to (N.4)\n if <(N.) > ((4) + ((item (E#) of [enyxvel v]) * (0.2)))> then\n set [sid v] to (item (E#) of [enyyvel v])\n if <not <(item (E#) of [enyty v]) = [az]>> then\n DeleteThisEnemy\n end\n end\n change x by (N.)\n if <<touching (blocks v)?> or <touching (uniques v)?>> then\n set x to (N.4)\n change x by ((N.) * (-1))\n end\nend\n\ndefine FindBelow\nset [x v] to (x position)\nswitch costume to (floorcheck2 v)\nBelow [1]\nset [y v] to (x position)\nset x to (X)\nswitch costume to (floorcheck3 v)\nBelow [-1]\nset x to (((x position) + (Y)) / (2))\nswitch costume to (hitbox v)\nif <<touching (blocks v)?> or <touching (uniques v)?>> then\n set x to (X)\nend\n\ndefine BuzzyBeetleCeiling\nif <(item (E#) of [enysta v]) = [3.5]> then\n BaseY\n hide\n if <(item (E#) of [enyyvel v]) = (Gravity)> then\n show\n replace item (E#) of [enysta v] with [5]\n RepXVel [5]\n end\nelse\n switch costume to (floorcheck4 v)\n if <not <<touching (blocks v)?> or <<touching (uniques v)?> or <touching (extras v)?>>>> then\n replace item (E#) of [enysta v] with [3.5]\n else\n switch costume to (ceilingcheck v)\n if <not <<touching (blocks v)?> or <<touching (uniques v)?> or <touching (extras v)?>>>> then\n replace item (E#) of [enysta v] with [3.5]\n else\n switch costume to (hitbox3 v)\n move (1) steps\n if <<touching (blocks v)?> or <<touching (uniques v)?> or <touching (extras v)?>>> then\n FindXSpace\n turn right (180) degrees\n replace item (E#) of [enydir v] with (direction)\n end\n switch costume to (floorcheck4 v)\n if <not <<touching (blocks v)?> or <<touching (uniques v)?> or <touching (extras v)?>>>> then\n switch costume to (hitbox3 v)\n FindXSpace\n turn right (180) degrees\n replace item (E#) of [enydir v] with (direction)\n end\n end\n end\n switch costume to (hitbox v)\nend\n\ndefine BaseHitbox\nif <<([abs v] of ((x position) - ([x position v] of [player v])) ) < [24]> and <<((y position) - ([y position v] of [player v])) < ((48) - ((Small) * (24)))> and <((y position) - ([y position v] of [player v])) > [-16]>>> then\n Damage?\nend\n\ndefine BombSurroundings\nchange y by (-2)\nInteract (x position) (y position) [Bomb]\nInteract ((x position) + (32)) (y position) [Bomb]\nInteract ((x position) + (-32)) (y position) [Bomb]\nInteract (x position) ((y position) + (32)) [Bomb]\nInteract ((x position) + (32)) ((y position) + (32)) [Bomb]\nInteract ((x position) + (-32)) ((y position) + (32)) [Bomb]\nInteract (x position) ((y position) + (-32)) [Bomb]\nInteract ((x position) + (32)) ((y position) + (-32)) [Bomb]\nInteract ((x position) + (-32)) ((y position) + (-32)) [Bomb]\nchange y by (2)\n\ndefine Interact (x) (y) (type)\nadd (x) to [intx v]\nadd (y) to [inty v]\nadd (type) to [inttype v]\nif <(type) = [Bomb]> then\n add [Bomb] to [aboactype v]\n add (x) to [aboacx v]\n add (y) to [aboacy v]\nend\n\ndefine BombKill\nif <<(N.5) = [ag]> or <<(N.5) = [ah]> or <(N.5) = [aj]>>> then\n BossDamaged\nelse\n if <[powers v] contains (N.5)?> then\n replace item (E#) of [enyyvel v] with [9.5]\n else\n if <(N.5) = [g]> then\n if <(x position) < (item (N.4) of [aboacx v])> then\n point in direction (-90)\n else\n point in direction (90)\n end\n replace item (E#) of [enydir v] with (direction)\n replace item (E#) of [enyyvel v] with [7]\n RepXVel [7]\n if <(item (E#) of [enysta v]) = [0]> then\n replace item (E#) of [enysta v] with [1]\n end\n else\n GenericParticleKill\n end\n end\nend\n\ndefine CreateParticle (type)\nadd (x position) to [creparx v]\nadd (y position) to [crepary v]\nset [n.5 v] to (item (E#) of [enyty v])\nif <(type) = [1]> then\n if <<<(N.5) = [c]> or <<(N.5) = [d]> or <(N.5) = [f]>>> and <not <<(item (E#) of [enysta v]) = [0]> or <(item (E#) of [enysta v]) = [3]>>>> then\n add (join [1] (join (N.5) [2])) to [crepartype v]\n else\n add (join [1] (N.5)) to [crepartype v]\n end\nelse\n add (type) to [crepartype v]\nend\n\ndefine TouchKill\nGenericParticleKill\n\ndefine GenericParticleKill\nif <not <[powers v] contains (item (E#) of [enyty v])?>> then\n if <(item (E#) of [enyty v]) = [l]> then\n if <(item (E#) of [enysta v]) = [0]> then\n start sound [dry bones v]\n replace item (E#) of [enysta v] with [0.1]\n end\n else\n if <<(item (E#) of [enyty v]) = [1]> or <(item (E#) of [enyty v]) = [2]>> then\n CreateParticle [Drift]\n DeleteThisEnemy\n else\n if <(item (E#) of [enyty v]) = [%]> then\n CreateParticle [Coin]\n DeleteThisEnemy\n else\n CreateParticle [1]\n DeleteThisEnemy\n end\n end\n end\nend\n\nwhen I receive [endotherscripts v]\nstop [other scripts in sprite v]\ndelete this clone\n\ndefine MovedByConveyor (move)\nif <not <<(N.5) = [aa]> or <(N.5) = [ac]>>> then\n replace item (E#) of [enyx v] with ((((x position) + (move)) - (MapX)) / (32))\n switch costume to (floorcheck5 v)\n if <(item (E#) of [enyxvel v]) < (move)> then\n if <not <touching (uniques v)?>> then\n replace item (E#) of [enydir v] with ((([abs v] of (move) ) / (move)) * (90))\n end\n end\nend\n\ndefine SpikeBallMovement\nset [n.8 v] to (item (E#) of [enysta v])\nif <(N.8) = [0]> then\n SpikeBallYMovement\n BaseX (item (E#) of [enyxvel v])\nelse\n if <(N.8) = [1]> then\n RepYVel ((item (E#) of [enyyvel v]) + (-0.83))\n if <(item (E#) of [enyyvel v]) < [-12]> then\n RepYVel [-12]\n end\n change y by (item (E#) of [enyyvel v])\n if <(item (E#) of [enyyvel v]) < ((-6) + (<((y position) - (MapY)) < ((SelectedWater) + (28))> * (3.1)))> then\n if <touching (entities v)?> then\n FindFloorEnemies\n RepYVel [0]\n replace item (E#) of [enysta v] with [1.1]\n end\n end\n end\n if <(N.8) = [2]> then\n move (4) steps\n if <<touching (blocks v)?> or <<touching (uniques v)?> or <touching (extras v)?>>> then\n CreateParticle [Explode]\n Interact (x position) (y position) [Normal]\n move (16) steps\n Interact (x position) (y position) [Normal]\n AboveAction (x position) [POW]\n DeleteThisEnemy\n end\n end\n if <<(N.8) > [1]> and <(N.8) < [2]>> then\n ChaStateBy [0.06] Limit [2]\n set rotation style [don't rotate v]\n FindBelow\n end\n if <<([abs v] of (x position) ) > [226]> or <([abs v] of (y position) ) > [170]>> then\n DeleteThisEnemy\n end\n hide\nend\n\ndefine SpikeBallYMovement\nRepYVel ((item (E#) of [enyyvel v]) + ((Gravity) * (1)))\nif <(item (E#) of [enyyvel v]) < [-16]> then\n RepYVel [-16]\nend\nchange y by ((item (E#) of [enyyvel v]) / (2))\nif <not <<touching (semisolids v)?> and <not <(item (E#) of [enyyvel v]) > [0]>>>> then\n change y by ((item (E#) of [enyyvel v]) / (2))\nend\nif <(item (E#) of [enyyvel v]) > [0]> then\n if <<touching (blocks v)?> or <touching (uniques v)?>> then\n FindCeiling\n RepYVel [0.82]\n end\n if <touching (extras v)?> then\n FindCeiling\n end\nelse\n switch costume to (hitboxfloor v)\n if <touching (extras v)?> then\n FindFloor\n if <([abs v] of (item (E#) of [enyyvel v]) ) < [4]> then\n RepYVel (Gravity)\n else\n RepYVel ((item (E#) of [enyyvel v]) / (-1.5))\n ChaXVelBy ((item (E#) of [enyyvel v]) / (3))\n end\n end\n if <<<touching (blocks v)?> or <touching (uniques v)?>> or <touching (semisolids v)?>> then\n FindFloor\n if <([abs v] of (item (E#) of [enyyvel v]) ) < [4]> then\n RepYVel (Gravity)\n else\n RepYVel ((item (E#) of [enyyvel v]) / (-1.5))\n ChaXVelBy ((item (E#) of [enyyvel v]) / (3))\n end\n else\n if <<(item (E#) of [enyyvel v]) < [-0.5]> and <(item (E#) of [enyyvel v]) > [-2]>> then\n change y by ((item (E#) of [enyxvel v]) / (-0.5))\n if <<<touching (blocks v)?> or <touching (uniques v)?>> or <touching (semisolids v)?>> then\n FindFloor\n if <(item (E#) of [enyxvel v]) < [8]> then\n ChaXVelBy [0.25]\n end\n RepYVel (Gravity)\n else\n change y by ((item (E#) of [enyxvel v]) / (0.5))\n end\n end\n end\nend\nswitch costume to (hitbox v)\nif <(item (E#) of [enyyvel v]) < [0]> then\n if <([abs v] of ((item (E#) of [enyyvel v]) / (-4)) ) > (item (E#) of [enyxvel v])> then\n replace item (E#) of [enyxvel v] with ((item (E#) of [enyyvel v]) / (-4))\n end\nend\nif <(item (E#) of [enyxvel v]) > [4]> then\n ChaXVelBy [-0.1]\nend\nif <(item (E#) of [enyxvel v]) > [8]> then\n ChaXVelBy [-0.4]\nend\nif <<(item (E#) of [enyxvel v]) < [4]> and <not <(item (E#) of [enyyvel v]) = (Gravity)>>> then\n ChaXVelBy [0.2]\nend\n\ndefine CollectKeyFromEnemy\nif < (item (E#) of [enycont v]) contains [/]?> then\n replace item (E#) of [enycont v] with []\n CreateParticle [Key]\n change [keys v] by (1)\nend\n\nwhen I receive [flagclicked v]\nset rotation style [left-right v]\nswitch costume to (large v)\nset size to (400) %\nhide\n\ndefine PlantMovement\nif <not <<(AllowPlayerControl) = [0]> or <(AllowMovement) = [0]>>> then\n if <not <(Y) = [b]>> then\n if <(item (E#) of [enysta v]) = [0]> then\n if <<([abs v] of ((x position) - ([x position v] of [player v])) ) > [48]> or <([y position v] of [player v]) > ((y position) + (32))>> then\n ChaStateBy ((1) / (16)) Limit [9]\n end\n else\n ChaStateBy ((1) / (16)) Limit [9]\n end\n end\nend\nset [n.8 v] to (item (E#) of [enysta v])\nif <(N.8) < [2]> then\n change y by ((-64) - ((N.8) * (-32)))\nelse\n if <(N.8) < [4]> then\n if <<(item (E#) of [enyty v]) = [ao]> and <(N.8) = [3]>> then\n change y by (32)\n point towards (player v)\n change y by (-32)\n if <(Y) = [b]> then\n CreateEnemy (direction) [1] [0] [1] (item (E#) of [enyx v]) ((item (E#) of [enyy v]) + (1)) [0] [0]\n end\n end\n else\n if <(N.8) < [6]> then\n change y by ((-64) - (((N.8) - (6)) * (32)))\n else\n change y by (-64)\n if <(N.8) > [8]> then\n replace item (E#) of [enysta v] with [0]\n end\n end\n end\nend\n\ndefine PlantCostuming\npoint towards (player v)\nif <<(item (E#) of [enysta v]) < [1]> or <(item (E#) of [enysta v]) > [5]>> then\n switch costume to (join (item (E#) of [enyty v]) [4])\nelse\n if <(item (E#) of [enyty v]) = [q]> then\n SwitchTo [q] [20] [2] [2]\n else\n if <((y position) + (32)) > ([y position v] of [player v])> then\n switch costume to (ao2 v)\n else\n switch costume to (ao3 v)\n end\n end\nend\n\nwhen I receive [pow v]\nset [powshake v] to [0.01]\nset [n.5 v] to (item (E#) of [enyty v])\nif <not <(E#) = [0]>> then\n if <<<<<(N.5) = [b]> or <(N.5) = [\]>> or <(N.5) = [u]>> or <<(N.5) = [t]> or <<(N.5) = [ae]> or <(N.5) = [ak]>>>> or <(N.5) = [s]>> then\n replace item (E#) of [enyyvel v] with [8]\n else\n GenericParticleKill\n end\nend\n\ndefine FireballMovement\nswitch costume to (smallhitbox v)\nshow\nmove (8) steps\nif <(direction) > [0]> then\n turn right (15) degrees\n if <(direction) > [135]> then\n point in direction (135)\n end\nelse\n turn left (15) degrees\n if <(direction) < [-135]> then\n point in direction (-135)\n end\nend\nif <<<touching (blocks v)?> or <<touching (semisolids v)?> and <([abs v] of (direction) ) > [90]>>> or <<touching (uniques v)?> or <touching (extras v)?>>> then\n YSmoothing\n if <(N.) > [3]> then\n move (-8) steps\n if <([abs v] of (direction) ) > [90]> then\n point in direction ((180) - (direction))\n else\n point in direction ((direction) * (-1))\n end\n move (8) steps\n replace item (E#) of [enysta v] with ((item (E#) of [enysta v]) + (1))\n else\n replace item (E#) of [enysta v] with [0]\n end\n if <<(item (E#) of [enysta v]) > [6]> or <<<touching (blocks v)?> or <<touching (semisolids v)?> and <([abs v] of (direction) ) > [90]>>> or <<touching (uniques v)?> or <touching (extras v)?>>>> then\n CreateParticle [Drift]\n DeleteThisEnemy\n end\nend\nreplace item (E#) of [enydir v] with (direction)\nhide\n\ndefine FireKill\nif <not <<<(N.5) = [\]> or <<(N.5) = [l]> or <(N.5) = [f]>>> or <<(N.5) = [{]> or <(N.5) = [aa]>>>> then\n if <<(N.5) = [ag]> or <<(N.5) = [ah]> or <(N.5) = [aj]>>> then\n replace item (E#) of [enyext v] with ((item (E#) of [enyext v]) + (0.7))\n replace item (E#) of [enysta v] with [-2]\n else\n if <[powers v] contains (N.5)?> then\n if <not < (item (E#) of [enycont v]) contains [T]?>> then\n replace item (E#) of [enyyvel v] with [9.5]\n end\n else\n if <(N.5) = [g]> then\n if <not < (item (E#) of [enycont v]) contains [8]?>> then\n if <(x position) < (item (N.4) of [aboacx v])> then\n point in direction (-90)\n else\n point in direction (90)\n end\n replace item (E#) of [enydir v] with (direction)\n replace item (E#) of [enyyvel v] with [5]\n RepXVel [3]\n end\n if <(item (E#) of [enysta v]) = [0]> then\n replace item (E#) of [enysta v] with [1]\n end\n else\n start sound [hit1 v]\n CreateParticle [Explode]\n DeleteThisEnemy\n end\n end\n end\nend\n\ndefine PropellerKill\nif <not <<(N.5) = [q]> or <(N.5) = [{]>>> then\n if <<(N.5) = [ag]> or <<(N.5) = [ah]> or <(N.5) = [aj]>>> then\n BossDamaged\n else\n if <[powers v] contains (N.5)?> then\n end\nend\n\ndefine BullseyeBill\nset [y v] to (direction)\npoint towards (player v)\nset [x v] to (direction)\npoint in direction (Y)\nif <([abs v] of ((X) - (Y)) ) < (([abs v] of (item (E#) of [enyxvel v]) ) * (4))> then\n RepXVel ((item (E#) of [enyxvel v]) + (-0.5))\n if <(item (E#) of [enyxvel v]) < [0]> then\n RepXVel [0]\n end\nelse\n RepXVel ((item (E#) of [enyxvel v]) + (0.5))\n if <(item (E#) of [enyxvel v]) > [4]> then\n RepXVel [4]\n end\nend\nif <([abs v] of ((X) - (Y)) ) < [2]> then\n RepXVel [0]\nend\nif <([abs v] of ((X) - (Y)) ) > [180]> then\n if <((X) - (Y)) > [0]> then\n if <not <(item (E#) of [enyext v]) = [L]>> then\n RepXVel ((item (E#) of [enyxvel v]) * (-1))\n end\n replace item (E#) of [enyext v] with [L]\n turn left (item (E#) of [enyxvel v]) degrees\n else\n if <not <(item (E#) of [enyext v]) = [R]>> then\n RepXVel ((item (E#) of [enyxvel v]) * (-1))\n end\n replace item (E#) of [enyext v] with [R]\n turn right (item (E#) of [enyxvel v]) degrees\n end\nelse\n if <((X) - (Y)) > [0]> then\n if <not <(item (E#) of [enyext v]) = [R]>> then\n RepXVel ((item (E#) of [enyxvel v]) * (-1))\n end\n replace item (E#) of [enyext v] with [R]\n turn right (item (E#) of [enyxvel v]) degrees\n else\n if <not <(item (E#) of [enyext v]) = [L]>> then\n RepXVel ((item (E#) of [enyxvel v]) * (-1))\n end\n replace item (E#) of [enyext v] with [L]\n turn left (item (E#) of [enyxvel v]) degrees\n end\nend\nreplace item (E#) of [enydir v] with (direction)\n\ndefine TrackMovement\npoint in direction (item (E#) of [enydir v])\nset [fblock v] to [0]\nreplace item (E#) of [enyxvel v] with ((item (E#) of [enyxvel v]) + ((1) / (16)))\nif <not <(item (E#) of [enyxvel v]) < [1]>> then\n replace item (E#) of [enyxvel v] with [0]\nend\nset [n. v] to (round (((item (E#) of [enyx v]) * (32)) / (32)))\nset [n.2 v] to (round (((item (E#) of [enyy v]) * (32)) / (32)))\nif <(item (E#) of [enyxvel v]) = [0.5]> then\n ScanFor (N.) (N.2) Semis\n if <(FBlock) = [0]> then\n ScanFor ((N.) + ([sin v] of (direction) )) ((N.2) + ([cos v] of (direction) )) Semis\n end\n TrackVariations\n point in direction (item (E#) of [enydir v])\nend\nif <not <(item (E#) of [enyyvel v]) = [0.5]>> then\n change x by ((round ([sin v] of (direction) )) * (2))\n change y by ((round ([cos v] of (direction) )) * (2))\n PosUpd\n change y by (1)\nend\n\ndefine Between (1) And (2) Entities\nif <not <<(item (E#) of [enydir v]) = (1)> or <(item (E#) of [enydir v]) = (2)>>> then\n if <(item (E#) of [enyxvel v]) = [0.5]> then\n if <((direction) mod (180)) = ((1) mod (180))> then\n if <((direction) mod (180)) = (1)> then\n point in direction (2)\n else\n point in direction (2)\n end\n else\n if <((direction) mod (180)) = (2)> then\n point in direction (1)\n else\n point in direction (1)\n end\n end\n end\n replace item (E#) of [enydir v] with (direction)\nend\n\ndefine TrackVariations\nif <(FSubtype) = [a1]> then\n RepYVel [0.5]\n set x to (((round (((x position) - (MapX)) / (32))) * (32)) + (MapX))\n point in direction (-90)\n replace item (E#) of [enydir v] with (direction)\n stop [this script v]\nend\nif <(FSubtype) = [u1]> then\n Between [0] And [0] Entities\nend\nif <(FSubtype) = [d1]> then\n Between [180] And [180] Entities\nend\nif <(FSubtype) = [l1]> then\n Between [-90] And [-90] Entities\nend\nif <(FSubtype) = [r1]> then\n Between [90] And [90] Entities\nend\nif <(FSubtype) = [ur]> then\n Between [0] And [90] Entities\nend\nif <(FSubtype) = [ul]> then\n Between [-90] And [0] Entities\nend\nif <(FSubtype) = [dr]> then\n Between [180] And [90] Entities\nend\nif <(FSubtype) = [dl]> then\n Between [180] And [-90] Entities\nend\nif <(FSubtype) = [x3]> then\n Between [-45] And [-45] Entities\nend\nif <(FSubtype) = [x4]> then\n Between [45] And [45] Entities\nend\nif <(FSubtype) = [x5]> then\n Between [135] And [135] Entities\nend\nif <(FSubtype) = [x6]> then\n Between [-135] And [-135] Entities\nend\nif <(FSubtype) = [x7]> then\n Between [-90] And [45] Entities\nend\nif <(FSubtype) = [x8]> then\n Between [-90] And [135] Entities\nend\nif <(FSubtype) = [x9]> then\n Between [90] And [-135] Entities\nend\nif <(FSubtype) = [x10]> then\n Between [90] And [-45] Entities\nend\nif <(FSubtype) = [x11]> then\n Between [0] And [135] Entities\nend\nif <(FSubtype) = [x12]> then\n Between [0] And [-135] Entities\nend\nif <(FSubtype) = [x13]> then\n Between [-45] And [180] Entities\nend\nif <(FSubtype) = [x14]> then\n Between [45] And [180] Entities\nend\nif <(FSubtype) = [x15]> then\n Between [-45] And [45] Entities\nend\nif <(FSubtype) = [x16]> then\n Between [135] And [45] Entities\nend\nif <(FSubtype) = [x17]> then\n Between [135] And [-135] Entities\nend\nif <(FSubtype) = [x18]> then\n Between [-45] And [-135] Entities\nend\nif <(FSubtype) = [x19]> then\n if <(On/Off) = [1]> then\n Between [-90] And [45] Entities\n else\n Between [-90] And [135] Entities\n end\nend\nif <(FSubtype) = [x20]> then\n if <(On/Off) = [1]> then\n Between [0] And [135] Entities\n else\n Between [0] And [-135] Entities\n end\nend\nif <(FSubtype) = [x21]> then\n if <(On/Off) = [1]> then\n Between [90] And [-135] Entities\n else\n Between [90] And [-45] Entities\n end\nend\nif <(FSubtype) = [x22]> then\n if <(On/Off) = [1]> then\n Between [180] And [-45] Entities\n else\n Between [180] And [45] Entities\n end\nend\nif <(FSubtype) = [ud]> then\n As [180] Or [0]\nend\nif <(FSubtype) = [lr]> then\n As [90] Or [-90]\nend\nif <(FSubtype) = [x1]> then\n As [135] Or [-45]\nend\nif <(FSubtype) = [x2]> then\n As [-135] Or [45]\nend\n\ndefine ScanFor (x) (y) Semis\nset [fblock v] to [0]\nset [fsubtype v] to []\nif <not <<(x) < (item (1) of [semix v])> or <(x) > (item (length of [semix v]) of [semix v])>>> then\n set [n. v] to ((item # of (x) in [semix v]) - (1))\n repeat until <<(item (N.) of [semix v]) > (x)> or <<(N.) > (length of [semix v])> or <(item ((N.) + (1)) of [semiy v]) > (y)>>>\n change [n. v] by (1)\n if <<(item (N.) of [semix v]) = (x)> and <(item (N.) of [semiy v]) = (y)>> then\n set [fblock v] to [1]\n if <(letter (1) of (item (N.) of [semitype v])) = [8]> then\n SubtypeOf (N.)\n end\n stop [this script v]\n end\n end\nend\n\ndefine SubtypeOf (no.)\nset [n.5 v] to (item (no.) of [semitype v])\nset [n.3 v] to (join (letter (3) of (N.5)) (letter (4) of (N.5)))\nset [n.4 v] to (join (letter (1) of (N.5)) (letter (2) of (N.5)))\nif <(round (N.4)) = (N.4)> then\n set [fsubtype v] to (join (N.3) (letter (5) of (N.5)))\nelse\n set [fsubtype v] to (join (letter (2) of (N.5)) (N.3))\nend\n\ndefine As (1) Or (2)\nif <not <<(direction) = (1)> or <(direction) = (2)>>> then\n set [x v] to (((round (((X) - (MapX)) / (32))) * (32)) + (MapX))\n set [y v] to (((round (((Y) - (MapY)) / (32))) * (32)) + (MapY))\n point in direction (1)\n replace item (E#) of [enydir v] with (direction)\nend\n\ndefine SwitchTo (costume) (speed) (mod)\nswitch costume to (join (costume) ((([floor v] of ((GTime) * (speed)) ) mod (mod)) + (1)))\n\ndefine SwitchTo (costume) (speed) (mod) (plus)\nswitch costume to (join (costume) ((([floor v] of ((GTime) * (speed)) ) mod (mod)) + (plus)))\n\ndefine ChaStateBy (amount) Limit (limit)\nreplace item (E#) of [enysta v] with ((item (E#) of [enysta v]) + (amount))\nif <(item (E#) of [enysta v]) > (limit)> then\n replace item (E#) of [enysta v] with (limit)\nend\n\ndefine AfterPlayerUpdate <stomped>\nif <(N.5) = [{]> then\n if <not <(N.6) = [0]>> then\n replace item (E#) of [enysta v] with ((N.6) + (0.1))\n if <(item (E#) of [enysta v]) > [1]> then\n replace item (E#) of [enysta v] with [0]\n end\n end\n if <<<(N.7) < [25]> and <(YVel) < [7]>> and <<(N.8) < [-16]> and <(N.8) > [-32]>>> then\n MakePlayerJump [1.2]\n set [xvel v] to [0]\n TryUsedSpring\n if <(item (E#) of [enysta v]) = [0]> then\n replace item (E#) of [enysta v] with [0.1]\n end\n end\n if <(item (E#) of [enysta v]) = [0]> then\n switch costume to (above v)\n if <<touching (entities v)?> or <touching (extras v)?>> then\n replace item (E#) of [enysta v] with [0.1]\n change y by (32)\n AboveAction (x position) [Bounce]\n change y by (-32)\n end\n switch costume to (hitbox2 v)\n end\n stop [this script v]\nend\nif <<(N.5) = [c]> or <<(N.5) = [d]> or <(N.5) = [f]>>> then\n if <(N.6) = [3]> then\n if <<(N.7) < [64]> and <([y position v] of [player v]) < (y position)>> then\n replace item (E#) of [enysta v] with [3.5]\n if <([x position v] of [player v]) > (x position)> then\n replace item (E#) of [enydir v] with [90]\n else\n replace item (E#) of [enydir v] with [-90]\n end\n end\n end\n if <<(N.6) = [2]> or <(N.6) = [5]>> then\n switch costume to (sideshitbox v)\n if <touching (entities v)?> then\n add [TouchKill] to [aboactype v]\n add ((x position) + ((direction) / (6))) to [aboacx v]\n add (y position) to [aboacy v]\n end\n if <touching (uniques v)?> then\n Interact (x position) (y position) [Normal]\n end\n switch costume to (stackhitbox v)\n end\nend\nif <(N.5) = [g]> then\n if <(N.6) > [0]> then\n ChaStateBy [0.1] Limit [15]\n if <(item (E#) of [enysta v]) > [12]> then\n BombSurroundings\n if <(distance to [player v]) < [48]> then\n if <((Invincible) + (StarTimer)) = [0]> then\n broadcast (Powerdown v)\n end\n end\n set [screenshake v] to [0.01]\n CreateParticle [Explode]\n start sound [bomb-omb v]\n DeleteThisEnemy\n end\n if <<([abs v] of ((x position) - (([x position v] of [player v]) + (([direction v] of [player v]) / (6)))) ) < ((12) + ([abs v] of (XVel) ))> and <<([abs v] of (N.8) ) < [16]> and <(Holding) = []>>> then\n if <<<key (space v) pressed?> and <(item (E#) of [enyyvel v]) < [6]>> and <<(item (E#) of [enysta v]) > [0]> and <(item (E#) of [enysta v]) < [11]>>> then\n set [holdingtimer v] to (item (E#) of [enysta v])\n set [holding v] to (item (E#) of [enyty v])\n DeleteThisEnemy\n end\n end\n else\n if <stomped> then\n if <(Sliding) = [0]> then\n MakePlayerJump\n CollectKeyFromEnemy\n replace item (E#) of [enysta v] with [1]\n end\n end\n if <(item (E#) of [enysta v]) = [0]> then\n BaseHitbox\n end\n end\n stop [this script v]\nend\nif <(N.5) = [o]> then\n ChaStateBy [0.05] Limit [7]\n if <<((item (E#) of [enysta v]) + (-0.05)) < [4.2]> and <not <(item (E#) of [enysta v]) < [4.2]>>> then\n add [] to [enycont v]\n add (item (E#) of [enydir v]) to [enydir v]\n add [1] to [enysta v]\n add [10] to [enyyvel v]\n add [0] to [enyext v]\n add [p] to [enyty v]\n add (item (E#) of [enyx v]) to [enyx v]\n add [0] to [enyxvel v]\n add ((item (E#) of [enyy v]) + (0.25)) to [enyy v]\n end\n if <(item (E#) of [enysta v]) > [6.5]> then\n replace item (E#) of [enysta v] with [0]\n end\nend\nif <(N.5) = [p]> then\n if <not <(N.6) = [1]>> then\n show\n switch costume to (sideshitbox v)\n if <touching (entities v)?> then\n AboveAction ((x position) + ((direction) / (6))) [TouchKill]\n end\n if <touching (uniques v)?> then\n Interact (x position) (y position) [Normal]\n end\n switch costume to (stackhitbox v)\n BaseHitbox\n stop [this script v]\n end\nend\nif <(N.5) = [\]> then\n if <stomped> then\n if <(PTimer) = [0]> then\n set [ptimer v] to [10]\n stop all sounds\n broadcast (PlaySong v)\n CollectKeyFromEnemy\n end\n end\nend\nif <(N.5) = [1]> then\n show\n if <(item (E#) of [enyext v]) = [0]> then\n if <<touching (entities v)?> or <touching (extras v)?>> then\n CreateParticle [Drift]\n move (8) steps\n AboveAction ((x position) + (([sin v] of (direction) ) * (16))) [Fire]\n DeleteThisEnemy\n end\n else\n BaseHitbox\n end\nend\nif <<(N.5) = [q]> or <(N.5) = [ao]>> then\n if <not <<(AllowPlayerControl) = [0]> or <(AllowMovement) = [0]>>> then\n if <<(N.7) < [24]> and <<(N.8) < (((48) - (<<(N.6) < [1]> or <(N.6) > [5]>> * (32))) - ((Small) * (24)))> and <(N.8) > [-48]>>> then\n DieOrDamage\n end\n AboveBlockScan\n end\n PlantCostuming\n stamp\n delete this clone\nend\nif <(N.5) = [2]> then\n show\n if <(item (E#) of [enyext v]) = [0]> then\n if <touching (entities v)?> then\n AboveAction ((x position) + (([sin v] of (direction) ) * (16))) [Kill]\n end\n else\n BaseHitbox\n end\nend\nif <(N.5) = [ax]> then\n show\n CreateWhirlwind (x position) (y position)\nend\nif <(N.5) = [az]> then\n if <not <<(AllowPlayerControl) = [0]> or <(AllowMovement) = [0]>>> then\n if <<stomped> and <not <(YVel) = [0]>>> then\n if <not <<(N.6) > [0.32]> and <(N.6) < [1.12]>>> then\n start sound [Stomp v]\n MakePlayerJump [1]\n CreateParticle [1]\n DeleteThisEnemy\n end\n end\n if <(item (E#) of [enysta v]) < [2.1]> then\n if <<(N.6) > [0.32]> and <(N.6) < [1.12]>> then\n if <<(N.7) > [24]> or <([abs v] of (N.8) ) > [32]>> then\n ChaStateBy [0.02] Limit [2.5]\n end\n else\n ChaStateBy [0.02] Limit [2.5]\n if <not <(item (E#) of [enysta v]) < [2.1]>> then\n point towards (player v)\n CreateEnemy (direction) [0] [0] [ba] ((item (E#) of [enyx v]) + ((direction) / (180))) (item (E#) of [enyy v]) [0] [0]\n point in direction (item (E#) of [enydir v])\n end\n end\n else\n ChaStateBy [0.02] Limit [2.5]\n end\n AboveBlockScan\n if <(item (E#) of [enysta v]) = [2.5]> then\n replace item (E#) of [enysta v] with [0]\n end\n BaseHitbox\n end\n CostumeSelf\n stamp\n delete this clone\nend\n\ndefine AboveAction (x) (type)\nadd (type) to [aboactype v]\nadd (x) to [aboacx v]\nif <(type) = [Wind]> then\n add (((item (E#) of [enyy v]) * (32)) + (MapY)) to [aboacy v]\nelse\n add (y position) to [aboacy v]\nend\n\ndefine FindCeilingEntitiesOnly\nset [n. v] to [0]\nset [n.4 v] to (y position)\nrepeat until <not <<touching (extras v)?> or <touching (entities v)?>>>\n change [n. v] by (1)\n if <(N.) > (([abs v] of (item (E#) of [enyyvel v]) ) + (8))> then\n set y to (N.4)\n stop [this script v]\n end\n change y by (-1)\nend\n\ndefine ChaXVelBy (amount)\nRepXVel ((item (E#) of [enyxvel v]) + (amount))\n\ndefine ClearPowerupVariables\nset [power11 v] to [0]\nset [power22 v] to [0]\nset [power33 v] to [0]\nset [power44 v] to [0]\n\ndefine BossDamaged\nif <not <(item (E#) of [enysta v]) < [0]>> then\n start sound [Stomp v]\n replace item (E#) of [enyext v] with ((item (E#) of [enyext v]) + (1))\n replace item (E#) of [enysta v] with [-2]\n replace item (E#) of [enydir v] with [0]\nend\n\ndefine ShootProjectiles (x) (y)\npoint towards (player v)\nCreateEnemy (direction) [0] [0] [ai] (x) (y) [0] [0]\nCreateEnemy (direction) [0] [-1] [ai] (x) (y) [0] [0]\nCreateEnemy (direction) [0] [-2] [ai] (x) (y) [0] [0]\npoint in direction (item (E#) of [enydir v])\n\ndefine CreateEnemy (direction) (extra) (state) (type) (x) (y) (xvel) (yvel)\nadd (direction) to [enydir v]\nadd (extra) to [enyext v]\nadd (state) to [enysta v]\nadd (type) to [enyty v]\nadd (x) to [enyx v]\nadd (y) to [enyy v]\nadd (xvel) to [enyxvel v]\nadd (yvel) to [enyyvel v]\n\ndefine Action\nset [n.5 v] to (item (E#) of [enyty v])\nset [n.6 v] to (item (N.4) of [aboactype v])\nset [n.7 v] to ([abs v] of ((x position) - (item (N.4) of [aboacx v])) )\nset [n.8 v] to ([abs v] of ((y position) - (item (N.4) of [aboacy v])) )\nif <<(N.6) < [99]> and <not < (item (E#) of [enycont v]) contains [8]?>>> then\n if <<<(N.7) < [25.5]> and <(N.8) < [16]>> and <not <<(item (E#) of [enyty v]) = [ac]> or <(item (E#) of [enyty v]) = [aa]>>>> then\n change y by (-2)\n if <not <(N.6) = [0]>> then\n change x by (N.6)\n replace item (E#) of [enyx v] with (((x position) - (MapX)) / (32))\n stop [this script v]\n end\n end\nend\nif <<(N.6) = [Wind]> and <not <(N.5) = [ax]>>> then\n set [n.8 v] to ([abs v] of ((y position) - ((item (N.4) of [aboacy v]) + (72))) )\n if <<(N.7) < [28]> and <<((y position) - ((item (N.4) of [aboacy v]) + (72))) > [-72]> and <(N.8) < [88]>>> then\n replace item (E#) of [enyxvel v] with ((item (E#) of [enyxvel v]) / (1.5))\n replace item (E#) of [enyx v] with ((((x position) + (((x position) - (item (N.4) of [aboacx v])) / (-4))) - (MapX)) / (32))\n if <(((x position) - (item (N.4) of [aboacx v])) / (-4)) > [0]> then\n point in direction (90)\n else\n point in direction (-90)\n end\n replace item (E#) of [enydir v] with (direction)\n end\n if <<(N.7) < [28]> and <(N.8) < [80]>> then\n if <(item (E#) of [enyyvel v]) < [-2]> then\n replace item (E#) of [enyyvel v] with [-2]\n end\n replace item (E#) of [enyyvel v] with ((item (E#) of [enyyvel v]) + (1.5))\n if <(item (E#) of [enyyvel v]) > [6]> then\n replace item (E#) of [enyyvel v] with [6]\n end\n end\nend\nif <<(N.7) < [29]> and <(N.8) < [24]>> then\n if <(N.6) = [Fire]> then\n if <<(N.7) < [24]> and <(N.8) < [21]>> then\n FireKill\n end\n end\n if <(N.6) = [Ignite]> then\n if <(item (E#) of [enyty v]) = [g]> then\n if <not < (item (E#) of [enycont v]) contains [8]?>> then\n if <(x position) < (item (N.4) of [aboacx v])> then\n point in direction (-90)\n else\n point in direction (90)\n end\n replace item (E#) of [enydir v] with (direction)\n RepYVel [0]\n RepXVel [2]\n end\n if <(item (E#) of [enysta v]) = [0]> then\n replace item (E#) of [enysta v] with [1]\n end\n end\n end\n if <(N.6) = [Prop]> then\n PropellerKill\n end\n if <(N.6) = [Kill]> then\n BounceKill\n stop [this script v]\n end\n if <<(N.7) < [14]> and <(N.8) < [14]>> then\n if <(N.6) = [Bomb]> then\n BombKill\n end\n if <(N.6) = [Muncher]> then\n if <<(PTimer) = [0]> and <<(item (E#) of [enyty v]) = [\]> and <(item (E#) of [enyyvel v]) > [-1]>>> then\n set [ptimer v] to [10]\n stop all sounds\n broadcast (PlaySong v)\n CollectKeyFromEnemy\n end\n end\n end\n if <not < (item (E#) of [enycont v]) contains [8]?>> then\n if <(N.6) = [TouchKill]> then\n if <<(N.7) < [14]> and <(N.8) < [22]>> then\n TouchKill\n end\n end\n if <(N.6) = [Bounce]> then\n if <not <(N.5) = [ax]>> then\n RepYVel [13]\n end\n end\n if <(N.6) = [Right]> then\n MovedByConveyor [2]\n stop [this script v]\n end\n if <(N.6) = [Left]> then\n MovedByConveyor [-2]\n stop [this script v]\n end\n if <(N.6) = [FRight]> then\n MovedByConveyor [4]\n stop [this script v]\n end\n if <(N.6) = [FLeft]> then\n MovedByConveyor [-4]\n stop [this script v]\n end\n if <(N.6) = [RBounce]> then\n if <(item (E#) of [enyxvel v]) > [5]> then\n RepXVel [14]\n else\n RepXVel [10]\n end\n replace item (E#) of [enydir v] with [90]\n end\n if <(N.6) = [LBounce]> then\n if <(item (E#) of [enyxvel v]) > [5]> then\n RepXVel [14]\n else\n RepXVel [10]\n end\n replace item (E#) of [enydir v] with [-90]\n end\n end\nend\n\ndefine RepXVel (no)\nreplace item (E#) of [enyxvel v] with (no)\n\ndefine RepYVel (no)\nreplace item (E#) of [enyyvel v] with (no)\n\ndefine RoundY\nset y to (((round ((((y position) - (2)) - (MapY)) / (32))) * (32)) + (MapY))\n\ndefine Spawn?\nif <<<<<(N.4) = [c]> or <<(N.4) = [d]> or <(N.4) = [f]>>> and <<(N.5) = [2]> or <(N.5) = [5]>>> or <<<(N.4) = [l]> and <not <(N.5) = [0]>>> or <<(N.4) = [%]> or <(N.4) = [aa]>>>> or <<<<(N.4) = [1]> or <(N.4) = [2]>> or <<(N.4) = [m]> or <(N.4) = [ax]>>> or <<<(N.4) = [p]> and <(N.5) = [1]>> or <<(N.4) = [ae]> or <<(N.4) = [ai]> or <(N.4) = [ba]>>>>>> then\n hide\n create clone of (_myself_ v)\n show\nelse\n create clone of (_myself_ v)\nend\n\ndefine DieOrDamage\nif <(StarTimer) > [0]> then\n CreateParticle [Explode]\n DeleteThisEnemy\nelse\n if <(Invincible) = [0]> then\n broadcast (Powerdown v)\n end\nend\n\ndefine Below (#)\nset [n. v] to [0]\nrepeat until <not <<touching (entities v)?> or <touching (extras v)?>>>\n change [n. v] by (2)\n set x to (X)\n if <(N.) > [14]> then\n stop [this script v]\n end\n change x by ((N.) * (#))\nend\n\ndefine FloorTurnCheck\nset [n.9 v] to <<<touching (blocks v)?> or <<touching (uniques v)?> or <touching (extras v)?>>> or <<<touching (entities v)?> and <not <(N.7) = [p]>>> or <<touching (semisolids v)?> and <not <(item (E#) of [enyyvel v]) > [0]>>>>>\n\ndefine CreateWhirlwind (x) (y)\nif <<([abs v] of (([x position v] of [player v]) - (x)) ) < [25]> and <([y position v] of [player v]) > ((y) - (20))>> then\n if <not <(YVel) = [0.82]>> then\n if <([y position v] of [player v]) < ((y) + (152))> then\n change [yvel v] by (3)\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n change [yvel v] by (1)\n if <not <(([y position v] of [player v]) + (YVel)) < ((y) + (154))>> then\n change [yvel v] by (9)\n end\n if <(YVel) > [15]> then\n set [yvel v] to [15]\n end\n else\n if <(YVel) > [8]> then\n set [yvel v] to [8]\n end\n end\n end\n end\n if <<(([y position v] of [player v]) + (YVel)) < ((y) + (158))> and <([abs v] of (([x position v] of [player v]) - (x)) ) < [24]>> then\n if <<(([y position v] of [player v]) + (YVel)) < ((y) + (120))> and <([abs v] of (XVel) ) < [1]>> then\n change [plyx v] by (((PlyX) - ((item (E#) of [enyx v]) * (32))) * (-0.32))\n else\n change [plyx v] by (((PlyX) - ((item (E#) of [enyx v]) * (32))) * (-0.14))\n end\n end\n if <<not <(YVel) = [0]>> and <([y position v] of [player v]) < ((y) + (152))>> then\n if <(([y position v] of [player v]) + (YVel)) < ((y) + (120))> then\n set [xvel v] to ((XVel) / (1.3))\n else\n set [xvel v] to ((XVel) / (1.1))\n end\n end\nend\nAboveAction (x) [Wind]\nif <((GTime) mod (0.03)) < [0.01]> then\n if <(y position) < [-175]> then\n set y to (-175)\n else\n change y by (12)\n end\n CreateParticle [Wind]\n change y by (-12)\nend\n\ndefine WrenchMovement\nset [n.6 v] to (item (E#) of [enysta v])\nif <(N.6) < [0.32]> then\n change y by ((item (E#) of [enysta v]) * (-100))\nelse\n if <(N.6) < [1.12]> then\n change y by (-32)\n else\n if <(N.6) < [1.28]> then\n change y by ((((item (E#) of [enysta v]) - (1.12)) * (72)) - (32))\n else\n if <(N.6) < [1.76]> then\n change y by (-20)\n else\n if <(N.6) < [1.92]> then\n change y by ((((item (E#) of [enysta v]) - (1.76)) * (124.5)) - (20))\n end\n end\n end\n end\nend\nset y to (round ((y position) - (1)))\nif <(y position) < [-158]> then\n set y to (-158)\nend\n\n@Background\n\nwhen I receive [start game loop v]\nwait (0) seconds\nset [framefinished v] to [1]\nset [gtime v] to [0]\nforever\n if <<(Menu) = [Game]> or <(Menu) = [Home]>> then\n set [conveyerspeed v] to [0]\n set [framefinished v] to [0]\n if <(Dead) = [0]> then\n change [gtime v] by (0.01)\n end\n set [fps v] to ((1) / (timer))\n reset timer\n Backgrounds\n end\nend\n\ndefine MapLimits (top) (bottom)\nif <(MapY) < (top)> then\n set [mapy v] to (top)\nend\nif <(MapY) > (bottom)> then\n set [mapy v] to (bottom)\nend\n\nwhen I receive [maplimits v]\nMapMovement\nMapLimits\n\ndefine MapLimits\nif <<(GoalReached) = [1]> and <(EditMode) = [0]>> then\n set [mapx v] to ((VisualGoalX) * (-32))\n set [mapy v] to ((((VisualGoalY) - (1)) * (-32)) + (4))\nend\nMapLimits (((Floor) * (-1312)) + (356)) (((Floor) * (-1312)) + (1316))\nif <(EditMode) = [0]> then\n if <(SelectedXCamera) = [2]> then\n if <(MapX) > [0]> then\n set [mapx v] to [0]\n end\n end\n if <(Floor) = (GoalFloor)> then\n if <((GoalX) * (-32)) > (MapX)> then\n set [mapx v] to ((GoalX) * (-32))\n end\n end\nend\n\ndefine MapMovement\nset [n.3 v] to (round ((((PlyX) * (-1)) - (MapX)) / ((2) + (round ([abs v] of ((SprS) / (1.5)) )))))\nset [n.4 v] to (round ((((PlyY) * (-1)) - (MapY)) / (2)))\nif <(SelectedXCamera) = [1]> then\n change [mapx v] by (N.3)\nend\nif <(SelectedXCamera) = [2]> then\n change [mapx v] by (N.3)\nend\nif <(SelectedXCamera) = [3]> then\n if <(N.3) < [0]> then\n change [mapx v] by (N.3)\n end\nend\nif <(AllowPlayerControl) = [1]> then\n if <(SelectedXCamera) = [4]> then\n change [mapx v] by (-1)\n end\n if <(SelectedXCamera) = [6]> then\n change [mapx v] by (-2)\n end\n if <(SelectedXCamera) = [7]> then\n change [mapx v] by (-3)\n end\n if <(SelectedXCamera) = [8]> then\n change [mapx v] by (-4)\n end\nend\nif <(SelectedYCamera) = [1]> then\n if <(N.4) < [0]> then\n if <(N.4) < [-25]> then\n change [mapy v] by ((N.4) - (-25))\n end\n else\n change [mapy v] by (N.4)\n end\nend\nif <(SelectedYCamera) = [2]> then\n if <(N.4) < [-25]> then\n change [mapy v] by ((N.4) - (-25))\n end\nend\nif <(SelectedYCamera) = [3]> then\n if <not <(N.4) < [0]>> then\n change [mapy v] by (N.4)\n end\nend\nif <(SelectedYCamera) = [4]> then\n change [mapy v] by (-1)\nend\n\nwhen I receive [flagclicked v]\nset rotation style [don't rotate v]\nswitch costume to (dot v)\nset size to (400) %\nhide\nbroadcast (UpdateAreaSettings v) and wait\nbroadcast (Start Game Loop v)\nset [floor v] to [1]\n\ndefine DrawLineAt (x)\nset pen color to (#f3f3f3)\nset pen size to (4)\nif <(x) = []> then\n set x to (-260)\nelse\n set x to (x)\nend\nset y to (-190)\nif <([abs v] of (x position) ) < [250]> then\n change y by ((MapY) mod (32))\n repeat (16)\n pen down\n change y by (16)\n pen up\n change y by (16)\n end\n set pen color to (#f30000)\n set x to ((x) - (4))\n set y to (-190)\n change y by ((((GTime) * (180)) + (MapY)) mod (32))\n repeat (16)\n pen down\n change y by (16)\n pen up\n change y by (16)\n end\nend\n\nwhen I receive [gameoverlays v]\nif <(EditMode) = [1]> then\n if <(SelectedXCamera) = [2]> then\n DrawLineAt ((MapX) + (-240))\n end\nend\n\nwhen I receive [endotherscripts v]\nstop [other scripts in sprite v]\n\ndefine Backgrounds\nerase all\nbroadcast (BlockUpdate v)\nclear graphic effects\nif <(EditMode) = [0]> then\n if <<(AllowMovement) = [1]> or <<(AnimatePipe) > [30]> and <(UsingPipe) = [1]>>> then\n MapMovement\n end\n if <(AllowPlayerControl) = [1]> then\n if <(PTimer) > [0]> then\n change [ptimer v] by ((-1) / (30))\n if <(PTimer) < [0]> then\n stop all sounds\n set [ptimer v] to [0]\n end\n end\n end\nelse\n if <not <<(Searching) = [1]> and <not <(Inventory) = [0]>>>> then\n set [n. v] to ((<key (space v) pressed?> * (3)) + (1))\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n change [mapy v] by ((-5) * (N.))\n end\n if <<key (s v) pressed?> or <key (down arrow v) pressed?>> then\n change [mapy v] by ((5) * (N.))\n end\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n change [mapx v] by ((-5) * (N.))\n end\n if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n change [mapx v] by ((5) * (N.))\n end\n end\nend\nif <not <(ScreenShake) = [0]>> then\n change [screenshake v] by (0.1)\n if <(ScreenShake) > [0.71]> then\n set [screenshake v] to [0]\n change [mapx v] by (1)\n end\n change [mapx v] by (round (([sin v] of ((ScreenShake) * (900)) ) * (4)))\nend\nif <not <(POWShake) = [0]>> then\n change [powshake v] by (0.1)\n if <(POWShake) > [0.71]> then\n set [powshake v] to [0]\n change [mapx v] by (1)\n end\n change [mapx v] by (round (([sin v] of ((POWShake) * (900)) ) * (8)))\nend\nMapLimits\nset [n.6 v] to (((MapX) mod ((256) * (-8))) / (2))\nStamp (N.6)\nStamp ((N.6) + ((256) * (4)))\nif <(GoalFloor) = (Floor)> then\n Goal (((GoalX) * (32)) + (MapX)) ((([floor v] of ((GTime) * (20)) ) mod (3)) + (1))\nend\n\ndefine StartGame\nbroadcast (UpdateAreaSettings v) and wait\nbroadcast (Start Game Loop v)\n\nwhen I receive [lagclearing v]\nset [clearinglag v] to [1]\nset [mapx v] to [0]\nset [mapy v] to [4]\nset [plyx v] to [0]\nset [plyy v] to [-2]\nMakeEn [4] [1] [a]\nMakeEn [4] [2] [a]\nMakeEn [4] [3] [a]\nMakeEn [4] [4] [a]\nMakeEn [3] [1] [a]\nMakeEn [3] [2] [a]\nMakeEn [3] [3] [a]\nMakeEn [3] [4] [a]\nMakeBl [0] [-1]\nMakeBl [3] [-1]\nMakeBl [4] [-1]\nset [editmode v] to [1]\nbroadcast (SwitchEdit/PlayMode v)\nset [allowplayercontrol v] to [0]\nset [yvel v] to [24]\nrepeat (36)\n set [gtime v] to [0]\nend\nset [editmode v] to [0]\nbroadcast (SwitchEdit/PlayMode v)\nset [allowplayercontrol v] to [1]\nset [mapx v] to [0]\nset [mapy v] to [4]\nset [plyx v] to [0]\nset [plyy v] to [-2]\nset [clearinglag v] to [0]\n\ndefine MakeEn (x) (y) (type)\nadd (x) to [ex v]\nadd (y) to [ey v]\nadd (type) to [ety v]\nadd [-90] to [ed v]\nadd [] to [ec v]\n\ndefine MakeBl (x) (y)\nadd (x) to [bx v]\nadd (y) to [by v]\nadd [1a2] to [bty v]\n\ndefine Stamp (x)\nswitch costume to (dot v)\nset size to (400) %\nif <(SelectedBackground) = [10]> then\n set [n.5 v] to ((GTime) mod (2.2))\n if <<<(N.5) < [1.31]> and <not <(N.5) < [1.2]>>> and <(AllowMovement) = [1]>> then\n if <(N.5) < [1.22]> then\n if <<(N.5) < [1.21]> and <(EditMode) = [0]>> then\n start sound [thunder v]\n end\n switch costume to (10-2+4 v)\n else\n if <(N.5) < [1.24]> then\n switch costume to (10-3+5 v)\n else\n if <(N.5) < [1.26]> then\n switch costume to (10-2+4 v)\n else\n if <(N.5) < [1.28]> then\n switch costume to (10-3+5 v)\n else\n switch costume to (10-6 v)\n end\n end\n end\n end\n else\n switch costume to (10-1 v)\n end\nelse\n if <(SelectedBackground) = [12]> then\n switch costume to (join [12-] ((([floor v] of ((GTime) * (40)) ) mod (8)) + (1)))\n else\n switch costume to (SelectedBackground)\n end\nend\ngo to x: (x) y: ((((MapY) + (((Floor) - (1)) * (1312))) / (2)) + (232))\nif <(x) < [752]> then\n stamp\nend\n\ndefine Goal (x) (cost)\nif <(([abs v] of (x) ) + (MapX)) < [576]> then\n switch costume to (tiny v)\n go to x: (x) y: ((MapY) mod (32))\n switch costume to (end v)\n stamp\n switch costume to (large v)\n go to x: (x) y: (((GoalY) * (32)) + (MapY))\n if <(GoalReached) = [1]> then\n switch costume to (goal4 v)\n else\n switch costume to (join [Goal] (cost))\n end\n if <<([abs v] of ((x position) - ([x position v] of [player v])) ) < [36]> and <<((y position) - ([y position v] of [player v])) < ((64) - ((Small) * (24)))> and <((y position) - ([y position v] of [player v])) > [-36]>>> then\n if <<(AllowPlayerControl) = [1]> and <<(EditMode) = [0]> and <(GoalReached) = [0]>>> then\n if <(cost) = [1]> then\n add (x position) to [creparx v]\n add (y position) to [crepary v]\n add [Mush] to [crepartype v]\n end\n if <(cost) = [2]> then\n add (x position) to [creparx v]\n add (y position) to [crepary v]\n add [Fire] to [crepartype v]\n end\n if <(cost) = [3]> then\n add (x position) to [creparx v]\n add (y position) to [crepary v]\n add [Star] to [crepartype v]\n end\n if <(AbleToSave) = [0.5]> then\n set [abletosave v] to [1]\n end\n set [visualgoalx v] to (GoalX)\n set [visualgoaly v] to (GoalY)\n broadcast (Goal! v)\n end\n end\n stamp\nend\n\n@SemiSolids\n\ndefine LoadSemiSolids\nset [s# v] to ((item # of ((round ((MapX) / (-32))) - (8)) in [semix v]) - (1))\nif <(S#) < [0]> then\n set [s# v] to [0]\nend\nrepeat ((length of [semix v]) - (S#))\n change [s# v] by (1)\n change [loaded v] by (1)\n set [x v] to (((item (S#) of [semix v]) * (32)) + (MapX))\n set [y v] to (((item (S#) of [semiy v]) * (32)) + (MapY))\n if <(X) > [256]> then\n stop [this script v]\n end\n if <<([abs v] of (X) ) < [256]> and <([abs v] of (Y) ) < [196]>> then\n switch costume to (large v)\n go to x: (X) y: (Y)\n set [n.5 v] to (item (S#) of [semitype v])\n if <(letter (1) of (N.5)) = [8]> then\n if <<<(N.5) = [8x19]> or <(N.5) = [8x20]>> or <<(N.5) = [8x21]> or <(N.5) = [8x22]>>> then\n if <(On/Off) = [1]> then\n switch costume to (N.5)\n else\n switch costume to (join (N.5) [a])\n end\n else\n switch costume to (N.5)\n end\n stamp\n else\n CheckBlockSubtype (S#)\n set [n.6 v] to <<<(FSubtype) = [ul]> or <(FSubtype) = [ur]>> or <<(FSubtype) = [a2]> or <(FSubtype) = [u]>>>\n if <<<<<(N.6) = [1]> or <(FSubtype) = [l2]>> or <(FSubtype) = [rl]>> or <<(FSubtype) = [r2]> or <(FSubtype) = [u2]>>> and <(EditMode) = [0]>> then\n switch costume to (hitbox v)\n create clone of (_myself_ v)\n else\n switch costume to (item (S#) of [semitype v])\n stamp\n end\n end\n end\nend\n\nwhen I receive [nonblocksupdate v]\nif <[1] = [1]> then\n delete this clone\nend\nclear graphic effects\nshow\nif <not <(DeleteBonusNo.) = [0]>> then\n delete (DeleteBonusNo.) of [bonseex v]\n delete (DeleteBonusNo.) of [bosest v]\n delete (DeleteBonusNo.) of [boseti v]\n delete (DeleteBonusNo.) of [bosety v]\n delete (DeleteBonusNo.) of [bosex v]\n delete (DeleteBonusNo.) of [bosey v]\n set [deletebonusno. v] to [0]\nend\nif <(length of [semix v]) > [0]> then\n LoadSemiSolids\nend\nif <(length of [bosex v]) > [0]> then\n LoadBonus\nend\nif <(length of [pipex v]) > [0]> then\n LoadPipes\nend\nset [s# v] to [0]\nif <(EditMode) = [1]> then\n set [x v] to (((OSpawnX) * (32)) + (MapX))\n set [y v] to (((OSpawnY) * (32)) + (MapY))\n if <<([abs v] of (X) ) < [256]> and <([abs v] of (Y) ) < [196]>> then\n switch costume to (large v)\n go to x: (X) y: (Y)\n switch costume to (spawn v)\n stamp\n end\nend\nhide\nbroadcast (EntityUpdate v)\n\ndefine CheckBlockSubtype (no.)\nset [n.3 v] to (item (no.) of [semitype v])\nset [n.4 v] to (join (letter (1) of (N.3)) (letter (2) of (N.3)))\nset [n.6 v] to (join (letter (3) of (N.3)) (letter (4) of (N.3)))\nif <(round (N.4)) = (N.4)> then\n set [fsubtype v] to (join (N.6) (letter (5) of (N.3)))\nelse\n set [fsubtype v] to (join (letter (2) of (N.3)) (N.6))\nend\n\nwhen I receive [afteruniquesupdate v]\nif <not <(S#) = [0]>> then\n if <(X) = [B]> then\nend\n\ndefine LoadBonus\nif <(EditMode) = [0]> then\n set [s# v] to [0]\n repeat ((length of [bosex v]) - (S#))\n change [s# v] by (1)\n change [loaded v] by (1)\n set [x v] to (((item (S#) of [bosex v]) * (32)) + (MapX))\n set [y v] to (((item (S#) of [bosey v]) * (32)) + (MapY))\n switch costume to (large v)\n go to x: (X) y: (Y)\n set [n.5 v] to (item (S#) of [bosety v])\n if <<(N.5) = [k]> or <<(N.5) = [w]> or <<(N.5) = [x]> or <(N.5) = [ak]>>>> then\n if <<(N.5) = [w]> or <(N.5) = [x]>> then\n switch costume to (hitbox v)\n if <(item (S#) of [boseti v]) = [0]> then\n if <<([abs v] of (X) ) < [256]> and <<(Y) > [-196]> and <(Y) < [196]>>> then\n set [x v] to [B]\n create clone of (_myself_ v)\n end\n else\n set [x v] to [B]\n create clone of (_myself_ v)\n end\n else\n switch costume to (k2 v)\n set [x v] to [B]\n create clone of (_myself_ v)\n end\n end\n if <(N.5) = [y]> then\n switch costume to (k2 v)\n if <<([abs v] of (X) ) < [212]> and <<(Y) > [-190]> and <(Y) < [150]>>> then\n set [x v] to [B]\n create clone of (_myself_ v)\n end\n end\n if <(N.5) = [n]> then\n switch costume to (hitbox v)\n if <(item (S#) of [bosest v]) > [4]> then\n replace item (S#) of [bosest v] with ((item (S#) of [bosest v]) + (0.1))\n end\n if <<([abs v] of (X) ) < [256]> and <([abs v] of (Y) ) < [180]>> then\n set [x v] to [B]\n create clone of (_myself_ v)\n else\n if <(item (S#) of [bosest v]) = [4]> then\n replace item (S#) of [bosey v] with ((item (S#) of [bosey v]) + ((-3) / (32)))\n if <(((item (S#) of [bosey v]) * (32)) + (MapY)) < [-480]> then\n replace item (S#) of [bosest v] with [0]\n replace item (S#) of [bosey v] with (item (S#) of [bonseex v])\n end\n end\n end\n end\n end\nend\n\nwhen I receive [entitymovementupdate v]\nif <(AllowMovement) = [0]> then\n stop [this script v]\nend\nif <not <(S#) = [0]>> then\n if <(X) = [B]> then\n set [n.5 v] to (item (S#) of [bosety v])\n set [x v] to (((item (S#) of [bosex v]) * (32)) + (MapX))\n if <(item (S#) of [bosety v]) = [ak]> then\n replace item (S#) of [boseti v] with ((item (S#) of [boseti v]) + (0.01))\n if <(item (S#) of [boseti v]) > [3.6]> then\n set [ghost v] effect to (((item (S#) of [boseti v]) - (3.6)) * (250))\n end\n if <<(item (S#) of [boseti v]) > [4]> or <not <(PUp) = [C]>>> then\n set [deletebonusno. v] to (S#)\n change [power33 v] by (-1)\n end\n end\n if <<(N.5) = [k]> or <(N.5) = [y]>> then\n PlatformMovement (N.5)\n end\n if <<(N.5) = [w]> or <(N.5) = [x]>> then\n if <(item (S#) of [boseti v]) = [0]> then\n end\n if <(N.5) = [n]> then\n DonutMovement <<<([abs v] of (([x position v] of [player v]) - (x position)) ) < [25.5]> and <<(YVel) = [0]> or <(YVel) = (Gravity)>>> and <<(([y position v] of [player v]) - (y position)) > [12]> and <(([y position v] of [player v]) - (y position)) < [36]>>>\n end\n set [x v] to [B]\n end\n if <(X) = [P]> then\n set [n.5 v] to (item (S#) of [pipetype v])\n Pipe/DoorMovement <<<(YVel) = [0]> or <(YVel) = (Gravity)>> and <(UsingPipe) = [0]>>\n end\nend\n\ndefine PlatformMovement (type)\npoint in direction (item (S#) of [bosest v])\nif <(type) = [w]> then\n replace item (S#) of [boseti v] with ((item (S#) of [boseti v]) + ((1) / (16)))\nend\nset [fblock v] to [0]\nif <<<(type) = [w]> and <((direction) mod (45)) = [0]>> or <not <(type) = [w]>>> then\n ScanFor (round (((X) - (MapX)) / (32))) (round (((Y) - (MapY)) / (32)))\n if <<<(FBlock) = [0]> and <((direction) mod (45)) = [0]>> and <not <<(type) = [w]> or <(type) = [x]>>>> then\n set [fblock v] to [1]\n set [fsubtype v] to [a1]\n end\nend\nif <<(FBlock) = [0]> or <not <(letter (1) of (item (N.) of [semitype v])) = [8]>>> then\n if <<<(type) = [w]> and <(item (S#) of [boseti v]) < [18.8]>> or <(type) = [x]>> then\nend\nif <(AllowMovement) = [0]> then\n set [x v] to [B]\n stop [this script v]\nend\nif <(type) = [x]> then\n replace item (S#) of [bonseex v] with ((item (S#) of [bonseex v]) + ((2) / (16)))\nelse\n replace item (S#) of [bonseex v] with ((item (S#) of [bonseex v]) + ((1) / (16)))\nend\nif <not <(item (S#) of [bonseex v]) < [1]>> then\n replace item (S#) of [bonseex v] with [0]\nend\nif <(item (S#) of [bonseex v]) = [0.5]> then\n RoundPos\nend\nPlatformVariations\nStandard (type)\nif <<(type) = [w]> and <(item (S#) of [boseti v]) > [15]>> then\n if <<<(FBlock) = [0]> or <(FSubtype) = [a1]>> or <not <(letter (1) of (item (N.) of [semitype v])) = [8]>>> then\n set [y v] to [x]\n end\nend\n\ndefine ScanFor (x) (y)\nset [fblock v] to [0]\nset [fsubtype v] to []\nif <not <<(x) < (item (1) of [semix v])> or <(x) > (item (length of [semix v]) of [semix v])>>> then\n set [n. v] to ((item # of (x) in [semix v]) - (1))\n repeat until <<(item (N.) of [semix v]) > (x)> or <<(N.) > (length of [semix v])> or <(item ((N.) + (1)) of [semiy v]) > (y)>>>\n change [n. v] by (1)\n if <<(item (N.) of [semix v]) = (x)> and <(item (N.) of [semiy v]) = (y)>> then\n set [fblock v] to [1]\n CheckBlockSubtype (N.)\n stop [this script v]\n end\n end\nend\n\ndefine PlatformVariations\nif <(FSubtype) = [a1]> then\n if <(item (S#) of [bosest v]) = [0.3]> then\n RoundPos\n else\n MakeMove\n end\n stop [this script v]\nend\nif <(item (S#) of [boseti v]) = [0]> then\n if <(FSubtype) = [u1]> then\n ChangeDirectionBetween [0] And [0]\n end\n if <(FSubtype) = [d1]> then\n ChangeDirectionBetween [180] And [180]\n end\n if <(FSubtype) = [l1]> then\n ChangeDirectionBetween [-90] And [-90]\n end\n if <(FSubtype) = [r1]> then\n ChangeDirectionBetween [90] And [90]\n end\nend\nif <(FSubtype) = [ud]> then\n MaintainDirectionAs [0] Or [180]\nend\nif <(FSubtype) = [lr]> then\n MaintainDirectionAs [90] Or [-90]\nend\nif <(FSubtype) = [ur]> then\n ChangeDirectionBetween [0] And [90]\nend\nif <(FSubtype) = [ul]> then\n ChangeDirectionBetween [-90] And [0]\nend\nif <(FSubtype) = [dr]> then\n ChangeDirectionBetween [180] And [90]\nend\nif <(FSubtype) = [dl]> then\n ChangeDirectionBetween [180] And [-90]\nend\nif <(FSubtype) = [x1]> then\n MaintainDirectionAs [135] Or [-45]\nend\nif <(FSubtype) = [x2]> then\n MaintainDirectionAs [-135] Or [45]\nend\nif <<(item (S#) of [boseti v]) = [0]> or <(item (S#) of [boseti v]) = [0.1]>> then\n if <(FSubtype) = [x3]> then\n ChangeDirectionBetween [-45] And [-45]\n end\n if <(FSubtype) = [x4]> then\n ChangeDirectionBetween [45] And [45]\n end\n if <(FSubtype) = [x5]> then\n ChangeDirectionBetween [135] And [135]\n end\n if <(FSubtype) = [x6]> then\n ChangeDirectionBetween [-135] And [-135]\n end\nend\nif <(FSubtype) = [x7]> then\n ChangeDirectionBetween [-90] And [45]\nend\nif <(FSubtype) = [x8]> then\n ChangeDirectionBetween [-90] And [135]\nend\nif <(FSubtype) = [x9]> then\n ChangeDirectionBetween [90] And [-135]\nend\nif <(FSubtype) = [x10]> then\n ChangeDirectionBetween [90] And [-45]\nend\nif <(FSubtype) = [x11]> then\n ChangeDirectionBetween [0] And [135]\nend\nif <(FSubtype) = [x12]> then\n ChangeDirectionBetween [0] And [-135]\nend\nif <(FSubtype) = [x13]> then\n ChangeDirectionBetween [-45] And [180]\nend\nif <(FSubtype) = [x14]> then\n ChangeDirectionBetween [45] And [180]\nend\nif <(FSubtype) = [x15]> then\n ChangeDirectionBetween [-45] And [45]\nend\nif <(FSubtype) = [x16]> then\n ChangeDirectionBetween [135] And [45]\nend\nif <(FSubtype) = [x17]> then\n ChangeDirectionBetween [135] And [-135]\nend\nif <(FSubtype) = [x18]> then\n ChangeDirectionBetween [-45] And [-135]\nend\nif <(FSubtype) = [x19]> then\n if <(On/Off) = [1]> then\n ChangeDirectionBetween [-90] And [45]\n else\n ChangeDirectionBetween [-90] And [135]\n end\nend\nif <(FSubtype) = [x20]> then\n if <(On/Off) = [1]> then\n ChangeDirectionBetween [0] And [135]\n else\n ChangeDirectionBetween [0] And [-135]\n end\nend\nif <(FSubtype) = [x21]> then\n if <(On/Off) = [1]> then\n ChangeDirectionBetween [90] And [-135]\n else\n ChangeDirectionBetween [90] And [-45]\n end\nend\nif <(FSubtype) = [x22]> then\n if <(On/Off) = [1]> then\n ChangeDirectionBetween [180] And [-45]\n else\n ChangeDirectionBetween [180] And [45]\n end\nend\nMakeMove\n\ndefine MaintainDirectionAs (1) Or (2)\nif <not <<(direction) = (1)> or <(direction) = (2)>>> then\n RoundPos\n point in direction (1)\n replace item (S#) of [bosest v] with (direction)\n replace item (S#) of [bonseex v] with [0.5]\nend\n\ndefine ChangeDirectionBetween (1) And (2)\nif <not <<(direction) = (1)> or <(direction) = (2)>>> then\n if <(item (S#) of [bonseex v]) = [0.5]> then\n if <((direction) mod (180)) = ((1) mod (180))> then\n if <((direction) mod (180)) = (1)> then\n point in direction (2)\n else\n point in direction (2)\n end\n else\n if <((direction) mod (180)) = (2)> then\n point in direction (1)\n else\n point in direction (1)\n end\n end\n replace item (S#) of [bosest v] with (direction)\n end\nend\n\nwhen I receive [endotherscripts v]\nstop [other scripts in sprite v]\ndelete this clone\n\ndefine DonutMovement <active>\nif <(item (S#) of [bosest v]) = [4]> then\n replace item (S#) of [bosey v] with ((item (S#) of [bosey v]) + ((-3) / (32)))\n change y by (-3)\n if <active> then\n if <<(YVel) = [0]> or <(YVel) = (Gravity)>> then\n change [plyy v] by (-3)\n end\n end\nelse\n if <active> then\n replace item (S#) of [bosest v] with ((item (S#) of [bosest v]) + (0.1))\n else\n switch costume to (above v)\n if <touching (entities v)?> then\n replace item (S#) of [bosest v] with ((item (S#) of [bosest v]) + (0.1))\n else\n replace item (S#) of [bosest v] with [0]\n end\n switch costume to (hitbox v)\n end\n if <(item (S#) of [bosest v]) > [2.9]> then\n replace item (S#) of [bosest v] with [4]\n end\nend\n\nwhen I receive [costumeall v]\nif <not <(S#) = [0]>> then\n set [n.5 v] to (item (S#) of [bosety v])\n CostumeAll\nend\n\nwhen I receive [flagclicked v]\nset rotation style [don't rotate v]\nswitch costume to (large v)\nset size to (400) %\nhide\n\ndefine LoadPipes\nset [s# v] to [0]\nhide\nrepeat ((length of [pipex v]) - (S#))\n change [s# v] by (1)\n change [loaded v] by (1)\n set [x v] to (((item (S#) of [pipex v]) * (32)) + (MapX))\n set [y v] to (((item (S#) of [pipey v]) * (32)) + (MapY))\n if <<([abs v] of (X) ) < [256]> and <([abs v] of (Y) ) < [196]>> then\n set [n.5 v] to (item (S#) of [pipetype v])\n switch costume to (large v)\n go to x: (X) y: (Y)\n switch costume to (N.5)\n set [x v] to [P]\n if <<(EditMode) = [1]> or <(distance to [player v]) > [64]>> then\n if <(EditMode) = [1]> then\n set [color v] effect to (([floor v] of (((S#) - (1)) / (2)) ) * (32))\n end\n if <<(join (letter (2) of (N.5)) (letter (3) of (N.5))) > [2]> and <not <<(N.5) = [.21]> or <(N.5) = [.11]>>>> then\n switch costume to (large v)\n PickCorrectPipeCostume (N.5)\n if <not <(EditMode) = [0]>> then\n stamp\n end\n else\n if <<(N.5) = [.11]> and <not <(PTimer) = [0]>>> then\n switch costume to (large v)\n switch costume to (.112 v)\n end\n stamp\n end\n clear graphic effects\n else\n create clone of (_myself_ v)\n end\n end\nend\n\ndefine Pipe/DoorMovement <grounded>\nif <<<<(N.5) = [.3]> or <(N.5) = [.5]>> or <<(N.5) = [.7]> or <(N.5) = [.9]>>> and <((S#) mod (2)) = [0]>> then\n stop [this script v]\nend\nset [n.6 v] to ([abs v] of ((y position) - ([y position v] of [player v])) )\nset [n.7 v] to (([y position v] of [player v]) - (y position))\nif <<<<(N.5) = [.1]> or <<(N.5) = [.11]> and <not <(PTimer) = [0]>>>> or <<(N.5) = [.2]> or <(N.5) = [.21]>>> or <<(N.5) = [.3]> or <(N.5) = [.4]>>> then\n if <<([abs v] of (((x position) - (<(join (letter (2) of (N.5)) (letter (3) of (N.5))) > [2]> * (16))) - ([x position v] of [player v])) ) < [24]> and <(N.6) < [16]>> then\n if <<<key (s v) pressed?> or <key (down arrow v) pressed?>> and <grounded>> then\n if <(N.5) = [.2]> then\n if <(Keys) > [0]> then\n change [keys v] by (-1)\n set [pipeuseno. v] to (S#)\n set [plyx v] to ((item (PipeUseNo.) of [pipex v]) * (32))\n add (x position) to [creparx v]\n add ((y position) + (16)) to [crepary v]\n add [Key] to [crepartype v]\n replace item (S#) of [pipetype v] with [.21]\n if <((S#) mod (2)) = [1]> then\n set [pipedestnno. v] to ((S#) + (1))\n if <(item ((S#) + (1)) of [pipetype v]) = [.2]> then\n replace item ((S#) + (1)) of [pipetype v] with [.21]\n end\n else\n set [pipedestnno. v] to ((S#) + (-1))\n if <(item ((S#) + (-1)) of [pipetype v]) = [.2]> then\n replace item ((S#) + (-1)) of [pipetype v] with [.21]\n end\n end\n broadcast (UnlockDoor v)\n end\n else\n UsedPipe\n end\n end\n end\nend\nif <<(N.5) = [.5]> or <(N.5) = [.6]>> then\n if <<([abs v] of (((x position) + (16)) - ([x position v] of [player v])) ) < [12]> and <(N.6) < [16]>> then\n if <<<key (d v) pressed?> or <key (right arrow v) pressed?>> and <grounded>> then\n UsedPipe\n end\n end\nend\nif <<(N.5) = [.7]> or <(N.5) = [.8]>> then\n if <<([abs v] of ((x position) - ([x position v] of [player v])) ) < [24]> and <<(N.7) > ((-16) - (<(Small) = [0]> * (25)))> and <(N.7) < [16]>>> then\n if <<<key (w v) pressed?> or <key (up arrow v) pressed?>> and <<(YVel) = [0.82]> and <(UsingPipe) = [0]>>> then\n UsedPipe\n end\n end\nend\nif <<(N.5) = [.9]> or <(N.5) = [.12]>> then\n if <<([abs v] of (((x position) + (-16)) - ([x position v] of [player v])) ) < [12]> and <(N.6) < [16]>> then\n if <<<key (a v) pressed?> or <key (left arrow v) pressed?>> and <grounded>> then\n UsedPipe\n end\n end\nend\nif <(item (PipeDestnNo.) of [pipetype v]) = [.2]> then\n set [pipedestnno. v] to (PipeUseNo.)\nend\n\ndefine LoadWaterAndLava\nif <<not <(SelectedLavaLevel) = [-200]>> or <<(Tool) = [Pen]> and <<(EditMode) = [1]> and <(item (PlacingBlock) of [ilist v]) = [Lava]>>>> then\n show\n switch costume to (large v)\n set x to ((MapX) mod (32))\n if <<(Tool) = [Pen]> and <<(EditMode) = [1]> and <(item (PlacingBlock) of [ilist v]) = [Lava]>>> then\n set y to (((MouseY) * (32)) + (MapY))\n else\n set y to ((SelectedLavaLevel) + (MapY))\n end\n switch costume to (join [Lava] ((([floor v] of ((GTime) * (16)) ) mod (4)) + (1)))\n if <(y position) < [-200]> then\n hide\n end\n if <(y position) > [208]> then\n set y to (232)\n end\n if <(EditMode) = [1]> then\n stamp\n hide\n else\n create clone of (_myself_ v)\n end\nend\nif <<<not <(SelectedWater) = [-200]>> or <(SelectedBackground) = [4]>> or <<(Tool) = [Pen]> and <<(EditMode) = [1]> and <(item (PlacingBlock) of [ilist v]) = [Water]>>>> then\n show\n set [ghost v] effect to (50)\n switch costume to (large v)\n set x to ((MapX) mod (32))\n if <(SelectedBackground) = [4]> then\n set [selectedwater v] to (((MapY) * (-1)) + (1000))\n end\n if <<(Tool) = [Pen]> and <<(EditMode) = [1]> and <(item (PlacingBlock) of [ilist v]) = [Water]>>> then\n set y to (((MouseY) * (32)) + (MapY))\n else\n set y to ((SelectedWater) + (MapY))\n end\n switch costume to (join [Water] ((([floor v] of ((GTime) * (16)) ) mod (4)) + (1)))\n if <(y position) < [-200]> then\n hide\n end\n if <(y position) > [208]> then\n set y to (232)\n end\n if <(EditMode) = [1]> then\n stamp\n hide\n end\nend\n\nwhen I receive [gameoverlays v]\nif <(S#) = [0]> then\n LoadWaterAndLava\n broadcast (Overlays v)\nend\n\ndefine AwaitPlayerInteraction\nset [n.5 v] to (([y position v] of [player v]) - (((item (S#) of [bosey v]) * (32)) + (MapY)))\nif <<([abs v] of (([x position v] of [player v]) - (((item (S#) of [bosex v]) * (32)) + (MapX))) ) < [25.5]> and <<(N.5) > [16]> and <(N.5) < [36]>>> then\n if <<(YVel) = (Gravity)> or <<(YVel) = [0]> or <(YVel) > [15]>>> then\n Activate (round (item (S#) of [bosex v])) (round (item (S#) of [bosey v]))\n if <(item (S#) of [bosety v]) = [x]> then\n replace item (S#) of [boseti v] with ((0.1) - ((2) / (16)))\n else\n replace item (S#) of [boseti v] with ((0.1) - ((1) / (16)))\n end\n end\nend\n\ndefine Activate (x) (y)\nset [n.2 v] to [0]\nset [fblock v] to [1]\nset [ftype v] to [w]\nrepeat until <<(FBlock) = [0]> or <not <<(FType) = [w]> or <(FType) = [x]>>>>\n change [n.2 v] by (1)\n ScanFor ((x) + (N.2)) (y) InBonusSemis\n if <<(FBlock) = [1]> and <<(FType) = [w]> or <(FType) = [x]>>> then\n if <(FType) = [w]> then\n replace item (N.) of [boseti v] with (((0.1) - ((1) / (16))) + (N.2))\n else\n replace item (N.) of [boseti v] with (((0.1) - ((2) / (16))) + (N.2))\n end\n end\nend\nset [n.2 v] to [0]\nset [fblock v] to [1]\nset [ftype v] to [w]\nrepeat until <<(FBlock) = [0]> or <not <<(FType) = [w]> or <(FType) = [x]>>>>\n change [n.2 v] by (-1)\n ScanFor ((x) + (N.2)) (y) InBonusSemis\n if <<(FBlock) = [1]> and <<(FType) = [w]> or <(FType) = [x]>>> then\n if <(FType) = [w]> then\n replace item (N.) of [boseti v] with (((0.1) - ((1) / (16))) + (N.2))\n else\n replace item (N.) of [boseti v] with (((0.1) - ((2) / (16))) + (N.2))\n end\n end\nend\n\ndefine ScanFor (x) (y) InBonusSemis\nset [fblock v] to [0]\nset [ftype v] to [0]\nset [n. v] to [0]\nrepeat (length of [bosex v])\n change [n. v] by (1)\n if <<(round (item (N.) of [bosex v])) = (x)> and <(round (item (N.) of [bosey v])) = (y)>> then\n set [fblock v] to [1]\n set [ftype v] to (letter (1) of (item (N.) of [bosety v]))\n stop [this script v]\n end\nend\n\ndefine UsedPipe\nset [pipeuseno. v] to (S#)\nif <((S#) mod (2)) = [1]> then\n set [pipedestnno. v] to ((S#) + (1))\nelse\n set [pipedestnno. v] to ((S#) + (-1))\nend\nbroadcast (UsePipe v)\n\ndefine CostumeAll\nif <(X) = [B]> then\n switch costume to (large v)\n if <<<(N.5) = [k]> or <<(N.5) = [y]> or <(N.5) = [ak]>>> or <<(N.5) = [w]> or <(N.5) = [x]>>> then\n if <<([abs v] of (x position) ) > [272]> or <([abs v] of (y position) ) > [212]>> then\n delete this clone\n end\n if <(N.5) = [ak]> then\n if <(item (S#) of [boseti v]) < [0.02]> then\n switch costume to (ak1 v)\n else\n if <(item (S#) of [boseti v]) < [0.04]> then\n switch costume to (ak2 v)\n else\n switch costume to (ak3 v)\n end\n end\n end\n if <(N.5) = [k]> then\n switch costume to (k v)\n else\n if <(N.5) = [y]> then\n switch costume to (y v)\n else\n set [n.7 v] to ((([floor v] of ((GTime) * (20)) ) mod (2)) + (1))\n if <(N.5) = [w]> then\n if <(item (S#) of [boseti v]) = [0]> then\n AwaitPlayerInteraction\n end\n if <(Y) = [x]> then\n change y by (([sin v] of ((item (S#) of [boseti v]) * (600)) ) * (4))\n end\n switch costume to (join [w] (N.7))\n else\n if <(N.5) = [x]> then\n if <(item (S#) of [boseti v]) = [0]> then\n AwaitPlayerInteraction\n end\n switch costume to (join [x] (N.7))\n end\n end\n end\n end\n end\n if <(N.5) = [n]> then\n if <(item (S#) of [bosest v]) = [0]> then\n switch costume to (n v)\n else\n switch costume to (n2 v)\n change x by (([sin v] of ((item (S#) of [bosest v]) * (600)) ) * (4))\n end\n end\nend\nstamp\ndelete this clone\n\ndefine Move (x)\nadd (round (((item (S#) of [bosex v]) - (((x position) - (MapX)) / (32))) * (-32))) to [aboactype v]\nadd (x) to [aboacx v]\nadd ((y position) + (32)) to [aboacy v]\n\ndefine Standard (type)\nswitch costume to (large v)\ngo to x: (X) y: (Y)\nif <<(type) = [k]> or <(type) = [y]>> then\n switch costume to (k2 v)\nelse\n switch costume to (hitbox v)\nend\nshow\nif <<([abs v] of (x position) ) > [272]> or <([abs v] of (y position) ) > [212]>> then\n hide\nelse\n Move (x position)\n if <<(type) = [k]> or <(type) = [y]>> then\n Move ((x position) + (32))\n Move ((x position) + (-32))\n end\nend\nset [n.5 v] to (([y position v] of [player v]) - (((item (S#) of [bosey v]) * (32)) + (MapY)))\nif <<([abs v] of (([x position v] of [player v]) - (((item (S#) of [bosex v]) * (32)) + (MapX))) ) < ((27.5) + (<<(type) = [k]> or <(type) = [y]>> * (28.5)))> and <<(N.5) > [16]> and <(N.5) < [37]>>> then\n if <<<(YVel) = [0]> or <(YVel) = (Gravity)>> and <(PlayerCarried) = [0]>> then\n set [playercarried v] to [1]\n change [plyx v] by (round (((item (S#) of [bosex v]) - (((x position) - (MapX)) / (32))) * (-32)))\n set [n.5 v] to (round (((item (S#) of [bosey v]) - (((y position) - (MapY)) / (32))) * (-32)))\n if <(N.5) < [0]> then\n change [plyy v] by (N.5)\n end\n end\nend\nreplace item (S#) of [bosex v] with (((X) - (MapX)) / (32))\nreplace item (S#) of [bosey v] with (((Y) - (MapY)) / (32))\n\ndefine RoundPos\nset [x v] to (((round (((X) - (MapX)) / (32))) * (32)) + (MapX))\nset [y v] to (((round (((Y) - (MapY)) / (32))) * (32)) + (MapY))\n\ndefine PickCorrectPipeCostume (type)\nif <<<(type) = [.2]> or <(type) = [.1]>> or <(type) = [.21]>> then\n switch costume to (type)\nelse\n if <(type) = [.11]> then\n if <(PTimer) = [0]> then\n switch costume to (.11 v)\n else\n switch costume to (.112 v)\n end\n else\n if <((S#) mod (2)) = [1]> then\n switch costume to (join [] (type))\n else\n switch costume to (join (join [] (type)) [2])\n end\n end\nend\n\ndefine MakeMove\nset [n.8 v] to (round ([sin v] of (direction) ))\nset [n.9 v] to (round ([cos v] of (direction) ))\nif <(item (S#) of [bosety v]) = [x]> then\n change [x v] by ((N.8) * (4))\n change [y v] by ((N.9) * (4))\nelse\n change [x v] by ((N.8) * (2))\n change [y v] by ((N.9) * (2))\nend\n\n@Placement\n\nwhen I receive [blockupdate v]\nif <<not <(EditMode) = [0]>> and <(Inventory) = [0]>> then\n set [mousex v] to (round (((mouse x) - (MapX)) / (32)))\n set [mousey v] to (round (((mouse y) - (MapY)) / (32)))\n if <(mouse x) > [239]> then\n set [mousex v] to (round (((239) - (MapX)) / (32)))\n end\n if <(mouse y) > [179]> then\n set [mousey v] to (round (((179) - (MapY)) / (32)))\n end\n if <(mouse y) < [-170]> then\n set [mousey v] to (round (((-170) - (MapY)) / (32)))\n end\n if <not <[rotate v] contains (item (PlacingBlock) of [ilist v])?>> then\n set [placedirection v] to [-90]\n end\n if <<<<mouse down?> and <(((MusicMenu) + (CameraMenu)) + ((TimeMenu) + ((BackgroundMenu) + (AreaMenu)))) = [0]>> or <<(length of [px v]) > [0]> or <not <(FillX) = [x]>>>> and <<(UiJustClicked) = [0]> and <(UIJustClicked2) = [0]>>> then\n if <not <(JustEdited) = (join (MouseX) (MouseY))>> then\n SetPlacingBlockType\n Placement (item (PlacingBlock) of [ilist v])\n end\n else\n set [justedited v] to [x]\n end\nend\nclear graphic effects\nhide\n\nwhen I receive [costumeall v]\nset [framefinished v] to [1]\nif <<not <(EditMode) = [0]>> and <(Inventory) = [0]>> then\n set [ghost v] effect to (40)\n if <(length of [px v]) > [0]> then\n LoadPlacementBlocks\n end\n if <not <mouse down?>> then\n switch costume to (large v)\n change [mousex2 v] by (((MouseX2) - (MouseX)) / (-1.15))\n change [mousey2 v] by (((MouseY2) - (MouseY)) / (-1.15))\n if <([abs v] of ((MouseX2) - (MouseX)) ) > [0.5]> then\n set [mousex2 v] to (MouseX)\n end\n if <([abs v] of ((MouseY2) - (MouseY)) ) > [0.5]> then\n set [mousey2 v] to (MouseY)\n end\n go to x: (((MouseX2) * (32)) + (MapX)) y: (((MouseY2) * (32)) + (MapY))\n set [n.5 v] to (item (PlacingBlock) of [ilist v])\n if <(Tool) = [Pen]> then\n if <<(letter (1) of (N.5)) = [.]> and <(join (letter (2) of (N.5)) (letter (3) of (N.5))) > [2]>> then\n PipePlacingCostume\n else\n switch costume to (join [] (N.5))\n if <(N.5) = [f]> then\n if <([abs v] of (PlaceDirection) ) = [45]> then\n switch costume to (f2 v)\n end\n end\n end\n else\n switch costume to (erase v)\n end\n if <(letter (1) of (N.5)) = [.]> then\n stamp\n else\n if <[rotate v] contains (N.5)?> then\n set rotation style [left-right v]\n point in direction (PlaceDirection)\n else\n set rotation style [don't rotate v]\n point in direction (90)\n end\n if <<(N.5) = [\[]> or <(N.5) = [\]]>> then\n point in direction (90)\n stamp\n point in direction (PlaceDirection)\n else\n stamp\n end\n if <<[rotate v] contains (N.5)?> and <(Tool) = [Pen]>> then\n set [ghost v] effect to (20)\n switch costume to (arrow v)\n change y by (([sin v] of ((GTime) * (360)) ) * (4))\n stamp\n end\n set rotation style [don't rotate v]\n end\n end\nend\n\ndefine Placement (placing)\nif <<(mouse y) > [-140]> or <(length of [px v]) > [0]>> then\n if <<(Tool2) = [Fill]> and <not <<<(placing) = [Water]> or <(letter (1) of (placing)) = [.]>> or <<(placing) = [Lava]> or <(placing) = [Goal]>>>>> then\n FillPlacement\n set [justedited v] to [x]\n else\n add (MouseX) to [px v]\n add (MouseY) to [py v]\n set [justedited v] to (join (MouseX) (MouseY))\n end\nend\nif <<not <(Tool2) = [Fill]>> or <(FillX) = [x]>> then\n set [placementsmade v] to [0]\n repeat until <<(length of [px v]) = [0]> or <(PlacementsMade) > ((FPS) / (5))>>\n set [abletosave v] to [0]\n set [n.4 v] to [0]\n set [placingontrack v] to [0]\n ScanFor (item (1) of [px v]) (item (1) of [py v])\n if <<<(FoundInList) = [Block]> or <(FoundInList) = [Semi]>> and <(FBlock) = [1]>> then\n Check (N.) BlockType [0]\n end\n if <(Tool) = [Pen]> then\n if <not <<<<(FoundInList) = [Block]> or <(FoundInList) = [Semi]>> and <(FBlock) = [1]>> and <(placing) = (FType)>>> then\n Place (placing)\n end\n change [placementsmade v] by (1)\n delete (1) of [px v]\n delete (1) of [py v]\n else\n if <<(item (1) of [px v]) = (GoalX)> and <(item (1) of [py v]) = (GoalY)>> then\n set [goalx v] to [0]\n set [goaly v] to [-50]\n set [goalfloor v] to [0]\n end\n if <(FBlock) = [1]> then\n if <(FoundInList) = [Block]> then\n delete (N.) of [bty v]\n delete (N.) of [bx v]\n delete (N.) of [by v]\n end\n if <(FoundInList) = [Semi]> then\n delete (N.) of [semitype v]\n delete (N.) of [semix v]\n delete (N.) of [semiy v]\n end\n if <(FoundInList) = [Enemy]> then\n delete (N.) of [ec v]\n delete (N.) of [ed v]\n delete (N.) of [ety v]\n delete (N.) of [ex v]\n delete (N.) of [ey v]\n end\n if <(FoundInList) = [Pipe]> then\n delete (N.) of [pipetype v]\n delete (N.) of [pipex v]\n delete (N.) of [pipey v]\n if <((N.) mod (2)) = [1]> then\n delete (N.) of [pipetype v]\n delete (N.) of [pipex v]\n delete (N.) of [pipey v]\n else\n delete ((N.) + (-1)) of [pipetype v]\n delete ((N.) + (-1)) of [pipex v]\n delete ((N.) + (-1)) of [pipey v]\n end\n end\n if <(FoundInList) = [Unique]> then\n delete (N.) of [ucont v]\n delete (N.) of [uty v]\n delete (N.) of [ux v]\n delete (N.) of [uy v]\n end\n FixSurroundingsOf (item (1) of [px v]) (item (1) of [py v])\n end\n change [placementsmade v] by (0.4)\n delete (1) of [px v]\n delete (1) of [py v]\n end\n end\nend\n\ndefine ReplaceUnContents (no.) Excluding (item)\nset [n.3 v] to [0]\nset [n.4 v] to []\nset [n.8 v] to (item (no.) of [uty v])\nrepeat (length of (item (no.) of [ucont v]))\n change [n.3 v] by (1)\n if <not <(letter (N.3) of (item (no.) of [ucont v])) = (item)>> then\n set [n.4 v] to (join (N.4) (letter (N.3) of (item (no.) of [ucont v])))\n end\nend\nif <(N.4) = []> then\n if <<(N.8) = [$]> or <(N.8) = [\(]>> then\n set [n.4 v] to [%]\n end\nend\nif <(length of (N.4)) < (< (N.4) contains [8]?> + (1))> then\n if < (N.4) contains [8]?> then\n if <(N.8) = [z]> then\n set [n.4 v] to [8aa]\n end\n if <(N.8) = [ab]> then\n set [n.4 v] to [8ac]\n end\n else\n if <(N.8) = [z]> then\n set [n.4 v] to [aa]\n end\n if <(N.8) = [ab]> then\n set [n.4 v] to [ac]\n end\n end\nend\n\ndefine FillPlacement\nif <(FillX) = [x]> then\n if <<mouse down?> and <(AllowFilling) = [1]>> then\n if <(length of [px v]) = [0]> then\n set [fillx v] to (MouseX)\n set [filly v] to (MouseY)\n AddNotification [Made a mistake? Click \[C\] to cancel the filling.] [90]\n else\n AddNotification [Filling still in progress, please wait...] [60]\n end\n end\nelse\n delete all of [px v]\n delete all of [py v]\n set [n.2 v] to ((FillX) - (MouseX))\n set [n.3 v] to ((FillY) - (MouseY))\n if <([abs v] of (N.2) ) > [256]> then\n set [n.2 v] to ((([abs v] of (N.2) ) / (N.2)) * (256))\n end\n if <([abs v] of (N.3) ) > [256]> then\n set [n.3 v] to ((([abs v] of (N.3) ) / (N.3)) * (256))\n end\n if <(([abs v] of (N.2) ) * ([abs v] of (N.3) )) > [256]> then\n AddNotification [Fill Size Limit Reached.] [30]\n if <([abs v] of (N.2) ) > ([abs v] of (N.3) )> then\n set [n.3 v] to (round ((([abs v] of (N.3) ) / (N.3)) * ([abs v] of ((256) / (N.2)) )))\n else\n set [n.2 v] to (round ((([abs v] of (N.2) ) / (N.2)) * ([abs v] of ((256) / (N.3)) )))\n end\n end\n set [n.4 v] to (N.2)\n repeat (([abs v] of (N.3) ) + (1))\n repeat (([abs v] of (N.2) ) + (1))\n FindPlacementFor ((FillX) - (N.2)) ((FillY) - (N.3)) InPlacementList\n insert ((FillX) - (N.2)) at (N.) of [px v] \n insert ((FillY) - (N.3)) at (N.) of [py v] \n if <(N.2) > [0]> then\n change [n.2 v] by (-1)\n else\n change [n.2 v] by (1)\n end\n end\n set [n.2 v] to (N.4)\n if <(N.3) > [0]> then\n change [n.3 v] by (-1)\n else\n change [n.3 v] by (1)\n end\n end\n if <not <mouse down?>> then\n set [fillx v] to [x]\n end\nend\n\ndefine FindPlacementFor (x) (y) InPlacementList\nset [n. v] to ((item # of (x) in [px v]) - (1))\nrepeat until <<not <(item (N.) of [px v]) < (x)>> or <(N.) > (length of [px v])>>\n change [n. v] by (1)\nend\n\ndefine AddNotification (text) (timer)\nif <[notif v] contains (text)?> then\n delete (item # of (text) in [notif v]) of [notiftimer v]\n delete (item # of (text) in [notif v]) of [notif v]\n FindNotificationSlot (timer)\n insert (text) at (N.) of [notif v] \n insert (timer) at (N.) of [notiftimer v] \nelse\n FindNotificationSlot (timer)\n insert (text) at (N.) of [notif v] \n insert (timer) at (N.) of [notiftimer v] \nend\n\ndefine ScanFor (x) (y)\nset [foundinsemi v] to []\nset [fblock v] to [0]\nif <not <<(x) < (item (1) of [bx v])> or <(x) > (item (length of [bx v]) of [bx v])>>> then\n set [n. v] to ((item # of (x) in [bx v]) - (1))\n repeat until <<(item (N.) of [bx v]) > (x)> or <<(N.) > (length of [bx v])> or <(item ((N.) + (1)) of [by v]) > (y)>>>\n change [n. v] by (1)\n if <<(item (N.) of [bx v]) = (x)> and <(item (N.) of [by v]) = (y)>> then\n set [fblock v] to [1]\n set [foundinlist v] to [Block]\n stop [this script v]\n end\n end\nend\nif <not <<(x) < (item (1) of [semix v])> or <(x) > (item (length of [semix v]) of [semix v])>>> then\n set [n. v] to ((item # of (x) in [semix v]) - (1))\n repeat until <<(item (N.) of [semix v]) > (x)> or <<(N.) > (length of [semix v])> or <(item ((N.) + (1)) of [semiy v]) > (y)>>>\n change [n. v] by (1)\n if <<(item (N.) of [semix v]) = (x)> and <(item (N.) of [semiy v]) = (y)>> then\n set [fblock v] to [1]\n set [foundinlist v] to [Semi]\n set [foundinsemi v] to (N.)\n if <(FixingSurroundings) = [1]> then\n stop [this script v]\n end\n set [n. v] to ((length of [semix v]) + (2))\n end\n end\nend\nif <(FixingSurroundings) = [0]> then\n if <not <<(x) < (item (1) of [ex v])> or <(x) > (item (length of [ex v]) of [ex v])>>> then\n set [n. v] to ((item # of (x) in [ex v]) - (1))\n repeat until <<(item (N.) of [ex v]) > (x)> or <<(N.) > (length of [ex v])> or <(item ((N.) + (1)) of [ey v]) > (y)>>>\n change [n. v] by (1)\n if <<(item (N.) of [ex v]) = (x)> and <(item (N.) of [ey v]) = (y)>> then\n set [fblock v] to [1]\n set [foundinlist v] to [Enemy]\n stop [this script v]\n end\n end\n end\n if <not <<(x) < (item (1) of [ux v])> or <(x) > (item (length of [ux v]) of [ux v])>>> then\n set [n. v] to ((item # of (x) in [ux v]) - (1))\n repeat until <<(item (N.) of [ux v]) > (x)> or <<(N.) > (length of [ux v])> or <(item ((N.) + (1)) of [uy v]) > (y)>>>\n change [n. v] by (1)\n if <<(item (N.) of [ux v]) = (x)> and <(item (N.) of [uy v]) = (y)>> then\n set [fblock v] to [1]\n set [foundinlist v] to [Unique]\n stop [this script v]\n end\n end\n end\n set [n. v] to [0]\n repeat (length of [pipex v])\n change [n. v] by (1)\n if <<(item (N.) of [pipex v]) = (x)> and <(item (N.) of [pipey v]) = (y)>> then\n set [fblock v] to [1]\n set [foundinlist v] to [Pipe]\n stop [this script v]\n end\n end\nend\nif <(FBlock) = [1]> then\n set [n. v] to (FoundInSemi)\nend\n\ndefine LoadPlacementBlocks\nif <<not <(FillX) = [x]>> or <(length of [px v]) > [0]>> then\n set [bno. v] to ((item # of ((round ((MapX) / (-32))) - (8)) in [px v]) - (1))\n if <(BNo.) < [0]> then\n set [bno. v] to [0]\n end\n set [loaded v] to [0]\n repeat ((length of [px v]) - (BNo.))\n change [bno. v] by (1)\n change [loaded v] by (1)\n set [x v] to (((item (BNo.) of [px v]) * (32)) + (MapX))\n set [y v] to (((item (BNo.) of [py v]) * (32)) + (MapY))\n if <(X) > [256]> then\n stop [this script v]\n end\n if <<([abs v] of (X) ) < [256]> and <([abs v] of (Y) ) < [196]>> then\n switch costume to (large v)\n go to x: (X) y: (Y)\n if <(Tool) = [Pen]> then\n switch costume to (fill v)\n else\n switch costume to (erasefill v)\n end\n stamp\n end\n end\nend\n\ndefine FindPlacementFor (x) (y)\nif <(PlacingType) = [Block]> then\n set [n. v] to ((item # of (x) in [bx v]) - (1))\n repeat until <<not <(item (N.) of [bx v]) < (x)>> or <(N.) > (length of [bx v])>>\n change [n. v] by (1)\n end\n repeat until <<not <(item (N.) of [by v]) < (y)>> or <<(item (N.) of [bx v]) > (x)> or <(N.) > (length of [bx v])>>>\n change [n. v] by (1)\n end\nend\nif <(PlacingType) = [Semi]> then\n set [n. v] to ((item # of (x) in [semix v]) - (1))\n repeat until <<not <(item (N.) of [semix v]) < (x)>> or <(N.) > (length of [semix v])>>\n change [n. v] by (1)\n end\n repeat until <<not <(item (N.) of [semiy v]) < (y)>> or <<(item (N.) of [semix v]) > (x)> or <(N.) > (length of [semix v])>>>\n change [n. v] by (1)\n end\nend\nif <(PlacingType) = [Enemy]> then\n set [n. v] to ((item # of (x) in [ex v]) - (1))\n repeat until <<not <(item (N.) of [ex v]) < (x)>> or <(N.) > (length of [ex v])>>\n change [n. v] by (1)\n end\n repeat until <<not <(item (N.) of [ey v]) < (y)>> or <<(item (N.) of [ex v]) > (x)> or <(N.) > (length of [ex v])>>>\n change [n. v] by (1)\n end\nend\nif <(PlacingType) = [Unique]> then\n set [n. v] to ((item # of (x) in [ux v]) - (1))\n repeat until <<not <(item (N.) of [ux v]) < (x)>> or <(N.) > (length of [ux v])>>\n change [n. v] by (1)\n end\n repeat until <<not <(item (N.) of [uy v]) < (y)>> or <<(item (N.) of [ux v]) > (x)> or <(N.) > (length of [ux v])>>>\n change [n. v] by (1)\n end\nend\nif <(PlacingType) = [Pipe]> then\n set [n. v] to ((length of [pipex v]) + (1))\nend\n\ndefine FindNotificationSlot (timer)\nset [n. v] to [1]\nrepeat until <<(item (N.) of [notiftimer v]) < (timer)> or <(N.) > (length of [notiftimer v])>>\n change [n. v] by (1)\nend\nif <<(N.) > (length of [notiftimer v])> and <(item (length of [notiftimer v]) of [notiftimer v]) < (timer)>> then\n set [n. v] to [1]\nend\n\ndefine SetPlacingBlockType\nif <[blocks v] contains (item (PlacingBlock) of [ilist v])?> then\n set [placingtype v] to [Block]\nend\nif <[semis v] contains (item (PlacingBlock) of [ilist v])?> then\n set [placingtype v] to [Semi]\nend\nif <[enys v] contains (item (PlacingBlock) of [ilist v])?> then\n set [placingtype v] to [Enemy]\nend\nif <[unis v] contains (item (PlacingBlock) of [ilist v])?> then\n set [placingtype v] to [Unique]\nend\nif <[pipes v] contains (item (PlacingBlock) of [ilist v])?> then\n set [placingtype v] to [Pipe]\nend\n\ndefine Check (no.) BlockType (checksubtype)\nif <(FoundInList) = [Block]> then\n set [n.4 v] to (item (no.) of [bty v])\nend\nif <(FoundInList) = [Semi]> then\n set [n.4 v] to (item (no.) of [semitype v])\nend\nset [n.5 v] to (join (letter (1) of (N.4)) (letter (2) of (N.4)))\nif <(round (N.5)) = (N.5)> then\n set [ftype v] to (N.5)\n if <(checksubtype) = [1]> then\n set [fsubtype v] to (join (join (letter (3) of (N.4)) (letter (4) of (N.4))) (letter (5) of (N.4)))\n end\nelse\n set [ftype v] to (letter (1) of (N.4))\n if <(checksubtype) = [1]> then\n set [fsubtype v] to (join (join (letter (2) of (N.4)) (letter (3) of (N.4))) (letter (4) of (N.4)))\n end\nend\nif <(FoundInList) = [Enemy]> then\n set [ftype v] to [x]\n if <(checksubtype) = [1]> then\n set [fsubtype v] to (letter (1) of (item (no.) of [ety v]))\n end\nend\nif <(FoundInList) = [Unique]> then\n set [ftype v] to [x]\n if <(checksubtype) = [1]> then\n set [fsubtype v] to (letter (1) of (item (no.) of [uty v]))\n end\nend\nif <(FoundInList) = [Pipe]> then\n set [ftype v] to [x]\n if <(checksubtype) = [1]> then\n set [fsubtype v] to (letter (1) of (item (no.) of [pipetype v]))\n end\nend\n\ndefine FixSurroundingsOf (x) (y)\nset [fgentle v] to [0]\nset [ftype v] to (item (PlacingBlock) of [ilist v])\nCheckForSlopes\nset [fixingsurroundings v] to [1]\nFixingBlock (x) ((y) + (1))\nFixingBlock (x) ((y) + (-1))\nFixingBlock ((x) + (1)) (y)\nFixingBlock ((x) + (-1)) (y)\nFixingBlock ((x) + (1)) ((y) + (-1))\nFixingBlock ((x) + (-1)) ((y) + (-1))\nFixingBlock (x) ((y) + (-2))\nif <<(FGentle) = [1]> or < (HUD) contains [8]?>> then\n FixingBlock ((x) + (1)) ((y) + (-2))\n FixingBlock ((x) + (-1)) ((y) + (-2))\n FixingBlock ((x) + (1)) ((y) + (1))\n FixingBlock ((x) + (-1)) ((y) + (1))\n FixingBlock ((x) + (2)) (y)\n FixingBlock ((x) + (-2)) (y)\nend\nset [fixingsurroundings v] to [0]\n\ndefine UpdateConnectingBlocks\ndelete all of [connecting v]\nadd (FBlockNo) to [connecting v]\nConnecting [1] [2] [3] [32]\nConnecting [5] [6] [7] [¬]\nConnecting [15] [16] [17] [¬]\nif <(FBlockNo) = [11]> then\n add [4] to [connecting v]\nend\nif <(FBlockNo) = [12]> then\n add [4] to [connecting v]\n add [11] to [connecting v]\nend\n\ndefine CheckForSlopes\nif <<[gentleslopes v] contains (FType)?> or <<(FType) = [8]> or <<(FType) = [9]> or <(FType) = [10]>>>> then\n set [fgentle v] to [1]\nend\n\ndefine ScanSidesOf (x) (y) ThenPickCostume\nif <(FixingSurroundings) = [0]> then\n set [fblockno v] to (item (PlacingBlock) of [ilist v])\nelse\n Check (N.) BlockType [0]\n set [fblockno v] to (FType)\nend\nset [fixingsurroundings v] to [1]\nset [sid v] to []\nset [pisid v] to []\nset [cor v] to []\nset [abovetype v] to []\nUpdateConnectingBlocks\nset [n.6 v] to <<((y) + (-1)) = ((((Floor) - (1)) * (41)) - (5))> and <not <(FBlockNo) = [8]>>>\nset [n.7 v] to <<((y) + (1)) = (((Floor) * (41)) - (5))> and <not <(FBlockNo) = [8]>>>\nScanFor (x) ((y) + (1))\nCheck (N.) BlockType [1]\nif <<<(FBlock) = [1]> and <<[connecting v] contains (FType)?> or <<(FBlockNo) = [9]> and <(FoundInList) = [Block]>>>> or <(N.7) = [1]>> then\n set [sid v] to (join (Sid) [U])\n if <<<(FSubtype) = [ul]> or <(FSubtype) = [ur]>> or <<(FSubtype) = [ul2]> or <(FSubtype) = [ur2]>>> then\n set [abovetype v] to (FType)\n end\nend\nif <<(FBlock) = [1]> and <(FType) = [10]>> then\n set [pisid v] to (join (PiSid) [U])\nend\nScanFor (x) ((y) + (-1))\nCheck (N.) BlockType [0]\nif <<<(FBlock) = [1]> and <<[connecting v] contains (FType)?> or <<<(FBlockNo) = [33]> or <(FBlockNo) = [9]>> and <(FoundInList) = [Block]>>>> or <(N.6) = [1]>> then\n set [sid v] to (join (Sid) [D])\nend\nif <<(FBlock) = [1]> and <(FType) = [10]>> then\n set [pisid v] to (join (PiSid) [D])\nend\nScanFor ((x) + (1)) (y)\nCheck (N.) BlockType [0]\nif <<(FBlock) = [1]> and <<[connecting v] contains (FType)?> or <<(FBlockNo) = [10]> and <(FoundInList) = [Block]>>>> then\n set [sid v] to (join (Sid) [R])\nend\nif <<(FBlock) = [1]> and <(FType) = [9]>> then\n set [pisid v] to (join (PiSid) [R])\nend\nScanFor ((x) + (-1)) (y)\nCheck (N.) BlockType [0]\nif <<(FBlock) = [1]> and <<[connecting v] contains (FType)?> or <<(FBlockNo) = [10]> and <(FoundInList) = [Block]>>>> then\n set [sid v] to (join (Sid) [L])\n if <<<(FBlockNo) = [11]> and <(FType) = [4]>> or <<(FBlockNo) = [12]> and <<(FType) = [4]> or <(FType) = [11]>>>> then\n set [cor v] to (join (Cor) [!])\n end\nend\nif <<(FBlock) = [1]> and <(FType) = [9]>> then\n set [pisid v] to (join (PiSid) [L])\nend\nif <not <(AboveType) = []>> then\n if <not <(length of (Sid)) = [2]>> then\n set [fblockno v] to (AboveType)\n end\nend\nScanFor ((x) + (1)) ((y) + (1))\nCheck (N.) BlockType [0]\nif <<<(FBlock) = [1]> and <<[connecting v] contains (FType)?> or <<(FBlockNo) = [9]> or <(FBlockNo) = [10]>>>> or <(N.7) = [1]>> then\n set [cor v] to (join (Cor) [1])\nend\nScanFor ((x) + (-1)) ((y) + (1))\nCheck (N.) BlockType [0]\nif <<<(FBlock) = [1]> and <<[connecting v] contains (FType)?> or <<(FBlockNo) = [9]> or <(FBlockNo) = [10]>>>> or <(N.7) = [1]>> then\n set [cor v] to (join (Cor) [4])\n if <<<(FBlockNo) = [11]> and <not <(FType) = [4]>>> or <<(FBlockNo) = [12]> and <not <<(FType) = [4]> or <(FType) = [11]>>>>> then\n set [cor v] to (join (Cor) [?])\n end\nend\nif <<[gentleslopes v] contains (FBlockNo)?> or <<(FBlockNo) = [8]> or <<(FBlockNo) = [9]> or <(FBlockNo) = [10]>>>> then\n ScanFor ((x) + (1)) ((y) + (-1))\n Check (N.) BlockType [0]\n if <<<(FBlock) = [1]> and <<[connecting v] contains (FType)?> or <<(FBlockNo) = [9]> or <(FBlockNo) = [10]>>>> or <(N.6) = [1]>> then\n set [cor v] to (join (Cor) [2])\n end\n ScanFor ((x) + (-1)) ((y) + (-1))\n Check (N.) BlockType [0]\n if <<<(FBlock) = [1]> and <<[connecting v] contains (FType)?> or <<(FBlockNo) = [9]> or <(FBlockNo) = [10]>>>> or <(N.6) = [1]>> then\n set [cor v] to (join (Cor) [3])\n end\n ScanFor ((x) + (2)) (y)\n Check (N.) BlockType [0]\n if <<(FBlock) = [1]> and <[connecting v] contains (FType)?>> then\n set [cor v] to (join (Cor) [R])\n end\n ScanFor ((x) + (-2)) (y)\n Check (N.) BlockType [0]\n if <<(FBlock) = [1]> and <[connecting v] contains (FType)?>> then\n set [cor v] to (join (Cor) [L])\n end\n ScanFor ((x) + (1)) ((y) + (2))\n Check (N.) BlockType [0]\n if <<(FBlock) = [1]> and <[connecting v] contains (FType)?>> then\n set [cor v] to (join (Cor) [5])\n end\n ScanFor ((x) + (-1)) ((y) + (2))\n Check (N.) BlockType [0]\n if <<(FBlock) = [1]> and <[connecting v] contains (FType)?>> then\n set [cor v] to (join (Cor) [6])\n end\nend\nScanFor (x) ((y) + (2))\nCheck (N.) BlockType [0]\nif <<(FBlock) = [1]> and <[connecting v] contains (FType)?>> then\n set [cor v] to (join (Cor) [T])\nend\nif <<(FBlockNo) = [13]> or <(FBlockNo) = [14]>> then\n if < (Sid) contains [U]?> then\n PlcBlo [d]\n else\n PlcBlo [u]\n end\n stop [this script v]\nend\nif <(FBlockNo) = [34]> then\n PlcBlo [a]\n stop [this script v]\nend\nif <(FBlockNo) = [19]> then\n if <(length of (Sid)) = [4]> then\n PlcBlo [a]\n else\n PlcBlo [u]\n end\n stop [this script v]\nend\nif <<<<(FBlockNo) = [20]> or <(FBlockNo) = [28]>> or <(FBlockNo) = [27]>> or <<(FBlockNo) = [21]> or <(FBlockNo) = [24]>>> then\n PlcBlo [a]\n if <<(FBlockNo) = [20]> and <(((x) + (y)) mod (2)) = [1]>> then\n PlcBlo [d]\n end\n stop [this script v]\nend\nif <(FBlockNo) = [30]> then\n PlcBlo [d]\n if < (Sid) contains [R]?> then\n PlcBlo [l]\n end\n if < (Sid) contains [L]?> then\n PlcBlo [r]\n if < (Sid) contains [R]?> then\n PlcBlo [a]\n end\n end\n stop [this script v]\nend\nif <(FBlockNo) = [31]> then\n PlcBlo [d]\n if < (Sid) contains [U]?> then\n PlcBlo [a]\n end\n if < (Sid) contains [D]?> then\n PlcBlo [l]\n if < (Sid) contains [U]?> then\n PlcBlo [r]\n end\n end\n stop [this script v]\nend\nif <(FBlockNo) = [22]> then\n if < (Sid) contains [U]?> then\n PlcBlo [d]\n else\n PlcBlo [a]\n end\n stop [this script v]\nend\nif <(FBlockNo) = [23]> then\n if < (Sid) contains [D]?> then\n PlcBlo [a]\n else\n PlcBlo [d]\n end\n stop [this script v]\nend\nif <<(FBlockNo) = [26]> or <(FBlockNo) = [29]>> then\n PlcBlo [u]\n stop [this script v]\nend\nif <<[fullblocks v] contains (FBlockNo)?> or <[semis v] contains (FBlockNo)?>> then\n if <(FBlockNo) = [8]> then\n TrackPickCostume\n else\n if <<(FBlockNo) = [9]> or <(FBlockNo) = [10]>> then\n PipePickCostume\n else\n FullBlockPickCostume\n end\n end\nend\nif <[slopes v] contains (FBlockNo)?> then\n SlopePickCostume\nend\nif <[gentleslopes v] contains (FBlockNo)?> then\n GentleSlopePickCostume\nend\n\ndefine ScanSidesOf (x) (y) ThenPickCostumeAndReplace (no.) InList (found)\nif <not <<<(found) = [Enemy]> or <(found) = [Unique]>> or <(found) = [Pipe]>>> then\n ScanSidesOf (x) (y) ThenPickCostume\n if <(found) = [Block]> then\n replace item (no.) of [bty v] with (PlacingCostume)\n end\n if <(found) = [Semi]> then\n replace item (no.) of [semitype v] with (PlacingCostume)\n end\nend\n\ndefine FullBlockPickCostume\nPlcBlo [a2]\nif <(length of (Sid)) = [4]> then\n PlcBlo [a]\n if <not < (Cor) contains [1]?>> then\n PlcBlo [a3]\n end\n if <not < (Cor) contains [4]?>> then\n PlcBlo [a4]\n end\n if <not << (Cor) contains [1]?> or < (Cor) contains [4]?>>> then\n PlcBlo [a5]\n end\nend\nif <(length of (Sid)) = [3]> then\n if <not < (Sid) contains [U]?>> then\n PlcBlo [u]\n end\n if <not < (Sid) contains [D]?>> then\n PlcBlo [d]\n if <not < (Cor) contains [1]?>> then\n PlcBlo [d3]\n end\n if <not < (Cor) contains [4]?>> then\n PlcBlo [d4]\n end\n if <not << (Cor) contains [1]?> or < (Cor) contains [4]?>>> then\n PlcBlo [d5]\n end\n end\n if <not < (Sid) contains [R]?>> then\n PlcBlo [r]\n if <not < (Cor) contains [4]?>> then\n PlcBlo [r3]\n end\n end\n if <not < (Sid) contains [L]?>> then\n PlcBlo [l]\n if <not < (Cor) contains [1]?>> then\n PlcBlo [l3]\n end\n end\nend\nCommonPlacement\nif <(length of (Sid)) = [2]> then\n if <(Sid) = [UR]> then\n PlcBlo [dl]\n if <not < (Cor) contains [1]?>> then\n PlcBlo [dl2]\n end\n end\n if <(Sid) = [UL]> then\n PlcBlo [dr]\n if <not < (Cor) contains [4]?>> then\n PlcBlo [dr2]\n end\n end\nend\nif <<(FBlockNo) = [11]> or <(FBlockNo) = [12]>> then\n if < (Cor) contains [!]?> then\n if <(PlacingCostume) = (join (FBlockNo) [d])> then\n if < (Cor) contains [?]?> then\n PlcBlo [a9]\n else\n PlcBlo [a8]\n end\n end\n if <(PlacingCostume) = (join (FBlockNo) [a])> then\n if < (Cor) contains [?]?> then\n PlcBlo [a6]\n else\n PlcBlo [a7]\n end\n end\n end\nend\n\ndefine GentleSlopePickCostume\nPlcBlo [a2]\nif <(length of (Sid)) = [4]> then\n PlcBlo [a]\n if <not < (Cor) contains [1]?>> then\n PlcBlo [a3]\n if <not << (Cor) contains [T]?> or < (Cor) contains [6]?>>> then\n PlcBlo [a6]\n end\n end\n if <not < (Cor) contains [4]?>> then\n PlcBlo [a4]\n if <not << (Cor) contains [T]?> or < (Cor) contains [5]?>>> then\n PlcBlo [a7]\n end\n end\n if <not << (Cor) contains [1]?> or < (Cor) contains [4]?>>> then\n PlcBlo [a5]\n end\nend\nif <(length of (Sid)) = [3]> then\n if <not < (Sid) contains [U]?>> then\n PlcBlo [u]\n if <<not << (Cor) contains [R]?> or < (Cor) contains [1]?>>> and < (Cor) contains [2]?>> then\n PlcBlo [u3]\n end\n if <<not << (Cor) contains [L]?> or < (Cor) contains [4]?>>> and < (Cor) contains [3]?>> then\n PlcBlo [u4]\n end\n if <<not << (Cor) contains [R]?> or < (Cor) contains [L]?>>> and <not << (Cor) contains [1]?> or < (Cor) contains [4]?>>>> then\n PlcBlo [u5]\n if << (Cor) contains [1]?> or <not < (Cor) contains [2]?>>> then\n PlcBlo [u4]\n end\n if << (Cor) contains [4]?> or <not < (Cor) contains [3]?>>> then\n PlcBlo [u3]\n end\n if <not << (Cor) contains [2]?> or < (Cor) contains [3]?>>> then\n PlcBlo [u]\n end\n end\n end\n if <not < (Sid) contains [D]?>> then\n PlcBlo [d]\n if <not << (Cor) contains [R]?> or < (Cor) contains [2]?>>> then\n PlcBlo [d8]\n end\n if <not << (Cor) contains [L]?> or < (Cor) contains [3]?>>> then\n PlcBlo [d9]\n end\n if <not <<< (Cor) contains [R]?> or < (Cor) contains [L]?>> or << (Cor) contains [2]?> or < (Cor) contains [3]?>>>> then\n PlcBlo [d10]\n end\n if <not < (Cor) contains [1]?>> then\n PlcBlo [d3]\n if <not << (Cor) contains [T]?> or < (Cor) contains [6]?>>> then\n PlcBlo [d6]\n end\n if <not << (Cor) contains [L]?> or < (Cor) contains [3]?>>> then\n PlcBlo [d12]\n if <not << (Cor) contains [T]?> or < (Cor) contains [6]?>>> then\n PlcBlo [d14]\n end\n end\n end\n if <not < (Cor) contains [4]?>> then\n PlcBlo [d4]\n if <not << (Cor) contains [T]?> or < (Cor) contains [5]?>>> then\n PlcBlo [d7]\n end\n if <not << (Cor) contains [R]?> or < (Cor) contains [2]?>>> then\n PlcBlo [d11]\n if <not << (Cor) contains [T]?> or < (Cor) contains [5]?>>> then\n PlcBlo [d13]\n end\n end\n end\n if <not << (Cor) contains [1]?> or < (Cor) contains [4]?>>> then\n PlcBlo [d5]\n end\n end\n if <not < (Sid) contains [R]?>> then\n PlcBlo [r]\n if <not < (Cor) contains [4]?>> then\n PlcBlo [r3]\n end\n end\n if <not < (Sid) contains [L]?>> then\n PlcBlo [l]\n if <not < (Cor) contains [1]?>> then\n PlcBlo [l3]\n end\n end\nend\nCommonPlacement\nif <(length of (Sid)) = [2]> then\n if <(Sid) = [UR]> then\n PlcBlo [dl]\n if < (Cor) contains [2]?> then\n PlcBlo [dl2]\n end\n if <not < (Cor) contains [1]?>> then\n PlcBlo [dl3]\n end\n end\n if <(Sid) = [UL]> then\n PlcBlo [dr]\n if < (Cor) contains [3]?> then\n PlcBlo [dr2]\n end\n if <not < (Cor) contains [4]?>> then\n PlcBlo [dr3]\n end\n end\n if <(Sid) = [DR]> then\n PlcBlo [ul]\n if << (Cor) contains [1]?> or <not < (Cor) contains [2]?>>> then\n PlcBlo [ul2]\n end\n end\n if <(Sid) = [DL]> then\n PlcBlo [ur]\n if << (Cor) contains [4]?> or <not < (Cor) contains [3]?>>> then\n PlcBlo [ur2]\n end\n end\nend\n\ndefine SlopePickCostume\nPlcBlo [a2]\nif <(length of (Sid)) = [4]> then\n PlcBlo [a]\n if <not < (Cor) contains [1]?>> then\n PlcBlo [a3]\n if <not < (Cor) contains [T]?>> then\n PlcBlo [a6]\n end\n end\n if <not < (Cor) contains [4]?>> then\n PlcBlo [a4]\n if <not < (Cor) contains [T]?>> then\n PlcBlo [a7]\n end\n end\n if <not << (Cor) contains [1]?> or < (Cor) contains [4]?>>> then\n PlcBlo [a5]\n end\nend\nif <(length of (Sid)) = [3]> then\n if <not < (Sid) contains [U]?>> then\n PlcBlo [u]\n end\n if <not < (Sid) contains [D]?>> then\n PlcBlo [d]\n if <not < (Cor) contains [1]?>> then\n PlcBlo [d3]\n if <not < (Cor) contains [T]?>> then\n PlcBlo [d6]\n end\n end\n if <not < (Cor) contains [4]?>> then\n PlcBlo [d4]\n if <not < (Cor) contains [T]?>> then\n PlcBlo [d7]\n end\n end\n if <not << (Cor) contains [1]?> or < (Cor) contains [4]?>>> then\n PlcBlo [d5]\n end\n end\n if <not < (Sid) contains [R]?>> then\n PlcBlo [r]\n if <not < (Cor) contains [4]?>> then\n PlcBlo [r3]\n if << (Cor) contains [1]?> and <not < (Cor) contains [T]?>>> then\n PlcBlo [r4]\n end\n end\n end\n if <not < (Sid) contains [L]?>> then\n PlcBlo [l]\n if <not < (Cor) contains [1]?>> then\n PlcBlo [l3]\n if << (Cor) contains [4]?> and <not < (Cor) contains [T]?>>> then\n PlcBlo [l4]\n end\n end\n end\nend\nCommonPlacement\nif <(length of (Sid)) = [2]> then\n if <(Sid) = [UR]> then\n PlcBlo [dl]\n if <not < (Cor) contains [1]?>> then\n PlcBlo [dl2]\n if <<not < (Cor) contains [4]?>> or < (Cor) contains [T]?>> then\n PlcBlo [dl3]\n end\n end\n end\n if <(Sid) = [UL]> then\n PlcBlo [dr]\n if <not < (Cor) contains [4]?>> then\n PlcBlo [dr2]\n if <<not < (Cor) contains [1]?>> or < (Cor) contains [T]?>> then\n PlcBlo [dr3]\n end\n end\n end\nend\n\ndefine TrackPickCostume\nPlcBlo [a1]\nif <(length of (Sid)) = [0]> then\n if < (Cor) contains [4]?> then\n PlcBlo [x3]\n end\n if < (Cor) contains [1]?> then\n PlcBlo [x4]\n end\n if < (Cor) contains [2]?> then\n PlcBlo [x5]\n end\n if < (Cor) contains [3]?> then\n PlcBlo [x6]\n end\n if << (Cor) contains [1]?> and < (Cor) contains [3]?>> then\n PlcBlo [x2]\n end\n if << (Cor) contains [2]?> and < (Cor) contains [4]?>> then\n PlcBlo [x1]\n end\n if << (Cor) contains [1]?> and < (Cor) contains [4]?>> then\n PlcBlo [x15]\n end\n if << (Cor) contains [1]?> and < (Cor) contains [2]?>> then\n PlcBlo [x16]\n end\n if << (Cor) contains [2]?> and < (Cor) contains [3]?>> then\n PlcBlo [x17]\n end\n if << (Cor) contains [3]?> and < (Cor) contains [4]?>> then\n PlcBlo [x18]\n end\nend\nif <(length of (Sid)) = [1]> then\n if <(Sid) = [U]> then\n PlcBlo [u1]\n if < (Cor) contains [2]?> then\n PlcBlo [x11]\n end\n if < (Cor) contains [3]?> then\n PlcBlo [x12]\n end\n if << (Cor) contains [2]?> and < (Cor) contains [3]?>> then\n PlcBlo [x20]\n end\n end\n if <(Sid) = [D]> then\n PlcBlo [d1]\n if < (Cor) contains [4]?> then\n PlcBlo [x13]\n end\n if < (Cor) contains [1]?> then\n PlcBlo [x14]\n end\n if << (Cor) contains [1]?> and < (Cor) contains [4]?>> then\n PlcBlo [x22]\n end\n end\n if <(Sid) = [L]> then\n PlcBlo [l1]\n if < (Cor) contains [1]?> then\n PlcBlo [x7]\n end\n if < (Cor) contains [2]?> then\n PlcBlo [x8]\n end\n if << (Cor) contains [1]?> and < (Cor) contains [2]?>> then\n PlcBlo [x19]\n end\n end\n if <(Sid) = [R]> then\n PlcBlo [r1]\n if < (Cor) contains [3]?> then\n PlcBlo [x9]\n end\n if < (Cor) contains [4]?> then\n PlcBlo [x10]\n end\n if << (Cor) contains [3]?> and < (Cor) contains [4]?>> then\n PlcBlo [x21]\n end\n end\nend\nif <(length of (Sid)) = [2]> then\n if <(Sid) = [UD]> then\n PlcBlo [ud]\n end\n if <(Sid) = [RL]> then\n PlcBlo [lr]\n end\n if <(Sid) = [UL]> then\n PlcBlo [ul]\n end\n if <(Sid) = [UR]> then\n PlcBlo [ur]\n end\n if <(Sid) = [DL]> then\n PlcBlo [dl]\n end\n if <(Sid) = [DR]> then\n PlcBlo [dr]\n end\nend\n\nwhen I receive [endotherscripts v]\nstop [other scripts in sprite v]\n\ndefine ReplaceEnContents (no.) Excluding (item)\nset [n.3 v] to [0]\nset [n.4 v] to []\nrepeat (length of (item (no.) of [ec v]))\n change [n.3 v] by (1)\n if <not <(letter (N.3) of (item (no.) of [ec v])) = (item)>> then\n set [n.4 v] to (join (N.4) (letter (N.3) of (item (no.) of [ec v])))\n end\nend\n\nwhen I receive [flagclicked v]\nswitch costume to (large v)\nset size to (400) %\nhide\n\ndefine PipePickCostume\nPlcBlo [a2]\nif <(length of (Sid)) = [4]> then\n PlcBlo [a]\n if <<< (PiSid) contains [R]?> and <(FBlockNo) = [10]>> or << (PiSid) contains [U]?> and <(FBlockNo) = [9]>>> then\n PlcBlo [a8]\n end\n if <<< (PiSid) contains [L]?> and <(FBlockNo) = [10]>> or << (PiSid) contains [D]?> and <(FBlockNo) = [9]>>> then\n PlcBlo [a9]\n end\n if <not << (Cor) contains [1]?> or < (Cor) contains [4]?>>> then\n PlcBlo [a3]\n end\n if <not << (Cor) contains [2]?> or < (Cor) contains [3]?>>> then\n PlcBlo [a4]\n end\n if <not << (Cor) contains [1]?> or < (Cor) contains [2]?>>> then\n PlcBlo [a5]\n end\n if <not << (Cor) contains [3]?> or < (Cor) contains [4]?>>> then\n PlcBlo [a6]\n end\n if <not <<< (Cor) contains [1]?> or < (Cor) contains [2]?>> or << (Cor) contains [3]?> or < (Cor) contains [4]?>>>> then\n PlcBlo [a7]\n end\nend\nif <(length of (Sid)) = [3]> then\n if <not < (Sid) contains [U]?>> then\n PlcBlo [u]\n if <<< (PiSid) contains [R]?> and <(FBlockNo) = [10]>> and < (Cor) contains [1]?>> then\n PlcBlo [u3]\n end\n if <<< (PiSid) contains [L]?> and <(FBlockNo) = [10]>> and < (Cor) contains [4]?>> then\n PlcBlo [u4]\n end\n if <not << (Cor) contains [2]?> or < (Cor) contains [3]?>>> then\n PlcBlo [u5]\n end\n end\n if <not < (Sid) contains [D]?>> then\n PlcBlo [d]\n if <<< (PiSid) contains [R]?> and <(FBlockNo) = [10]>> and < (Cor) contains [2]?>> then\n PlcBlo [d3]\n end\n if <<< (PiSid) contains [L]?> and <(FBlockNo) = [10]>> and < (Cor) contains [3]?>> then\n PlcBlo [d4]\n end\n if <not << (Cor) contains [1]?> or < (Cor) contains [4]?>>> then\n PlcBlo [d5]\n end\n end\n if <not < (Sid) contains [R]?>> then\n PlcBlo [r]\n if <<< (PiSid) contains [U]?> and <(FBlockNo) = [9]>> and < (Cor) contains [1]?>> then\n PlcBlo [r4]\n end\n if <<< (PiSid) contains [D]?> and <(FBlockNo) = [9]>> and < (Cor) contains [2]?>> then\n PlcBlo [r5]\n end\n if <not << (Cor) contains [3]?> or < (Cor) contains [4]?>>> then\n PlcBlo [r3]\n end\n end\n if <not < (Sid) contains [L]?>> then\n PlcBlo [l]\n if <<< (PiSid) contains [U]?> and <(FBlockNo) = [9]>> and < (Cor) contains [4]?>> then\n PlcBlo [l4]\n end\n if <<< (PiSid) contains [D]?> and <(FBlockNo) = [9]>> and < (Cor) contains [3]?>> then\n PlcBlo [l5]\n end\n if <not << (Cor) contains [1]?> or < (Cor) contains [2]?>>> then\n PlcBlo [l3]\n end\n end\nend\nif <(length of (Sid)) = [2]> then\n if <(Sid) = [UR]> then\n PlcBlo [dl]\n if <not < (Cor) contains [1]?>> then\n PlcBlo [dl2]\n end\n end\n if <(Sid) = [UL]> then\n PlcBlo [dr]\n if <not < (Cor) contains [4]?>> then\n PlcBlo [dr2]\n end\n end\n if <(Sid) = [DR]> then\n PlcBlo [ul]\n if <not < (Cor) contains [2]?>> then\n PlcBlo [ul2]\n end\n end\n if <(Sid) = [DL]> then\n PlcBlo [ur]\n if <not < (Cor) contains [3]?>> then\n PlcBlo [ur2]\n end\n end\n if <(Sid) = [UD]> then\n PlcBlo [ud]\n end\n if <(Sid) = [RL]> then\n PlcBlo [rl]\n end\nend\nif <(length of (Sid)) = [1]> then\n if <(Sid) = [U]> then\n PlcBlo [d2]\n end\n if <(Sid) = [D]> then\n PlcBlo [u2]\n end\n if <(Sid) = [R]> then\n PlcBlo [l2]\n end\n if <(Sid) = [L]> then\n PlcBlo [r2]\n end\nend\n\ndefine PipePlacingCostume\nset [n.8 v] to ((length of [pipex v]) mod (2))\nif <(item (PlacingBlock) of [ilist v]) = [.3]> then\n if <(PlaceDirection) = [-90]> then\n if <(N.8) = [1]> then\n switch costume to (.32 v)\n else\n switch costume to (.3 v)\n end\n end\n if <(PlaceDirection) = [90]> then\n if <(N.8) = [1]> then\n switch costume to (.34 v)\n else\n switch costume to (.33 v)\n end\n end\n if <(PlaceDirection) = [-45]> then\n if <(N.8) = [1]> then\n switch costume to (.72 v)\n else\n switch costume to (.7 v)\n end\n end\n if <(PlaceDirection) = [45]> then\n if <(N.8) = [1]> then\n switch costume to (.92 v)\n else\n switch costume to (.9 v)\n end\n end\nend\nif <(item (PlacingBlock) of [ilist v]) = [.4]> then\n if <(PlaceDirection) = [-90]> then\n if <(N.8) = [1]> then\n switch costume to (.42 v)\n else\n switch costume to (.4 v)\n end\n end\n if <(PlaceDirection) = [90]> then\n if <(N.8) = [1]> then\n switch costume to (.62 v)\n else\n switch costume to (.6 v)\n end\n end\n if <(PlaceDirection) = [-45]> then\n if <(N.8) = [1]> then\n switch costume to (.82 v)\n else\n switch costume to (.8 v)\n end\n end\n if <(PlaceDirection) = [45]> then\n if <(N.8) = [1]> then\n switch costume to (.122 v)\n else\n switch costume to (.12 v)\n end\n end\nend\nif <(item (PlacingBlock) of [ilist v]) = [.11]> then\n switch costume to (.112 v)\nend\n\ndefine SetPipePlacingType\nset [n.4 v] to (item (PlacingBlock) of [ilist v])\nif <(item (PlacingBlock) of [ilist v]) = [.3]> then\n if <(PlaceDirection) = [-90]> then\n set [n.4 v] to [.3]\n end\n if <(PlaceDirection) = [90]> then\n set [n.4 v] to [.5]\n end\n if <(PlaceDirection) = [-45]> then\n set [n.4 v] to [.7]\n end\n if <(PlaceDirection) = [45]> then\n set [n.4 v] to [.9]\n end\nend\nif <(item (PlacingBlock) of [ilist v]) = [.4]> then\n if <(PlaceDirection) = [-90]> then\n set [n.4 v] to [.4]\n end\n if <(PlaceDirection) = [90]> then\n set [n.4 v] to [.6]\n end\n if <(PlaceDirection) = [-45]> then\n set [n.4 v] to [.8]\n end\n if <(PlaceDirection) = [45]> then\n set [n.4 v] to [.12]\n end\nend\n\ndefine ReplaceSection (no.) OfArea (area) With (input)\nset [n. v] to [1]\nset [n.2 v] to []\nrepeat ((no.) - (1))\n set [n.2 v] to (join (N.2) (letter (N.) of (item (area) of [areas v])))\n repeat until <(letter (N.) of (item (area) of [areas v])) = [;]>\n change [n. v] by (1)\n set [n.2 v] to (join (N.2) (letter (N.) of (item (area) of [areas v])))\n if <(N.) > (length of (item (area) of [areas v]))> then\n stop [this script v]\n end\n end\n change [n. v] by (1)\nend\nset [n.2 v] to (join (N.2) (input))\nrepeat until <(letter (N.) of (item (area) of [areas v])) = [;]>\n change [n. v] by (1)\n if <(N.) > (length of (item (area) of [areas v]))> then\n stop [this script v]\n end\nend\nset [n.2 v] to (join (N.2) (letter (N.) of (item (area) of [areas v])))\nrepeat ((length of (item (area) of [areas v])) - (N.))\n change [n. v] by (1)\n set [n.2 v] to (join (N.2) (letter (N.) of (item (area) of [areas v])))\nend\nreplace item (area) of [areas v] with (N.2)\n\ndefine FixingBlock (x) (y)\nScanFor (x) (y)\nif <(FBlock) = [1]> then\n Check (N.) BlockType [0]\n CheckForSlopes\n ScanSidesOf (x) (y) ThenPickCostumeAndReplace (N.) InList (FoundInList)\nend\n\ndefine PlcBlo (subtype)\nset [placingcostume v] to (join (FBlockNo) (subtype))\n\ndefine Place (place)\nif <(place) = [Spawn]> then\n set [ospawnx v] to (item (1) of [px v])\n set [ospawny v] to (item (1) of [py v])\nelse\n if <(place) = [Goal]> then\n set [goalx v] to (item (1) of [px v])\n set [goaly v] to (item (1) of [py v])\n set [goalfloor v] to (Floor)\n else\n if <(place) = [Water]> then\n AddNotification [To remove the water from this area, click the button in the inventory.] [180]\n set [selectedwater v] to ((item (1) of [py v]) * (32))\n ReplaceSection [5] OfArea (Floor) With ((item (1) of [py v]) * (32))\n set [uijustclicked2 v] to [1]\n set [placingblock v] to [1]\n else\n if <(place) = [Lava]> then\n AddNotification [To remove the lava from this area, click the button in the inventory.] [180]\n set [selectedlavalevel v] to ((item (1) of [py v]) * (32))\n ReplaceSection [6] OfArea (Floor) With ((item (1) of [py v]) * (32))\n set [uijustclicked2 v] to [1]\n set [placingblock v] to [1]\n else\n if <(FBlock) = [0]> then\n change [placementsmade v] by (-0.5)\n else\n if <(FoundInList) = [Block]> then\n delete (N.) of [bty v]\n delete (N.) of [bx v]\n delete (N.) of [by v]\n end\n if <not <(FoundInSemi) = []>> then\n if <<[pot v] contains (place)?> and <(letter (1) of (item (FoundInSemi) of [semitype v])) = [8]>> then\n set [placingontrack v] to [1]\n end\n end\n if <(FoundInList) = [Semi]> then\n if <not <<(PlacingType) = [Enemy]> or <<[pot v] contains (place)?> and <(letter (1) of (item (N.) of [semitype v])) = [8]>>>> then\n delete (N.) of [semitype v]\n delete (N.) of [semix v]\n delete (N.) of [semiy v]\n end\n end\n if <(FoundInList) = [Enemy]> then\n set [n.5 v] to (item (N.) of [ety v])\n if <<(place) = [/]> and <not <<<(N.5) = [k]> or <<(N.5) = [n]> or <(N.5) = [{]>>> or <<(N.5) = [y]> or <<(N.5) = [w]> or <(N.5) = [x]>>>>>> then\n if < (item (N.) of [ec v]) contains (place)?> then\n ReplaceEnContents (N.) Excluding (place)\n replace item (N.) of [ec v] with (N.4)\n else\n replace item (N.) of [ec v] with (join (item (N.) of [ec v]) (place))\n end\n set [n.4 v] to [x]\n stop [this script v]\n else\n delete (N.) of [ec v]\n delete (N.) of [ed v]\n delete (N.) of [ety v]\n delete (N.) of [ex v]\n delete (N.) of [ey v]\n if <<not <(FoundInSemi) = []>> and <not <(PlacingType) = [Enemy]>>> then\n delete (FoundInSemi) of [semitype v]\n delete (FoundInSemi) of [semix v]\n delete (FoundInSemi) of [semiy v]\n end\n end\n end\n if <(FoundInList) = [Pipe]> then\n delete (N.) of [pipetype v]\n delete (N.) of [pipex v]\n delete (N.) of [pipey v]\n if <((N.) mod (2)) = [1]> then\n delete (N.) of [pipetype v]\n delete (N.) of [pipex v]\n delete (N.) of [pipey v]\n else\n delete ((N.) + (-1)) of [pipetype v]\n delete ((N.) + (-1)) of [pipex v]\n delete ((N.) + (-1)) of [pipey v]\n end\n if <not <(FoundInSemi) = []>> then\n delete (FoundInSemi) of [semitype v]\n delete (FoundInSemi) of [semix v]\n delete (FoundInSemi) of [semiy v]\n end\n end\n if <(FoundInList) = [Unique]> then\n if <<<<[cbpi v] contains (place)?> and <[containers v] contains (item (N.) of [uty v])?>> or <<[enys v] contains (place)?> and <<(item (N.) of [uty v]) = [z]> or <(item (N.) of [uty v]) = [ab]>>>> and <not <<<<(place) = [ao]> or <(place) = [n]>> or <<<(place) = [q]> or <(place) = [w]>> or <<(place) = [av]> or <(place) = [as]>>>> or <<<<(place) = [aj]> or <(place) = [ah]>> or <<(place) = [x]> or <(place) = [y]>>> or <<(place) = [k]> or <(place) = [ag]>>>>>> then\n if << (item (N.) of [ucont v]) contains (place)?> and <not <<(item (N.) of [uty v]) = [z]> or <(item (N.) of [uty v]) = [ab]>>>> then\n ReplaceUnContents (N.) Excluding (place)\n replace item (N.) of [ucont v] with (N.4)\n else\n if < (item (N.) of [ucont v]) contains [8]?> then\n replace item (N.) of [ucont v] with (join [8] (place))\n else\n replace item (N.) of [ucont v] with (place)\n end\n if <not <<(item (N.) of [uty v]) = [z]> or <(item (N.) of [uty v]) = [ab]>>> then\n AddNotification [Powerups in Blocks will be released as Mushrooms if the Player is Small.] [150]\n end\n end\n stop [this script v]\n else\n delete (N.) of [ucont v]\n delete (N.) of [uty v]\n delete (N.) of [ux v]\n delete (N.) of [uy v]\n if <<not <(FoundInSemi) = []>> and <not <<[pot v] contains (place)?> and <(letter (1) of (item (FoundInSemi) of [semitype v])) = [8]>>>> then\n delete (FoundInSemi) of [semitype v]\n delete (FoundInSemi) of [semix v]\n delete (FoundInSemi) of [semiy v]\n end\n end\n end\n end\n if <not <<(item (1) of [py v]) = (((Floor) * (41)) - (5))> or <(item (1) of [py v]) = ((((Floor) - (1)) * (41)) - (5))>>> then\n ScanSidesOf (item (1) of [px v]) (item (1) of [py v]) ThenPickCostume\n FindPlacementFor (item (1) of [px v]) (item (1) of [py v])\n if <(PlacingType) = [Block]> then\n insert (PlacingCostume) at (N.) of [bty v] \n insert (item (1) of [px v]) at (N.) of [bx v] \n insert (item (1) of [py v]) at (N.) of [by v] \n end\n if <(PlacingType) = [Semi]> then\n insert (PlacingCostume) at (N.) of [semitype v] \n insert (item (1) of [px v]) at (N.) of [semix v] \n insert (item (1) of [py v]) at (N.) of [semiy v] \n end\n if <(PlacingType) = [Pipe]> then\n add (item (1) of [px v]) to [pipex v]\n add (item (1) of [py v]) to [pipey v]\n SetPipePlacingType\n add (N.4) to [pipetype v]\n set [uijustclicked2 v] to [1]\n end\n if <(PlacingType) = [Enemy]> then\n if <(PlacingOnTrack) = [1]> then\n insert [8] at (N.) of [ec v] \n else\n insert [] at (N.) of [ec v] \n end\n if <(item (PlacingBlock) of [ilist v]) = [{]> then\n insert [90] at (N.) of [ed v] \n else\n insert (PlaceDirection) at (N.) of [ed v] \n end\n insert (place) at (N.) of [ety v] \n insert (item (1) of [px v]) at (N.) of [ex v] \n insert (item (1) of [py v]) at (N.) of [ey v] \n end\n if <(PlacingType) = [Unique]> then\n if <not <(N.4) = [x]>> then\n if <(PlacingOnTrack) = [1]> then\n if <(place) = [z]> then\n insert [8aa] at (N.) of [ucont v] \n else\n if <(place) = [ab]> then\n insert [8ac] at (N.) of [ucont v] \n else\n insert [8] at (N.) of [ucont v] \n end\n end\n else\n if <<(place) = [$]> or <(place) = [\(]>> then\n insert [%] at (N.) of [ucont v] \n else\n if <(place) = [z]> then\n insert [aa] at (N.) of [ucont v] \n else\n if <(place) = [ab]> then\n insert [ac] at (N.) of [ucont v] \n else\n if <<(place) = [\[]> or <<(place) = [\]]> or <<(place) = [e]> or <(place) = [h]>>>> then\n insert (letter (1) of (PlaceDirection)) at (N.) of [ucont v] \n else\n insert [] at (N.) of [ucont v] \n end\n end\n end\n end\n end\n insert (place) at (N.) of [uty v] \n insert (item (1) of [px v]) at (N.) of [ux v] \n insert (item (1) of [py v]) at (N.) of [uy v] \n end\n end\n FixSurroundingsOf (item (1) of [px v]) (item (1) of [py v])\n end\n end\n end\n end\nend\n\ndefine CommonPlacement\nif <(length of (Sid)) = [2]> then\n if <(Sid) = [DR]> then\n PlcBlo [ul]\n end\n if <(Sid) = [DL]> then\n PlcBlo [ur]\n end\n if <(Sid) = [UD]> then\n PlcBlo [ud]\n end\n if <(Sid) = [RL]> then\n PlcBlo [rl]\n end\nend\nif <(length of (Sid)) = [1]> then\n if <(Sid) = [U]> then\n PlcBlo [d2]\n end\n if <(Sid) = [D]> then\n PlcBlo [u2]\n end\n if <(Sid) = [R]> then\n PlcBlo [l2]\n end\n if <(Sid) = [L]> then\n PlcBlo [r2]\n end\nend\n\ndefine Connecting (1) (2) (3) (4)\nif <<<(FBlockNo) = (1)> or <(FBlockNo) = (2)>> or <<(FBlockNo) = (3)> or <(FBlockNo) = (4)>>> then\n add (1) to [connecting v]\n add (2) to [connecting v]\n add (3) to [connecting v]\n add (4) to [connecting v]\nend\n\n@Blocks\n\nwhen I receive [blockupdate v]\nif <[1] = [1]> then\n delete this clone\nend\nshow\nLoadBlocks\nhide\nset [b# v] to [0]\nbroadcast (NonBlocksUpdate v)\n\ndefine LoadBlocks\nset rotation style [don't rotate v]\nclear graphic effects\nset [b# v] to ((item # of ((round ((MapX) / (-32))) - (8)) in [bx v]) - (1))\nif <(B#) < [0]> then\n set [b# v] to [0]\nend\nset [abovetype v] to (B#)\nrepeat ((length of [bx v]) - (B#))\n change [b# v] by (1)\n set [x v] to (((item (B#) of [bx v]) * (32)) + (MapX))\n set [y v] to (((item (B#) of [by v]) * (32)) + (MapY))\n if <(X) > [256]> then\n stop [this script v]\n end\n if <<([abs v] of (X) ) < [256]> and <([abs v] of (Y) ) < [196]>> then\n switch costume to (large v)\n go to x: (X) y: (Y)\n set [n. v] to (item (B#) of [bty v])\n if <<<<(letter (2) of (N.)) = [a]> or <(letter (3) of (N.)) = [a]>> and <not <(letter (length of (N.)) of (N.)) = [2]>>> or <(EditMode) = [1]>> then\n if <<(distance to [player v]) < [64]> and <(EditMode) = [0]>> then\n SpawnAsBlockOrNot\n else\n switch costume to (N.)\n stamp\n end\n else\n SpawnAsBlockOrNot\n end\n end\nend\n\ndefine Check (no.) BlockType (checksubtype)\nset [n.4 v] to (item (no.) of [bty v])\nset [n. v] to (join (letter (1) of (N.4)) (letter (2) of (N.4)))\nset [n.5 v] to (join (letter (3) of (N.4)) (letter (4) of (N.4)))\nif <(round (N.)) = (N.)> then\n set [ftype v] to (N.)\n if <(checksubtype) = [1]> then\n set [fsubtype v] to (join (N.5) (letter (5) of (N.4)))\n end\nelse\n set [ftype v] to (letter (1) of (N.4))\n if <(checksubtype) = [1]> then\n set [fsubtype v] to (join (letter (2) of (N.4)) (N.5))\n end\nend\n\ndefine SpawnAsBlockOrNot\nCheck (B#) BlockType [1]\nif <[fullblocks v] contains (FType)?> then\n switch costume to (tile v)\n create clone of (_myself_ v)\n stop [this script v]\nend\nif <(FSubtype) = [a2]> then\n switch costume to (tile v)\n create clone of (_myself_ v)\n stop [this script v]\nend\nif <[slopes v] contains (FType)?> then\n if <<(FSubtype) = [dr2]> or <(FSubtype) = [dr3]>> then\n set [fsubtype v] to [dr]\n end\n if <<(FSubtype) = [dl2]> or <(FSubtype) = [dl3]>> then\n set [fsubtype v] to [dl]\n end\n switch costume to (join [Z] (FSubtype))\n if <not <(costume [name v]) = (join [Z] (FSubtype))>> then\n switch costume to (tile v)\n end\n create clone of (_myself_ v)\n stop [this script v]\nend\nif <[gentleslopes v] contains (FType)?> then\n if <<(FSubtype) = [d14]> or <(FSubtype) = [d12]>> then\n set [fsubtype v] to [d9]\n end\n switch costume to (join [X] (FSubtype))\n if <not <(costume [name v]) = (join [X] (FSubtype))>> then\n switch costume to (tile v)\n end\n create clone of (_myself_ v)\n clear graphic effects\n stop [this script v]\nend\nstamp\ndelete this clone\n\nwhen I receive [afteruniquesupdate v]\nif <not <(B#) = [0]>> then\n Stamp\n delete this clone\nend\n\nwhen I receive [flagclicked v]\nswitch costume to (large v)\nset size to (400) %\nhide\nset [placingtype v] to [Block]\nset [placingblock v] to [1]\nset [fixingsurroundings v] to [0]\nset [tool2 v] to [Fill]\nset [fillx v] to [x]\nset [tool v] to [Pen]\nset [allowfilling v] to [1]\nset [editmode v] to [1]\nset [inventory v] to [0]\nset [placedirection v] to [-90]\n\ndefine Stamp\nswitch costume to (large v)\ngo to x: (X) y: (Y)\nswitch costume to (item (B#) of [bty v])\nstamp\n\n@Player\n\nwhen I receive [player update v]\nif <(Inventory) = [0]> then\n show\nelse\n hide\nend\nset [drifting v] to [0]\nchange [jumping v] by ((-0.1) + ((Crouching) * (0.05)))\nif <(Jumping) < [0]> then\n set [jumping v] to [0]\nend\nchange [sliding v] by (-0.07)\nif <(Sliding) < [0]> then\n set [sliding v] to [0]\nend\nif <not <(Climbing) = [0]>> then\n change [climbing v] by (-0.5)\n if <(Climbing) < [0]> then\n set [climbing v] to [0]\n end\n if <(Climbing) = [0]> then\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n set [yvel v] to [6]\n end\n end\nend\nif <(EditMode) = [0]> then\n set rotation style [don't rotate v]\n SetXPlayerX\n SetYPlayerY\n if <(AllowMovement) = [1]> then\n if <(Cor) = [C]> then\n set [crouching v] to [1]\n set [cor v] to [0]\n end\n if <(PUp) = [N]> then\n set [crouching v] to [0]\n else\n switch costume to (bhitbox v)\n if <not <<touching (blocks v)?> or <<touching (uniques v)?> or <touching (extras v)?>>>> then\n set [crouching v] to [0]\n end\n end\n change [usedspring v] by (-0.1)\n if <(UsedSpring) < [0]> then\n set [usedspring v] to [0]\n end\n set [sprs v] to ((SprS) / (1.13))\n if <([abs v] of (SprS) ) < [0.2]> then\n set [sprs v] to [0]\n end\n if <<(StarTimer) > [0]> and <(AllowPlayerControl) = [1]>> then\n change [startimer v] by ((-1) / (30))\n if <(StarTimer) < [0]> then\n set [startimer v] to [0]\n end\n end\n if <not <(Climbing) = [0]>> then\n Climbing\n else\n if <(PlyY) < ((SelectedWater) + (24))> then\n if <(PUp) = [C]> then\n broadcast (Powerdown v)\n end\n if <<(PUp) = [O]> and <not <<(YVel) = [0]> or <(YVel) = (Gravity)>>>> then\n Climbing\n else\n SwimmingMovement <<key (w v) pressed?> or <key (up arrow v) pressed?>>\n end\n else\n NormalMovement <<key (w v) pressed?> or <key (up arrow v) pressed?>>\n end\n end\n if <<(PUp) = [N]> or <(Crouching) = [1]>> then\n set [small v] to [1]\n else\n set [small v] to [0]\n end\n end\nelse\n if <([abs v] of (x position) ) > [200]> then\n set x to (0)\n end\n if <(y position) < [-110]> then\n set y to (2)\n end\n set [xvel v] to [0]\n set [yvel v] to (Gravity)\nend\nset [plyx v] to ((x position) - (MapX))\nset [plyy v] to ((y position) - (MapY))\nif <(EditMode) = [0]> then\n if <(AllowPlayerControl) = [1]> then\n change [timer v] by ((-1) / (30))\n if <(Timer) < [0.01]> then\n broadcast (Death v)\n end\n if <<(Timer) < [100]> and <(FastSoundPlayed) = [0]>> then\n stop all sounds\n end\n end\n if <(AllowMovement) = [1]> then\n set y to (round ((y position) - (3)))\n if <<(PlyY) < ((SelectedLavaLevel) + (24))> and <(AllowPlayerControl) = [1]>> then\n broadcast (Death v)\n end\n if <<(y position) < [-170]> and <(AllowPlayerControl) = [1]>> then\n broadcast (Death v)\n end\n end\nelse\n BasicMovementReset\nend\nif <(EditMode) = [1]> then\n if <not <(Inventory) = [0]>> then\n set [playerstamped v] to [1]\n else\n set [playerstamped v] to [0]\n end\nend\nif <(PlayerStamped) = [1]> then\n hide\n CostumePlayer\n stamp\n if <(PUp) = [P]> then\n Prop\n stamp\n end\nend\nbroadcast (AfterPlayerUpdate v)\n\ndefine NormalMovement <jump>\nif <(PUp) = [N]> then\n switch costume to (nhitbox v)\nelse\n switch costume to (bhitbox v)\nend\nswitch costume to (hitboxfloor v)\nif <<(YVel) > [1]> and <not <<jump> and <(AllowPlayerControl) = [1]>>>> then\n set [yvel v] to ((YVel) / (1.24))\nend\nchange [yvel v] by (Gravity)\nif <(YVel) < [-16]> then\n set [yvel v] to [-16]\nend\nif <<(PUp) = [P]> and <(Power33) > [0]>> then\n set [yvel v] to [-1.2]\nend\nif <(PUp) = [R]> then\n if <(Power22) > [0]> then\n set [yvel v] to [4]\n end\n if <(Power33) > [0]> then\n set [yvel v] to [-1.2]\n end\nend\nYCollisions\nif <<(YVel) = [0]> or <(YVel) = (Gravity)>> then\n if <<<(PUp) = [O]> and <(Crouching) = [0]>> and <(([floor v] of ((PlyTimer) * (16)) ) mod (4)) = [0]>> then\n set [xvel v] to ((XVel) / (2))\n end\n if <<<jump> and <(AllowPlayerControl) = [1]>> and <(Jumping) = [0]>> then\n if <(Crouching) = [1]> then\n set [xvel v] to ((direction) / (30))\n set [yvel v] to [0.82]\n else\n start sound [jump v]\n set [yvel v] to (((15.4) + (<(PUp) = [O]> * (2))) + (([abs v] of (XVel) ) / (5)))\n end\n set [jumping v] to [1]\n else\n if <<<<key (s v) pressed?> or <key (down arrow v) pressed?>> and <(AllowPlayerControl) = [1]>> and <(Holding) = []>> then\n set [crouching v] to [1]\n if <(PUp) = [H]> then\n set [sliding v] to [0]\n else\n set [n.3 v] to [0]\n SlidingLeft\n set [n.3 v] to [1]\n SlidingLeft\n end\n else\n set [sliding v] to [0]\n end\n end\nend\nchange [extcoll v] by (-0.5)\nif <(ExtColl) < [0]> then\n set [extcoll v] to [0]\nend\nif <<(PUp) = [N]> or <(Crouching) = [1]>> then\n switch costume to (nhitboxsides v)\nelse\n switch costume to (bhitboxsides v)\nend\nFirePowerupUse\nHammerPowerupUse\nPropellerPowerupUse <jump>\nRaccoonPowerupUse <jump>\nCloudPowerupUsage\nNormalXMovement <<key (a v) pressed?> or <key (left arrow v) pressed?>> <<key (d v) pressed?> or <key (right arrow v) pressed?>> <<(YVel) = [0]> or <(YVel) = (Gravity)>> <<<(Crouching) = [0]> and <(AllowPlayerControl) = [1]>> and <<<(PUp) = [P]> and <(Power44) = [0]>> or <not <(PUp) = [P]>>>>\n\ndefine FindFloor\nset [n. v] to [0]\nrepeat until <not <<touching (blocks v)?> or <<touching (uniques v)?> or <touching (extras v)?>>>>\n change [n. v] by (1)\n if <(N.) > [16]> then\n SetYPlayerY\n stop [this script v]\n end\n change y by (1)\nend\n\ndefine FindCeiling\nset [n. v] to [0]\nrepeat until <not <<touching (blocks v)?> or <<touching (uniques v)?> or <touching (extras v)?>>>>\n change [n. v] by (1)\n if <(N.) > [16]> then\n SetYPlayerY\n stop [this script v]\n end\n change y by (-1)\nend\n\nwhen I receive [costumeall v]\nchange [invincible v] by (-0.1)\nif <(Invincible) < [0]> then\n set [invincible v] to [0]\nend\nbroadcast (GameOverlays v)\n\ndefine FindXSpace\nset [plyx v] to ((x position) - (MapX))\nset [n. v] to [0]\nrepeat until <not <<touching (blocks v)?> or <<touching (uniques v)?> or <touching (extras v)?>>>>\n change [n. v] by (1)\n SetXPlayerX\n if <(N.) > [38]> then\n stop [this script v]\n end\n change x by (N.)\n if <<touching (blocks v)?> or <<touching (uniques v)?> or <touching (extras v)?>>> then\n SetXPlayerX\n change x by ((N.) * (-0.95))\n end\nend\n\ndefine YSmoothing\nset [plyy v] to ((y position) - (MapY))\nset [n. v] to [0]\nrepeat until <not <<touching (blocks v)?> or <<touching (uniques v)?> or <touching (extras v)?>>>>\n change [n. v] by (1)\n SetYPlayerY\n if <(N.) > (((([abs v] of (XVel) ) + ([abs v] of (SprS) )) * (2)) + (4))> then\n YSmoothingSemis\n stop [this script v]\n end\n change y by (N.)\n if <<touching (blocks v)?> or <<touching (uniques v)?> or <touching (extras v)?>>> then\n SetYPlayerY\n change y by ((N.) * (-0.7))\n end\nend\nYSmoothingSemis\n\ndefine SlidingLeft\nif <(N.3) = [1]> then\n switch costume to (hitboxright v)\nelse\n switch costume to (hitboxleft v)\nend\nset [plyy v] to ((y position) - (MapY))\nset [n. v] to [0]\nrepeat until <<<touching (blocks v)?> or <<touching (uniques v)?> or <touching (extras v)?>>> or <touching (semisolids v)?>>\n change [n. v] by (1)\n if <(N.) > [16]> then\n SetYPlayerY\n stop [this script v]\n end\n change y by (-1)\nend\nSetYPlayerY\nif <(N.) > [2]> then\n change y by ((N.) / (-2))\n set [sliding v] to [1]\n if <(N.3) = [1]> then\n change [xvel v] by ((N.) / (16))\n if <(XVel) > [7.5]> then\n set [xvel v] to [7.5]\n end\n else\n change [xvel v] by ((N.) / (-16))\n if <(XVel) < [-7.5]> then\n set [xvel v] to [-7.5]\n end\n end\nelse\n stop [this script v]\nend\n\ndefine FindXSpaceSmall\nset [plyx v] to ((x position) - (MapX))\nset [n. v] to [0]\nrepeat until <not <<touching (blocks v)?> or <<touching (uniques v)?> or <touching (extras v)?>>>>\n change [n. v] by (1)\n SetXPlayerX\n if <(N.) > [6]> then\n stop [this script v]\n end\n change x by (N.)\n if <<touching (blocks v)?> or <<touching (uniques v)?> or <touching (extras v)?>>> then\n SetXPlayerX\n change x by ((N.) * (-1))\n end\nend\nset [xvel v] to [0]\n\ndefine FindXSpaceExtreme\nset [plyx v] to ((x position) - (MapX))\nset [plyy v] to ((y position) - (MapY))\nset [n. v] to [0]\nrepeat until <not <<touching (blocks v)?> or <<touching (uniques v)?> or <touching (extras v)?>>>>\n set [n.2 v] to [0]\n change [n. v] by (1)\n if <(N.) > [8]> then\n FindXSpaceExtreme2\n stop [this script v]\n end\n change y by (1)\n repeat until <<not <<touching (blocks v)?> or <<touching (uniques v)?> or <touching (extras v)?>>>> or <(N.2) > [8]>>\n change [n.2 v] by (1)\n SetXPlayerX\n change x by (N.2)\n if <<touching (blocks v)?> or <<touching (uniques v)?> or <touching (extras v)?>>> then\n SetXPlayerX\n change x by ((N.2) * (-1))\n end\n end\nend\n\ndefine FindFloorSemi\nset [n. v] to [0]\nrepeat until <not <touching (semisolids v)?>>\n change [n. v] by (1)\n if <(N.) > [30]> then\n SetYPlayerY\n stop [this script v]\n end\n change y by (0.5)\nend\n\ndefine BasicMovementReset\nset [holding v] to []\nset [xvel v] to [0]\nset [yvel v] to (Gravity)\nset [crouching v] to [0]\nset [sprs v] to [0]\nset [usedspring v] to [0]\nset [pup v] to [N]\nset [jumping v] to [0]\nset [invincible v] to [0]\nset [dead v] to [0]\nset [on/off v] to [1]\nset [power11 v] to [0]\nset [power22 v] to [0]\nset [power33 v] to [0]\nset [power44 v] to [0]\nset [startimer v] to [0]\nset [fastsoundplayed v] to [0]\ndelete this clone\n\nwhen I receive [powerup v]\nset [invincible v] to [4.2]\nset [cor v] to [C]\n\nwhen I receive [death v]\nstop all sounds\nset [pup v] to [N]\nbroadcast (PlaySong v)\nset [dead v] to [1]\nset [invincible v] to [0]\nset [allowmovement v] to [0]\nset [allowplayercontrol v] to [0]\nset [yvel v] to [12]\nrepeat (30)\n if <not <(EditMode) = [0]>> then\n set [dead v] to [0]\n stop [this script v]\n end\nend\nif <(y position) > [-165]> then\n repeat (60)\n change [plyy v] by (YVel)\n change [yvel v] by (-0.85)\n if <not <(EditMode) = [0]>> then\n set [dead v] to [0]\n stop [this script v]\n end\n end\nelse\n hide\n wait (2) seconds\nend\nbroadcast (StartLevel v)\n\nwhen I receive [resetmap v]\npoint in direction (90)\nset [gravity v] to [-0.83]\nset [plyx v] to (SpawnX)\nset [plyy v] to ((SpawnY) - (2))\nset [floor v] to ((round (((PlyY) - (496)) / (1312))) + (1))\nset [mapx v] to ((PlyX) * (-1))\nset [mapy v] to ((((round ((PlyY) / (16))) * (16)) * (-1)) + (4))\nset [usingpipe v] to [0]\nset [playerstamped v] to [0]\nBasicMovementReset\nbroadcast (MapLimits v)\nbroadcast (UpdateAreaSettings v)\nSetXPlayerX\nSetYPlayerY\nset rotation style [don't rotate v]\n\nwhen I receive [powerdown v]\nset [power11 v] to [0]\nset [power22 v] to [0]\nset [power33 v] to [0]\nset [power44 v] to [0]\nif <<<(Dead) = [0]> and <(GoalReached) = [0]>> and <(AllowMovement) = [1]>> then\n if <(PUp) = [N]> then\n broadcast (Death v)\n else\n start sound [PowerDown v]\n if <(PUp) = [B]> then\n set [pup v] to [N]\n else\n set [pup v] to [B]\n end\n set [invincible v] to [4.2]\n end\nend\n\nwhen I receive [shortinvincibility v]\nset [invincible v] to [4.2]\nset [allowmovement v] to [0]\nset [allowplayercontrol v] to [0]\nwait (0.3) seconds\nset [allowmovement v] to [1]\nset [allowplayercontrol v] to [1]\n\ndefine YSmoothingSemis\nset [plyy v] to ((y position) - (MapY))\nif <not <(YVel) > [0]>> then\n set [n. v] to [0]\n SetYPlayerY\n repeat until <not <touching (semisolids v)?>>\n change [n. v] by (1)\n SetYPlayerY\n if <(N.) > (((([abs v] of (XVel) ) + ([abs v] of (SprS) )) * (2)) + (4))> then\n stop [this script v]\n end\n change y by (N.)\n end\nend\n\ndefine CreateParticle (x) (y) (type)\nadd (x) to [creparx v]\nadd (y) to [crepary v]\nadd (type) to [crepartype v]\n\ndefine FindXSpaceExtreme2\nSetXPlayerX\nSetYPlayerY\nset [n. v] to [0]\nrepeat until <not <<touching (blocks v)?> or <<touching (uniques v)?> or <touching (extras v)?>>>>\n set [n.2 v] to [0]\n change [n. v] by (1)\n if <(N.) > [8]> then\n SetXPlayerX\n SetYPlayerY\n broadcast (Powerdown v)\n stop [this script v]\n end\n change y by (-1)\n repeat until <<not <<touching (blocks v)?> or <<touching (uniques v)?> or <touching (extras v)?>>>> or <(N.2) > [8]>>\n change [n.2 v] by (1)\n SetXPlayerX\n change x by (N.2)\n if <<touching (blocks v)?> or <<touching (uniques v)?> or <touching (extras v)?>>> then\n SetXPlayerX\n change x by ((N.2) * (-1))\n end\n end\nend\n\nwhen I receive [flagclicked v]\nswitch costume to (nhitbox v)\nset size to (400) %\nhide\nset [allowplayercontrol v] to [1]\nset [allowmovement v] to [1]\nset [musicmenu v] to [0]\nset [usingpipe v] to [0]\nbroadcast (ResetMap v)\n\nwhen I receive [usepipe v]\nset [allowmovement v] to [0]\nset [allowplayercontrol v] to [0]\nset [crouching v] to [0]\nset [usingpipe v] to [1]\nset [animatepipe v] to [0]\nset [yvel v] to [0]\nset [xvel v] to [0]\nif <<not <(Floor) = ((round ((((item (PipeDestnNo.) of [pipey v]) * (32)) - (498)) / (1312))) + (1))>> and <<(PTimer) = [0]> and <(StarTimer) = [0]>>> then\n stop all sounds\nend\nPipeEntrance\nset [xvel v] to [0]\nset [playerstamped v] to [0]\nset [crouching v] to [0]\nPipeExit (item (PipeDestnNo.) of [pipetype v])\nset [playerstamped v] to [0]\nset [usingpipe v] to [0]\nset [allowmovement v] to [1]\nset [allowplayercontrol v] to [1]\nset [xvel v] to [0]\nset [yvel v] to [-1]\nif <not <(PUp) = [N]>> then\n set [cor v] to [C]\nend\n\ndefine UsingPipeAnimation\nif <<<(item (PipeUseNo.) of [pipetype v]) = [.1]> or <<(item (PipeUseNo.) of [pipetype v]) = [.21]> or <(item (PipeUseNo.) of [pipetype v]) = [.11]>>> and <(AnimatePipe) < [31]>> then\n if <(AnimatePipe) > [6]> then\n set [brightness v] effect to (((AnimatePipe) - (6)) * ((-100) / (17)))\n end\n if <(AnimatePipe) > [23]> then\n set [ghost v] effect to (100)\n end\nend\nif <<<(item (PipeDestnNo.) of [pipetype v]) = [.1]> or <<(item (PipeDestnNo.) of [pipetype v]) = [.21]> or <(item (PipeDestnNo.) of [pipetype v]) = [.11]>>> and <(AnimatePipe) > [29]>> then\n if <<(AnimatePipe) > [34]> and <(AnimatePipe) < [51]>> then\n set [brightness v] effect to ((((AnimatePipe) - (34)) * ((100) / (17))) - (100))\n end\n if <(AnimatePipe) < [35]> then\n set [ghost v] effect to (100)\n end\nend\n\ndefine PipeEntrance\nset [n.5 v] to (item (PipeUseNo.) of [pipetype v])\nif <<(N.5) = [.1]> or <<(N.5) = [.21]> or <(N.5) = [.11]>>> then\n start sound [Door v]\n set [xvel v] to [2]\n UsingPipe [0] [-2]\n PipeAnimate [] []\nend\nset [playerstamped v] to [1]\nCostumePlayer\nstamp\nhide\nif <<(N.5) = [.3]> or <(N.5) = [.4]>> then\n start sound [PowerDown v]\n UsingPipe [-16] [-2]\n PipeAnimate [] [-1]\nend\nif <<(N.5) = [.5]> or <(N.5) = [.6]>> then\n start sound [PowerDown v]\n point in direction (90)\n set [xvel v] to ((direction) / (45))\n UsingPipe [4] [-2]\n PipeAnimate [1] []\nend\nif <<(N.5) = [.7]> or <(N.5) = [.8]>> then\n start sound [PowerDown v]\n UsingPipe [-16] ((2) + (<not <(PUp) = [N]>> * (20)))\n PipeAnimate [] [1]\nend\nif <<(N.5) = [.9]> or <(N.5) = [.12]>> then\n start sound [PowerDown v]\n point in direction (-90)\n set [xvel v] to ((direction) / (45))\n UsingPipe [-4] [-2]\n PipeAnimate [-1] []\nend\n\ndefine CostumePlayer\nchange [plytimer v] by ((0.005) + (([abs v] of (round (XVel)) ) / (400)))\nclear graphic effects\nif <(UsingPipe) = [1]> then\n UsingPipeAnimation\nend\nif <(Invincible) > [0]> then\n if <((GTime) mod (0.15)) < [0.075]> then\n set [ghost v] effect to (100)\n end\nend\nif <(SprS) = [0.01]> then\n set [sprs v] to [0]\nend\nset rotation style [left-right v]\nif <(Dead) = [1]> then\n switch costume to (dead v)\nelse\n if <(StarTimer) > [0]> then\n set [color v] effect to ((([floor v] of ((GTime) * (20)) ) mod (4)) * (25))\n end\n if <(Climbing) = [1]> then\n SwitchTo [Climb] [16] [2] [1]\n else\n if <<not <(Sliding) = [0]>> and <(ExtColl) = [0]>> then\n SwitchTo [Slide]\n else\n if <(Crouching) = [1]> then\n SwitchTo [Crouch]\n if <(Sliding) = [0]> then\n set [extcoll v] to [1]\n end\n else\n if <((y position) - (MapY)) < ((SelectedWater) + (24))> then\n SwimmingCostumes\n else\n NormalCostumes\n end\n end\n end\n end\nend\n\ndefine PipeExit (type)\nif <<(type) = [.1]> or <<(type) = [.21]> or <(type) = [.11]>>> then\n set [xvel v] to [2]\n DestPipe [0] [-2]\n PipeAnimate [] []\nend\nset [playerstamped v] to [1]\nif <<(type) = [.3]> or <(type) = [.4]>> then\n DestPipe [-16] [-32]\n PipeAnimate [] [1]\nend\nif <<(type) = [.5]> or <(type) = [.6]>> then\n point in direction (-90)\n set [xvel v] to ((direction) / (45))\n DestPipe [36] [0]\n PipeAnimate [-1] []\nend\nif <<(type) = [.7]> or <(type) = [.8]>> then\n DestPipe [-16] ((6) + (<(PUp) = [N]> * (26)))\n PipeAnimate [] [-1]\nend\nif <<(type) = [.9]> or <(type) = [.12]>> then\n point in direction (90)\n set [xvel v] to ((direction) / (45))\n DestPipe [-36] [0]\n PipeAnimate [1] []\nend\n\ndefine EssentialPipeExit\nset [mapx v] to (((round ((PlyX) / (16))) * (16)) * (-1))\nset [mapy v] to (((round ((PlyY) / (16))) * (16)) * (-1))\nset [floor v] to ((round (((PlyY) - (496)) / (1312))) + (1))\nbroadcast (MapLimits v)\nbroadcast (UpdateAreaSettings v)\nbroadcast (PipeTransition v)\nwait (0.5) seconds\n\nwhen I receive [unlockdoor v]\nset [allowmovement v] to [0]\nset [allowplayercontrol v] to [0]\nset [crouching v] to [0]\nset [usingpipe v] to [1]\nset [animatepipe v] to [0]\nset [yvel v] to [0]\nset [xvel v] to [0]\nchange [plyy v] by (-2)\nwait (0.5) seconds\nbroadcast (UsePipe v)\n\ndefine SwimmingMovement <jump>\nswitch costume to (hitboxfloor v)\nif <(YVel) = [0.82]> then\n set [yvel v] to [0.1]\nend\nif <<(YVel) > [1]> and <not <<jump> and <(AllowPlayerControl) = [1]>>>> then\n set [yvel v] to ((YVel) / (1.24))\nend\nchange [yvel v] by ((Gravity) / (2))\nif <(YVel) = ((Gravity) / (2))> then\n set [yvel v] to (Gravity)\nend\nif <(YVel) > [9]> then\n set [yvel v] to [9]\nend\nif <(YVel) < [-3]> then\n set [yvel v] to [-3]\nend\nYCollisions\nRaccoonPowerupUse <>\nSwimmingXMovement <<key (a v) pressed?> or <key (left arrow v) pressed?>> <<key (d v) pressed?> or <key (right arrow v) pressed?>> <<(YVel) = [0]> or <(YVel) = (Gravity)>> <jump>\n\ndefine NormalCostumes\nif <not <(Holding) = []>> then\n if <<<(YVel) = [0]> or <(YVel) = (Gravity)>> or <(PUp) = [O]>> then\n if <not <([abs v] of (XVel) ) < [0.05]>> then\n SwitchTo [Hold] [16] ((4) - (<(PUp) = [N]> * (2))) [1]\n else\n SwitchTo [IdleHold]\n end\n else\n if <(PUp) = [N]> then\n switch costume to (swimn2 v)\n else\n switch costume to (join (join [Swim] (PUp)) [4])\n end\n end\nelse\n if <<(PUp) = [R]> and <(Power44) > [0.3]>> then\n switch costume to (join [SpinR] ((([floor v] of ((GTime) * (30)) ) mod (4)) + (1)))\n else\n if <<(PUp) = [C]> and <(Power22) > [0]>> then\n switch costume to (join [SpinC] ((([floor v] of ((GTime) * (40)) ) mod (4)) + (1)))\n else\n if <<(PUp) = [P]> and <<(Power22) > [0]> or <<(Power44) > [0]> or <(Power33) > [0]>>>> then\n if <(Power33) > [0]> then\n SwitchTo [Spin] [32] [4] [1]\n else\n SwitchTo [Spin] [48] [4] [1]\n end\n else\n if <<(PUp) = [R]> and <<(Power22) > [0]> or <(Power33) > [0]>>> then\n if <(Power33) > [0]> then\n SwitchTo [Fly] [20] [3] [4]\n else\n SwitchTo [Fly] [20] [3] [1]\n end\n else\n if <not <<(YVel) = [0]> or <(YVel) = (Gravity)>>> then\n if <<<(PUp) = [F]> or <(PUp) = [H]>> and <(Power22) > [0]>> then\n SwitchTo [Glide]\n else\n if <([abs v] of (XVel) ) > [7]> then\n SwitchTo [Glide]\n else\n SwitchTo [Jump]\n end\n end\n else\n if <<<(PUp) = [F]> or <(PUp) = [H]>> and <(Power22) > [0]>> then\n if <(Power22) > [0.5]> then\n SwitchTo [Throw] [0] [1] [1]\n else\n SwitchTo [Throw] [0] [1] [2]\n end\n else\n if <<(Drifting) = [1]> and <not <(PUp) = [O]>>> then\n SwitchTo [Drift]\n else\n if <not <([abs v] of (XVel) ) < [0.05]>> then\n if <<([abs v] of (XVel) ) > [7]> and <not <(PUp) = [O]>>> then\n if <(PUp) = [N]> then\n SwitchTo [Run] [12] [2] [1]\n else\n SwitchTo [Run] [16] [4] [1]\n end\n else\n if <(PUp) = [N]> then\n SwitchTo [Walk] [12] [2] [1]\n else\n SwitchTo [Walk] [16] [4] [1]\n end\n end\n else\n if <(UsingPipe) = [1]> then\n SwitchTo [Pipe]\n else\n SwitchTo [Idle]\n set [plytimer v] to [0.08]\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine SwimmingCostumes\nif <(PUp) = [C]> then\n set [ghost v] effect to (100)\n stop [this script v]\nend\nif <(PUp) = [O]> then\n if <not <(Holding) = []>> then\n if <not <([abs v] of (XVel) ) < [0.05]>> then\n SwitchTo [Hold] [16] [4] [1]\n else\n SwitchTo [IdleHold]\n end\n else\n if <not <<(YVel) = [0]> or <(YVel) = (Gravity)>>> then\n if <(([abs v] of (XVel) ) + (0.5)) > ([abs v] of (YVel) )> then\n if <([abs v] of (XVel) ) < [0.05]> then\n SwitchTo [Swim] [16] [2] [1]\n else\n SwitchTo [Swim] [12] [3] [9]\n end\n else\n if <(YVel) > [0]> then\n SwitchTo [Swim] [16] [3] [6]\n else\n SwitchTo [Swim] [16] [3] [3]\n end\n end\n else\n if <not <([abs v] of (XVel) ) < [0.05]>> then\n SwitchTo [Walk] [16] [4] [1]\n else\n if <(UsingPipe) = [1]> then\n SwitchTo [Pipe]\n else\n SwitchTo [Idle]\n set [plytimer v] to [0.08]\n end\n end\n end\n end\nelse\n if <<(PUp) = [R]> and <(Power44) > [0.3]>> then\n switch costume to (join [SpinR] ((([floor v] of ((GTime) * (30)) ) mod (4)) + (1)))\n else\n if <not <(Holding) = []>> then\n if <<(YVel) = [0]> or <(YVel) = (Gravity)>> then\n if <not <([abs v] of (XVel) ) < [0.05]>> then\n SwitchTo [Hold] [16] ((4) - (<(PUp) = [N]> * (2))) [1]\n else\n SwitchTo [IdleHold]\n end\n else\n if <(PUp) = [N]> then\n switch costume to (swimn2 v)\n else\n switch costume to (join (join [Swim] (PUp)) [4])\n end\n end\n else\n if <not <<(YVel) = [0]> or <(YVel) = (Gravity)>>> then\n if <<<(PUp) = [F]> or <(PUp) = [H]>> and <(Power22) > [0]>> then\n SwitchTo [Glide]\n else\n SwitchTo [Swim] [8] [4] [1]\n end\n else\n if <<<(PUp) = [F]> or <(PUp) = [H]>> and <(Power22) > [0]>> then\n if <(Power22) > [0.5]> then\n SwitchTo [Throw] [0] [1] [1]\n else\n SwitchTo [Throw] [0] [1] [2]\n end\n else\n if <(Drifting) = [1]> then\n SwitchTo [Drift]\n else\n if <not <([abs v] of (XVel) ) < [0.05]>> then\n if <([abs v] of (XVel) ) > [7]> then\n if <(PUp) = [N]> then\n SwitchTo [Run] [12] [2] [1]\n else\n SwitchTo [Run] [16] [4] [1]\n end\n else\n if <(PUp) = [N]> then\n SwitchTo [Walk] [12] [2] [1]\n else\n SwitchTo [Walk] [16] [4] [1]\n end\n end\n else\n if <(UsingPipe) = [1]> then\n SwitchTo [Pipe]\n else\n SwitchTo [Idle]\n set [plytimer v] to [0.08]\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [overlays v]\nif <(PlayerStamped) = [0]> then\n CostumePlayer\n stamp\n if <(PUp) = [P]> then\n Prop\n stamp\n end\n if <(PUp) = [C]> then\n Clouds\n end\n SetXPlayerX\n SetYPlayerY\n hide\nend\n\nwhen I receive [goal! v]\nstop all sounds\nbroadcast (PlaySong v)\nset [invincible v] to [4.2]\nset [allowplayercontrol v] to [0]\nset [goalreached v] to [1]\npoint in direction (90)\nrepeat (120)\n if <(XVel) < [2.5]> then\n set [xvel v] to [2.5]\n end\n if <<(PlyY) < ((SelectedWater) + (24))> and <<(YVel) < [0.5]> and <(y position) < [-20]>>> then\n set [yvel v] to [8]\n end\n if <not <(EditMode) = [0]>> then\n set [allowmovement v] to [1]\n set [allowplayercontrol v] to [1]\n set [goalreached v] to [0]\n stop [this script v]\n end\nend\nbroadcast (PipeTransition v)\nif <(MyLevel) = [1]> then\n set [editmode v] to [1]\n broadcast (ResetMap v)\nelse\n broadcast (FlagClicked v)\nend\nset [allowmovement v] to [1]\nset [allowplayercontrol v] to [1]\nset [goalreached v] to [0]\n\ndefine FirePowerupUse\nif <(PUp) = [F]> then\n if <<(Holding) = []> and <(Crouching) = [0]>> then\n if <(Power11) = [0]> then\n if <<key (space v) pressed?> and <(Power22) = [0]>> then\n set [power11 v] to [1]\n set [power22 v] to [1]\n add [] to [enycont v]\n add ((direction) / (2)) to [enydir v]\n add [0] to [enyext v]\n add [0] to [enysta v]\n add [1] to [enyty v]\n add (((x position) - (MapX)) / (32)) to [enyx v]\n add [8] to [enyxvel v]\n add (((y position) - (MapY)) / (32)) to [enyy v]\n add [0] to [enyyvel v]\n end\n else\n if <not <key (space v) pressed?>> then\n set [power11 v] to [0]\n end\n end\n if <(Power22) > [0]> then\n change [power22 v] by (-0.1)\n if <(Power22) < [0]> then\n set [power22 v] to [0]\n end\n end\n end\nend\n\ndefine Prop\nif <(Climbing) = [0]> then\n if <<(Power22) > [0]> or <<(Power44) > [0]> or <(Power33) > [0]>>> then\n move (2) steps\n if <(Power33) > [0]> then\n SwitchTo [Prop] [90] [7] [1]\n else\n SwitchTo [Prop] [190] [7] [1]\n end\n else\n switch costume to (join [PropP] ((([floor v] of ((GTime) * (30)) ) mod (7)) + (1)))\n end\n if <<(Crouching) = [1]> and <(Sliding) = [0]>> then\n move (2) steps\n change y by (-18)\n end\nelse\n if <(([floor v] of ((PlyTimer) * (16)) ) mod (2)) = [1]> then\n move (2) steps\n end\n SwitchTo [Prop] [30] [5] [8]\nend\n\ndefine PropellerPowerupUse <jumping>\nif <(PUp) = [P]> then\n if <<(Holding) = []> and <(Crouching) = [0]>> then\n if <<<(YVel) = [0]> or <(YVel) = (Gravity)>> or <(Jumping) = [1]>> then\n set [power11 v] to [0]\n set [power22 v] to [0]\n set [power44 v] to [0]\n else\n if <<(Power22) = [0]> and <not <<(Power11) = [0.9]> or <<(Power11) = [0.95]> or <(Power11) = [0.96]>>>>> then\n if <(Power11) = [0.8]> then\n if <jumping> then\n start sound [PropFly v]\n set [power11 v] to [0.9]\n set [power22 v] to [1]\n end\n else\n set [power11 v] to [0.5]\n end\n if <not <jumping>> then\n set [power11 v] to [0.8]\n end\n end\n end\n end\n if <(Power22) > [0]> then\n change [power22 v] by (-0.03)\n if <not <(YVel) = [0.82]>> then\n set [yvel v] to [8]\n end\n if <<(Power22) < [0]> or <<not <jumping>> and <(Power22) < [0.6]>>> then\n set [power22 v] to [0]\n end\n else\n if <<(Power11) = [0.9]> and <not <jumping>>> then\n set [power11 v] to [0.95]\n end\n end\n if <<key (s v) pressed?> or <key (down arrow v) pressed?>> then\n if <<(Power44) = [1]> and <<(Sid) = [P1]> and <not <<(YVel) = [0]> or <(YVel) = (Gravity)>>>>> then\n start sound [PropDown v]\n set [sid v] to []\n end\n if <<(YVel) = [0]> or <(YVel) = (Gravity)>> then\n set [power44 v] to [0]\n else\n if <<(YVel) < [4]> and <not <(Crouching) = [1]>>> then\n if <(Power44) = [0]> then\n set [sid v] to [P1]\n end\n set [power22 v] to [0]\n set [power33 v] to [0]\n set [power44 v] to [1]\n set [yvel v] to [-12]\n Int ((x position) + (10)) ((y position) - (32)) [Normal]\n Int ((x position) + (-10)) ((y position) - (32)) [Normal]\n Action (x position) ((y position) - (24)) [Prop]\n Action (x position) ((y position) - (30)) [POW]\n set [xvel v] to [0]\n end\n end\n else\n set [power44 v] to [0]\n if <(Power11) = [0.95]> then\n if <jumping> then\n start sound [PropSpin v]\n set [power33 v] to [1]\n end\n end\n if <(Power33) > [0]> then\n set [power44 v] to [0]\n set [power11 v] to [0.96]\n change [power33 v] by (-0.05)\n if <<(Power33) < [0]> or <<(YVel) = [0]> or <(YVel) = (Gravity)>>> then\n set [power33 v] to [0]\n end\n end\n if <(Power11) = [0.96]> then\n if <not <jumping>> then\n set [power11 v] to [0.95]\n end\n end\n end\nend\n\ndefine Climbing\nset [power11 v] to [0]\nset [power22 v] to [0]\nif <not <(PUp) = [C]>> then\n set [power33 v] to [0]\n set [power44 v] to [0]\nend\nset [n.5 v] to <<key (w v) pressed?> or <key (up arrow v) pressed?>>\nswitch costume to (hitboxfloor v)\nif <(N.5) = [1]> then\n change [yvel v] by (1)\nend\nif <<key (s v) pressed?> or <key (down arrow v) pressed?>> then\n change [yvel v] by (-1)\nend\nif <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n change [xvel v] by (1)\nend\nif <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n change [xvel v] by (-1)\nend\nif <(Climbing) = [0]> then\n set [yvel v] to ((YVel) / (1.3))\n set [xvel v] to ((XVel) / (1.25))\n if <(XVel) > [0]> then\n point in direction (90)\n else\n point in direction (-90)\n end\nelse\n set [yvel v] to ((YVel) / (1.5))\n set [xvel v] to ((XVel) / (1.5))\nend\nYCollisions\nif <<not <((y position) - (MapY)) < ((SelectedWater) + (24))>> and <<(N.5) = [1]> and <(Climbing) = [0]>>> then\n set [yvel v] to [9.5]\nend\nchange [extcoll v] by (-0.5)\nif <(ExtColl) < [0]> then\n set [extcoll v] to [0]\nend\nif <<(PUp) = [N]> or <(Crouching) = [1]>> then\n switch costume to (nhitboxsides v)\nelse\n switch costume to (bhitboxsides v)\nend\nXCollisions\n\ndefine YCollisions\nchange y by ((YVel) / (2))\nif <not <<<touching (blocks v)?> or <<touching (uniques v)?> or <touching (extras v)?>>> or <touching (semisolids v)?>>> then\n change y by ((YVel) / (2))\nend\nif <(PUp) = [N]> then\n switch costume to (nhitbox v)\nelse\n switch costume to (bhitbox v)\nend\nif <(YVel) > [0]> then\n if <<touching (blocks v)?> or <<touching (uniques v)?> or <touching (extras v)?>>> then\n FindXSpaceSmall\n if <<touching (blocks v)?> or <<touching (uniques v)?> or <touching (extras v)?>>> then\n FindCeiling\n set [yvel v] to [0.82]\n end\n end\nelse\n switch costume to (hitboxfloor v)\n if <touching (semisolids v)?> then\n FindFloorSemi\n set [yvel v] to [0]\n set [climbing v] to [0]\n end\n if <<touching (blocks v)?> or <<touching (uniques v)?> or <touching (extras v)?>>> then\n FindFloor\n if <(YVel) < [-2]> then\n CreateParticle (x position) ((y position) - (16)) [Drift]\n end\n set [climbing v] to [0]\n set [yvel v] to [0]\n else\n if <<(YVel) = (Gravity)> and <(Jumping) = [0]>> then\n change y by ((([abs v] of (XVel) ) + (4)) * (-1.5))\n if <<touching (blocks v)?> or <<touching (uniques v)?> or <touching (extras v)?>>> then\n FindFloor\n set [yvel v] to [0]\n set [climbing v] to [0]\n else\n change y by ((([abs v] of (XVel) ) + (4)) * (1.5))\n end\n end\n end\nend\n\ndefine XCollisions\nset [n.4 v] to ((SprS) + (ConveyerSpeed))\nif <<([abs v] of (XVel) ) = [0.8]> or <([abs v] of (XVel) ) = ((1) / (1.5))>> then\n if <not <(ConveyerSpeed) = [0]>> then\n change [xvel v] by ((([abs v] of (XVel) ) / (XVel)) * ([abs v] of ((ConveyerSpeed) / (1.4)) ))\n end\n change x by ((round (XVel)) + (N.4))\nelse\n change x by (((XVel) + (N.4)) / (((UsedSpring) / (2)) + (1)))\nend\nif <<<touching (blocks v)?> or <<touching (uniques v)?> or <touching (extras v)?>>> or <<touching (semisolids v)?> and <not <(YVel) > [0]>>>> then\n YSmoothing\n if <<touching (blocks v)?> or <<touching (uniques v)?> or <touching (extras v)?>>> then\n FindXSpace\n if <<touching (blocks v)?> or <<touching (uniques v)?> or <touching (extras v)?>>> then\n set [extcoll v] to [1]\n FindXSpaceExtreme\n end\n set [xvel v] to [0]\n set [sprs v] to [0.01]\n set [sliding v] to [0]\n end\nend\n\ndefine SwitchTo (costume) (speed) (mod) (plus)\nswitch costume to (join (join (costume) (PUp)) ((([floor v] of ((PlyTimer) * (speed)) ) mod (mod)) + (plus)))\n\ndefine RaccoonPowerupUse <jumping>\nif <(PUp) = [R]> then\n if <<(Holding) = []> and <(Crouching) = [0]>> then\n if <(Power44) > [0]> then\n change [power44 v] by (-0.1)\n if <(Power44) < [0.3]> then\n set [power44 v] to [0.3]\n if <not <key (space v) pressed?>> then\n set [power44 v] to [0]\n end\n end\n end\n if <<key (space v) pressed?> and <(Power44) = [0]>> then\n set [power44 v] to [1]\n set [plytimer v] to [0]\n Int ((x position) + (20)) (y position) [Normal]\n Int ((x position) + (-20)) (y position) [Normal]\n Action ((x position) + (20)) (y position) [Prop]\n Action ((x position) + (-20)) (y position) [Prop]\n Action ((x position) + (20)) (y position) [POW]\n Action ((x position) + (-20)) (y position) [POW]\n stop [this script v]\n end\n if <not <(PlyY) < ((SelectedWater) + (24))>> then\n if <<(YVel) = [0]> or <(YVel) = (Gravity)>> then\n set [power33 v] to [0]\n set [power22 v] to [0]\n if <([abs v] of (XVel) ) > [7]> then\n set [power11 v] to [1]\n else\n set [power11 v] to [0]\n end\n end\n if <(Power11) > [0]> then\n if <(YVel) < [-4]> then\n set [power11 v] to [0]\n end\n if <not <<(YVel) = [0]> or <(YVel) = (Gravity)>>> then\n if <not <jumping>> then\n set [power11 v] to [0.5]\n end\n end\n if <(Power11) = [0.5]> then\n if <jumping> then\n set [power22 v] to [1]\n set [power11 v] to [1]\n end\n end\n else\n if <not <jumping>> then\n change [power11 v] by (-0.5)\n end\n if <<jumping> and <(Power11) < [-0.9]>> then\n set [power33 v] to [1]\n set [power11 v] to [0]\n end\n end\n if <(Power22) > [0]> then\n change [power22 v] by (-0.08)\n end\n if <(Power33) > [0]> then\n change [power33 v] by (-0.08)\n end\n end\n end\nend\n\ndefine SetYPlayerY\nset y to ((PlyY) + (MapY))\n\ndefine SetXPlayerX\nset x to ((PlyX) + (MapX))\n\ndefine Int (x) (y) (type)\nadd (x) to [intx v]\nadd (y) to [inty v]\nadd (type) to [inttype v]\n\ndefine Action (x) (y) (type)\nadd (x) to [aboacx v]\nadd (y) to [aboacy v]\nadd (type) to [aboactype v]\n\ndefine SwitchTo (cost)\nswitch costume to (join (cost) (PUp))\n\ndefine CloudPowerupUsage\nset [n.5 v] to <<key (up arrow v) pressed?> or <key (w v) pressed?>>\nif <(PUp) = [C]> then\n if <<(Holding) = []> and <(Crouching) = [0]>> then\n if <<<(YVel) = [0]> or <(YVel) = (Gravity)>> or <(YVel) > [15]>> then\n set [power11 v] to [1]\n set [power22 v] to [0]\n else\n if <(Power11) = [0.5]> then\n if <(Power44) > [0]> then\n if <(N.5) = [1]> then\n add [0] to [bonseex v]\n add [0] to [bosest v]\n add [0] to [boseti v]\n add [ak] to [bosety v]\n add (((x position) - (MapX)) / (32)) to [bosex v]\n add ((((y position) - (MapY)) / (32)) - (0.8)) to [bosey v]\n set [power22 v] to [1]\n set [power11 v] to [0]\n set [yvel v] to [10]\n change [power44 v] by (-1)\n change [power33 v] by (1)\n set [xvel v] to [0]\n if <(Power33) > [3]> then\n ScanForOldestCloud\n set [deletebonusno. v] to (N.2)\n set [power33 v] to [3]\n end\n end\n end\n end\n if <<(Power11) = [1]> and <(N.5) = [0]>> then\n set [power11 v] to [0.5]\n end\n end\n end\nend\n\ndefine ScanForOldestCloud\nset [n. v] to [0]\nrepeat (length of [bosex v])\n change [n. v] by (1)\n if <(item (N.) of [bosety v]) = [ak]> then\n if <(item (N.) of [boseti v]) > (N.3)> then\n set [n.2 v] to (N.)\n set [n.3 v] to (item (N.) of [boseti v])\n end\n change [n.4 v] by (1)\n end\n if <(N.4) > [2]> then\n stop [this script v]\n end\nend\n\ndefine UsingPipe (x) (y)\nset [plyx v] to (((item (PipeUseNo.) of [pipex v]) * (32)) + (x))\nset [plyy v] to (((item (PipeUseNo.) of [pipey v]) * (32)) + (y))\n\ndefine DestPipe (x) (y)\nset [plyx v] to (((item (PipeDestnNo.) of [pipex v]) * (32)) + (x))\nset [plyy v] to (((item (PipeDestnNo.) of [pipey v]) * (32)) + (y))\nEssentialPipeExit\n\ndefine Clouds\nchange y by ((32) - ((YVel) / (2)))\nmove (-16) steps\nrepeat (Power44)\n switch costume to (cloud v)\n change x by ((([abs v] of ((XVel) / (2)) ) + (8)) * ((direction) / (-90)))\n change y by ((([sin v] of ((GTime) * (180)) ) * (2)) - (1))\n stamp\nend\n\ndefine NormalXMovement <left> <right> <grounded> <control>\nif <(Crouching) = [1]> then\n if <(Sliding) = [0]> then\n set [xvel v] to ((XVel) / (1.09))\n else\n set [xvel v] to ((XVel) / (1.05))\n end\nelse\n if <<key (space v) pressed?> and <(AllowPlayerControl) = [1]>> then\n set [xvel v] to ((XVel) / (1.12))\n else\n set [xvel v] to ((XVel) / (1.3))\n end\nend\nif <<(PUp) = [R]> and <<(Power22) > [0]> or <(Power33) > [0]>>> then\n if <([abs v] of (XVel) ) > [4]> then\n set [xvel v] to ((([abs v] of (XVel) ) / (XVel)) * (4))\n end\nend\nif <(Crouching) = [1]> then\n if <<<right> and <not <left>>> and <(AllowPlayerControl) = [1]>> then\n point in direction (90)\n end\n if <<<left> and <not <right>>> and <(AllowPlayerControl) = [1]>> then\n point in direction (-90)\n end\nend\nif <<<right> and <not <left>>> and <control>> then\n if <(Sliding) < [1]> then\n set [sliding v] to [0]\n end\n change [xvel v] by (0.8)\n if <<grounded> and <(XVel) < [0.79]>> then\n change [xvel v] by (-0.76)\n set [drifting v] to [1]\n if <((round (((GTime) mod (0.02)) * (100))) / (100)) = [0.01]> then\n start sound [skid v]\n end\n CreateParticle (((x position) + (-8)) + ((XVel) * (-2))) ((y position) - (16)) [Drift]\n end\n if <<grounded> or <(XVel) > [3.3]>> then\n point in direction (90)\n end\nend\nif <<<left> and <not <right>>> and <control>> then\n if <(Sliding) < [1]> then\n set [sliding v] to [0]\n end\n change [xvel v] by (-0.8)\n if <<grounded> and <(XVel) > [-0.79]>> then\n change [xvel v] by (0.76)\n set [drifting v] to [1]\n if <((round (((GTime) mod (0.02)) * (100))) / (100)) = [0.01]> then\n start sound [skid v]\n end\n CreateParticle (((x position) + (8)) + ((XVel) * (-2))) ((y position) - (16)) [Drift]\n end\n if <<grounded> or <(XVel) < [-3.3]>> then\n point in direction (-90)\n end\nend\nXCollisions\n\ndefine SwimmingXMovement <left> <right> <grounded> <jump>\nif <<<jump> and <(AllowPlayerControl) = [1]>> and <(Jumping) = [0]>> then\n if <(Crouching) = [1]> then\n set [xvel v] to ((direction) / (30))\n set [yvel v] to [0.82]\n else\n if <<(YVel) < [0.5]> or <grounded>> then\n start sound [swim v]\n set [yvel v] to [5]\n end\n end\n set [jumping v] to [1]\nelse\n if <grounded> then\n if <<<<key (s v) pressed?> or <key (down arrow v) pressed?>> and <(AllowPlayerControl) = [1]>> and <(Holding) = []>> then\n set [crouching v] to [1]\n if <(PUp) = [H]> then\n set [sliding v] to [0]\n else\n set [n.3 v] to [0]\n SlidingLeft\n set [n.3 v] to [1]\n SlidingLeft\n end\n else\n set [sliding v] to [0]\n end\n end\nend\nchange [extcoll v] by (-0.5)\nif <(ExtColl) < [0]> then\n set [extcoll v] to [0]\nend\nif <<(PUp) = [N]> or <(Crouching) = [1]>> then\n switch costume to (nhitboxsides v)\nelse\n switch costume to (bhitboxsides v)\nend\nif <<not <((y position) - (MapY)) < ((SelectedWater) + (24))>> and <jump>> then\n set [yvel v] to [9.5]\nend\nFirePowerupUse\nHammerPowerupUse\nif <(Crouching) = [1]> then\n if <(Sliding) = [0]> then\n set [xvel v] to ((XVel) / (1.09))\n else\n set [xvel v] to ((XVel) / (1.05))\n end\nelse\n if <<key (space v) pressed?> and <(AllowPlayerControl) = [1]>> then\n if <grounded> then\n set [xvel v] to ((XVel) / (1.3))\n else\n set [xvel v] to ((XVel) / (1.2))\n end\n else\n set [xvel v] to ((XVel) / (1.55))\n end\nend\nif <(Crouching) = [1]> then\n if <<<right> and <not <left>>> and <(AllowPlayerControl) = [1]>> then\n point in direction (90)\n end\n if <<<left> and <not <right>>> and <(AllowPlayerControl) = [1]>> then\n point in direction (-90)\n end\nend\nif <<<right> and <not <left>>> and <<(Crouching) = [0]> and <(AllowPlayerControl) = [1]>>> then\n if <(Sliding) < [1]> then\n set [sliding v] to [0]\n end\n change [xvel v] by (0.8)\n if <<grounded> and <(XVel) < [0.79]>> then\n change [xvel v] by (-0.76)\n set [drifting v] to [1]\n if <((round (((GTime) mod (0.02)) * (100))) / (100)) = [0]> then\n start sound [skid v]\n end\n CreateParticle (((x position) + (-8)) + ((XVel) * (-2))) ((y position) - (16)) [Drift]\n end\n if <<grounded> or <(XVel) > [1]>> then\n point in direction (90)\n end\nend\nif <<<left> and <not <right>>> and <<(Crouching) = [0]> and <(AllowPlayerControl) = [1]>>> then\n if <(Sliding) < [1]> then\n set [sliding v] to [0]\n end\n change [xvel v] by (-0.8)\n if <<grounded> and <(XVel) > [-0.79]>> then\n change [xvel v] by (0.76)\n set [drifting v] to [1]\n if <((round (((GTime) mod (0.02)) * (100))) / (100)) = [0]> then\n start sound [skid v]\n end\n CreateParticle (((x position) + (8)) + ((XVel) * (-2))) ((y position) - (16)) [Drift]\n end\n if <<grounded> or <(XVel) < [-1]>> then\n point in direction (-90)\n end\nend\nXCollisions\n\ndefine PipeAnimate (x) (y)\nrepeat (30)\n change [plyx v] by (x)\n change [plyy v] by (y)\n change [animatepipe v] by (1)\nend\n\ndefine HammerPowerupUse\nif <(PUp) = [H]> then\n if <<(Holding) = []> and <(Crouching) = [0]>> then\n if <(Power11) = [0]> then\n if <<key (space v) pressed?> and <(Power22) = [0]>> then\n set [power11 v] to [1]\n set [power22 v] to [1]\n add [] to [enycont v]\n add ((direction) / (18)) to [enydir v]\n add [0] to [enyext v]\n add [0] to [enysta v]\n add [2] to [enyty v]\n add (((x position) - (MapX)) / (32)) to [enyx v]\n add [8] to [enyxvel v]\n add (((y position) - (MapY)) / (32)) to [enyy v]\n add [0] to [enyyvel v]\n end\n else\n if <not <key (space v) pressed?>> then\n set [power11 v] to [0]\n end\n end\n if <(Power22) > [0]> then\n change [power22 v] by (-0.1)\n if <(Power22) < [0]> then\n set [power22 v] to [0]\n end\n end\n end\nend\n\n@PenUI\n\ndefine Write (word)\nset [n.4 v] to [0]\nset [n.3 v] to [0]\nrepeat (length of (word))\n change [n.4 v] by (1)\n change [n.3 v] by (1)\n switch costume to (letter (N.4) of (word))\n stamp\n ExcludeLetters (word)\n if <<(N.3) > [20]> and <(letter (N.4) of (word)) = [ ]>> then\n set [n.3 v] to [0]\n set x to (-220)\n change y by (((size) / (400)) * (-16))\n end\nend\n\nwhen I receive [overlays v]\nif <[1] = [1]> then\n delete this clone\nend\ngo to x: (0) y: (0)\nset size to (260) %\nif <(length of [notif v]) > [0]> then\n Notifications\nend\nbroadcast (Overlays2 v)\n\ndefine Notifications\nFindLongestNotification\nif <(AllowNotification) = [1]> then\n if <(length of [notif v]) > [0]> then\n set [n.2 v] to ((length of [notif v]) + (1))\n Standard3 [1]\n PenOptions [24] [100] [-230.4] [180] [1]\n change x by (((N.) + (1)) * (10.4))\n pen up\n repeat (length of [notif v])\n change [n.2 v] by (-1)\n Standard3 [0]\n PenOptions [24] (((((N.2) + (1)) mod (2)) * (-5)) + (100)) [-230.4] [190] [1]\n set y to (((190) - ((N.2) * (20))) + ((Loaded) * (-10.4)))\n change x by (((N.) + (1)) * (10.4))\n set y to (184)\n pen up\n set x to (-220)\n set y to (((190) - ((N.2) * (20))) + ((Loaded) * (-10.4)))\n if <(length of (item (N.2) of [notif v])) > [24]> then\n Standard4\n if <(length of (item (N.2) of [notif v])) > [50]> then\n Standard4\n end\n end\n change y by (-2)\n Write (item (N.2) of [notif v])\n replace item (N.2) of [notiftimer v] with ((item (N.2) of [notiftimer v]) - (1))\n end\n end\nend\n\ndefine FindLongestNotification\nset [n. v] to [0]\nset [n.2 v] to [0]\nset [loaded v] to [0]\nrepeat until <not <(N.2) < (length of [notif v])>>\n change [n.2 v] by (1)\n if <(AllowNotification) = [0]> then\n replace item (N.2) of [notiftimer v] with ((item (N.2) of [notiftimer v]) - (1))\n end\n if <(item (N.2) of [notiftimer v]) < [0]> then\n delete (N.2) of [notif v]\n delete (N.2) of [notiftimer v]\n else\n if <(length of (item (N.2) of [notif v])) > [24]> then\n change [loaded v] by (1)\n if <(length of (item (N.2) of [notif v])) > [50]> then\n change [loaded v] by (1)\n end\n end\n if <(length of (item (N.2) of [notif v])) > (N.)> then\n set [n. v] to (length of (item (N.2) of [notif v]))\n if <(N.) > [25]> then\n set [n. v] to [25]\n end\n end\n end\nend\n\ndefine Music Menu\nswitch costume to ( v)\nSize/Bright [] [-100]\nset pen (transparency v) to (0)\nPenOptions [24] [95] [260] [120] [1]\nset y to (-120)\npen up\nrepeat (8)\n set y to (120)\n pen down\n change x by ((([abs v] of (MusicMenu) ) * (-160)) / (8))\n set y to (-120)\n set [n.2 v] to (x position)\n set x to (260)\n pen up\n set x to (N.2)\nend\n\ndefine MusicList\nif <(MusicScroll) < [0]> then\n set [musicscroll v] to [0]\nend\nif <(MusicScroll) > ((length of [music v]) - (8))> then\n set [musicscroll v] to ((length of [music v]) - (8))\nend\nset y to ((114) + (((((MusicScroll) + (-0.5)) * (32)) mod (32)) - (16)))\nset size to (260) %\nset [n.2 v] to (round (MusicScroll))\nset [sid v] to [0]\nrepeat (8)\n switch costume to (a v)\n change [n.2 v] by (1)\n if <(MusicMenu) = [1]> then\n if <(SelectedMusic) = (N.2)> then\n if <not <([abs v] of (y position) ) > [122]>> then\n PenOptions [28] ((85) + (([sin v] of ((GTime) * (480)) ) * (5))) [260] [] [1]\n set x to (78)\n pen up\n end\n end\n if <<([abs v] of ((y position) - (mouse y)) ) < [16]> and <<(mouse x) < [220]> and <(mouse x) > [60]>>> then\n if <<mouse down?> and <(MusicExtra) = [0]>> then\n set [musicextra v] to [0.5]\n stop all sounds\n if <not <(N.2) = (SelectedMusic)>> then\n start sound (item (N.2) of [music v])\n end\n set [sid v] to (N.2)\n set [gtime v] to [0.93]\n end\n set pen size to (28)\n if <(N.2) = (SelectedMusic)> then\n set pen (brightness v) to ((85) + (([sin v] of ((GTime) * (480)) ) * (15)))\n else\n set pen (brightness v) to (75)\n end\n set x to (260)\n pen down\n set x to (78)\n pen up\n end\n end\n set x to (260)\n change x by (([abs v] of (MusicMenu) ) * (-160))\n change x by (2)\n set [n.4 v] to ((((MusicTimer) * (16)) mod (24)) - (8))\n if <(N.4) < [0]> then\n set [n.4 v] to [0]\n end\n set [n.6 v] to (length of (item (N.2) of [music v]))\n if <(N.4) > ((N.6) - (12))> then\n set [n.4 v] to ((N.6) - (12))\n end\n if <(N.6) < [12]> then\n set [n.4 v] to [0]\n end\n change x by (((N.4) mod (1)) * (-10.4))\n set [n.4 v] to ([floor v] of (N.4) )\n Write (item (N.2) of [music v]) Limited\n set x to (210)\n Size/Bright [260] [-100]\n change y by (-16)\n if <(y position) < [-127]> then\n change y by ((32) * (8))\n end\n PenOptions [4] [90] [260] [] [1]\n change x by ((([abs v] of (MusicMenu) ) * (-160)) - (10))\n pen up\n change y by (-16)\nend\nif <(MusicMenu) = [1]> then\n PenOptions [24] [95] [230] [128] [1]\n set y to (-125)\n pen up\n PenOptions [4] [80] [230] [110] [1]\n set y to (-110)\n pen up\n Size/Bright [400] []\n switch costume to (scroll v)\n go to x: (230) y: (((((MusicScroll) / ((length of [music v]) - (8))) * (-1)) + (0.5)) * (220))\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n if <(BackgroundExtra) = [0]> then\n set [musicextra v] to [1]\n end\n end\n if <not <mouse down?>> then\n set [musicextra v] to [0]\n end\n if <(MusicExtra) = [1]> then\n change y by (((y position) - (mouse y)) / (-2.5))\n if <(y position) > [110]> then\n set y to (110)\n end\n if <(y position) < [-110]> then\n set y to (-110)\n end\n set [musicscroll v] to (([abs v] of (((y position) / (220)) - (0.5)) ) * ((length of [music v]) - (8)))\n end\n stamp\nend\nPenOptions [12] [100] [260] [134] [1]\nchange x by ((([abs v] of (MusicMenu) ) * (-160)) - (10))\nset y to (-134)\nset x to (260)\npen up\nif <not <(Sid) = [0]>> then\n ReplaceSection [1] OfArea (Floor) With (Sid)\n set [selectedmusic v] to (Sid)\nend\nSize/Bright [400] [-100]\ngo to x: ((([abs v] of (MusicMenu) ) * (-160)) + (216)) y: (0)\nWrite [Music Menu] Sideways\n\ndefine Write (word) Limited\nset [n.3 v] to [0]\nrepeat ((length of (word)) - (N.4))\n change [n.4 v] by (1)\n change [n.3 v] by (1)\n switch costume to (letter (N.4) of (word))\n if <not <(x position) > [238]>> then\n stamp\n end\n change x by (((size) / (260)) * (10.4))\n if <<(N.3) > [10]> and <((N.4) + (1)) < (length of (word))>> then\n repeat (3)\n change [n.4 v] by (1)\n switch costume to (. v)\n if <not <(x position) > [238]>> then\n stamp\n end\n change x by (6)\n end\n stop [this script v]\n end\nend\n\ndefine RetrieveSection (no.) FromArea (area)\nif <(length of (item (area) of [areas v])) = [0]> then\n stop [this script v]\nend\nset [n. v] to [0]\nset [n.2 v] to []\nrepeat ((no.) - (1))\n repeat until <(letter (N.) of (item (area) of [areas v])) = [;]>\n change [n. v] by (1)\n end\n change [n. v] by (1)\nend\nrepeat until <(letter (N.) of (item (area) of [areas v])) = [;]>\n set [n.2 v] to (join (N.2) (letter (N.) of (item (area) of [areas v])))\n change [n. v] by (1)\nend\n\ndefine ReplaceSection (no.) OfArea (area) With (input)\nset [n. v] to [1]\nset [n.2 v] to []\nrepeat ((no.) - (1))\n set [n.2 v] to (join (N.2) (letter (N.) of (item (area) of [areas v])))\n repeat until <(letter (N.) of (item (area) of [areas v])) = [;]>\n change [n. v] by (1)\n set [n.2 v] to (join (N.2) (letter (N.) of (item (area) of [areas v])))\n if <(N.) > (length of (item (area) of [areas v]))> then\n stop [this script v]\n end\n end\n change [n. v] by (1)\nend\nset [n.2 v] to (join (N.2) (input))\nrepeat until <(letter (N.) of (item (area) of [areas v])) = [;]>\n change [n. v] by (1)\n if <(N.) > (length of (item (area) of [areas v]))> then\n stop [this script v]\n end\nend\nset [n.2 v] to (join (N.2) (letter (N.) of (item (area) of [areas v])))\nrepeat ((length of (item (area) of [areas v])) - (N.))\n change [n. v] by (1)\n set [n.2 v] to (join (N.2) (letter (N.) of (item (area) of [areas v])))\nend\nreplace item (area) of [areas v] with (N.2)\n\nwhen I receive [endotherscripts v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [updateareasettings v]\nRetrieveSection [1] FromArea (Floor)\nset [selectedmusic v] to (N.2)\nRetrieveSection [2] FromArea (Floor)\nset [selectedbackground v] to (N.2)\nRetrieveSection [3] FromArea (Floor)\nset [selectedxcamera v] to (N.2)\nRetrieveSection [4] FromArea (Floor)\nset [selectedycamera v] to (N.2)\nRetrieveSection [5] FromArea (Floor)\nset [selectedwater v] to (N.2)\nRetrieveSection [6] FromArea (Floor)\nset [selectedlavalevel v] to (N.2)\n\ndefine BackgroundMenu\nStandard (BackgroundMenu)\nif <(BackgroundMenu) = [1]> then\n PenOptions [4] [80] [-225] [110] [1]\n set y to (-110)\n pen up\n Size/Bright [400] []\n switch costume to (scroll v)\n go to x: (-225) y: ((110) - (((SelectedBackground) - (1)) * ((220) / (14))))\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [backgroundextra v] to [1]\n end\n if <not <mouse down?>> then\n set [backgroundextra v] to [0]\n end\n if <(BackgroundExtra) = [1]> then\n change y by (((y position) - (mouse y)) / (-1))\n if <(y position) > [110]> then\n set y to (110)\n end\n if <(y position) < [-110]> then\n set y to (-110)\n end\n set [n.4 v] to ((round (([abs v] of (((y position) / (220)) - (0.5)) ) * (14))) + (1))\n set [selectedbackground v] to (N.4)\n ReplaceSection [2] OfArea (Floor) With (SelectedBackground)\n broadcast (UpdateAreaSettings v)\n end\n stamp\nend\nStandard2 (BackgroundMenu)\nWrite [Backgrounds] Sideways\n\ndefine Write (word) Sideways\nset rotation style [all around v]\nif <(x position) > [0]> then\n point in direction (0)\n set [n.4 v] to [0]\nelse\n point in direction (180)\n set [n.4 v] to ((length of (word)) + (1))\nend\nchange y by ((((length of (word)) - (1)) / (2)) * (-16))\nset [n.3 v] to [0]\nrepeat (length of (word))\n if <(x position) > [0]> then\n change [n.4 v] by (1)\n else\n change [n.4 v] by (-1)\n end\n change [n.3 v] by (1)\n switch costume to (letter (N.4) of (word))\n stamp\n change y by (16)\nend\npoint in direction (90)\nset rotation style [don't rotate v]\n\ndefine AreaMenu\nStandard (AreaMenu)\nif <(AreaMenu) = [1]> then\n PenOptions [4] [80] [-225] [110] [1]\n set y to (-70)\n pen up\n clear graphic effects\n set size to (400) %\n set y to (-112)\n switch costume to (add v)\n if <(distance to [mouse-pointer v]) < [20]> then\n change size by (25)\n if <<<(BackgroundExtra) = [0]> and <(UIJustClicked2) = [0]>> and <mouse down?>> then\n set [y v] to (pick random (1) to (4))\n if <(Y) = (SelectedBackground)> then\n set [y v] to [1]\n if <(SelectedBackground) = [1]> then\n set [y v] to (pick random (2) to (4))\n end\n end\n add (join (join (pick random (1) to (5)) (join [;] (Y))) [;1;1;-200;-200;]) to [areas v]\n set [floor v] to (length of [areas v])\n change [plyy v] by (1310)\n set [mapy v] to ((PlyY) * (-1))\n set [uijustclicked2 v] to [1]\n broadcast (MapLimits v)\n broadcast (UpdateAreaSettings v)\n broadcast (Fast Transition v)\n end\n end\n stamp\n set size to (400) %\n switch costume to (scroll v)\n go to x: (-225) y: ((110) - (((Floor) - (1)) * ((180) / ((length of [areas v]) - (1)))))\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [backgroundextra v] to [1]\n end\n if <not <mouse down?>> then\n set [backgroundextra v] to [0]\n end\n if <(BackgroundExtra) = [1]> then\n change y by (((y position) - (mouse y)) / (-1))\n if <(y position) > [110]> then\n set y to (110)\n end\n if <(y position) < [-70]> then\n set y to (-70)\n end\n set [n.4 v] to ((round (([abs v] of ((((y position) + (-20)) / (180)) - (0.5)) ) * ((length of [areas v]) - (1)))) + (1))\n if <not <(N.4) = (Floor)>> then\n change [plyy v] by ((-1310) * ((Floor) - (N.4)))\n set [mapy v] to ((PlyY) * (-1))\n set [floor v] to (N.4)\n broadcast (MapLimits v)\n broadcast (UpdateAreaSettings v)\n broadcast (Fast Transition v)\n end\n end\n stamp\nend\nStandard2 (AreaMenu)\nWrite (join [Floor ] (Floor)) Sideways\nset y to (-90)\nset x to (-260)\npen down\nchange x by ((([abs v] of (AreaMenu) ) * (30)) + (10))\npen up\n\nwhen I receive [overlays2 v]\nif <[1] = [1]> then\n delete this clone\nend\nOverlays2\n\ndefine CameraMenu\nswitch costume to ( v)\nclear graphic effects\nset [brightness v] effect to (-100)\nset pen (transparency v) to (0)\nPenOptions [24] [95] [-260] [120] [1]\nset y to (-120)\npen up\nrepeat (7)\n set y to (120)\n pen down\n change x by ((([abs v] of (CameraMenu) ) * (160)) / (7))\n set y to (-120)\n set [n.2 v] to (x position)\n set x to (-260)\n pen up\n set x to (N.2)\nend\nif <(CameraMenu) = [1]> then\n PenOptions [4] [90] [-260] [0] [1]\n set x to (-80)\n pen up\n PenOptions [4] [80] [-220] [90] [1]\n set x to (-100)\n pen up\n clear graphic effects\n set size to (400) %\n switch costume to (scroll2 v)\n go to x: (((((SelectedXCamera) - (1)) / (7)) * (120)) - (220)) y: (90)\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [backgroundextra v] to [1]\n end\n if <not <mouse down?>> then\n set [backgroundextra v] to [0]\n end\n if <(BackgroundExtra) = [1]> then\n change x by (((x position) - (mouse x)) / (-1))\n if <(x position) > [-100]> then\n set x to (-100)\n end\n if <(x position) < [-220]> then\n set x to (-220)\n end\n set [selectedxcamera v] to ((round ((((x position) - (-220)) / (120)) * (7))) + (1))\n ReplaceSection [3] OfArea (Floor) With (SelectedXCamera)\n end\n stamp\n switch costume to ( v)\n Size/Bright [400] [-100]\n go to x: (-216) y: (110)\n Write [X Camera] CameraMenu\n switch costume to ( v)\n set size to (260) %\n go to x: (-220) y: (74)\n if <(SelectedXCamera) = [1]> then\n Write [No Limits.] CameraMenu\n XCameraIcon [X1]\n end\n if <(SelectedXCamera) = [2]> then\n Write [Impassable wall on the left.] CameraMenu\n XCameraIcon [X2]\n end\n if <(SelectedXCamera) = [3]> then\n Write [Only moves to the right.] CameraMenu\n XCameraIcon [X3]\n end\n if <(SelectedXCamera) = [4]> then\n Write [Auto Scroll Right.] CameraMenu\n XCameraIcon [X4]\n end\n if <(SelectedXCamera) = [5]> then\n Write [Stationary.] CameraMenu\n XCameraIcon [X5]\n end\n if <(SelectedXCamera) = [6]> then\n Write [Auto Scroll Right x2.] CameraMenu\n XCameraIcon [X6]\n end\n if <(SelectedXCamera) = [7]> then\n Write [Auto Scroll Right x3.] CameraMenu\n XCameraIcon [X7]\n end\n if <(SelectedXCamera) = [8]> then\n Write [Auto Scroll Right x4.] CameraMenu\n XCameraIcon [X8]\n end\n switch costume to ( v)\n PenOptions [4] [80] [-220] [-40] [1]\n set x to (-100)\n pen up\n Size/Bright [400] []\n switch costume to (scroll2 v)\n go to x: (((((SelectedYCamera) - (1)) / (4)) * (120)) - (220)) y: (-40)\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [cameraextra v] to [1]\n end\n if <not <mouse down?>> then\n set [cameraextra v] to [0]\n end\n if <(CameraExtra) = [1]> then\n change x by (((x position) - (mouse x)) / (-1))\n if <(x position) > [-100]> then\n set x to (-100)\n end\n if <(x position) < [-220]> then\n set x to (-220)\n end\n set [selectedycamera v] to ((round ((((x position) - (-220)) / (120)) * (4))) + (1))\n ReplaceSection [4] OfArea (Floor) With (SelectedYCamera)\n end\n stamp\n switch costume to ( v)\n Size/Bright [400] [-100]\n go to x: (-220) y: (-20)\n Write [Y Camera] CameraMenu\n switch costume to ( v)\n set size to (260) %\n go to x: (-220) y: (-56)\n if <(SelectedYCamera) = [1]> then\n Write [Limited only by Area Top and Bottom.] CameraMenu\n YCameraIcon [Y1]\n end\n if <(SelectedYCamera) = [2]> then\n Write [Only moves up.] CameraMenu\n YCameraIcon [Y2]\n end\n if <(SelectedYCamera) = [3]> then\n Write [Only moves down.] CameraMenu\n YCameraIcon [Y3]\n end\n if <(SelectedYCamera) = [4]> then\n Write [Auto Scroll Up.] CameraMenu\n YCameraIcon [Y4]\n end\n if <(SelectedYCamera) = [5]> then\n Write [Stationary.] CameraMenu\n YCameraIcon [Y5]\n end\n switch costume to ( v)\nend\nPenOptions [12] [100] [-260] [134] [1]\nset [n.7 v] to (([abs v] of (CameraMenu) ) * (160))\nchange x by ((N.7) + (10))\nset y to (-134)\nset x to (-260)\npen up\nSize/Bright [400] [-100]\ngo to x: ((N.7) + (-216)) y: (0)\nWrite [Camera Modes] Sideways\n\nwhen I receive [playsong v]\nPlaySong\n\nwhen I receive [flagclicked v]\nset rotation style [don't rotate v]\nset [brightness v] effect to (-100)\nset size to (260) %\nhide\nset pen size to (24)\nset pen color to (#f0f7ff)\nset [musicmenu v] to [0]\nset [backgroundmenu v] to [0]\nset [musicscroll v] to [0]\nset [musicextra v] to [0]\nset [areamenu v] to [0]\nset [cameramenu v] to [0]\nset [allownotification v] to [1]\nwait (0.1) seconds\nSearchFor []\n\ndefine Write (word) CameraMenu\nset [n.4 v] to [0]\nset [n.3 v] to [0]\nrepeat (length of (word))\n change [n.4 v] by (1)\n change [n.3 v] by (1)\n switch costume to (letter (N.4) of (word))\n stamp\n ExcludeLetters (word)\n if <(x position) > [-100]> then\n set x to (-220)\n change y by (((size) / (400)) * (-16))\n end\nend\n\ndefine Overlays2\ngo to x: (0) y: (0)\nif <(Menu) = [Home]> then\n set [brightness v] effect to (100)\n set size to (400) %\n go to x: (-168) y: (170)\n Write [Made By BenjaminWins11] Unlimited []\nend\nif <(Menu) = [Load]> then\n show\n set [brightness v] effect to (100)\n set size to ((480) - ((length of (Title)) * (4.25))) %\n go to x: ((((length of (Title)) - (1)) / (2)) * ((size) / (-25))) y: (20)\n Write (Title) Unlimited [1]\n set size to (400) %\n go to x: ((((length of (join [Made By: ] (Maker))) - (1)) / (2)) * (-16)) y: (-160)\n Write (join [Made By: ] (Maker)) Unlimited [1]\n hide\nend\nif <(Inventory) > [0]> then\n if <(Searching) = [1]> then\n if <not <key (any v) pressed?>> then\n set [sid v] to []\n end\n SearchingLetters\n SearchList\n else\n if <not <(SelectedInventory) = []>> then\n set [n.5 v] to ((((length of (item (SelectedInventory) of [iname v])) - (1)) / (2)) * (-16))\n clear graphic effects\n set size to (400) %\n set [brightness v] effect to (100)\n go to x: (N.5) y: (148)\n Write (item (SelectedInventory) of [iname v]) Unlimited []\n set [brightness v] effect to (-95)\n go to x: (N.5) y: ((149) + (([sin v] of ((GTime) * (480)) ) * (1)))\n Write (item (SelectedInventory) of [iname v]) Unlimited []\n set [n.5 v] to (item (SelectedInventory) of [ilist v])\n if <<[pot v] contains (N.5)?> or <<<(N.5) = [k]> or <(N.5) = [w]>> or <<(N.5) = [x]> or <(N.5) = [y]>>>> then\n clear graphic effects\n set size to (400) %\n go to x: (220) y: (-121)\n switch costume to (track v)\n stamp\n end\n end\n end\nend\nif <not <(MusicMenu) = [0]>> then\n change [musictimer v] by (0.01)\n set [n.5 v] to (MusicMenu)\n Standard5\n set [musicmenu v] to (N.5)\n if <not <(MusicMenu) = [1]>> then\n set [musictimer v] to [0]\n end\n if <not <(MusicMenu) = [0]>> then\n Music Menu\n MusicList\n end\nend\nif <not <(TimeMenu) = [0]>> then\n set [n.5 v] to (TimeMenu)\n Standard5\n set [timemenu v] to (N.5)\n if <not <(TimeMenu) = [0]>> then\n TimeMenu\n end\nend\nif <not <(BackgroundMenu) = [0]>> then\n set [n.5 v] to (BackgroundMenu)\n Standard5\n set [backgroundmenu v] to (N.5)\n if <not <(BackgroundMenu) = [0]>> then\n BackgroundMenu\n end\nend\nif <not <(AreaMenu) = [0]>> then\n set [n.5 v] to (AreaMenu)\n Standard5\n set [areamenu v] to (N.5)\n if <not <(AreaMenu) = [0]>> then\n AreaMenu\n end\nend\nif <not <(CameraMenu) = [0]>> then\n set [n.5 v] to (CameraMenu)\n Standard5\n set [cameramenu v] to (N.5)\n if <not <(CameraMenu) = [0]>> then\n CameraMenu\n end\nend\nif <<<(Tool) = [Pen]> and <(EditMode) = [1]>> and <(Inventory) = [0]>> then\n show\n set [n.7 v] to (item (PlacingBlock) of [ilist v])\n if <[rotate v] contains (N.7)?> then\n Size/Bright [400] [-100]\n go to x: (0) y: (170)\n HUDText [\[R\] to Rotate] [1.8]\n end\n if <(letter (1) of (N.7)) = [.]> then\n Size/Bright [400] [-100]\n go to x: (0) y: (-132)\n if <<<(N.7) = [.1]> or <(N.7) = [.2]>> or <<(N.7) = [.11]> or <(N.7) = [.4]>>> then\n HUDText [Placing Entrance/Exit] [2]\n else\n if <((length of [pipex v]) mod (2)) = [1]> then\n HUDText [Placing Exit] [1.7]\n else\n HUDText [Placing Entrance] [1.5]\n end\n end\n end\n hide\nend\n\ndefine PlaySong\nif <not <(Menu) = [Load]>> then\n if <(ClearingLag) = [1]> then\n stop [this script v]\n end\n if <(EditMode) = [0]> then\n if <(GoalReached) = [1]> then\n play sound [SMB3 Goal v] until done\n else\n if <(Dead) = [1]> then\n if <(item (SelectedMusic) of [music v]) = [SMB1 Overworld]> then\n play sound [SMB1 Death v] until done\n else\n play sound [SMB3 Death v] until done\n end\n else\n if <<(Timer) < [100]> and <(FastSoundPlayed) = [0]>> then\n set [fastsoundplayed v] to [1]\n wait (0.1) seconds\n play sound [Time v] until done\n PlaySong\n stop [this script v]\n else\n if <(PTimer) > [3]> then\n play sound [Kinopios House v] until done\n PlaySong\n stop [this script v]\n else\n if <(StarTimer) > [3]> then\n play sound [Star v] until done\n PlaySong\n stop [this script v]\n else\n wait (0.1) seconds\n if <(EditMode) = [0]> then\n if <(Menu) = [Home]> then\n play sound [SMM2 Title Screen v] until done\n else\n play sound (item (SelectedMusic) of [music v]) until done\n end\n wait until <(UsingPipe) = [0]>\n PlaySong\n stop [this script v]\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine SearchFor (search)\ndelete all of [schres v]\ndelete all of [schlistno v]\nset [n. v] to [0]\nrepeat (length of [iname v])\n change [n. v] by (1)\n if < (item (N.) of [iname v]) contains (search)?> then\n add (item (N.) of [iname v]) to [schres v]\n add (item # of (item (N.) of [ilist v]) in [ilist v]) to [schlistno v]\n end\nend\n\ndefine Write (word) Unlimited (1)\nset [n.4 v] to [0]\nset [n.3 v] to [0]\nset [n. v] to (word)\nif << (word) contains [Made]?> and <(Menu) = [Home]>> then\n set [n. v] to [Made by BenjaminWins11]\nend\nrepeat (length of (N.))\n change [n.4 v] by (1)\n change [n.3 v] by (1)\n switch costume to (letter (N.4) of (N.))\n if <(1) = [1]> then\n create clone of (_myself_ v)\n else\n stamp\n end\n ExcludeLetters (word)\nend\n\ndefine SearchingLetters\nif <key ((join [] [-]) v) pressed?> then\n if <(Sid) = [-]> then\n set [sid v] to []\n else\n set [sid v] to [-]\n set [n.3 v] to []\n set [n.4 v] to [0]\n repeat ((length of (SearchText)) - (1))\n change [n.4 v] by (1)\n set [n.3 v] to (join (N.3) (letter (N.4) of (SearchText)))\n end\n set [searchtext v] to (N.3)\n SearchFor (SearchText)\n end\nend\nif <key (space v) pressed?> then\n Add [ ] ToSearch\nend\nif <key (a v) pressed?> then\n Add [a] ToSearch\nend\nif <key (b v) pressed?> then\n Add [b] ToSearch\nend\nif <key (c v) pressed?> then\n Add [c] ToSearch\nend\nif <key (d v) pressed?> then\n Add [d] ToSearch\nend\nif <key (e v) pressed?> then\n Add [e] ToSearch\nend\nif <key (f v) pressed?> then\n Add [f] ToSearch\nend\nif <key (g v) pressed?> then\n Add [g] ToSearch\nend\nif <key (h v) pressed?> then\n Add [h] ToSearch\nend\nif <key (i v) pressed?> then\n Add [i] ToSearch\nend\nif <key (j v) pressed?> then\n Add [j] ToSearch\nend\nif <key (k v) pressed?> then\n Add [k] ToSearch\nend\nif <key (l v) pressed?> then\n Add [l] ToSearch\nend\nif <key (m v) pressed?> then\n Add [m] ToSearch\nend\nif <key (n v) pressed?> then\n Add [n] ToSearch\nend\nif <key (o v) pressed?> then\n Add [o] ToSearch\nend\nif <key (p v) pressed?> then\n Add [p] ToSearch\nend\nif <key (q v) pressed?> then\n Add [q] ToSearch\nend\nif <key (r v) pressed?> then\n Add [r] ToSearch\nend\nif <key (s v) pressed?> then\n Add [s] ToSearch\nend\nif <key (t v) pressed?> then\n Add [t] ToSearch\nend\nif <key (u v) pressed?> then\n Add [u] ToSearch\nend\nif <key (v v) pressed?> then\n Add [v] ToSearch\nend\nif <key (w v) pressed?> then\n Add [w] ToSearch\nend\nif <key (x v) pressed?> then\n Add [x] ToSearch\nend\nif <key (y v) pressed?> then\n Add [y] ToSearch\nend\nif <key (z v) pressed?> then\n Add [z] ToSearch\nend\n\ndefine Add (letter) ToSearch\nif <not <(length of (SearchText)) > [27]>> then\n if <not < (Sid) contains (letter)?>> then\n set [searchtext v] to (join (SearchText) (letter))\n set [sid v] to (join (Sid) (letter))\n set [searchscroll v] to [0]\n set [cameraextra v] to [0]\n SearchFor (SearchText)\n end\nend\n\ndefine SearchList\nset pen (transparency v) to (0)\nPenOptions [24] [95] [-240] [120] [1]\nclear graphic effects\nset [brightness v] effect to (-100)\nset y to (-84)\npen up\nrepeat (20)\n set y to (120)\n pen down\n change x by ((480) / (20))\n set y to (-84)\n set [n.2 v] to (x position)\n set x to (-240)\n pen up\n set x to (N.2)\nend\nset size to (260) %\nif <(length of [schres v]) < [8]> then\n set [searchscroll v] to [0]\nend\nPenOptions [4] [90] [-215] ((114) + (((((SearchScroll) + (-0.5)) * (32)) mod (32)) - (16))) []\nset [n.2 v] to (round (SearchScroll))\nrepeat (((length of [schres v]) * <not <(length of [schres v]) > [7]>>) + (<(length of [schres v]) > [7]> * (7)))\n change [n.2 v] by (1)\n if <<(y position) > [-92]> and <(y position) < [126]>> then\n if <(item (N.2) of [schlistno v]) = (PlacingBlock)> then\n PenOptions [30] ((93) + (([sin v] of ((GTime) * (480)) ) * (5))) [-260] [] [1]\n set x to (260)\n pen up\n set pen size to (4)\n set pen (brightness v) to (90)\n else\n if <(CameraExtra) = [0]> then\n if <([abs v] of ((y position) - (mouse y)) ) < [16]> then\n PenOptions [30] [85] [-260] [] [1]\n set x to (260)\n pen up\n set pen size to (4)\n set pen (brightness v) to (90)\n if <mouse down?> then\n if <(mouse x) < [216]> then\n set [placingblock v] to (item (N.2) of [schlistno v])\n if <[hud v] contains (item (PlacingBlock) of [ilist v])?> then\n delete (item # of (item (PlacingBlock) of [ilist v]) in [hud v]) of [hud v]\n insert (item (PlacingBlock) of [ilist v]) at (1) of [hud v] \n else\n delete (3) of [hud v]\n insert (item (PlacingBlock) of [ilist v]) at (1) of [hud v] \n end\n set [tool v] to [Pen]\n set [gtime v] to [0.93]\n end\n end\n end\n end\n end\n end\n set x to (-215)\n if <(y position) > [116]> then\n set [ghost v] effect to (((y position) - (116)) * ((100) / (16)))\n else\n if <(y position) < [-80]> then\n set [ghost v] effect to (((y position) - (-80)) * ((100) / (-16)))\n else\n clear graphic effects\n set [brightness v] effect to (-100)\n end\n end\n Write (item (N.2) of [schres v]) Unlimited []\n change y by (-16)\n if <(y position) < [-94]> then\n change y by ((32) * (7))\n end\n set x to (-240)\n pen down\n set x to (240)\n pen up\n change y by (-16)\nend\nif <(length of [schres v]) > [7]> then\n PenOptions [24] [95] [228] [128] [1]\n set y to (-84)\n set x to (240)\n pen up\n PenOptions [4] [95] [] [-94] [1]\n set x to (218)\n set y to (-84)\n pen up\n switch costume to ( v)\n PenOptions [4] [80] [228] [120] [1]\n set y to (-84)\n pen up\n Size/Bright [400] []\n switch costume to (scroll2 v)\n go to x: (228) y: (((((SearchScroll) * (-1)) / ((length of [schres v]) - (7))) * (204)) - (-120))\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [cameraextra v] to [1]\n end\n if <not <mouse down?>> then\n set [cameraextra v] to [0]\n end\n if <(CameraExtra) = [1]> then\n change y by (((y position) - (mouse y)) / (-2.5))\n if <(y position) > [120]> then\n set y to (120)\n end\n if <(y position) < [-84]> then\n set y to (-84)\n end\n set [searchscroll v] to ([abs v] of ((((y position) - (120)) / (204)) * ((length of [schres v]) - (7))) )\n end\n stamp\n set [brightness v] effect to (-100)\nend\nPenOptions [12] [100] [-240] [136] [1]\nset x to (240)\npen up\nset size to (400) %\ngo to x: (-215) y: (-124)\nif <(SearchText) = []> then\n set [ghost v] effect to (40)\n change x by (8)\n if <((GTime) mod (0.5)) < [0.2]> then\n Write [Type to Search] Unlimited []\n else\n if <((GTime) mod (0.5)) < [0.3]> then\n Write [Type to Search.] Unlimited []\n else\n if <((GTime) mod (0.5)) < [0.4]> then\n Write [Type to Search..] Unlimited []\n else\n Write [Type to Search...] Unlimited []\n end\n end\n end\n set [ghost v] effect to (0)\n if <((GTime) mod (0.2)) < [0.1]> then\n set x to (-215)\n Write [|] Unlimited []\n end\nelse\n if <((GTime) mod (0.2)) < [0.1]> then\n Write (join (SearchText) [|]) Unlimited []\n else\n Write (SearchText) Unlimited []\n end\nend\ngo to x: (-80) y: (160)\nWrite [Search Menu] Unlimited []\nset size to (260) %\ngo to x: (-78) y: (148)\nWrite [\[-\] to Backspace] Unlimited []\n\ndefine HUDText (word) (offset)\nchange x by ((((length of (word)) - (offset)) / (2)) * (-16))\nWrite (word)\nchange y by (2)\nset x to (0)\nset [brightness v] effect to (100)\nchange x by ((((length of (word)) - (offset)) / (2)) * (-16))\nWrite (word)\n\ndefine XCameraIcon (cost)\nset size to (400) %\ngo to x: (-160) y: (20)\nswitch costume to (cost)\nstamp\n\ndefine YCameraIcon (cost)\nset size to (400) %\ngo to x: (-160) y: (-110)\nswitch costume to (cost)\nstamp\n\ndefine TimeMenu\nStandard (TimeMenu)\nif <(TimeMenu) = [1]> then\n PenOptions [4] [80] [-225] [110] [1]\n set y to (-110)\n pen up\n Size/Bright [400] []\n switch costume to (scroll v)\n go to x: (-225) y: ((110) - ((((MaxTimer) / (10)) - (1)) * ((220) / (59))))\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [backgroundextra v] to [1]\n end\n if <not <mouse down?>> then\n set [backgroundextra v] to [0]\n end\n if <(BackgroundExtra) = [1]> then\n change y by (((y position) - (mouse y)) / (-1))\n if <(y position) > [110]> then\n set y to (110)\n end\n if <(y position) < [-110]> then\n set y to (-110)\n end\n set [maxtimer v] to (((round (([abs v] of (((y position) / (220)) - (0.5)) ) * (59))) + (1)) * (10))\n end\n stamp\nend\nStandard2 (TimeMenu)\nWrite (join [Timer - ] (MaxTimer)) Sideways\n\ndefine Standard (menu)\nswitch costume to ( v)\nclear graphic effects\nset [brightness v] effect to (-100)\nset pen (transparency v) to (0)\nPenOptions [24] [95] [-260] [120] [1]\nset y to (-120)\npen up\nrepeat (2)\n set y to (120)\n pen down\n change x by ((([abs v] of (menu) ) * (30)) / (2))\n set y to (-120)\n set [n.2 v] to (x position)\n set x to (-260)\n pen up\n set x to (N.2)\nend\n\ndefine Standard2 (menu)\nPenOptions [12] [100] [-260] [134] [1]\nchange x by ((([abs v] of (menu) ) * (30)) + (10))\nset y to (-134)\nset x to (-260)\npen up\nSize/Bright [400] [-100]\ngo to x: ((([abs v] of (menu) ) * (30)) + (-216)) y: (0)\n\ndefine PenOptions (size) (brightness) (x) (y) (down?)\nset pen size to (size)\nset pen (brightness v) to ((brightness) - ((DarkMode) * (50)))\nif <not <(x) = []>> then\n set x to (x)\nend\nif <not <(y) = []>> then\n set y to (y)\nend\nif <(down?) = [1]> then\n pen down\nend\n\ndefine ExcludeLetters (word)\nchange x by (((size) / (400)) * ((16) - (<<<(letter (N.4) of (word)) = [i]> or <(letter (N.4) of (word)) = [t]>> or <<(letter ((N.4) + (1)) of (word)) = [i]> or <(letter ((N.4) + (1)) of (word)) = [t]>>> * (3))))\n\ndefine Standard4\nchange y by (((size) / (250)) * (10))\nset x to (-230.4)\npen down\nchange x by (((N.) + (1)) * (10.4))\npen up\nset x to (-220)\nset y to (((200) - ((N.2) * (20))) + ((Loaded) * (-10.4)))\nchange [loaded v] by (-1)\n\ndefine Standard3 (-)\nSize/Bright [] [-100]\nset pen (transparency v) to (0)\nset [n.6 v] to (item ((N.2) - (-)) of [notiftimer v])\nset [n.7 v] to ((100) - (((N.6) - (1)) * ((10) / (1.5))))\nif <((item ((N.2) - (-)) of [notiftimer v]) - (1)) < [15]> then\n set [ghost v] effect to (N.7)\n set pen (transparency v) to (N.7)\nend\n\nwhen I start as a clone\ngo to [front v] layer\n\ndefine Standard5\nif <(N.5) > [0]> then\n change [n.5 v] by (((1) - (N.5)) / (2))\n if <(N.5) > [0.99]> then\n set [n.5 v] to [1]\n end\nend\nif <(N.5) < [0]> then\n change [n.5 v] by ((N.5) / (-2))\n if <(N.5) > [-0.2]> then\n set [n.5 v] to [0]\n end\nend\n\ndefine Size/Bright (size) (brightness)\nclear graphic effects\nif <not <(size) = []>> then\n set size to (size) %\nend\nif <not <(brightness) = []>> then\n set [brightness v] effect to (brightness)\nend\n\n@UI\n\ndefine MakeCircle (amount) (x)\nif <([abs v] of (x) ) < [324]> then\n switch costume to (base v)\n set [n.2 v] to (N.)\n set [n.4 v] to [-2]\n go to x: (x) y: (0)\n point towards (mouse-pointer v)\n set [n.3 v] to (([ceiling v] of ((direction) / ((360) / (amount))) ) mod (amount))\n if <(N.3) = [0]> then\n set [n.3 v] to (amount)\n end\n set pen color to (#272727)\n set pen size to ((260) / ((([abs v] of (x) ) / (152)) + (1)))\n pen down\n pen up\n set pen color to (#d5dcff)\n set pen (brightness v) to ((100) - ((DarkMode) * (40)))\n set pen size to ((256) / ((([abs v] of (x) ) / (152)) + (1)))\n pen down\n pen up\n set pen color to (#eaeeff)\n set [n.4 v] to (round (((x) / (-192)) + (InventorySlide)))\n if <(N.4) < [-2]> then\n set pen color to (#fff7e4)\n if <(N.4) < [-7]> then\n set pen color to (#f7fff0)\n if <(N.4) < [-8]> then\n set pen color to (#ffe4e4)\n if <(N.4) < [-13]> then\n set pen color to (#eaeeff)\n end\n end\n end\n end\n set pen (brightness v) to ((100) - ((DarkMode) * (35)))\n set pen size to ((128) / ((([abs v] of (x) ) / (152)) + (1)))\n pen down\n pen up\n if <<(x) = [0]> and <<([abs v] of (mouse x) ) < [124]> and <([abs v] of (mouse y) ) < [132]>>> then\n ColourIt (amount)\n end\n if <<(PlacingBlock) > (N.2)> and <(PlacingBlock) < (((N.2) + (amount)) + (1))>> then\n ColourSelected (amount) (x)\n end\n set pen color to (#272727)\n go to x: (x) y: (0)\n point in direction (0)\n turn right ((360) / ((amount) * (2))) degrees\n set [n.3 v] to ((N.3) + (N.))\n repeat (amount)\n set size to ((400) / ((([abs v] of (x) ) / (152)) + (1))) %\n change [n. v] by (1)\n go to x: (x) y: (0)\n move ((88) / ((([abs v] of (x) ) / (152)) + (1))) steps\n switch costume to (item (N.) of [ilist v])\n if <<(N.) = (N.3)> and <(x) = [0]>> then\n change size by (40)\n if <<([abs v] of (mouse x) ) < [124]> and <([abs v] of (mouse y) ) < [132]>> then\n set [selectedinventory v] to (N.)\n end\n if <<mouse down?> and <<([abs v] of (mouse x) ) < [124]> and <([abs v] of (mouse y) ) < [132]>>> then\n if <not <(N.) = (PlacingBlock)>> then\n set [uijustclicked v] to [1]\n end\n if <([abs v] of (PlaceDirection) ) = [45]> then\n set [placedirection v] to [-90]\n end\n if <<[rotate v] contains (item (PlacingBlock) of [ilist v])?> and <<[unis v] contains (item (PlacingBlock) of [ilist v])?> and <not <(item (PlacingBlock) of [ilist v]) = [e]>>>> then\n set [placedirection v] to [-90]\n end\n set [tool v] to [Pen]\n set [placingblock v] to (N.)\n set [n.5 v] to (item (PlacingBlock) of [ilist v])\n if <<[rotate v] contains (N.5)?> and <<[unis v] contains (N.5)?> and <not <(N.5) = [e]>>>> then\n set [placedirection v] to [90]\n end\n if <[hud v] contains (N.5)?> then\n delete (item # of (N.5) in [hud v]) of [hud v]\n insert (N.5) at (1) of [hud v] \n else\n delete (3) of [hud v]\n insert (N.5) at (1) of [hud v] \n end\n end\n end\n switch costume to (base v)\n set [brightness v] effect to ((DarkMode) * (-25))\n if <(x) = [0]> then\n create clone of (_myself_ v)\n clear graphic effects\n switch costume to (item (N.) of [ilist v])\n create clone of (_myself_ v)\n else\n stamp\n clear graphic effects\n switch costume to (item (N.) of [ilist v])\n stamp\n end\n turn right ((360) / (amount)) degrees\n end\n change [n. v] by ((amount) * (-1))\n go to x: (x) y: (0)\n point in direction (0)\n if <<<(N.) = (N.3)> or <(N.3) = ((N.2) + (amount))>> and <(x) = [0]>> then\n set pen size to (6)\n pen down\n move ((130) / ((([abs v] of (x) ) / (152)) + (1))) steps\n else\n set pen size to (3)\n pen down\n move ((128) / ((([abs v] of (x) ) / (152)) + (1))) steps\n end\n pen up\n repeat (amount)\n change [n. v] by (1)\n go to x: (x) y: (0)\n if <<<(N.) = (N.3)> or <(N.) = ((N.3) + (1))>> and <(x) = [0]>> then\n set pen size to (6)\n pen down\n move ((130) / ((([abs v] of (x) ) / (152)) + (1))) steps\n else\n set pen size to (3)\n pen down\n move ((128) / ((([abs v] of (x) ) / (152)) + (1))) steps\n end\n pen up\n turn right ((360) / (amount)) degrees\n end\nelse\n change [n. v] by (amount)\nend\n\ndefine ColourIt (amount)\npoint in direction (((N.3) - (0.5)) * ((360) / (amount)))\nturn right ((360) / ((amount) * (-2))) degrees\nset pen size to (4)\nrepeat ((360) / (amount))\n go to x: (0) y: (0)\n set pen color to (#f74545)\n pen down\n move (130) steps\n pen up\n turn right (1) degrees\nend\n\ndefine ColourSelected (amount) (x)\nset pen size to (3)\npoint in direction ((((PlacingBlock) - (N.2)) - (0.5)) * ((360) / (amount)))\nturn right ((360) / ((amount) * (-2))) degrees\nrepeat ((360) / (amount))\n go to x: (x) y: (0)\n set pen color to (#f79d9d)\n if <(UiJustClicked) = [0]> then\n pen down\n move ((127) / ((([abs v] of (x) ) / (152)) + (1))) steps\n pen up\n else\n pen down\n move (((127) / ((([abs v] of (x) ) / (152)) + (1))) + ((UiJustClicked) * ((6) / ((([abs v] of (x) ) / (152)) + (1))))) steps\n pen up\n end\n turn right (1) degrees\nend\n\ndefine RetrieveSection (no.) FromArea (area)\nset [n. v] to [0]\nset [n.2 v] to []\nrepeat ((no.) - (1))\n repeat until <(letter (N.) of (item (area) of [areas v])) = [;]>\n change [n. v] by (1)\n end\n change [n. v] by (1)\nend\nrepeat until <(letter (N.) of (item (area) of [areas v])) = [;]>\n set [n.2 v] to (join (N.2) (letter (N.) of (item (area) of [areas v])))\n change [n. v] by (1)\nend\n\nwhen I receive [endotherscripts v]\nstop [other scripts in sprite v]\ndelete this clone\n\ndefine HUD\nset size to (300) %\ngo to x: (59) y: (-160)\nset [n.2 v] to [0]\nshow\nrepeat (3)\n set size to (300) %\n change [n.2 v] by (1)\n clear graphic effects\n if <(item (N.2) of [hud v]) = (item (PlacingBlock) of [ilist v])> then\n set [brightness v] effect to (25)\n end\n set [y v] to (item (N.2) of [hud v])\n switch costume to (base2 v)\n if <touching (mouse-pointer v)?> then\n change size by (30)\n end\n create clone of (_myself_ v)\n switch costume to (Y)\n create clone of (_myself_ v)\n change x by (39)\nend\nset [y v] to []\nclear graphic effects\nset size to (300) %\nset x to (196)\nSpawnButton (join [Inventory] ((([floor v] of ((GTime) * (20)) ) mod (8)) + (1)))\nset x to (0)\nSpawnButton [Play]\nset x to (-215)\nSpawnButton [Floors]\nset x to (-176)\nSpawnButton [Back]\nset x to (-137)\nSpawnButton [Music]\nset x to (-98)\nSpawnButton [Camera]\nset x to (-59)\nif <(GoalY) = [-50]> then\n set [brightness v] effect to (-25)\nend\nSpawnButton [Save]\nclear graphic effects\nhide\n\nwhen I receive [overlays2 v]\nif <[1] = [1]> then\n delete this clone\nend\nOverlays2\n\ndefine InventoryHUD\nshow\nset y to (-160)\nset size to (300) %\nset x to (0)\nSpawnButton [Down]\nif <(Searching) = [0]> then\n set x to (59)\n SpawnButton [Right]\n set x to (-59)\n SpawnButton [Left]\nend\nset x to (-215)\nif <(Searching) = [0]> then\n switch costume to (search v)\nelse\n switch costume to (circles v)\nend\nif <touching (mouse-pointer v)?> then\n change size by (30)\nend\ncreate clone of (_myself_ v)\nset size to (300) %\nif <not <(SelectedWater) = [-200]>> then\n set x to (215)\n SpawnButton [RemoveWater]\nend\nif <not <(SelectedLavaLevel) = [-200]>> then\n set x to (176)\n SpawnButton [RemoveLava]\nend\nset x to (-176)\nSpawnButton [Time]\nset x to (-137)\nSpawnButton [Restart]\nset x to (-98)\nif <(Tool2) = [Fill]> then\n SpawnButton [Place2]\nelse\n SpawnButton [Place1]\nend\nset x to (137)\nif <(AllowNotification) = [1]> then\n SpawnButton [Notif2]\nelse\n SpawnButton [Notif1]\nend\nset x to (98)\nif <(DarkMode) = [1]> then\n SpawnButton [Dark1]\nelse\n SpawnButton [Dark2]\nend\nhide\n\ndefine GameHUD\nshow\nset y to (-160)\nset x to (-215)\nif <(Menu) = [Game]> then\n set size to (300) %\n SpawnButton [Pause]\nelse\n go [backward v] (4) layers\n go to x: (0) y: (80)\n switch costume to (cooler logo v)\n set size to (300) %\n create clone of (_myself_ v)\n go to x: (-120) y: (-80)\n switch costume to (make v)\n if <(distance to [mouse-pointer v]) < [72]> then\n set size to (550) %\n if <mouse down?> then\n set [mylevel v] to [1]\n set [menu v] to [Game]\n set [uijustclicked v] to [1]\n set [uijustclicked2 v] to [1]\n broadcast (PipeTransition v)\n broadcast (SwitchEdit/PlayMode v)\n broadcast (NewLevel v)\n broadcast (ResetMap v)\n end\n else\n set size to (500) %\n end\n create clone of (_myself_ v)\n go to x: (120) y: (-80)\n switch costume to (load v)\n if <(distance to [mouse-pointer v]) < [72]> then\n set size to (550) %\n if <<mouse down?> and <(Loading) = [0]>> then\n broadcast (AskCode v)\n end\n else\n set size to (500) %\n end\n create clone of (_myself_ v)\n go [forward v] (4) layers\nend\nif <(Keys) > [0]> then\n set y to (-160)\n set x to (170)\n set size to (400) %\n switch costume to (/ v)\n repeat (Keys)\n create clone of (_myself_ v)\n change x by (8)\n if <(x position) > [220]> then\n hide\n stop [this script v]\n end\n end\nend\nhide\n\nwhen I receive [flagclicked v]\nset rotation style [don't rotate v]\nset size to (400) %\nhide\nset pen color to (#272727)\nset pen size to (3)\nset [inventoryslide v] to [0]\nset [aiminventoryslide v] to [0]\ndelete all of [hud v]\nadd [1] to [hud v]\nadd [2] to [hud v]\nadd [3] to [hud v]\n\ndefine ReplaceSection (no.) OfArea (area) With (input)\nset [n. v] to [1]\nset [n.2 v] to []\nrepeat ((no.) - (1))\n set [n.2 v] to (join (N.2) (letter (N.) of (item (area) of [areas v])))\n repeat until <(letter (N.) of (item (area) of [areas v])) = [;]>\n change [n. v] by (1)\n set [n.2 v] to (join (N.2) (letter (N.) of (item (area) of [areas v])))\n if <(N.) > (length of (item (area) of [areas v]))> then\n stop [this script v]\n end\n end\n change [n. v] by (1)\nend\nset [n.2 v] to (join (N.2) (input))\nrepeat until <(letter (N.) of (item (area) of [areas v])) = [;]>\n change [n. v] by (1)\n if <(N.) > (length of (item (area) of [areas v]))> then\n stop [this script v]\n end\nend\nset [n.2 v] to (join (N.2) (letter (N.) of (item (area) of [areas v])))\nrepeat ((length of (item (area) of [areas v])) - (N.))\n change [n. v] by (1)\n set [n.2 v] to (join (N.2) (letter (N.) of (item (area) of [areas v])))\nend\nreplace item (area) of [areas v] with (N.2)\n\ndefine Overlays2\nif <(UIJustClicked2) = [1]> then\n if <not <mouse down?>> then\n set [uijustclicked2 v] to [0]\n end\nend\nset [selectedinventory v] to []\nif <(Inventory) = [0]> then\n if <(EditMode) = [1]> then\n HUD\n else\n GameHUD\n end\n clear graphic effects\n hide\n change [uijustclicked v] by (-0.1)\n if <(UiJustClicked) < [0]> then\n set [uijustclicked v] to [0]\n end\nelse\n change [uijustclicked v] by (-0.25)\n if <(UiJustClicked) < [0]> then\n set [uijustclicked v] to [0]\n end\n show\n InventoryHUD\n if <(Searching) = [0]> then\n show\n InventoryMenu\n else\n SearchMenuImages\n end\n hide\nend\n\ndefine InventoryMenu\nif <([abs v] of (mouse y) ) < [132]> then\n if <<<mouse down?> and <(mouse x) > [124]>> and <([abs v] of ((AimInventorySlide) - (InventorySlide)) ) < [0.07]>> then\n set [aiminventoryslide v] to ((round (InventorySlide)) + (-1))\n end\n if <<<mouse down?> and <(mouse x) < [-124]>> and <([abs v] of ((AimInventorySlide) - (InventorySlide)) ) < [0.07]>> then\n set [aiminventoryslide v] to ((round (InventorySlide)) + (1))\n end\nend\nchange [inventoryslide v] by (((round (AimInventorySlide)) - (InventorySlide)) / (3))\nif <<(AimInventorySlide) > [0]> or <(InventorySlide) > [0]>> then\n set [aiminventoryslide v] to [-17]\n set [inventoryslide v] to [-16]\nend\nif <<(AimInventorySlide) < [-17]> or <(InventorySlide) < [-17]>> then\n set [aiminventoryslide v] to [0]\n set [inventoryslide v] to [-1]\nend\nif <([abs v] of (((round (AimInventorySlide)) - (InventorySlide)) / (3)) ) < [0.001]> then\n set [inventoryslide v] to (AimInventorySlide)\nend\nset [n. v] to [0]\nif <(Inventory) > [1]> then\n set [inventory v] to [1]\nend\nstamp\nclear graphic effects\nMakeCircle [7] ((InventorySlide) * (192))\nMakeCircle [7] (((InventorySlide) + (1)) * (192))\nMakeCircle [8] (((InventorySlide) + (2)) * (192))\nMakeCircle [6] (((InventorySlide) + (3)) * (192))\nMakeCircle [5] (((InventorySlide) + (4)) * (192))\nMakeCircle [7] (((InventorySlide) + (5)) * (192))\nMakeCircle [5] (((InventorySlide) + (6)) * (192))\nMakeCircle [5] (((InventorySlide) + (7)) * (192))\nMakeCircle [5] (((InventorySlide) + (8)) * (192))\nMakeCircle [7] (((InventorySlide) + (9)) * (192))\nMakeCircle [8] (((InventorySlide) + (10)) * (192))\nMakeCircle [7] (((InventorySlide) + (11)) * (192))\nMakeCircle [8] (((InventorySlide) + (12)) * (192))\nMakeCircle [3] (((InventorySlide) + (13)) * (192))\nMakeCircle [8] (((InventorySlide) + (14)) * (192))\nMakeCircle [4] (((InventorySlide) + (15)) * (192))\nMakeCircle [6] (((InventorySlide) + (16)) * (192))\nMakeCircle [7] (((InventorySlide) + (17)) * (192))\ngo to x: (0) y: (0)\nhide\n\ndefine SearchMenu\nif <<mouse down?> and <(UIJustClicked2) = [0]>> then\n if <<(mouse y) < [-140]> and <(CameraExtra) = [0]>> then\n set [uijustclicked2 v] to [1]\n set [inventory v] to [0]\n stop [this script v]\n end\nend\ngo to x: (([sin v] of ((GTime) * (180)) ) * (8)) y: (([cos v] of ((GTime) * (180)) ) * (8))\nchange [inventory v] by (((1) - (Inventory)) / (12))\nset [ghost v] effect to ((100) + ((Inventory) * (-70)))\nswitch costume to (background v)\nset size to (1498) %\nstamp\nclear graphic effects\ngo to x: (0) y: (-118)\nswitch costume to (search2 v)\nstamp\nswitch costume to (1 v)\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [overlays v]\nif <[1] = [1]> then\n delete this clone\nend\nif <not <(Inventory) = [0]>> then\n if <(Searching) = [1]> then\n SearchMenu\n else\n InventoryBackground\n end\nend\n\ndefine SearchMenuImages\ngo to x: (160) y: ((114) + (((((SearchScroll) + (-0.5)) * (32)) mod (32)) - (16)))\nset size to (325) %\nshow\nset [n.2 v] to (round (SearchScroll))\nrepeat (((length of [schres v]) * <not <(length of [schres v]) > [7]>>) + (<(length of [schres v]) > [7]> * (7)))\n change [n.2 v] by (1)\n if <(y position) > [116]> then\n set [ghost v] effect to (((y position) - (116)) * ((100) / (11)))\n else\n if <(y position) < [-80]> then\n set [ghost v] effect to (((y position) - (-80)) * ((100) / (-11)))\n else\n clear graphic effects\n end\n end\n switch costume to (item (item (N.2) of [schlistno v]) of [ilist v])\n create clone of (_myself_ v)\n change y by (-32)\nend\nclear graphic effects\nswitch costume to (1 v)\ngo to x: (0) y: (34)\nset size to (2000) %\nswitch costume to (search2 v)\ncreate clone of (_myself_ v)\nswitch costume to (1 v)\ngo to x: (0) y: (-78)\nset size to (2300) %\nswitch costume to (search3 v)\ncreate clone of (_myself_ v)\nswitch costume to (1 v)\nclear graphic effects\nhide\n\ndefine InventoryBackground\nhide\nif <not <([abs v] of (mouse y) ) < [132]>> then\n if <<mouse down?> and <(UIJustClicked2) = [0]>> then\n set [uijustclicked2 v] to [1]\n set [inventory v] to [0]\n stop [this script v]\n end\nend\ngo to x: (([sin v] of ((GTime) * (180)) ) * (8)) y: (([cos v] of ((GTime) * (180)) ) * (8))\nif <([abs v] of (mouse y) ) < [132]> then\n change [inventory v] by (((1) - (Inventory)) / (12))\n set [ghost v] effect to ((100) + ((Inventory) * (-70)))\nelse\n change [inventory v] by (((0.4) - (Inventory)) / (3))\n set [ghost v] effect to ((100) + ((Inventory) * (-70)))\nend\nset [brightness v] effect to ((DarkMode) * (-50))\nswitch costume to (background v)\nset size to (1498) %\nstamp\nclear graphic effects\n\ndefine SpawnButton (costume)\nswitch costume to (costume)\nif <touching (mouse-pointer v)?> then\n change size by (30)\nend\ncreate clone of (_myself_ v)\nset size to (300) %\n\nwhen this sprite clicked\nif <(UIJustClicked2) = [0]> then\n delete all of [px v]\n delete all of [py v]\n if <(Inventory) = [0]> then\n if <(length of (Y)) = [0]> then\n if <(costume [name v]) = [Play]> then\n broadcast (SwitchEdit/PlayMode v)\n end\n if <(costume [name v]) = [Pause]> then\n broadcast (SwitchEdit/PlayMode v)\n end\n if <(letter (6) of (costume [name v])) = [t]> then\n set [inventory v] to [0.01]\n set [areamenu v] to [0]\n set [backgroundmenu v] to [0]\n set [musicmenu v] to [0]\n set [cameramenu v] to [0]\n set [gtime v] to [0]\n set [searchtext v] to []\n set [timemenu v] to [0]\n end\n if <(costume [name v]) = [Floors]> then\n if <(AreaMenu) = [0]> then\n set [areamenu v] to [0.01]\n else\n set [areamenu v] to [-0.99]\n end\n set [backgroundmenu v] to [0]\n set [cameramenu v] to [0]\n set [timemenu v] to [0]\n end\n if <(costume [name v]) = [Back]> then\n if <(BackgroundMenu) = [0]> then\n set [backgroundmenu v] to [0.01]\n else\n set [backgroundmenu v] to [-0.99]\n end\n set [areamenu v] to [0]\n set [cameramenu v] to [0]\n set [timemenu v] to [0]\n end\n if <(costume [name v]) = [Camera]> then\n if <(CameraMenu) = [0]> then\n set [cameramenu v] to [0.01]\n else\n set [cameramenu v] to [-0.99]\n end\n set [areamenu v] to [0]\n set [backgroundmenu v] to [0]\n set [timemenu v] to [0]\n end\n if <(costume [name v]) = [Music]> then\n if <(MusicMenu) = [0]> then\n set [musicmenu v] to [0.01]\n else\n set [musicmenu v] to [-0.99]\n end\n end\n if <(costume [name v]) = [Save]> then\n if <(GoalY) = [-50]> then\n AddNotification [You can not save this level until a Goal has been placed.] [120]\n else\n broadcast (Save v)\n end\n end\n else\n delete (item # of (Y) in [hud v]) of [hud v]\n insert (Y) at (1) of [hud v] \n set [placingblock v] to (item # of (Y) in [ilist v])\n set [tool v] to [Pen]\n end\n end\n if <not <(Inventory) = [0]>> then\n if <(costume [name v]) = [Down]> then\n set [inventory v] to [0]\n end\n if <(costume [name v]) = [Search]> then\n set [searching v] to [1]\n set [searchtext v] to []\n set [sid v] to []\n end\n if <(costume [name v]) = [Time]> then\n if <(TimeMenu) = [0]> then\n set [timemenu v] to [0.01]\n else\n set [timemenu v] to [-0.99]\n end\n set [areamenu v] to [0]\n set [backgroundmenu v] to [0]\n set [cameramenu v] to [0]\n set [inventory v] to [0]\n end\n if <(costume [name v]) = [Circles]> then\n set [searching v] to [0]\n end\n if <(costume [name v]) = [Right]> then\n set [aiminventoryslide v] to ((round (InventorySlide)) + (-1))\n end\n if <(costume [name v]) = [Left]> then\n set [aiminventoryslide v] to ((round (InventorySlide)) + (1))\n end\n if <(costume [name v]) = [Restart]> then\n set [abletosave v] to [0.5]\n broadcast (StartLevel v)\n end\n if < (costume [name v]) contains [Dark]?> then\n if <(DarkMode) = [0]> then\n set [darkmode v] to [1]\n else\n set [darkmode v] to [0]\n end\n end\n if < (costume [name v]) contains [Place]?> then\n if <(Tool2) = [Fill]> then\n set [tool2 v] to [Single]\n else\n set [tool2 v] to [Fill]\n end\n end\n if < (costume [name v]) contains [Notif]?> then\n if <(AllowNotification) = [0]> then\n set [allownotification v] to [1]\n else\n set [allownotification v] to [0]\n end\n end\n if <(costume [name v]) = [RemoveWater]> then\n set [selectedwater v] to [-200]\n ReplaceSection [5] OfArea (Floor) With [-200]\n end\n if <(costume [name v]) = [RemoveLava]> then\n set [selectedlavalevel v] to [-200]\n ReplaceSection [6] OfArea (Floor) With [-200]\n end\n end\n set [uijustclicked2 v] to [1]\nend\n\ndefine AddNotification (text) (timer)\nFindNotificationSlot (timer)\ninsert (text) at (N.) of [notif v] \ninsert (timer) at (N.) of [notiftimer v] \n\ndefine FindNotificationSlot (timer)\nset [n. v] to [1]\nrepeat until <<(item (N.) of [notiftimer v]) < (timer)> or <(N.) > (length of [notiftimer v])>>\n change [n. v] by (1)\nend\nif <<(N.) > (length of [notiftimer v])> and <(item (length of [notiftimer v]) of [notiftimer v]) < (timer)>> then\n set [n. v] to [1]\nend\n\n@Extras\n\ndefine LoadExtras\nset [e# v] to [0]\nif <(E#) < [0]> then\n set [e# v] to [0]\nend\nrepeat ((length of [extrax v]) - (E#))\n change [e# v] by (1)\n change [loaded v] by (1)\n set [x v] to (((item (E#) of [extrax v]) * (32)) + (MapX))\n set [y v] to (((item (E#) of [extray v]) * (32)) + (MapY))\n if <<([abs v] of (X) ) < [228]> and <([abs v] of (Y) ) < [160]>> then\n switch costume to (large v)\n go to x: (X) y: (Y)\n if <<(item (E#) of [extty v]) = [e]> or <(item (E#) of [extty v]) = [h]>> then\n switch costume to (hitbox4 v)\n else\n if <(item (E#) of [extty v]) = [i]> then\n switch costume to (thwomphitbox v)\n else\n switch costume to (hitbox v)\n end\n end\n create clone of (_myself_ v)\n end\nend\n\nwhen I receive [entityupdate v]\nif <[1] = [1]> then\n delete this clone\nend\nshow\nset [playercarried v] to [0]\nif <not <(length of [delextra v]) = [0]>> then\n DeleteExtras\nend\nif <(EditMode) = [0]> then\n LoadExtras\nend\nset [e# v] to [0]\nhide\n\nwhen I receive [costumeall v]\nif <not <(E#) = [0]>> then\n set [n.5 v] to (item (E#) of [extsta v])\n if <(item (E#) of [extty v]) = [}]> then\n if <(N.5) = [0]> then\n switch costume to (}1 v)\n else\n if <(N.5) > [0]> then\n if <(N.5) < [0.2]> then\n switch costume to (}2 v)\n else\n if <(N.5) < [0.7]> then\n switch costume to (}3 v)\n else\n if <(N.5) < [0.8]> then\n switch costume to (}2 v)\n else\n switch costume to (}1 v)\n end\n end\n end\n else\n if <(N.5) > [-0.2]> then\n switch costume to (}4 v)\n else\n if <(N.5) > [-0.7]> then\n switch costume to (}5 v)\n else\n if <(N.5) > [-0.8]> then\n switch costume to (}4 v)\n else\n switch costume to (}1 v)\n end\n end\n end\n end\n end\n stamp\n delete this clone\n end\n if <(item (E#) of [extty v]) = [e]> then\n set rotation style [left-right v]\n point in direction (item (E#) of [extdir v])\n if <(N.5) = [0]> then\n Switch [e] [20] [2]\n else\n Switch [e] [30] [2]\n end\n stamp\n delete this clone\n end\n if <(item (E#) of [extty v]) = [h]> then\n set rotation style [left-right v]\n point in direction (item (E#) of [extdir v])\n if <(N.5) = [0]> then\n Switch [h] [20] [2]\n else\n Switch [h] [30] [2]\n end\n stamp\n delete this clone\n end\n if <(item (E#) of [extty v]) = [i]> then\n show\n if <<(N.5) > [0]> and <(N.5) < [3]>> then\n switch costume to (i2 v)\n else\n switch costume to (i1 v)\n end\n stamp\n delete this clone\n end\n if <(item (E#) of [extty v]) = [j]> then\n Switch [j] [40] [8]\n stamp\n delete this clone\n end\n if <(item (E#) of [extty v]) = [r]> then\n switch costume to (r v)\n stamp\n delete this clone\n end\n if <(item (E#) of [extty v]) = [z]> then\n switch costume to (z v)\n stamp\n delete this clone\n end\n if <(item (E#) of [extty v]) = [ab]> then\n switch costume to (ab v)\n stamp\n delete this clone\n end\nend\n\nwhen I receive [afterplayerupdate v]\nif <(E#) = [0]> then\n set [playercarried v] to [0]\nelse\n if <<(Dead) = [0]> and <(AllowMovement) = [1]>> then\n set [n. v] to ((y position) - ([y position v] of [player v]))\n set [n.2 v] to (([y position v] of [player v]) - (y position))\n set [n.3 v] to ([abs v] of (([x position v] of [player v]) - (x position)) )\n set [n.4 v] to (item (E#) of [extty v])\n if <(N.4) = [}]> then\n set [n.5 v] to (([x position v] of [player v]) - (x position))\n if <not <(item (E#) of [extsta v]) = [0]>> then\n if <(item (E#) of [extsta v]) > [0]> then\n replace item (E#) of [extsta v] with ((item (E#) of [extsta v]) + (0.1))\n if <(item (E#) of [extsta v]) > [1]> then\n replace item (E#) of [extsta v] with [0]\n end\n else\n replace item (E#) of [extsta v] with ((item (E#) of [extsta v]) + (-0.1))\n if <(item (E#) of [extsta v]) < [-1]> then\n replace item (E#) of [extsta v] with [0]\n end\n end\n end\n if <<<(N.5) < [29]> and <(N.5) > [-8]>> and <([abs v] of (N.2) ) < [23]>> then\n set [sprs v] to [16]\n set [xvel v] to [0]\n if <(item (E#) of [extsta v]) = [0]> then\n replace item (E#) of [extsta v] with [0.1]\n end\n end\n if <<<(N.5) < [8]> and <(N.5) > [-29]>> and <([abs v] of (N.2) ) < [23]>> then\n set [sprs v] to [-16]\n set [xvel v] to [0]\n if <(item (E#) of [extsta v]) = [0]> then\n replace item (E#) of [extsta v] with [-0.1]\n end\n end\n if <<(item (E#) of [extsta v]) = [0]> and <not <(Y) = [x]>>> then\n BounceLeft\n BounceRight\n switch costume to (hitbox v)\n end\n stop [this script v]\n end\n if <(N.4) = [i]> then\n switch costume to (thwomphitbox3 v)\n show\n if <<(N.3) < [32]> and <<(N.) < ((64) - ((Small) * (24)))> and <(N.) > [-40]>>> then\n if <(StarTimer) = [0]> then\n if <(Invincible) = [0]> then\n broadcast (Powerdown v)\n end\n else\n CreateParticle (x position) [Explode]\n DeleteThisExtra\n end\n end\n end\n if <(N.4) = [j]> then\n if <<<(N.3) < [25.5]> and <<(N.2) > [16]> and <(N.2) < [32]>>> or <<<<(N.3) < [25.5]> and <<(N.2) > ((-28) - (<(Small) = [0]> * (30)))> and <(N.2) < [-16]>>> and <(YVel) = [0.82]>> or <<<(N.3) < [27]> and <([abs v] of (N.) ) < [29]>> and <<<<key (a v) pressed?> or <key (d v) pressed?>> or <<key (left arrow v) pressed?> or <key (right arrow v) pressed?>>> or <not <((SprS) + (ConveyerSpeed)) = [0]>>>>>> then\n if <<(Invincible) = [0]> and <(StarTimer) = [0]>> then\n broadcast (Powerdown v)\n end\n end\n end\n if <<(N.4) = [z]> or <(N.4) = [ab]>> then\n replace item (E#) of [extsta v] with ((item (E#) of [extsta v]) + (0.1))\n if <(item (E#) of [extsta v]) > [2]> then\n if <not <<(N.3) < [26]> and <([abs v] of (N.) ) < [40]>>> then\n add [] to [enycont v]\n set [n.8 v] to ((0.25) + (<not <<(item (E#) of [extcont v]) = []> or <<(item (E#) of [extcont v]) = [aa]> or <(item (E#) of [extcont v]) = [ac]>>>> * (0.5)))\n if <(x position) > ([x position v] of [player v])> then\n add [-90] to [enydir v]\n add ((item (E#) of [extrax v]) - (N.8)) to [enyx v]\n CreateParticle ((x position) + (-16)) [Explode]\n else\n add [90] to [enydir v]\n add ((item (E#) of [extrax v]) + (N.8)) to [enyx v]\n CreateParticle ((x position) + (16)) [Explode]\n end\n add [0] to [enyext v]\n if <(item (E#) of [extcont v]) = []> then\n add [1] to [enysta v]\n if <(N.4) = [z]> then\n add [aa] to [enyty v]\n else\n add [ac] to [enyty v]\n end\n add [0] to [enyxvel v]\n add (item (E#) of [extray v]) to [enyy v]\n add [0] to [enyyvel v]\n else\n if <<(item (E#) of [extcont v]) = [aa]> or <(item (E#) of [extcont v]) = [ac]>> then\n add [1] to [enysta v]\n add (item (E#) of [extcont v]) to [enyty v]\n add [0] to [enyxvel v]\n add (item (E#) of [extray v]) to [enyy v]\n add [0] to [enyyvel v]\n else\n add [0] to [enysta v]\n add (item (E#) of [extcont v]) to [enyty v]\n add (pick random ((5.5) + (<(N.4) = [ab]> * (3.0))) to ((6.3) + (<(N.4) = [ab]> * (4.0)))) to [enyxvel v]\n add (item (E#) of [extray v]) to [enyy v]\n add [1] to [enyyvel v]\n end\n end\n replace item (E#) of [extsta v] with [-13]\n end\n end\n end\n end\nend\n\ndefine AboveBlockScan\nif <(length of [aboacx v]) > [0]> then\n set [n.4 v] to [0]\n repeat (length of [aboacx v])\n change [n.4 v] by (1)\n set [n.2 v] to ([abs v] of ((y position) - (item (N.4) of [aboacy v])) )\n set [n.3 v] to (item (N.4) of [aboactype v])\n set [n.5 v] to ([abs v] of ((x position) - (item (N.4) of [aboacx v])) )\n if <<(N.3) = [Wind]> and <not <(letter (1) of (item (E#) of [extyv v])) = [8]>>> then\n set [n.8 v] to ([abs v] of ((y position) - ((item (N.4) of [aboacy v]) + (72))) )\n if <<(N.5) < [28]> and <(N.8) < [80]>> then\n if <(item (E#) of [extyv v]) < [-2]> then\n replace item (E#) of [extyv v] with [-2]\n end\n replace item (E#) of [extyv v] with ((item (E#) of [extyv v]) + (1.5))\n if <(item (E#) of [extyv v]) > [6]> then\n replace item (E#) of [extyv v] with [6]\n end\n end\n if <<(N.5) < [28]> and <<((y position) - ((item (N.4) of [aboacy v]) + (72))) > [-72]> and <(N.8) < [88]>>> then\n replace item (E#) of [extxv v] with ((item (E#) of [extxv v]) / (1.5))\n set [n.9 v] to (((x position) - (item (N.4) of [aboacx v])) / (-4))\n change x by (N.9)\n PlayerStandAbove\n change x by ((N.9) * (-1))\n replace item (E#) of [extrax v] with ((((x position) + (N.9)) - (MapX)) / (32))\n end\n end\n if <<(N.3) < [99]> and <not <(letter (1) of (item (E#) of [extyv v])) = [8]>>> then\n if <<(N.5) < [25.5]> and <(N.2) < [16]>> then\n Conveyer (N.3)\n change y by (-2)\n stop [this script v]\n end\n end\n if <<(N.5) < [30]> and <(N.2) < [24]>> then\n if <(N.3) = [POW]> then\n if <(item (E#) of [extty v]) = [r]> then\n CreateParticle (x position) [POW]\n broadcast (POW v)\n DeleteThisExtra\n end\n end\n if <not <(letter (1) of (item (E#) of [extyv v])) = [8]>> then\n if <(N.3) = [Bounce]> then\n replace item (E#) of [extyv v] with [13]\n end\n if <(N.3) = [Right]> then\n Conveyer [2]\n stop [this script v]\n end\n if <(N.3) = [Left]> then\n Conveyer [-2]\n stop [this script v]\n end\n if <(N.3) = [FRight]> then\n Conveyer [4]\n stop [this script v]\n end\n if <(N.3) = [FLeft]> then\n Conveyer [-4]\n stop [this script v]\n end\n if <not <(item (E#) of [extty v]) = [i]>> then\n if <<(letter (1) of (N.3)) = [R]> and <(letter (2) of (N.3)) = [B]>> then\n replace item (E#) of [extxv v] with [12]\n replace item (E#) of [extdir v] with [90]\n end\n if <<(letter (1) of (N.3)) = [L]> and <(letter (2) of (N.3)) = [B]>> then\n replace item (E#) of [extxv v] with [12]\n replace item (E#) of [extdir v] with [-90]\n end\n end\n end\n end\n end\nend\n\nwhen I receive [afteruniquesupdate v]\nif <not <(E#) = [0]>> then\n if <<(AllowPlayerControl) = [0]> or <(AllowMovement) = [0]>> then\n stop [this script v]\n end\n AboveBlockScan\nend\n\ndefine BasicYMovement\nif <((y position) - (MapY)) < ((SelectedWater) + (28))> then\n replace item (E#) of [extyv v] with ((item (E#) of [extyv v]) + ((Gravity) / (2)))\n if <(item (E#) of [extyv v]) = ((Gravity) / (2))> then\n replace item (E#) of [extyv v] with (Gravity)\n end\n if <(item (E#) of [extyv v]) > [9]> then\n replace item (E#) of [extyv v] with [9]\n end\n if <(item (E#) of [extyv v]) < [-3]> then\n replace item (E#) of [extyv v] with [-3]\n end\nelse\n replace item (E#) of [extyv v] with ((item (E#) of [extyv v]) + (Gravity))\n if <(item (E#) of [extyv v]) < [-12]> then\n replace item (E#) of [extyv v] with [-12]\n end\nend\nchange y by (item (E#) of [extyv v])\nif <(item (E#) of [extyv v]) > [0]> then\n if <<touching (blocks v)?> or <touching (uniques v)?>> then\n FindCeiling\n if <<([abs v] of (item (E#) of [extyv v]) ) > [4]> and <(item (E#) of [extty v]) = [r]>> then\n broadcast (POW v)\n CreateParticle (x position) [POW]\n DeleteThisExtra\n end\n replace item (E#) of [extyv v] with [0.82]\n end\nelse\n switch costume to (hitboxfloor2 v)\n if <touching (extras v)?> then\n switch costume to (hitboxfloor v)\n if <touching (extras v)?> then\n if <<(item (E#) of [extyv v]) < [-10]> and <(item (E#) of [extty v]) = [r]>> then\n replace item (E#) of [extsta v] with [1]\n end\n set [x v] to [x]\n FindFloorExtras\n replace item (E#) of [extyv v] with (Gravity)\n end\n end\n switch costume to (hitboxfloor v)\n if <touching (entities v)?> then\n set [x v] to [x]\n FindFloor\n if <<(item (E#) of [extyv v]) < [-10]> and <(item (E#) of [extty v]) = [r]>> then\n replace item (E#) of [extsta v] with [1]\n end\n replace item (E#) of [extyv v] with (Gravity)\n end\n if <<<touching (blocks v)?> or <touching (uniques v)?>> or <touching (semisolids v)?>> then\n set [x v] to [0]\n FindFloorIgnoreEnemies\n if <<(item (E#) of [extyv v]) < [-4]> and <(item (E#) of [extty v]) = [r]>> then\n replace item (E#) of [extsta v] with [1]\n end\n replace item (E#) of [extyv v] with (Gravity)\n end\n switch costume to (hitbox2 v)\nend\n\nwhen I receive [entitymovementupdate v]\nif <not <(E#) = [0]>> then\n EntMoveUpd (item (E#) of [extty v])\nend\n\ndefine UpdatePositionOnList\nif <(y position) > [-160]> then\n replace item (E#) of [extrax v] with (((x position) - (MapX)) / (32))\n replace item (E#) of [extray v] with (((y position) - (MapY)) / (32))\nelse\n delete this clone\nend\n\ndefine FindFloor\nset [n. v] to [0]\nrepeat until <not <<<touching (blocks v)?> or <<touching (uniques v)?> or <touching (entities v)?>>> or <touching (semisolids v)?>>>\n change [n. v] by (1)\n if <(N.) > ((([abs v] of (item (E#) of [extyv v]) ) + (4)) * (2))> then\n stop [this script v]\n end\n change y by (1)\nend\n\ndefine FindCeiling\nset [n. v] to [0]\nrepeat until <not <<<touching (blocks v)?> or <<touching (uniques v)?> or <touching (extras v)?>>> or <touching (entities v)?>>>\n change [n. v] by (1)\n if <(N.) > (([abs v] of (item (E#) of [extyv v]) ) + (8))> then\n set y to (((item (E#) of [extray v]) * (32)) + (MapY))\n stop [this script v]\n end\n change y by (-1)\nend\n\ndefine FindFloorExtras\nset [n. v] to [0]\nrepeat until <not <touching (extras v)?>>\n change [n. v] by (1)\n if <(N.) > [14]> then\n change y by (-4)\n stop [this script v]\n end\n change y by (1)\nend\n\ndefine BasicXMovement (normalspeed)\nif <(item (E#) of [extxv v]) < (normalspeed)> then\n replace item (E#) of [extxv v] with ((item (E#) of [extxv v]) + (((normalspeed) - (item (E#) of [extxv v])) / (6)))\n if <(item (E#) of [extxv v]) > ((normalspeed) - (0.1))> then\n replace item (E#) of [extxv v] with (normalspeed)\n end\nend\nif <(item (E#) of [extxv v]) > (normalspeed)> then\n if <(item (E#) of [extyv v]) = (Gravity)> then\n replace item (E#) of [extxv v] with ((item (E#) of [extxv v]) - (0.4))\n else\n replace item (E#) of [extxv v] with ((item (E#) of [extxv v]) - (0.2))\n end\n if <(item (E#) of [extxv v]) < (normalspeed)> then\n replace item (E#) of [extxv v] with (normalspeed)\n end\nend\nswitch costume to (hitbox2 v)\nmove (round (item (E#) of [extxv v])) steps\nif <<<<touching (blocks v)?> or <<touching (uniques v)?> or <touching (extras v)?>>> or <touching (entities v)?>> or <<touching (semisolids v)?> and <not <(YVel) > [0]>>>> then\n YSmoothing\n if <touching (entities v)?> then\n set [y v] to [x]\n end\n if <<touching (blocks v)?> or <<touching (uniques v)?> or <touching (extras v)?>>> then\n FindXSpaceIgnoreExtras\n turn right (180) degrees\n replace item (E#) of [extdir v] with (direction)\n if <<([abs v] of (item (E#) of [extxv v]) ) > [4]> and <(item (E#) of [extty v]) = [r]>> then\n broadcast (POW v)\n CreateParticle (x position) [POW]\n DeleteThisExtra\n end\n replace item (E#) of [extxv v] with [0]\n end\nend\nset rotation style [don't rotate v]\nif <<(X) = [x]> and <([abs v] of (item (E#) of [extxv v]) ) < [0.1]>> then\n FindBelow\nend\n\ndefine FindXSpaceIgnoreExtras\nset [n. v] to [0]\nrepeat until <not <<touching (blocks v)?> or <touching (uniques v)?>>>\n change [n. v] by (1)\n set x to (((item (E#) of [extrax v]) * (32)) + (MapX))\n if <(N.) > ((([abs v] of (item (E#) of [extxv v]) ) * (4)) + (8))> then\n if <touching (extras v)?> then\n FindXSpace\n end\n stop [this script v]\n end\n change x by (N.)\n if <<touching (blocks v)?> or <touching (uniques v)?>> then\n set x to (((item (E#) of [extrax v]) * (32)) + (MapX))\n change x by ((N.) * (-1))\n end\nend\n\ndefine YSmoothing\nset [n. v] to [0]\nset [n.5 v] to (y position)\nrepeat until <not <<<<touching (blocks v)?> or <<touching (uniques v)?> or <touching (extras v)?>>> or <touching (entities v)?>> or <<touching (semisolids v)?> and <not <(YVel) > [0]>>>>>\n change [n. v] by (1)\n set y to (N.5)\n if <(N.) > (((item (E#) of [extxv v]) * (2)) + (4))> then\n stop [this script v]\n end\n change y by (N.)\nend\n\ndefine PlayerStandAbove\nset [n. v] to (round (((item (E#) of [extrax v]) - (((x position) - (MapX)) / (32))) * (-32)))\nset [n.2 v] to (round (((item (E#) of [extray v]) - (((y position) - (MapY)) / (32))) * (-32)))\nset [n.5 v] to (([y position v] of [player v]) - (((item (E#) of [extray v]) * (32)) + (MapY)))\nif <<<(item (E#) of [extty v]) = [e]> or <(item (E#) of [extty v]) = [h]>> and <(PlayerCarried) = [0]>> then\n if <<([abs v] of (([x position v] of [player v]) - ((((item (E#) of [extrax v]) * (32)) + (MapX)) + ((direction) / (9)))) ) < [18]> and <([abs v] of (N.5) ) < [16]>> then\n change [plyx v] by (N.)\n set [playercarried v] to [1]\n stop [this script v]\n end\nend\nif <<([abs v] of (([x position v] of [player v]) - (((item (E#) of [extrax v]) * (32)) + (MapX))) ) < ((26) - (<(Y) = [z]> * (9)))> and <<(N.5) > [-8]> and <(N.5) < [36]>>> then\n if <<<(YVel) = [0]> or <(YVel) > [15]>> and <(PlayerCarried) = [0]>> then\n if <<(item (E#) of [extty v]) = [e]> or <(item (E#) of [extty v]) = [h]>> then\n FlyingSwoop\n end\n change [plyx v] by (N.)\n change [plyy v] by (N.2)\n if <<([abs v] of (N.) ) > [0]> or <([abs v] of (N.2) ) > [0]>> then\n set [playercarried v] to [1]\n end\n stop [this script v]\n end\nelse\n if <<(item (E#) of [extty v]) = [e]> or <(item (E#) of [extty v]) = [h]>> then\n replace item (E#) of [extsta v] with [0]\n end\nend\n\ndefine BounceLeft\nswitch costume to (left v)\nif <<touching (entities v)?> or <<touching (extras v)?> and <not <(Y) = [z]>>>> then\n replace item (E#) of [extsta v] with [-0.1]\n add [LBounce] to [aboactype v]\n add ((x position) + (-32)) to [aboacx v]\n add (y position) to [aboacy v]\nend\n\ndefine BounceRight\nswitch costume to (right v)\nif <<touching (entities v)?> or <<touching (extras v)?> and <not <(Y) = [z]>>>> then\n replace item (E#) of [extsta v] with [0.1]\n add [RBounce] to [aboactype v]\n add ((x position) + (32)) to [aboacx v]\n add (y position) to [aboacy v]\nend\n\ndefine FindBelow\nshow\nset [x v] to (x position)\nif <([abs v] of (x position) ) > [225]> then\n stop [this script v]\nend\nswitch costume to (floorcheck2 v)\nset [n. v] to [0]\nrepeat until <not <<touching (entities v)?> or <touching (extras v)?>>>\n change [n. v] by (2)\n set x to (X)\n if <(N.) > [20]> then\n stop [this script v]\n end\n change x by (N.)\nend\nset [n.4 v] to (x position)\nset x to (X)\nswitch costume to (floorcheck3 v)\nset [n. v] to [0]\nrepeat until <not <<touching (entities v)?> or <touching (extras v)?>>>\n change [n. v] by (2)\n set x to (X)\n if <(N.) > [20]> then\n stop [this script v]\n end\n change x by ((N.) * (-1))\nend\nset x to (((x position) + (N.4)) / (2))\nswitch costume to (hitbox5 v)\nif <<touching (blocks v)?> or <<touching (uniques v)?> or <touching (extras v)?>>> then\n set x to (X)\nelse\n set [y v] to [z]\n replace item (E#) of [extyv v] with [-3]\nend\n\ndefine FlyingSwoop\nif <not <(letter (1) of (item (E#) of [extyv v])) = [8]>> then\n replace item (E#) of [extsta v] with ((item (E#) of [extsta v]) + (1))\n if <(item (E#) of [extty v]) = [h]> then\n if <(item (E#) of [extsta v]) < [45]> then\n change y by (round (([sin v] of ((item (E#) of [extsta v]) * (8)) ) * (-2)))\n end\n else\n if <(item (E#) of [extsta v]) < [42]> then\n change y by (round (([sin v] of ((item (E#) of [extsta v]) * (8)) ) * (-4)))\n else\n change y by (2)\n end\n end\nend\n\ndefine DeleteExtras\nrepeat (length of [delextra v])\n delete (item (1) of [delextra v]) of [extdir v]\n delete (item (1) of [delextra v]) of [extsta v]\n delete (item (1) of [delextra v]) of [extty v]\n delete (item (1) of [delextra v]) of [extrax v]\n delete (item (1) of [delextra v]) of [extxv v]\n delete (item (1) of [delextra v]) of [extray v]\n delete (item (1) of [delextra v]) of [extyv v]\n delete (item (1) of [delextra v]) of [extcont v]\n FixDeleteListAfter (item (1) of [delextra v])\n delete (1) of [delextra v]\nend\n\ndefine FixDeleteListAfter (no.)\nset [n.2 v] to [0]\nrepeat (length of [delextra v])\n change [n.2 v] by (1)\n if <(item (N.2) of [delextra v]) > (no.)> then\n replace item (N.2) of [delextra v] with ((item (N.2) of [delextra v]) - (1))\n end\nend\n\nwhen I receive [editcollisionbeforeplayer v]\nif <not <(E#) = [0]>> then\n set [n.5 v] to (item (E#) of [extty v])\n if <<<(N.5) = [j]> or <<(N.5) = [z]> or <(N.5) = [ab]>>> or <<(N.5) = [}]> or <(N.5) = [r]>>> then\n switch costume to (hitbox6 v)\n end\n if <(N.5) = [i]> then\n hide\n end\n stop [this script v]\nend\n\ndefine ThwompMovement\nif <(item (E#) of [extsta v]) = [0]> then\n if <<([abs v] of (([x position v] of [player v]) - (x position)) ) < [88]> and <([y position v] of [player v]) < (y position)>> then\n replace item (E#) of [extsta v] with [1]\n replace item (E#) of [extyv v] with [0]\n replace item (E#) of [extxv v] with (((y position) - (MapY)) / (32))\n end\nelse\n if <(item (E#) of [extsta v]) = [1]> then\n replace item (E#) of [extyv v] with ((item (E#) of [extyv v]) + (-1.3))\n if <(item (E#) of [extyv v]) < [-24]> then\n replace item (E#) of [extyv v] with [-24]\n end\n change y by (item (E#) of [extyv v])\n if <<<touching (blocks v)?> or <touching (uniques v)?>> or <touching (semisolids v)?>> then\n start sound [Thwomp v]\n FindFloorIgnoreEnemies\n replace item (E#) of [extyv v] with (Gravity)\n replace item (E#) of [extsta v] with [2]\n add ((x position) - (16)) to [intx v]\n add ((y position) - (16)) to [inty v]\n add [Normal] to [inttype v]\n add ((x position) - (-16)) to [intx v]\n add ((y position) - (16)) to [inty v]\n add [Normal] to [inttype v]\n add ((x position) - (16)) to [intx v]\n add ((y position) - (48)) to [inty v]\n add [Normal] to [inttype v]\n add ((x position) - (-16)) to [intx v]\n add ((y position) - (48)) to [inty v]\n add [Normal] to [inttype v]\n add ((x position) - (8)) to [aboacx v]\n add ((y position) - (12)) to [aboacy v]\n add [Kill] to [aboactype v]\n add ((x position) - (-8)) to [aboacx v]\n add ((y position) - (12)) to [aboacy v]\n add [Kill] to [aboactype v]\n set [screenshake v] to [0.01]\n end\n if <touching (extras v)?> then\n start sound [Thwomp v]\n FindFloorExtras\n replace item (E#) of [extyv v] with (Gravity)\n replace item (E#) of [extsta v] with [2]\n add ((x position) - (16)) to [intx v]\n add ((y position) - (48)) to [inty v]\n add [Normal] to [inttype v]\n add ((x position) - (-16)) to [intx v]\n add ((y position) - (48)) to [inty v]\n add [Normal] to [inttype v]\n set [screenshake v] to [0.01]\n end\n else\n if <(item (E#) of [extsta v]) < [3]> then\n replace item (E#) of [extsta v] with ((item (E#) of [extsta v]) + (0.05))\n if <not <(item (E#) of [extsta v]) < [3]>> then\n replace item (E#) of [extsta v] with [3]\n end\n else\n if <(item (E#) of [extsta v]) = [3]> then\n change y by (2)\n if <touching (blocks v)?> then\n FindCeilingIgnoreEnemies\n replace item (E#) of [extsta v] with [4]\n end\n if <(((y position) - (MapY)) / (32)) > (item (E#) of [extxv v])> then\n set y to (((item (E#) of [extxv v]) * (32)) + (MapY))\n replace item (E#) of [extsta v] with [4]\n end\n else\n replace item (E#) of [extsta v] with ((item (E#) of [extsta v]) + (0.1))\n if <not <(item (E#) of [extsta v]) < [5]>> then\n replace item (E#) of [extsta v] with [0]\n end\n end\n end\n end\nend\n\ndefine FindFloorIgnoreEnemies\nset [n. v] to [0]\nrepeat until <not <<<touching (blocks v)?> or <touching (uniques v)?>> or <touching (semisolids v)?>>>\n change [n. v] by (1)\n if <(N.) > ((([abs v] of (item (E#) of [extyv v]) ) + (4)) * (2))> then\n set y to (((item (E#) of [extray v]) * (32)) + (MapY))\n stop [this script v]\n end\n change y by (1)\nend\n\ndefine FindCeilingIgnoreEnemies\nset [n. v] to [0]\nrepeat until <not <<touching (blocks v)?> or <<touching (uniques v)?> or <touching (extras v)?>>>>\n change [n. v] by (1)\n if <(N.) > (([abs v] of (item (E#) of [extyv v]) ) + (8))> then\n set y to (((item (E#) of [extray v]) * (32)) + (MapY))\n stop [this script v]\n end\n change y by (-1)\nend\n\nwhen I receive [endotherscripts v]\nstop [other scripts in sprite v]\ndelete this clone\n\ndefine DeleteThisExtra\nadd (E#) to [delextra v]\ndelete this clone\n\ndefine FindXSpace\nset [n. v] to [0]\nrepeat until <not <<touching (blocks v)?> or <<touching (uniques v)?> or <touching (extras v)?>>>>\n change [n. v] by (1)\n set x to (((item (E#) of [extrax v]) * (32)) + (MapX))\n if <(N.) > ((([abs v] of (item (E#) of [extxv v]) ) * (4)) + (8))> then\n DeleteThisExtra\n stop [this script v]\n end\n change x by (N.)\n if <<touching (blocks v)?> or <<touching (uniques v)?> or <touching (extras v)?>>> then\n set x to (((item (E#) of [extrax v]) * (32)) + (MapX))\n change x by ((N.) * (-1))\n end\nend\n\nwhen I receive [flagclicked v]\nset rotation style [don't rotate v]\nswitch costume to (large v)\nset size to (400) %\nhide\n\ndefine CreateParticle (x) (type)\nadd (x) to [creparx v]\nadd (y position) to [crepary v]\nadd (type) to [crepartype v]\n\ndefine TrackMovements\npoint in direction (item (E#) of [extdir v])\nset [fblock v] to [0]\nreplace item (E#) of [extxv v] with ((item (E#) of [extxv v]) + ((1) / (16)))\nif <not <(item (E#) of [extxv v]) < [1]>> then\n replace item (E#) of [extxv v] with [0]\nend\nset [n. v] to (round (((x position) - (MapX)) / (32)))\nset [n.2 v] to (round (((y position) - (MapY)) / (32)))\nif <(item (E#) of [extxv v]) = [0.5]> then\n ScanFor (N.) (N.2) Tracks\n if <(FBlock) = [0]> then\n ScanFor (round ((N.) + ([sin v] of (direction) ))) (round ((N.2) + ([cos v] of (direction) ))) Tracks\n end\n TracksVariants\n point in direction (item (E#) of [extdir v])\nend\nif <not <(item (E#) of [extyv v]) = [81]>> then\n change x by ((round ([sin v] of (direction) )) * (2))\n change y by ((round ([cos v] of (direction) )) * (2))\n PlayerStandAbove\n replace item (E#) of [extrax v] with (((x position) - (MapX)) / (32))\n replace item (E#) of [extray v] with (((y position) - (MapY)) / (32))\nend\nswitch costume to (hitbox v)\n\ndefine ScanFor (x) (y) Tracks\nset [fblock v] to [0]\nset [fsubtype v] to []\nif <not <<(x) < (item (1) of [semix v])> or <(x) > (item (length of [semix v]) of [semix v])>>> then\n set [n. v] to ((item # of (x) in [semix v]) - (1))\n repeat until <<(item (N.) of [semix v]) > (x)> or <<(N.) > (length of [semix v])> or <(item ((N.) + (1)) of [semiy v]) > (y)>>>\n change [n. v] by (1)\n if <<(item (N.) of [semix v]) = (x)> and <(item (N.) of [semiy v]) = (y)>> then\n set [fblock v] to [1]\n set [n.6 v] to (item (N.) of [semitype v])\n if <(letter (1) of (N.6)) = [8]> then\n set [fsubtype v] to (join (join (letter (2) of (N.6)) (letter (3) of (N.6))) (letter (4) of (N.6)))\n end\n stop [this script v]\n end\n end\nend\n\ndefine TracksVariants\nif <(FSubtype) = [a1]> then\n replace item (E#) of [extyv v] with [81]\n set x to (((round (((x position) - (MapX)) / (32))) * (32)) + (MapX))\n stop [this script v]\nend\nif <(FSubtype) = [u1]> then\n ChangeDirectionBetween [0] And [0] Extras\nend\nif <(FSubtype) = [d1]> then\n ChangeDirectionBetween [180] And [180] Extras\nend\nif <(FSubtype) = [l1]> then\n ChangeDirectionBetween [-90] And [-90] Extras\nend\nif <(FSubtype) = [r1]> then\n ChangeDirectionBetween [90] And [90] Extras\nend\nif <(FSubtype) = [ur]> then\n ChangeDirectionBetween [0] And [90] Extras\nend\nif <(FSubtype) = [ul]> then\n ChangeDirectionBetween [-90] And [0] Extras\nend\nif <(FSubtype) = [dr]> then\n ChangeDirectionBetween [180] And [90] Extras\nend\nif <(FSubtype) = [dl]> then\n ChangeDirectionBetween [180] And [-90] Extras\nend\nif <(FSubtype) = [x3]> then\n ChangeDirectionBetween [-45] And [-45] Extras\nend\nif <(FSubtype) = [x4]> then\n ChangeDirectionBetween [45] And [45] Extras\nend\nif <(FSubtype) = [x5]> then\n ChangeDirectionBetween [135] And [135] Extras\nend\nif <(FSubtype) = [x6]> then\n ChangeDirectionBetween [-135] And [-135] Extras\nend\nif <(FSubtype) = [x7]> then\n ChangeDirectionBetween [-90] And [45] Extras\nend\nif <(FSubtype) = [x8]> then\n ChangeDirectionBetween [-90] And [135] Extras\nend\nif <(FSubtype) = [x9]> then\n ChangeDirectionBetween [90] And [-135] Extras\nend\nif <(FSubtype) = [x10]> then\n ChangeDirectionBetween [90] And [-45] Extras\nend\nif <(FSubtype) = [x11]> then\n ChangeDirectionBetween [0] And [135] Extras\nend\nif <(FSubtype) = [x12]> then\n ChangeDirectionBetween [0] And [-135] Extras\nend\nif <(FSubtype) = [x13]> then\n ChangeDirectionBetween [-45] And [180] Extras\nend\nif <(FSubtype) = [x14]> then\n ChangeDirectionBetween [45] And [180] Extras\nend\nif <(FSubtype) = [x15]> then\n ChangeDirectionBetween [-45] And [45] Extras\nend\nif <(FSubtype) = [x16]> then\n ChangeDirectionBetween [135] And [45] Extras\nend\nif <(FSubtype) = [x17]> then\n ChangeDirectionBetween [135] And [-135] Extras\nend\nif <(FSubtype) = [x18]> then\n ChangeDirectionBetween [-45] And [-135] Extras\nend\nif <(FSubtype) = [x19]> then\n if <(On/Off) = [1]> then\n ChangeDirectionBetween [-90] And [45] Extras\n else\n ChangeDirectionBetween [-90] And [135] Extras\n end\nend\nif <(FSubtype) = [x20]> then\n if <(On/Off) = [1]> then\n ChangeDirectionBetween [0] And [135] Extras\n else\n ChangeDirectionBetween [0] And [-135] Extras\n end\nend\nif <(FSubtype) = [x21]> then\n if <(On/Off) = [1]> then\n ChangeDirectionBetween [90] And [-135] Extras\n else\n ChangeDirectionBetween [90] And [-45] Extras\n end\nend\nif <(FSubtype) = [x22]> then\n if <(On/Off) = [1]> then\n ChangeDirectionBetween [180] And [-45] Extras\n else\n ChangeDirectionBetween [180] And [45] Extras\n end\nend\nif <(FSubtype) = [ud]> then\n MaintainDirectionAs [180] Or [0] Extras\nend\nif <(FSubtype) = [lr]> then\n MaintainDirectionAs [90] Or [-90] Extras\nend\nif <(FSubtype) = [x1]> then\n MaintainDirectionAs [135] Or [-45] Extras\nend\nif <(FSubtype) = [x2]> then\n MaintainDirectionAs [-135] Or [45] Extras\nend\n\ndefine MaintainDirectionAs (1) Or (2) Extras\nif <not <<(direction) = (1)> or <(direction) = (2)>>> then\n set [x v] to (((round (((X) - (MapX)) / (32))) * (32)) + (MapX))\n set [y v] to (((round (((Y) - (MapY)) / (32))) * (32)) + (MapY))\n point in direction (1)\n replace item (E#) of [extdir v] with (direction)\nend\n\ndefine ChangeDirectionBetween (1) And (2) Extras\nset [n.6 v] to ((direction) mod (180))\nif <not <<(item (E#) of [extdir v]) = (1)> or <(item (E#) of [extdir v]) = (2)>>> then\n if <(N.6) = ((1) mod (180))> then\n if <(N.6) = (1)> then\n point in direction (2)\n else\n point in direction (2)\n end\n else\n if <(N.6) = (2)> then\n point in direction (1)\n else\n point in direction (1)\n end\n end\n replace item (E#) of [extdir v] with (direction)\nend\n\nwhen I receive [pow v]\nif <not <(E#) = [0]>> then\n if <(item (E#) of [extty v]) = [j]> then\n CreateParticle (x position) [1j]\n DeleteThisExtra\n end\nend\n\ndefine EntMoveUpd (type)\nset rotation style [don't rotate v]\npoint in direction (item (E#) of [extdir v])\nif <<(Dead) = [1]> or <<(AllowMovement) = [0]> or <(AllowPlayerControl) = [0]>>> then\n set y to (round (y position))\n stop [this script v]\nend\nswitch costume to (hitbox2 v)\nif <<(item (E#) of [extyv v]) = [8]> or <(item (E#) of [extyv v]) = [81]>> then\n TrackMovements\n stop [this script v]\nend\nif <<<(type) = [}]> or <(type) = [j]>> or <<(type) = [z]> or <(type) = [ab]>>> then\n BasicYMovement\n BasicXMovement [0]\n PlayerStandAbove\n UpdatePositionOnList\n switch costume to (hitbox v)\n set y to (round ((y position) - (1)))\n if <<(item (E#) of [extyv v]) < [-3]> and <(type) = [j]>> then\n add (x position) to [aboacx v]\n add ((y position) - (28)) to [aboacy v]\n add [Muncher] to [aboactype v]\n end\n stop [this script v]\nend\nif <(type) = [e]> then\n move (1) steps\n PlayerStandAbove\n UpdatePositionOnList\n switch costume to (hitbox4 v)\n set y to (round ((y position) - (1)))\n stop [this script v]\nend\nif <(type) = [h]> then\n move (2) steps\n PlayerStandAbove\n UpdatePositionOnList\n switch costume to (hitbox4 v)\n set y to (round ((y position) - (1)))\n stop [this script v]\nend\nif <(type) = [i]> then\n switch costume to (thwomphitbox v)\n ThwompMovement\n UpdatePositionOnList\n switch costume to (thwomphitbox2 v)\n stop [this script v]\nend\nif <(type) = [r]> then\n if <not <(item (E#) of [extsta v]) = [0]>> then\n if <([abs v] of (item (E#) of [extyv v]) ) < [1]> then\n replace item (E#) of [extsta v] with ((item (E#) of [extsta v]) + (1))\n if <(item (E#) of [extsta v]) > [1]> then\n CreateParticle (x position) [POW]\n broadcast (POW v)\n DeleteThisExtra\n end\n else\n replace item (E#) of [extsta v] with [0]\n end\n end\n if <<([abs v] of ((x position) - (([x position v] of [player v]) + (([direction v] of [player v]) / (6)))) ) < ((12) + ([abs v] of (XVel) ))> and <<([abs v] of ((y position) - ([y position v] of [player v])) ) < [16]> and <(Holding) = []>>> then\n if <<key (space v) pressed?> and <(item (E#) of [extyv v]) < [6]>> then\n set [holding v] to [r]\n DeleteThisExtra\n end\n end\n BasicYMovement\n BasicXMovement [0]\n PlayerStandAbove\n UpdatePositionOnList\n switch costume to (hitbox v)\n set y to (round ((y position) - (1)))\n stop [this script v]\nend\n\ndefine Switch (cost) (speed) (mod)\nswitch costume to (join (cost) ((([floor v] of ((GTime) * (speed)) ) mod (mod)) + (1)))\n\ndefine Conveyer (change)\nchange x by (change)\nPlayerStandAbove\nchange x by ((change) * (-1))\nreplace item (E#) of [extrax v] with ((((x position) + (change)) - (MapX)) / (32))\n\n@HUD\n\nwhen I receive [overlays2 v]\nif <[] = []> then\n delete this clone\nend\nshow\ngo to x: (0) y: (-180)\nif <(EditMode) = [1]> then\n switch costume to (full2 v)\n stamp\n hide\nelse\n go to x: (120) y: (-162)\n if <(Coins) < [10]> then\n Write (join [0] (Coins))\n else\n Write (Coins)\n end\n go to x: (-120) y: (-162)\n if <(round (Timer)) < [10]> then\n Write (join [00] (round (Timer)))\n else\n if <(round (Timer)) < [100]> then\n Write (join [0] (round (Timer)))\n else\n Write (round (Timer))\n end\n end\n go to x: (0) y: (-180)\n if <([abs v] of (XVel) ) > [7]> then\n switch costume to (full3 v)\n else\n switch costume to (full v)\n end\nend\n\nwhen I receive [endotherscripts v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [flagclicked v]\nset size to (400) %\ngo to x: (0) y: (-180)\nhide\n\ndefine Write (word)\nset [n.4 v] to [0]\nrepeat (length of (word))\n change [n.4 v] by (1)\n switch costume to (letter (N.4) of (word))\n create clone of (_myself_ v)\n change x by (16)\nend\n\nwhen I start as a clone\ngo [forward v] (6) layers\n\n
Hello and welcome to a new scrolling platformer!\n\nArrow keys to move, Z to phase though certain platforms.\nTry and get through all nine levels! (more levels coming soon)\n\nPlease heart and star!
99% Pen Platformer / #games
@Stage\n\nwhen I receive [win v]\nstop [other scripts in sprite v]\n\nwhen flag clicked\n\ndefine Time Check\nif < (time) contains [.]?> then\n\nrepeat until <(join (letter ((length of (time)) - (2)) of (time)) (letter ((length of (time)) - (1)) of (time))) = [.1]>\n set [time v] to (join (time) [.0])\nend\n\nwhen flag clicked\nset [time v] to [0]\nforever\n Time Check\nend\n\nwhen flag clicked\nwait until <<key (any v) pressed?> or <mouse down?>>\nreset timer\nbroadcast (start v)\n\nwhen I receive [start v]\nforever\n wait (0.05) seconds\n set [time v] to ((round ((timer) * (10))) / (10))\nend\n\nwhen flag clicked\nforever\n play sound [Wallpaper v] until done\n if <(Level) > [14]> then\n set [level v] to [13]\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [14]> then\n switch backdrop to (backdrop2 v)\n else\n switch backdrop to (backdrop1 v)\n end\nend\n\n@Ground\n\nwhen flag clicked\nforever\n switch costume to (Level)\n if <(Speed X) > [7.5]> then\n set [speed x v] to [7.5]\n end\nend\n\nwhen I receive [win v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [win v]\nhide\n\nwhen flag clicked\nshow\n\n@Spikes\n\nwhen flag clicked\nset [level v] to [1]\nforever\n go to [back v] layer\n switch costume to (Level)\nend\n\nwhen I receive [win v]\nhide\nstop [other scripts in sprite v]\n\nwhen flag clicked\nshow\n\n@Lava/MovingSpikes\n\nwhen flag clicked\nforever\n\nwhen flag clicked\n\ngo to [back v] layer\n\nwhen I receive [win v]\nstop [other scripts in sprite v]\n\nwhen flag clicked\nbroadcast (yeeees v)\nshow\n\nwhen I receive [die v]\n\nwhen I receive [yup v]\ngo to x: (0) y: (15)\nstop [other scripts in sprite v]\nbroadcast (yeeees v)\n\nif <(Level) > [14]> then\n set [level v] to [13]\nend\n\nwhen I receive [yeeees v]\ngo to x: (0) y: (15)\nforever\n repeat (30)\n switch costume to (Level)\n go to [back v] layer\n change y by (-0.8)\n end\n repeat (30)\n switch costume to (Level)\n go to [back v] layer\n change y by (0.8)\n end\n go to x: (0) y: (15)\nend\n\n@Thumbnail\n\nwhen flag clicked\nset [turbo? v] to [false]\nforever\n set [ghost v] effect to (100)\n go to x: (0) y: (0)\n go to [front v] layer\n show\nend\n\nwhen flag clicked\nforever\n if <(turbo?) = [true]> then\n switch costume to (costume2 v)\n else\n switch costume to (costume7 v)\n end\nend\n\n@Player Hitbox\n\ndefine Touch ground <up?>\nchange [falling? v] by (1)\nrepeat until <not <<touching (ground v)?> or <touching (moving platforms v)?>>>\n if <up?> then\n change y by (-1)\n else\n change y by (1)\n set [falling? v] to [0]\n end\n set [speed y v] to [0]\nend\n\nwhen flag clicked\nshow\ngo to x: (-200) y: (0)\nset [speed y v] to [0]\nforever\n change [speed y v] by (-1)\n set [speed x v] to ((Speed X) * (0.8))\n change y by (Speed Y)\n Touch ground <(Speed Y) > [0]>\n if <(Walljump) > [0]> then\n change [walljump v] by (-1.)\n else\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<(Mobile Yes) = [4]> or <(Mobile Yes) = [5]>>> then\n change [speed x v] by (1.5)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<(Mobile Yes) = [2]> or <(Mobile Yes) = [6]>>> then\n change [speed x v] by (-1.5)\n end\n end\n if <<<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <(Mobile Yes) = [6]>> or <<(Mobile Yes) = [1]> or <(Mobile Yes) = [5]>>> and <(falling?) < [3]>> then\n set [speed y v] to [15]\n end\n if <(Speed X) < [-0.5]> then\n Walk [5] (Speed X)\n else\n if <[0.5] < (Speed X)> then\n Walk [5] (Speed X)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<touching (lava/movingspikes v)?> or <touching (spikes v)?>> then\n start sound [Lose v]\n broadcast (die v)\n end\nend\n\ndefine Walk (x) (speed)\nchange x by (speed)\nset [slope v] to [0]\nrepeat until <<(slope) = [8]> or <not <<touching (ground v)?> or <touching (moving platforms v)?>>>>\n change y by (1)\n change [slope v] by (1)\nend\nif <(slope) = [8]> then\n change x by ((0) - (speed))\n change y by ((0) - (slope))\n if <<<<(Mobile Yes) = [6]> or <<(Mobile Yes) = [1]> or <(Mobile Yes) = [5]>>> or <<key (w v) pressed?> or <key (up arrow v) pressed?>>> and <([abs v] of (speed) ) > [3]>> then\n if <(Walljump) = [0]> then\n set [speed x v] to ((-2) * (speed))\n set [speed y v] to [11]\n set [falling? v] to [6]\n else\n set [speed x v] to [0]\n end\n end\nend\n\nwhen flag clicked\nforever\n set [ghost v] effect to (100)\nend\n\nwhen flag clicked\nforever\n if <<[230] < (x position)> and <(Level) < [14]>> then\n change [level v] by (1)\n set [falling? v] to [0]\n set [speed y v] to [0]\n broadcast (yup v)\n set [speed x v] to [0]\n set [walljump v] to [0]\n set [slope v] to [0]\n go to x: (-200) y: (0)\n end\nend\n\nwhen flag clicked\nforever\n if <<[230] < (x position)> and <[13] < (Level)>> then\n change [level v] by (1)\n set [falling? v] to [0]\n set [speed y v] to [0]\n set [speed x v] to [0]\n set [walljump v] to [0]\n set [slope v] to [0]\n broadcast (win v)\n end\nend\n\nwhen I receive [win v]\nstop [other scripts in sprite v]\n\nwhen I receive [die v]\ngo to x: (-200) y: (0)\nset [falling? v] to [0]\nset [speed y v] to [0]\nset [speed x v] to [0]\nset [walljump v] to [0]\nset [slope v] to [0]\n\n@Player Costumes\n\nwhen flag clicked\nforever\n go to (player hitbox v)\nend\n\nwhen flag clicked\nblock name\nforever\n if <key (up arrow v) pressed?> then\nend\n\nwhen flag clicked\nforever\n set rotation style [left-right v]\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<<(Mobile Yes) = [6]> or <(Mobile Yes) = [5]>> or <(Mobile Yes) = [1]>>> then\n repeat until <<touching (ground v)?> or <touching (moving platforms v)?>>\n if <(Speed Y) < [0]> then\n switch costume to (run_j2 v)\n else\n switch costume to (run_j1 v)\n end\n end\n else\n if <<<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <(Mobile Yes) = [4]>> or <(Mobile Yes) = [5]>> and <(Speed Y) = [0]>> then\n point in direction (90)\n switch costume to (run_r1 v)\n repeat until <not <<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <(Mobile Yes) = [4]>> or <(Mobile Yes) = [5]>>>\n next costume\n if <(costume [number v]) = [22]> then\n switch costume to (run_r1 v)\n end\n end\n else\n if <<<<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <(Mobile Yes) = [2]>> or <(Mobile Yes) = [6]>> and <(Speed Y) = [0]>> then\n point in direction (-90)\n switch costume to (run_r1 v)\n repeat until <not <<<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <(Mobile Yes) = [2]>> or <(Mobile Yes) = [6]>>>\n next costume\n if <(costume [number v]) = [22]> then\n switch costume to (run_r1 v)\n end\n end\n else\n if <<not <<key (up arrow v) pressed?> or <key (w v) pressed?>>> and <(Speed Y) = [0]>> then\n switch costume to (stand v)\n end\n end\n end\n end\nend\n\ndefine block name\n\nwhen flag clicked\nforever\n set rotation style [left-right v]\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n repeat until <<touching (ground v)?> or <touching (moving platforms v)?>>\n if <(Speed Y) < [0]> then\n switch costume to (run_j2 v)\n else\n switch costume to (run_j1 v)\n end\n end\n end\nend\n\nswitch costume to (run_r1 v)\nrepeat until <not <key (left arrow v) pressed?>>\n point in direction (-90)\n next costume\n if <(costume [number v]) = [22]> then\n if <(Speed Y) < [0]> then\n switch costume to (run_i1 v)\n else\n switch costume to (run_j2 v)\n end\n end\nend\n\nwhen flag clicked\npoint in direction (90)\n\nwhen flag clicked\nset size to (70) %\nset [ghost v] effect to (0)\n\nwait (1) seconds\n\nwhen I receive [win v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [win v]\nstop [other scripts in sprite v]\n\nwhen flag clicked\nshow\n\nwhen flag clicked\nforever\n set rotation style [left-right v]\n if <<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <(Mobile Yes) = [4]>> or <(Mobile Yes) = [5]>> then\n point in direction (90)\n else\n if <<<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <(Mobile Yes) = [2]>> or <(Mobile Yes) = [6]>> then\n point in direction (-90)\n end\n end\nend\n\nwhen I receive [rainbow v]\nforever\n change [color v] effect by (2.5)\nend\n\n@Coins\n\nwhen flag clicked\nhide\nCreate ze Coins / Level No. [1] X Pos: [20] Y Pos: [-85]\nCreate ze Coins / Level No. [2] X Pos: [-120] Y Pos: [-80]\nCreate ze Coins / Level No. [2] X Pos: [-25] Y Pos: [70]\nCreate ze Coins / Level No. [2] X Pos: [50] Y Pos: [70]\nCreate ze Coins / Level No. [2] X Pos: [125] Y Pos: [70]\nCreate ze Coins / Level No. [2] X Pos: [190] Y Pos: [-80]\nCreate ze Coins / Level No. [3] X Pos: [-120] Y Pos: [-60]\nCreate ze Coins / Level No. [3] X Pos: [-20] Y Pos: [-5]\nCreate ze Coins / Level No. [3] X Pos: [50] Y Pos: [-60]\nCreate ze Coins / Level No. [3] X Pos: [215] Y Pos: [-60]\nCreate ze Coins / Level No. [4] X Pos: [-125] Y Pos: [-75]\nCreate ze Coins / Level No. [4] X Pos: [25] Y Pos: [-75]\nCreate ze Coins / Level No. [4] X Pos: [100] Y Pos: [-75]\nCreate ze Coins / Level No. [4] X Pos: [-120] Y Pos: [75]\nCreate ze Coins / Level No. [5] X Pos: [65] Y Pos: [-40]\nCreate ze Coins / Level No. [5] X Pos: [150] Y Pos: [-40]\nCreate ze Coins / Level No. [6] X Pos: [-50] Y Pos: [-40]\nCreate ze Coins / Level No. [6] X Pos: [20] Y Pos: [-40]\nCreate ze Coins / Level No. [6] X Pos: [180] Y Pos: [0]\nCreate ze Coins / Level No. [7] X Pos: [-110] Y Pos: [15]\nCreate ze Coins / Level No. [7] X Pos: [10] Y Pos: [40]\nCreate ze Coins / Level No. [7] X Pos: [190] Y Pos: [160]\nCreate ze Coins / Level No. [8] X Pos: [-60] Y Pos: [-60]\nCreate ze Coins / Level No. [8] X Pos: [10] Y Pos: [-60]\nCreate ze Coins / Level No. [8] X Pos: [80] Y Pos: [-60]\nCreate ze Coins / Level No. [9] X Pos: [-190] Y Pos: [15]\nCreate ze Coins / Level No. [9] X Pos: [-190] Y Pos: [90]\nCreate ze Coins / Level No. [9] X Pos: [-5] Y Pos: [-80]\nCreate ze Coins / Level No. [9] X Pos: [120] Y Pos: [-80]\nCreate ze Coins / Level No. [10] X Pos: [-120] Y Pos: [-75]\nCreate ze Coins / Level No. [10] X Pos: [-50] Y Pos: [-75]\nCreate ze Coins / Level No. [10] X Pos: [111] Y Pos: [30]\nCreate ze Coins / Level No. [10] X Pos: [180] Y Pos: [30]\nCreate ze Coins / Level No. [11] X Pos: [-60] Y Pos: [-70]\nCreate ze Coins / Level No. [11] X Pos: [60] Y Pos: [-70]\nCreate ze Coins / Level No. [12] X Pos: [-97] Y Pos: [30]\nCreate ze Coins / Level No. [12] X Pos: [-5] Y Pos: [5]\nCreate ze Coins / Level No. [12] X Pos: [200] Y Pos: [125]\nCreate ze Coins / Level No. [13] X Pos: [-100] Y Pos: [-10]\nCreate ze Coins / Level No. [13] X Pos: [120] Y Pos: [-10]\nCreate ze Coins / Level No. [14] X Pos: [-135] Y Pos: [-75]\n\nwhen I start as a clone\nforever\n next costume\n go to [back v] layer\n if <(CloneID) = (Level)> then\n show\n else\n hide\n end\nend\n\ncreate clone of (_myself_ v)\n\ndefine Create ze Coins / Level No. (level) X Pos: (x) Y Pos: (y)\ngo to x: (x) y: (y)\nset [cloneid v] to (level)\ncreate clone of (_myself_ v)\n\nwhen I receive [message1 v]\n\nwhen I start as a clone\nforever\n if <touching (player costumes v)?> then\n set volume to (40) %\n start sound [Magic Spell v]\n repeat (10)\n change size by (7)\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <touching (player costumes v)?> then\n change [coins v] by (1)\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\n end\nend\n\nwhen flag clicked\nset [coins v] to [0]\n\nwhen I receive [win v]\n\nwhen I receive [win v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\ndelete this clone\n\nforever\n\nwhen I receive [win v]\nset [cloneid v] to [10000]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nbroadcast (win v)\n\nset drag mode [not draggable v]\n\n@Moving Platforms\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\n\nwhen flag clicked\nforever\n repeat (30)\n change x by (4)\n end\n repeat (30)\n change x by (-4)\n end\nend\n\n@You Win!\n\ndefine Smooth Size size: (size) Speed (speed) Costume (costume)\nrepeat until <(round (size)) = (round (size))>\n switch costume to (hack v)\n change size by (((round (size)) - (round (size))) / (speed))\n switch costume to (costume)\nend\n\nwhen I receive [win v]\nif <(length of (Coins)) = [1]> then\n go to x: (-30) y: (10)\n show\n switch costume to (1 v)\n set size to (1) %\n switch costume to (3 v)\n Smooth Size size: [120] Speed [5] Costume [3]\nelse\n go to x: (-30) y: (10)\n show\n switch costume to (1 v)\n set size to (1) %\n switch costume to (2 v)\n Smooth Size size: [120] Speed [5] Costume [2]\nend\n\nwhen flag clicked\nhide variable [time v]\nhide\n\nwhen I receive [win v]\n\nwhen flag clicked\nforever\n go to [back v] layer\n go [forward v] (1) layers\nend\n\n@Coins2\n\nwhen I receive [win v]\nhide\ngo to x: (-160) y: (-150)\nset [cloneid v] to [0]\nrepeat (2)\n change [cloneid v] by (1)\n create clone of (_myself_ v)\n move (40) steps\nend\n\nwhen I start as a clone\nshow\nswitch costume to (letter (cloneid) of (Coins))\nif <(length of (Coins)) < (cloneid)> then\n hide\nend\n\n@Time Front\n\nwhen I receive [win v]\nset [cloneid v] to [10000]\ndelete this clone\n\nwhen I start as a clone\nforever\n show\n switch costume to (letter (cloneid) of (time))\n set size to (150) %\n go to [front v] layer\nend\n\nwhen flag clicked\nhide\ngo to x: (-200) y: (150)\nset [cloneid v] to [0]\nrepeat (20)\n change [cloneid v] by (1)\n create clone of (_myself_ v)\n move (20) steps\nend\n\nwhen flag clicked\n\nwhen I start as a clone\nforever\n if <(length of (time)) < (cloneid)> then\n hide\n end\nend\n\nforever\n\nif <not < (time) contains [.]?>> then\n set [time v] to (join (time) [.0])\nend\n\n@Time Back\n\nwhen I receive [win v]\n\nwhen I start as a clone\nforever\n show\n switch costume to (letter (cloneid) of (time))\n if <(length of (time)) < (cloneid)> then\n hide\n end\n set size to (160) %\n go to [front v] layer\n go [backward v] (46) layers\n set [brightness v] effect to (-100)\nend\n\nwhen flag clicked\nhide\ngo to x: (-198) y: (148)\nset [cloneid v] to [0]\nrepeat (20)\n change [cloneid v] by (1)\n create clone of (_myself_ v)\n move (20) steps\nend\n\nwhen I receive [win v]\nset [cloneid v] to [10000]\ndelete this clone\n\n@Time Backdrop\n\nwhen flag clicked\nforever\n show\n go to [back v] layer\n go [forward v] (49) layers\nend\n\nwhen I receive [win v]\nstop [other scripts in sprite v]\nhide\n\nwhen flag clicked\nforever\n if <(turbo?) = [true]> then\n hide\n else\n show\n end\nend\n\n@Final Time\n\nwhen I receive [win v]\nhide\ngo to x: (-200) y: (135)\nset [cloneid v] to [0]\nrepeat (length of (time))\n change [cloneid v] by (1)\n create clone of (_myself_ v)\n move (40) steps\nend\n\nwhen I start as a clone\nshow\nswitch costume to (letter (cloneid) of (time))\nif <(length of (time)) < (cloneid)> then\n hide\nend\n\nbroadcast (win v)\n\n@Tutorial\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\nset [ghost v] effect to (20)\nwait until <<<key (up arrow v) pressed?> or <<key (right arrow v) pressed?> or <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<key (d v) pressed?> or <key (w v) pressed?>>>>>> or <(Mobile) = [1]>>\nwait (0) seconds\nrepeat (8)\n change [ghost v] effect by (10)\nend\nwait (0.2) seconds\nnext costume\nrepeat (4)\n change [ghost v] effect by (-20)\nend\nwait until <not <(Coins) = [0]>>\nif <(Level) = [1]> then\n repeat (8)\n change [ghost v] effect by (10)\n end\n wait (0.2) seconds\n next costume\n repeat (4)\n change [ghost v] effect by (-20)\n end\n wait until <not <(Level) = [1]>>\n repeat (8)\n change [ghost v] effect by (10)\n end\n wait (0.2) seconds\n next costume\nelse\n repeat (8)\n change [ghost v] effect by (10)\n end\n wait (0.2) seconds\n switch costume to (costume4 v)\nend\nrepeat (4)\n change [ghost v] effect by (-20)\nend\nwait until <(Level) = [3]>\nrepeat (5)\n change [ghost v] effect by (20)\nend\nnext costume\nrepeat (8)\n change [ghost v] effect by (-10)\nend\nwait until <(Level) = [4]>\nrepeat (5)\n change [ghost v] effect by (20)\nend\nnext costume\nrepeat (8)\n change [ghost v] effect by (-10)\nend\nwait until <(Level) = [5]>\nrepeat (5)\n change [ghost v] effect by (20)\nend\nhide\n\nwait until <not <(Level) = [1]>>\n\nrepeat (4)\n change [ghost v] effect by (-20)\nend\n\nswitch costume to (costume3 v)\n\nwhen [space v] key pressed\nstop [other scripts in sprite v]\nrepeat (5)\n change [ghost v] effect by (20)\nend\nhide\n\nwhen I receive [no v]\nstop [other scripts in sprite v]\nrepeat (5)\n change [ghost v] effect by (20)\nend\nhide\n\nwhen I receive [win v]\nhide\n\nwhen I receive [nope v]\nstop [other scripts in sprite v]\nrepeat (5)\n change [ghost v] effect by (20)\nend\nhide\n\nwait until <(Level) = [3]>\nrepeat (5)\n change [ghost v] effect by (20)\nend\nhide\n\n@MobileModeButton\n\nwhen flag clicked\nshow\ngo to x: (-200) y: (-153)\nset [mobile v] to [0]\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n if <(Mobile) = [1]> then\n set [mobile v] to [0]\n else\n set [mobile v] to [1]\n end\n wait until <not <mouse down?>>\n end\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen I receive [win v]\ngo to [back v] layer\n\nwhen I receive [win v]\nhide\n\n@Mobile Controls\n\nwhen flag clicked\nhide\ngo to x: (36) y: (28)\nset [cloneid v] to [0]\nrepeat (6)\n change [cloneid v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nforever\n switch costume to (CloneID)\n if <(Mobile) = [1]> then\n show\n set [ghost v] effect to (40)\n else\n change [ghost v] effect by (10)\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n replace item (CloneID) of [list v] with [1]\n set [mobile yes v] to (CloneID)\n else\n replace item (CloneID) of [list v] with [0]\n end\nend\n\nwhen flag clicked\nforever\n if <not <<(item (3) of [list v]) = [1]> or <<(item (2) of [list v]) = [1]> or <<(item (4) of [list v]) = [1]> or <<(item (1) of [list v]) = [1]> or <<(item (6) of [list v]) = [1]> or <(item (5) of [list v]) = [1]>>>>>>> then\n set [mobile yes v] to [0]\n end\nend\n\n@MobileModeButton2\n\nwhen flag clicked\nshow\ngo to x: (-150) y: (-153)\nset [mobile v] to [0]\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n if <(Level) > [1]> then\n broadcast (die v)\n broadcast (no v)\n change [level v] by (-1)\n end\n wait until <not <mouse down?>>\n end\nend\n\nwhen flag clicked\ngo to [front v] layer\nforever\nend\n\ngo [backward v] (10000000) layers\n\ngo to [front v] layer\n\nwhen I receive [win v]\ngo to [back v] layer\n\nwhen I receive [win v]\nhide\n\n@SkipTutorial\n\nwhen flag clicked\ngo to x: (-100) y: (-153)\nset [mobile v] to [0]\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n wait until <not <mouse down?>>\n broadcast (nope v)\n hide\n end\nend\n\nwhen flag clicked\nshow\ngo [forward v] (10000000) layers\nforever\nend\n\nwhen I receive [win v]\ngo to [back v] layer\n\nwhen I receive [win v]\nhide\n\nwhen flag clicked\nwait until <(Level) = [3]>\nrepeat (5)\n change [ghost v] effect by (20)\nend\nhide\n\n@Love and Fave Detector\n\ndefine Smooth Glide x: (x) y: (y) speed: (speed)\nrepeat until <<(round (x position)) = (round (x))> and <(round (y position)) = (round (y))>>\n change x by (((round (x)) - (round (x position))) / (speed))\n change y by (((round (y)) - (round (y position))) / (speed))\nend\ngo to x: (x) y: (y)\n\nwhen flag clicked\nset [faved v] to [0]\nset [loved v] to [0]\nhide\nset [clone id v] to [0]\ncreate clone of (_myself_ v)\nwait (0.21) seconds\nset [clone id v] to [1]\ncreate clone of (_myself_ v)\nwait until <<(Loved) = [1]> and <(Faved) = [1]>>\ngo to x: (0) y: (-1000000000)\nbroadcast (yesss v)\nshow\nswitch costume to (3 v)\nwait (6) seconds\n\nwhen I start as a clone\nif <(clone id) = [0]> then\n go to x: (-15) y: (0)\n set [loved v] to [0]\n switch costume to (love v)\n forever\n set [love? v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [loved v] to [1]\n end\n end\nend\nif <(clone id) = [1]> then\n go to x: (0) y: (0)\n switch costume to (fave v)\n set [faved v] to [0]\n forever\n set [fav v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [faved v] to [1]\n end\n end\nend\n\nwhen [timer v] > (0.03)\nhide\n\nwhen I receive [yesss v]\nSmooth Glide x: (0) y: (-280) speed: (5)\n\nwhen I receive [yesss v]\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nbroadcast (rainbow v)\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@Love and Fave Detector2\n\ndefine Smooth Glide x: (x) y: (y) speed: (speed)\nrepeat until <<(round (x position)) = (round (x))> and <(round (y position)) = (round (y))>>\n change x by (((round (x)) - (round (x position))) / (speed))\n change y by (((round (y)) - (round (y position))) / (speed))\nend\ngo to x: (x) y: (y)\n\nwhen [timer v] > (0.03)\nhide\n\nwhen I receive [do it v]\nSmooth Glide x: (64) y: (20) speed: (5)\nwait (2.5) seconds\nSmooth Glide x: (64) y: (76) speed: (5)\n\nwhen I receive [do it v]\nshow\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (3) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nhide\nforever\n wait (25) seconds\n go to x: (64) y: (100000)\n broadcast (do it v)\nend\n\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\n@Detector\n\nwhen flag clicked\nshow\nswitch costume to (not v)\nforever\n if <(turbo?) = [true]> then\n costume [true]\n else\n costume [not]\n end\nend\n\ndefine costume (check)\nif <not <(costume [name v]) = (check)>> then\n repeat (4)\n change [ghost v] effect by (25)\n end\n switch costume to (check)\n repeat (4)\n change [ghost v] effect by (-25)\n end\nend\n\nwhen flag clicked\nset [tick v] to [0]\nforever\n change [tick v] by (1)\nend\n\nwhen flag clicked\nset [1 v] to [0]\nforever\n set [2 v] to (tick)\n wait (0.01) seconds\n set [1 v] to ((((tick) - (2)) * (1)) * (1))\n set [turbo? v] to <((1) * (1)) > [30]>\nend\n\nwhen [timer v] > (0)\nhide\n\n@Sprite1\n\nwhen I receive [not on my watch v]\nhide list [go here v]\n\nwhen flag clicked\nshow list [go here v]\nhide\n\nwhen flag clicked\nforever\n if <(turbo?) = [true]> then\n broadcast (not on my watch v)\n stop [all v]\n end\nend\n\n@Coins3\n\nwhen flag clicked\nhide\nCreate ze Coins / Level No. [4] X Pos: [-50] Y Pos: [-110]\nCreate ze Coins / Level No. [13] X Pos: [125] Y Pos: [-100]\nCreate ze Coins / Level No. [13] X Pos: [-108] Y Pos: [-100]\n\nwhen I start as a clone\nforever\n turn right (10) degrees\n next costume\n go to [back v] layer\n if <(CloneID) = (Level)> then\n show\n else\n hide\n end\nend\n\ncreate clone of (_myself_ v)\n\ndefine Create ze Coins / Level No. (level) X Pos: (x) Y Pos: (y)\ngo to x: (x) y: (y)\nset [cloneid v] to (level)\ncreate clone of (_myself_ v)\n\nwhen I receive [message1 v]\n\nwhen I start as a clone\nset size to (100) %\nforever\n if <touching (player costumes v)?> then\n broadcast (die v)\n end\nend\n\nwhen flag clicked\nset [coins v] to [0]\n\nwhen I receive [win v]\n\nwhen I receive [win v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\ndelete this clone\n\nforever\n\nwhen I receive [win v]\nset [cloneid v] to [10000]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nbroadcast (win v)\n\nwhen I start as a clone\nforever\n go to [back v] layer\nend\n\nset drag mode [not draggable v]\n\n@Sprite2\n\nwhen flag clicked\nset [star v] to [0]\nforever\n go to x: (-50) y: (152)\n set size to (100) %\n if <(Level) = [10]> then\n show\n else\n hide\n end\n if <touching (player hitbox v)?> then\n broadcast (subscribe jk v) and wait\n end\nend\n\nwhen I receive [subscribe jk v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\nset [star v] to [1]\nstop [other scripts in sprite v]\n\nwhen I receive [subscribe jk v]\nrepeat (10)\n change size by (10)\nend\n\n@Sprite3\n\nwhen flag clicked\nforever\n go to (sprite2 v)\n turn right (2) degrees\n go to [back v] layer\nend\n\nwhen flag clicked\nforever\n set size to (100) %\n if <(Level) = [10]> then\n show\n else\n hide\n end\nend\n\nwhen I receive [subscribe jk v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [subscribe jk v]\nrepeat (10)\n change size by (10)\nend\n\n@Sprite4\n\nwhen flag clicked\nforever\n go to [back v] layer\n go [forward v] (10) layers\n if <(Level) = [14]> then\n show\n if <touching (player hitbox v)?> then\n change [ghost v] effect by (10)\n else\n change [ghost v] effect by (-10)\n end\n else\n hide\n end\nend\n\nwhen flag clicked\nwait until \n\nforever\nend\n\n@Not an Easter Egg\n\n
Welcome to minecraft platfomer 2.5D! This is a difficult platformer, so challenge yourself a bit! Sandbox IS THE END OF THE GAME.\nInstructions are in-game. THIS GAME ONLY WORK IN FULL SCREEN.\n\nAnnouncement: I have no idea why this project is not working for everyone as it is working on my screen. If anyone has any idea as to why please tell me.
Adventure - A platformer / #games #platformer #all #trending
@Stage\n\n@player\n\nwhen I receive [start game v]\nset [gravity v] to [0]\nforever\n change y by (gravity)\n change [gravity v] by (-1)\n if <touching (ground v)?> then\n set [gravity v] to [0]\n if <<<key (up arrow v) pressed?> or <key (space v) pressed?>> or <<(mouse y) > (y position)> and <mouse down?>>> then\n set [gravity v] to [20]\n end\n end\nend\n\ndefine Walk (direction) (speed)\npoint in direction (direction)\nchange x by (speed)\nset [slope v] to [0]\nrepeat until <<(slope) = [8]> or <not <touching (ground v)?>>>\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\n\ndefine Touch Ground\nrepeat until <not <touching (ground v)?>>\n change y by (1)\n set [speed y v] to [0]\nend\n\nwhen I receive [green flag clicked v]\nset size to (50) %\nset rotation style [left-right v]\ngo to x: (0) y: (100)\nshow\nset [speed y v] to [0]\nforever\n change [speed y v] by (-1)\n change y by (speed y)\n Touch Ground\n if <key (a v) pressed?> then\n Walk (-90) (-4)\n end\n if <key (d v) pressed?> then\n Walk (90) (4)\n end\n if <(y position) < [-180]> then\n go to x: (0) y: (100)\n set [speed y v] to [0]\n end\nend\n\nwhen I receive [start game v]\nforever\n if <<(x position) = [237]> or <(x position) > [237]>> then\n go to x: (-209) y: (-1)\n broadcast (next level v)\n end\nend\n\nwhen I receive [next level v]\ngo to x: (-218) y: (10)\n\nwhen I receive [start game v]\nforever\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<(mouse x) > (x position)> and <mouse down?>>>> then\n move (-5) steps\n end\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<(x position) > (mouse x)> and <mouse down?>>>> then\n move (5) steps\n end\nend\n\nwhen I receive [start game v]\nforever\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<(mouse x) > (x position)> and <mouse down?>>>> then\n change x by (3)\n end\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<(x position) > (mouse x)> and <mouse down?>>>> then\n change x by (-3)\n end\nend\n\nwhen flag clicked\ngo to x: (-218) y: (10)\n\nwhen I receive [start game v]\nforever\n repeat until <touching color (#ffffff)?>\n change y by (-5)\n end\nend\n\nwhen I receive [start game v]\nforever\n if <<touching color (#5b8eff)?> or <touching color (#9cdbff)?>> then\n go to x: (-218) y: (10)\n end\nend\n\nwhen I receive [switch character, please v]\nnext costume\n\nwhen I receive [start game v]\nshow variable [timer v]\n\n@Ground\n\nwhen flag clicked\nswitch costume to (level 1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@info\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [front v] layer\ngo [backward v] (1) layers\nswitch costume to (costume1 v)\nshow\n\nwhen I receive [start game v]\nhide\n\nwhen I receive [out of luck v]\nshow\nswitch costume to (costume2 v)\n\n@xxxxxxx\n\nwhen flag clicked\nshow\ngo to x: (317) y: (71)\n\nwhen this sprite clicked\nhide\nbroadcast (start game v)\n\nwhen flag clicked\ngo to [front v] layer\nforever\n if <<[] = [30]> or <[] > [30]>> then\n broadcast (out of luck v)\n end\nend\n\nwhen I receive [next level v]\nset [timer v] to [0]\nrepeat until <(timer) = [30]>\n wait (1) seconds\n change [timer v] by (1)\nend\nbroadcast (out of luck v)\n\nwhen I receive [start game v]\nset [timer v] to [0]\nrepeat until <(timer) = [30]>\n wait (1) seconds\n change [timer v] by (1)\nend\nbroadcast (out of luck v)\n\n@change character\n\nwhen I receive [start game v]\ngo to x: (-183) y: (117)\nshow\n\nwhen this sprite clicked\nbroadcast (switch character, please v)\n\nwhen flag clicked\nforever\n play sound [Background Music v] until done\nend\n\nwhen [s v] key pressed\nif <(times you skip) < [2]> then\n broadcast (next level v)\n change [times you skip v] by (1)\nelse\n broadcast (out of skips v)\nend\n\n@stopped\n\nwhen flag clicked\nforever\n set [stopped? v] to (timer)\nend\n\nwhen [timer v] > (stopped?)\nbroadcast (projects done now v)\n\nwhen flag clicked\nforever\n reset timer\nend\n\n@:)\n\nwhen flag clicked\nhide\n\nwhen I receive [projects done now v]\nhide variable [timer v]\nshow\ngo to x: (0) y: (0)\ngo to [front v] layer\n\n@out of skips\n\nwhen flag clicked\nset [times you skip v] to [0]\ngo to x: (-67) y: (40)\nset [ghost v] effect to (100)\n\nwhen I receive [out of skips v]\nrepeat (4)\n change [ghost v] effect by (-25)\n wait (.1) seconds\nend\nwait (1) seconds\nrepeat (4)\n change [ghost v] effect by (25)\n wait (.1) seconds\nend\n\n@snow!\n\nwhen flag clicked\nset [ghost v] effect to (100)\nhide\nset y to (180)\nset [ghost v] effect to (70)\nforever\n set size to (pick random (10) to (100)) %\n go to (random position v)\n create clone of (_myself_ v)\n switch costume to (pick random (1) to (3))\n turn right (pick random (0) to (360)) degrees\n next costume\n wait (0.2) seconds\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen I start as a clone\nshow\nrepeat (50)\n change y by (-2)\n move (pick random (-1) to (1)) steps\n turn left (2) degrees\n change [ghost v] effect by (-1)\nend\nrepeat (50)\n change y by (-2)\n move (pick random (-1) to (1)) steps\n change [ghost v] effect by (2)\n turn left (2) degrees\nend\ndelete this clone\n\nwhen I receive [projects done now v]\nhide\n\n
1K intro contest Winner gets 30+ follows! https://scratch.mit.edu/projects/510422824/\nUse arrow keys or WAD!\nDon't touch lava spikes and other dangers.\nPLAY PART 2!\nGet This On Trending PLEASE!\nPart 3: GOT SPAMMED REPORTED\nPart 2: GOT SPAMMED REPORTED\n
A mechanic platformer
@Stage\n\n@MainCharacter\n\ndefine Controle - gauche et droite\nif <<key (right arrow v) pressed?> and <(@Animation_type) = [0]>> then\n set [@direction v] to [droite]\n set [@run v] to [1]\n set [speedx v] to [5]\nelse\n if <<key (left arrow v) pressed?> and <(@Animation_type) = [0]>> then\n set [@run v] to [1]\n set [@direction v] to [gauche]\n set [speedx v] to [-5]\n else\n set [@run v] to [0]\n set [@direction v] to []\n set [speedx v] to [0]\n end\nend\n\ndefine Controle - Jump\nif <<key (up arrow v) pressed?> and <not <(@Animation_type) = [101]>>> then\n if <<(@Onground) > [0]> and <(jumping) = [0]>> then\n set [@plateformetouched_y v] to [0]\n set [@playerfx v] to [0]\n set [@playerfy v] to [0]\n set [@onground v] to [0]\n set [jumping v] to [1]\n set [@velocity v] to [15]\n set [@animation_type v] to [0]\n if <(item (1) of [@list_playsound v]) = [0]> then\n replace item (1) of [@list_playsound v] with [1]\n end\n end\nelse\nend\nif <<<key (space v) pressed?> and <(@Animation_type) = [0]>> and <(@Onground) = [1]>> then\n if <(item (2) of [@list_playsound v]) = [0]> then\n replace item (2) of [@list_playsound v] with [1]\n end\n set [@animation_type v] to [102]\nend\n\ndefine tutolevel1\nthink []\nif <<(@scrollX) > [-20]> and <(@scrollX) < [100]>> then\n if <(tutoCount) = [0]> then\n think [Utiliser flêche Gauche ou droite pour se déplacer] for (0.5) seconds\n end\nend\nif <(@scrollX) > [100]> then\n if <(tutoCount) = [0]> then\n change [tutocount v] by (1)\n end\nend\nif <<(@scrollX) > [170]> and <(@scrollX) < [300]>> then\n if <(tutoCount) = [1]> then\n think [Diamant rouge = 1 jaune = 10 ] for (0.5) seconds\n end\nend\nif <(@scrollX) > [300]> then\n if <(tutoCount) = [1]> then\n change [tutocount v] by (1)\n end\nend\nif <<(@scrollX) > [430]> and <(@scrollX) < [600]>> then\n if <(tutoCount) = [2]> then\n think [Appuyer "haut" pour sauter!!] for (0.5) seconds\n end\nend\nif <(@scrollX) > [600]> then\n if <(tutoCount) = [2]> then\n change [tutocount v] by (1)\n end\nend\nif <<(@scrollX) > [1210]> and <(@scrollX) < [1400]>> then\n if <(tutoCount) = [3]> then\n think [cool!! Une vie supplémentaire!!] for (2) seconds\n end\nend\nif <(@scrollX) > [1400]> then\n if <(tutoCount) = [3]> then\n change [tutocount v] by (1)\n end\nend\nif <<(@scrollX) > [1950]> and <(@scrollX) < [2200]>> then\n if <(tutoCount) = [4]> then\n think [Ne tombes pas dans l'eau!] for (0.5) seconds\n end\nend\nif <(@scrollX) > [2200]> then\n if <(tutoCount) = [4]> then\n change [tutocount v] by (1)\n end\nend\nif <<(@scrollX) > [2205]> and <(@scrollX) < [2320]>> then\n if <(tutoCount) = [5]> then\n think [Je dois pouvoir utiliser la clef] for (0.5) seconds\n end\nend\nif <(@scrollX) > [2320]> then\n if <(tutoCount) = [5]> then\n change [tutocount v] by (1)\n end\nend\nif <<(@scrollX) > [2800]> and <(@scrollX) < [3000]>> then\n if <(tutoCount) = [6]> then\n think [Attention c'est dangereux] for (0.5) seconds\n end\nend\nif <(@scrollX) > [3000]> then\n if <(tutoCount) = [6]> then\n change [tutocount v] by (1)\n end\nend\nif <<(@scrollX) > [1600]> and <(@scrollX) < [1850]>> then\n if <(tutoCount) = [7]> then\n think [Cooll ! 50 diamants] for (0.5) seconds\n end\nend\nif <(@scrollX) > [1850]> then\n if <(tutoCount) = [7]> then\n change [tutocount v] by (1)\n end\nend\n\ndefine resetVariableLevel\nclearList\nset [tutocount v] to [0]\nset [g_debugground v] to [1]\nset [@calquesactif v] to [1]\nset [@isherodied v] to [false]\nset [@scrollx v] to [0]\nset [@scrolly v] to [0]\nset [@score v] to [0]\nset [@onground v] to [0]\nset [@start v] to [0]\nset [direction v] to [0]\nset [@velocity v] to [0]\nset [@gravity v] to [-1]\nset [@spawnx v] to [0]\nset [@spawny v] to [0]\nset [jumping v] to [0]\n\nwhen I receive [onachoisilelevel v]\nset [@isloadingdone v] to [false]\nset [@numero_scene v] to [2]\nbroadcast (LoadingOn v)\nif <(@level) < [5]> then\n switch backdrop to (background1 v)\nelse\n switch backdrop to (bg_soleil1 v)\nend\nresetVariableLevel\nswitch costume to (petithero v)\nset size to (50) %\nshow\nbroadcast (Create_Scroll1 v)\n\nwhen I receive [startisok v]\nset [ghost v] effect to (100)\nset [@fps v] to [0]\nset [@frame v] to [0]\nset [@animation_type v] to [0]\nset [@scrollx v] to [0]\nset [@scrolly v] to [0]\nset [@timer v] to [0]\nreset timer\nbroadcast (StartMusique v)\nrepeat until <(@isHeroDied) = [true]>\n if <<(@numero_scene) > [1 ]> and <(@start) = [1]>> then\n set [@timer v] to (timer)\n change [@frame v] by (1)\n set [@startposx v] to (x position)\n set [@startposy v] to (y position)\n broadcast (ChangeTimer v)\n broadcast (TopClavier v)\n broadcast (TopMenu v)\n broadcast (TopAnimationPlateforme v)\n broadcast (TopDetectionSprite v)\n broadcast (TopDetectionFinal v)\n broadcast (Topdetection v)\n broadcast (calculduscroll v)\n broadcast (TopMvtGround v)\n broadcast (TopMvtVground v)\n broadcast (TopMvtScroll v)\n broadcast (TopMvtSprite v)\n broadcast (TopMvtKiller v)\n broadcast (TopMvtEnnemis v)\n broadcast (TopMvtPlateforme v)\n broadcast (TopMvtDécors&Lutin v)\n broadcast (TopAnimationMonstre v)\n broadcast (TopAnimation v)\n broadcast (Play_Sound v)\n set [@fps v] to (round ((@frame) / (timer)))\n end\nend\n\nwhen I receive [calculduscroll v]\nset [@adjustscrollx v] to ((x position) - (@startPosX))\nif <(x position) > [-5]> then\n change [@scrollx v] by (@adjustScrollX)\n change x by ((0) - (@adjustScrollX))\nend\nif <<(x position) < [0]> and <(@scrollX) > [0]>> then\n change [@scrollx v] by (@adjustScrollX)\n change x by ((0) - (@adjustScrollX))\nend\nif <(y position) > [-1]> then\n if <(@startPosY) > [-1]> then\n set [@adjustscrolly v] to ((y position) - (@startPosY))\n else\n set [@adjustscrolly v] to (y position)\n end\nend\nif <(y position) < [0]> then\n if <(@startPosY) < [0]> then\n set [@adjustscrolly v] to ((y position) - (@startPosY))\n else\n set [@adjustscrolly v] to (y position)\n end\nend\nif <(y position) > [0]> then\n change [@scrolly v] by (@AdjustScrollY)\n change y by ((0) - (@AdjustScrollY))\nend\nif <<(y position) < [0]> and <(@scrollY) > [0]>> then\n change y by ((0) - (@AdjustScrollY))\n change [@scrolly v] by (@AdjustScrollY)\nend\n\ndefine Control - M\nif <key (m v) pressed?> then\n if <(@IsMenuOn) = [0]> then\n set [@ismenuon v] to [1]\n else\n end\nend\n\ndefine resetheroposition\nhide\nif <(@level) = [2]> then\n go to x: (-90) y: (-60)\nelse\n go to x: (-90) y: (-80)\nend\n\ndefine checkhitground <>\nrepeat until <not <touching (virtualground1 v)?>>\n if <isjumping?> then\n change y by (-1)\n set [@velocity v] to [0]\n else\n change y by (1)\n set [@velocity v] to [0]\n set [@onground v] to [1]\n if <(jumping) = [1]> then\n set [jumping v] to [0]\n if <(item (5) of [@list_playsound v]) = [0]> then\n replace item (5) of [@list_playsound v] with [1]\n end\n end\n end\nend\n\ndefine clearList\ndelete (all) of [liste_sprite_fx v]\ndelete (all) of [list_sprite_x v]\ndelete (all) of [liste_sprite_y v]\ndelete (all) of [list_rubis_x v]\ndelete (all) of [list_rubis_y v]\ndelete (all) of [liste_rubis_fx v]\ndelete (all) of [list_rubis_type v]\nInit_Sound\n\ndefine None\nchange x by (speedx)\nset [deviation v] to [0]\nrepeat until <<(Deviation) = [8]> or <not <touching (v_plateforme v)?>>>\n change y by (1)\n change [deviation v] by (1)\nend\nif <(Deviation) = [8]> then\n change x by (() - (speedx))\n change y by (() - (Deviation))\nend\nset [deviation v] to [0]\nrepeat until <<(Deviation) = [8]> or <not <touching (virtualground1 v)?>>>\n change y by (1)\n change [deviation v] by (1)\nend\nif <(Deviation) = [8]> then\n change x by (() - (speedx))\n change y by (() - (Deviation))\nend\n\ndefine Init_Sound\ndelete (all) of [@list_playsound v]\nset [boucle_sound v] to [1]\nrepeat (20)\n insert [0] at (Boucle_Sound) of [@list_playsound v] \n change [boucle_sound v] by (1)\nend\n\nwhen I receive [herodied v]\nresetheroposition\n\nwhen I receive [topdetection v]\nif <<(jumping) = [0]> and <(@run) = [0]>> then\n change [speedx v] by (@PlayerFx)\nend\ncheckhitground <(@velocity) > [0]>\nset [@oldposy v] to (y position)\ncheckhitplateforme\nMoveHitbox (SpeedX) (1)\nif <<(y position) < [-180]> or <<touching (ennemis v)?> or <touching (killer-sprite v)?>>> then\n if <(y position) < [-180]> then\n if <(item (3) of [@list_playsound v]) = [0]> then\n replace item (3) of [@list_playsound v] with [1]\n end\n set [@scrollx v] to (@spawnX)\n if <(@spawnY) < [0]> then\n set y to (@spawnY)\n set [@scrolly v] to [0]\n else\n set y to (0)\n set [@scrolly v] to (@spawnY)\n end\n change [@herolife v] by (-1)\n if <(@HeroLife) = [0]> then\n broadcast (herodied v)\n end\n broadcast (changescore v)\n end\nend\n\ndefine checkhitplateforme\nrepeat until <not <touching (v_plateforme v)?>>\n if <(@oldPosy) > (@plateformetouched_Y)> then\n change y by (1)\n set [@velocity v] to [0]\n set [@onground v] to [1]\n if <(jumping) = [1]> then\n set [jumping v] to [0]\n if <(item (5) of [@list_playsound v]) = [0]> then\n replace item (5) of [@list_playsound v] with [1]\n end\n end\n else\n if <<(@PlayerFx) = [0]> and <(@PlayerFy) = [0]>> then\n if <((100) + (@oldPosy)) > (@plateformetouched_Y)> then\n change y by (1)\n set [@velocity v] to [0]\n set [@onground v] to [1]\n else\n change y by (-1)\n set [@velocity v] to [-1]\n end\n else\n if <((20) + (@oldPosy)) > (@plateformetouched_Y)> then\n change y by (1)\n set [@velocity v] to [0]\n set [@onground v] to [1]\n else\n change y by (-1)\n set [@velocity v] to [-1]\n end\n end\n end\nend\n\nwhen I receive [clear_all_sprite v]\nresetheroposition\n\nwhen I receive [catontreeended v]\nset [jumping v] to [false]\nset [@start v] to [0]\nset [@numero_scene v] to [0]\nset [@score v] to [0]\nset [@scrolly v] to [0]\nbroadcast (PressSpace v)\n\nwhen I receive [topclavier v]\nControle - Jump\nControle - gauche et droite\nControl - M\nif <<(@velocity) < [4]> or <key (up arrow v) pressed?>> then\n change [@velocity v] by (@gravity)\nelse\n change [@velocity v] by ((@gravity) * (2))\nend\nif <(@PlayerFy) > [0]> then\n change y by ((@gravity) - (@PlayerFy))\nelse\n change y by (@velocity)\nend\nif <(@velocity) < [-4]> then\n set [@onground v] to [0]\nend\nif <(@velocity) < [-2]> then\n set [@playerfx v] to [0]\n set [@playerfy v] to [0]\n set [@plateformetouched_y v] to [0]\nend\n\n@presstocontinue\n\nwhen backdrop switches to [level_choice v]\nhide\n\nwhen I receive [pressspace v]\nset [spacebarrepressed v] to [false]\nset [boucle_title v] to [0]\nshow\nswitch costume to (presstocontinue v)\nrepeat until <(spaceBarrePressed) = [true]>\n if <not <key (space v) pressed?>> then\n set [spacebarrepressed v] to [false]\n else\n set [spacebarrepressed v] to [true]\n end\n change [boucle_title v] by (1)\n if <([floor v] of ((Boucle_Title) mod (30)) ) < [20]> then\n switch costume to (presstocontinue v)\n else\n switch costume to (presstocontinue2 v)\n end\nend\nset [@numero_scene v] to [1 ]\nset [spacebarrepressed v] to [false]\nhide\nswitch backdrop to (level_choice v)\nbroadcast (selectlevel v)\n\nwhen backdrop switches to [background1 v]\nhide\n\n@sprite\n\nwhen I receive [create_sprite v]\nset [rubis_loopclone v] to [1]\nset [compteur y v] to [0]\nset [@iscleffound v] to [0]\nshow\npoint in direction (90)\nset size to (75) %\nif <(@level) = [1]> then\n loadlevel1Rubis\nend\nif <(@level) = [2]> then\n loadlevel2Rubis\nend\nif <(@level) = [3]> then\n loadlevel3Rubis\nend\nif <(@level) = [4]> then\n loadlevel4Rubis\nend\nif <(@level) = [5]> then\n loadlevel5Rubis\nend\nrepeat (length of [list_rubis_x v])\n createRubisClone (item (Rubis_loopclone) of [list_rubis_x v]) (item (Rubis_loopclone) of [list_rubis_y v]) (item (Rubis_loopclone) of [list_rubis_type v]) (0)\nend\ngo to x: (6000) y: (0)\nhide\nbroadcast (Create_KillerSprite v)\n\nwhen I receive [topdetectionsprite v]\nif <touching (maincharacter v)?> then\n if <(LutinType) = [12]> then\n if <(@IsclefFound) = [1]> then\n if <(Rubis_AnimationTemp) = [0]> then\n change [@score v] by (50)\n broadcast (changescore v)\n if <(item (6) of [@list_playsound v]) = [0]> then\n replace item (6) of [@list_playsound v] with [1]\n end\n set [rubis_animationtemp v] to [1]\n end\n else\n broadcast (ineedthekey v)\n end\n end\n if <(LutinType) = [2]> then\n change [@herolife v] by (1)\n broadcast (changescore v)\n if <(item (7) of [@list_playsound v]) = [0]> then\n replace item (7) of [@list_playsound v] with [1]\n end\n jouSonetCache\n end\n if <(LutinType) = [1]> then\n change [@score v] by (1)\n broadcast (changescore v)\n if <(item (8) of [@list_playsound v]) = [0]> then\n replace item (8) of [@list_playsound v] with [1]\n end\n jouSonetCache\n end\n if <(LutinType) = [3]> then\n change [@score v] by (10)\n broadcast (changescore v)\n if <(item (9) of [@list_playsound v]) = [0]> then\n replace item (9) of [@list_playsound v] with [1]\n end\n jouSonetCache\n end\n if <(LutinType) = [4]> then\n set [@iscleffound v] to [1]\n broadcast (KeyIsFound v)\n if <(item (10) of [@list_playsound v]) = [0]> then\n replace item (10) of [@list_playsound v] with [1]\n end\n jouSonetCache\n end\n if <(LutinType) = [27]> then\n if <(costume [number v]) = [27]> then\n if <(item (11) of [@list_playsound v]) = [0]> then\n replace item (11) of [@list_playsound v] with [1]\n end\n set [@spawnx v] to (@scrollX)\n if <(@scrollY) > [0]> then\n set [@spawny v] to ((@scrollY) + (50))\n else\n set [@spawny v] to (y position)\n end\n switch costume to (totem tiki v)\n end\n end\nend\nif <touching (animation v)?> then\n if <<(LutinType) = [5]> and <(@Animation_type) = [103]>> then\n if <(Rubis_AnimationTemp) = [0]> then\n set [rubis_animationtemp v] to [1]\n end\n end\nend\n\ndefine loadlevel1Rubis\nDefine_Rubis_Values (1) (645) (-20) (1)\nDefine_Rubis_Values (2) (680) (-40) (1)\nDefine_Rubis_Values (3) (715) (-60) (1)\nDefine_Rubis_Values (4) (1390) (-90) (1)\nDefine_Rubis_Values (5) (1425) (-100) (1)\nDefine_Rubis_Values (6) (1460) (-100) (1)\nDefine_Rubis_Values (7) (1495) (-90) (1)\nDefine_Rubis_Values (8) (750) (-90) (1)\nDefine_Rubis_Values (9) (170) (-90) (1)\nDefine_Rubis_Values (10) (210) (-90) (1)\nDefine_Rubis_Values (11) (250) (-90) (1)\nDefine_Rubis_Values (12) (610) (-20) (1)\nDefine_Rubis_Values (13) (2215) (-60) (1)\nDefine_Rubis_Values (14) (2250) (-30) (1)\nDefine_Rubis_Values (15) (2250) (-90) (1)\nDefine_Rubis_Values (16) (2285) (-60) (1)\nDefine_Rubis_Values (17) (2525) (-60) (1)\nDefine_Rubis_Values (18) (2560) (-30) (1)\nDefine_Rubis_Values (19) (2560) (-90) (1)\nDefine_Rubis_Values (20) (2595) (-60) (1)\nDefine_Rubis_Values (21) (290) (-80) (3)\nDefine_Rubis_Values (22) (2560) (-60) (3)\nDefine_Rubis_Values (23) (2375) (-60) (3)\nDefine_Rubis_Values (24) (1745) (-120) (12)\nDefine_Rubis_Values (25) (1210) (-90) (2)\nDefine_Rubis_Values (26) (2250) (-60) (4)\n\ndefine loadlevel2Rubis\nDefine_Rubis_Values (1) (480) (-40) (1)\nDefine_Rubis_Values (2) (540) (-10) (1)\nDefine_Rubis_Values (3) (600) (-20) (1)\nDefine_Rubis_Values (4) (1150) (-60) (1)\nDefine_Rubis_Values (5) (1050) (-60) (1)\nDefine_Rubis_Values (6) (1100) (-60) (1)\nDefine_Rubis_Values (7) (1375) (10) (1)\nDefine_Rubis_Values (8) (1400) (-10) (1)\nDefine_Rubis_Values (9) (1425) (-30) (1)\nDefine_Rubis_Values (10) (2000) (-20) (1)\nDefine_Rubis_Values (11) (2525) (-40) (1)\nDefine_Rubis_Values (12) (2550) (-20) (1)\nDefine_Rubis_Values (13) (2550) (-60) (1)\nDefine_Rubis_Values (14) (2575) (-40) (1)\nDefine_Rubis_Values (15) (3075) (-20) (1)\nDefine_Rubis_Values (16) (3150) (30) (1)\nDefine_Rubis_Values (17) (3225) (-20) (1)\nDefine_Rubis_Values (18) (3850) (-40) (1)\nDefine_Rubis_Values (19) (3950) (0) (1)\nDefine_Rubis_Values (20) (4050) (30) (1)\nDefine_Rubis_Values (21) (1760) (-60) (3)\nDefine_Rubis_Values (22) (2370) (-40) (3)\nDefine_Rubis_Values (23) (2950) (-20) (3)\nDefine_Rubis_Values (24) (3555) (146) (12)\nDefine_Rubis_Values (25) (1000) (100) (2)\nDefine_Rubis_Values (26) (3325) (-20) (2)\nDefine_Rubis_Values (27) (2950) (150) (4)\nDefine_Rubis_Values (28) (3315) (-23) (5)\nDefine_Rubis_Values (29) (2950) (-23) (5)\nDefine_Rubis_Values (30) (2170) (-99) (27)\n\ndefine loadlevel3Rubis\nDefine_Rubis_Values (1) (1000) (10) (1)\nDefine_Rubis_Values (2) (1050) (60) (1)\nDefine_Rubis_Values (3) (1125) (80) (1)\nDefine_Rubis_Values (4) (1550) (10) (1)\nDefine_Rubis_Values (5) (1650) (-30) (1)\nDefine_Rubis_Values (6) (1750) (-70) (1)\nDefine_Rubis_Values (7) (2275) (-40) (1)\nDefine_Rubis_Values (8) (2325) (10) (1)\nDefine_Rubis_Values (9) (2375) (60) (1)\nDefine_Rubis_Values (10) (2700) (110) (1)\nDefine_Rubis_Values (11) (2750) (160) (1)\nDefine_Rubis_Values (12) (2800) (110) (1)\nDefine_Rubis_Values (13) (4450) (30) (1)\nDefine_Rubis_Values (14) (4475) (10) (1)\nDefine_Rubis_Values (15) (4500) (-10) (1)\nDefine_Rubis_Values (16) (5050) (-90) (1)\nDefine_Rubis_Values (17) (5100) (-90) (1)\nDefine_Rubis_Values (18) (5150) (-60) (1)\nDefine_Rubis_Values (19) (5200) (-90) (1)\nDefine_Rubis_Values (20) (5250) (-90) (1)\nDefine_Rubis_Values (21) (1944) (110) (3)\nDefine_Rubis_Values (22) (3600) (-15) (3)\nDefine_Rubis_Values (23) (4204) (50) (3)\nDefine_Rubis_Values (24) (4550) (150) (12)\nDefine_Rubis_Values (25) (2830) (-100) (2)\nDefine_Rubis_Values (26) (2495) (-90) (4)\nDefine_Rubis_Values (27) (2840) (-95) (5)\nDefine_Rubis_Values (28) (3150) (-116) (27)\n\ndefine loadlevel4Rubis\nDefine_Rubis_Values (1) (990) (-63) (1)\nDefine_Rubis_Values (2) (1050) (0) (1)\nDefine_Rubis_Values (3) (1120) (0) (1)\nDefine_Rubis_Values (4) (1180) (50) (1)\nDefine_Rubis_Values (5) (1230) (50) (1)\nDefine_Rubis_Values (6) (1870) (140) (1)\nDefine_Rubis_Values (7) (1730) (210) (1)\nDefine_Rubis_Values (8) (1870) (280) (1)\nDefine_Rubis_Values (9) (1730) (350) (1)\nDefine_Rubis_Values (10) (1870) (420) (1)\nDefine_Rubis_Values (11) (2910) (-43) (1)\nDefine_Rubis_Values (12) (2960) (-43) (1)\nDefine_Rubis_Values (13) (3010) (-43) (1)\nDefine_Rubis_Values (14) (3060) (-43) (1)\nDefine_Rubis_Values (15) (3250) (300) (1)\nDefine_Rubis_Values (16) (3280) (325) (1)\nDefine_Rubis_Values (17) (3310) (350) (1)\nDefine_Rubis_Values (18) (3730) (150) (1)\nDefine_Rubis_Values (19) (3760) (180) (1)\nDefine_Rubis_Values (20) (3790) (150) (1)\nDefine_Rubis_Values (21) (2560) (-70) (3)\nDefine_Rubis_Values (22) (2980) (80) (3)\nDefine_Rubis_Values (23) (4200) (305) (3)\nDefine_Rubis_Values (24) (2290) (-110) (12)\nDefine_Rubis_Values (25) (1415) (510) (2)\nDefine_Rubis_Values (26) (70) (415) (4)\nDefine_Rubis_Values (27) (1940) (-85) (5)\nDefine_Rubis_Values (28) (1990) (-85) (5)\nDefine_Rubis_Values (29) (3160) (228) (27)\n\ndefine loadlevel5Rubis\nDefine_Rubis_Values (1) (400) (165) (1)\nDefine_Rubis_Values (2) (350) (165) (1)\nDefine_Rubis_Values (3) (300) (165) (1)\nDefine_Rubis_Values (4) (400) (400) (1)\nDefine_Rubis_Values (5) (450) (400) (1)\nDefine_Rubis_Values (6) (500) (400) (1)\nDefine_Rubis_Values (7) (1080) (110) (1)\nDefine_Rubis_Values (8) (1155) (20) (1)\nDefine_Rubis_Values (9) (1395) (550) (1)\nDefine_Rubis_Values (10) (1445) (530) (1)\nDefine_Rubis_Values (11) (1495) (550) (1)\nDefine_Rubis_Values (12) (2200) (610) (1)\nDefine_Rubis_Values (13) (2225) (650) (1)\nDefine_Rubis_Values (14) (2250) (670) (1)\nDefine_Rubis_Values (15) (785) (800) (1)\nDefine_Rubis_Values (16) (785) (700) (1)\nDefine_Rubis_Values (17) (785) (750) (1)\nDefine_Rubis_Values (18) (3220) (500) (1)\nDefine_Rubis_Values (19) (3220) (550) (1)\nDefine_Rubis_Values (20) (3220) (600) (1)\nDefine_Rubis_Values (21) (2760) (310) (1)\nDefine_Rubis_Values (22) (2700) (300) (1)\nDefine_Rubis_Values (23) (2640) (280) (1)\nDefine_Rubis_Values (24) (1820) (480) (3)\nDefine_Rubis_Values (25) (780) (150) (3)\nDefine_Rubis_Values (26) (4200) (305) (3)\nDefine_Rubis_Values (27) (1155) (-70) (3)\nDefine_Rubis_Values (28) (-130) (775) (12)\nDefine_Rubis_Values (29) (1410) (-95) (2)\nDefine_Rubis_Values (30) (2155) (320) (2)\nDefine_Rubis_Values (31) (910) (835) (4)\nDefine_Rubis_Values (32) (910) (828) (5)\nDefine_Rubis_Values (33) (1410) (-85) (5)\nDefine_Rubis_Values (34) (2155) (328) (5)\nDefine_Rubis_Values (35) (1935) (512) (27)\nDefine_Rubis_Values (36) (2680) (725) (1)\nDefine_Rubis_Values (37) (2680) (775) (1)\nDefine_Rubis_Values (38) (2680) (825) (1)\nDefine_Rubis_Values (39) (1960) (296) (1)\nDefine_Rubis_Values (40) (1900) (296) (1)\nDefine_Rubis_Values (41) (1820) (296) (1)\nDefine_Rubis_Values (42) (1745) (296) (1)\nDefine_Rubis_Values (43) (1680) (296) (1)\n\ndefine jouSonetCache\nhide\ndelete this clone\n\ndefine None\nset size to (100) %\nset [ghost v] effect to (0)\nif <(type) = [5]> then\nelse\n set size to (75) %\nend\nset [rubis-x v] to (x)\nset [rubis-y v] to (y)\nset [lutintype v] to (type)\nset [rubis_animationtemp v] to (delay)\nswitch costume to (type)\nchange [rubis_loopclone v] by (1)\ncreate clone of (_myself_ v)\n\ndefine None\nadd (posx) to [list_rubis_x v]\nadd (posy) to [list_rubis_y v]\nadd (type) to [list_rubis_type v]\n\ndefine None\ngo to x: (x) y: (y)\n\nwhen I receive [topmvtsprite v]\nposition x;y ((Rubis-X) - (@scrollX)) ((Rubis-Y) - (@scrollY))\nif <(LutinType) < [5]> then\n if <(compteur y) < [6]> then\n change [rubis-y v] by (1)\n end\n if <(compteur y) > [5]> then\n change [rubis-y v] by (-1)\n end\n if <(compteur y) = [10]> then\n set [compteur y v] to [0]\n end\n change [compteur y v] by (1)\nend\nif <<(LutinType) = [5]> and <(Rubis_AnimationTemp) > [0]>> then\n if <(costume [number v]) = [11]> then\n delete this clone\n end\n change [rubis_animationtemp v] by ((1) / (3))\n switch costume to ([floor v] of (((Rubis_AnimationTemp) mod (7)) + (5)) )\nend\nif <<(LutinType) = [12]> and <(Rubis_AnimationTemp) > [0]>> then\n if <(costume [number v]) = [25]> then\n delete this clone\n end\n change [rubis_animationtemp v] by ((1) / (3))\n switch costume to ([floor v] of (((Rubis_AnimationTemp) mod (14)) + (12)) )\nend\n\nwhen I receive [clear_all_sprite v]\nhide\ndelete this clone\n\n@contour\n\nwhen I receive [create_contour v]\ngo to x: (0) y: (0)\nswitch costume to (costume2 v)\nshow\nbroadcast (Create_Score v)\n\nwhen I receive [clear_all_sprite v]\nhide\n\n@unites\n\nwhen I receive [create_chiffres v]\ngo to [front v] layer\nshow\ngo to x: (-138) y: (154)\nswitch costume to (0 v)\nset size to (60) %\nset [name v] to [1]\ncreate clone of (_myself_ v)\ngo to x: (-151) y: (154)\nset size to (60) %\nswitch costume to (0 v)\nset [name v] to [2]\ncreate clone of (_myself_ v)\ngo to x: (-164) y: (154)\nswitch costume to (0 v)\nset size to (60) %\nset [name v] to [3]\ncreate clone of (_myself_ v)\ngo to x: (190) y: (154)\nswitch costume to (0 v)\nset size to (60) %\nset [name v] to [4]\ncreate clone of (_myself_ v)\ngo to x: (177) y: (154)\nswitch costume to (0 v)\nset size to (60) %\nset [name v] to [5]\ncreate clone of (_myself_ v)\ngo to x: (54) y: (154)\nswitch costume to (0 v)\nset size to (60) %\nset [name v] to [6]\ncreate clone of (_myself_ v)\ngo to x: (68) y: (154)\nswitch costume to (0 v)\nset size to (60) %\nset [name v] to [7]\ncreate clone of (_myself_ v)\ngo to x: (82) y: (154)\nswitch costume to (0 v)\nset size to (60) %\nset [name v] to [8]\ncreate clone of (_myself_ v)\nhide\nbroadcast (changescore v)\nbroadcast (Create_Animation v)\nset [@isloadingdone v] to [true]\n\nwhen I receive [clear_all_sprite v]\nhide\ndelete this clone\n\nwhen I receive [changescore v]\nif <(name) = [1]> then\n switch costume to (((@score) mod (10)) + (1))\nend\nif <(name) = [2]> then\n switch costume to (((((@score) - ((@score) mod (10))) mod (100)) / (10)) + (1))\nend\nif <(name) = [3]> then\n switch costume to ((((@score) - ((@score) mod (100))) / (100)) + (1))\nend\nif <(name) = [4]> then\n switch costume to (((@HeroLife) mod (10)) + (1))\nend\nif <(name) = [5]> then\n switch costume to (((((@HeroLife) - ((@HeroLife) mod (10))) mod (100)) / (10)) + (1))\nend\n\nwhen I receive [selectlevel v]\nshow\nset size to (100) %\ngo to [front v] layer\ngo to x: (-170) y: (50)\nswitch costume to (1 v)\ncreate clone of (_myself_ v)\nif <(@levelmax) > [1]> then\n go to x: (-75) y: (50)\n switch costume to (2 v)\n create clone of (_myself_ v)\nend\nif <(@levelmax) > [2]> then\n go to x: (25) y: (50)\n switch costume to (3 v)\n create clone of (_myself_ v)\nend\nif <(@levelmax) > [3]> then\n go to x: (120) y: (50)\n switch costume to (4 v)\n create clone of (_myself_ v)\nend\nif <(@levelmax) > [4]> then\n go to x: (-170) y: (-40)\n switch costume to (5 v)\n create clone of (_myself_ v)\nend\n\nwhen I receive [changetimer v]\nset [@timer v] to ([floor v] of (@Timer) )\nif <(name) = [8]> then\n switch costume to (((@Timer) mod (10)) + (1))\nend\nif <(name) = [7]> then\n switch costume to (((((@Timer) - ((@Timer) mod (10))) mod (100)) / (10)) + (1))\nend\nif <(name) = [6]> then\n switch costume to ((((@Timer) - ((@Timer) mod (100))) / (100)) + (1))\nend\n\n@score\n\nwhen I receive [create_score v]\ngo to [front v] layer\nshow\nset [type v] to [life]\ngo to x: (137) y: (155)\nset size to (60) %\nswitch costume to (life v)\ncreate clone of (_myself_ v)\nset [type v] to [key]\nturn right (90) degrees\ngo to x: (-51) y: (155)\nset size to (80) %\nswitch costume to (key v)\nhide\ncreate clone of (_myself_ v)\nset [type v] to [montre]\nturn left (90) degrees\ngo to x: (30) y: (155)\nset size to (40) %\nswitch costume to (montre v)\nshow\ncreate clone of (_myself_ v)\nset [type v] to [score]\nset size to (60) %\ngo to x: (-201) y: (154)\nswitch costume to (score v)\nbroadcast (Create_Chiffres v)\n\nwhen I receive [clear_all_sprite v]\nhide\ndelete this clone\n\nwhen I receive [keyisfound v]\nif <(type) = [key]> then\n show\nend\n\n@CadreMenu2\n\nwhen flag clicked\nhide\n\nwhen I receive [create_cadrelevel v]\ngo to x: (0) y: (0)\nswitch costume to (@level)\nset [ghost v] effect to (10)\nshow\nbroadcast (Create_Contour v)\n\nwhen I receive [topdetection v]\nif <(timer) > [2]> then\n hide\nend\n\n@tableauFinal\n\nwhen I receive [clear_all_sprite v]\nhide\n\nwhen I receive [herodied v]\nset [@isfinalok v] to [true]\nswitch costume to (game over v)\nshow\ngo to [front v] layer\nset size to (15) %\nrepeat (6)\n change size by (15)\nend\nset [@run v] to [0]\nset [@start v] to [2]\nset [@levelmax v] to [1]\nset [@herolife v] to [3]\ndelete (all) of [level_star v]\nrepeat (8)\n add [0] to [level_star v]\nend\n\nwhen [space v] key pressed\nif <<<(@start) = [2]> and <(@numero_scene) = [2]>> and <(@IsFinalOk) = [true]>> then\n set [@numero_scene v] to [1]\n set [@calquesactif v] to [1]\n broadcast (clear_all_sprite v)\n broadcast (selectlevel v)\n hide\n switch backdrop to (level_choice v)\n stop all sounds\nend\n\nwhen I receive [topdetectionfinal v]\nset [@isinitvariabledone v] to [true]\nif <(@level) = [1]> then\n set [endxlevel v] to [3370]\n set [endylevel v] to [0]\nend\nif <(@level) = [2 ]> then\n set [endxlevel v] to [4320]\n set [endylevel v] to [0]\nend\nif <(@level) = [3]> then\n set [endxlevel v] to [6720]\n set [endylevel v] to [0]\nend\nif <(@level) = [4]> then\n set [endxlevel v] to [4320]\n set [endylevel v] to [0]\nend\nif <(@level) = [5]> then\n set [endxlevel v] to [4320]\n set [endylevel v] to [0]\nend\nif <<<([abs v] of (@scrollX) ) > (EndXLevel)> and <(@start) = [1]>> and <(@Animation_type) < [200]>> then\n set [@animation_type v] to [200]\nend\n\nwhen I receive [show_finalcount_down v]\nset [@isfinalok v] to [false]\nswitch costume to (tableaufinal v)\nset size to (100) %\nshow\ngo to [front v] layer\nset [@run v] to [0]\nset [@start v] to [2]\nif <(@level) = (@levelmax)> then\n change [@levelmax v] by (1)\n if <(@levelmax) > [5]> then\n set [@levelmax v] to [5]\n end\nend\nbroadcast (AfficheRubis v)\nset [nbr_animation v] to [0]\nset [@animation_type v] to [0]\n\n@//scroll1\n\nif then\nend\n\nwhen I receive [clear_all_sprite v]\nhide\ndelete this clone\n\ndefine None\ngo to x: (x) y: (y)\nset [positionx v] to (x)\nset [positiony v] to (y)\ncreate clone of (_myself_ v)\n\ndefine None\ngo to x: (x) y: (y)\n\nwhen I receive [create_scroll1 v]\nshow\nif <(@level) < [5]> then\n switch costume to (scrolling2 v)\nelse\n switch costume to (sans titre-1 v)\nend\ncreateScroll2Clone (0) (30)\npoint in direction (90)\ncreateScroll2Clone (479) (30)\npoint in direction (-90)\ncreateScroll2Clone (958) (30)\nbroadcast (Create_Scroll2 v)\n\nwhen I receive [topmvtscroll v]\nposition x;y ((PositionX) - (round ((@scrollX) / (10)))) ((PositionY) - (round ((@scrollY) / (10))))\n\n@//scroll2\n\ndefine None\ngo to x: (x) y: (y)\n\nwhen I receive [topmvtscroll v]\nposition x;y ((PositionX) - (round ((@scrollX) / (5)))) ((PositionY) - (round ((@scrollY) / (20))))\n\nwhen I receive [create_scroll2 v]\nshow\nif <(@level) < [5]> then\n switch costume to (foret3 v)\n createScroll3Clone (0) (0)\n createScroll3Clone (479) (0)\n createScroll3Clone (958) (0)\n if <(@level) = [3]> then\n createScroll3Clone (1437) (0)\n end\nelse\n point in direction (90)\n switch costume to (plage v)\n createScroll3Clone (0) (-70)\n switch costume to (bg_soleil4 v)\n createScroll3Clone (479) (-70)\n switch costume to (bg_soleil4 v)\n point in direction (-90)\n createScroll3Clone (958) (-70)\n point in direction (-90)\nend\nbroadcast (Create_Ground v)\n\nwhen I receive [clear_all_sprite v]\nhide\ndelete this clone\n\ndefine None\ngo to x: (x) y: (y)\nset [positionx v] to (x)\nset [positiony v] to (y)\ncreate clone of (_myself_ v)\n\n@Animation\n\nwhen I receive [create_animation v]\nshow\npoint in direction (90)\ngo to [front v] layer\nswitch costume to (wait v)\nset size to (100) %\nset y to ([y position v] of [maincharacter v])\nset x to ([x position v] of [maincharacter v])\n\nwhen I receive [selectlevel v]\nhide\n\nwhen I receive [clear_all_sprite v]\nhide\npoint in direction (90)\nset y to (0)\n\nwhen I receive [topanimation v]\nset y to ((32) + ([y position v] of [maincharacter v]))\nset x to ([x position v] of [maincharacter v])\nif <(@Animation_type) = [100]> then\n set [nbr_animation v] to [0]\n set [@animation_type v] to [101]\nelse\n if <(@Animation_type) = [101]> then\n if <(costume [number v]) = [32]> then\n set [@scrollx v] to [0]\n set [@scrolly v] to [0]\n change [@herolife v] by (-1)\n set [nbr_animation v] to [0]\n set [@animation_type v] to [0]\n broadcast (TopMvtGround v)\n broadcast (TopMvtVground v)\n broadcast (changescore v)\n if <(@HeroLife) = [0]> then\n broadcast (herodied v)\n end\n end\n change [nbr_animation v] by ((1) / (2))\n switch costume to ([floor v] of (((Nbr_Animation) mod (12)) + (21)) )\n else\n if <(@Animation_type) = [102]> then\n set [nbr_animation v] to [0]\n set [@animation_type v] to [103]\n else\n if <(@Animation_type) = [103]> then\n if <(costume [number v]) = [19]> then\n set [nbr_animation v] to [0]\n set [@animation_type v] to [0]\n end\n change [nbr_animation v] by ((1) / (3))\n switch costume to ([floor v] of (((Nbr_Animation) mod (8)) + (12)) )\n else\n if <(@Animation_type) = [200]> then\n set [nbr_animation v] to [0]\n set [@animation_type v] to [201]\n else\n if <(@Animation_type) = [201]> then\n if <(costume [number v]) = [40]> then\n set [@animation_type v] to [202]\n set [nbr_animation v] to [0]\n end\n change [nbr_animation v] by ((1) / (2))\n switch costume to ([floor v] of (((Nbr_Animation) mod (7)) + (37)) )\n else\n if <(@Animation_type) = [202]> then\n if <(costume [number v]) = [40]> then\n broadcast (show_finalcount_down v)\n end\n change [nbr_animation v] by ((1) / (2))\n switch costume to ([floor v] of (((Nbr_Animation) mod (7)) + (37)) )\n else\n if <(@Onground) > [0]> then\n if <(@run) = [1]> then\n change [nbr_animation v] by ((1) / (3))\n switch costume to ([floor v] of (((Nbr_Animation) mod (8)) + (3)) )\n else\n switch costume to (wait v)\n end\n else\n if <(@velocity) > [0]> then\n switch costume to (jump2 v)\n else\n if <(@velocity) < [0]> then\n switch costume to (jump7 v)\n end\n end\n set [nbr_animation v] to [0]\n end\n if <(@direction) = [droite]> then\n point in direction (90)\n end\n if <(@direction) = [gauche]> then\n point in direction (-90)\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [ineedthekey v]\nthink [I need a key !!! ] for (1) seconds\n\nwhen I receive [herodied v]\nhide\npoint in direction (90)\nset y to (0)\n\n@loading\n\nwhen I receive [loadingon v]\nset [fading v] to [0]\ngo to [front v] layer\nset [ghost v] effect to (0)\nshow\ngo to x: (0) y: (0)\nrepeat until <(@isLoadingDone) = [true]>\n wait (0.1) seconds\n next costume\nend\nrepeat (11)\n set [ghost v] effect to (fading)\n change [fading v] by (10)\nend\nbroadcast (StartIsOk v)\nwait (1.5) seconds\nset [@start v] to [1]\nset [temp_animation v] to [0]\n\nwhen flag clicked\nhide\n\n@rubis_final\n\nwhen I receive [afficherubis v]\nset size to (100) %\nswitch costume to (rubis_final v)\nwait (0.5) seconds\nif <(@score) > [25]> then\n show\n go to [front v] layer\n go to x: (-55) y: (-7)\n start sound [pop v]\n wait (0.5) seconds\n if <(item (@level) of [level_star v]) = [0]> then\n replace item (@level) of [level_star v] with [1]\n end\nend\nif <(@score) > [50]> then\n show\n create clone of (_myself_ v)\n go to x: (-10) y: (4)\n start sound [pop v]\n wait (0.5) seconds\n if <(item (@level) of [level_star v]) = [1]> then\n replace item (@level) of [level_star v] with [2]\n end\nend\nif <(@score) > [99]> then\n show\n create clone of (_myself_ v)\n go to x: (36) y: (-7)\n start sound [pop v]\n wait (0.5) seconds\n if <(item (@level) of [level_star v]) = [2]> then\n replace item (@level) of [level_star v] with [3]\n end\nend\nset [@isfinalok v] to [true]\nbroadcast (Save v)\n\nwhen I receive [clear_all_sprite v]\nhide\ndelete this clone\n\nwhen I receive [selectlevel v]\nshow\nset size to (50) %\ngo to [front v] layer\nswitch costume to (rubis_final_2 v)\nif <(item (1) of [level_star v]) > [0]> then\n go to x: (-175) y: (7)\n create clone of (_myself_ v)\nend\nif <(item (1) of [level_star v]) > [1]> then\n go to x: (-155) y: (20)\n create clone of (_myself_ v)\nend\nif <(item (1) of [level_star v]) = [3]> then\n go to x: (-135) y: (7)\n create clone of (_myself_ v)\nend\nif <(@levelmax) > [1]> then\n if <(item (2) of [level_star v]) > [0]> then\n go to x: (-77) y: (7)\n create clone of (_myself_ v)\n end\n if <(item (2) of [level_star v]) > [1]> then\n go to x: (-57) y: (20)\n create clone of (_myself_ v)\n end\n if <(item (2) of [level_star v]) = [3]> then\n go to x: (-37) y: (7)\n create clone of (_myself_ v)\n end\nend\nif <(@levelmax) > [2]> then\n if <(item (3) of [level_star v]) > [0]> then\n go to x: (23) y: (7)\n create clone of (_myself_ v)\n end\n if <(item (3) of [level_star v]) > [1]> then\n go to x: (43) y: (20)\n create clone of (_myself_ v)\n end\n if <(item (3) of [level_star v]) = [3]> then\n go to x: (63) y: (7)\n create clone of (_myself_ v)\n end\nend\nif <(@levelmax) > [3]> then\n if <(item (4) of [level_star v]) > [0]> then\n go to x: (120) y: (7)\n create clone of (_myself_ v)\n end\n if <(item (4) of [level_star v]) > [1]> then\n go to x: (140) y: (20)\n create clone of (_myself_ v)\n end\n if <(item (4) of [level_star v]) = [3]> then\n go to x: (160) y: (7)\n create clone of (_myself_ v)\n end\nend\nif <(@levelmax) > [4]> then\n if <(item (5) of [level_star v]) > [0]> then\n go to x: (-175) y: (-75)\n create clone of (_myself_ v)\n end\n if <(item (5) of [level_star v]) > [1]> then\n go to x: (-155) y: (-62)\n create clone of (_myself_ v)\n end\n if <(item (5) of [level_star v]) = [3]> then\n go to x: (-135) y: (-75)\n create clone of (_myself_ v)\n end\nend\ngo to x: (160) y: (7)\nhide\n\n@VirtualGround1\n\nwhen I receive [clear_all_sprite v]\nset [boucleclonesol v] to [1]\nhide\ndelete this clone\n\nwhen I receive [create_scroll1 v]\nchange [ghost v] effect by (100)\nshow\nif <(@level) = [1]> then\n switch costume to (1-1 v)\n createGroundClone (0) (0)\n switch costume to (1-2 v)\n createGroundClone (1) (0)\nend\nif <(@level) = [2]> then\n switch costume to (2-1 v)\n createGroundClone (0) (0)\n switch costume to (2-2 v)\n createGroundClone (1) (0)\nend\nif <(@level) = [3]> then\n switch costume to (3-1 v)\n createGroundClone (0) (0)\n switch costume to (3-2 v)\n createGroundClone (1) (0)\nend\nif <(@level) = [4]> then\n switch costume to (4-1 v)\n createGroundClone (0) (0)\n switch costume to (4-2 v)\n createGroundClone (1) (0)\n switch costume to (4-11 v)\n createGroundClone (0) (1)\n switch costume to (4-12 v)\n createGroundClone (1) (1)\n switch costume to (4-21 v)\n createGroundClone (0) (2)\n switch costume to (4-22 v)\n createGroundClone (1) (2)\nend\nif <(@level) = [5]> then\n switch costume to (5-1 v)\n createGroundClone (0) (0)\n switch costume to (5-2 v)\n createGroundClone (1) (0)\n switch costume to (5-11 v)\n createGroundClone (0) (1)\n switch costume to (5-12 v)\n createGroundClone (1) (1)\n switch costume to (5-21 v)\n createGroundClone (0) (2)\n switch costume to (5-22 v)\n createGroundClone (1) (2)\nend\nset [g_isvirtualloopdone v] to [true]\nbroadcast (Create_Plateforme v)\n\ndefine None\ngo to x: ((x) * (480)) y: ((y) * (360))\nset [virtual-x v] to ((x) * (480))\nset [virtual-y v] to ((y) * (360))\ncreate clone of (_myself_ v)\n\ndefine None\nif <(x) < [-480]> then\n change [virtual-x v] by (959)\n switch costume to ((costume [number v]) + (2))\nend\nif <(x) > [480]> then\n change [virtual-x v] by (-959)\n switch costume to ((costume [number v]) - (2))\nend\ngo to x: (x) y: (y)\n\nwhen I receive [topmvtvground v]\nposition x;y ((Virtual-x) - (@scrollX)) ((virtual-y) - (@scrollY))\n\n@Cadenas\n\nwhen I receive [clear_all_sprite v]\nhide\ndelete this clone\n\nwhen I receive [selectlevel v]\n\nwhen I receive [selectlevel v]\nset size to (100) %\nif <(@isCadenasLoopDone) = [false]> then\n createCadenaseClone (-154) (30) (1)\n createCadenaseClone (-57) (30) (2)\n createCadenaseClone (43) (30) (3)\n createCadenaseClone (138) (30) (4)\n createCadenaseClone (-154) (-58) (5)\n createCadenaseClone (-57) (-58) (6)\n createCadenaseClone (43) (-58) (7)\n createCadenaseClone (137) (-58) (8)\nend\nhide\nset [levelselect v] to [0]\nrepeat until <<mouse down?> and <(levelselect) > [0]>>\n broadcast (TestClavier v)\n broadcast (Play_Sound v)\nend\nif <(item (6) of [@list_playsound v]) = [0]> then\n replace item (6) of [@list_playsound v] with [1]\nend\nbroadcast (Play_Sound v)\nset [@level v] to (levelselect)\nbroadcast (clear_all_sprite v)\nbroadcast (OnAChoisiLeLevel v)\n\nrepeat until <<mouse down?> and <(levelselect) > [0]>>\n play sound [Menu song.mp3 v] until done\nend\n\nstop all sounds\n\ndefine None\nswitch costume to (cadenas v)\ngo to x: (x) y: (y)\nshow\nset [cadenaid v] to (id)\nif <(CadenaId) < ((@levelmax) + (1))> then\n switch costume to (cadenas2 v)\nend\ncreate clone of (_myself_ v)\n\nwhen I receive [testclavier v]\nset [levelselect v] to [0]\nif <touching (mouse-pointer v)?> then\n if <(CadenaId) < ((@levelmax) + (1))> then\n if <(costume [number v]) = [2]> then\n switch costume to (cadenas3 v)\n if <(item (13) of [@list_playsound v]) = [0]> then\n replace item (13) of [@list_playsound v] with [1]\n end\n end\n end\nelse\n if <(CadenaId) < ((@levelmax) + (1))> then\n switch costume to (cadenas2 v)\n end\nend\nif <<(mouse x) > [-190]> and <<(mouse x) < [-120]> and <<(mouse y) > [-5]> and <(mouse y) < [65]>>>> then\n if <(@levelmax) > [0]> then\n set [levelselect v] to [1]\n end\nend\nif <<(mouse x) > [-95]> and <<(mouse x) < [-23]> and <<(mouse y) > [-5]> and <(mouse y) < [65]>>>> then\n if <(@levelmax) > [1]> then\n set [levelselect v] to [2]\n end\nend\nif <<(mouse x) > [5]> and <<(mouse x) < [75]> and <<(mouse y) > [-5]> and <(mouse y) < [65]>>>> then\n if <(@levelmax) > [2]> then\n set [levelselect v] to [3]\n end\nend\nif <<(mouse x) > [100]> and <<(mouse x) < [170]> and <<(mouse y) > [-5]> and <(mouse y) < [65]>>>> then\n if <(@levelmax) > [3]> then\n set [levelselect v] to [4]\n end\nend\nif <<(mouse x) > [-190]> and <<(mouse x) < [-120]> and <<(mouse y) > [-93]> and <(mouse y) < [-22]>>>> then\n if <(@levelmax) > [4]> then\n set [levelselect v] to [5]\n end\nend\n\n@Killer-Sprite\n\nwhen I receive [clear_all_sprite v]\nhide\ndelete this clone\n\ndefine loadlevel1killer\nDefine_killer_Values (1) (2900) (-117) Fx (90)\nDefine_killer_Values (1) (3100) (-117) Fx (90)\n\ndefine loadlevel2killer\nDefine_killer_Values (1) (510) (-97) Fx (90)\nDefine_killer_Values (2) (900) (-97) Fx (90)\nDefine_killer_Values (3) (1670) (-97) Fx (90)\nDefine_killer_Values (4) (1860) (-96) Fx (90)\nDefine_killer_Values (5) (3600) (-98) Fx (90)\nDefine_killer_Values (6) (2265) (-98) Fx (90)\nDefine_killer_Values (7) (2470) (-98) Fx (90)\n\ndefine loadlevel3killer\nDefine_killer_Values (1) (1495) (-20) Fx (90)\nDefine_killer_Values (2) (1840) (-120) Fx (90)\nDefine_killer_Values (3) (2005) (80) Fx (90)\nDefine_killer_Values (4) (2750) (80) Fx (90)\nDefine_killer_Values (5) (4460) (-120) Fx (90)\nDefine_killer_Values (6) (4750) (-120) Fx (90)\nDefine_killer_Values (7) (3275) (-120) Fx (90)\n\ndefine loadlevel4killer\nDefine_killer_Values (4) (360) (-108) Fx (90)\nDefine_killer_Values (5) (2705) (224) Fx (90)\nDefine_killer_Values (6) (1050) (-108) Fx (90)\nDefine_killer_Values (7) (2340) (355) Fx (115)\nDefine_killer_Values (8) (2495) (281) Fx (115)\n\ndefine loadlevel5killer\nDefine_killer_Values (1) (-170) (180) Fx (90)\nDefine_killer_Values (2) (1050) (30) Fx (180)\nDefine_killer_Values (3) (1180) (100) Fx (0)\nDefine_killer_Values (4) (3280) (450) Fx (0)\nDefine_killer_Values (5) (3280) (550) Fx (0)\nDefine_killer_Values (6) (3280) (650) Fx (0)\nDefine_killer_Values (7) (790) (-110) Fx (90)\nDefine_killer_Values (8) (1815) (802) Fx (90)\nDefine_killer_Values (9) (1600) (802) Fx (90)\nDefine_killer_Values (10) (1425) (802) Fx (90)\nDefine_killer_Values (11) (1260) (802) Fx (90)\nDefine_killer_Values (12) (3100) (326) Fx (90)\nDefine_killer_Values (13) (2815) (246) Fx (90)\nDefine_killer_Values (14) (2530) (203) Fx (90)\n\ndefine None\ngo to x: (x) y: (y)\n\ndefine None\nadd (posx) to [list_sprite_x v]\nadd (posy) to [liste_sprite_y v]\nadd (fx) to [liste_sprite_fx v]\n\ndefine None\nset [killer-x v] to (x)\nset [killer-y v] to (y)\nset [killer_type v] to (type)\nset [killer_fx v] to (fx)\npoint in direction (fx)\nswitch costume to (type)\nchange [killer_loopclone v] by (1)\ncreate clone of (_myself_ v)\n\nwhen I receive [create_killersprite v]\nset [killer_loopclone v] to [1]\nshow\nif <(@level) = [1]> then\n loadlevel1killer\nend\nif <(@level) = [2]> then\n loadlevel2killer\nend\nif <(@level) = [3]> then\n loadlevel3killer\nend\nif <(@level) = [4]> then\n loadlevel4killer\nend\nif <(@level) = [5]> then\n loadlevel5killer\nend\nset size to (75) %\nrepeat (length of [list_sprite_x v])\n createKillerClone (item (Killer_loopclone) of [list_sprite_x v]) (item (Killer_loopclone) of [liste_sprite_y v]) (1) FxStyle (item (Killer_loopclone) of [liste_sprite_fx v])\nend\ngo to x: (6000) y: (0)\nhide\nbroadcast (Create_Ennemi v)\n\nwhen I receive [topanimationmonstre v]\nif <touching (maincharacter v)?> then\n if <(@Animation_type) = [0]> then\n if <(item (4) of [@list_playsound v]) = [0]> then\n replace item (4) of [@list_playsound v] with [1]\n end\n set [@animation_type v] to [100]\n end\nend\n\nwhen I receive [topmvtkiller v]\nposition x;y ((Killer-X) - (@scrollX)) ((Killer-Y) - (@scrollY))\n\n@V_Plateforme\n\ndefine None\nif <(type) = [3]> then\n switch costume to (caisse v)\n set [ghost v] effect to (100)\nelse\n switch costume to (basic2 v)\n set [ghost v] effect to (0)\nend\ngo to x: (x) y: (y)\nset [plateforme-x v] to (x)\nset [plateforme-y v] to (y)\nset [pfrme_mvt_type v] to (type)\nset [pfrme_delay v] to (delay)\nset [pfrme_fx v] to (fx)\nset [pfrme_count v] to (count)\nset [pfrme_id v] to (id)\n\ndefine None\ngo to x: (x) y: (y)\n\nwhen I receive [clear_all_sprite v]\nset [plateformeboucleclone v] to [1]\nhide\ndelete this clone\n\nwhen I receive [create_plateforme v]\nif <(@level) = [2]> then\n show\n switch costume to (basic2 v)\n createPlateformeClone (3315) (-48) Type (3) delay (0) Id (1) Fx (0) count (0)\n create clone of (_myself_ v)\n createPlateformeClone (2950) (-48) Type (3) delay (0) Id (2) Fx (0) count (0)\nend\nif <(@level) = [3]> then\n show\n switch costume to (basic2 v)\n createPlateformeClone (2720) (-120) Type (1) delay (42) Id (1) Fx (-2) count (0)\n create clone of (_myself_ v)\n createPlateformeClone (2840) (-120) Type (3) delay (0) Id (2) Fx (0) count (0)\nend\nif <(@level) = [4]> then\n show\n switch costume to (basic2 v)\n createPlateformeClone (3050) (-80) Type (1) delay (60) Id (1) Fx (-3) count (0)\n create clone of (_myself_ v)\n createPlateformeClone (1270) (350) Type (2) delay (50) Id (2) Fx (-2) count (0)\n create clone of (_myself_ v)\n createPlateformeClone (1940) (-110) Type (3) delay (0) Id (3) Fx (0) count (0)\n create clone of (_myself_ v)\n createPlateformeClone (1990) (-110) Type (3) delay (0) Id (4) Fx (0) count (0)\nend\nif <(@level) = [5]> then\n show\n switch costume to (basic2 v)\n createPlateformeClone (590) (-105) Type (2) delay (60) Id (1) Fx (-3) count (0)\n create clone of (_myself_ v)\n createPlateformeClone (105) (230) Type (2) delay (50) Id (2) Fx (-3) count (0)\n create clone of (_myself_ v)\n createPlateformeClone (680) (370) Type (2) delay (40) Id (3) Fx (-2) count (0)\n create clone of (_myself_ v)\n createPlateformeClone (2600) (770) Type (2) delay (40) Id (4) Fx (-2) count (0)\n create clone of (_myself_ v)\n createPlateformeClone (910) (805) Type (3) delay (0) Id (5) Fx (0) count (0)\n create clone of (_myself_ v)\n createPlateformeClone (1410) (-113) Type (3) delay (0) Id (6) Fx (0) count (0)\n create clone of (_myself_ v)\n createPlateformeClone (1940) (750) Type (1) delay (250) Id (7) Fx (-3) count (0)\n create clone of (_myself_ v)\n createPlateformeClone (2155) (303) Type (3) delay (0) Id (8) Fx (0) count (0)\n create clone of (_myself_ v)\n createPlateformeClone (1822) (420) Type (4) delay (0) Id (9) Fx (0) count (0)\n create clone of (_myself_ v)\n createPlateformeClone (2297) (600) Type (4) delay (0) Id (10) Fx (0) count (0)\nend\nbroadcast (Create_Sprite v)\n\nwhen I receive [topanimationplateforme v]\nif <(Pfrme_Mvt_Type) = [4]> then\n if <(Pfrme_Count) > [0]> then\n change [ghost v] effect by (Pfrme_Count)\n change [pfrme_count v] by (1)\n end\n if <(Pfrme_Count) > [10]> then\n if <(Pfrme_Count) > [100]> then\n show\n set [ghost v] effect to (0)\n set [pfrme_count v] to [0]\n else\n hide\n end\n end\nend\nif <touching (maincharacter v)?> then\n if <<(Pfrme_Mvt_Type) = [4]> and <(Pfrme_Count) = [0]>> then\n set [pfrme_count v] to [1]\n end\n if <(Pfrme_Mvt_Type) = [1]> then\n set [@playerfx v] to (Pfrme_Fx)\n set [@playerfy v] to [0]\n end\n if <(Pfrme_Mvt_Type) = [2]> then\n set [@playerfy v] to (Pfrme_Fx)\n set [@playerfx v] to [0]\n end\n set [@plateformetouched_y v] to (y position)\nend\nif <touching (animation v)?> then\n if <<(Pfrme_Mvt_Type) = [3]> and <(@Animation_type) = [103]>> then\n hide\n delete this clone\n end\nend\n\nwhen I receive [topmvtplateforme v]\nif <(Pfrme_Mvt_Type) < [4]> then\n change [pfrme_count v] by (1)\nend\nif <(Pfrme_Count) = (Pfrme_Delay)> then\n set [pfrme_fx v] to ((0) - (Pfrme_Fx))\n set [pfrme_count v] to [0]\nend\nif <(Pfrme_Mvt_Type) = [1]> then\n set [plateforme-x v] to ((Plateforme-x) + (Pfrme_Fx))\nend\nif <(Pfrme_Mvt_Type) = [2]> then\n set [plateforme-y v] to ((Plateforme-y) - (Pfrme_Fx))\nend\nposition x;y ((Plateforme-x) - (@scrollX)) ((Plateforme-y) - (@scrollY))\n\n@Ennemis\n\ndefine None\nset size to (70) %\nif <(type) = [1]> then\n if <(fx) < [0]> then\n point in direction (90)\n else\n point in direction (-90)\n end\n switch costume to (fantome v)\nend\nif <(type) = [2]> then\n if <(fx) < [0]> then\n point in direction (90)\n else\n point in direction (-90)\n end\n set size to (80) %\n switch costume to (champi v)\n change [ghost v] effect by (0)\nend\nif <(type) = [3]> then\n if <(fx) < [0]> then\n point in direction (90)\n else\n point in direction (-90)\n end\n set size to (100) %\n switch costume to (oiseau v)\n change [ghost v] effect by (0)\nend\nif <(type) = [4]> then\n set size to (150) %\n switch costume to (pierre1 v)\n change [ghost v] effect by (0)\nend\ngo to x: (x) y: (y)\nset [monster-x v] to (x)\nset [monster-y v] to (y)\nset [monster_mvt_type v] to (type)\nset [monster_delay v] to (delay)\nset [monster_fx v] to (fx)\nset [monster_count v] to (count)\nset [vitesse v] to [0]\nset [monster_died v] to [0]\ncreate clone of (_myself_ v)\n\ndefine animate_Ghost\nset [monster-x v] to ((Monster-x) + (Monster_Fx))\nchange [monster_animation v] by ((1) / (4))\nswitch costume to ([floor v] of (((Monster_animation) mod (4)) + (1)) )\nif <(Monster_animation) > [49]> then\n set [monster_animation v] to [0]\nelse\n if <(Monster_animation) > [29]> then\n change [ghost v] effect by (1.5)\n else\n change [ghost v] effect by (-2)\n end\nend\n\ndefine animate_Mushroom\nchange [monster_animation v] by ((1) / (4))\nswitch costume to ([floor v] of (((Monster_animation) mod (10)) + (11)) )\nif <<(costume [number v]) > [13]> and <(costume [number v]) < [18]>> then\n set [monster-x v] to ((Monster-x) + (Monster_Fx))\nend\n\nwhen I receive [clear_all_sprite v]\nhide\ndelete this clone\n\nwhen I receive [create_ennemi v]\nset [monster_animation v] to [0]\nshow\npoint in direction (90)\nchange [ghost v] effect by (0)\nif <(@level) = [1]> then\n createMonstreClone (1340) (-95) Type (2) delay (600) Id (1) Fx (-2) count (0)\n createMonstreClone (1190) (-95) Type (2) delay (600) Id (1) Fx (-2) count (0)\nend\nif <(@level) = [2]> then\n createMonstreClone (570) (-20) Type (1) delay (140) Id (1) Fx (2) count (0)\nend\nif <(@level) = [3]> then\n createMonstreClone (3830) (5) Type (1) delay (130) Id (1) Fx (2) count (0)\n createMonstreClone (4400) (5) Type (1) delay (130) Id (2) Fx (-2) count (0)\n createMonstreClone (5335) (185) Type (1) delay (350) Id (3) Fx (-2) count (0)\nend\nif <(@level) = [4]> then\n createMonstreClone (1000) (-80) Type (1) delay (505) Id (1) Fx (-2) count (0)\nend\nif <(@level) = [5]> then\n createMonstreClone (370) (400) Type (2) delay (230) Id (2) Fx (2) count (0)\n createMonstreClone (1290) (535) Type (2) delay (500) Id (3) Fx (-2) count (0)\n createMonstreClone (1230) (535) Type (2) delay (500) Id (4) Fx (-2) count (0)\n createMonstreClone (170) (796) Type (2) delay (100) Id (5) Fx (-2) count (0)\n createMonstreClone (2730) (670) Type (2) delay (400) Id (6) Fx (2) count (0)\n createMonstreClone (2035) (280) Type (2) delay (500) Id (7) Fx (-2) count (0)\n createMonstreClone (2650) (-180) Type (3) delay (19) Id (8) Fx (-1) count (0)\n createMonstreClone (2805) (-180) Type (3) delay (21) Id (9) Fx (-1) count (0)\n createMonstreClone (2960) (-180) Type (3) delay (23) Id (10) Fx (-1) count (0)\n createMonstreClone (-145) (200) Type (4) delay (200) Id (1) Fx (4) count (59)\nend\ngo to x: (6000) y: (0)\nhide\nbroadcast (Create_CadreLevel v)\n\ndefine None\ngo to x: (x) y: (y)\n\ndefine animate_Rocher\nif <(Monster_Count) > [0]> then\n change [monster_count v] by (1)\n if <(Monster_Count) > [60]> then\n set [monster_count v] to [0]\n show\n end\nelse\n if <<<((Monster-x) - (@scrollX)) > [-200]> and <((Monster-x) - (@scrollX)) < [201]>> and <<((Monster-y) - (@scrollY)) > [-160]> and <((Monster-y) - (@scrollY)) < [140]>>> then\n change [monster_animation v] by ((1) / (2))\n switch costume to ([floor v] of (((Monster_animation) mod (8)) + (21)) )\n set [monster-x v] to ((Monster-x) + (Monster_Fx))\n if <touching (virtualground1 v)?> then\n repeat until <not <touching (virtualground1 v)?>>\n change y by (1)\n change [monster-y v] by (1)\n set [vitesse v] to [0]\n end\n else\n set [monster-y v] to ((Monster-y) + (vitesse))\n change [vitesse v] by (-1)\n end\n if <<((Monster-y) - (@scrollY)) < [-150]> or <((Monster-x) - (@scrollX)) > [200 ]>> then\n set [monster_count v] to [1]\n set [monster-x v] to [-145]\n set [monster-y v] to [200]\n set [vitesse v] to [0]\n hide\n end\n else\n end\nend\n\ndefine animate_Oiseau\nset [monster-y v] to ((Monster-y) + (vitesse))\nif <(Monster-y) < [-180]> then\n change [monster_count v] by (1)\n set [vitesse v] to [0]\n if <(Monster_Count) > [150]> then\n set [vitesse v] to (Monster_Delay)\n set [monster_count v] to [0]\n end\nelse\n change [vitesse v] by (-1)\nend\n\nwhen I receive [topanimationmonstre v]\nif <(Monster_Died) = [0]> then\n if <(Monster_Mvt_Type) < [4]> then\n change [monster_count v] by (1)\n end\n if <(Monster_Mvt_Type) = [1]> then\n animate_Ghost\n end\n if <(Monster_Mvt_Type) = [2]> then\n animate_Mushroom\n end\n if <(Monster_Mvt_Type) = [3]> then\n animate_Oiseau\n end\n if <(Monster_Mvt_Type) = [4]> then\n animate_Rocher\n end\n if <(Monster_Mvt_Type) < [3]> then\n if <(Monster_Count) = (Monster_Delay)> then\n set [monster_fx v] to ((0) - (Monster_Fx))\n set [monster_count v] to [0]\n point in direction (() - (direction))\n end\n end\n if <<<touching (animation v)?> and <(@Animation_type) = [103]>> and <(Monster_Died) = [0]>> then\n change [monster_died v] by ((1) / (3))\n if <(item (12) of [@list_playsound v]) = [0]> then\n replace item (12) of [@list_playsound v] with [1]\n end\n end\n if <touching (maincharacter v)?> then\n if <(@Animation_type) = [0]> then\n if <(item (4) of [@list_playsound v]) = [0]> then\n replace item (4) of [@list_playsound v] with [1]\n end\n set [@animation_type v] to [100]\n end\n end\nelse\n change [monster_died v] by ((1) / (3))\n set size to (150) %\n change [ghost v] effect by (0)\n switch costume to (([floor v] of ((Monster_Died) mod (6)) ) + (36))\n if <(costume [number v]) = [41]> then\n delete this clone\n end\nend\n\nwhen I receive [topmvtennemis v]\npositionennemi x;y ((Monster-x) - (@scrollX)) ((Monster-y) - (@scrollY))\n\n@catontreeLogo\n\nwhen flag clicked\nset [@isloadingdone v] to [false]\nbroadcast (clear_all_sprite v)\nswitch backdrop to (title v)\nset rotation style [left-right v]\nhide\nset [ghost v] effect to (0)\nshow\ngo to x: (0) y: (0)\nwait (2) seconds\nrepeat (11)\n set [ghost v] effect to (fading)\n change [fading v] by (10)\nend\nbroadcast (CatOnTreeEnded v)\n\n@Lutin1\n\nwhen I receive [topmenu v]\nif <(@IsMenuOn) = [1]> then\n set [@start v] to [0]\n go to [front v] layer\n show\nelse\n hide\nend\nrepeat until <(@IsMenuOn) = [0]>\n if <mouse down?> then\n if <touching (mouse-pointer v)?> then\n if <(item (6) of [@list_playsound v]) = [0]> then\n replace item (6) of [@list_playsound v] with [1]\n end\n broadcast (Play_Sound v)\n if <<(mouse y) < [30]> and <(mouse y) > [3]>> then\n set [@ismenuon v] to [0]\n set [@start v] to [1]\n if <(item (20) of [@list_playsound v]) = [0]> then\n replace item (20) of [@list_playsound v] with [1]\n end\n broadcast (Play_Sound v)\n broadcast (clear_all_sprite v)\n broadcast (OnAChoisiLeLevel v)\n else\n if <<(mouse y) < [80]> and <(mouse y) > [50]>> then\n if <(item (20) of [@list_playsound v]) = [0]> then\n replace item (20) of [@list_playsound v] with [1]\n end\n broadcast (Play_Sound v)\n set [@ismenuon v] to [0]\n broadcast (clear_all_sprite v)\n switch backdrop to (level_choice v)\n broadcast (selectlevel v)\n else\n set [@ismenuon v] to [0]\n set [@start v] to [1]\n end\n end\n broadcast (Play_Sound v)\n end\n end\nend\n\nwhen I receive [create_scroll1 v]\nset [@ismenuon v] to [0]\ngo to x: (0) y: (50)\nswitch costume to (costume1 v)\ncreate clone of (_myself_ v)\ngo to x: (0) y: (0)\nswitch costume to (costume2 v)\ncreate clone of (_myself_ v)\ngo to x: (0) y: (-50)\nswitch costume to (costume3 v)\n\nwhen I receive [clear_all_sprite v]\nhide\ndelete this clone\n\n@Sol\n\ndefine None\ngo to x: ((x) * (480)) y: ((y) * (360))\nset [x v] to ((x) * (480))\nset [y v] to ((y) * (360))\ncreate clone of (_myself_ v)\n\nwhen I receive [clear_all_sprite v]\nhide\ndelete this clone\n\nwhen I receive [create_ground v]\nshow\nif <(@level) = [1]> then\n switch costume to (1-1 v)\n createGroundClone (0) (0)\n switch costume to (1-2 v)\n createGroundClone (1) (0)\nend\nif <(@level) = [2]> then\n switch costume to (3-1 v)\n createGroundClone (0) (0)\n switch costume to (3-2 v)\n createGroundClone (1) (0)\nend\nif <(@level) = [3]> then\n switch costume to (2-1 v)\n createGroundClone (0) (0)\n switch costume to (2-2 v)\n createGroundClone (1) (0)\nend\nif <(@level) = [4]> then\n switch costume to (4-1 v)\n createGroundClone (0) (0)\n switch costume to (4-2 v)\n createGroundClone (1) (0)\n switch costume to (4-11 v)\n createGroundClone (0) (1)\n switch costume to (4-12 v)\n createGroundClone (1) (1)\n switch costume to (4-21 v)\n createGroundClone (0) (2)\n switch costume to (4-22 v)\n createGroundClone (1) (2)\nend\nif <(@level) = [5]> then\n switch costume to (5-1 v)\n createGroundClone (0) (0)\n switch costume to (5-2 v)\n createGroundClone (1) (0)\n switch costume to (5-11 v)\n createGroundClone (0) (1)\n switch costume to (5-12 v)\n createGroundClone (1) (1)\n switch costume to (5-21 v)\n createGroundClone (0) (2)\n switch costume to (5-22 v)\n createGroundClone (1) (2)\nend\nhide\nset [isgroundloopdone v] to [true]\nbroadcast (Create_Vground v)\n\ndefine None\nif <(x) < [-480]> then\n change [x v] by (960)\n switch costume to ((costume [number v]) + (2))\nend\nif <(x) > [480]> then\n change [x v] by (-960)\n switch costume to ((costume [number v]) - (2))\nend\ngo to x: (x) y: (y)\n\nwhen I receive [topmvtground v]\nposition x;y ((x) - (@scrollX)) ((y) - (@scrollY))\n\n@son\n\nwhen I receive [play_sound v]\nif <(item (1) of [@list_playsound v]) = [1]> then\n start sound [jump v]\n replace item (1) of [@list_playsound v] with [0]\nend\nif <(item (2) of [@list_playsound v]) = [1]> then\n start sound [punch3 v]\n replace item (2) of [@list_playsound v] with [0]\nend\nif <(item (3) of [@list_playsound v]) = [1]> then\n start sound [waterfall v]\n replace item (3) of [@list_playsound v] with [0]\nend\nif <(item (4) of [@list_playsound v]) = [1]> then\n start sound [ray_hit_weak01 v]\n replace item (4) of [@list_playsound v] with [0]\nend\nif <(item (5) of [@list_playsound v]) = [1]> then\n start sound [ray_land_grass_02 v]\n replace item (5) of [@list_playsound v] with [0]\nend\nif <(item (6) of [@list_playsound v]) = [1]> then\n start sound [ouvrecoffre v]\n replace item (6) of [@list_playsound v] with [0]\nend\nif <(item (7) of [@list_playsound v]) = [1]> then\n start sound [ding3 v]\n replace item (7) of [@list_playsound v] with [0]\nend\nif <(item (8) of [@list_playsound v]) = [1]> then\n start sound [ding2 v]\n replace item (8) of [@list_playsound v] with [0]\nend\nif <(item (9) of [@list_playsound v]) = [1]> then\n start sound [sfx_lums_picked_lvl01_01 v]\n replace item (9) of [@list_playsound v] with [0]\nend\nif <(item (10) of [@list_playsound v]) = [1]> then\n start sound [findthekey v]\n replace item (10) of [@list_playsound v] with [0]\nend\nif <(item (11) of [@list_playsound v]) = [1]> then\n start sound [ouvrecoffre v]\n replace item (11) of [@list_playsound v] with [0]\nend\nif <(item (12) of [@list_playsound v]) = [1]> then\n start sound [mortmonstre v]\n replace item (12) of [@list_playsound v] with [0]\nend\nif <(item (13) of [@list_playsound v]) = [1]> then\n start sound [menu v]\n replace item (13) of [@list_playsound v] with [0]\nend\nif <(item (20) of [@list_playsound v]) = [1]> then\n stop all sounds\n replace item (20) of [@list_playsound v] with [0]\nend\n\nwhen I receive [startmusique v]\nstop all sounds\nif <(@level) = [1]> then\n play sound [Hanok song.mp3 v] until done\nend\nif <(@level) = [2]> then\n play sound [Extrait 1.mp3 v] until done\nend\nif <(@level) = [3]> then\n play sound [Extrait 2.mp3 v] until done\nend\nif <(@level) = [4]> then\n play sound [Extrait 4 v2.mp3 v] until done\nend\n\n
_________Platformer Creator!_______\n\nInstructions:\n\nWhen creating a level:\n* Use arrow keys to move the screen\n* Click to place blocks\n* Click to delete blocks\n* Use A and D to change block type\n* Press "i" for information on a block before you place it\n* To find the save, delete, and load options, place your mouse over the "More" button at the bottom of the screen\n* Press "L" to load saved levels. The levels you save appear at the bottom of the list. Just copy the code, paste it in the load bar, erase everything after the list of numbers, then start the level. \n\nWhen playing a level: \n* Use arrow keys to move the character\n* Click character to change its costume\n* Use the numbers 1-9 to set the time of day\n* If the character falls too far or comes in contact with a Hot Block, it will be set back to start
Doge (A Platformer)
@Stage\n\nwhen flag clicked\nforever\n broadcast (tick v)\nend\n\nwhen flag clicked\nset [pitch v] effect to (0)\nset volume to (100) %\nswitch backdrop to (backdrop1 v)\nstart sound [cottagecore-17463 \(1\) v]\nrepeat until <(underground) = [1]>\n play sound [cottagecore-17463 \(1\) v] until done\nend\n\nwhen I receive [ununderground v]\nrepeat (25)\n change volume by (-4)\nend\nstop all sounds\nstart sound [cottagecore-17463 \(1\) v]\nrepeat (50)\n change volume by (2)\nend\nrepeat until <(underground) = [1]>\n play sound [cottagecore-17463 \(1\) v] until done\nend\n\nwhen flag clicked\n\nif <<(swinging) = [1]> and <<(holding) = [sword]> or <(holding) = [goldsword]>>> then\n set [pitch v] effect to (0)\n play sound (pick random (35) to (39)) until done\n wait (0.2) seconds\nend\n\nset [pitch v] effect to (pick random (0) to (100))\n\nwhen I receive [underground v]\nrepeat (25)\n change volume by (-4)\nend\nstop all sounds\nstart sound [gamemusic-6082 \(1\) v]\nrepeat (50)\n change volume by (2)\nend\nrepeat until <(underground) = [0]>\n play sound [gamemusic-6082 \(1\) v] until done\nend\n\nwhen I receive [player dead oh nooo v]\nset volume to (0) %\n\nstop all sounds\n\nwhen flag clicked\n\nforever\n if <key (g v) pressed?> then\n wait (0.1) seconds\n set [money v] to ((money) - (100))\n end\nend\n\n@blank\n\nset [money v] to [100]\n\n@player\n\nwhen flag clicked\ngo to [front v] layer\nset [xv v] to [0]\nset [yv v] to [0]\ngo to x: (-30) y: (50)\nset size to (50) %\nforever\n if <(pause) = [0]> then\n if <(underground) = [0]> then\n set [player x v] to (round (x position))\n set [player y v] to (round (y position))\n if then\n change [xv v] by (-1)\n point in direction (-90)\n end\n if then\n change [xv v] by (1)\n point in direction (90)\n end\n set [xv v] to ((Xv) * (0.8))\n change x by (Xv)\n if <<<touching color (#00c30a)?> or <<touching color (#915c33)?> or <<touching color (#c29250)?> or <<touching color (#545454)?> or <<touching color (#9d7640)?> or <touching (deep v)?>>>>>> or <<touching color (#ff6666)?> or <<touching color (#66a6ff)?> or <<touching color (#70ff66)?> or <touching color (#ffeb66)?>>>>> then\n change y by (1)\n if <<<touching color (#00c30a)?> or <<touching color (#915c33)?> or <<touching color (#c29250)?> or <<touching color (#545454)?> or <<touching color (#9d7640)?> or <touching (deep v)?>>>>>> or <<touching color (#ff6666)?> or <<touching color (#66a6ff)?> or <<touching color (#70ff66)?> or <touching color (#ffeb66)?>>>>> then\n change y by (1)\n if <<<touching color (#00c30a)?> or <<touching color (#915c33)?> or <<touching color (#c29250)?> or <<touching color (#545454)?> or <<touching color (#9d7640)?> or <touching (deep v)?>>>>>> or <<touching color (#ff6666)?> or <<touching color (#66a6ff)?> or <<touching color (#70ff66)?> or <touching color (#ffeb66)?>>>>> then\n change y by (1)\n if <<<touching color (#00c30a)?> or <<touching color (#915c33)?> or <<touching color (#c29250)?> or <<touching color (#545454)?> or <<touching color (#9d7640)?> or <touching (deep v)?>>>>>> or <<touching color (#ff6666)?> or <<touching color (#66a6ff)?> or <<touching color (#70ff66)?> or <touching color (#ffeb66)?>>>>> then\n change y by (1)\n end\n if <<<touching color (#00c30a)?> or <<touching color (#915c33)?> or <<touching color (#c29250)?> or <<touching color (#545454)?> or <<touching color (#9d7640)?> or <touching (deep v)?>>>>>> or <<touching color (#ff6666)?> or <<touching color (#66a6ff)?> or <<touching color (#70ff66)?> or <touching color (#ffeb66)?>>>>> then\n change y by (1)\n if <<<touching color (#00c30a)?> or <<touching color (#915c33)?> or <<touching color (#c29250)?> or <<touching color (#545454)?> or <<touching color (#9d7640)?> or <touching (deep v)?>>>>>> or <<touching color (#ff6666)?> or <<touching color (#66a6ff)?> or <<touching color (#70ff66)?> or <touching color (#ffeb66)?>>>>> then\n change x by ((Xv) * (-1))\n change y by (-5)\n \n set [xv v] to [0]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n change [yv v] by (-1)\n change y by (Yv)\n if <<<touching color (#00c30a)?> or <<touching color (#915c33)?> or <<touching color (#c29250)?> or <<touching color (#545454)?> or <<touching color (#9d7640)?> or <touching (deep v)?>>>>>> or <<touching color (#ff6666)?> or <<touching color (#66a6ff)?> or <<touching color (#70ff66)?> or <touching color (#ffeb66)?>>>>> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <<<touching color (#00c30a)?> or <<touching color (#915c33)?> or <<touching color (#c29250)?> or <<touching color (#545454)?> or <<touching color (#9d7640)?> or <touching (deep v)?>>>>>> or <<touching color (#ff6666)?> or <<touching color (#66a6ff)?> or <<touching color (#70ff66)?> or <touching color (#ffeb66)?>>>>> then\n if <<key (w v) pressed?> or <key (space v) pressed?>> then\n set [yv v] to [12]\n end\n end\n change y by (1)\n end\n end\nend\n\ndefine movement\n\nmovement\n\nwhen I receive [tick v]\nbroadcast (tick v)\n\nset pen color to (#000000)\n\nstamp\n\nwhen flag clicked\nset rotation style [left-right v]\n\nwhen I receive [underground v]\ngo to x: (0) y: (170)\nset [xv v] to [0]\nset [yv v] to [0]\n\nwhen I receive [ununderground v]\nset [xv v] to [0]\nset [yv v] to [0]\ngo to x: (-30) y: (50)\n\nwhen flag clicked\nset [uncrouchable? v] to [0]\nset [ghost v] effect to (0)\nforever\n if <key (s v) pressed?> then\n switch costume to (costume3 v)\n create clone of (_myself_ v)\n wait until <not <key (s v) pressed?>>\n else\n if <(uncrouchable?) = [0]> then\n switch costume to (costume2 v)\n end\n end\nend\n\nwhen I start as a clone\nswitch costume to (costume4 v)\nset [ghost v] effect to (100)\nforever\n set [ghost v] effect to (100)\n go to x: (player x) y: (player y)\n if <<<touching color (#00c30a)?> or <<touching color (#915c33)?> or <<touching color (#c29250)?> or <<touching color (#545454)?> or <<touching color (#9d7640)?> or <touching (deep v)?>>>>>> or <<touching color (#ff6666)?> or <<touching color (#66a6ff)?> or <<touching color (#70ff66)?> or <touching color (#ffeb66)?>>>>> then\n set [uncrouchable? v] to [1]\n else\n set [uncrouchable? v] to [0]\n end\n if <not <key (s v) pressed?>> then\n if <(uncrouchable?) = [1]> then\n set [uncrouchable? v] to [1]\n else\n if <(uncrouchable?) = [0]> then\n delete this clone\n end\n end\n end\nend\n\nif <(uncrouchable?) = [0]> then\n\nwhen flag clicked\ngo to [front v] layer\nset [xv v] to [0]\nset [yv v] to [0]\ngo to x: (-30) y: (50)\nset size to (50) %\nforever\n if <(pause) = [0]> then\n if <(underground) = [1]> then\n set [player x v] to (round (x position))\n set [player y v] to (round (y position))\n if <<key (a v) pressed?> or <<touching (underground levelsprite1sprite1 v)?> or <touching (deep v)?>>> then\n change [xv v] by (-1)\n point in direction (-90)\n end\n if <<key (d v) pressed?> or <<touching (underground levelsprite1sprite1 v)?> or <touching (deep v)?>>> then\n change [xv v] by (1)\n point in direction (90)\n end\n set [xv v] to ((Xv) * (0.8))\n change x by (Xv)\n if <<touching (underground levelsprite1sprite1 v)?> or <touching (deep v)?>> then\n change y by (1)\n if <<touching (underground levelsprite1sprite1 v)?> or <touching (deep v)?>> then\n change y by (1)\n if <<touching (underground levelsprite1sprite1 v)?> or <touching (deep v)?>> then\n change y by (1)\n if <<touching (underground levelsprite1sprite1 v)?> or <touching (deep v)?>> then\n change y by (1)\n end\n if <<touching (underground levelsprite1sprite1 v)?> or <touching (deep v)?>> then\n change y by (1)\n if <<touching (underground levelsprite1sprite1 v)?> or <touching (deep v)?>> then\n change x by ((Xv) * (-1))\n change y by (-5)\n if <(Xv) > [0]> then\n set [xv v] to [0]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n change [yv v] by (-1)\n change y by (Yv)\n if <<touching (underground levelsprite1sprite1 v)?> or <touching (deep v)?>> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <<touching (underground levelsprite1sprite1 v)?> or <touching (deep v)?>> then\n if <<key (w v) pressed?> or <key (space v) pressed?>> then\n set [yv v] to [12]\n end\n end\n change y by (1)\n end\n end\nend\n\nwhen flag clicked\nclear graphic effects\n\nchange [xv v] by (-1)\nchange [yv v] by (1)\n\nwhen I receive [tick v]\n\nwhen I receive [immune v]\nset [ghost v] effect to (50)\nwait (0.3) seconds\nset [ghost v] effect to (0)\n\nwhen flag clicked\nswitch costume to (costume2 v)\nclear graphic effects\nforever\n if <<<touching (bad v)?> or <<touching (bad2 v)?> or <touching (bad3 v)?>>> and <(pause) = [0]>> then\n set [pknockback v] to [1]\n else\n set [pknockback v] to [0]\n end\nend\n\nhide\n\nclear graphic effects\n\nwhen flag clicked\n\nswitch costume to (costume5 v)\nrepeat (100)\n change [brightness v] effect by (-1)\nend\n\nwhen I receive [player dead oh nooo v]\ngo to [front v] layer\nset [color v] effect to ((1) / (0))\nset [brightness v] effect to (25)\nset [player dead x v] to (x position)\nset [player dead y v] to (y position)\n\nwhen I receive [tick v]\nif <(pknockback) = [1]> then\n if <touching (bad v)?> then\n if then\n set [xv v] to [2]\n set [yv v] to [0]\n end\n if then\n change [xv v] by (-2)\n change [yv v] by (0)\n end\n end\n if <touching (bad2 v)?> then\n if <([x position v] of [bad2 v]) < (x position)> then\n set [xv v] to [2]\n set [yv v] to [0]\n end\n if <([x position v] of [bad2 v]) > (x position)> then\n change [xv v] by (-2)\n change [yv v] by (0)\n end\n end\n if <touching (bad3 v)?> then\n if <([x position v] of [bad3 v]) < (x position)> then\n set [xv v] to [2]\n set [yv v] to [0]\n end\n if <([x position v] of [bad3 v]) > (x position)> then\n change [xv v] by (-2)\n change [yv v] by (0)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<key (a v) pressed?> and <(Yv) = [0]>> then\n set [pitch v] effect to (pick random (0) to (100))\n play sound (pick random (2) to (7)) until done\n end\n if <<key (d v) pressed?> and <(Yv) = [0]>> then\n set [pitch v] effect to (pick random (0) to (100))\n play sound (pick random (2) to (7)) until done\n end\nend\n\nwhen I receive [respawn v]\nset [xv v] to [0]\nset [yv v] to [0]\ngo to x: (-30) y: (50)\nset size to (50) %\n\nwhen I receive [respawn v]\nclear graphic effects\n\nwhen [r v] key pressed\nif <<(player dead?) = [0]> and <(pause) = [0]>> then\n set [xv v] to [0]\n set [yv v] to [0]\n go to x: (-30) y: (50)\n set size to (50) %\n set [underground v] to [0]\n broadcast (ununderground v)\nend\n\n@grass layer\n\nwhen flag clicked\nerase all\nshow\ngo to x: (0) y: (0)\nswitch costume to (pick random (1) to (5))\n\nwhen flag clicked\nwait (1) seconds\ngo to [front v] layer\nstamp\nhide\n\n@blocks\n\nwhen flag clicked\nerase all\nset pen color to (#ffffff)\nforever\n if <(backstone) = [1]> then\n switch costume to (stone v)\n end\n if <(backdirt) = [1]> then\n switch costume to (dirt v)\n end\n if <<(backsky) = [1]> and <not <(holding) = [wood]>>> then\n switch costume to (sky v)\n end\nend\n\nwhen flag clicked\npoint in direction (90)\nforever\n if <key (left arrow v) pressed?> then\n turn left (22.5) degrees\n wait (0.1) seconds\n end\n if <key (right arrow v) pressed?> then\n turn right (22.5) degrees\n wait (0.1) seconds\n end\nend\n\nwhen I receive [tick v]\ngo to (reach v)\nset drag mode [not draggable v]\nif <(underground) = [0]> then\n if <<(hotbar?) = [0]> and <(inventory) = [0]>> then\n if <(holding) = [axe]> then\n set size to (75) %\n if <<mouse down?> and <(axe minable?) = [1]>> then\n stamp\n change [wood v] by (1)\n end\n end\n if <(holding) = [pickaxe]> then\n set size to (75) %\n if <<mouse down?> and <(mineable?) = [1]>> then\n stamp\n end\n end\n if <(holding) = [goldpickaxe]> then\n set size to (100) %\n if <<mouse down?> and <(mineable?) = [1]>> then\n stamp\n end\n end\n if <<(holding) = [wood]> and <(placeable) = [1]>> then\n if <(wood) > [0.9]> then\n if <(blocktype) = [block]> then\n switch costume to (planks v)\n end\n if <(blocktype) = [wall]> then\n switch costume to (planks2 v)\n end\n set size to (70) %\n if <mouse down?> then\n stamp\n change [wood v] by (-1)\n end\n end\n end\n if <<(holding) = [dirt]> and <(placeable) = [1]>> then\n if <(dirt2) > [0.4]> then\n if <(blocktype) = [block]> then\n switch costume to (dirt2 v)\n end\n if <(blocktype) = [wall]> then\n switch costume to (dirt v)\n end\n set size to (70) %\n if <mouse down?> then\n stamp\n change [dirt2 v] by (-1)\n end\n end\n end\n if <<(holding) = [stone]> and <(placeable) = [1]>> then\n if <(stone) > [0.4]> then\n if <(blocktype) = [block]> then\n switch costume to (stone2 v)\n end\n if <(blocktype) = [wall]> then\n switch costume to (stone v)\n end\n set size to (70) %\n if <mouse down?> then\n stamp\n change [stone v] by (-1)\n end\n end\n end\n if <<(holding) = [red]> and <(placeable) = [1]>> then\n if <(blocktype) = [block]> then\n switch costume to (red v)\n end\n if <(blocktype) = [wall]> then\n switch costume to (red2 v)\n end\n set size to (70) %\n if <mouse down?> then\n stamp\n end\n end\n if <<(holding) = [blue]> and <(placeable) = [1]>> then\n if <(blocktype) = [block]> then\n switch costume to (blue v)\n end\n if <(blocktype) = [wall]> then\n switch costume to (blue2 v)\n end\n set size to (70) %\n if <mouse down?> then\n stamp\n end\n end\n if <<(holding) = [green]> and <(placeable) = [1]>> then\n if <(blocktype) = [block]> then\n switch costume to (green v)\n end\n if <(blocktype) = [wall]> then\n switch costume to (green2 v)\n end\n set size to (70) %\n if <mouse down?> then\n stamp\n end\n end\n if <<(holding) = [yellow]> and <(placeable) = [1]>> then\n if <(blocktype) = [block]> then\n switch costume to (yellow v)\n end\n if <(blocktype) = [wall]> then\n switch costume to (yellow2 v)\n end\n set size to (70) %\n if <mouse down?> then\n stamp\n end\n end\n end\nend\n\nswitch costume to (red v)\n\nswitch costume to (blue v)\n\nswitch costume to (green v)\n\nswitch costume to (yellow v)\n\nif <(wood) < [1]> then\n set [wood v] to [0]\nend\nif <(stone) < [1]> then\n set [stone v] to [0]\nend\nif <(dirt) < [1]> then\n set [dirt v] to [0]\nend\n\nwhen I receive [tick v]\nif <(holding) = [axe]> then\n if <<(axe minable?) = [1]> and <(other) = [1]>> then\n set size to (175) %\n if <mouse down?> then\n stamp\n end\n end\nend\n\nset [money v] to [100]\n\nif <(time?) = [day]> then\n switch costume to (sky v)\nend\nif <(time?) = [night]> then\n switch costume to (sky2 v)\nend\n\nif <<<not <<touching color (#00c10e)?> or <<touching color (#915c33)?> or <<touching color (#545454)?> or <<touching color (#673c00)?> or <<touching color (#5a3400)?> or <<touching color (#c29250)?> or <<touching color (#9d7640)?> or <<touching color (#643f23)?> or >>>>>>>>> and <not <<touching (player v)?> or <touching (deryll :d v)?>>>> and <(mineable?) = [1]>> then\n set size to (75) %\n if <<mouse down?> and <(mineable?) = [1]>> then\n stamp\n end\nend\n\nwhen flag clicked\nset [blocktype v] to [block]\nforever\n if <key (z v) pressed?> then\n set [blocktype v] to [block]\n end\n if <key (x v) pressed?> then\n set [blocktype v] to [wall]\n end\nend\n\nswitch costume to (planks v)\n\nswitch costume to (stone2 v)\n\n@cursor\n\nwhen flag clicked\nswitch costume to (costume1 v)\ncreate clone of (_myself_ v)\ngo to [front v] layer\nhide\npoint in direction (90)\nforever\n if <key (left arrow v) pressed?> then\n turn left (22.5) degrees\n wait (0.1) seconds\n end\n if <key (right arrow v) pressed?> then\n turn right (22.5) degrees\n wait (0.1) seconds\n end\nend\n\nwhen I receive [tick v]\ngo to (reach v)\n\nwhen flag clicked\nforever\n if <<<(holding) = [wood]> or <<(holding) = [dirt]> or <(holding) = [stone]>>> or <<(holding) = [red]> or <<(holding) = [blue]> or <<(holding) = [green]> or <(holding) = [yellow]>>>>> then\n create clone of (_myself_ v)\n wait () seconds\n show\n wait until <not <<<(holding) = [wood]> or <<(holding) = [dirt]> or <(holding) = [stone]>>> or <<(holding) = [red]> or <<(holding) = [blue]> or <<(holding) = [green]> or <(holding) = [yellow]>>>>>>\n else\n hide\n end\nend\n\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nhide\nforever\n if <(blocktype) = [block]> then\n switch costume to (costume2 v)\n end\n if <(blocktype) = [wall]> then\n switch costume to (costume4 v)\n end\n if <<(blocktype) = [block]> and <<not <<touching color (#00c10e)?> or <<touching color (#915c33)?> or <<touching color (#545454)?> or <<touching color (#c29250)?> or <<touching color (#ff6666)?> or <<touching color (#66a6ff)?> or <<touching color (#70ff66)?> or <touching color (#ffeb66)?>>>>>>>>> and <<<(holding) = [wood]> or <<(holding) = [dirt]> or <(holding) = [stone]>>> or <<(holding) = [red]> or <<(holding) = [blue]> or <<(holding) = [green]> or <(holding) = [yellow]>>>>>>> then\n set [placeable v] to [1]\n else\n if <<(blocktype) = [wall]> and <<not <<touching color (#896438)?> or <<touching color (#3b3b3b)?> or <<touching color (#643f23)?> or <<touching color (#00c10e)?> or <<touching color (#915c33)?> or <<touching color (#545454)?> or <<touching color (#c29250)?> or <<<touching color (#ff6666)?> or <<touching color (#66a6ff)?> or <<touching color (#70ff66)?> or <touching color (#ffeb66)?>>>> or <<touching color (#9c3f3f)?> or <<touching color (#3e659c)?> or <<touching color (#40923a)?> or <touching color (#94883b)?>>>>>>>>>>>>> and <<<(holding) = [wood]> or <<(holding) = [dirt]> or <(holding) = [stone]>>> or <<(holding) = [red]> or <<(holding) = [blue]> or <<(holding) = [green]> or <(holding) = [yellow]>>>>>>> then\n set [placeable v] to [1]\n else\n set [placeable v] to [0]\n end\n end\n if <not <<<(holding) = [wood]> or <<(holding) = [dirt]> or <(holding) = [stone]>>> or <<(holding) = [red]> or <<(holding) = [blue]> or <<(holding) = [green]> or <(holding) = [yellow]>>>>>> then\n delete this clone\n end\nend\n\nwhen I receive [tick v]\n\nwhen flag clicked\nwait (0.2) seconds\ngo to [front v] layer\n\nwhen I receive [tick v]\nif <<touching (player v)?> or <touching (deryll :d v)?>> then\n set [placeable v] to [0]\nend\n\nwhen I receive [tick v]\n\nswitch costume to (costume1 v)\n\nswitch costume to (costume2 v)\n\nshow\n\n@reach\n\nwhen flag clicked\ngo to x: (-161) y: (-101)\nset [radius v] to [45]\nforever\n\nwhen flag clicked\ngo to [front v] layer\n\nforever\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n repeat until <not <mouse down?>>\n set [dragging v] to [1]\n end\n else\n set [dragging v] to [1]\n end\nend\n\nwhen I receive [tick v]\ngo to (player v)\nif <(distance to [mouse-pointer v]) > (radius)> then\n point towards (mouse-pointer v)\n move (radius) steps\nelse\n go to x: (mouse x) y: (mouse y)\nend\n\nwhen I receive [tick v]\nif <<(y position) < [0]> and <(y position) > [-109]>> then\n set [backdirt v] to [1]\n set [backstone v] to [0]\n set [backsky v] to [0]\nend\nif <<(y position) < [-115]> and <(y position) > [-180]>> then\n set [backstone v] to [1]\n set [backdirt v] to [0]\n set [backsky v] to [0]\nend\nif <<(y position) < [180]> and <(y position) > [-30]>> then\n set [backsky v] to [1]\n set [backdirt v] to [0]\n set [backstone v] to [0]\nend\nif <<touching color (#5d3700)?> or <touching color (#673d00)?>> then\n set [axe minable? v] to [1]\nelse\n set [axe minable? v] to [0]\nend\nif <<touching color (#896438)?> or > then\n set [mineable? v] to [1]\nelse\n set [mineable? v] to [0]\nend\nif <<not <<<<touching color (#00c10e)?> or <<touching color (#915c33)?> or <<touching color (#545454)?> or <<touching color (#673c00)?> or <<touching color (#5a3400)?> or <<touching color (#c29250)?> or <<touching color (#9d7640)?> or <<touching color (#643f23)?> or <<touching color (#3b3b3b)?> or <touching color (#57d8ff)?>>>>>>>>>> and <not <<touching (player v)?> or <touching (deryll :d v)?>>>> or <<touching color (#896438)?> or <<touching color (#3b3b3b)?> or <<touching color (#643f23)?> or <<touching color (#00c10e)?> or <<touching color (#915c33)?> or <<touching color (#545454)?> or <<touching color (#c29250)?> or <<<touching color (#ff6666)?> or <<touching color (#66a6ff)?> or <<touching color (#70ff66)?> or <touching color (#ffeb66)?>>>> or <<touching color (#9c3f3f)?> or <<touching color (#3e659c)?> or <<touching color (#40923a)?> or <touching color (#94883b)?>>>>>>>>>>>>>> and <(treeminable) = [1]>> then\n if <(speech) = [0]> then\n set size to (25) %\n switch costume to (costume4 v)\n set [other v] to [1]\n set [axe minable? v] to [1]\n end\nelse\n set size to (100) %\n switch costume to (costume4 v)\n set [other v] to [0]\nend\nif <(y position) > [0]> then\n set [treeminable v] to [1]\nelse\n set [treeminable v] to [0]\nend\nif <<(y position) < [-5]> and <(y position) > [-35]>> then\n set [grass layer v] to [1]\nelse\n set [grass layer v] to [0]\nend\n\nwhen I receive [tick v]\nif <<<(holding) = [wood]> or <<(holding) = [dirt]> or <(holding) = [stone]>>> or <<(holding) = [red]> or <<(holding) = [blue]> or <<(holding) = [green]> or <(holding) = [yellow]>>>>> then\n hide\nend\nif <touching (player v)?> then\n set [placeable v] to [0]\nend\n\nwhen I receive [tick v]\nif <<<<touching color (#00c10e)?> or <touching color (#915c33)?>> and <<mouse down?> and <<(holding) = [pickaxe]> or <(holding) = [goldpickaxe]>>>> and <(hotbar?) = [0]>> then\n change [dirt2 v] by (0.5)\nend\nif <<<touching color (#545454)?> and <<mouse down?> and <<(holding) = [pickaxe]> or <(holding) = [goldpickaxe]>>>> and <(hotbar?) = [0]>> then\n if <<(underground) = [0]> and <(speech) = [0]>> then\n change [stone v] by (0.5)\n end\nend\nif <<< or <<touching color (#c29250)?> or <touching color (#9d7640)?>>> and <<mouse down?> and <<(holding) = [pickaxe]> or <(holding) = [goldpickaxe]>>>> and <(hotbar?) = [0]>> then\n change [wood v] by (1)\nend\nif <<<<<touching color (#673c00)?> or <touching color (#5a3400)?>> or > and <<mouse down?> and <(holding) = [axe]>>> and <(hotbar?) = [0]>> then\n change [wood v] by (1)\nend\n\nwhen flag clicked\nforever\n if <not <<<(holding) = [wood]> or <<(holding) = [dirt]> or <(holding) = [stone]>>> or <<(holding) = [red]> or <<(holding) = [blue]> or <<(holding) = [green]> or <(holding) = [yellow]>>>>>> then\n wait () seconds\n show\n end\nend\n\nwhen I receive [tick v]\nif <<<(holding) = [wood]> or <<(holding) = [dirt]> or <(holding) = [stone]>>> or <<(holding) = [red]> or <<(holding) = [blue]> or <<(holding) = [green]> or <(holding) = [yellow]>>>>> then\n set [radius v] to [70]\n switch costume to (costume2 v)\nelse\n set [radius v] to [45]\nend\n\nwhen flag clicked\nset [dirt v] to [0]\nforever\n\nswitch costume to (costume2 v)\n\nwhen I start as a clone\nswitch costume to (costume2 v)\nforever\n if <(other) = [0]> then\n delete this clone\n end\nend\n\nwhen flag clicked\nforever\n if <<<<<touching color (#00c10e)?> or <<touching color (#643f23)?> or <(grass layer) = [1]>>> or <touching color (#915c33)?>> and <<mouse down?> and <<(holding) = [pickaxe]> or <(holding) = [goldpickaxe]>>>> and <(hotbar?) = [0]>> then\n set [pitch v] effect to (pick random (0) to (100))\n play sound (pick random (7) to (13)) until done\n end\n if <<<<touching color (#545454)?> or <touching color (#3b3b3b)?>> and <<mouse down?> and <<(holding) = [pickaxe]> or <(holding) = [goldpickaxe]>>>> and <(hotbar?) = [0]>> then\n if <(underground) = [0]> then\n set [pitch v] effect to (pick random (-25) to (25))\n play sound (pick random (2) to (6)) until done\n end\n end\n if <<<<<<touching color (#ff6666)?> or <<touching color (#66a6ff)?> or <<touching color (#70ff66)?> or <touching color (#ffeb66)?>>>> or <<touching color (#9c3f3f)?> or <<touching color (#3e659c)?> or <<touching color (#40923a)?> or <touching color (#94883b)?>>>>> or <<touching color (#c29250)?> or <touching color (#9d7640)?>>> and <<mouse down?> and <<(holding) = [pickaxe]> or <(holding) = [goldpickaxe]>>>> and <(hotbar?) = [0]>> then\n set [pitch v] effect to (pick random (-25) to (25))\n play sound (pick random (2) to (6)) until done\n end\n if <<<<<touching color (#673c00)?> or <touching color (#5a3400)?>> or > and <<mouse down?> and <(holding) = [axe]>>> and <(hotbar?) = [0]>> then\n set [pitch v] effect to (pick random (-25) to (25))\n play sound (pick random (14) to (16)) until done\n end\nend\n\n@holding\n\nwhen flag clicked\nset [radius2 v] to [10]\ngo to [front v] layer\nset rotation style [all around v]\nwait (0.3) seconds\ngo to [front v] layer\n\nwhen I receive [tick v]\nif <(holding) = [sword]> then\n switch costume to (costume2 v)\nend\nif <(holding) = [pickaxe]> then\n switch costume to (costume5 v)\nend\nif <(holding) = [axe]> then\n switch costume to (costume7 v)\nend\nif <(holding) = [wood]> then\n switch costume to (costume6 v)\nend\nif <(holding) = [dirt]> then\n switch costume to (costume8 v)\nend\nif <(holding) = [stone]> then\n switch costume to (costume9 v)\nend\nif <(holding) = [nothing]> then\n switch costume to (costume10 v)\nend\nif <(holding) = [red]> then\n switch costume to (costume11 v)\nend\nif <(holding) = [blue]> then\n switch costume to (costume12 v)\nend\nif <(holding) = [green]> then\n switch costume to (costume13 v)\nend\nif <(holding) = [yellow]> then\n switch costume to (costume14 v)\nend\nif <(holding) = [goldpickaxe]> then\n switch costume to (goldpicxk v)\nend\nif <(holding) = [goldsword]> then\n switch costume to (goldsword v)\nend\n\nwhen I receive [tick v]\nif <(pause) = [0]> then\n go to (player v)\n if <(distance to [mouse-pointer v]) > (radius2)> then\n point towards (reach v)\n move (radius2) steps\n else\n point towards (mouse-pointer v)\n go to x: (mouse x) y: (mouse y)\n pen up\n end\nend\n\nwhen I receive [tick v]\nif <(swinging) = [0]> then\n show\nelse\n hide\nend\n\n@assests\n\nset [pixelate v] effect to (0)\n\nset [pixelate v] effect to (50)\n\n@hotbar\n\nwhen flag clicked\nclear graphic effects\ngo to [front v] layer\ngo to x: (-137) y: (158)\nswitch costume to (2a v)\nset [holding v] to [pickaxe]\nforever\n if <touching (mouse-pointer v)?> then\n set [hotbar? v] to [1]\n else\n set [hotbar? v] to [0]\n end\nend\n\nif then\n switch costume to (1a v)\n set [holding v] to [sword]\nend\nif <key (2 v) pressed?> then\n switch costume to (2a v)\n set [holding v] to [pickaxe]\nend\nif <key (3 v) pressed?> then\n switch costume to (3a v)\n set [holding v] to [axe]\nend\nif <key (4 v) pressed?> then\n switch costume to (4a v)\n set [holding v] to [wood]\nend\nif <key (5 v) pressed?> then\n switch costume to (5a v)\n set [holding v] to [dirt]\nend\nif <key (6 v) pressed?> then\n switch costume to (6a v)\n set [holding v] to [stone]\nend\n\nwhen flag clicked\nset [open? v] to [0]\nset [hotuse v] to [1]\nforever\n if <(open?) = [0]> then\n if <<<<<(mouse x) > [-239]> and <(mouse x) < [-200]>> and <<(mouse y) < [178]> and <(mouse y) > [138]>>> and <mouse down?>> or <key (1 v) pressed?>> then\n if <(metal?) = [iron]> then\n switch costume to (1a v)\n set [holding v] to [sword]\n end\n if <(metal?) = [gold]> then\n switch costume to (1a2 v)\n set [holding v] to [goldsword]\n end\n set [hotuse v] to [1]\n end\n if <<<<<(mouse x) > [-200]> and <(mouse x) < [-158]>> and <<(mouse y) < [178]> and <(mouse y) > [138]>>> and <mouse down?>> or <key (2 v) pressed?>> then\n if <(metal?) = [iron]> then\n switch costume to (2a v)\n set [holding v] to [pickaxe]\n end\n if <(metal?) = [gold]> then\n switch costume to (2a2 v)\n set [holding v] to [goldpickaxe]\n end\n set [hotuse v] to [1]\n end\n if <<<<<(mouse x) > [-158]> and <(mouse x) < [-116]>> and <<(mouse y) < [178]> and <(mouse y) > [138]>>> and <mouse down?>> or <key (3 v) pressed?>> then\n if <(metal?) = [iron]> then\n switch costume to (3a v)\n end\n if <(metal?) = [gold]> then\n switch costume to (3a2 v)\n end\n set [holding v] to [axe]\n set [hotuse v] to [1]\n end\n if <<<<<(mouse x) > [-116]> and <(mouse x) < [-76]>> and <<(mouse y) < [178]> and <(mouse y) > [138]>>> and <mouse down?>> or <key (4 v) pressed?>> then\n if <(metal?) = [iron]> then\n switch costume to (4a v)\n end\n if <(metal?) = [gold]> then\n switch costume to (4a2 v)\n end\n set [holding v] to [wood]\n set [hotuse v] to [1]\n end\n if <<<<<(mouse x) > [-76]> and <(mouse x) < [-36]>> and <<(mouse y) < [178]> and <(mouse y) > [138]>>> and <mouse down?>> or <key (5 v) pressed?>> then\n if <(metal?) = [iron]> then\n switch costume to (5a v)\n end\n if <(metal?) = [gold]> then\n switch costume to (5a2 v)\n end\n set [holding v] to [dirt]\n set [hotuse v] to [1]\n end\n if <<<<<(mouse x) > [-36]> and <(mouse x) < [6]>> and <<(mouse y) < [178]> and <(mouse y) > [138]>>> and <mouse down?>> or <key (6 v) pressed?>> then\n if <(metal?) = [iron]> then\n switch costume to (6a v)\n end\n if <(metal?) = [gold]> then\n switch costume to (6a2 v)\n end\n set [holding v] to [stone]\n set [hotuse v] to [1]\n end\n end\n if <(open?) = [1]> then\n if <(metal?) = [iron]> then\n switch costume to (7a v)\n set [holding v] to [nothing]\n wait until <(open?) = [0]>\n switch costume to (2a v)\n set [holding v] to [pickaxe]\n end\n if <(metal?) = [gold]> then\n switch costume to (7a2 v)\n set [holding v] to [nothing]\n wait until <(open?) = [0]>\n switch costume to (2a2 v)\n set [holding v] to [goldpickaxe]\n end\n end\nend\n\nif <(invuse?) = [1]> then\n wait () seconds\n switch costume to (7 v)\n set [hotuse v] to [0]\nend\n\nwhen I receive [tick v]\n\nwhen I receive [player dead oh nooo v]\nset [color v] effect to ((1) / (0))\nset [brightness v] effect to (15)\n\nbroadcast (player dead oh nooo v)\n\nwhen I receive [respawn v]\nclear graphic effects\n\nwhen I receive [respawn v]\nclear graphic effects\n\nwhen I receive [gold v]\nswitch costume to (2a2 v)\nset [holding v] to [goldpickaxe]\n\n@deryll :D\n\nwhen flag clicked\nswitch costume to (costume2 v)\ncreate clone of (_myself_ v)\nset [xv2 v] to [0]\nset [yv2 v] to [0]\ngo to x: (30) y: (50)\nset size to (50) %\nforever\n if <(pause) = [0]> then\n \n change [xv2 v] by (-1)\n point in direction (-90)\n end\n \n change [xv2 v] by (1)\n point in direction (90)\n end\n set [xv2 v] to ((xv2) * (0.8))\n change x by (xv2)\n if <<touching color (#00c30a)?> or <<touching color (#915c33)?> or <<touching color (#c29250)?> or <<touching color (#545454)?> or <touching color (#9d7640)?>>>>> then\n change y by (1)\n if <<touching color (#00c30a)?> or <<touching color (#915c33)?> or <<touching color (#c29250)?> or <<touching color (#545454)?> or <touching color (#9d7640)?>>>>> then\n change y by (1)\n if <<touching color (#00c30a)?> or <<touching color (#915c33)?> or <<touching color (#c29250)?> or <<touching color (#545454)?> or <touching color (#9d7640)?>>>>> then\n change y by (1)\n if <<touching color (#00c30a)?> or <<touching color (#915c33)?> or <<touching color (#c29250)?> or <<touching color (#545454)?> or <touching color (#9d7640)?>>>>> then\n change y by (1)\n end\n if <<touching color (#00c30a)?> or <<touching color (#915c33)?> or <<touching color (#c29250)?> or <<touching color (#545454)?> or <touching color (#9d7640)?>>>>> then\n change y by (1)\n if <<touching color (#00c30a)?> or <<touching color (#915c33)?> or <<touching color (#c29250)?> or <<touching color (#545454)?> or <touching color (#9d7640)?>>>>> then\n change x by ((xv2) * (-1))\n change y by (-5)\n if <(xv2) > [0]> then\n set [xv2 v] to [0]\n else\n set [xv2 v] to [0]\n end\n end\n end\n end\n end\n end\n change [yv2 v] by (-1)\n change y by (yv2)\n if <<touching color (#00c30a)?> or <<touching color (#915c33)?> or <<touching color (#c29250)?> or <<touching color (#545454)?> or <touching color (#9d7640)?>>>>> then\n change y by ((yv2) * (-1))\n set [yv2 v] to [0]\n end\n change y by (-1)\n if <<touching color (#00c30a)?> or <<touching color (#915c33)?> or <<touching color (#c29250)?> or <<touching color (#545454)?> or <touching color (#9d7640)?>>>>> then\n \n set [yv2 v] to [12]\n end\n end\n change y by (1)\n set [guidex v] to (x position)\n set [guidey v] to (y position)\n end\nend\n\nwhen flag clicked\nset rotation style [left-right v]\nforever\n wait (0.5) seconds\n set [direction v] to (pick random (-1) to (1))\n if <(direction) = [0]> then\n set [direction v] to (pick random (-1) to (1))\n end\nend\n\nwhen flag clicked\npoint in direction (90)\nforever\n if <(pause) = [0]> then\n wait (pick random (1) to (3)) seconds\n if <(direction) = [90]> then\n set [moving? v] to [1]\n set [go v] to [1]\n repeat (pick random (20) to (60))\n change [xv2 v] by (0.5)\n end\n set [moving? v] to [0]\n wait (pick random (1) to (3)) seconds\n point in direction ((direction) * (direction))\n end\n if <(direction) = [-90]> then\n set [moving? v] to [1]\n set [go v] to [1]\n repeat (pick random (20) to (60))\n change [xv2 v] by (-0.5)\n end\n set [moving? v] to [0]\n wait (pick random (1) to (3)) seconds\n point in direction ((direction) * (direction))\n end\n end\nend\n\npoint in direction ((direction) * (-1))\n\nwhen flag clicked\nforever\n if on edge, bounce\n if <touching (_edge_ v)?> then\n point in direction ((direction) * (-1))\n end\n if <not <<(direction) = [90]> or <(direction) = [-90]>>> then\n point in direction (90)\n end\nend\n\nset [go v] to [0]\n\nwhen flag clicked\nforever\n if <(go) = [1]> then\n wait (pick random (0.4) to (0.8)) seconds\n set [go v] to [0]\n if <<(moving?) = [1]> and <<(xv2) = [0.5]> or <(xv2) = [-0.5]>>> then\n set [yv2 v] to [12]\n end\n if <<(moving?) = [1]> and <(xv2) = [0]>> then\n set [yv2 v] to [12]\n end\n end\nend\n\ngo to [front v] layer\n\nwhen I start as a clone\nshow\npoint in direction (90)\nset [name v] to (pick random (1) to (150))\nswitch costume to (costume4 v)\nif <(name) = [2]> then\n switch costume to (costume4 v)\nelse\n switch costume to (costume3 v)\nend\nforever\n go to x: (guidex) y: (guidey)\n if <(underground) = [1]> then\n hide\n else\n show\n end\nend\n\nwhen flag clicked\nforever\n if <<<touching (reach v)?> or <touching (cursor v)?>> and <(swinging) = [0]>> then\n switch costume to (costume5 v)\n if <mouse down?> then\n set [speech v] to [1]\n end\n else\n switch costume to (costume2 v)\n end\n if <(underground) = [1]> then\n hide\n else\n show\n end\nend\n\nwhen flag clicked\nforever\n if <touching (enterence v)?> then\n go to x: (30) y: (160)\n set [xv2 v] to [0]\n set [yv2 v] to [0]\n end\nend\n\nwhen I receive [ununderground v]\nset [xv2 v] to [0]\nset [yv2 v] to [0]\ngo to x: (30) y: (50)\n\nwhen flag clicked\nforever\n if <(pause) = [1]> then\n set [xv2 v] to [0]\n set [yv2 v] to [0]\n end\nend\n\n@dirtlevel2\n\nwhen flag clicked\nerase all\nshow\ngo to x: (0) y: (0)\nswitch costume to (pick random (1) to (10))\n\nwhen flag clicked\nwait (0.5) seconds\nstamp\nhide\n\n@stonelayer\n\nwhen flag clicked\nerase all\nshow\ngo to x: (0) y: (-10)\nswitch costume to (pick random (1) to (8))\n\nwhen flag clicked\nset [pause v] to [1]\nwait (1.5) seconds\ngo to [front v] layer\nstamp\nhide\nbroadcast (generated v)\nset [pause v] to [0]\n\n@animation\n\nwhen flag clicked\nwait () seconds\ngo to [front v] layer\nset size to (25) %\nset rotation style [left-right v]\nforever\n if <<mouse down?> and <<(holding) = [pickaxe]> and <<(hotbar?) = [0]> and <(pause) = [0]>>>> then\n wait () seconds\n set size to (25) %\n set rotation style [left-right v]\n set [swinging v] to [1]\n switch costume to (pick1 v)\n repeat (8)\n next costume\n end\n repeat (8)\n switch costume to ((costume [number v]) - (1))\n end\n switch costume to (pick1 v)\n end\n if <not <mouse down?>> then\n set [swinging v] to [0]\n set rotation style [left-right v]\n end\nend\n\nwhen I receive [tick v]\ngo to (holding v)\nif <(swinging) = [1]> then\n point towards (reach v)\n show\nelse\n hide\nend\n\nwhen I receive [tick v]\n\nwhen flag clicked\nset rotation style [left-right v]\nforever\n if <<mouse down?> and <<(holding) = [axe]> and <<(hotbar?) = [0]> and <(pause) = [0]>>>> then\n wait () seconds\n set size to (25) %\n set rotation style [left-right v]\n set [swinging v] to [1]\n switch costume to (costume20 v)\n repeat (12)\n next costume\n end\n repeat (12)\n switch costume to ((costume [number v]) - (1))\n end\n switch costume to (costume20 v)\n end\n if <not <mouse down?>> then\n set [swinging v] to [0]\n set rotation style [left-right v]\n end\nend\n\nwhen flag clicked\nset rotation style [left-right v]\nforever\n if <<mouse down?> and <<(holding) = [sword]> and <<(hotbar?) = [0]> and <(pause) = [0]>>>> then\n wait () seconds\n set rotation style [all around v]\n set size to (25) %\n set [swinging v] to [1]\n switch costume to (costume6 v)\n repeat (5)\n next costume\n end\n repeat (5)\n switch costume to ((costume [number v]) - (1))\n end\n switch costume to (costume6 v)\n end\n if <not <mouse down?>> then\n set [swinging v] to [0]\n set rotation style [left-right v]\n end\nend\n\nwhen flag clicked\nset rotation style [left-right v]\nforever\n if <<mouse down?> and <<(holding) = [goldsword]> and <<(hotbar?) = [0]> and <(pause) = [0]>>>> then\n wait () seconds\n set rotation style [left-right v]\n set size to (25) %\n set [swinging v] to [1]\n switch costume to (sword5 v)\n repeat (7)\n next costume\n end\n repeat (7)\n switch costume to ((costume [number v]) - (1))\n end\n switch costume to (sword5 v)\n end\n if <not <mouse down?>> then\n set [swinging v] to [0]\n set rotation style [left-right v]\n end\nend\n\nwhen flag clicked\nwait () seconds\ngo to [front v] layer\nset size to (25) %\nset rotation style [left-right v]\nforever\n if <<mouse down?> and <<(holding) = [goldpickaxe]> and <<(hotbar?) = [0]> and <(pause) = [0]>>>> then\n wait () seconds\n set size to (25) %\n set rotation style [left-right v]\n set [swinging v] to [1]\n switch costume to (pick2 v)\n repeat (8)\n next costume\n end\n repeat (8)\n switch costume to ((costume [number v]) - (1))\n end\n switch costume to (pick2 v)\n end\n if <not <mouse down?>> then\n set [swinging v] to [0]\n set rotation style [left-right v]\n end\nend\n\nwhen flag clicked\nforever\n if <<(swinging) = [1]> and <<(holding) = [sword]> or <(holding) = [goldsword]>>> then\n set [pitch v] effect to (0)\n play sound (pick random (2) to (6)) until done\n wait (0.2) seconds\n end\nend\n\n@underground levelSprite1Sprite1\n\nwhen flag clicked\nset drag mode [not draggable v]\ngo to x: (0) y: (0)\nswitch costume to (pick random (6) to (10))\nhide\n\nwhen I receive [underground v]\nshow\n\nwhen I receive [ununderground v]\nhide\n\n@deep\n\nwhen flag clicked\nset drag mode [not draggable v]\nswitch costume to (pick random (7) to (11))\nhide\n\nwhen I receive [underground v]\nif <(underground) = [1]> then\n show\nend\n\nwhen I receive [ununderground v]\nhide\n\n@enterence\n\nwhen flag clicked\nset [ghost v] effect to (100)\nset [underground v] to [0]\ngo to x: (0) y: (-179)\n\nwhen flag clicked\nforever\n if <<touching (player v)?> and <(underground) = [1]>> then\n set [underground v] to [0]\n broadcast (ununderground v)\n wait (1) seconds\n go to x: (0) y: (-179)\n end\n if <touching (player v)?> then\n set [underground v] to [1]\n broadcast (underground v)\n wait (1) seconds\n go to x: (0) y: (176)\n end\nend\n\nwhen I receive [respawn v]\ngo to x: (0) y: (-179)\n\nwhen [r v] key pressed\nset [underground v] to [0]\ngo to x: (0) y: (-179)\n\n@backdrop\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nset drag mode [not draggable v]\ngo to [back v] layer\nforever\n go to x: (0) y: (0)\nend\n\nwhen I receive [underground v]\nshow\n\nwhen I receive [ununderground v]\nhide\n\n@inventory\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (-218) y: (129)\nset [wood v] to [0]\nset [dirt v] to [0]\nset [stone v] to [0]\n\nwhen flag clicked\nset [open? v] to [0]\n\nwhen flag clicked\nset [invuse? v] to [0]\nforever\n if <<(open?) = [1]> and <<touching (mouse-pointer v)?> and <mouse down?>>> then\n switch costume to (costume1 v)\n set [open? v] to [0]\n set [invuse? v] to [0]\n create clone of (_myself_ v)\n wait (0.1) seconds\n end\n if <<(open?) = [0]> and <<touching (mouse-pointer v)?> and <mouse down?>>> then\n switch costume to (costume2 v)\n set [open? v] to [1]\n create clone of (_myself_ v)\n wait (0.1) seconds\n end\nend\n\nwhen I receive [tick v]\n\nwhen I start as a clone\nset [invuse? v] to [0]\ngo to x: (-218) y: (129)\nswitch costume to (costume3 v)\nforever\n if <(open?) = [0]> then\n delete this clone\n end\n if <<<<(mouse x) > [-239]> and <(mouse x) < [-200]>> and <<(mouse y) < [122]> and <(mouse y) > [82]>>> and <mouse down?>> then\n switch costume to (costume4 v)\n set [invuse? v] to [1]\n if <(red) = [1]> then\n set [holding v] to [red]\n end\n end\n if <<<<(mouse x) > [-200]> and <(mouse x) < [-158]>> and <<(mouse y) < [122]> and <(mouse y) > [82]>>> and <mouse down?>> then\n switch costume to (costume5 v)\n set [invuse? v] to [1]\n if <(blue) = [1]> then\n set [holding v] to [blue]\n end\n end\n if <<<<(mouse x) > [-158]> and <(mouse x) < [-116]>> and <<(mouse y) < [122]> and <(mouse y) > [82]>>> and <mouse down?>> then\n switch costume to (costume6 v)\n set [invuse? v] to [1]\n if <(green) = [1]> then\n set [holding v] to [green]\n end\n end\n if <<<<(mouse x) > [-116]> and <(mouse x) < [-76]>> and <<(mouse y) < [122]> and <(mouse y) > [82]>>> and <mouse down?>> then\n switch costume to (costume7 v)\n set [invuse? v] to [1]\n if <(yellow) = [1]> then\n set [holding v] to [yellow]\n end\n end\n if <touching (mouse-pointer v)?> then\n set [inventory v] to [1]\n else\n set [inventory v] to [0]\n end\nend\n\nif <(invuse?) = [1]> then\n\nwhen I receive [underground v]\ngo to [front v] layer\n\nif <<<<(mouse x) > [-76]> and <(mouse x) < [-36]>> and <<(mouse y) < [122]> and <(mouse y) > [82]>>> and <mouse down?>> then\n switch costume to (5 v)\n set [holding v] to [dirt]\nend\nif <<<<(mouse x) > [-36]> and <(mouse x) < [6]>> and <<(mouse y) < [122]> and <(mouse y) > [82]>>> and <mouse down?>> then\n switch costume to (6 v)\n set [holding v] to [stone]\nend\n\nset [holding v] to [sword]\nset [holding v] to [pickaxe]\nset [holding v] to [axe]\nset [holding v] to [wood]\n\nswitch costume to (costume3 v)\n\nwhen I receive [tick v]\n\nif <(hotuse) = [1]> then\n switch costume to (costume3 v)\nend\n\nwait () seconds\n\nif <(hotuse) = [1]> then\n wait (0.02) seconds\n set [invuse? v] to [0]\nend\n\nwhen flag clicked\nforever\n\nset [money v] to [100]\n\n@Tree1\n\nwhen flag clicked\nset y to (56)\nset x to (pick random (-280) to (-260))\nrepeat (5)\n set x to ((x position) + (pick random (75) to (100)))\n set y to (pick random (40) to (56))\n switch costume to (pick random (1) to (6))\n set [pixelate v] effect to (pick random (50) to (75))\n set rotation style [left-right v]\n point in direction (pick random (-90) to (90))\n set size to (75) %\n go to [back v] layer\n stamp\nend\nhide\n\nwhen I start as a clone\nswitch costume to (pick random (1) to (4))\nshow\nset [pixelate v] effect to (pick random (50) to (75))\nset y to (56)\nset x to (pick random (-240) to (240))\nset rotation style [left-right v]\npoint in direction (pick random (-90) to (90))\nset size to (75) %\ngo to [back v] layer\nforever\n if <touching color (#5a3400)?> then\n set x to (pick random (-240) to (240))\n end\nend\n\n@ShiftClickLearn's counter\n\ndefine text: (text) size: (size) x: (x) y: (y) spacing: (spacing) centered: (centered) textID: (id)\nif <(centered) = [true]> then\n go to x: (((((length of (text)) * ((spacing) * (size))) * (-0.5)) + (((spacing) * (size)) / (2))) + (x)) y: (y)\nelse\n go to x: (x) y: (y)\nend\nset size to (size) %\nset [~i v] to [1]\nrepeat (length of (text))\n switch costume to (letter (~i) of (text))\n set [~cloneid v] to (id)\n create clone of (_myself_ v)\n change x by ((spacing) * (size))\n change [~i v] by (1)\nend\n\nwhen flag clicked\nwait () seconds\ngo to [front v] layer\nset [.value v] to [0]\nset [~updatecounter v] to ((.value) + (1))\nforever\n if <not <(~updateCounter) = (.value)>> then\n broadcast (deleteClones v)\n text: (.value) size: [25] x: [-110] y: [132] spacing: [0.30] centered: [false] textID: [1]\n set [~updatecounter v] to (.value)\n end\nend\n\nwhen I start as a clone\nshow\nclear graphic effects\nset [brightness v] effect to (100)\nset [~clonex v] to (x position)\nset [~cloney v] to (y position)\nif <(~cloneID) = [1]> then\n change y by (9)\nend\nforever\n change x by (((~cloneX) - (x position)) / (5))\n change y by (((~cloneY) - (y position)) / (5))\nend\n\nwhen I receive [deleteclones v]\ndelete this clone\n\nwhen flag clicked\nforever\n set [.value v] to (round (wood))\nend\n\n@counter2\n\ndefine text: (text) size: (size) x: (x) y: (y) spacing: (spacing) centered: (centered) textID: (id)\nif <(centered) = [true]> then\n go to x: (((((length of (text)) * ((spacing) * (size))) * (-0.5)) + (((spacing) * (size)) / (2))) + (x)) y: (y)\nelse\n go to x: (x) y: (y)\nend\nset size to (size) %\nset [i2 v] to [1]\nrepeat (length of (text))\n switch costume to (letter (i2) of (text))\n set [cloneid2 v] to (id)\n create clone of (_myself_ v)\n change x by ((spacing) * (size))\n change [i2 v] by (1)\nend\n\nwhen flag clicked\nset [dirt2 v] to [0]\nwait () seconds\ngo to [front v] layer\nset [value2 v] to [0]\nset [update counter 2 v] to ((value2) + (1))\nforever\n if <not <(update counter 2) = (value2)>> then\n broadcast (deleteclones2 v)\n text: (value2) size: [25] x: [-70] y: [132] spacing: [0.30] centered: [false] textID: [1]\n set [update counter 2 v] to (value2)\n end\nend\n\nwhen I start as a clone\nshow\nclear graphic effects\nset [brightness v] effect to (100)\nset [clonex2 v] to (x position)\nset [cloney2 v] to (y position)\nif <(cloneid2) = [1]> then\n change y by (9)\nend\nforever\n change x by (((clonex2) - (x position)) / (5))\n change y by (((cloney2) - (y position)) / (5))\nend\n\nwhen I receive [deleteclones2 v]\ndelete this clone\n\nwhen flag clicked\nforever\n set [value2 v] to (round (dirt2))\nend\n\n@counter3\n\ndefine text: (text) size: (size) x: (x) y: (y) spacing: (spacing) centered: (centered) textID: (id)\nif <(centered) = [true]> then\n go to x: (((((length of (text)) * ((spacing) * (size))) * (-0.5)) + (((spacing) * (size)) / (2))) + (x)) y: (y)\nelse\n go to x: (x) y: (y)\nend\nset size to (size) %\nset [i4 v] to [1]\nrepeat (length of (text))\n switch costume to (letter (i4) of (text))\n set [cloneid4 v] to (id)\n create clone of (_myself_ v)\n change x by ((spacing) * (size))\n change [i4 v] by (1)\nend\n\nwhen flag clicked\nwait () seconds\ngo to [front v] layer\nset [value4 v] to [0]\nset [updatecounter4 v] to ((value4) + (1))\nforever\n if <not <(updatecounter4) = (value4)>> then\n broadcast (delete clones 4 v)\n text: (value4) size: [25] x: [-28] y: [132] spacing: [0.30] centered: [false] textID: [1]\n set [updatecounter4 v] to (value4)\n end\nend\n\nwhen I start as a clone\nshow\nclear graphic effects\nset [brightness v] effect to (100)\nset [clonex4 v] to (x position)\nset [cloney4.5 v] to (y position)\nif <(cloney4.5) = [1]> then\nelse\n change y by (9)\nend\nforever\n change x by (((clonex4) - (x position)) / (5))\n change y by (((cloney4.5) - (y position)) / (5))\nend\n\nwhen I receive [delete clones 4 v]\ndelete this clone\n\nwhen flag clicked\nforever\n set [value4 v] to (round (stone))\nend\n\n@speech\n\nwhen flag clicked\nset [speech v] to [0]\nhide\ngo to x: (0) y: (83)\nforever\n if <(speech) = [1]> then\n go to [front v] layer\n switch costume to (pick random (1) to (24))\n show\n set [pause v] to [1]\n wait until <(speech) = [0]>\n set [pause v] to [0]\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <<<<<(mouse x) > [-50]> and <(mouse x) < [-4]>> and <<(mouse y) < [69]> and <(mouse y) > [47]>>> and <mouse down?>> and <(speech) = [1]>> then\n go to [front v] layer\n switch costume to (costume15 v)\n set [shop v] to [1]\n end\n if <<<<(mouse x) > [-4]> and <(mouse x) < [60]>> and <<(mouse y) < [69]> and <(mouse y) > [47]>>> and <mouse down?>> then\n go to [front v] layer\n switch costume to (costume2 v)\n set [shop v] to [0]\n end\n if <<<<(mouse x) > [60]> and <(mouse x) < [101]>> and <<(mouse y) < [69]> and <(mouse y) > [47]>>> and <mouse down?>> then\n go to [front v] layer\n switch costume to (pick random (1) to (24))\n set [shop v] to [0]\n wait (0.2) seconds\n end\n if <<<<(mouse x) > [129]> and <(mouse x) < [154]>> and <<(mouse y) < [150]> and <(mouse y) > [129]>>> and <mouse down?>> then\n set [speech v] to [0]\n set [shop v] to [0]\n end\nend\n\nclear graphic effects\n\nchange [color v] effect by (25)\n\n\n\nwhen flag clicked\nset [metal? v] to [iron]\nforever\n if <<<<(mouse x) > [-123]> and <(mouse x) < [-41]>> and <<(mouse y) < [127]> and <(mouse y) > [87]>>> and <mouse down?>> then\n if <<<<(money) > [50]> or <(money) = [50]>> and <(metal?) = [iron]>> and <(speech) = [1]>> then\n start sound [item-equip-6904 v]\n change [money v] by (-50)\n broadcast (gold v)\n set [metal? v] to [gold]\n wait (0.2) seconds\n end\n end\n if <<<<(mouse x) > [-41]> and <(mouse x) < [-1]>> and <<(mouse y) < [127]> and <(mouse y) > [87]>>> and <mouse down?>> then\n if <<<<(money) > [20]> or <(money) = [20]>> and <(red) = [0]>> and <(speech) = [1]>> then\n start sound [item-equip-6904 v]\n change [money v] by (-20)\n broadcast (red v)\n wait (0.2) seconds\n end\n end\n if <<<<(mouse x) > [-1]> and <(mouse x) < [39]>> and <<(mouse y) < [127]> and <(mouse y) > [87]>>> and <mouse down?>> then\n if <<<<(money) > [20]> or <(money) = [20]>> and <(blue) = [0]>> and <(speech) = [1]>> then\n start sound [item-equip-6904 v]\n change [money v] by (-20)\n broadcast (blue v)\n wait (0.2) seconds\n end\n end\n if <<<<(mouse x) > [39]> and <(mouse x) < [81]>> and <<(mouse y) < [127]> and <(mouse y) > [87]>>> and <mouse down?>> then\n if <<<<(money) > [20]> or <(money) = [20]>> and <(green) = [0]>> and <(speech) = [1]>> then\n start sound [item-equip-6904 v]\n change [money v] by (-20)\n broadcast (green v)\n wait (0.2) seconds\n end\n end\n if <<<<(mouse x) > [81]> and <(mouse x) < [123]>> and <<(mouse y) < [127]> and <(mouse y) > [87]>>> and <mouse down?>> then\n if <<<<(money) > [20]> or <(money) = [20]>> and <(yellow) = [0]>> and <(speech) = [1]>> then\n start sound [item-equip-6904 v]\n change [money v] by (-20)\n broadcast (yellow v)\n wait (0.2) seconds\n end\n end\nend\n\nif <<<<(mouse x) > [-83]> and <(mouse x) < [-41]>> and <<(mouse y) < [127]> and <(mouse y) > [87]>>> and <mouse down?>> then\n if <<(money) > [40]> or <(money) = [40]>> then\n change [money v] by (-40)\n wait (0.5) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <<<(mouse x) > [-123]> and <(mouse x) < [-41]>> and <<(mouse y) < [127]> and <(mouse y) > [87]>>> then\n broadcast (gold hover v)\n end\n if <<<(mouse x) > [-41]> and <(mouse x) < [-1]>> and <<(mouse y) < [127]> and <(mouse y) > [87]>>> then\n broadcast (redhover v)\n end\n if <<<(mouse x) > [-1]> and <(mouse x) < [39]>> and <<(mouse y) < [127]> and <(mouse y) > [87]>>> then\n broadcast (blue hover v)\n end\n if <<<(mouse x) > [39]> and <(mouse x) < [81]>> and <<(mouse y) < [127]> and <(mouse y) > [87]>>> then\n broadcast (green hover v)\n end\n if <<<(mouse x) > [81]> and <(mouse x) < [123]>> and <<(mouse y) < [127]> and <(mouse y) > [87]>>> then\n broadcast (yellow hoover v)\n end\n if <not <<<<(mouse x) > [-123]> and <(mouse x) < [-41]>> and <<(mouse y) < [127]> and <(mouse y) > [87]>>> or <<<<(mouse x) > [-41]> and <(mouse x) < [-1]>> and <<(mouse y) < [127]> and <(mouse y) > [87]>>> or <<<<(mouse x) > [-1]> and <(mouse x) < [39]>> and <<(mouse y) < [127]> and <(mouse y) > [87]>>> or <<<<(mouse x) > [39]> and <(mouse x) < [81]>> and <<(mouse y) < [127]> and <(mouse y) > [87]>>> or <<<(mouse x) > [81]> and <(mouse x) < [123]>> and <<(mouse y) < [127]> and <(mouse y) > [87]>>>>>>>> then\n broadcast (hovernothing v)\n end\nend\n\n@indicator\n\nwhen flag clicked\ngo to x: (17) y: (158)\nset [ghost v] effect to (25)\nforever\n if <(holding) = [wood]> then\n if <(blocktype) = [block]> then\n switch costume to (costume1 v)\n end\n if <(blocktype) = [wall]> then\n switch costume to (costume2 v)\n end\n end\n if <(holding) = [dirt]> then\n if <(blocktype) = [block]> then\n switch costume to (costume3 v)\n end\n if <(blocktype) = [wall]> then\n switch costume to (costume5 v)\n end\n end\n if <(holding) = [stone]> then\n if <(blocktype) = [block]> then\n switch costume to (costume4 v)\n end\n if <(blocktype) = [wall]> then\n switch costume to (costume6 v)\n end\n end\nend\n\nwhen flag clicked\nclear graphic effects\nswitch costume to (costume1 v)\nset [ghost v] effect to (25)\ngo to [front v] layer\npoint in direction (90)\nforever\n if <key (left arrow v) pressed?> then\n turn left (22.5) degrees\n wait (0.1) seconds\n end\n if <key (right arrow v) pressed?> then\n turn right (22.5) degrees\n wait (0.1) seconds\n end\nend\n\nswitch costume to (costume1 v)\n\nswitch costume to (costume3 v)\n\nswitch costume to (costume4 v)\n\nwhen I receive [player dead oh nooo v]\nset [color v] effect to ((1) / (0))\nset [brightness v] effect to (50)\n\nwhen I receive [respawn v]\nclear graphic effects\nset [ghost v] effect to (25)\n\n@bad\n\nwhen flag clicked\nswitch costume to (costume2 v)\nset [exv v] to [0]\nset [eyv v] to [0]\nset size to (50) %\nforever\n if <<(ealive?) = [1]> and <(pause) = [0]>> then\n change x by (exv)\n if <<<touching color (#00c30a)?> or <<touching color (#915c33)?> or <<touching color (#c29250)?> or <<touching color (#545454)?> or <touching color (#9d7640)?>>>>> or <<touching (underground levelsprite1sprite1 v)?> or <touching (deep v)?>>> then\n change y by (1)\n if <<<touching color (#00c30a)?> or <<touching color (#915c33)?> or <<touching color (#c29250)?> or <<touching color (#545454)?> or <touching color (#9d7640)?>>>>> or <<touching (underground levelsprite1sprite1 v)?> or <touching (deep v)?>>> then\n change y by (1)\n if <<<touching color (#00c30a)?> or <<touching color (#915c33)?> or <<touching color (#c29250)?> or <<touching color (#545454)?> or <touching color (#9d7640)?>>>>> or <<touching (underground levelsprite1sprite1 v)?> or <touching (deep v)?>>> then\n change y by (1)\n if <<<touching color (#00c30a)?> or <<touching color (#915c33)?> or <<touching color (#c29250)?> or <<touching color (#545454)?> or <touching color (#9d7640)?>>>>> or <<touching (underground levelsprite1sprite1 v)?> or <touching (deep v)?>>> then\n change y by (1)\n end\n if <<<touching color (#00c30a)?> or <<touching color (#915c33)?> or <<touching color (#c29250)?> or <<touching color (#545454)?> or <touching color (#9d7640)?>>>>> or <<touching (underground levelsprite1sprite1 v)?> or <touching (deep v)?>>> then\n change y by (1)\n if <<<touching color (#00c30a)?> or <<touching color (#915c33)?> or <<touching color (#c29250)?> or <<touching color (#545454)?> or <touching color (#9d7640)?>>>>> or <<touching (underground levelsprite1sprite1 v)?> or <touching (deep v)?>>> then\n change x by ((exv) * (-1))\n change y by (-5)\n if <(exv) > [0]> then\n set [exv v] to [0]\n else\n set [exv v] to [0]\n end\n end\n end\n end\n end\n end\n change [eyv v] by (-1)\n change y by (eyv)\n if <<<touching color (#00c30a)?> or <<touching color (#915c33)?> or <<touching color (#c29250)?> or <<touching color (#545454)?> or <touching color (#9d7640)?>>>>> or <<touching (underground levelsprite1sprite1 v)?> or <touching (deep v)?>>> then\n change y by ((eyv) * (-1))\n set [eyv v] to [0]\n end\n change y by (-1)\n if <<<touching color (#00c30a)?> or <<touching color (#915c33)?> or <<touching color (#c29250)?> or <<touching color (#545454)?> or <touching color (#9d7640)?>>>>> or <<touching (underground levelsprite1sprite1 v)?> or <touching (deep v)?>>> then\n if <(player y) > (eey)> then\n set [eyv v] to [14]\n if <(underground) = [1]> then\n set [pitch v] effect to (pick random (-50) to (100))\n start sound (pick random (4) to (8))\n end\n end\n end\n change y by (1)\n set [eex v] to (round (x position))\n set [eey v] to (round (y position))\n set [ex v] to (round (x position))\n set [ey v] to (round (y position))\n end\nend\n\nwhen flag clicked\nset [ealive? v] to [0]\nforever\n if <(pause) = [0]> then\n if <(x position) > (player x)> then\n change [exv v] by (-0.5)\n point in direction (-90)\n if <<(eex) = (player x)> and <not <(eey) = (player y)>>> then\n change [exv v] by (0.5)\n wait (pick random (0.9) to (1.3)) seconds\n end\n end\n if <(x position) < (player x)> then\n change [exv v] by (0.5)\n point in direction (90)\n if <<(eex) = (player x)> and <not <(eey) = (player y)>>> then\n change [exv v] by (-0.5)\n wait (pick random (0.7) to (1.3)) seconds\n end\n end\n set [exv v] to ((exv) * (0.8))\n end\nend\n\nwhen flag clicked\nclear graphic effects\nset [ealive? v] to [0]\nhide\nswitch costume to (costume2 v)\nforever\n if on edge, bounce\n if <touching (attack v)?> then\n set [ehurt v] to [1]\n set [pitch v] effect to (pick random (-50) to (100))\n start sound [hit-swing-sword-small-2-95566 v]\n else\n set [ehurt v] to [0]\n end\nend\n\nwhen I receive [tick v]\nif <<touching (attack v)?> or <touching (player v)?>> then\n set [knockback v] to [1]\nelse\n set [knockback v] to [0]\nend\n\nwhen I receive [tick v]\nif <(knockback) = [1]> then\n if <(direction) = [-90]> then\n set [exv v] to [5]\n set [eyv v] to [2]\n end\n if <(direction) = [90]> then\n set [exv v] to [-5]\n set [eyv v] to [2]\n end\nend\n\nwhen I start as a clone\nclear graphic effects\nshow\nswitch costume to (costume1 v)\nforever\n go to x: (ex) y: ((ey) + (10))\n if <(ehurt) = [1]> then\n next costume\n next costume\n wait () seconds\n end\n if <(costume [number v]) = [14]> then\n set [edead v] to [1]\n wait () seconds\n set [edead v] to [0]\n broadcast (death1 v)\n delete this clone\n end\n if <(player dead?) = [1]> then\n delete this clone\n end\n if <(underground) = [0]> then\n delete this clone\n end\nend\n\nwhen I receive [death1 v]\nset [ealive? v] to [0]\nclear graphic effects\nhide\nset [pitch v] effect to (pick random (-50) to (100))\nplay sound [slimejump-6913 v] until done\nwait (pick random (3) to (5)) seconds\ngo to x: (-250) y: (-150)\nset [exv v] to [0]\nset [eyv v] to [0]\ncreate clone of (_myself_ v)\nset [color v] effect to (pick random (1) to (200))\nshow\nset [ealive? v] to [1]\n\nwhen I receive [underground v]\nclear graphic effects\nhide\nwait (pick random (3) to (5)) seconds\ngo to x: (-250) y: (-150)\nset [exv v] to [0]\nset [eyv v] to [0]\ncreate clone of (_myself_ v)\nset [color v] effect to (pick random (1) to (200))\nshow\nset [ealive? v] to [1]\n\nwhen I receive [ununderground v]\nhide\nset [ealive? v] to [0]\n\nset [pitch v] effect to (pick random (-50) to (100))\nplay sound [slimejump-6913 v] until done\n\nset [pitch v] effect to (pick random (-50) to (100))\nplay sound [slimejump-6913 v] until done\n\nstart sound (pick random (4) to (8))\n\nif <(underground) = [1]> then\n\nset [ealive? v] to [1]\n\nwhen I receive [player dead oh nooo v]\n\nswitch costume to (costume15 v)\nrepeat (100)\n change [brightness v] effect by (-1)\nend\n\nwhen I receive [player dead oh nooo v]\nset [color v] effect to ((1) / (0))\nset [brightness v] effect to (25)\n\nbroadcast (player dead oh nooo v)\n\nwhen I receive [respawn v]\nclear graphic effects\n\nif <(player dead?) = [1]> then\n delete this clone\nend\n\nif <(player dead?) = [1]> then\n delete this clone\nend\n\nwhen I receive [tick v]\nif <(underground) = [0]> then\n hide\nend\n\n@attack\n\ngo to (player v)\n\nwhen I receive [tick v]\ngo to (animation v)\npoint in direction ([direction v] of [animation v])\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n if <<<(swinging) = [1]> and <<(holding) = [sword]> or <(holding) = [goldsword]>>> and <(pause) = [0]>> then\n hide\n wait (0.3) seconds\n show\n wait () seconds\n else\n hide\n end\nend\n\nset [ghost v] effect to (100)\n\nwhen flag clicked\nforever\n go to [front v] layer\n if <(holding) = [sword]> then\n switch costume to (costume1 v)\n end\n if <(holding) = [goldsword]> then\n switch costume to (costume2 v)\n end\nend\n\nclear graphic effects\n\n@health\n\nwhen flag clicked\nset [regen2 v] to [0]\ngo to x: (170) y: (162)\nswitch costume to (full v)\nforever\n if <<(pknockback) = [1]> and <(pause) = [0]>> then\n next costume\n start sound [damage v]\n broadcast (immune v)\n set [immune v] to [1]\n wait (0.3) seconds\n set [immune v] to [0]\n end\nend\n\nwhen I receive [immune v]\nbroadcast (overlay v)\nrepeat (5)\n go to x: (pick random (169) to (171)) y: (pick random (161) to (163))\nend\ngo to x: (170) y: (162)\n\nwhen flag clicked\nwait until <(immune) = [1]>\nforever\n if <<(immune) = [0]> and <(pause) = [0]>> then\n wait (1) seconds\n set [regen2 v] to [1]\n end\nend\n\nwhen flag clicked\nforever\n if <<(regen2) = [1]> and <(pause) = [0]>> then\n broadcast (overlay v)\n wait until <not <(regen2) = [1]>>\n end\nend\n\nwhen I receive [new health v]\nswitch costume to ((costume [number v]) - (1))\n\nwhen flag clicked\nforever\n if <(immune) = [1]> then\n set [regen2 v] to [0]\n end\nend\n\nwhen flag clicked\nset [immune v] to [0]\nclear graphic effects\nset [player dead? v] to [0]\nforever\n if <(costume [number v]) = [11]> then\n broadcast (player dead oh nooo v)\n set [player dead? v] to [1]\n switch costume to (health11 v)\n end\nend\n\nwhen I receive [player dead oh nooo v]\nset [color v] effect to ((1) / (0))\nset [brightness v] effect to (25)\n\nwhen I receive [respawn v]\nclear graphic effects\n\nwhen I receive [respawn v]\nswitch costume to (full v)\nset [player dead? v] to [0]\n\nset [immune v] to [1]\nwait (1) seconds\nset [immune v] to [0]\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [1]> then\n set [regen2 v] to [0]\n end\nend\n\n@overlay\n\nwhen flag clicked\nshow\nhide\nswitch costume to (full v)\ngo to x: (170) y: (162)\n\nwhen I start as a clone\n\nwhen I receive [new health v]\nswitch costume to (([costume # v] of [health v]) - (1))\n\nwhen I receive [tick v]\ngo to (health v)\n\nwhen I receive [overlay v]\nrepeat until <(regen2) = [0]>\n clear graphic effects\n show\n go to [front v] layer\n set [ghost v] effect to (100)\n repeat (50)\n change [ghost v] effect by (-2)\n end\n broadcast (new health v)\n hide\n if <(costume [number v]) = [1]> then\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n switch costume to (([costume # v] of [health v]) - (1))\n if <(regen2) = [0]> then\n clear graphic effects\n hide\n end\nend\n\nwhen I receive [player dead oh nooo v]\nset [regen2 v] to [0]\nswitch costume to (costume1 v)\n\nwhen I receive [respawn v]\nset [regen2 v] to [0]\nswitch costume to (full v)\n\n@money\n\nwhen flag clicked\nclear graphic effects\nswitch costume to (costume1 v)\nforever\n wait () seconds\n next costume\nend\n\nset [pixelate v] effect to (25)\n\nwhen I receive [player dead oh nooo v]\nset [color v] effect to ((1) / (0))\nset [brightness v] effect to (50)\n\nbroadcast (player dead oh nooo v)\n\nwhen I receive [respawn v]\nclear graphic effects\n\n@counter4\n\ndefine text: (text) size: (size) x: (x) y: (y) spacing: (spacing) centered: (centered) textID: (id)\nif <(centered) = [true]> then\n go to x: (((((length of (text)) * ((spacing) * (size))) * (-0.5)) + (((spacing) * (size)) / (2))) + (x)) y: (y)\nelse\n go to x: (x) y: (y)\nend\nset size to (size) %\nset [i5 v] to [1]\nrepeat (length of (text))\n switch costume to (letter (i5) of (text))\n set [cloneid5 v] to (id)\n create clone of (_myself_ v)\n change x by ((spacing) * (size))\n change [i5 v] by (1)\nend\n\nwhen flag clicked\nwait () seconds\ngo to [front v] layer\nset [value5 v] to [0]\nset [updatecounter5 v] to ((value5) + (1))\nforever\n if <not <(updatecounter5) = (value5)>> then\n broadcast (deleteclones5 v)\n text: (value5) size: [25] x: [205] y: [135] spacing: [0.30] centered: [true] textID: [1]\n set [updatecounter5 v] to (value5)\n end\nend\n\nwhen I start as a clone\nshow\nclear graphic effects\nset [brightness v] effect to (100)\nset [clonex5 v] to (x position)\nset [cloney5 v] to (y position)\nif <(cloney5) = [1]> then\nelse\n change y by (9)\nend\nforever\n change x by (((clonex5) - (x position)) / (5))\n change y by (((cloney5) - (y position)) / (5))\nend\n\nwhen I receive [deleteclones5 v]\ndelete this clone\n\nwhen flag clicked\nforever\n set [value5 v] to (round (money))\nend\n\nchange [money v] by (1)\n\n@coins\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\n\nwhen I start as a clone\nswitch costume to (costume1 v)\nshow\ngo to x: (([x position v] of [bad v]) + (pick random (-15) to (15))) y: (([y position v] of [bad v]) + (5))\nset [pixelate v] effect to (50)\nset size to (18) %\nforever\n change [myv v] by (-0.5)\n change y by (myv)\n change y by (-0.5)\n if <<touching color (#00c30a)?> or <<touching color (#915c33)?> or <<touching color (#c29250)?> or <<touching color (#545454)?> or <<touching color (#9d7640)?> or <touching (deep v)?>>>>>> then\n change y by ((myv) * (-1))\n set [myv v] to [0]\n glide (0.2) secs to (player v)\n change [money v] by (1)\n start sound (pick random (3) to (5))\n delete this clone\n end\n change y by (0.5)\nend\n\nif <touching (player v)?> then\n change [money v] by (1)\n delete this clone\nend\n\nforever\n wait () seconds\n next costume\nend\n\nwhen flag clicked\nset [money v] to [0]\nset [myv v] to [0]\nforever\n if <(edead) = [1]> then\n repeat (2)\n create clone of (_myself_ v)\n end\n end\nend\n\nwhen I start as a clone\nforever\n wait () seconds\n next costume\nend\n\n\n\n\n\n@bad2\n\nwhen flag clicked\nclear graphic effects\nswitch costume to (costume2 v)\nset [exv v] to [0]\nset [eyv v] to [0]\ngo to x: (30) y: (50)\nset size to (50) %\nforever\n if <<(ealive?) = [1]> and <(pause) = [0]>> then\n change x by (exv)\n if <<<touching color (#00c30a)?> or <<touching color (#915c33)?> or <<touching color (#c29250)?> or <<touching color (#545454)?> or <touching color (#9d7640)?>>>>> or <<touching (underground levelsprite1sprite1 v)?> or <touching (deep v)?>>> then\n change y by (1)\n if <<<touching color (#00c30a)?> or <<touching color (#915c33)?> or <<touching color (#c29250)?> or <<touching color (#545454)?> or <touching color (#9d7640)?>>>>> or <<touching (underground levelsprite1sprite1 v)?> or <touching (deep v)?>>> then\n change y by (1)\n if <<<touching color (#00c30a)?> or <<touching color (#915c33)?> or <<touching color (#c29250)?> or <<touching color (#545454)?> or <touching color (#9d7640)?>>>>> or <<touching (underground levelsprite1sprite1 v)?> or <touching (deep v)?>>> then\n change y by (1)\n if <<<touching color (#00c30a)?> or <<touching color (#915c33)?> or <<touching color (#c29250)?> or <<touching color (#545454)?> or <touching color (#9d7640)?>>>>> or <<touching (underground levelsprite1sprite1 v)?> or <touching (deep v)?>>> then\n change y by (1)\n end\n if <<<touching color (#00c30a)?> or <<touching color (#915c33)?> or <<touching color (#c29250)?> or <<touching color (#545454)?> or <touching color (#9d7640)?>>>>> or <<touching (underground levelsprite1sprite1 v)?> or <touching (deep v)?>>> then\n change y by (1)\n if <<<touching color (#00c30a)?> or <<touching color (#915c33)?> or <<touching color (#c29250)?> or <<touching color (#545454)?> or <touching color (#9d7640)?>>>>> or <<touching (underground levelsprite1sprite1 v)?> or <touching (deep v)?>>> then\n change x by ((exv) * (-1))\n change y by (-5)\n if <(exv) > [0]> then\n set [exv v] to [0]\n else\n set [exv v] to [0]\n end\n end\n end\n end\n end\n end\n change [eyv v] by (-1)\n change y by (eyv)\n if <<<touching color (#00c30a)?> or <<touching color (#915c33)?> or <<touching color (#c29250)?> or <<touching color (#545454)?> or <touching color (#9d7640)?>>>>> or <<touching (underground levelsprite1sprite1 v)?> or <touching (deep v)?>>> then\n change y by ((eyv) * (-1))\n set [eyv v] to [0]\n end\n change y by (-1)\n if <<<touching color (#00c30a)?> or <<touching color (#915c33)?> or <<touching color (#c29250)?> or <<touching color (#545454)?> or <touching color (#9d7640)?>>>>> or <<touching (underground levelsprite1sprite1 v)?> or <touching (deep v)?>>> then\n if <(player y) > (eey)> then\n set [eyv v] to [16]\n if <(underground) = [1]> then\n set [pitch v] effect to (pick random (-50) to (100))\n start sound (pick random (4) to (8))\n end\n end\n end\n change y by (1)\n set [eex v] to (round (x position))\n set [eey v] to (round (y position))\n set [ex2 v] to (round (x position))\n set [ey2 v] to (round (y position))\n end\nend\n\nwhen flag clicked\nforever\n if <(pause) = [0]> then\n if <(x position) > (player x)> then\n change [exv v] by (-0.7)\n point in direction (-90)\n if <<(eex) = (player x)> and <not <(eey) = (player y)>>> then\n change [exv v] by (0.7)\n wait (pick random (0.8) to (1.4)) seconds\n end\n end\n if <(x position) < (player x)> then\n change [exv v] by (0.7)\n point in direction (90)\n if <<(eex) = (player x)> and <not <(eey) = (player y)>>> then\n change [exv v] by (-0.7)\n wait (pick random (0.8) to (1.4)) seconds\n end\n end\n set [exv v] to ((exv) * (0.8))\n end\nend\n\nwhen flag clicked\nset [ealive? v] to [0]\nhide\nswitch costume to (costume2 v)\nforever\n if on edge, bounce\n if <touching (attack v)?> then\n set [ehurt2 v] to [1]\n set [pitch v] effect to (pick random (-50) to (100))\n start sound [hit-swing-sword-small-2-95566 v]\n else\n set [ehurt2 v] to [0]\n end\nend\n\nshow\n\nwhen I receive [tick v]\nif <<touching (attack v)?> or <touching (player v)?>> then\n set [knockback v] to [1]\nelse\n set [knockback v] to [0]\nend\n\nwhen I receive [tick v]\nif <(knockback) = [1]> then\n if <(direction) = [-90]> then\n set [exv v] to [5]\n set [eyv v] to [2]\n end\n if <(direction) = [90]> then\n set [exv v] to [-5]\n set [eyv v] to [2]\n end\nend\n\nwhen I start as a clone\nclear graphic effects\nshow\nswitch costume to (costume1 v)\nforever\n go to x: (ex2) y: ((ey2) + (10))\n if <(ehurt2) = [1]> then\n next costume\n wait () seconds\n end\n if <(costume [number v]) = [10]> then\n set [edead2 v] to [1]\n wait () seconds\n set [edead2 v] to [0]\n broadcast (death2 v)\n delete this clone\n end\n if <(player dead?) = [1]> then\n delete this clone\n end\n if <(underground) = [0]> then\n delete this clone\n end\nend\n\nwhen I receive [death2 v]\nhide\nset [pitch v] effect to (pick random (-50) to (100))\nplay sound [slimejump-6913 v] until done\n\nwhen I receive [underground v]\nset [ealive? v] to [0]\nclear graphic effects\nhide\nwait (pick random (7) to (15)) seconds\ngo to x: (250) y: (-128)\nset [exv v] to [0]\nset [eyv v] to [0]\ncreate clone of (_myself_ v)\nset [color v] effect to (pick random (1) to (200))\nshow\nset [ealive? v] to [1]\n\nwhen I receive [death2 v]\nset [ealive? v] to [0]\nclear graphic effects\nhide\nwait (pick random (7) to (15)) seconds\ngo to x: (250) y: (-128)\nset [exv v] to [0]\nset [eyv v] to [0]\ncreate clone of (_myself_ v)\nset [color v] effect to (pick random (1) to (200))\nshow\nset [ealive? v] to [1]\n\nwhen I receive [ununderground v]\nhide\nset [ealive? v] to [0]\n\nset [ealive? v] to [1]\n\nwhen I receive [player dead oh nooo v]\n\nswitch costume to (costume5 v)\nrepeat (100)\n change [brightness v] effect by (-1)\nend\n\nwhen I receive [player dead oh nooo v]\nset [color v] effect to ((1) / (0))\nset [brightness v] effect to (25)\n\nbroadcast (player dead oh nooo v)\n\nwhen I receive [respawn v]\nclear graphic effects\n\nwhen I receive [tick v]\nif <(underground) = [0]> then\n hide\nend\n\n@coins2\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\n\nwhen I start as a clone\nswitch costume to (costume1 v)\nshow\ngo to x: (([x position v] of [bad2 v]) + (pick random (-15) to (15))) y: (([y position v] of [bad2 v]) + (5))\nset [pixelate v] effect to (50)\nset size to (18) %\nforever\n change [myv2 v] by (-0.5)\n change y by (myv2)\n if <<touching color (#00c30a)?> or <<touching color (#915c33)?> or <<touching color (#c29250)?> or <<touching color (#545454)?> or <<touching color (#9d7640)?> or <touching (deep v)?>>>>>> then\n change y by ((myv2) * (-1))\n set [myv2 v] to [0]\n glide (0.2) secs to (player v)\n change [money v] by (1)\n start sound (pick random (3) to (5))\n delete this clone\n end\n change y by (-0.5)\n if <<touching color (#00c30a)?> or <<touching color (#915c33)?> or <<touching color (#c29250)?> or <<touching color (#545454)?> or <<touching color (#9d7640)?> or <touching (deep v)?>>>>>> then\n change y by (0.5)\nend\n\nif <touching (player v)?> then\n change [money v] by (1)\n delete this clone\nend\n\nforever\n wait () seconds\n next costume\nend\n\nwhen flag clicked\nset [money v] to [0]\nset [myv2 v] to [0]\n\nwhen I start as a clone\nforever\n wait () seconds\n next costume\nend\n\nrepeat (pick random (2) to (5))\n\n\n\n\n\nwhen flag clicked\nset [money v] to [0]\nset [myv v] to [0]\nforever\n if <(edead2) = [1]> then\n repeat (4)\n create clone of (_myself_ v)\n end\n end\nend\n\n@invsprite\n\nwhen flag clicked\nhide\nset [red v] to [0]\ngo to x: (0) y: (0)\nwait (0.5) seconds\ngo to [front v] layer\n\nwhen I receive [red v]\nset [red v] to [1]\nforever\n if <(open?) = [1]> then\n go to [front v] layer\n show\n else\n hide\n end\nend\n\nset [money v] to [100]\n\nforever\n if <(open?) = [1]> then\n else\n hide\n end\nend\n\nshow\n\ngo to [front v] layer\n\n@invsprite2\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nset [blue v] to [0]\nwait (0.5) seconds\ngo to [front v] layer\n\nwhen I receive [blue v]\nset [blue v] to [1]\nshow\nforever\n if <(open?) = [1]> then\n go to [front v] layer\n show\n else\n hide\n end\nend\n\nset [money v] to [100]\n\n@invsprite3\n\nwhen flag clicked\nhide\nset [green v] to [0]\ngo to x: (0) y: (0)\nwait (0.5) seconds\ngo to [front v] layer\n\nwhen I receive [green v]\nset [green v] to [1]\nshow\nforever\n if <(open?) = [1]> then\n go to [front v] layer\n show\n else\n hide\n end\nend\n\n@invsprite4\n\nwhen flag clicked\nhide\nset [yellow v] to [0]\ngo to x: (0) y: (0)\nwait (0.5) seconds\ngo to [front v] layer\n\nwhen I receive [yellow v]\nset [yellow v] to [1]\nshow\nforever\n if <(open?) = [1]> then\n go to [front v] layer\n show\n else\n hide\n end\nend\n\nset [money v] to [100]\n\n@lighting\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nforever\n go to [front v] layer\n go to (player v)\n set [ghost v] effect to (95)\n set [pixelate v] effect to (0)\n if <(underground) = [1]> then\n show\n set [ghost v] effect to (75)\n else\n hide\n end\nend\n\nwhen I receive [underground v]\ngo to [front v] layer\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\n\nshow\nswitch costume to (costume2 v)\n\ngo [backward v] (2) layers\nforever\n\n@notifications\n\nwhen flag clicked\nhide\nwait (pick random (20) to (30)) seconds\nswitch costume to (costume11 v)\nshow\nstart sound [notifications-sound-127856 v]\nclear graphic effects\ngo to x: (146) y: (-169)\nset size to (80) %\nwait (3) seconds\nrepeat (50)\n change [ghost v] effect by (2)\nend\n\nswitch costume to (costume9 v)\n\nwhen flag clicked\nforever\n if <key (z v) pressed?> then\n switch costume to (costume2 v)\n clear graphic effects\n go to x: (146) y: (-169)\n set size to (80) %\n start sound [notifications-sound-127856 v]\n wait (1) seconds\n repeat (20)\n change [ghost v] effect by (5)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <key (x v) pressed?> then\n switch costume to (costume1 v)\n clear graphic effects\n go to x: (146) y: (-169)\n set size to (80) %\n start sound [notifications-sound-127856 v]\n wait (1) seconds\n repeat (20)\n change [ghost v] effect by (5)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<<not <<(holding) = [sword]> or <(holding) = [goldsword]>>> and <(underground) = [1]>> and <(hotbar?) = [0]>> then\n wait (0.1) seconds\n if <mouse down?> then\n switch costume to (costume10 v)\n clear graphic effects\n go to x: (146) y: (-169)\n set size to (80) %\n start sound [notifications-sound-127856 v]\n wait (2) seconds\n repeat (20)\n change [ghost v] effect by (5)\n end\n end\n end\nend\n\nwhen I receive [generated v]\ngo to [front v] layer\nshow\nstart sound [notifications-sound-127856 v]\nclear graphic effects\nswitch costume to (costume9 v)\ngo to x: (146) y: (-169)\nset size to (80) %\nwait (3) seconds\nrepeat (50)\n change [ghost v] effect by (2)\nend\n\n@bad3\n\nwhen flag clicked\nswitch costume to (costume2 v)\nset [exv v] to [0]\nset [eyv v] to [0]\ngo to x: (30) y: (50)\nset size to (50) %\nforever\n if <<(pause) = [0]> and <(ealive3?) = [1]>> then\n change x by (exv)\n if <<<touching color (#00c30a)?> or <<touching color (#915c33)?> or <<touching color (#c29250)?> or <<touching color (#545454)?> or <touching color (#9d7640)?>>>>> or <<touching (underground levelsprite1sprite1 v)?> or <touching (deep v)?>>> then\n change y by (1)\n if <<<touching color (#00c30a)?> or <<touching color (#915c33)?> or <<touching color (#c29250)?> or <<touching color (#545454)?> or <touching color (#9d7640)?>>>>> or <<touching (underground levelsprite1sprite1 v)?> or <touching (deep v)?>>> then\n change y by (1)\n if <<<touching color (#00c30a)?> or <<touching color (#915c33)?> or <<touching color (#c29250)?> or <<touching color (#545454)?> or <touching color (#9d7640)?>>>>> or <<touching (underground levelsprite1sprite1 v)?> or <touching (deep v)?>>> then\n change y by (1)\n if <<<touching color (#00c30a)?> or <<touching color (#915c33)?> or <<touching color (#c29250)?> or <<touching color (#545454)?> or <touching color (#9d7640)?>>>>> or <<touching (underground levelsprite1sprite1 v)?> or <touching (deep v)?>>> then\n change y by (1)\n end\n if <<<touching color (#00c30a)?> or <<touching color (#915c33)?> or <<touching color (#c29250)?> or <<touching color (#545454)?> or <touching color (#9d7640)?>>>>> or <<touching (underground levelsprite1sprite1 v)?> or <touching (deep v)?>>> then\n change y by (1)\n if <<<touching color (#00c30a)?> or <<touching color (#915c33)?> or <<touching color (#c29250)?> or <<touching color (#545454)?> or <touching color (#9d7640)?>>>>> or <<touching (underground levelsprite1sprite1 v)?> or <touching (deep v)?>>> then\n change x by ((exv) * (-1))\n change y by (-5)\n if <(exv) > [0]> then\n set [exv v] to [0]\n else\n set [exv v] to [0]\n end\n end\n end\n end\n end\n end\n change [eyv v] by (-1)\n change y by (eyv)\n if <<<touching color (#00c30a)?> or <<touching color (#915c33)?> or <<touching color (#c29250)?> or <<touching color (#545454)?> or <touching color (#9d7640)?>>>>> or <<touching (underground levelsprite1sprite1 v)?> or <touching (deep v)?>>> then\n change y by ((eyv) * (-1))\n set [eyv v] to [0]\n end\n change y by (-1)\n if <<<touching color (#00c30a)?> or <<touching color (#915c33)?> or <<touching color (#c29250)?> or <<touching color (#545454)?> or <touching color (#9d7640)?>>>>> or <<touching (underground levelsprite1sprite1 v)?> or <touching (deep v)?>>> then\n if <(player y) > (eey)> then\n set [eyv v] to [17]\n if <(underground) = [1]> then\n set [pitch v] effect to (pick random (-50) to (100))\n start sound (pick random (4) to (8))\n end\n end\n end\n change y by (1)\n set [eex v] to (round (x position))\n set [eey v] to (round (y position))\n set [ex3 v] to (round (x position))\n set [ey3 v] to (round (y position))\n end\nend\n\nwhen flag clicked\nforever\n if <(pause) = [0]> then\n if <(x position) > (player x)> then\n change [exv v] by (-0.4)\n point in direction (-90)\n if <<(eex) = (player x)> and <not <(eey) = (player y)>>> then\n change [exv v] by (0.4)\n wait (pick random (0.7) to (1.4)) seconds\n end\n end\n if <(x position) < (player x)> then\n change [exv v] by (0.4)\n point in direction (90)\n if <<(eex) = (player x)> and <not <(eey) = (player y)>>> then\n change [exv v] by (-0.7)\n wait (pick random (0.7) to (1.4)) seconds\n end\n end\n set [exv v] to ((exv) * (0.8))\n end\nend\n\nwhen flag clicked\nset [ealive3? v] to [0]\nclear graphic effects\nset size to (75) %\nhide\nswitch costume to (costume2 v)\nforever\n if on edge, bounce\n if <touching (attack v)?> then\n set [ehurt3 v] to [1]\n set [pitch v] effect to (pick random (-50) to (100))\n start sound [hit-swing-sword-small-2-95566 v]\n else\n set [ehurt3 v] to [0]\n end\nend\n\nshow\n\nwhen I receive [tick v]\nif <<touching (attack v)?> or <touching (player v)?>> then\n set [knockback v] to [1]\nelse\n set [knockback v] to [0]\nend\n\nwhen I receive [tick v]\nif <(knockback) = [1]> then\n if <(direction) = [-90]> then\n set [exv v] to [5]\n set [eyv v] to [2]\n end\n if <(direction) = [90]> then\n set [exv v] to [-5]\n set [eyv v] to [2]\n end\nend\n\nwhen I start as a clone\nclear graphic effects\nshow\nswitch costume to (costume1 v)\nforever\n go to x: (ex3) y: ((ey3) + (20))\n if <(ehurt3) = [1]> then\n next costume\n wait () seconds\n end\n if <(costume [number v]) = [14]> then\n set [edead3 v] to [1]\n wait () seconds\n set [edead3 v] to [0]\n broadcast (death3 v)\n delete this clone\n end\n if <(player dead?) = [1]> then\n delete this clone\n end\n if <(underground) = [0]> then\n delete this clone\n end\nend\n\nwhen I receive [death3 v]\nset [pitch v] effect to (pick random (-50) to (100))\nplay sound [slimejump-6913 v] until done\nhide\n\nwhen I receive [underground v]\nset [ealive3? v] to [0]\nclear graphic effects\nhide\nwait (pick random (25) to (40)) seconds\ngo to x: (250) y: (-128)\nset [exv v] to [0]\nset [eyv v] to [0]\ncreate clone of (_myself_ v)\nset [color v] effect to (pick random (1) to (200))\nshow\nset [ealive3? v] to [1]\n\nwhen I receive [death3 v]\nset [ealive3? v] to [0]\nclear graphic effects\nhide\nwait (pick random (25) to (40)) seconds\ngo to x: (250) y: (-128)\nset [exv v] to [0]\nset [eyv v] to [0]\ncreate clone of (_myself_ v)\nset [color v] effect to (pick random (1) to (200))\nshow\nset [ealive3? v] to [1]\n\nwhen I receive [ununderground v]\nhide\nset [ealive3? v] to [0]\n\nwhen I receive [player dead oh nooo v]\nset [color v] effect to ((1) / (0))\nset [brightness v] effect to (25)\n\nwhen I receive [respawn v]\nclear graphic effects\n\nwhen I receive [tick v]\nif <(underground) = [0]> then\n hide\nend\n\n@coins3\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\n\nwhen I start as a clone\nswitch costume to (costume1 v)\nshow\ngo to x: (([x position v] of [bad3 v]) + (pick random (-15) to (15))) y: (([y position v] of [bad3 v]) + (5))\nset [pixelate v] effect to (50)\nset size to (18) %\nforever\n change [myv3 v] by (-0.5)\n change y by (myv3)\n if <<touching color (#00c30a)?> or <<touching color (#915c33)?> or <<touching color (#c29250)?> or <<touching color (#545454)?> or <<touching color (#9d7640)?> or <touching (deep v)?>>>>>> then\n change y by ((myv3) * (-1))\n set [myv3 v] to (myv3)\n glide (0.2) secs to (player v)\n change [money v] by (1)\n start sound (pick random (3) to (5))\n delete this clone\n end\n change y by (-0.5)\n if <<touching color (#00c30a)?> or <<touching color (#915c33)?> or <<touching color (#c29250)?> or <<touching color (#545454)?> or <<touching color (#9d7640)?> or <touching (deep v)?>>>>>> then\n change y by (0.5)\nend\n\nif <touching (player v)?> then\n change [money v] by (1)\n delete this clone\nend\n\nforever\n wait () seconds\n next costume\nend\n\nwhen flag clicked\nset [money v] to [0]\nset [myv3 v] to [0]\n\nwhen I start as a clone\nforever\n wait () seconds\n next costume\nend\n\nrepeat (pick random (2) to (5))\n\n\n\n\n\nwhen flag clicked\nset [money v] to [0]\nset [myv v] to [0]\nforever\n if <(edead3) = [1]> then\n repeat (8)\n create clone of (_myself_ v)\n end\n end\nend\n\n@death screen\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\nset [ghost v] effect to (100)\n\nset [pause v] to [0]\n\nwhen I receive [player dead oh nooo v]\nset [ghost v] effect to (100)\nset [pause v] to [1]\nstart sound [video-game-game-over-3-SBA-300283551-preview v]\nshow\ngo to [front v] layer\ngo [backward v] (1) layers\nrepeat (100)\n change [ghost v] effect by (-1)\nend\nwait (0.5) seconds\ncreate clone of (_myself_ v)\nwait (4) seconds\nbroadcast (respawn v)\nbroadcast (ununderground v)\nset [underground v] to [0]\nhide\nset [pause v] to [0]\n\nwait (1) seconds\n\nwhen I start as a clone\ngo to [front v] layer\nswitch costume to (costume2 v)\nshow\nset [ghost v] effect to (100)\nrepeat (50)\n change [ghost v] effect by (-2)\nend\nforever\n if <(underground) = [0]> then\n delete this clone\n end\nend\n\n@grave\n\nwhen I receive [player dead oh nooo v]\nset [stored money v] to ((stored money) + (money))\nwait (0.1) seconds\nset [money v] to [0]\nhide\n\nwhen flag clicked\nset [stored money v] to [0]\nset [pixelate v] effect to (0)\nhide\nset [player dead x v] to [240]\nset [player dead y v] to [-180]\n\nwhen I receive [respawn v]\ngo to x: (player dead x) y: (player dead y)\nforever\n if <touching (player v)?> then\n set [money v] to ((stored money) + (money))\n wait (0.1) seconds\n set [stored money v] to [0]\n start sound [coins27-36030 v]\n set [player dead x v] to [240]\n set [player dead y v] to [-180]\n hide\n end\nend\n\nwhen I receive [underground v]\nwait (0.1) seconds\nshow\n\nwhen I receive [ununderground v]\nhide\n\nwhen flag clicked\nforever\nend\n\nwhen I receive [respawn v]\nif <(stored money) > [0]> then\n\nset [stored money v] to [0]\n\nwhen I receive [tick v]\nif <(player dead x) = [240]> then\n hide\nend\nif <(player dead y) = [-180]> then\n hide\nend\n\n@generating\n\nwhen flag clicked\nshow\nswitch costume to (costume4 v)\nrepeat (3)\n wait (0.5) seconds\n next costume\nend\n\nwhen I receive [generated v]\nhide\n\nwhen I receive [tick v]\ngo to [front v] layer\n\n@tooltips\n\nwhen I receive [redhover v]\nif <(shop) = [1]> then\n go to (mouse-pointer v)\n switch costume to (costume2 v)\n go to [front v] layer\n show\nend\n\nwhen I receive [blue hover v]\nif <(shop) = [1]> then\n go to (mouse-pointer v)\n switch costume to (costume3 v)\n go to [front v] layer\n show\nend\n\nwhen I receive [green hover v]\nif <(shop) = [1]> then\n go to (mouse-pointer v)\n switch costume to (costume4 v)\n go to [front v] layer\n show\nend\n\nwhen I receive [yellow hoover v]\nif <(shop) = [1]> then\n go to (mouse-pointer v)\n switch costume to (costume5 v)\n go to [front v] layer\n show\nend\n\nwhen I receive [gold hover v]\nif <(shop) = [1]> then\n go to (mouse-pointer v)\n switch costume to (costume1 v)\n go to [front v] layer\n show\nend\n\nwhen flag clicked\nset [shop v] to [0]\nhide\n\nwhen I receive [hovernothing v]\nhide\n\nwhen I receive [tick v]\ngo to (mouse-pointer v)\n\n@thumbnail\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\nset [ghost v] effect to (0)\n\n
Check this out! https://scratch.mit.edu/projects/471763896/ Welcome to my new platformer!\n- Use the arrow keys or WASD\n- Avoid spikes and Lava\n- Complete all the 10 levels quickly to get a score\n- Tell your score in the comments.\nNew platformer is out!!!\nhttps://scratch.mit.edu/projects/470236659/\n\nNotes and credits \n- Thank you cooltext.com for thumbnail text\n- Thank you @aqury for the epic intro!\n- Thank you Youtube for some sounds\n- music by ParagonX9 - Chaoz Fantasy
Dienex a Platformer
@Stage\n\nwhen flag clicked\nforever\n play sound [Vexento - Happy Robot v] until done\nend\n\n@player\n\nwhen I start as a clone\nrepeat (10)\n change [ghost v] effect by (10)\n change size by (-1)\nend\ndelete this clone\n\nwhen I receive [restart v]\nset [mode v] to [n]\nset [x v] to [0]\nset [y v] to [0]\ngo to x: (x spawn) y: (y spawn)\n\nstart sound [Crunch v]\n\nwhen flag clicked\nbroadcast (BEGIN NOW v)\n\nhide\n\ndefine run engine\nchange [y v] by (-0.5)\nif < or <key (a v) pressed?>> then\n switch costume to (left v)\n change [x v] by (-.6)\nend\nif < or <key (d v) pressed?>> then\n switch costume to (right v)\n change [x v] by (.6)\nend\nset [x v] to ((x) * (0.9))\nchange x by (x)\nif <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (-6)\n change x by ((x) * (-1))\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [y v] to [7]\n if <(x) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\nend\nchange y by (y)\nif <touching (ground v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\nend\nchange y by (-0.5)\nif <<<touching (ground v)?> and <key (up arrow v) pressed?>> or < or <<touching (ground v)?> and <key (w v) pressed?>>>> then\n switch costume to (up v)\n set [y v] to [9]\nend\nchange y by (0.5)\nif <<touching (moving spikes v)?> or <<touching (saw v)?> or <touching (moving spikes v)?>>> then\n broadcast (Restart v)\nend\nif <(x position) > [233]> then\n broadcast (next v)\n change [level v] by (1)\n go to x: (x spawn) y: (y spawn)\n set [x v] to [0]\n set [y v] to [0]\nend\n\nset [moving_? v] to [y]\n\nset [moving_? v] to [y]\n\nset [moving_? v] to [y]\n\nset [moving_? v] to [n]\n\npoint in direction (90)\ngo to x: (x spawn) y: (y spawn)\n\nwhen I receive [next v]\ngo to x: (x spawn) y: (y spawn)\n\nwhen I receive [begin now v]\nclear graphic effects\nset [level v] to [1]\nshow\nset [x spawn v] to [-199]\nset [y spawn v] to [0]\ngo to x: (x spawn) y: (y spawn)\nswitch costume to (1 v)\nset size to (100) %\nset [x v] to [0]\nset [y v] to [0]\nrepeat until <(stop) = [t]>\n run engine\nend\n\nforever\nend\n\nset [color v] effect to (50)\n\nswitch backdrop to (backdrop3 v)\n\nset rotation style [all around v]\n\nset [brightness v] effect to (-7)\n\nset [moving_? v] to [y]\n\nwhen flag clicked\nforever\n switch costume to (costume1 v)\nend\n\nwhen flag clicked\nforever\n if <<<key (left arrow v) pressed?> or <<<key (right arrow v) pressed?> or > or <key (d v) pressed?>>> or <key (a v) pressed?>> then\n set [moving_? v] to [y]\n else\n set [moving_? v] to [n]\n end\nend\n\nif <<<touching (ground v)?> and <key (up arrow v) pressed?>> or <<touching (ground v)?> and <key (w v) pressed?>>> then\n set [moving_? v] to [up]\nend\n\n\n\nif <(MOVING_?) = [u]> then\n switch costume to (up v)\nend\n\nif <(y position) > [-60]> then\n set [moving_? v] to [u]\nelse\n set [moving_? v] to [n]\nend\n\nrepeat until <(costume [number v]) = [6]>\n\nset [moving_? v] to [n]\n\nif <(MOVING_?) = [y]> then\n wait (.01) seconds\n next costume\nelse\n switch costume to (1 v)\nend\n\ncreate clone of (_myself_ v)\n\nforever\n if <(MOVING_?) = [y]> then\n wait (.01) seconds\n next costume\n else\n switch costume to (1 v)\n end\nend\n\nswitch costume to (up v)\n\nwhen flag clicked\nforever\n if <not <<key (w v) pressed?> or <<key (a v) pressed?> or <<key (d v) pressed?> or <<key (up arrow v) pressed?> or <<key (right arrow v) pressed?> or >>>>>> then\n switch costume to (center v)\n end\nend\n\nset [brightness v] effect to (-9)\n\nset rotation style [left-right v]\n\nset [brightness v] effect to (-7)\nrepeat (10)\n change y by (6)\n change [ghost v] effect by (10)\nend\nset [brightness v] effect to (-7)\nrepeat (10)\n change y by (-1)\n change [ghost v] effect by (-10)\nend\n\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nforever\n set [playerx v] to (x position)\nend\n\nif <(level) = [14]> then\n\nwhen flag clicked\n\nset [mode v] to [n]\nforever\n if <(y position) > [-70]> then\n set [mode v] to [y]\n else\n set [mode v] to [n]\n end\nend\n\nset [mode v] to [n]\n\nset [mode v] to [n]\n\nset [mode v] to [u]\n\nset [mode v] to [l]\n\nset [mode v] to [r]\n\nwhen flag clicked\nset [stop v] to [f]\nforever\n if <(level) = [9]> then\n set [stop v] to [t]\n hide\n end\nend\n\nif <(mode) = [y]> then\n repeat (5)\n change size by (2)\n end\n wait until <not <(mode) = [y]>>\nelse\n repeat until <(size) = [90]>\n change size by (-1)\n end\n repeat (5)\n change size by (2)\n end\n wait until <not <(mode) = [n]>>\nend\n\nstart sound [Jump v]\n\nif then\nelse\n set [mode v] to [n]\nend\n\n@ground\n\nwhen flag clicked\ngo to x: (1) y: (-8)\nforever\n switch costume to (level)\nend\n\n@moving spikes\n\nwhen flag clicked\npoint in direction (90)\ngo to x: (0) y: (0)\nforever\n switch costume to (level)\nend\n\nwhen flag clicked\nforever\n glide (.3) secs to x: (0) y: (15)\n glide (.3) secs to x: (0) y: (0)\nend\n\nwhen flag clicked\npoint in direction (90)\n\nforever\n point in direction ((([cos v] of (((timer) - (2)) * (200)) ) * (10)) + (90))\nend\n\n@saw\n\nwhen flag clicked\nforever\n turn right (4) degrees\nend\n\nwhen flag clicked\ngo to x: (0) y: (-130)\nset size to (65) %\nset [brightness v] effect to (0)\nforever\n if <<(level) = [2]> or > then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n repeat (11)\n change y by (1)\n end\n repeat (11)\n change y by (-1)\n end\nend\n\ngo to [back v] layer\n\n@thumb\n\nwhen flag clicked\nshow\ngo to [front v] layer\nset [ghost v] effect to (100)\n\n@decor\n\nwhen flag clicked\ngo to x: (1) y: (-8)\nforever\n switch costume to (level)\nend\n\ngo to [back v] layer\n\nwhen I receive [next v]\n\n@timer\n\nwhen flag clicked\nswitch costume to (back v)\ngo to x: (0) y: (0)\nset [time v] to [0]\nhide variable [time v]\nhide\nforever\n if <(level) = [9]> then\n show\n show variable [time v]\n else\n hide\n hide variable [time v]\n change [time v] by (1)\n wait (1) seconds\n end\nend\n\nwait until <(level) = [9]>\n\nrepeat until <(stop) = [t]>\n\n
MORE PPL WHO BEAT IT(cause i cant add anything more to notes and credits, also scroll more down for instructions) ADVERTISING IS FINE; so is f4f\n(Guys imma stop adding names after 300 ppl so yeah sry)\n\n201. @GamerKid2298\n202. @kikidoulovee\n203. @iiyourboiBenhur\n204. @pgu2009\n205. @wowoowwoowwoow\n206. @Filipp_K\n207. @-ShatterqDiamonds-\n208. @AcydBurn17\n209. @destoryer12340y\n210. @GameBoy459203\n211. @Terrarian_Cultist\n212. @xScratcher_Pro\n213. @Gamer_Apollo\n214. @JarrettTheCarrot09\n215. @xdrocketleaguepro37\n216. @mw_mackey21\n217. @BloxyColadrink\n218. @kIrByFoLiFe\n219. @Marioloverfan\n220. @catmaster456\n221. @yaman2100\n222. @vibhavgs\n223. @Benjamin_Harmel\n224. @hilobot1234\n225. @typicalaj\n226. @Gayanindu_P\n227. @27LSTTIGER\n228. @The_Sound_Legend\n229. @PaintingRainbowssss\n230. @christian9093\n231. @ALZ11263\n232. @Gameguy1210\n233. @jonguywillmakeujondi\n234. @cs3856573\n235. @jimlia2021\n236. @batmankid45\n237. @29milesy\n238. @Yellowapplenet\n239. @8Nibbler_Tutorial\n240. @kanyewestsample\n241. @SillettaPoisonDragon\n242. @Ak_Four7Coding\n243. @Shadow-spy\n244. @tiko_fortnitegamer\n245. @Therealboi26\n256. @DRAGONMASTER24wns\n257. @DhyeyGandhi\n258. @2020tho021\n259. @Treeko-5453\n260. @megagladiator\n261. @feet101\n262. @I_c_y_creeper_101\n263. @Models_The_Mod\n264. @Just_Falcon\n265. @4806819107\n266. @Nukes_Officianato\n267. @spidertuffee\n268. @scratch50226\n269. @pizzaoflife\n270. @MrsKittyGirl123\n271. @lubieplackitadeusz\n272. @WolfRider48\n273. @Argo2461\n274. @logoonthego\n275. @dragonruler825\n\n\n\n\n\n\nUse arrow keys to move around and jump.\n\nDo not touch red, it will kill you.\n\nPress r to restart the level.\n\nThis is my first platformer and I'm currently trying to make it popular. You can help me by leaving a like and a fav! Thank you!\nIf there is a level that you raged on, write it down in the description below.\nIf you beat it, write that you did in the comments and I will put your name in the Notes and Credits/Instructions section.\nAlso, there are ten levels in total so don't get bored.\nThis platformer's theme is fortnite battle royale season 9.\n
Fruit Ninja Platformer
@Stage\n\ndefine Layer\ngo to [front v] layer\ngo [backward v] ((item # of [Death particles] in [layers v]) - (1)) layers\n\ndefine Set up layers\ndelete all of [layers v]\nadd [TN] to [layers v]\nadd [Game over] to [layers v]\nadd [Player] to [layers v]\nadd [Cursor] to [layers v]\nadd [Title] to [layers v]\nadd [Play button] to [layers v]\nadd [Title screen] to [layers v]\nadd [Portal] to [layers v]\nadd [Decor] to [layers v]\nadd [Ground] to [layers v]\nadd [Spikes] to [layers v]\nadd [Cursor annotations] to [layers v]\nadd [Death particles] to [layers v]\nadd [no pen] to [layers v]\nadd [Clouds] to [layers v]\n\nwhen I receive [green flag clicked v]\nforever\n broadcast (Position portal v)\nend\n\nwhen flag clicked\nSet up layers\nforever\n broadcast (Layer v)\n Set up layers\nend\n\nwhen I receive [layer v]\nLayer\n\nwhen flag clicked\nset [music volume v] to [50]\nforever\n set volume to (Music volume) %\nend\n\nwhen flag clicked\nhide variable [music volume v]\n\nwhen flag clicked\nset [lag mode? v] to [0]\nif <(username) = [--Explosion--]> then\n set [lag mode? v] to [1]\nend\nhide\n\nwhen I receive [intro done v]\nforever\n play sound [Inferno v] until done\nend\n\nwhen I receive [intro done v]\nforever\n if <<(mouse y) > [100]> and <[-150] > (mouse x)>> then\n show variable [music volume v]\n else\n hide variable [music volume v]\n end\nend\n\n@Assets\n\n@Player\n\ndefine Reset\npoint in direction (90)\nset size to (20) %\nset rotation style [left-right v]\nif <(Level) = [9]> then\n go to x: (-200) y: (-100)\nelse\n go to x: (-200) y: (0)\nend\nshow\nset [speed y v] to [0]\nset [falling? v] to [10]\n\nwhen I receive [green flag clicked v]\nstop [other scripts in sprite v]\nReset\nset [level v] to [1]\nforever\n Platforming Engine\n if <<touching (moving spikes up/down v)?> or <<touching (spikes v)?> or <touching (right/left v)?>>> then\n switch costume to (die v)\n start sound [whoop v]\n broadcast (Die v)\n Go down\n repeat (11)\n next costume\n end\n repeat (20)\n change [ghost v] effect by (5)\n end\n broadcast (Retry v)\n set [ghost v] effect to (0)\n go to x: (-200) y: (0)\n end\nend\n\ndefine Walk (direction) (speed)\npoint in direction (direction)\nchange x by (speed)\nset [slope v] to [0]\nrepeat until <<(slope) = [8]> or <not <<touching (moving platforms v)?> or <<<touching color (#58ddff)?> and <(Level) > [8]>> or <touching (ground v)?>>>>>\n change y by (1)\n change [slope v] by (1)\nend\nif <(slope) = [8]> then\n change x by ((0) - (speed))\n change y by ((0) - (slope))\n if <<<key (w v) pressed?> or <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> and <([abs v] of (speed) ) > [3]>> then\n start sound [Jump v]\n if <(wall jump) = [0]> then\n set [speed x v] to ((-1.2) * (speed))\n set [max bounce v] to [11]\n set [speed y v] to [11]\n set [falling? v] to [6]\n set [wall jump v] to [15]\n end\n else\n set [speed x v] to [0]\n end\nend\nif <(speed) < [0]> then\n change [frame v] by ((speed) / (-8))\nelse\n change [frame v] by ((speed) / (8))\nend\n\nwhen I receive [retry v]\nReset\n\nwhen I receive [next level v]\nReset\n\ndefine Set Costume\nif <(falling?) < [6]> then\n if <(frame) = [0]> then\n switch costume to ([floor v] of ((13) + ((Idle Frame) mod (15))) )\n change [idle frame v] by (0.5)\n else\n switch costume to ([floor v] of ((29) + ((frame) mod (15))) )\n end\nelse\n if <touching (ladder v)?> then\n switch costume to ([floor v] of ((61) + (((timer) * (10)) mod (3))) )\n else\n switch costume to ([floor v] of ((((15) / ((Max Bounce) * (2))) * ((speed y) + (Max Bounce))) + (45)) )\n end\nend\n\ndefine Touch Ground <up?>\nchange [falling? v] by (1)\nrepeat until <not <<touching (moving platforms v)?> or <<<touching color (#58ddff)?> and <(Level) > [8]>> or <touching (ground v)?>>>>\n if <up?> then\n change y by (-1)\n else\n change y by (1)\n set [falling? v] to [0]\n end\n set [speed y v] to [0]\nend\n\nwhen flag clicked\nhide\n\ndefine Go down\nrepeat until <<touching (_edge_ v)?> or <touching (ground v)?>>\n change y by (-2)\nend\n\ndefine Platforming Engine\nswitch costume to (hitbox v)\nif <<(speed y) < [4]> or <<key (w v) pressed?> or <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>>> then\n change [speed y v] by (-1)\nelse\n change [speed y v] by (-2)\nend\nchange y by (speed y)\nTouch Ground <(speed y) > [0]>\nif <(wall jump) > [0]> then\n change [wall jump v] by (-1)\nelse\n set [speed x v] to ((speed x) * (0.7))\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(x position) > (mouse x)>>>> then\n change [speed x v] by (-1.5)\n end\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>> then\n change [speed x v] by (1.5)\n end\nend\nif <(speed x) < [-0.5]> then\n Walk (-90) (speed x)\nelse\n if <(speed x) > [0.5]> then\n Walk (90) (speed x)\n else\n set [frame v] to [0]\n end\nend\nif <<key (w v) pressed?> or <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n if <<(jump key) = [0]> and <(falling?) < [3]>> then\n start sound [Jump v]\n set [max bounce v] to [14]\n set [speed y v] to [14]\n set [falling? v] to [6]\n set [jump key v] to [1]\n end\nelse\n set [jump key v] to [0]\nend\nif <(y position) < [-180]> then\n go to x: (-200) y: (0)\n broadcast (Retry v)\n set [speed y v] to [0]\nend\nif <touching (portal v)?> then\n if <(Level) = [12]> then\n start sound [Connect v]\n broadcast (--------- v)\n else\n start sound [Connect v]\n go to x: (-200) y: (0)\n change [level v] by (1)\n broadcast (Retry v)\n Reset\n end\nend\nif <touching (bounce v)?> then\n start sound [Jump v]\n set [max bounce v] to [25]\n set [speed y v] to [25]\nend\nif <(x position) < [-190]> then\n set x to (-190)\nend\nif <<<key (w v) pressed?> or <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> and <touching (ladder v)?>> then\n set [speed y v] to [5]\nend\nSet Costume\n\ndefine Layer\ngo to [front v] layer\ngo [backward v] ((item # of [Player] in [layers v]) - (1)) layers\nMoving platforms check\n\nwhen I receive [layer v]\nLayer\n\ndefine Moving platforms check\nchange y by (-3)\nif <touching (moving platforms v)?> then\n change x by ((([x position v] of [moving platforms v]) - (x position)) / (2))\nend\nchange y by (3)\n\nwhen I receive [intro done v]\npoint in direction (90)\nshow\nset size to (50) %\nset [level v] to [1]\ngo to x: (-200) y: (-20)\nswitch costume to (idle v)\nforever\n switch costume to (idle v)\n repeat (15)\n next costume\n wait (0) seconds\n end\nend\n\n@Ground\n\nwhen flag clicked\nhide\n\nwhen I receive [green flag clicked v]\nshow\nforever\n switch costume to (Level)\nend\n\ndefine Layer\ngo to [front v] layer\ngo [backward v] ((item # of [Ground] in [layers v]) - (1)) layers\n\nwhen I receive [layer v]\nLayer\n\n@Decor\n\nwhen flag clicked\nhide\n\nwhen I receive [green flag clicked v]\nshow\nforever\n switch costume to (Level)\nend\n\ndefine Layer\ngo to [front v] layer\ngo [backward v] ((item # of [Decor] in [layers v]) - (1)) layers\n\nwhen I receive [layer v]\nLayer\n\n@Clouds\n\nwhen I start as a clone\nset [ghost v] effect to (50)\nshow\nswitch costume to (pick random (1) to (2))\nset size to (pick random (30) to (50)) %\ngo to x: (400) y: (pick random (0) to (180))\nglide (pick random (5) to (10)) secs to x: (-275) y: (y position)\ndelete this clone\n\ndefine Layer\ngo to [front v] layer\ngo [backward v] ((item # of [Clouds] in [layers v]) - (1)) layers\n\nwhen I receive [layer v]\nLayer\n\nwhen I start as a clone\nforever\n if <(Level) = [9]> then\n delete this clone\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [intro done v]\nforever\n wait (pick random (1) to (5)) seconds\n create clone of (_myself_ v)\nend\n\n@Title\n\nwhen I receive [green flag clicked v]\nstop [other scripts in sprite v]\nhide\n\ndefine Layer\ngo to [front v] layer\ngo [backward v] ((item # of [Title] in [layers v]) - (1)) layers\n\nwhen I receive [layer v]\nLayer\n\nwhen I receive [intro done v]\nshow\nforever\n go to x: (-30) y: ((([sin v] of ((timer) * (300)) ) * (10)) + (90))\n point in direction ((([sin v] of ((timer) * (300)) ) * (10)) + (90))\n switch costume to (hitbox v)\n if <touching (cursor v)?> then\n change size by (((110) - (size)) / (3))\n else\n change size by (((90) - (size)) / (3))\n end\n switch costume to (costume1 v)\nend\n\nwhen flag clicked\nhide\n\n@Cursor\n\nwhen flag clicked\nhide\n\nwhen I receive [green flag clicked v]\nstop [other scripts in sprite v]\nhide\n\ndefine Layer\ngo to [front v] layer\ngo [backward v] ((item # of [Cursor] in [layers v]) - (1)) layers\n\nwhen I receive [layer v]\nLayer\n\nwhen I receive [intro done v]\nshow\nforever\n go to (mouse-pointer v)\nend\n\nwhen I receive [intro done v]\nforever\n wait until <mouse down?>\n start sound [click v]\n wait until <not <mouse down?>>\nend\n\n@Play button\n\ndefine Layer\ngo to [front v] layer\ngo [backward v] ((item # of [Play button] in [layers v]) - (1)) layers\n\nwhen I receive [layer v]\nLayer\n\nwhen I receive [intro done v]\nshow\nforever\n switch costume to (hitbox v)\n point in direction ((([sin v] of ((timer) * (300)) ) * (<touching (cursor v)?> * (5))) + (90))\n if <touching (cursor v)?> then\n if <mouse down?> then\n broadcast (Green Flag clicked v)\n hide\n stop [this script v]\n end\n change size by (((60) - (size)) / (3))\n else\n change size by (((50) - (size)) / (3))\n end\n switch costume to (play button v)\nend\n\nwhen flag clicked\nhide\n\n@Title screen bg\n\nwhen flag clicked\nhide\n\nwhen I receive [green flag clicked v]\nhide\n\ndefine Layer\ngo to [front v] layer\ngo [backward v] ((item # of [Title screen] in [layers v]) - (1)) layers\n\nwhen I receive [layer v]\nLayer\n\nwhen I receive [intro done v]\nshow\n\n@Cursor annotations\n\nwhen flag clicked\nshow\nforever\n go to (mouse-pointer v)\n show\n if <<touching (player v)?> and <(y position) > [40]>> then\n switch costume to (player v)\n show\n else\n if <<touching (play button v)?> and <(distance to [play button v]) < [30]>> then\n switch costume to (play button v)\n show\n else\n hide\n end\n end\nend\n\nwhen I receive [green flag clicked v]\nstop [other scripts in sprite v]\nhide\n\ndefine Layer\ngo to [front v] layer\ngo [backward v] ((item # of [Cursor annotations] in [layers v]) - (1)) layers\n\nwhen I receive [layer v]\nLayer\n\n@Portal\n\nwhen flag clicked\nhide\n\nwhen I receive [green flag clicked v]\ncreate clone of (_myself_ v)\nshow\nforever\n turn right (5) degrees\nend\n\nwhen I receive [position portal v]\nset size to (25) %\nshow\nif <(Level) = [1]> then\n go to x: (180) y: (-30)\nend\nif <(Level) = [2]> then\n go to x: (190) y: (-40)\nend\nif <(Level) = [7]> then\n go to x: (190) y: (-80)\nend\nif <(Level) = [8]> then\n go to x: (190) y: (-80)\nend\nif <(Level) = [9]> then\n go to x: (190) y: (-40)\nend\nif <(Level) = [12]> then\n go to x: (0) y: (20)\n set size to (50) %\nend\n\nwhen I start as a clone\nforever\n turn left (5) degrees\nend\n\ndefine Layer\ngo to [front v] layer\ngo [backward v] ((item # of [Portal] in [layers v]) - (1)) layers\n\nwhen I receive [layer v]\nLayer\n\n@TN\n\nwhen flag clicked\nforever\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\ndefine Layer\ngo to [front v] layer\ngo [backward v] ((item # of [TN] in [layers v]) - (1)) layers\n\nwhen I receive [layer v]\nLayer\n\n@Spikes\n\nwhen I receive [green flag clicked v]\nshow\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nhide\n\ndefine Layer\ngo to [front v] layer\ngo [backward v] ((item # of [Spikes] in [layers v]) - (1)) layers\n\nwhen I receive [layer v]\nLayer\n\n@Moving platforms\n\nwhen flag clicked\nhide\n\nwhen I receive [green flag clicked v]\nforever\n if <(Level) = [2]> then\n show\n else\n hide\n end\nend\n\ndefine Layer\ngo to [front v] layer\ngo [backward v] ((item # of [Moving platforms] in [layers v]) - (1)) layers\n\nwhen I receive [green flag clicked v]\nforever\n if <(Level) = [2]> then\n go to x: (140) y: (-100)\n glide (4) secs to x: (-100) y: (-100)\n glide (4) secs to x: (140) y: (-100)\n end\nend\n\n@Background particles\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\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 (80.0) to (100))\ngo to (random position v)\nset x to (200)\npoint in direction (pick random (-60) to (-105))\nrepeat until <touching (_edge_ v)?>\n move (speed) steps\n turn right (pick random (-1) to (1.0)) degrees\n if <<(Lag mode?) = [1]> or <(Level) > [8]>> then\n delete this clone\n end\nend\ndelete this clone\n\nwhen I receive [intro done v]\nforever\n create clone of (_myself_ v)\n hide\nend\n\n@Right/left\n\nwhen flag clicked\nhide\n\nwhen I receive [retry v]\nrepeat (1)\n delete this clone\nend\nClone level (Level)\n\ndefine Clone level (#)\nif <(Level) = [5]> then\n go to x: (0) y: (-90)\n create clone of (_myself_ v)\nend\nif <(Level) = [6]> then\n go to x: (20) y: (-90)\n create clone of (_myself_ v)\nend\nif <(Level) = [7]> then\n go to x: (27) y: (-80)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\nset size to (50) %\nforever\n turn right (9) degrees\nend\n\n@The pencil\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nwait until <touching (player v)?>\nset [got pencil? v] to [1]\n\nwhen I receive [retry v]\nerase all\n\nwhen I receive [intro done v]\nerase all\nset pen (transparency v) to (0)\nset pen color to (#58ddff)\nset pen size to (10)\nhide\nset [got pencil? v] to [0]\npoint in direction (90)\nforever\n if <(Got pencil?) = [0]> then\n go to x: (-120) y: ((([sin v] of ((timer) * (150)) ) * (5)) - (30))\n if <(Level) < [9]> then\n hide\n else\n show\n end\n else\n switch costume to (hitbox v)\n set pen (transparency v) to (0)\n point towards (mouse-pointer v)\n turn right (90) degrees\n go to x: ((x position) + (((mouse x) - (x position)) / (3))) y: ((y position) + (((mouse y) - (y position)) / (3)))\n if <touching (no pen areas v)?> then\n pen up\n set [ghost v] effect to ((([sin v] of ((timer) * (500)) ) * (50)) + (50))\n else\n set [ghost v] effect to (0)\n end\n if <key (space v) pressed?> then\n if <not <touching (no pen areas v)?>> then\n pen down\n end\n else\n pen up\n end\n switch costume to (costume1 v)\n end\nend\n\n@No pen areas\n\nwhen I receive [green flag clicked v]\nshow\nforever\n switch costume to (Level)\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 [layer v]\nLayer\n\ndefine Layer\ngo to [front v] layer\ngo [backward v] ((item # of [no pen] in [layers v]) - (1)) layers\n\nwhen flag clicked\nhide\n\n@Intro\n\nwhen flag clicked\nstart sound [Drawing sound v]\nwait (0) seconds\npoint in direction (90)\nshow\nclear graphic effects\ngo to [front v] layer\nswitch costume to (sketch intro v)\nrepeat (103)\n next costume\nend\nrepeat (10)\n change [ghost v] effect by (10)\nend\nbroadcast (Intro done v)\n\nwhen I receive [intro done v]\nstop sound [Drawing sound v]\nhide\n\n@Intro background\n\nwhen flag clicked\ngo to [front v] layer\n\nwhen I receive [intro done v]\nhide\n\n@Game over screen\n\nwhen flag clicked\nhide\n\nwhen I receive [--------- v]\nshow\n\ndefine Layer\ngo to [front v] layer\ngo [backward v] ((item # of [Game over] in [layers v]) - (1)) layers\n\nwhen I receive [layer v]\nLayer\n\n
最大5人でプレイできます。\n矢印キー・タップで操作
Halloween A Multiplayer Scrolling Platformer
@Stage\n\n@player\n\ndefine Physics\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(x position) < (mouse x)>>> then\n switch costume to (costume1 v)\n change [xmovement v] by (2)\nelse\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n switch costume to (costume2 v)\n change [xmovement v] by (-2)\n end\nend\nset [xmovement v] to ((Xmovement) * ((0.78) - (Friction)))\nchange x by (Xmovement)\nchange [yv v] by (-1.2)\nif <touching color (#19e800)?> then\n change y by (1)\nend\nif <touching color (#19e800)?> then\n change y by (1)\nend\nif <touching color (#19e800)?> then\n change y by (1)\nend\nif <touching color (#34e400)?> then\n change y by (1)\nend\nif <touching color (#19e800)?> then\n change x by ((Xmovement) * (-1))\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(y position) < (mouse y)>>> then\n set [yv v] to [15]\n if <(Xmovement) > [0]> then\n set [xmovement v] to [-7]\n else\n set [xmovement v] to [7]\n end\n else\n set [xmovement v] to [0]\n end\nend\nchange y by (Yv)\nif <touching color (#19e800)?> then\n change y by ((Yv) - ((Yv) * (2)))\n set [yv v] to [0]\nend\nchange y by (-1)\nif <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(y position) < (mouse y)>>> and <touching color (#19e800)?>> then\n set [yv v] to [15]\nend\nif <(x position) > [239]> then\n broadcast (next level v)\nend\nif <(y position) < [-179]> then\n go to x: (-198) y: (-45)\nend\nif <touching color (#00cd1b)?> then\n set [yv v] to [26]\nend\nif <touching color (#008e11)?> then\n go to x: (-198) y: (-45)\nend\nif <touching color (#00b215)?> then\n go to x: (-198) y: (-45)\nend\nif <touching color (#0e8900)?> then\n set [yv v] to [139]\nend\n\nwhen I receive [next level v]\nset [yv v] to [0]\ngo to x: (-198) y: (-45)\n\npoint in direction (-90)\n\nwhen I receive [restart v]\nset [yv v] to [0]\ngo to x: (-198) y: (-45)\n\nwhen flag clicked\nhide\n\nwhen [r v] key pressed\ngo to x: (-198) y: (-79)\n\nwhen I receive [new v]\ngo to x: (-198) y: (-79)\n\nwhen I receive [kid_1018 v]\nswitch costume to (costume1 v)\npoint in direction (90)\nshow\npoint in direction (90)\ngo to [front v] layer\nset [yv v] to [0]\ngo to x: (-198) y: (-45)\nset size to (20) %\nforever\n Physics\nend\n\nwhen flag clicked\nhide\n\n@Sprite1\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\n\nwhen I receive [new v]\nnext costume\n\nwhen I receive [kid_1018 v]\nshow\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [17]> then\n broadcast (HIDEEEEE v)\n end\nend\n\n@Sprite2\n\nwhen this sprite clicked\nbroadcast (new v)\n\nturn left (15) degrees\n\nturn right (15) degrees\n\nwhen I receive [kid_1018 v]\nshow\n\nwhen flag clicked\nhide\n\nwhen I receive [hideeeee v]\nhide\n\n@hallenichole\n\nwhen I start as a clone\nif <(CloneType) = [1]> then\n go to [front v] layer\n show\n go to x: (200) y: (0)\n switch costume to (hallenichole1 v)\n set [ghost v] effect to (100)\n set size to (150) %\n point in direction (0)\n repeat (50)\n change x by ((0) - ((x position) * (0.3)))\n turn right (((90) - (direction)) / (8)) degrees\n change size by (((100) - (size)) / (8))\n change [ghost v] effect by (-4)\n end\nend\nif <(CloneType) = [2]> then\n show\n go to x: (200) y: (0)\n switch costume to (hallenichole2 v)\n set [ghost v] effect to (100)\n set size to (150) %\n point in direction (0)\n repeat (50)\n change x by ((0) - ((x position) * (0.3)))\n turn right (((90) - (direction)) / (8)) degrees\n change size by (((100) - (size)) / (8))\n change [ghost v] effect by (-4)\n end\nend\nif <(CloneType) = [3]> then\n show\n go to x: (200) y: (0)\n switch costume to (hallenichole3 v)\n set [ghost v] effect to (100)\n set size to (150) %\n point in direction (0)\n repeat (50)\n change x by ((0) - ((x position) * (0.3)))\n turn right (((90) - (direction)) / (8)) degrees\n change size by (((100) - (size)) / (8))\n change [ghost v] effect by (-4)\n end\nend\nif <(CloneType) = [4]> then\n show\n go to x: (200) y: (0)\n switch costume to (hallenichole4 v)\n set [ghost v] effect to (100)\n set size to (150) %\n point in direction (0)\n repeat (50)\n change x by ((0) - ((x position) * (0.3)))\n turn right (((90) - (direction)) / (8)) degrees\n change size by (((100) - (size)) / (8))\n change [ghost v] effect by (-4)\n end\nend\nif <(CloneType) = [5]> then\n show\n go to x: (200) y: (0)\n switch costume to (hallenichole5 v)\n set [ghost v] effect to (100)\n set size to (150) %\n point in direction (0)\n repeat (50)\n change x by ((0) - ((x position) * (0.3)))\n turn right (((90) - (direction)) / (8)) degrees\n change size by (((100) - (size)) / (8))\n change [ghost v] effect by (-4)\n end\nend\nif <(CloneType) = [6]> then\n show\n go to x: (200) y: (0)\n switch costume to (hallenichole6 v)\n set [ghost v] effect to (100)\n set size to (150) %\n point in direction (0)\n repeat (50)\n change x by ((0) - ((x position) * (0.3)))\n turn right (((90) - (direction)) / (8)) degrees\n change size by (((100) - (size)) / (8))\n change [ghost v] effect by (-4)\n end\nend\nif <(CloneType) = [7]> then\n show\n go to x: (200) y: (0)\n switch costume to (hallenichole7 v)\n set [ghost v] effect to (100)\n set size to (150) %\n point in direction (0)\n repeat (50)\n change x by ((0) - ((x position) * (0.3)))\n turn right (((90) - (direction)) / (8)) degrees\n change size by (((100) - (size)) / (8))\n change [ghost v] effect by (-4)\n end\nend\nif <(CloneType) = [8]> then\n show\n go to x: (200) y: (0)\n switch costume to (hallenichole8 v)\n set [ghost v] effect to (100)\n set size to (150) %\n point in direction (0)\n repeat (50)\n change x by ((0) - ((x position) * (0.3)))\n turn right (((90) - (direction)) / (8)) degrees\n change size by (((100) - (size)) / (8))\n change [ghost v] effect by (-4)\n end\nend\nif <(CloneType) = [9]> then\n show\n go to x: (200) y: (0)\n switch costume to (hallenichole9 v)\n set [ghost v] effect to (100)\n set size to (150) %\n point in direction (0)\n repeat (50)\n change x by ((0) - ((x position) * (0.3)))\n turn right (((90) - (direction)) / (8)) degrees\n change size by (((100) - (size)) / (8))\n change [ghost v] effect by (-4)\n end\nend\n\nwhen I start as a clone\nwait until <(timer) > [5]>\nif <(CloneType) = [9]> then\n repeat (10)\n change x by ((2) + ((x position) * (0.3)))\n change [ghost v] effect by (10)\n end\nelse\n repeat (10)\n change y by ((2) + ((y position) * (0.3)))\n change [ghost v] effect by (10)\n end\nend\nhide\nbroadcast (kid_1018 v)\ndelete this clone\n\nwhen flag clicked\nset [clonetype v] to [0]\nshow\ngo to x: (0) y: (0)\nswitch costume to (hallenicholefull v)\nset [ghost v] effect to (100)\nset size to (100) %\npoint in direction (0)\n\nwhen flag clicked\nswitch costume to (hallenicholefull v)\nset [clonetype v] to [0]\nreset timer\nswitch backdrop to (backdrop1 v)\nrepeat (9)\n change [clonetype v] by (1)\n create clone of (_myself_ v)\n wait (0.2) seconds\nend\n\n@Sprite3\n\nwhen flag clicked\nhide\n\ngo to [front v] layer\n\n@Flying objects\n\nwhen I start as a clone\nset [yvelocity v] to [0]\nif <(yvelocity) = [0]> then\n set [yvelocity v] to [25]\nend\nrepeat (50)\n change y by (yvelocity)\n change [yvelocity v] by (-1)\n turn right (turn) degrees\nend\ndelete this clone\n\nwhen I start as a clone\nset [turn v] to (pick random (-3) to (5))\ngo to x: (pick random (-235) to (235)) y: (-195)\nset size to (pick random (75) to (115)) %\nswitch costume to (pick random (1) to (7))\ngo [backward v] (50) layers\nshow\n\nwhen I receive [hideeeee v]\nhide\ngo to x: (0) y: (-195)\nforever\n create clone of (_myself_ v)\n wait (0.5) seconds\nend\n\n@Sprite4\n\nwhen I receive [kid_1018 v]\nstart sound [Lights \[Dream Trance\]2 v]\n\n
DOUBLE CLICK THE GREEN FLAG \n----------------------------------------------------------------------\nUse arrow keys or WASD to move, Mobile Friendly!\n----------------------------------------------------------------------\n6 main levels, and 1 bonus level unlocked upon level 6 completion. \n----------------------------------------------------------------------\nSTUCK on the broken roof: Fall Down then Duck under the house, using down arrow, S, drag low. It is not impossible! \n-----------------------------------------------------------------------\nIF IT IS TO HARD then click the settings button (top left) then click level select from there select level 3!\n------------------------------------------------------------------------\nFor a challenge see if you can find the easter egg on level 5! (makes him put on a pirate costume)\n----------------------------------------------------------------------\nI spent many hours making this so pls ❤️, ⭐️ and follow\n-------------------------------------------------------------------------\nFollow to stay tuned for the sequel currently being made!\n(or not being made.....)\n\n
Teamwork! A Platformer by PMFC
@Stage\n\nwhen flag clicked\nset [the level v] to [1]\nforever\n switch backdrop to (The Level)\nend\n\nwhen flag clicked\nforever\n play sound [Nebula v] until done\nend\n\n@Player\n\nwhen I receive [next level v]\nbroadcast (Reset v)\n\nwhen flag clicked\nset [the level v] to [1]\nbroadcast (Next Level v)\nforever\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> then\n change [x velocity v] by (-1.5)\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [x velocity v] by (1.5)\n end\n set [x velocity v] to ((X Velocity) * (0.85))\n change x by (X Velocity)\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 Velocity) * (-1))\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(X Velocity) > [0]> then\n set [x velocity v] to [-10]\n else\n set [x velocity v] to [10]\n end\n set [y velocity v] to [15]\n else\n set [x velocity v] to [0]\n end\n end\n change [y velocity v] by (-1)\n change y by (Y Velocity)\n if <touching (ground v)?> then\n change y by ((Y Velocity) - ((Y Velocity) * (2)))\n set [y velocity v] to [0]\n end\n change y by (-1)\n if <<touching (ground v)?> and <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n set [y velocity v] to [15]\n end\n change y by (1)\n if <(x position) > [239]> then\n broadcast (Next Level v) and wait\n change [the level v] by (1)\n end\n if <touching (spikes v)?> then\n broadcast (Reset v)\n else\n if <touching (lava v)?> then\n broadcast (Reset v)\n end\n if <touching (spikes v)?> then\n broadcast (Reset v)\n end\n end\nend\n\nif <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n switch costume to (crouch v)\nelse\n switch costume to (player v)\nend\n\nwhen I receive [reset v]\nset [x velocity v] to [0]\nset [y velocity v] to [0]\ngo to x: (-216) y: (40)\n\nwhen flag clicked\nforever\n set rotation style [left-right v]\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 else\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> then\n point in direction (-90)\n end\n end\nend\n\n\n\nwhen flag clicked\nforever\n go to [front v] layer\n go [backward v] (2) layers\n if <<mouse down?> or <<<key (left arrow v) pressed?> or <key (right arrow v) pressed?>> or <<key (a v) pressed?> or <key (d v) pressed?>>>> then\n if <<<mouse down?> and <(mouse y) > (y position)>> or <<<key (up arrow v) pressed?> or <key (space v) pressed?>> or <key (w v) pressed?>>> then\n switch costume to (player3 v)\n else\n switch costume to (player v)\n end\n else\n if <<<mouse down?> and <(mouse y) > (y position)>> or <<<key (up arrow v) pressed?> or <key (space v) pressed?>> or <key (w v) pressed?>>> then\n switch costume to (player2 v)\n else\n switch costume to (player4 v)\n end\n end\nend\n\n@Ground\n\nwhen flag clicked\nforever\n switch costume to (The Level)\n set [ghost v] effect to (100)\nend\n\n@Spikes\n\nwhen flag clicked\nforever\n switch costume to (The Level)\nend\n\n@Lava\n\nwhen flag clicked\nforever\n set y to (Magma)\n switch costume to (The Level)\nend\n\nwhen flag clicked\nforever\n set [magma v] to [0]\n repeat (10)\n change [magma v] by (1)\n end\n repeat (20)\n change [magma v] by (-1)\n end\n repeat (10)\n change [magma v] by (1)\n end\nend\n\n@Ground2\n\nwhen flag clicked\nforever\n switch costume to (The Level)\nend\n\n@Sprite1\n\nwhen flag clicked\nset [clo v] to [0]\nset [ghost v] effect to (80)\nforever\n go to [front v] layer\n go [backward v] (3) layers\n set size to ((125) - ((([y position v] of [player v]) - (y position)) / (2))) %\n go to (player v)\n D\nend\n\ndefine D\nrepeat until <<touching (ground v)?> or <touching (_edge_ v)?>>\n change y by (-1)\n if <<touching (_edge_ v)?> and <[-125] < (x position)>> then\n broadcast (void v)\n end\nend\nchange y by (-10)\n\nif <touching (_edge_ v)?> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ncreate clone of (_myself_ v)\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-2)\nend\nset [ghost v] effect to (80)\n\nwhen I start as a clone\nset [clo v] to [1]\nset [ghost v] effect to (80)\nrepeat (10)\n change size by (-5)\n change [ghost v] effect by (2)\nend\nset [ghost v] effect to (100)\ndelete this clone\n\nchange [ghost v] effect by (10)\n\nwhen I receive [void v]\nif <(clo) = [0]> then\n repeat (10)\n change [ghost v] effect by (2)\n end\n set [ghost v] effect to (100)\n wait until <not <<touching (_edge_ v)?> and <[-100] < (x position)>>>\n repeat (10)\n change [ghost v] effect by (-2)\n end\n set [ghost v] effect to (80)\nend\n\nset [ghost v] effect to (80)\n\nset [ghost v] effect to (80)\n\n@Sprite2\n\nwhen flag clicked\nforever\n set [ghost v] effect to (100)\n go to [front v] layer\n show\nend\n\n
grassland a multiplayer scrolling platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (title v)\n\nwhen I receive [start game v]\nswitch backdrop to (woods v)\n\n@player\n\nwhen I receive [hurt v]\nchange [player health v] by (-1)\nbroadcast (HUD - health v)\nif <(player health) < [1]> then\n hide\n set [text? v] to [1]\n broadcast (effect - death v) and wait\n wait (1.5) seconds\n broadcast (cutscene - game finish v)\nelse\n reset (1)\n repeat (3)\n set [ghost v] effect to (50)\n wait (0.05) seconds\n set [ghost v] effect to (0)\n wait (0.05) seconds\n end\nend\n\ndefine animate costume <>\nif <walking?> then\n set [animation frame v] to (((animation frame) + (0.4)) mod (16))\n switch costume to ([floor v] of (((animation frame) mod (8)) + (2)) )\nelse\n if <(climbing?) = [1]> then\n set [animation frame v] to (((animation frame) + ((0.4) * <(([abs v] of (player xvel) ) + ([abs v] of (player yvel) )) > [0]>)) mod (4))\n switch costume to (([floor v] of (animation frame) ) + (13))\n else\n if <[15] < (time midair)> then\n switch costume to (jump2 v)\n else\n if <[2] < (time midair)> then\n switch costume to (jump1 v)\n else\n set [animation frame v] to [0]\n switch costume to (idle v)\n end\n end\n end\nend\n\nwhen flag clicked\nhide\nset size to (150) %\nset rotation style [left-right v]\ngo to x: (0) y: (-130)\npoint in direction (90)\nset [max speed v] to [8]\nset [max health v] to [3]\nset [friction v] to [0.5]\nset [jump power v] to [12]\nset [climb speed v] to [3]\nset [wall jumping? v] to [0]\nset [player xvel v] to [0]\nset [player yvel v] to [0]\nset [player xpos v] to [-150]\nset [player ypos v] to [-100]\nset [player spawn x v] to [-150]\nset [player spawn y v] to [30]\nset [camera x v] to [0]\nset [camera y v] to [0]\nset [climbing? v] to [0]\nset [underwater? v] to [0]\nset [edit mode? v] to [0]\nset [lantern? v] to [0]\nset [jumping allowed? v] to [1]\nset [player health v] to (MAX HEALTH)\nset [animation frame v] to [0]\nset [time midair v] to [0]\nset [slope v] to [0]\nset [player air v] to [8]\nset [level v] to [1]\nset [cutscene name v] to [intro1]\nset [equipped item v] to [0]\nset [equipped inventory slot v] to [0]\nset [object index v] to [0]\nset [item v] to [0]\n\ndefine None\nif <(climbing?) = [1]> then\n set [player xvel v] to ((CLIMB SPEED) * (dir))\nelse\n point in direction ((90) * (dir))\n change [player xvel v] by (dir)\n if <((MAX SPEED) - ((underwater?) * ((MAX SPEED) / (2)))) < ([abs v] of (player xvel) )> then\n change [player xvel v] by ((0) - (dir))\n end\nend\ndetect slope (player xvel) <[0] = [1]>\nanimate costume <(climbing?) = [0]>\n\ndefine None\nset [slope v] to [0]\nif <sliding?> then\n set [player xvel v] to (((xspeed) * (FRICTION)) * ((1) - (climbing?)))\nend\nchange x by (player xvel)\nif <([abs v] of (x position) ) < [240]> then\n change [player xpos v] by (player xvel)\nend\nif <not <(round (player xvel)) = [0]>> then\n repeat until <<not <<touching (level hitbox v)?> or <touching (solid objects v)?>>> or <(slope) > [8]>>\n change y by (1)\n change [player ypos v] by (1)\n change [slope v] by (1)\n end\n if <(slope) > [8]> then\n change y by ((0) - (slope))\n change [player ypos v] by ((0) - (slope))\n change x by ((0) - (player xvel))\n change [player xpos v] by ((0) - (player xvel))\n set [player xvel v] to [0]\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <(WALL JUMPING?) = [1]>> then\n set [player xvel v] to ((0) - (xspeed))\n set [player yvel v] to (JUMP POWER)\n set [time midair v] to [0]\n end\n end\nend\nscroll x\nscroll y (20) (-110) (300)\n\nwhen I receive [reset level v]\nreset (1)\nset [player health v] to [3]\nbroadcast (HUD - health v)\n\nwhen I receive [hud - edit mode v]\nif <(edit mode?) = [1]> then\n stop [other scripts in sprite v]\n set [player xvel v] to [0]\n set [player yvel v] to [0]\n repeat until <(edit mode?) = [0]>\n go to x: ((player xpos) - (camera x)) y: ((player ypos) - (camera y))\n end\n set [text? v] to [1]\nelse\n wait (0.05) seconds\n main\nend\n\nwhen I receive [start new level v]\nreset (0)\n\nwhen I receive [start game v]\nreset (0)\nmain\n\ndefine None\nhide\nset [text? v] to [1]\nset [climbing? v] to [0]\nset [underwater? v] to [0]\nset [edit mode? v] to [0]\nset [lantern? v] to [0]\nset [player air v] to [8]\nset [player xvel v] to [0]\nset [player yvel v] to [0]\nset [jumping allowed? v] to [1]\nif <(scroll animation?) = [1]> then\n repeat until <<(round (camera x)) = [0]> and <(round (camera y)) = [0]>>\n set [camera x v] to ((camera x) * (0.5))\n set [camera y v] to ((camera y) * (0.5))\n end\nelse\n set [camera x v] to [0]\n set [camera y v] to [0]\nend\nset [player xpos v] to [-150]\nset [player ypos v] to [30]\ngo to x: (player xpos) y: (player ypos)\npoint in direction (90)\nshow\ngo to [front v] layer\ngo [backward v] (1) layers\nset [text? v] to [0]\n\ndefine None\nif <(player ypos) > (scroll upper bound)> then\n if <(player ypos) < ((scroll upper bound) + (drift range))> then\n set [camera y v] to (((player ypos) - (scroll upper bound)) + (((scroll upper bound) / (drift range)) * ((player ypos) - (scroll upper bound))))\n else\n set [camera y v] to (player ypos)\n end\nelse\n if <(player ypos) < (scroll lower bound)> then\n if <(player ypos) > ((scroll lower bound) - (drift range))> then\n set [camera y v] to (((player ypos) - (scroll lower bound)) - (((scroll lower bound) / (drift range)) * ((player ypos) - (scroll lower bound))))\n else\n set [camera y v] to (player ypos)\n end\n else\n set [camera y v] to [0]\n end\nend\nset y to ((player ypos) - (camera y))\n\ndefine scroll x\nif <<(player xpos) < [0]> or <(player xpos) > ((480) * ((item (level) of [level lengths v]) - (1)))>> then\n if <(x position) > [235]> then\n hide\n set [text? v] to [1]\n broadcast (cutscene - next level v)\n end\nelse\n set [camera x v] to (player xpos)\nend\nset x to ((player xpos) - (camera x))\n\ndefine detect ceiling/ground <>\nif <(climbing?) = [0]> then\n if <<(underwater?) = [1]> and <(time midair) > [0]>> then\n change [player yvel v] by (((-3) - (player yvel)) * (0.2))\n else\n change [time midair v] by (1)\n change [player yvel v] by (-1)\n end\nend\nchange y by (player yvel)\nchange [player ypos v] by (player yvel)\nrepeat until <not <<touching (level hitbox v)?> or <touching (solid objects v)?>>>\n if <midair> then\n change y by (-1)\n change [player ypos v] by (-1)\n else\n change y by (1)\n change [player ypos v] by (1)\n set [time midair v] to [0]\n end\n set [player yvel v] to [0]\nend\n\ndefine player jump\nif <(climbing?) = [1]> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [player yvel v] to (CLIMB SPEED)\n else\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n set [player yvel v] to ((0) - (CLIMB SPEED))\n else\n set [player yvel v] to [0]\n end\n end\n set [time midair v] to [1]\nelse\n if <(underwater?) = [1]> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [player yvel v] to ((JUMP POWER) / (2))\n set [time midair v] to [1]\n end\n else\n if <(jumping allowed?) = [1]> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(time midair) < [3]> then\n set [player yvel v] to (JUMP POWER)\n broadcast (sound - jump v)\n end\n end\n end\n end\nend\n\ndefine main\nset [ghost v] effect to (0)\nshow\ngo to [front v] layer\nforever\n if <(text?) = [0]> then\n switch costume to (hitbox v)\n player jump\n detect ceiling/ground <(player yvel) > [0]>\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n player walk (1)\n else\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n player walk (-1)\n else\n detect slope (player xvel) <[0] = [0]>\n animate costume <[0] = [1]>\n end\n end\n end\n broadcast (tick v)\nend\n\n@level visual\n\nwhen flag clicked\nhide\nswitch costume to (1.1 v)\nset size to (400) %\ngo to x: (0) y: (0)\nset rotation style [don't rotate v]\ncostume name accessor\nlevel lengths accessor [05,10,09,09,05,10,10,02,]\nset [panel # v] to [0]\nrepeat (2)\n change [panel # v] by (1)\n switch costume to (join (level) (join [.] (panel #)))\n create clone of (_myself_ v)\nend\nset [panel # v] to [0]\n\ndefine costume name accessor\ndelete (all) of [level costume names v]\nswitch costume to (1.1 v)\nadd ([costume name v] of [level visual v]) to [level costume names v]\nnext costume\nrepeat until <(costume [number v]) = [1]>\n add ([costume name v] of [level visual v]) to [level costume names v]\n next costume\nend\n\ndefine switch costume? []\nif <not <(item (costume [number v]) of [level costume names v]) = (costume name)>> then\n switch costume to (costume name)\nend\n\ndefine level lengths accessor []\nset [counter v] to [0]\ndelete (all) of [level lengths v]\nrepeat ((length of (data)) / (3))\n add (join (letter ((counter) + (1)) of (data)) (letter ((counter) + (2)) of (data))) to [level lengths v]\n change [counter v] by (3)\nend\n\nwhen I start as a clone\ngo to [front v] layer\ngo [backward v] (30) layers\n\nwhen I receive [tick v]\nif <(panel #) > [0]> then\n go to x: ((480) - (((camera x) + (((panel #) mod (2)) * (480))) mod (960))) y: ((0) - (camera y))\n switch costume? (join (join (level) [.]) ((([ceiling v] of (((camera x) + (((panel #) mod (2)) * (480))) / (960)) ) * (2)) - ((panel #) mod (2))))\nend\n\nwhen I receive [start game v]\nif <(panel #) > [0]> then\n show\nend\n\n@level hitbox\n\nwhen flag clicked\nhide\nswitch costume to (1.1 v)\nset size to (400) %\ngo to x: (0) y: (0)\nset rotation style [don't rotate v]\nset [ghost v] effect to (100)\nset [panel # v] to [0]\nrepeat (2)\n change [panel # v] by (1)\n switch costume to (join (level) (join [.] (panel #)))\n create clone of (_myself_ v)\nend\nset [panel # v] to [0]\n\ndefine switch costume? []\nif <not <(item (costume [number v]) of [level costume names v]) = (costume name)>> then\n switch costume to (costume name)\nend\n\nwhen I receive [hud - edit mode v]\nset [ghost v] effect to (((1) - (edit mode?)) * (100))\n\nwhen I receive [tick v]\nif <(panel #) > [0]> then\n go to x: ((480) - (((camera x) + (((panel #) mod (2)) * (480))) mod (960))) y: ((0) - (camera y))\n switch costume? (join (join (level) [.]) ((([ceiling v] of (((camera x) + (((panel #) mod (2)) * (480))) / (960)) ) * (2)) - ((panel #) mod (2))))\nend\n\nwhen I receive [start game v]\nif <(panel #) > [0]> then\n show\nend\n\n@parallax\n\nwhen flag clicked\nswitch costume to (mist2 v)\ngo [backward v] (50) layers\ngo to x: (0) y: (0)\nhide\nset rotation style [don't rotate v]\nset [layer # v] to [0]\nrepeat (3)\n set [parallaxpos v] to [-480]\n change [layer # v] by (1)\n repeat (2)\n change [parallaxpos v] by (480)\n create clone of (_myself_ v)\n end\nend\nset [layer # v] to [0]\n\ndefine None\nset x to ((480) - ((((camera x) / ((4) / (layer #))) + (parallaxPos)) mod (960)))\nset y to ((0) - ((camera y) / ((4) / (layer #))))\nset [parallaxpos v] to (((parallaxPos) - (xvel)) mod (960))\n\nwhen I start as a clone\nset x to (parallaxPos)\nswitch costume to (layer #)\nif <(layer #) = [3]> then\n show\n set [ghost v] effect to (70)\n forever\n scroll (1)\n end\nelse\n forever\n scroll (0)\n end\nend\n\nwhen I receive [start game v]\nif <(layer #) > [0]> then\n show\nend\n\nwhen I receive [cutscene - intro v]\nhide\n\n@objects\n\nwhen flag clicked\nset [object index v] to [0]\nset [solid obj. index v] to [0]\nset rotation style [left-right v]\npoint in direction (0)\nswitch costume to (blank v)\nset size to (100) %\nhide\nset [object vel v] to [0]\nset [counter v] to [0]\nset [timer v] to [0]\nset [object master list index v] to [0]\nset [object touching list index v] to [0]\n\nwhen I receive [spawn object \(editor\) v]\nif <(costume [number v]) = [1]> then\n create object\nend\n\ndefine create object\nif <(costume [number v]) = [1]> then\n set [object master list index v] to (item (object index) of [objects v])\n set [object level v] to ((join (letter (1) of (object master list index)) (letter (2) of (object master list index))) - (10))\n set [object xpos v] to ((join (join (join (letter (3) of (object master list index)) (letter (4) of (object master list index))) (letter (5) of (object master list index))) (letter (6) of (object master list index))) - (2000))\n set [object ypos v] to ((join (join (join (letter (7) of (object master list index)) (letter (8) of (object master list index))) (letter (9) of (object master list index))) (letter (10) of (object master list index))) - (2000))\n set [object costume id v] to ((join (letter (11) of (object master list index)) (letter (12) of (object master list index))) - (10))\n set [object animated frame# v] to ((join (letter (13) of (object master list index)) (letter (14) of (object master list index))) - (10))\n set [object behavior id v] to ((join (letter (15) of (object master list index)) (letter (16) of (object master list index))) - (10))\n set [object item id v] to ((join (letter (17) of (object master list index)) (letter (18) of (object master list index))) - (10))\n set [object key item v] to ((join (letter (19) of (object master list index)) (letter (20) of (object master list index))) - (10))\n set [object reward item v] to ((join (letter (21) of (object master list index)) (letter (22) of (object master list index))) - (10))\n set [object new costume# v] to ((join (letter (23) of (object master list index)) (letter (24) of (object master list index))) - (10))\n set [object new behavior id v] to ((join (letter (25) of (object master list index)) (letter (26) of (object master list index))) - (10))\n set [object text v] to []\n set [counter v] to [0]\n repeat ((length of (object master list index)) - (26))\n change [counter v] by (1)\n set [object text v] to (join (object text) (letter ((counter) + (26)) of (object master list index)))\n end\n set [counter v] to [0]\n set [object master list index v] to (object index)\n if <(object behavior ID) = [3]> then\n add [0] to [touching vines? v]\n set [object touching list index v] to (length of [touching vines? v])\n else\n if <<(object behavior ID) = [12]> or <(object behavior ID) = [13]>> then\n add (object master list index) to [solid objects v]\n end\n end\n create clone of (_myself_ v)\nend\n\ndefine behavior\nif <(object behavior ID) = [0]> then\n decor / effects\nelse\n if <(object behavior ID) = [1]> then\n dialogue\n else\n if <(object behavior ID) = [2]> then\n bouncy\n else\n if <(object behavior ID) = [3]> then\n vines/ladder\n else\n if <(object behavior ID) = [4]> then\n if <touching (player v)?> then\n broadcast (hurt v)\n end\n else\n if <(object behavior ID) = [5]> then\n sliding danger\n else\n if <(object behavior ID) = [6]> then\n falling danger\n else\n if <(object behavior ID) = [7]> then\n water\n else\n if <(object behavior ID) = [8]> then\n item\n else\n if <(object behavior ID) = [9]> then\n mobile danger (2)\n else\n if <(object behavior ID) = [10]> then\n container\n else\n if <(object behavior ID) = [11]> then\n slime/sand\n else\n if <(object behavior ID) = [13]> then\n door\n else\n if <(object behavior ID) = [14]> then\n if <(distance to [player v]) < [70]> then\n broadcast (object text)\n delete this clone\n end\n else\n if <(object behavior ID) = [15]> then\n checkpoint\n else\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [start new level v]\ndelete clone\nspawn objects from list\n\nwhen I receive [reset level v]\ndelete clone\nspawn objects from list\n\nwhen I receive [start game v]\ndelete clone\nspawn objects from list\n\nwhen I receive [delete object v]\nif <(object master list index) > (object index)> then\n change [object master list index v] by (-1)\nend\n\nwhen I receive [delete vine/ladder v]\nif <(object touching list index) > (object index)> then\n change [object touching list index v] by (-1)\nend\n\ndefine delete clone\ndelete this clone\n\nwhen I receive [end game v]\ndelete this clone\n\nwhen [x v] key pressed\nif <touching (editor v)?> then\n delete (object master list index) of [objects v]\n set [object index v] to (object master list index)\n broadcast (delete object v) and wait\n if <(object behavior ID) = [3]> then\n delete (object touching list index) of [touching vines? v]\n set [object index v] to (object touching list index)\n broadcast (delete vine/ladder v) and wait\n end\n delete this clone\nend\n\ndefine sliding danger\nturn right (2) degrees\nchange [object xpos v] by ((3) * ([sin v] of (direction) ))\nif <touching (player v)?> then\n if <<((object ypos) + (40)) < (player xpos)> and <(player yvel) < [0]>> then\n broadcast (sound - boing v)\n set [player yvel v] to ((JUMP POWER) - (2))\n set [effect xpos v] to (object xpos)\n set [effect ypos v] to ((object ypos) + (15))\n broadcast (effect - slime v)\n set [object item id v] to [1]\n set [object behavior id v] to [8]\n set [object animated frame# v] to [0]\n switch costume to (heart v)\n else\n broadcast (hurt v)\n end\nend\n\ndefine dialogue\nif <<(distance to [player v]) < [50]> and <(text?) = [0]>> then\n point towards (player v)\n broadcast (HUD - space v)\n if <key (space v) pressed?> then\n set [text? v] to (object text)\n broadcast (text - dialogue v) and wait\n wait until <not <key (space v) pressed?>>\n end\nend\n\ndefine bouncy\nif <<touching (player v)?> and <(player yvel) < [0]>> then\n set [player yvel v] to ((JUMP POWER) + (7))\n broadcast (sound - boing v)\nend\n\ndefine vines/ladder\nif <<<([abs v] of ((object xpos) - (player xpos)) ) < [20]> and <touching (player v)?>> and <(time midair) > [0]>> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <(climbing?) = [1]>>> then\n replace item (object touching list index) of [touching vines? v] with [1]\n end\nelse\n replace item (object touching list index) of [touching vines? v] with [0]\nend\nif <[touching vines? v] contains [1]?> then\n set [climbing? v] to [1]\nelse\n set [climbing? v] to [0]\nend\n\ndefine water\nif <<([abs v] of ((player xpos) - ((object xpos) + (120))) ) < [120]> and <<(player ypos) < (object ypos)> and <(player ypos) > ((object ypos) - (30))>>> then\n if <(underwater?) = [0]> then\n broadcast (sound - splash v)\n set [underwater? v] to [1]\n broadcast (HUD - air v)\n broadcast (sound - bubbling v)\n end\nelse\n if <<([abs v] of ((player xpos) - ((object xpos) + (120))) ) < [120]> and <<(player ypos) > (object ypos)> and <(player ypos) < ((object ypos) + (10))>>> then\n if <(underwater?) = [1]> then\n broadcast (sound - splash v)\n set [underwater? v] to [0]\n broadcast (HUD - air v)\n end\n end\nend\n\ndefine container\nif <<(distance to [player v]) < [50]> and <(text?) = [0]>> then\n broadcast (HUD - space v)\n if <key (space v) pressed?> then\n if <<(object key item) = [0]> or <<(equipped item) = (object key item)> and <[inventory v] contains (object key item)?>>> then\n if <not <(object new costume#) = [0]>> then\n repeat until <(costume [number v]) = (object new costume#)>\n next costume\n wait (0.2) seconds\n end\n end\n set [item v] to (object key item)\n broadcast (remove item v) and wait\n wait until <(text?) = [0]>\n set [item v] to (object reward item)\n broadcast (add item v) and wait\n wait until <not <key (space v) pressed?>>\n if <(object new behavior ID) = [0]> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\n else\n set [object behavior id v] to (object new behavior ID)\n if <(object behavior ID) = [3]> then\n add [0] to [touching vines? v]\n set [object touching list index v] to (length of [touching vines? v])\n else\n end\n end\n else\n set [text? v] to (object text)\n broadcast (text - dialogue v) and wait\n end\n end\nend\n\ndefine door\nshow\nif <<<([abs v] of ((object xpos) - (player xpos)) ) < [50]> and <([abs v] of ((object ypos) - (player ypos)) ) < [100]>> and <(text?) = [0]>> then\n broadcast (HUD - space v)\n if <key (space v) pressed?> then\n if <<(equipped item) = (object key item)> and <[inventory v] contains (object key item)?>> then\n if <(object new costume#) = [0]> then\n repeat (25)\n change [ghost v] effect by (4)\n end\n set [item v] to (object key item)\n broadcast (remove item v) and wait\n wait until <(text?) = [0]>\n set [item v] to (object reward item)\n broadcast (add item v) and wait\n set [object index v] to (object master list index)\n broadcast (opened door v)\n delete this clone\n else\n repeat until <(costume [number v]) = (object new costume#)>\n next costume\n wait (0.2) seconds\n end\n set [object costume id v] to (object new costume#)\n set [item v] to (object key item)\n broadcast (remove item v) and wait\n wait until <(text?) = [0]>\n set [item v] to (object reward item)\n broadcast (add item v) and wait\n set [object index v] to (object master list index)\n broadcast (opened door v)\n set [object behavior id v] to (object new behavior ID)\n end\n else\n set [text? v] to (object text)\n broadcast (text - dialogue v) and wait\n end\n wait until <not <key (space v) pressed?>>\n end\nend\n\ndefine item\nif <touching (player v)?> then\n if <(object item ID) = [1]> then\n if <(player health) < (MAX HEALTH)> then\n change [player health v] by (1)\n end\n broadcast (HUD - health v)\n else\n set [item v] to (object item ID)\n broadcast (add item v)\n end\n delete this clone\nend\n\ndefine slime/sand\nif <touching (player v)?> then\n set [jumping allowed? v] to [0]\n set [player xvel v] to ((player xvel) * (0.5))\nelse\n set [jumping allowed? v] to [1]\nend\n\ndefine falling danger\nif <<(distance to [player v]) < [150]> or <(object vel) < [0]>> then\n change [object vel v] by (-1)\n change [object ypos v] by (object vel)\nend\nif <<<touching (level hitbox v)?> or <touching (player v)?>> and <(object vel) < [-10]>> then\n if <touching (player v)?> then\n broadcast (hurt v)\n end\n set [effect xpos v] to (object xpos)\n set [effect ypos v] to (object ypos)\n broadcast (effects - shards v)\n delete this clone\nend\n\ndefine None\nif <(underwater?) = [1]> then\n point towards (player v)\n set [object vel v] to (((object vel) + (3)) mod (360))\n change [object xpos v] by ((speed) * ([sin v] of (direction) ))\n set x to (round ((object xpos) - (camera x)))\n if <touching (level hitbox v)?> then\n change [object xpos v] by ((0) - ((speed) * ([sin v] of (direction) )))\n set x to (round ((object xpos) - (camera x)))\n end\n change [object ypos v] by ((speed) * ([cos v] of (direction) ))\n set y to (round ((object ypos) - (camera y)))\n if <touching (level hitbox v)?> then\n change [object ypos v] by ((0) - ((speed) * ([cos v] of (direction) )))\n set y to (round ((object ypos) - (camera y)))\n end\n if <touching (player v)?> then\n broadcast (hurt v)\n end\nelse\n turn right (pick random (-3) to (3)) degrees\n change [object xpos v] by ((speed) * ([sin v] of (direction) ))\n go to x: (round ((object xpos) - (camera x))) y: (round ((object ypos) - (camera y)))\n if <touching (level hitbox v)?> then\n change [object xpos v] by ((0) - ((speed) * ([sin v] of (direction) )))\n go to x: (round ((object xpos) - (camera x))) y: (round ((object ypos) - (camera y)))\n end\nend\n\nwhen I receive [hud - edit mode v]\nif <<(costume [number v]) > [1]> and <<<(object behavior ID) = [14]> or <<(costume [number v]) = [31]> and <(object behavior ID) = [0]>>> or <(object behavior ID) = [15]>>> then\n if <(edit mode?) = [1]> then\n show\n set [ghost v] effect to (70)\n else\n set [ghost v] effect to (100)\n end\nend\n\nwhen I receive [tick v]\nif <(costume [number v]) > [1]> then\n go to x: ((object xpos) - (camera x)) y: ((object ypos) - (camera y))\n if <<(round (x position)) = (round ((object xpos) - (camera x)))> and <(round (y position)) = (round ((object ypos) - (camera y)))>> then\n show\n if <(counter) = [1]> then\n set [counter v] to [0]\n end\n else\n hide\n if <(counter) = [0]> then\n set [counter v] to [1]\n end\n end\nend\n\nwhen I start as a clone\nswitch costume to (object costume ID)\ngo to [front v] layer\ngo [backward v] (10) layers\nif <(object behavior ID) = [12]> then\n hide\n delete this clone\nend\nif <<(object behavior ID) = [14]> or <<(costume [number v]) = [31]> and <(object behavior ID) = [0]>>> then\n if <(edit mode?) = [1]> then\n set [ghost v] effect to (70)\n else\n set [ghost v] effect to (100)\n end\nend\nforever\n if <<(edit mode?) = [0]> and <(counter) = [0]>> then\n behavior\n if <(object animated frame#) > [0]> then\n animate (10) (object animated frame#)\n end\n end\nend\n\ndefine None\nset [timer v] to (((timer) + (speed)) mod ((frames) * (100)))\nif <((timer) mod (100)) = [0]> then\n switch costume to ((object costume ID) + ((timer) / (100)))\nend\n\ndefine spawn objects from list\nset [object index v] to [0]\ndelete (all) of [solid objects v]\ndelete (all) of [touching vines? v]\nset [object touching list index v] to [0]\nrepeat (length of [objects v])\n change [object index v] by (1)\n if <((join (letter (1) of (item (object index) of [objects v])) (letter (2) of (item (object index) of [objects v]))) - (10)) = (level)> then\n create object\n end\nend\nbroadcast (spawn solid objects v)\n\ndefine decor / effects\nif <(object animated frame#) = [0]> then\n set [timer v] to (((timer) + (1)) mod (61))\n if <(timer) = [60]> then\n set [effect xpos v] to (object xpos)\n set [effect ypos v] to (object ypos)\n broadcast (join [effect - ] (object text))\n end\nend\n\ndefine checkpoint\nif <(distance to [player v]) < [50]> then\n set [player spawn x v] to (object xpos)\n set [player spawn y v] to (object ypos)\nend\n\n@inventory\n\nwhen flag clicked\ndelete (all) of [inventory v]\ndelete (all) of [level inventory v]\nset [inventory slot v] to [0]\nset [inventory item id v] to [0]\nset [inventory item quantity v] to [0]\nset [golden eggs v] to [0]\nhide\ngo to x: (0) y: (-120)\nset rotation style [don't rotate v]\npoint in direction (0)\nswitch costume to (inventory v)\ncreate clone of (_myself_ v)\nswitch costume to (item marker v)\ncreate clone of (_myself_ v)\nswitch costume to (null v)\n\nwhen I receive [hud - open inventory v]\nif <(costume [number v]) = [2]> then\n go to [front v] layer\n repeat until <(round (y position)) = [0]>\n set y to ((y position) * (0.8))\n end\n broadcast (HUD - open inventory 2 v)\nend\n\nwhen I receive [hud - open inventory 2 v]\nif <<(costume [number v]) > [3]> and <(costume [number v]) < [14]>> then\n delete this clone\nelse\n if <(costume [number v]) > [13]> then\n go to x: ((-235) + ((inventory slot) * (50))) y: (-170)\n show\n go to [front v] layer\n get item amount\n print item amount\n else\n if <(costume [number v]) = [3]> then\n go to x: ((-235) + ((equipped inventory slot) * (50))) y: (-170)\n if <(equipped inventory slot) > [0]> then\n show\n go to [front v] layer\n else\n hide\n end\n else\n if <(costume [number v]) = [1]> then\n broadcast (text - clear v)\n if <(text?) = [0]> then\n if <(equipped item) = [0]> then\n if <(length of [inventory v]) > [0]> then\n set [text? v] to [Click to equip]\n else\n set [text? v] to []\n end\n else\n set [text? v] to (item (equipped item) of [item names v])\n end\n end\n broadcast (text - inventory label v)\n end\n end\n end\nend\n\nwhen I receive [start game v]\nset [equipped item v] to [0]\nset [equipped inventory slot v] to [0]\nset [inventory slot v] to [0]\nif <(costume [number v]) = [2]> then\n show\n go to [front v] layer\nelse\n hide\n if <(costume [number v]) = [1]> then\n set [item v] to [2]\n add item (item) (0)\n forever\n wait until <key (space v) pressed?>\n if <<(equipped item) = [5]> and <(underwater?) = [1]>> then\n set [item v] to [5]\n remove item (item) (1)\n wait until <(text?) = [0]>\n set [item v] to [7]\n add item (item) (1)\n end\n wait until <not <key (space v) pressed?>>\n end\n end\nend\n\ndefine get item amount\nif <(costume [number v]) > [13]> then\n set [counter v] to [0]\n set [inventory item quantity v] to [0]\n repeat (length of [inventory v])\n change [counter v] by (1)\n if <(item (counter) of [inventory v]) = (inventory item ID)> then\n change [inventory item quantity v] by (1)\n end\n end\n if <(inventory item ID) = [4]> then\n set [golden eggs v] to (inventory item quantity)\n end\n if <(inventory item quantity) = [0]> then\n set [item slot v] to (inventory slot)\n broadcast (inventory slot shift v) and wait\n delete this clone\n end\nend\n\ndefine print item amount\nset [counter v] to [0]\nrepeat (length of (inventory item quantity))\n change [counter v] by (1)\n switch costume to (join (letter (counter) of (inventory item quantity)) [s])\n create clone of (_myself_ v)\n change x by (10)\nend\nchange x by ((0) - ((counter) * (10)))\nswitch costume to (item (inventory item ID) of [item names v])\n\ndefine reset inventory\nif <(costume [number v]) = [1]> then\n delete (all) of [inventory v]\n set [counter v] to [0]\n set [inventory slot v] to [0]\n repeat (length of [level inventory v])\n change [counter v] by (1)\n add item (item (counter) of [level inventory v]) (0)\n end\n set [equipped inventory slot v] to [0]\n set [equipped item v] to [0]\n broadcast (HUD - close inventory v)\nelse\n if <(costume [number v]) > [3]> then\n delete this clone\n end\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [2]> then\n go to x: (0) y: (-50)\nelse\n if <(costume [number v]) = [3]> then\n hide\n set [ghost v] effect to (30)\n else\n if <(costume [number v]) > [13]> then\n hide\n end\n end\nend\n\nwhen I receive [hud - close inventory v]\nif <(costume [number v]) = [2]> then\n set y to (-50)\n go to [front v] layer\nelse\n if <<(costume [number v]) = [3]> or <(costume [number v]) > [13]>> then\n hide\n else\n if <<(costume [number v]) > [3]> and <(costume [number v]) < [14]>> then\n delete this clone\n end\n end\nend\nbroadcast (text - clear v)\n\nwhen this sprite clicked\nif <(text?) = [0]> then\n if <(costume [number v]) = [2]> then\n if <(y position) = [-50]> then\n broadcast (HUD - open inventory v)\n else\n broadcast (HUD - close inventory v)\n end\n else\n if <(costume [number v]) > [13]> then\n set [equipped item v] to (inventory item ID)\n set [equipped inventory slot v] to (inventory slot)\n broadcast (HUD - open inventory 2 v)\n end\n end\nend\n\nwhen [i v] key pressed\nif <(text?) = [0]> then\n if <(costume [number v]) = [2]> then\n if <(y position) = [-50]> then\n broadcast (HUD - open inventory v)\n else\n broadcast (HUD - close inventory v)\n set y to (-50)\n end\n end\nend\n\ndefine set initial inventory\nif <(costume [number v]) = [1]> then\n delete (all) of [level inventory v]\n set [counter v] to [0]\n repeat (length of [inventory v])\n change [counter v] by (1)\n add (item (counter) of [inventory v]) to [level inventory v]\n end\nend\n\ndefine None\nif <(item) > [0]> then\n if <not <[inventory v] contains (item)?>> then\n switch costume to (item (item) of [item names v])\n set [inventory item id v] to (item)\n set [inventory item quantity v] to [1]\n change [inventory slot v] by (1)\n create clone of (_myself_ v)\n end\n add (item) to [inventory v]\n switch costume to (null v)\n set [equipped inventory slot v] to (inventory slot)\n set [equipped item v] to (item)\n if <(show message?) = [1]> then\n set [text? v] to (join [Got ] (item (item) of [item names v]))\n broadcast (HUD - open inventory v)\n end\nend\n\nwhen I receive [start new level v]\nset initial inventory\n\nwhen I receive [reset level v]\nreset inventory\n\nwhen I receive [add item v]\nif <(costume [number v]) = [1]> then\n add item (item) (1)\nend\n\nwhen I receive [remove item v]\nif <(costume [number v]) = [1]> then\n remove item (item) (1)\nend\n\nwhen I receive [inventory slot shift v]\nif <<<(costume [number v]) > [13]> and <(inventory slot) > (item slot)>> or <(costume [number v]) = [1]>> then\n change [inventory slot v] by (-1)\nend\n\ndefine None\nif <(item) > [0]> then\n set [counter v] to [0]\n repeat until <<(item (counter) of [inventory v]) = (item)> or <(counter) = ((length of [inventory v]) + (1))>>\n change [counter v] by (1)\n end\n delete (counter) of [inventory v]\n repeat until <<(item (counter) of [inventory v]) = (item)> or <(counter) = ((length of [inventory v]) + (1))>>\n change [counter v] by (1)\n end\n if <(counter) = ((length of [inventory v]) + (1))> then\n set [equipped inventory slot v] to [0]\n set [equipped item v] to [0]\n end\n switch costume to (null v)\n if <(show message?) = [1]> then\n set [text? v] to (join [Used ] (item (item) of [item names v]))\n broadcast (HUD - open inventory v)\n end\nend\n\n@HUD\n\nwhen I receive [hud - space v]\nif <(costume [number v]) = [3]> then\n show\n go to [front v] layer\n go to (player v)\n wait (0.1) seconds\n hide\nend\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nhide\nset size to (100) %\nswitch costume to (health3 v)\ncreate clone of (_myself_ v)\nswitch costume to (air1 v)\ncreate clone of (_myself_ v)\nswitch costume to (space v)\ncreate clone of (_myself_ v)\nswitch costume to (lanternglow v)\ncreate clone of (_myself_ v)\nswitch costume to (edit mode v)\ncreate clone of (_myself_ v)\ngo to x: (0) y: (-130)\nset rotation style [don't rotate v]\npoint in direction (0)\nset [ghost v] effect to (0)\nswitch costume to (start v)\nshow\nforever\n if <touching (mouse-pointer v)?> then\n set size to (120) %\n else\n set size to (100) %\n end\nend\n\nwhen this sprite clicked\nif <(costume [number v]) = [1]> then\n stop [other scripts in sprite v]\n broadcast (cutscene - intro v)\n hide\nelse\n if <(costume [number v]) = [18]> then\n switch backdrop to (woods v)\n broadcast (reset level v)\n hide\n switch costume to (start v)\n end\nend\n\nwhen I receive [hud - air v]\nif <<(costume [number v]) > [7]> and <(costume [number v]) < [17]>> then\n show\n go to [front v] layer\n set [timer v] to [0]\n set [player air v] to [8]\n if <(underwater?) = [1]> then\n repeat until <(underwater?) = [0]>\n go to x: ([x position v] of [player v]) y: (([y position v] of [player v]) + (50))\n if <(edit mode?) = [0]> then\n set [timer v] to (((timer) + (1)) mod (61))\n if <(timer) = [60]> then\n change [player air v] by (-1)\n end\n if <((timer) mod (pick random (30) to (100))) = [0]> then\n broadcast (effect - bubbles v)\n end\n switch costume to ((16) - (player air))\n if <(player air) < [1]> then\n hide\n broadcast (hurt v)\n set [player air v] to [8]\n set [underwater? v] to [0]\n stop [this script v]\n end\n end\n end\n hide\n else\n hide\n end\nend\n\nwhen I receive [hud - lantern v]\nif <(costume [number v]) = [17]> then\n set [lantern? v] to [1]\n if <(lantern?) = [1]> then\n broadcast (HUD - health v)\n broadcast (HUD - close inventory v)\n switch costume to (air1 v)\n set size to (100) %\n switch costume to (lanternglow v)\n show\n go to [front v] layer\n go [backward v] (3) layers\n repeat until <(lantern?) = [0]>\n go to x: ([x position v] of [player v]) y: ([y position v] of [player v])\n if <(edit mode?) = [1]> then\n hide\n else\n show\n end\n end\n hide\n end\nend\n\nwhen I receive [hud - health v]\nif <<(costume [number v]) > [3]> and <(costume [number v]) < [8]>> then\n go to [front v] layer\n switch costume to (join [health] (player health))\nend\n\nwhen I receive [start game v]\nif <(costume [number v]) = [7]> then\n show\n go to [front v] layer\nend\n\nwhen I receive [hud - edit mode v]\nif <(costume [number v]) = [2]> then\n if <(edit mode?) = [1]> then\n show\n go to [front v] layer\n go to x: (0) y: (0)\n else\n hide\n end\nend\n\nwhen I receive [text - game finish v]\nif <(costume [number v]) = [1]> then\n switch costume to (resume v)\n set x to (85)\n show\n go to [front v] layer\n repeat until <not <(backdrop [name v]) = [black]>>\n if <touching (mouse-pointer v)?> then\n set size to (120) %\n else\n set size to (100) %\n end\n end\nend\n\nwhen I receive [reset level v]\nif <(costume [number v]) = [7]> then\n show\n go to [front v] layer\nend\n\nwhen I receive [cutscene - game finish v]\nhide\n\n@cutscenes\n\nwhen flag clicked\nswitch costume to (transition v)\nset size to (100) %\nset [ghost v] effect to (0)\nhide\ngo to x: (0) y: (0)\nset [layer # v] to [0]\n\ndefine None\nrepeat ([abs v] of ((100) / (speed)) )\n go to [front v] layer\n change [ghost v] effect by (speed)\nend\n\nwhen I receive [cutscene - intro v]\nswitch costume to (intro1 v)\nset size to (100) %\nset [ghost v] effect to (100)\nshow\ngo to [front v] layer\neffect - fade (-2)\nswitch backdrop to (black v)\nwait (1) seconds\neffect - fade (2)\nset [layer # v] to [0]\nrepeat (3)\n change [layer # v] by (1)\n next costume\n create clone of (_myself_ v)\nend\nset [text? v] to [In a wood far, far away...]\nbroadcast (text - dialogue v)\nwait (4) seconds\nswitch costume to (intro2 v)\neffect - fade (-2)\nbroadcast (text - clear v) and wait\nset [text? v] to [Two siblings set out from\nhome...]\nbroadcast (text - dialogue v)\nrepeat (4)\n next costume\n wait (0.5) seconds\nend\nwait (1) seconds\neffect - fade (5)\nwait (2) seconds\nbroadcast (text - clear v)\nswitch costume to (transition v)\nset [ghost v] effect to (0)\nbroadcast (start game v)\neffect - fade (5)\n\nwhen I receive [cutscene - next level v]\nswitch costume to (transition v)\nshow\ngo to [front v] layer\nset [ghost v] effect to (100)\neffect - fade (-5)\nchange [level v] by (1)\nbroadcast (start new level v) and wait\neffect - fade (5)\n\nwhen I start as a clone\nif <(layer #) = [0]> then\n show\n go to [front v] layer\n set [ghost v] effect to (0)\nelse\n show\n go to [front v] layer\n set [ghost v] effect to (100)\n set size to (110) %\n repeat (50)\n change [ghost v] effect by (-4)\n change size by ((layer #) * (-0.05))\n end\n repeat (50)\n change size by ((layer #) * (-0.05))\n end\n repeat (50)\n change [ghost v] effect by (4)\n change size by ((layer #) * (-0.05))\n end\n delete this clone\nend\n\nwhen I receive [dialogue1 v]\nset [text? v] to [...?\tWhere's my sister?]\nbroadcast (text - dialogue v)\n\nwhen I receive [cutscene - game finish v]\nswitch costume to (transition v)\nshow\ngo to [front v] layer\nset [ghost v] effect to (100)\neffect - fade (-2)\nswitch backdrop to (black v)\nbroadcast (end game v)\nset [layer # v] to [0]\ncreate clone of (_myself_ v)\ngo to [front v] layer\nif <(player health) > [0]> then\n set [text? v] to [Your sister waves at you as\nyou approach.]\n broadcast (text - cutscene v) and wait\n wait (3) seconds\n set [text? v] to ["Where were you? I've been\nlooking everywhere!" You ask.]\n broadcast (text - cutscene v) and wait\n wait (3) seconds\n set [text? v] to ["I found something interesting,\nbrother," she says.]\n broadcast (text - cutscene v) and wait\n wait (3) seconds\n set [text? v] to [She points up ahead, and you\nboth turn to look...]\n broadcast (text - cutscene v) and wait\n wait (3) seconds\n switch costume to (win v)\nelse\n set [text? v] to [You succumbed to the forest...]\n broadcast (text - cutscene v) and wait\n wait (2) seconds\n switch costume to (lose v)\nend\nset [ghost v] effect to (100)\neffect - fade (-5)\nset [text? v] to (join (join [Golden Eggs: ] (join (golden eggs) [ of 12])) [\nThanks for playing!])\nbroadcast (text - game finish v)\n\nwhen I receive [reset level v]\nhide\ndelete this clone\n\n@editor\n\nwhen flag clicked\nset [old camera x v] to [0]\nset [old camera y v] to [0]\nset [flying? v] to [0]\ngo to x: (0) y: (0)\nhide\nswitch costume to (costume1 v)\nshow list [item names v]\nshow list [objects v]\n\nwhen I receive [hud - edit mode v]\nif <(edit mode?) = [1]> then\n set [old camera x v] to (camera x)\n set [old camera y v] to (camera y)\n show\n go to [front v] layer\n forever\n go to (mouse-pointer v)\n if <<touching (objects v)?> or <touching (solid objects v)?>> then\n say [Press 'X' to delete this object]\n else\n say []\n end\n scroll (MAX SPEED)\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n wait until <not <mouse down?>>\n ask [Create a new object? \(yes/no\)] and wait\n if <(answer) = [yes]> then\n enter object data\n end\n end\n end\nelse\n set [camera x v] to (old camera x)\n set [camera y v] to (old camera y)\n hide\nend\n\ndefine enter object data\nhide list [item names v]\nhide list [objects v]\nadd (join ((level) + (10)) (join ((round ((camera x) + (x position))) + (2000)) ((round ((camera y) + (y position))) + (2000)))) to [objects v]\nask [Enter a costume ID for the object \(leave blank to skip\):] and wait\nget input (answer) (100) (10)\nask [If this object is animated, enter the number of frames in the animation \(make sure they're in consecutive order\). Leave blank to skip:] and wait\nget input (answer) (50) (10)\nask [Enter an object behavior ID: \[0\]decor \[1\]dialogue \[2\]bouncy \[3\]ladder \[4\]stationary_danger \[5\]sliding_danger \[6\]falling_danger \[7\]water \[8\]item \[9\]mobile_danger \[10\]container \[11\]slime \[12\]dropdown_platform \[13\]door \[14\]event_trigger] and wait\nget input (answer) (15) (10)\nif <(answer) = [8]> then\n ask [Enter an item ID: \(see list for ID numbers\)] and wait\n get input (answer) (length of [item names v]) (10)\n replace item (last) of [objects v] with (join (item (last) of [objects v]) [10101010])\nelse\n replace item (last) of [objects v] with (join (item (last) of [objects v]) [10])\n if <<(answer) = [10]> or <(answer) = [13]>> then\n ask [This object has a "key" item associated with it. Enter the ID# of the item, or enter 0 to skip:] and wait\n get input (answer) (length of [item names v]) (10)\n ask [This object also has a "reward" item associated with it. Enter the constume# of the item, or enter 0 to skip:] and wait\n get input (answer) (length of [item names v]) (10)\n ask [This object can change costumes after being triggered \(make sure they're in consecutive order\). Enter the final costume#, or enter 0 to skip:] and wait\n get input (answer) (100) (10)\n ask [This object can change its behavior after being triggered. Enter the new behavior ID, or enter 0 to skip:] and wait\n get input (answer) (16) (10)\n else\n replace item (last) of [objects v] with (join (item (last) of [objects v]) [10101010])\n end\n ask [If you want this object to have dialogue associated with it, enter the text: \(leave blank to skip\)] and wait\n replace item (last) of [objects v] with (join (item (last) of [objects v]) (answer))\nend\nshow list [item names v]\nshow list [objects v]\nset [object index v] to (length of [objects v])\nbroadcast (spawn object \(editor\) v) and wait\n\ndefine None\nif <<(input) > [0]> and <(input) < ((input range) + (1))>> then\n replace item (last) of [objects v] with (join (item (last) of [objects v]) ((input) + (offset)))\nelse\n replace item (last) of [objects v] with (join (item (last) of [objects v]) (offset))\nend\n\ndefine None\nif <<key (right arrow v) pressed?> or <key (left arrow v) pressed?>> then\n change [camera x v] by ((speed) * ((<key (left arrow v) pressed?> * (-1)) + <key (right arrow v) pressed?>))\n if <<(camera x) < [0]> or <(camera x) > ((480) * ((item (level) of [level lengths v]) - (1)))>> then\n change [camera x v] by ((0) - ((speed) * ((<key (left arrow v) pressed?> * (-1)) + <key (right arrow v) pressed?>)))\n end\nend\nif <<key (up arrow v) pressed?> or <key (down arrow v) pressed?>> then\n change [camera y v] by ((speed) * ((<key (down arrow v) pressed?> * (-1)) + <key (up arrow v) pressed?>))\n if <<(camera y) < [-1000]> or <(camera y) > [1000]>> then\n change [camera y v] by ((0) - ((speed) * ((<key (down arrow v) pressed?> * (-1)) + <key (up arrow v) pressed?>)))\n end\nend\nbroadcast (tick v)\n\nwhen I receive [fly v]\nrepeat until <(flying?) = [0]>\n set [time midair v] to [0]\nend\n\nwhen [z v] key pressed\nif <(backdrop [number v]) > [1]> then\n ask [Enter a command \(skip / health / give / fly / superjump:] and wait\n if <(answer) = [skip]> then\n ask [skip to level:] and wait\n if <<(answer) > [0]> and <(answer) < ((length of [level lengths v]) + (1))>> then\n set [level v] to (answer)\n broadcast (start new level v)\n ask (join (join [Skipped to level ] (level)) [. Press Enter to finish]) and wait\n else\n ask [Invalid level. Press Enter to finish] and wait\n end\n else\n if <(answer) = [health]> then\n ask [set health to:] and wait\n if <((answer) + (0)) = (answer)> then\n set [player health v] to (answer)\n broadcast (HUD - health v)\n ask (join (join [Health set to ] (player health)) [. Press Enter to finish]) and wait\n else\n ask [Invalid input. Press Enter to finish] and wait\n end\n else\n if <(answer) = [give]> then\n ask [give item#:] and wait\n if <<(answer) > [0]> and <(answer) < ((length of [item names v]) + (1))>> then\n set [item v] to (answer)\n broadcast (add item v)\n ask (join (join [Obtained item ] (answer)) [. Press Enter to finish]) and wait\n else\n ask [Invalid input. Press Enter to finish] and wait\n end\n else\n if <(answer) = [superjump]> then\n set [jump power v] to (((JUMP POWER) mod (24)) + (12))\n ask (join (join [Superjump set to ] <(JUMP POWER) = [24]>) [. Press Enter to finish]) and wait\n else\n if <(answer) = [fly]> then\n set [flying? v] to ((1) - (flying?))\n broadcast (fly v)\n ask (join (join [Flying set to ] <[1] = (flying?)>) [. Press Enter to finish]) and wait\n else\n ask [Invalid command. Press Enter to finish] and wait\n end\n end\n end\n end\n end\nend\n\nwhen [e v] key pressed\nif <(backdrop [number v]) > [2]> then\n set [edit mode? v] to ((1) - (edit mode?))\n broadcast (HUD - edit mode v)\nend\n\nwhen [r v] key pressed\nif <(backdrop [number v]) > [2]> then\n broadcast (reset level v)\nend\n\n@solid objects\n\nwhen flag clicked\nhide\nset [ghost v] effect to (0)\nswitch costume to (null v)\n\nwhen I receive [spawn solid objects v]\nif <(costume [number v]) = [1]> then\n spawn solid objects\nend\n\ndefine create solid object\nset [solid obj. list index v] to (solid obj. index)\nset [solid obj. linked master list index v] to (item (item (solid obj. list index) of [solid objects v]) of [objects v])\nset [solid obj. xpos v] to ((join (join (join (letter (3) of (solid obj. linked master list index)) (letter (4) of (solid obj. linked master list index))) (letter (5) of (solid obj. linked master list index))) (letter (6) of (solid obj. linked master list index))) - (2000))\nset [solid obj. ypos v] to ((join (join (join (letter (7) of (solid obj. linked master list index)) (letter (8) of (solid obj. linked master list index))) (letter (9) of (solid obj. linked master list index))) (letter (10) of (solid obj. linked master list index))) - (2000))\nset [solid obj. costume id v] to ((join (letter (11) of (solid obj. linked master list index)) (letter (12) of (solid obj. linked master list index))) - (10))\nset [solid obj. behavior id v] to ((join (letter (15) of (solid obj. linked master list index)) (letter (16) of (solid obj. linked master list index))) - (10))\nset [solid obj. linked master list index v] to (item (solid obj. list index) of [solid objects v])\ncreate clone of (_myself_ v)\n\nwhen I receive [start new level v]\ndelete this clone\n\nwhen I receive [start game v]\ndelete this clone\n\nwhen I receive [reset level v]\ndelete this clone\n\nwhen I receive [spawn object \(editor\) v]\nif <(costume [number v]) = [1]> then\n wait (1) seconds\n set [solid obj. index v] to (length of [solid objects v])\n create solid object\nend\n\nwhen I receive [hud - edit mode v]\nif <(costume [number v]) > [1]> then\n if <(edit mode?) = [1]> then\n show\n set [ghost v] effect to (70)\n else\n set [ghost v] effect to (100)\n end\nend\n\nwhen I start as a clone\nswitch costume to (join [s] (solid obj. costume ID))\nshow\ngo to [front v] layer\nif <(edit mode?) = [0]> then\n set [ghost v] effect to (100)\nelse\n set [ghost v] effect to (70)\nend\nforever\n go to x: ((solid obj. xpos) - (camera x)) y: ((solid obj. ypos) - (camera y))\n if <<(round (x position)) = (round ((solid obj. xpos) - (camera x)))> and <(round (y position)) = (round ((solid obj. ypos) - (camera y)))>> then\n show\n if <(edit mode?) = [0]> then\n behavior\n end\n else\n hide\n end\nend\n\nwhen I receive [end game v]\ndelete this clone\n\ndefine behavior\nif <(solid obj. behavior ID) = [12]> then\n dropdown platform\nelse\nend\n\nwhen I receive [delete object v]\nif <(solid obj. linked master list index) > (object index)> then\n change [solid obj. linked master list index v] by (-1)\n change [solid obj. list index v] by (-1)\nelse\n if <(solid obj. linked master list index) = (object index)> then\n delete (solid obj. list index) of [solid objects v]\n delete this clone\n end\nend\n\nwhen I receive [opened door v]\nif <(solid obj. linked master list index) > (object index)> then\n change [solid obj. list index v] by (-1)\nelse\n if <(solid obj. linked master list index) = (object index)> then\n delete this clone\n end\nend\n\ndefine dropdown platform\nif <((player ypos) - (27)) < (solid obj. ypos)> then\n hide\nelse\n show\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n hide\n end\nend\n\ndefine spawn solid objects\nset [solid obj. index v] to [0]\nrepeat (length of [solid objects v])\n change [solid obj. index v] by (1)\n create solid object\nend\n\n@font: Macondo Swash Caps\n\nwhen flag clicked\nhide\nswitch costume to (background v)\nset rotation style [don't rotate v]\nfont size parser\n\ndefine None\ndelete clone\nshow\nif <(dialogue?) = [1]> then\n go to x: ((x pos) + (184)) y: (y pos)\n switch costume to (background v)\n set size to (100) %\n create clone of (_myself_ v)\nend\nswitch costume to (background v)\nset size to (size) %\nset [counter v] to [0]\ngo to x: (x pos) y: (y pos)\nrepeat (length of (text))\n switch costume to (null v)\n change [counter v] by (1)\n if <(letter (counter) of (text)) = [\]> then\n if <(letter ((counter) + (1)) of (text)) = [t]> then\n wait (0.5) seconds\n wait until <key (space v) pressed?>\n broadcast (text - clear2 v) and wait\n go to x: (x pos) y: (y pos)\n else\n if <(letter ((counter) + (1)) of (text)) = [n]> then\n set x to (x pos)\n change y by ((size) / (-4))\n end\n end\n change [counter v] by (1)\n else\n switch costume to (letter (counter) of (text))\n if <<(costume [number v]) = [95]> or <(costume [number v]) = [96]>> then\n switch costume to (join (letter (counter) of (text)) [s])\n end\n if <<<(costume [number v]) = [1]> and <(letter (counter) of (text)) = [1]>> or <(costume [number v]) = [96]>> then\n switch costume to (null v)\n end\n create clone of (_myself_ v)\n change x by (((item (costume [number v]) of [font sizes v]) + (1)) * ((size) / (90)))\n if <(x position) > (bound x)> then\n set x to (x pos)\n change y by ((size) / (-4))\n end\n end\nend\nhide\nswitch costume to (background v)\nif <(dialogue?) = [1]> then\n wait until <<key (space v) pressed?> or <(text?) = [0]>>\n set [text? v] to [0]\n broadcast (text - clear v)\nend\n\nwhen I receive [text - inventory label v]\nprint (text?) (55) (-160) (75) (230) (0)\nset [text? v] to [0]\n\nwhen I receive [hud - edit mode v]\nset [text? v] to [0]\ndelete this clone\n\nwhen I receive [reset level v]\ndelete this clone\n\nwhen I receive [start new level v]\ndelete this clone\n\nwhen I receive [text - dialogue v]\nprint (text?) (-184) (-125) (100) (184) (1)\n\nwhen I receive [text - clear2 v]\nif <not <(costume [number v]) = [96]>> then\n delete this clone\nend\n\ndefine font size parser\nset [text? v] to [06.12.11.12.10.12.11.11.11.14.15.11.15.12.12.12.15.13.11.08.12.11.21.13.17.12.17.12.12.14.15.15.21.12.13.15.10.11.09.12.09.11.12.11.03.04.11.03.17.11.11.12.12.08.09.08.11.11.17.10.11.09.10.05.11.06.06.07.18.13.17.09.15.17.03.08.08.02.03.06.09.09.09.06.06.12.03.03.03.03.12.08.10.09.10.]\nset [counter v] to [0]\ndelete (all) of [font sizes v]\nrepeat ((length of (text?)) / (3))\n change [counter v] by (3)\n add (join (letter ((counter) - (2)) of (text?)) (letter ((counter) - (1)) of (text?))) to [font sizes v]\nend\nset [text? v] to [0]\n\nwhen I start as a clone\ngo to [front v] layer\n\nwhen I receive [text - clear v]\nhide\ndelete this clone\n\nset [text? v] to [1]\nprint [A twisty-looking beanstalk.] (-184) (0) (90) (184) (1)\n\nwhen I receive [text - game finish v]\nprint (text?) (-205) (-130) (75) (230) (0)\n\ndefine delete clone\ndelete this clone\n\nwhen I receive [text - cutscene v]\nprint (text?) (-184) (0) (100) (184) (0)\n\n@effects\n\nwhen flag clicked\nhide\nset rotation style [all around v]\ngo to x: (0) y: (0)\nswitch costume to (leaf v)\nset [ghost v] effect to (0)\nset size to (100) %\nset [effect id v] to [0]\nrepeat until <not <(backdrop [name v]) = [title]>>\n particle spawner (0) (0) [leaf] (4)\n wait (0.5) seconds\nend\n\ndefine None\nif <(effect ID) = [0]> then\n set [effect id v] to (id)\n set [xpos v] to (x)\n set [ypos v] to (y)\n switch costume to (costume)\n create clone of (_myself_ v)\n set [effect id v] to [0]\nend\n\nwhen I start as a clone\nif <(effect ID) = [1]> then\n set [ghost v] effect to (0)\n set size to (10) %\n show\n go to [front v] layer\n repeat until <(size) > [150]>\n set size to ((size) * (1.2)) %\n set [ghost v] effect to ((size) / (1.5))\n scroll\n end\nelse\n if <(effect ID) = [2]> then\n set rotation style [don't rotate v]\n set size to (pick random (25) to (75)) %\n point in direction (pick random (-30) to (30))\n show\n go to [front v] layer\n repeat until <<touching (_edge_ v)?> or <<touching (level hitbox v)?> or <touching (objects v)?>>>\n turn right (pick random (0) to (3)) degrees\n change [xpos v] by ([cos v] of (direction) )\n change [ypos v] by (3)\n scroll\n end\n else\n if <(effect ID) = [3]> then\n change [xpos v] by (pick random (-75) to (75))\n change [ypos v] by (pick random (30) to (100))\n set size to (pick random (75) to (150)) %\n set [ghost v] effect to (100)\n show\n go to [front v] layer\n repeat (50)\n change [ghost v] effect by (-2)\n change [ypos v] by (1)\n scroll\n end\n repeat (40)\n change [ypos v] by (1)\n scroll\n end\n repeat (50)\n change [ghost v] effect by (2)\n change [ypos v] by (1)\n scroll\n end\n else\n if <(effect ID) = [4]> then\n go to x: (-240) y: (pick random (-70) to (180))\n set size to (pick random (20) to (80)) %\n point in direction (pick random (60) to (120))\n show\n glide (pick random (2) to (3)) secs to x: (240) y: (pick random (-180) to (70))\n delete this clone\n else\n end\n end\n end\nend\ndelete this clone\n\nwhen I receive [effect - death v]\nparticle spawner (player xpos) (player ypos) [death] (1)\n\nwhen I receive [effect - slime v]\nparticle spawner (effect xpos) (effect ypos) [slime] (1)\n\nwhen I receive [effect - bubbles v]\nparticle spawner (player xpos) ((player ypos) + (10)) [bubbles] (2)\n\nwhen I receive [effect - magic v]\nparticle spawner (effect xpos) (effect ypos) [magic] (3)\n\ndefine scroll\ngo to x: (round ((xpos) - (camera x))) y: (round ((ypos) - (camera y)))\nif <<(round (x position)) = (round ((xpos) - (camera x)))> and <(round (y position)) = (round ((ypos) - (camera y)))>> then\n show\nelse\n hide\nend\n\nwhen I receive [start game v]\ndelete this clone\n\nwhen I receive [end game v]\ndelete this clone\n\nwhen I receive [reset level v]\ndelete this clone\n\nwhen I receive [start new level v]\ndelete this clone\n\nwhen I receive [effects - shards v]\nbroadcast (sound - rock shards v)\nparticle spawner (effect xpos) (effect ypos) [shards] (1)\n\n@sound\n\nwhen flag clicked\ngo to x: (210) y: (157)\nswitch costume to (unmute v)\nset volume to (100) %\nhide\nset [timer v] to [0]\nforever\n play sound [Isle of Songs v] until done\nend\n\nwhen I receive [cutscene - intro v]\nrepeat (100)\n change volume by (-1)\nend\nstop [other scripts in sprite v]\nstop all sounds\n\nwhen I receive [start game v]\nshow\ngo to [front v] layer\nrepeat (50)\n change volume by (2)\nend\n\nwhen I receive [sound - splash v]\nstart sound [plunge v]\n\nwhen I receive [opened door v]\nstart sound [get_item v]\n\nwhen I receive [add item v]\nstart sound [get_item v]\n\nwhen I receive [sound - bubbling v]\nrepeat until <(underwater?) = [0]>\n play sound [bubbles v] until done\nend\n\nwhen I receive [hurt v]\nstart sound [rattle v]\n\nwhen I receive [sound - boing v]\nstart sound [boing v]\n\nwhen I receive [sound - jump v]\nstart sound [water drop v]\n\nwhen I receive [start game v]\nset [current music v] to [Lost Woods]\nforever\n play sound (current music) until done\nend\n\nwhen this sprite clicked\nnext costume\nset volume to (((costume [number v]) - (1)) * (100)) %\n\nwhen I receive [start new level v]\nrepeat (50)\n change volume by (-2)\nend\nset [current music v] to (item (level) of [level music v])\nstop all sounds\nrepeat (50)\n change volume by (2)\nend\n\nwhen I receive [start game v]\nforever\n if <<<not <(round (player xvel)) = [0]>> or <<not <(round (player yvel)) = [0]>> and <(climbing?) = [1]>>> and <<(underwater?) = [0]> and <(text?) = [0]>>> then\n play sound [walk_sound v] until done\n end\nend\n\nwhen I receive [sound - rock shards v]\nstart sound [rock drop v]\n\nwhen I receive [hud - lantern v]\nwait (0.2) seconds\nshow\ngo to [front v] layer\n\n@assets\n\nwhen flag clicked\nhide\n\n@logo2\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset rotation style [all around v]\npoint in direction (90)\nswitch costume to (costume1 v)\nset [ghost v] effect to (0)\nhide\nrender (90) (1) (1)\nrender (90) (2) (2)\nrender (30) (2) (3)\nrender (-30) (3) (4)\nrender (-90) (2) (5)\nrender (-150) (4) (6)\nrender (-210) (2) (7)\nwait (3) seconds\nrender (-270) (5) (0)\nwait (2) seconds\nbroadcast (end logo v)\n\ndefine None\nset [clone# v] to (clone#)\nswitch costume to (costume #)\ngo to x: (0) y: (0)\npoint in direction (direction)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(costume [number v]) = [1]> then\n show\n go to [front v] layer\nelse\n if <<(costume [number v]) > [1]> and <[5] > (costume [number v])>> then\n set [ghost v] effect to (100)\n show\n go to [front v] layer\n repeat ((clone#) * (10))\n turn right (3) degrees\n end\n repeat (50)\n change [ghost v] effect by (-2)\n turn right (3) degrees\n end\n forever\n turn right (3) degrees\n end\n else\n set [ghost v] effect to (100)\n show\n go to [front v] layer\n repeat (25)\n change [ghost v] effect by (-4)\n end\n end\nend\n\nwhen I receive [end logo v]\nrepeat (50)\n change [ghost v] effect by (2)\nend\ndelete this clone\n\n
If you have questions in the comments, they will be answered on my new account @TSwanyIRL.\n\nArrow keys to move. The grey circle is your cursor.\nStuck on a tricky level? Stuck in a wall? Drawing didn't clear? Press R to restart!\nCoins are to the left of the shop button. Level number is to the right of the shop button.\n---\n\nNOTE - 06.03.2018\nThe 2 year anniversary of ABTP is almost here! I recreated the three bitmap character sprites and made them vector just like Red and The Blues! (I personally think I did a really good job on the Bubbles sprite)\nI also added different music tracks for the different dimensions! Sadly I don't think I'll be going to scratch camp this year, but I'm still going to add more levels and other new features! \n\nNOTE - 08.18.2020\nHas it really been over four years? It has! New levels out now. The conclusion is coming soon! \n\nNOTE - 02.03.2023\n\n... some day, folks. some day.
Starlight Platformer
@Stage\n\nwhen I receive [starclan v]\nswitch backdrop to (backdrop2 v)\n\nwhen I receive [moonstone v]\nswitch backdrop to (backdrop3 v)\n\nwhen I receive [aa v]\nswitch backdrop to (backdrop4 v)\n\nwhen I receive [next level v]\nswitch backdrop to (backdrop5 v)\n\nwhen I receive [aaaaa v]\nswitch backdrop to (backdrop6 v)\n\nwhen I receive [b v]\nswitch backdrop to (backdrop7 v)\n\nwhen I receive [bb v]\nswitch backdrop to (backdrop8 v)\n\nwhen I receive [start v]\nswitch backdrop to (backdrop9 v)\n\nwhen I receive [rouge alert v]\nswitch backdrop to (backdrop14 v)\n\nwhen I receive [twolegplace v]\nswitch backdrop to (backdrop15 v)\n\nwhen I receive [finish hide and seek v]\nswitch backdrop to (backdrop15 v)\n\nwhen I receive [skyclan v]\nswitch backdrop to (backdrop20 v)\n\nwhen I receive [end v]\nrepeat (50)\n change [brightness v] effect by (-2)\nend\nwait (1) seconds\nset [brightness v] effect to (0)\nswitch backdrop to (backdrop21 v)\n\nwhen I receive [fox! v]\nswitch backdrop to (backdrop19 v)\n\nwhen I receive [climb up the gorge v]\nswitch backdrop to (backdrop18 v)\n\nwhen I receive [stepping stones v]\nswitch backdrop to (backdrop12 v)\n\nwhen I receive [hide and seek v]\nswitch backdrop to (backdrop16 v)\n\nwhen I receive [back to the river v]\nswitch backdrop to (backdrop17 v)\n\nwhen I receive [starting v]\nswitch backdrop to (backdrop10 v)\n\nwhen I receive [river v]\nswitch backdrop to (backdrop11 v)\n\nwhen I receive [thunderpath v]\nswitch backdrop to (backdrop13 v)\n\nwhen flag clicked\nrepeat (50)\n change [brightness v] effect by (-2)\nend\nwait (1) seconds\nrepeat (50)\n switch backdrop to (mansua4 v)\n change [brightness v] effect by (2)\nend\nset [brightness v] effect to (0)\nswitch backdrop to (mansua3 v)\nwait (0.07) seconds\nswitch backdrop to (mansua2 v)\nwait (0.07) seconds\nswitch backdrop to (mansua1 v)\nrepeat (1)\n switch backdrop to (mansua1 v)\n wait (1) seconds\n switch backdrop to (mansua2 v)\n wait (0.07) seconds\n switch backdrop to (mansua3 v)\n wait (0.07) seconds\n switch backdrop to (mansua4 v)\n wait (1) seconds\n switch backdrop to (mansua3 v)\n wait (0.07) seconds\n switch backdrop to (mansua2 v)\n wait (0.07) seconds\n switch backdrop to (mansua1 v)\nend\nrepeat (10)\n change [ghost v] effect by (10)\nend\nrepeat (30)\n switch backdrop to (backdrop1 v)\n change [ghost v] effect by (-10)\nend\nbroadcast (a v)\n\n@Skystar? OR skypaw\n\nwhen I receive [message1 v]\nsay [Welcome to warriors the game \(platformer\)] for (2) seconds\nsay [My name is Skystar and I will be your guide to find your way back to Skyclan!] for (4) seconds\nask [To start What's your name? Type in prefix only like Snow , Brave and etc.] and wait\nset [name v] to (answer)\nsay (join [Hey ] (answer)) for (2) seconds\nsay [Now you will recieve your nine lives from starclan.] for (2) seconds\nbroadcast (starclan v)\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [a v]\nshow\n\n@Sprite1\n\nwhen this sprite clicked\nbroadcast (message1 v)\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [starclan v]\nhide\n\nwhen I receive [a v]\nshow\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (costume2 v)\n set size to (110) %\n else\n switch costume to (costume1 v)\n set size to (100) %\n end\nend\n\n@Sprite2\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (costume3 v)\n set size to (110) %\n else\n switch costume to (costume2 v)\n set size to (100) %\n end\nend\n\nwhen I receive [starclan v]\nshow\n\nwhen this sprite clicked\nbroadcast (moonstone v)\nhide\n\nwhen I receive [moonstone v]\nhide\n\nwhen flag clicked\nset [y-velocity v] to [0]\n\n@Starclan flame2\n\nwhen I receive [starclan v]\nwait (0) seconds\nset [ghost v] effect to (50)\nset [brightness v] effect to (25)\nswitch costume to (starclan flame2 v)\nshow\nsay (join [Welcome ] (join (name) (item (random) of [suffixes v]))) for (2) seconds\nsay [I am Brambleflight I give you a life of compassion use it to care for your clan young and old!] for (4) seconds\nswitch costume to (starclan flame3 v)\nsay [I am Plumclaw and I give you a life of courage use it to protect your clan.] for (4) seconds\nswitch costume to (starclan flame4 v)\nsay [I am Skystar and I give you the life for loyalty no matter what happens your clan will always be your first priority!] for (4) seconds\nswitch costume to (starclan flame5 v)\nsay [I am Snowtail I give you a life for mentoring, use it to train apprentinces.] for (4) seconds\nswitch costume to (starclan flame6 v)\nsay [I am Honeyfern I give you a life of judgement to see what is right and what is wrong.] for (4) seconds\nswitch costume to (starclan flame7 v)\nsay [I am Dawnfeather and I give you the life of tireless energy use it well to cary out the tasks of a leader] for (4) seconds\nswitch costume to (starclan flame9 v)\nsay [I am Crowflight and I give you the life of protection use it to protect your clan as a mother protects her kits.] for (4) seconds\nswitch costume to (starclan flame10 v)\nsay [I am Amberflame and I give you the life of love use it well for all cats of your clan especially the ones you love.] for (4) seconds\nsay (join [You are now known as ] (join (name) [star])) for (2) seconds\nset [name v] to (join (name) [star])\nbroadcast (moonstone v)\nhide\n\nhide list [suffixes v]\n\nwhen flag clicked\nhide\n\nwhen I receive [moonstone v]\nhide\nstop [other scripts in sprite v]\n\nhide list [suffixes v]\n\nshow list [suffixes v]\n\n@Sprite3\n\nwhen I receive [moonstone v]\ngo to x: (134) y: (-73)\nswitch costume to (gray2 v)\nshow\n\nwhen flag clicked\nset [name v] to [0]\nhide\n\nwhen [1 v] key pressed\nwait (0.4) seconds\nnext costume\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [2]> then\n set [you v] to [1]\n end\n if <(costume [number v]) = [3]> then\n set [you v] to [2]\n end\n if <(costume [number v]) = [4]> then\n set [you v] to [3]\n end\n if <(costume [number v]) = [5]> then\n set [you v] to [4]\n end\n if <(costume [number v]) = [6]> then\n set [you v] to [5]\n end\n if <(costume [number v]) = [7]> then\n set [you v] to [6]\n end\n if <(costume [number v]) = [8]> then\n set [you v] to [7]\n end\n if <(costume [number v]) = [9]> then\n set [you v] to [8]\n end\n if <(costume [number v]) = [1]> then\n set [you v] to [0]\n end\nend\n\nwhen I receive [aa v]\nhide\n\n@Sprite4\n\nwhen flag clicked\nhide\n\nwhen I receive [moonstone v]\nshow\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (costume2 v)\n set size to (110) %\n else\n switch costume to (costume1 v)\n set size to (100) %\n end\nend\n\nwhen this sprite clicked\nbroadcast (aa v)\nhide\n\n@Sprite5\n\nwhen flag clicked\nhide\n\nwhen I receive [aa v]\nif <(you) = [1]> then\n go to x: (-179) y: (-66)\n set size to (70) %\n show\nend\n\nwhen I receive [next level v]\nif <(you) = [1]> then\n hide\n go to x: (-179) y: (-66)\n show\nelse\n hide\nend\n\nwhen flag clicked\nforever\nend\n\nwhen flag clicked\nforever\n if <key (up arrow v) pressed?> then\n repeat (10)\n change y by (10)\n end\n wait until <touching color (#00ff52)?>\n end\nend\n\nwhen I receive [aaaaa v]\nif <(you) = [1]> then\n hide\n go to x: (-179) y: (-66)\n show\nelse\n hide\nend\n\nwhen flag clicked\nforever\n if <key (space v) pressed?> then\n if <(costume [number v]) = <<[5] = <[6] = [7]>> and >> then\n switch costume to (costume9 v)\n wait (0.07) seconds\n switch costume to (costume5 v)\n else\n switch costume to (costume8 v)\n wait (0.07) seconds\n switch costume to (costume2 v)\n end\n end\nend\n\nwhen I receive [start v]\nif <(you) = [1]> then\n hide\n go to x: (-225) y: (-70)\n show\nelse\n hide\nend\n\nwhen I receive [ask v]\nsay [Do you know the way to the river?] for (2) seconds\n\nwhen I receive [thunderpath v]\nif <(you) = [1]> then\n hide\n set size to (60) %\n set size to (60) %\n go to x: (-225) y: (-70)\n show\nelse\n hide\nend\n\nwhen I receive [rouge alert v]\nif <(you) = [1]> then\n hide\n go to x: (-225) y: (-70)\n set size to (70) %\n show\nelse\n hide\nend\n\nwhen flag clicked\nforever\n if <key (right arrow v) pressed?> then\n point in direction (90)\n change x by (4)\n end\n if <key (left arrow v) pressed?> then\n change x by (-4)\n end\nend\n\nwhen flag clicked\nforever\n if <key (right arrow v) pressed?> then\n point in direction (90)\n change x by (4)\n end\n if <key (left arrow v) pressed?> then\n change x by (-4)\n end\nend\n\nwhen flag clicked\nforever\n if <(backdrop [name v]) = [backdrop13]> then\n if <(you) = [1]> then\n if <touching (front-view-of-cars_62147503207 v)?> then\n go to x: (-255) y: (-88)\n say [Ouch!] for (2) seconds\n end\n else\n hide\n end\n end\nend\n\nwhen I receive [climb up the gorge v]\nif <(you) = [1]> then\n hide\n go to x: (-225) y: (-70)\n show\nelse\n hide\nend\n\nwhen flag clicked\nforever\n if <<touching (670px-draw-a-fox-step-18 v)?> and <not <key (space v) pressed?>>> then\n wait (0.07) seconds\n go to x: (-242) y: (-85)\n say [ouch!] for (2) seconds\n end\nend\n\nwhen [space v] key pressed\nif <(backdrop [name v]) = [backdrop19]> then\n go to x: (-212) y: (-96)\n say [Ouch] for (2) seconds\nend\n\nwhen I receive [sajlksh v]\nsay (join (join (item (random) of [prefix v]) (item (random) of [suffixes v])) [ my deputy!]) for (2) seconds\n\nwhen I receive [end v]\nhide\n\nshow list [suffixes v]\n\nhide list [suffixes v]\n\nwhen I receive [hide and seek v]\nhide\n\nwhen flag clicked\nforever\n if <touching color (#00f8f8)?> then\n if <not <(backdrop [name v]) = [backdrop11]>> then\n go to x: (-223) y: (-83)\n else\n go to x: (-244) y: (129)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<touching (sprite18 v)?> and <not <key (space v) pressed?>>> then\n wait (0.07) seconds\n go to x: (-242) y: (-85)\n say [ouch!] for (2) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <(backdrop [name v]) = [backdrop13]> then\n if <(you) = [1]> then\n if <touching (front-view-of-cars_2 v)?> then\n go to x: (-255) y: (-88)\n say [Ouch!] for (2) seconds\n end\n else\n hide\n end\n end\nend\n\nwhen I receive [reply v]\nsay [Umm .....] for (2) seconds\n\nwhen I receive [stepping stones v]\nif <(you) = [1]> then\n hide\n go to x: (-253) y: (-50)\n show\nelse\n hide\nend\n\nwhen flag clicked\nforever\n if <(backdrop [name v]) = [backdrop11]> then\n if <touching (sprite24 v)?> then\n wait (0.07) seconds\n go to x: (-244) y: (129)\n say [Ouch!] for (2) seconds\n end\n end\nend\n\nwhen I receive [river v]\nif <(you) = [1]> then\n hide\n go to x: (-249) y: (125)\n show\nelse\n hide\nend\n\nwhen I receive [finish hide and seek v]\nif <(you) = [1]> then\n hide\n go to x: (-225) y: (-70)\n show\nelse\n hide\nend\n\nwhen I receive [aaaaa v]\nif <(you) = [1]> then\n hide\n go to x: (-225) y: (-70)\n show\nelse\n hide\nend\n\nwhen flag clicked\nforever\n if <<touching (sprite28 v)?> and <not <key (space v) pressed?>>> then\n wait (0.07) seconds\n go to x: (-242) y: (-85)\n say [ouch!] for (2) seconds\n end\nend\n\nwhen flag clicked\npoint in direction (90)\nforever\n if <key (left arrow v) pressed?> then\n switch costume to (costume5 v)\n change x by (0)\n wait (0.07) seconds\n switch costume to (costume6 v)\n change x by (0)\n wait (0.07) seconds\n switch costume to (costume5 v)\n change x by (0)\n wait (0.07) seconds\n switch costume to (costume7 v)\n change x by (0)\n wait (0.07) seconds\n point in direction (90)\n end\n if <key (right arrow v) pressed?> then\n point in direction (90)\n switch costume to (costume3 v)\n change x by (0)\n wait (0.07) seconds\n switch costume to (costume4 v)\n change x by (0)\n wait (0.07) seconds\n switch costume to (costume3 v)\n change x by (0)\n wait (0.07) seconds\n switch costume to (costume2 v)\n change x by (0)\n wait (0.07) seconds\n end\nend\n\nwhen I receive [b v]\nif <(you) = [1]> then\n hide\n go to x: (-225) y: (-70)\n show\nelse\n hide\nend\n\nwhen I receive [fox! v]\nif <(you) = [1]> then\n hide\n go to x: (-225) y: (-70)\n show\nelse\n hide\nend\n\nwhen I receive [back to the river v]\nif <(you) = [1]> then\n hide\n go to x: (-225) y: (-70)\n show\nelse\n hide\nend\n\nwhen I receive [twolegplace v]\nif <(you) = [1]> then\n hide\n go to x: (-225) y: (-70)\n show\nelse\n hide\nend\n\nwhen I receive [starting v]\nif <(you) = [1]> then\n hide\n go to x: (-225) y: (-70)\n show\nelse\n hide\nend\n\nwhen flag clicked\nforever\n if <touching color (#00ff52)?> then\n change y by (0)\n end\n if <not <touching color (#00ff52)?>> then\n repeat (10)\n change y by (-5)\n end\n end\nend\n\n@Sprite6\n\nwhen flag clicked\npoint in direction (90)\nforever\n forever\n forever\n if <key (left arrow v) pressed?> then\n switch costume to (costume5 v)\n change x by (-10)\n wait (0.07) seconds\n switch costume to (costume6 v)\n change x by (-10)\n wait (0.07) seconds\n switch costume to (costume5 v)\n change x by (-10)\n wait (0.07) seconds\n switch costume to (costume7 v)\n change x by (-10)\n wait (0.07) seconds\n point in direction (90)\n end\n if <key (right arrow v) pressed?> then\n point in direction (90)\n switch costume to (costume3 v)\n change x by (10)\n wait (0.07) seconds\n switch costume to (costume4 v)\n change x by (10)\n wait (0.07) seconds\n switch costume to (costume3 v)\n change x by (10)\n wait (0.07) seconds\n switch costume to (costume2 v)\n change x by (10)\n wait (0.07) seconds\n end\n end\n end\nend\n\nwhen flag clicked\nhide variable [you v]\nhide\n\nwhen I receive [aa v]\nif <(you) = [0]> then\n go to x: (-179) y: (-66)\n set size to (70) %\n show\nend\n\nwhen I receive [next level v]\nif <(you) = [0]> then\n hide\n go to x: (-179) y: (-66)\n show\nelse\n hide\nend\n\ngo to x: (-210) y: (-55)\n\nwhen flag clicked\nforever\n if <touching color (#00ff52)?> then\n change y by (0)\n end\n if <not <touching color (#00ff52)?>> then\n repeat (10)\n change y by (-5)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <key (up arrow v) pressed?> then\n repeat (10)\n change y by (10)\n end\n wait until <touching color (#00ff52)?>\n end\nend\n\nchange x by (10)\n\nwhen I receive [aaaaa v]\nif <(you) = [0]> then\n hide\n go to x: (-179) y: (-66)\n show\nelse\n hide\nend\n\nwhen I receive [b v]\nif <(you) = [0]> then\n hide\n go to x: (-225) y: (-70)\n show\nelse\n hide\nend\n\nwhen I receive [aaaaa v]\nif <(you) = [0]> then\n hide\n go to x: (-225) y: (-70)\n show\nelse\n hide\nend\n\nwhen I receive [start v]\nif <(you) = [0]> then\n hide\n go to x: (-225) y: (-70)\n show\nelse\n hide\nend\n\nwhen I receive [starting v]\nif <(you) = [0]> then\n hide\n go to x: (-225) y: (-70)\n show\nelse\n hide\nend\n\nwhen I receive [river v]\nif <(you) = [0]> then\n hide\n go to x: (-249) y: (125)\n show\nelse\n hide\nend\n\nwhen I receive [ask v]\nsay [Do you know the way to the river?] for (2) seconds\n\nwhen flag clicked\nforever\n if <<touching (sprite18 v)?> and <not <key (space v) pressed?>>> then\n wait (0.07) seconds\n go to x: (-242) y: (-85)\n say [ouch!] for (2) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <key (space v) pressed?> then\n if <(costume [number v]) = <<[5] = <[6] = [7]>> and >> then\n switch costume to (costume9 v)\n wait (0.07) seconds\n switch costume to (costume5 v)\n else\n switch costume to (costume8 v)\n wait (0.07) seconds\n switch costume to (costume2 v)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#00f8f8)?> then\n if <not <(backdrop [name v]) = [backdrop11]>> then\n go to x: (-223) y: (-83)\n else\n go to x: (-244) y: (129)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(backdrop [name v]) = [backdrop11]> then\n if <touching (sprite24 v)?> then\n wait (0.07) seconds\n go to x: (-244) y: (129)\n say [Ouch!] for (2) seconds\n end\n end\nend\n\nwhen I receive [stepping stones v]\nif <(you) = [0]> then\n hide\n go to x: (-253) y: (-50)\n show\nelse\n hide\nend\n\nwhen I receive [thunderpath v]\nif <(you) = [0]> then\n hide\n set size to (60) %\n go to x: (-225) y: (-70)\n show\nelse\n hide\nend\n\nwhen flag clicked\nforever\n if <(backdrop [name v]) = [backdrop13]> then\n if <(you) = [0]> then\n if <touching (front-view-of-cars_62147503207 v)?> then\n go to x: (-255) y: (-88)\n say [Ouch!] for (2) seconds\n end\n else\n hide\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(backdrop [name v]) = [backdrop13]> then\n if <(you) = [0]> then\n if <touching (front-view-of-cars_2 v)?> then\n go to x: (-255) y: (-88)\n say [Ouch!] for (2) seconds\n end\n else\n hide\n end\n end\nend\n\nwhen I receive [rouge alert v]\nif <(you) = [0]> then\n hide\n go to x: (-225) y: (-70)\n set size to (70) %\n show\nelse\n hide\nend\n\nwhen I receive [reply v]\nsay [Umm .....] for (2) seconds\n\nwhen flag clicked\nforever\n if <<touching (sprite28 v)?> and <not <key (space v) pressed?>>> then\n wait (0.07) seconds\n go to x: (-242) y: (-85)\n say [ouch!] for (2) seconds\n end\nend\n\nwhen I receive [twolegplace v]\nif <(you) = [0]> then\n hide\n go to x: (-225) y: (-70)\n show\nelse\n hide\nend\n\nwhen I receive [hide and seek v]\nhide\n\nwhen I receive [finish hide and seek v]\nif <(you) = [0]> then\n hide\n go to x: (-225) y: (-70)\n show\nelse\n hide\nend\n\nwhen I receive [back to the river v]\nif <(you) = [0]> then\n hide\n go to x: (-225) y: (-70)\n show\nelse\n hide\nend\n\nwhen I receive [climb up the gorge v]\nif <(you) = [0]> then\n hide\n go to x: (-225) y: (-70)\n show\nelse\n hide\nend\n\nwhen I receive [fox! v]\nif <(you) = [0]> then\n hide\n go to x: (-225) y: (-70)\n show\nelse\n hide\nend\n\nwhen flag clicked\nforever\n if <<touching (670px-draw-a-fox-step-18 v)?> and <not <key (space v) pressed?>>> then\n wait (0.07) seconds\n go to x: (-242) y: (-85)\n say [ouch!] for (2) seconds\n end\nend\n\nwhen I receive [sajlksh v]\nsay (join (join (item (random) of [prefix v]) (item (random) of [suffixes v])) [my deputy!]) for (2) seconds\n\nwhen I receive [end v]\nhide\n\nhide list [suffixes v]\n\n@Sprite7\n\nwhen flag clicked\npoint in direction (90)\nforever\n if <key (left arrow v) pressed?> then\n switch costume to (costume5 v)\n change x by (0)\n wait (0.07) seconds\n switch costume to (costume6 v)\n change x by (0)\n wait (0.07) seconds\n switch costume to (costume5 v)\n change x by (0)\n wait (0.07) seconds\n switch costume to (costume7 v)\n change x by (0)\n wait (0.07) seconds\n point in direction (90)\n end\n if <key (right arrow v) pressed?> then\n point in direction (90)\n switch costume to (costume3 v)\n change x by (0)\n wait (0.07) seconds\n switch costume to (costume4 v)\n change x by (0)\n wait (0.07) seconds\n switch costume to (costume3 v)\n change x by (0)\n wait (0.07) seconds\n switch costume to (costume2 v)\n change x by (0)\n wait (0.07) seconds\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nif <(you) = [2]> then\n hide\n go to x: (-179) y: (-66)\n show\nelse\n hide\nend\n\nwhen flag clicked\nforever\n if <key (right arrow v) pressed?> then\n point in direction (90)\n change x by (4)\n end\n if <key (left arrow v) pressed?> then\n change x by (-4)\n end\nend\n\nwhen flag clicked\nforever\n if <key (right arrow v) pressed?> then\n point in direction (90)\n change x by (4)\n end\n if <key (left arrow v) pressed?> then\n change x by (-4)\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#00ff52)?> then\n change y by (0)\n end\n if <not <touching color (#00ff52)?>> then\n repeat (10)\n change y by (-5)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <key (up arrow v) pressed?> then\n repeat (10)\n change y by (10)\n end\n wait until <touching color (#00ff52)?>\n end\nend\n\nwhen I receive [aaaaa v]\nif <(you) = [2]> then\n hide\n go to x: (-179) y: (-66)\n show\nelse\n hide\nend\n\nwhen flag clicked\nforever\n if <key (space v) pressed?> then\n if <(costume [number v]) = <<[5] = <[6] = [7]>> and >> then\n switch costume to (costume9 v)\n wait (0.07) seconds\n switch costume to (costume5 v)\n else\n switch costume to (costume8 v)\n wait (0.07) seconds\n switch costume to (costume2 v)\n end\n end\nend\n\nwhen I receive [b v]\nif <(you) = [2]> then\n hide\n go to x: (-225) y: (-70)\n show\nelse\n hide\nend\n\nwhen I receive [aa v]\nif <(you) = [2]> then\n hide\n set size to (70) %\n go to x: (-225) y: (-70)\n show\nelse\n hide\nend\n\nwhen I receive [aaaaa v]\nif <(you) = [2]> then\n hide\n set size to (70) %\n go to x: (-225) y: (-70)\n show\nelse\n hide\nend\n\nwhen I receive [start v]\nif <(you) = [2]> then\n hide\n set size to (70) %\n go to x: (-225) y: (-70)\n show\nelse\n hide\nend\n\nwhen I receive [starting v]\nif <(you) = [2]> then\n hide\n set size to (70) %\n go to x: (-225) y: (-70)\n show\nelse\n hide\nend\n\nwhen I receive [river v]\nif <(you) = [2]> then\n hide\n set size to (70) %\n go to x: (-249) y: (125)\n show\nelse\n hide\nend\n\nwhen I receive [ask v]\nsay [Do you know the way to the river?] for (2) seconds\n\nwhen flag clicked\nforever\n if <<touching (sprite18 v)?> and <not <key (space v) pressed?>>> then\n wait (0.07) seconds\n go to x: (-242) y: (-85)\n say [ouch!] for (2) seconds\n end\nend\n\nwhen I receive [b v]\nif <(you) = [2]> then\n hide\n set size to (70) %\n go to x: (-225) y: (-70)\n show\nelse\n hide\nend\n\nwhen flag clicked\nforever\n if <touching color (#00f8f8)?> then\n if <not <(backdrop [name v]) = [backdrop11]>> then\n go to x: (-223) y: (-83)\n else\n go to x: (-244) y: (129)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(backdrop [name v]) = [backdrop11]> then\n if <touching (sprite24 v)?> then\n wait (0.07) seconds\n go to x: (-244) y: (129)\n say [Ouch!] for (2) seconds\n end\n end\nend\n\nwhen I receive [stepping stones v]\nif <(you) = [2]> then\n hide\n set size to (70) %\n go to x: (-253) y: (-50)\n show\nelse\n hide\nend\n\nwhen I receive [thunderpath v]\nif <(you) = [2]> then\n hide\n set size to (60) %\n go to x: (-225) y: (-70)\n show\nelse\n hide\nend\n\nwhen flag clicked\nforever\n if <(backdrop [name v]) = [backdrop13]> then\n if <(you) = [2]> then\n if <touching (front-view-of-cars_62147503207 v)?> then\n go to x: (-255) y: (-88)\n say [Ouch!] for (2) seconds\n end\n else\n hide\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(backdrop [name v]) = [backdrop13]> then\n if <(you) = [2]> then\n if <touching (front-view-of-cars_2 v)?> then\n go to x: (-255) y: (-88)\n say [Ouch!] for (2) seconds\n end\n else\n hide\n end\n end\nend\n\nwhen I receive [rouge alert v]\nif <(you) = [2]> then\n hide\n go to x: (-225) y: (-70)\n set size to (70) %\n show\nelse\n hide\nend\n\nwhen I receive [reply v]\nsay [Umm .....] for (2) seconds\n\nwhen flag clicked\nforever\n if <<touching (sprite28 v)?> and <not <key (space v) pressed?>>> then\n wait (0.07) seconds\n go to x: (-242) y: (-85)\n say [ouch!] for (2) seconds\n end\nend\n\nwhen I receive [twolegplace v]\nif <(you) = [2]> then\n hide\n go to x: (-225) y: (-70)\n show\nelse\n hide\nend\n\nwhen I receive [hide and seek v]\nhide\n\nwhen I receive [finish hide and seek v]\nif <(you) = [2]> then\n hide\n go to x: (-225) y: (-70)\n show\nelse\n hide\nend\n\nwhen I receive [back to the river v]\nif <(you) = [2]> then\n hide\n go to x: (-225) y: (-70)\n show\nelse\n hide\nend\n\nwhen I receive [climb up the gorge v]\nif <(you) = [2]> then\n hide\n go to x: (-225) y: (-70)\n show\nelse\n hide\nend\n\nwhen I receive [fox! v]\nif <(you) = [2]> then\n hide\n go to x: (-225) y: (-70)\n show\nelse\n hide\nend\n\nwhen flag clicked\nforever\n if <<touching (670px-draw-a-fox-step-18 v)?> and <not <key (space v) pressed?>>> then\n wait (0.07) seconds\n go to x: (-242) y: (-85)\n say [ouch!] for (2) seconds\n end\nend\n\nwhen I receive [sajlksh v]\nsay (join (join (item (random) of [prefix v]) (item (random) of [suffixes v])) [my deputy!]) for (2) seconds\n\nwhen I receive [end v]\nhide\n\n@Sprite8\n\nwhen flag clicked\npoint in direction (90)\nforever\n if <key (left arrow v) pressed?> then\n switch costume to (costume5 v)\n change x by (0)\n wait (0.07) seconds\n switch costume to (costume6 v)\n change x by (0)\n wait (0.07) seconds\n switch costume to (costume5 v)\n change x by (0)\n wait (0.07) seconds\n switch costume to (costume7 v)\n change x by (0)\n wait (0.07) seconds\n point in direction (90)\n end\n if <key (right arrow v) pressed?> then\n point in direction (90)\n switch costume to (costume3 v)\n change x by (0)\n wait (0.07) seconds\n switch costume to (costume4 v)\n change x by (0)\n wait (0.07) seconds\n switch costume to (costume3 v)\n change x by (0)\n wait (0.07) seconds\n switch costume to (costume2 v)\n change x by (0)\n wait (0.07) seconds\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [aa v]\nif <(you) = [3]> then\n go to x: (-179) y: (-66)\n set size to (70) %\n show\nend\n\nwhen flag clicked\nforever\n if <key (right arrow v) pressed?> then\n point in direction (90)\n change x by (4)\n end\n if <key (left arrow v) pressed?> then\n change x by (-4)\n end\nend\n\nwhen flag clicked\nforever\n if <key (right arrow v) pressed?> then\n point in direction (90)\n change x by (4)\n end\n if <key (left arrow v) pressed?> then\n change x by (-4)\n end\nend\n\nwhen flag clicked\nforever\n if <key (up arrow v) pressed?> then\n repeat (10)\n change y by (10)\n end\n wait until <touching color (#00ff52)?>\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#00ff52)?> then\n change y by (0)\n end\n if <not <touching color (#00ff52)?>> then\n repeat (10)\n change y by (-5)\n end\n end\nend\n\nwhen I receive [next level v]\nif <(you) = [3]> then\n hide\n go to x: (-179) y: (-66)\n show\nelse\n hide\nend\n\nwhen I receive [aaaaa v]\nif <(you) = [3]> then\n hide\n go to x: (-179) y: (-66)\n show\nelse\n hide\nend\n\nwhen flag clicked\nforever\n forever\n if <<touching (sprite18 v)?> and > then\n wait (0) seconds\n go to x: (-242) y: (-85)\n say [ouch!] for (2) seconds\n end\n end\nend\n\nwhen I receive [aaaaa v]\nif <(you) = [3]> then\n hide\n go to x: (-225) y: (-70)\n show\nelse\n hide\nend\n\nwhen I receive [start v]\nif <(you) = [3]> then\n hide\n go to x: (-225) y: (-70)\n show\nelse\n hide\nend\n\nwhen I receive [starting v]\nif <(you) = [3]> then\n hide\n go to x: (-225) y: (-70)\n show\nelse\n hide\nend\n\nwhen I receive [river v]\nif <(you) = [3]> then\n hide\n go to x: (-249) y: (125)\n show\nelse\n hide\nend\n\nwhen I receive [ask v]\nsay [Do you know the way to the river?] for (2) seconds\n\nwhen I receive [b v]\nif <(you) = [3]> then\n hide\n go to x: (-225) y: (-70)\n show\nelse\n hide\nend\n\nwhen flag clicked\nforever\n if <key (space v) pressed?> then\n if <(costume [number v]) = <<[5] = <[6] = [7]>> and >> then\n switch costume to (costume9 v)\n wait (0.07) seconds\n switch costume to (costume5 v)\n else\n switch costume to (costume8 v)\n wait (0.07) seconds\n switch costume to (costume2 v)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#00f8f8)?> then\n if <not <(backdrop [name v]) = [backdrop11]>> then\n go to x: (-223) y: (-83)\n else\n go to x: (-244) y: (129)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(backdrop [name v]) = [backdrop11]> then\n if <touching (sprite24 v)?> then\n wait (0.07) seconds\n go to x: (-244) y: (129)\n say [Ouch!] for (2) seconds\n end\n end\nend\n\nwhen I receive [stepping stones v]\nif <(you) = [3]> then\n hide\n go to x: (-253) y: (-50)\n show\nelse\n hide\nend\n\nwhen I receive [thunderpath v]\nif <(you) = [3]> then\n hide\n set size to (60) %\n go to x: (-225) y: (-70)\n show\nelse\n hide\nend\n\nwhen flag clicked\nforever\n if <(backdrop [name v]) = [backdrop13]> then\n if <(you) = [3]> then\n if <touching (front-view-of-cars_62147503207 v)?> then\n go to x: (-255) y: (-88)\n say [Ouch!] for (2) seconds\n end\n else\n hide\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(backdrop [name v]) = [backdrop13]> then\n if <(you) = [3]> then\n if <touching (front-view-of-cars_2 v)?> then\n go to x: (-255) y: (-88)\n say [Ouch!] for (2) seconds\n end\n else\n hide\n end\n end\nend\n\nwhen I receive [rouge alert v]\nif <(you) = [3]> then\n hide\n go to x: (-225) y: (-70)\n set size to (70) %\n show\nelse\n hide\nend\n\nwhen I receive [reply v]\nsay [Umm .....] for (2) seconds\n\nwhen flag clicked\nforever\n if <<touching (sprite28 v)?> and <not <key (space v) pressed?>>> then\n wait (0.07) seconds\n go to x: (-242) y: (-85)\n say [ouch!] for (2) seconds\n end\nend\n\nwhen I receive [twolegplace v]\nif <(you) = [3]> then\n hide\n go to x: (-225) y: (-70)\n show\nelse\n hide\nend\n\nwhen I receive [hide and seek v]\nhide\n\nwhen I receive [finish hide and seek v]\nif <(you) = [3]> then\n hide\n go to x: (-225) y: (-70)\n show\nelse\n hide\nend\n\nwhen I receive [back to the river v]\nif <(you) = [3]> then\n hide\n go to x: (-225) y: (-70)\n show\nelse\n hide\nend\n\nwhen I receive [climb up the gorge v]\nif <(you) = [3]> then\n hide\n go to x: (-225) y: (-70)\n show\nelse\n hide\nend\n\nwhen I receive [fox! v]\nif <(you) = [3]> then\n hide\n go to x: (-225) y: (-70)\n show\nelse\n hide\nend\n\nwhen flag clicked\nforever\n if <<touching (670px-draw-a-fox-step-18 v)?> and <not <key (space v) pressed?>>> then\n wait (0.07) seconds\n go to x: (-242) y: (-85)\n say [ouch!] for (2) seconds\n end\nend\n\nwhen I receive [sajlksh v]\nsay (join (join (item (random) of [prefix v]) (item (random) of [suffixes v])) [my deputy!]) for (2) seconds\n\nwhen I receive [end v]\nhide\n\n@Sprite9\n\nwhen flag clicked\npoint in direction (90)\nforever\n if <key (left arrow v) pressed?> then\n switch costume to (costume5 v)\n change x by (-10)\n wait (0.07) seconds\n switch costume to (costume6 v)\n change x by (-10)\n wait (0.07) seconds\n switch costume to (costume5 v)\n change x by (-10)\n wait (0.07) seconds\n switch costume to (costume7 v)\n change x by (-10)\n wait (0.07) seconds\n point in direction (90)\n end\n if <key (right arrow v) pressed?> then\n point in direction (90)\n switch costume to (costume3 v)\n change x by (10)\n wait (0.07) seconds\n switch costume to (costume4 v)\n change x by (10)\n wait (0.07) seconds\n switch costume to (costume3 v)\n change x by (10)\n wait (0.07) seconds\n switch costume to (costume2 v)\n change x by (10)\n wait (0.07) seconds\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [aa v]\nif <(you) = [4]> then\n go to x: (-179) y: (-66)\n set size to (70) %\n show\nend\n\nwhen I receive [next level v]\nif <(you) = [4]> then\n hide\n go to x: (-179) y: (-66)\n show\nelse\n hide\nend\n\nwhen flag clicked\nforever\n if <key (right arrow v) pressed?> then\n point in direction (90)\n change x by (4)\n end\n if <key (left arrow v) pressed?> then\n change x by (-4)\n end\nend\n\nwhen flag clicked\nforever\n if <key (right arrow v) pressed?> then\n point in direction (90)\n change x by (4)\n end\n if <key (left arrow v) pressed?> then\n change x by (-4)\n end\nend\n\nwhen flag clicked\nforever\n if <key (up arrow v) pressed?> then\n repeat (10)\n change y by (10)\n end\n wait until <touching color (#00ff52)?>\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#00ff52)?> then\n change y by (0)\n end\n if <not <touching color (#00ff52)?>> then\n change y by (-10)\n end\nend\n\nwhen I receive [aaaaa v]\nif <(you) = [4]> then\n hide\n go to x: (-225) y: (-70)\n show\nelse\n hide\nend\n\nwhen I receive [start v]\nif <(you) = [4]> then\n hide\n go to x: (-225) y: (-70)\n show\nelse\n hide\nend\n\nwhen I receive [starting v]\nif <(you) = [4]> then\n hide\n go to x: (-225) y: (-70)\n show\nelse\n hide\nend\n\nwhen I receive [ask v]\nsay [Do you know the way to the river?] for (2) seconds\n\nwhen I receive [b v]\nif <(you) = [4]> then\n hide\n go to x: (-225) y: (-70)\n show\nelse\n hide\nend\n\nwhen flag clicked\nforever\n if <<touching (sprite18 v)?> and <not <key (space v) pressed?>>> then\n wait (0.07) seconds\n go to x: (-242) y: (-85)\n say [ouch!] for (2) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <key (space v) pressed?> then\n if <(costume [number v]) = <<[5] = <[6] = [7]>> and >> then\n switch costume to (costume9 v)\n wait (0.07) seconds\n switch costume to (costume5 v)\n else\n switch costume to (costume8 v)\n wait (0.07) seconds\n switch costume to (costume2 v)\n end\n end\nend\n\nwhen I receive [river v]\nif <(you) = [4]> then\n hide\n go to x: (-249) y: (125)\n show\nelse\n hide\nend\n\nwhen flag clicked\nforever\n if <(backdrop [name v]) = [backdrop11]> then\n if <touching (sprite24 v)?> then\n wait (0.07) seconds\n go to x: (-244) y: (129)\n say [Ouch!] for (2) seconds\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#00f8f8)?> then\n if <not <(backdrop [name v]) = [backdrop11]>> then\n go to x: (-223) y: (-83)\n else\n go to x: (-244) y: (129)\n end\n end\nend\n\nwhen I receive [stepping stones v]\nif <(you) = [4]> then\n hide\n go to x: (-253) y: (-50)\n show\nelse\n hide\nend\n\nwhen I receive [thunderpath v]\nif <(you) = [4]> then\n hide\n set size to (60) %\n go to x: (-225) y: (-70)\n show\nelse\n hide\nend\n\nwhen flag clicked\nforever\n if <(backdrop [name v]) = [backdrop13]> then\n if <(you) = [4]> then\n if <touching (front-view-of-cars_62147503207 v)?> then\n go to x: (-255) y: (-88)\n say [Ouch!] for (2) seconds\n end\n else\n hide\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(backdrop [name v]) = [backdrop13]> then\n if <(you) = [4]> then\n if <touching (front-view-of-cars_2 v)?> then\n go to x: (-255) y: (-88)\n say [Ouch!] for (2) seconds\n end\n else\n hide\n end\n end\nend\n\nwhen I receive [rouge alert v]\nif <(you) = [4]> then\n hide\n go to x: (-225) y: (-70)\n set size to (70) %\n show\nelse\n hide\nend\n\nwhen I receive [reply v]\nsay [Umm .....] for (2) seconds\n\nwhen flag clicked\nforever\n if <<touching (sprite28 v)?> and <not <key (space v) pressed?>>> then\n wait (0.07) seconds\n go to x: (-242) y: (-85)\n say [ouch!] for (2) seconds\n end\nend\n\nwhen I receive [twolegplace v]\nif <(you) = [4]> then\n hide\n go to x: (-225) y: (-70)\n show\nelse\n hide\nend\n\nwhen I receive [hide and seek v]\nhide\n\nwhen I receive [finish hide and seek v]\nif <(you) = [4]> then\n hide\n go to x: (-225) y: (-70)\n show\nelse\n hide\nend\n\nwhen I receive [back to the river v]\nif <(you) = [4]> then\n hide\n go to x: (-225) y: (-70)\n show\nelse\n hide\nend\n\nwhen I receive [climb up the gorge v]\nif <(you) = [4]> then\n hide\n go to x: (-225) y: (-70)\n show\nelse\n hide\nend\n\nwhen I receive [fox! v]\nif <(you) = [4]> then\n hide\n go to x: (-225) y: (-70)\n show\nelse\n hide\nend\n\nwhen flag clicked\nforever\n if <<touching (670px-draw-a-fox-step-18 v)?> and <not <key (space v) pressed?>>> then\n wait (0.07) seconds\n go to x: (-242) y: (-85)\n say [ouch!] for (2) seconds\n end\nend\n\nwhen I receive [sajlksh v]\nsay (join (join (item (random) of [prefix v]) (item (random) of [suffixes v])) [my deputy!]) for (2) seconds\n\nwhen I receive [end v]\nhide\n\n@Sprite10\n\nwhen flag clicked\npoint in direction (90)\nforever\n if <key (left arrow v) pressed?> then\n switch costume to (costume5 v)\n change x by (0)\n wait (0.07) seconds\n switch costume to (costume6 v)\n change x by (0)\n wait (0.07) seconds\n switch costume to (costume5 v)\n change x by (0)\n wait (0.07) seconds\n switch costume to (costume7 v)\n change x by (0)\n wait (0.07) seconds\n point in direction (90)\n end\n if <key (right arrow v) pressed?> then\n point in direction (90)\n switch costume to (costume3 v)\n change x by (0)\n wait (0.07) seconds\n switch costume to (costume4 v)\n change x by (0)\n wait (0.07) seconds\n switch costume to (costume3 v)\n change x by (0)\n wait (0.07) seconds\n switch costume to (costume2 v)\n change x by (0)\n wait (0.07) seconds\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [aa v]\nif <(you) = [5]> then\n go to x: (-179) y: (-66)\n set size to (70) %\n show\nend\n\nwhen I receive [next level v]\nif <(you) = [5]> then\n hide\n go to x: (-179) y: (-66)\n show\nelse\n hide\nend\n\nwhen flag clicked\nforever\n if <key (right arrow v) pressed?> then\n point in direction (90)\n change x by (4)\n end\n if <key (left arrow v) pressed?> then\n change x by (-4)\n end\nend\n\nwhen flag clicked\nforever\n if <key (right arrow v) pressed?> then\n point in direction (90)\n change x by (4)\n end\n if <key (left arrow v) pressed?> then\n change x by (-4)\n end\nend\n\nwhen flag clicked\nforever\n if <key (up arrow v) pressed?> then\n repeat (10)\n change y by (10)\n end\n wait until <touching color (#00ff52)?>\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#00ff52)?> then\n change y by (0)\n end\n if <not <touching color (#00ff52)?>> then\n repeat (10)\n change y by (-5)\n end\n end\nend\n\nwhen I receive [aaaaa v]\nif <(you) = [5]> then\n hide\n go to x: (-225) y: (-70)\n show\nelse\n hide\nend\n\nwhen I receive [start v]\nif <(you) = [5]> then\n hide\n go to x: (-225) y: (-70)\n show\nelse\n hide\nend\n\nwhen I receive [starting v]\nif <(you) = [5]> then\n hide\n go to x: (-225) y: (-70)\n show\nelse\n hide\nend\n\nwhen I receive [river v]\nif <(you) = [5]> then\n hide\n go to x: (-249) y: (125)\n show\nelse\n hide\nend\n\nwhen I receive [ask v]\nsay [Do you know the way to the river?] for (2) seconds\n\nwhen I receive [b v]\nif <(you) = [5]> then\n hide\n go to x: (-225) y: (-70)\n show\nelse\n hide\nend\n\nwhen flag clicked\nforever\n if <<touching (sprite18 v)?> and <not <key (space v) pressed?>>> then\n wait (0.07) seconds\n go to x: (-242) y: (-85)\n say [ouch!] for (2) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <key (space v) pressed?> then\n if <(costume [number v]) = <<[5] = <[6] = [7]>> and >> then\n switch costume to (costume9 v)\n wait (0.07) seconds\n switch costume to (costume5 v)\n else\n switch costume to (costume8 v)\n wait (0.07) seconds\n switch costume to (costume2 v)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#00f8f8)?> then\n if <not <(backdrop [name v]) = [backdrop11]>> then\n go to x: (-223) y: (-83)\n else\n go to x: (-244) y: (129)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(backdrop [name v]) = [backdrop11]> then\n if <touching (sprite24 v)?> then\n wait (0.07) seconds\n go to x: (-244) y: (129)\n say [Ouch!] for (2) seconds\n end\n end\nend\n\nwhen I receive [stepping stones v]\nif <(you) = [5]> then\n hide\n go to x: (-253) y: (-50)\n show\nelse\n hide\nend\n\nwhen I receive [thunderpath v]\nif <(you) = [5]> then\n hide\n set size to (60) %\n go to x: (-225) y: (-70)\n show\nelse\n hide\nend\n\nwhen flag clicked\nforever\n if <(backdrop [name v]) = [backdrop13]> then\n if <(you) = [5]> then\n if <touching (front-view-of-cars_62147503207 v)?> then\n go to x: (-255) y: (-88)\n say [Ouch!] for (2) seconds\n end\n else\n hide\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(backdrop [name v]) = [backdrop13]> then\n if <(you) = [5]> then\n if <touching (front-view-of-cars_2 v)?> then\n go to x: (-255) y: (-88)\n say [Ouch!] for (2) seconds\n end\n else\n hide\n end\n end\nend\n\nwhen I receive [rouge alert v]\nif <(you) = [5]> then\n hide\n go to x: (-225) y: (-70)\n set size to (70) %\n show\nelse\n hide\nend\n\nwhen I receive [reply v]\nsay [Umm .....] for (2) seconds\n\nwhen flag clicked\nforever\n if <<touching (sprite28 v)?> and <not <key (space v) pressed?>>> then\n wait (0.07) seconds\n go to x: (-242) y: (-85)\n say [ouch!] for (2) seconds\n end\nend\n\nwhen I receive [twolegplace v]\nif <(you) = [5]> then\n hide\n go to x: (-225) y: (-70)\n show\nelse\n hide\nend\n\nwhen I receive [hide and seek v]\nhide\n\nwhen I receive [finish hide and seek v]\nif <(you) = [5]> then\n hide\n go to x: (-225) y: (-70)\n show\nelse\n hide\nend\n\nwhen I receive [back to the river v]\nif <(you) = [5]> then\n hide\n go to x: (-225) y: (-70)\n show\nelse\n hide\nend\n\nwhen I receive [climb up the gorge v]\nif <(you) = [5]> then\n hide\n go to x: (-225) y: (-70)\n show\nelse\n hide\nend\n\nwhen I receive [fox! v]\nif <(you) = [5]> then\n hide\n go to x: (-225) y: (-70)\n show\nelse\n hide\nend\n\nwhen flag clicked\nforever\n if <<touching (670px-draw-a-fox-step-18 v)?> and <not <key (space v) pressed?>>> then\n wait (0.07) seconds\n go to x: (-242) y: (-85)\n say [ouch!] for (2) seconds\n end\nend\n\nwhen I receive [sajlksh v]\nsay (join (join (item (random) of [prefix v]) (item (random) of [suffixes v])) [my deputy!]) for (2) seconds\n\nwhen I receive [end v]\nhide\n\n@Sprite11\n\nwhen flag clicked\npoint in direction (90)\nforever\n if <key (left arrow v) pressed?> then\n switch costume to (costume5 v)\n change x by (0)\n wait (0.07) seconds\n switch costume to (costume6 v)\n change x by (0)\n wait (0.07) seconds\n switch costume to (costume5 v)\n change x by (0)\n wait (0.07) seconds\n switch costume to (costume7 v)\n change x by (0)\n wait (0.07) seconds\n point in direction (90)\n end\n if <key (right arrow v) pressed?> then\n point in direction (90)\n switch costume to (costume3 v)\n change x by (0)\n wait (0.07) seconds\n switch costume to (costume4 v)\n change x by (0)\n wait (0.07) seconds\n switch costume to (costume3 v)\n change x by (0)\n wait (0.07) seconds\n switch costume to (costume2 v)\n change x by (0)\n wait (0.07) seconds\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nif <(you) = [6]> then\n hide\n go to x: (-179) y: (-66)\n show\nelse\n hide\nend\n\nwhen I receive [aa v]\nif <(you) = [6]> then\n go to x: (-179) y: (-66)\n set size to (70) %\n show\nend\n\nwhen flag clicked\nforever\n if <key (up arrow v) pressed?> then\n repeat (10)\n change y by (10)\n end\n wait until <touching color (#00ff52)?>\n end\nend\n\nwhen flag clicked\nforever\n if <key (right arrow v) pressed?> then\n change x by (4)\n end\n if <key (left arrow v) pressed?> then\n change x by (-4)\n end\nend\n\npoint in direction (90)\n\nwhen I receive [aaaaa v]\nif <(you) = [6]> then\n hide\n go to x: (-225) y: (-70)\n show\nelse\n hide\nend\n\nwhen I receive [start v]\nif <(you) = [6]> then\n hide\n go to x: (-225) y: (-70)\n show\nelse\n hide\nend\n\nwhen I receive [ask v]\nsay [Do you know the way to the river?] for (2) seconds\n\nwhen I receive [starting v]\nif <(you) = [6]> then\n hide\n go to x: (-225) y: (-70)\n show\nelse\n hide\nend\n\nwhen I receive [river v]\nif <(you) = [6]> then\n hide\n go to x: (-249) y: (125)\n show\nelse\n hide\nend\n\nwhen I receive [b v]\nif <(you) = [6]> then\n hide\n go to x: (-225) y: (-70)\n show\nelse\n hide\nend\n\nwhen flag clicked\nforever\n if <<touching (sprite18 v)?> and <not <key (space v) pressed?>>> then\n wait (0.07) seconds\n go to x: (-242) y: (-85)\n say [ouch!] for (2) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <<touching (sprite18 v)?> and <not <key (space v) pressed?>>> then\n wait (0.07) seconds\n go to x: (-242) y: (-85)\n say [ouch!] for (2) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <key (space v) pressed?> then\n if <(costume [number v]) = <<[5] = <[6] = [7]>> and >> then\n switch costume to (costume9 v)\n wait (0.07) seconds\n switch costume to (costume5 v)\n else\n switch costume to (costume8 v)\n wait (0.07) seconds\n switch costume to (costume2 v)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#00ff52)?> then\n change y by (0)\n end\n if <not <touching color (#00ff52)?>> then\n repeat (10)\n change y by (-5)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#00f8f8)?> then\n if <not <(backdrop [name v]) = [backdrop11]>> then\n go to x: (-223) y: (-83)\n else\n go to x: (-244) y: (129)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(backdrop [name v]) = [backdrop11]> then\n if <touching (sprite24 v)?> then\n wait (0.07) seconds\n go to x: (-244) y: (129)\n say [Ouch!] for (2) seconds\n end\n end\nend\n\nwhen I receive [stepping stones v]\nif <(you) = [6]> then\n hide\n go to x: (-253) y: (-50)\n show\nelse\n hide\nend\n\nwhen I receive [thunderpath v]\nif <(you) = [6]> then\n hide\n set size to (60) %\n go to x: (-225) y: (-70)\n show\nelse\n hide\nend\n\nwhen flag clicked\nforever\n if <(backdrop [name v]) = [backdrop13]> then\n if <(you) = [6]> then\n if <touching (front-view-of-cars_62147503207 v)?> then\n go to x: (-255) y: (-88)\n say [Ouch!] for (2) seconds\n end\n else\n hide\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(backdrop [name v]) = [backdrop13]> then\n if <(you) = [6]> then\n if <touching (front-view-of-cars_2 v)?> then\n go to x: (-255) y: (-88)\n say [Ouch!] for (2) seconds\n end\n else\n hide\n end\n end\nend\n\nwhen I receive [rouge alert v]\nif <(you) = [6]> then\n hide\n go to x: (-225) y: (-70)\n set size to (70) %\n show\nelse\n hide\nend\n\nwhen I receive [reply v]\nsay [Umm .....] for (2) seconds\n\nwhen flag clicked\nforever\n if <<touching (sprite28 v)?> and <not <key (space v) pressed?>>> then\n wait (0.07) seconds\n go to x: (-242) y: (-85)\n say [ouch!] for (2) seconds\n end\nend\n\nwhen I receive [twolegplace v]\nif <(you) = [6]> then\n hide\n go to x: (-225) y: (-70)\n show\nelse\n hide\nend\n\nwhen I receive [hide and seek v]\nhide\n\nwhen I receive [finish hide and seek v]\nif <(you) = [6]> then\n hide\n go to x: (-225) y: (-70)\n show\nelse\n hide\nend\n\nwhen I receive [back to the river v]\nif <(you) = [6]> then\n hide\n go to x: (-225) y: (-70)\n show\nelse\n hide\nend\n\nwhen I receive [climb up the gorge v]\nif <(you) = [6]> then\n hide\n go to x: (-225) y: (-70)\n show\nelse\n hide\nend\n\nwhen I receive [fox! v]\nif <(you) = [6]> then\n hide\n go to x: (-225) y: (-70)\n show\nelse\n hide\nend\n\nwhen flag clicked\nforever\n if <<touching (670px-draw-a-fox-step-18 v)?> and <not <key (space v) pressed?>>> then\n wait (0.07) seconds\n go to x: (-242) y: (-85)\n say [ouch!] for (2) seconds\n end\nend\n\nwhen I receive [sajlksh v]\nsay (join (join (item (random) of [prefix v]) (item (random) of [suffixes v])) [my deputy!]) for (2) seconds\n\nwhen I receive [end v]\nhide\n\n@Sprite12\n\nwhen flag clicked\npoint in direction (90)\nforever\n if <key (left arrow v) pressed?> then\n point in direction (90)\n switch costume to (costume5 v)\n change x by (-10)\n wait (0.07) seconds\n switch costume to (costume6 v)\n change x by (-10)\n wait (0.07) seconds\n switch costume to (costume5 v)\n change x by (-10)\n wait (0.07) seconds\n switch costume to (costume7 v)\n change x by (-10)\n end\n if <key (right arrow v) pressed?> then\n point in direction (90)\n switch costume to (costume3 v)\n wait (0.07) seconds\n change x by (10)\n wait (0.07) seconds\n switch costume to (costume4 v)\n change x by (10)\n wait (0.07) seconds\n switch costume to (costume3 v)\n change x by (10)\n wait (0.07) seconds\n switch costume to (costume2 v)\n change x by (10)\n wait (0.07) seconds\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nif <(you) = [7]> then\n hide\n go to x: (-179) y: (-66)\n show\nelse\n hide\nend\n\nwhen I receive [next level v]\nset [level v] to [2]\n\nwhen flag clicked\nforever\n if <touching color (#00ff52)?> then\n change y by (0)\n end\n if <not <touching color (#00ff52)?>> then\n repeat (10)\n change y by (-5)\n end\n end\nend\n\nwhen I receive [aa v]\nif <(you) = [7]> then\n go to x: (-179) y: (-66)\n set size to (70) %\n show\nend\n\nwhen flag clicked\nforever\n if <touching color (#00f8f8)?> then\n go to x: (-223) y: (-83)\n end\nend\n\nwhen flag clicked\nforever\n if <key (up arrow v) pressed?> then\n repeat (10)\n change y by (10)\n end\n wait until <touching color (#00ff52)?>\n end\nend\n\nwhen I receive [start v]\nif <(you) = [7]> then\n hide\n go to x: (-225) y: (-70)\n show\nelse\n hide\nend\n\nwhen I receive [ask v]\nsay [Do you know the way to the river?] for (2) seconds\n\nwhen flag clicked\nforever\n if <key (space v) pressed?> then\n if <(costume [number v]) = <<[5] = <[6] = [7]>> and >> then\n switch costume to (costume9 v)\n wait (0.07) seconds\n switch costume to (costume5 v)\n else\n switch costume to (costume8 v)\n wait (0.07) seconds\n switch costume to (costume2 v)\n end\n end\nend\n\nwhen I receive [aaaaa v]\nif <(you) = [7]> then\n hide\n go to x: (-225) y: (-70)\n show\nelse\n hide\nend\n\nwhen I receive [b v]\nif <(you) = [7]> then\n hide\n go to x: (-225) y: (-70)\n show\nelse\n hide\nend\n\nwhen flag clicked\nforever\n if <<touching (sprite18 v)?> and <not <key (space v) pressed?>>> then\n wait (0.07) seconds\n go to x: (-242) y: (-85)\n say [ouch!] for (2) seconds\n end\nend\n\nwhen I receive [river v]\nif <(you) = [7]> then\n hide\n go to x: (-249) y: (125)\n show\nelse\n hide\nend\n\nwhen I receive [starting v]\nif <(you) = [7]> then\n hide\n go to x: (-225) y: (-70)\n show\nelse\n hide\nend\n\nwhen flag clicked\nforever\n if <(backdrop [name v]) = [backdrop11]> then\n if <touching (sprite24 v)?> then\n wait (0.07) seconds\n go to x: (-244) y: (129)\n say [Ouch!] for (2) seconds\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#00f8f8)?> then\n if <not <(backdrop [name v]) = [backdrop11]>> then\n go to x: (-223) y: (-83)\n else\n go to x: (-244) y: (129)\n end\n end\nend\n\nwhen I receive [stepping stones v]\nif <(you) = [7]> then\n hide\n go to x: (-253) y: (-50)\n show\nelse\n hide\nend\n\nwhen I receive [thunderpath v]\nif <(you) = [7]> then\n hide\n set size to (60) %\n go to x: (-225) y: (-70)\n show\nelse\n hide\nend\n\nwhen flag clicked\nforever\n if <(backdrop [name v]) = [backdrop13]> then\n if <(you) = [7]> then\n if <touching (front-view-of-cars_62147503207 v)?> then\n go to x: (-255) y: (-88)\n say [Ouch!] for (2) seconds\n end\n else\n hide\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(backdrop [name v]) = [backdrop13]> then\n if <(you) = [7]> then\n if <touching (front-view-of-cars_2 v)?> then\n go to x: (-255) y: (-88)\n say [Ouch!] for (2) seconds\n end\n else\n hide\n end\n end\nend\n\nwhen I receive [rouge alert v]\nif <(you) = [7]> then\n hide\n go to x: (-225) y: (-70)\n set size to (70) %\n show\nelse\n hide\nend\n\nwhen I receive [reply v]\nsay [Umm .....] for (2) seconds\n\nwhen flag clicked\nforever\n if <<touching (sprite28 v)?> and <not <key (space v) pressed?>>> then\n wait (0.07) seconds\n go to x: (-242) y: (-85)\n say [ouch!] for (2) seconds\n end\nend\n\nwhen I receive [twolegplace v]\nif <(you) = [7]> then\n hide\n go to x: (-225) y: (-70)\n show\nelse\n hide\nend\n\nwhen I receive [hide and seek v]\nhide\n\nwhen I receive [finish hide and seek v]\nif <(you) = [7]> then\n hide\n go to x: (-225) y: (-70)\n show\nelse\n hide\nend\n\nwhen I receive [back to the river v]\nif <(you) = [7]> then\n hide\n go to x: (-225) y: (-70)\n show\nelse\n hide\nend\n\nwhen I receive [climb up the gorge v]\nif <(you) = [7]> then\n hide\n go to x: (-225) y: (-70)\n show\nelse\n hide\nend\n\nwhen I receive [fox! v]\nif <(you) = [7]> then\n hide\n go to x: (-225) y: (-70)\n show\nelse\n hide\nend\n\nwhen flag clicked\nforever\n if <<touching (670px-draw-a-fox-step-18 v)?> and <not <key (space v) pressed?>>> then\n wait (0.07) seconds\n go to x: (-242) y: (-85)\n say [ouch!] for (2) seconds\n end\nend\n\nwhen I receive [sajlksh v]\nsay (join (join (item (random) of [prefix v]) (item (random) of [suffixes v])) [my deputy!]) for (2) seconds\n\nwhen I receive [end v]\nhide\n\n@Sprite13\n\nwhen flag clicked\npoint in direction (90)\nforever\n if <key (left arrow v) pressed?> then\n switch costume to (costume5 v)\n change x by (0)\n wait (0.07) seconds\n switch costume to (costume6 v)\n change x by (0)\n wait (0.07) seconds\n switch costume to (costume5 v)\n change x by (0)\n wait (0.07) seconds\n switch costume to (costume7 v)\n change x by (0)\n wait (0.07) seconds\n point in direction (90)\n end\n if <key (right arrow v) pressed?> then\n point in direction (90)\n switch costume to (costume3 v)\n change x by (0)\n wait (0.07) seconds\n switch costume to (costume4 v)\n change x by (0)\n wait (0.07) seconds\n switch costume to (costume3 v)\n change x by (0)\n wait (0.07) seconds\n switch costume to (costume2 v)\n change x by (0)\n wait (0.07) seconds\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nif <(you) = [8]> then\n hide\n go to x: (-179) y: (-66)\n show\nelse\n hide\nend\n\nwhen I receive [aa v]\nif <(you) = [8]> then\n go to x: (-179) y: (-66)\n set size to (70) %\n show\nend\n\nwhen flag clicked\nforever\n if <key (up arrow v) pressed?> then\n repeat (10)\n change y by (10)\n end\n wait until <touching color (#00ff52)?>\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#00ff52)?> then\n change y by (0)\n end\n if <not <touching color (#00ff52)?>> then\n repeat (10)\n change y by (-5)\n end\n end\nend\n\nwhen I receive [aaaaa v]\nif <(you) = [8]> then\n hide\n go to x: (-179) y: (-66)\n show\nelse\n hide\nend\n\nwhen flag clicked\nforever\n if <key (right arrow v) pressed?> then\n point in direction (90)\n change x by (4)\n end\n if <key (left arrow v) pressed?> then\n change x by (-4)\n end\nend\n\nwhen I receive [b v]\n\nwhen I receive [aaaaa v]\nif <(you) = [8]> then\n hide\n go to x: (-225) y: (-70)\n show\nelse\n hide\nend\n\nwhen I receive [start v]\nif <(you) = [8]> then\n hide\n go to x: (-225) y: (-70)\n show\nelse\n hide\nend\n\nwhen I receive [starting v]\nif <(you) = [8]> then\n hide\n go to x: (-225) y: (-70)\n show\nelse\n hide\nend\n\nwhen I receive [river v]\nif <(you) = [8]> then\n hide\n go to x: (-249) y: (125)\n show\nelse\n hide\nend\n\nwhen I receive [ask v]\nsay [Do you know the way to the river?] for (2) seconds\n\nwhen I receive [b v]\nif <(you) = [8]> then\n hide\n go to x: (-225) y: (-70)\n show\nelse\n hide\nend\n\nwhen flag clicked\nforever\n if <<touching (sprite18 v)?> and <not <key (space v) pressed?>>> then\n wait (0.07) seconds\n go to x: (-242) y: (-85)\n say [ouch!] for (2) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <key (space v) pressed?> then\n if <(costume [number v]) = <<[5] = <[6] = [7]>> and >> then\n switch costume to (costume9 v)\n wait (0.07) seconds\n switch costume to (costume5 v)\n else\n switch costume to (costume8 v)\n wait (0.07) seconds\n switch costume to (costume2 v)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#00f8f8)?> then\n if <not <(backdrop [name v]) = [backdrop11]>> then\n go to x: (-223) y: (-83)\n else\n go to x: (-244) y: (129)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(backdrop [name v]) = [backdrop11]> then\n if <touching (sprite24 v)?> then\n wait (0.07) seconds\n go to x: (-244) y: (129)\n say [Ouch!] for (2) seconds\n end\n end\nend\n\nwhen I receive [start v]\nif <(you) = [8]> then\n hide\n go to x: (-253) y: (-50)\n show\nelse\n hide\nend\n\nwhen I receive [thunderpath v]\nif <(you) = [8]> then\n hide\n set size to (60) %\n go to x: (-225) y: (-70)\n show\nelse\n hide\nend\n\nwhen flag clicked\nforever\n if <(backdrop [name v]) = [backdrop13]> then\n if <(you) = [8]> then\n if <touching (front-view-of-cars_62147503207 v)?> then\n go to x: (-255) y: (-88)\n say [Ouch!] for (2) seconds\n end\n else\n hide\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(backdrop [name v]) = [backdrop13]> then\n if <(you) = [8]> then\n if <touching (front-view-of-cars_2 v)?> then\n go to x: (-255) y: (-88)\n say [Ouch!] for (2) seconds\n end\n else\n hide\n end\n end\nend\n\nwhen I receive [rouge alert v]\nif <(you) = [8]> then\n hide\n go to x: (-225) y: (-70)\n set size to (70) %\n show\nelse\n hide\nend\n\nwhen I receive [reply v]\nsay [Umm .....] for (2) seconds\n\nwhen flag clicked\nforever\n if <<touching (sprite28 v)?> and <not <key (space v) pressed?>>> then\n wait (0.07) seconds\n go to x: (-242) y: (-85)\n say [ouch!] for (2) seconds\n end\nend\n\nwhen I receive [twolegplace v]\nif <(you) = [8]> then\n hide\n go to x: (-225) y: (-70)\n show\nelse\n hide\nend\n\nwhen I receive [hide and seek v]\nhide\n\nwhen I receive [finish hide and seek v]\nif <(you) = [8]> then\n hide\n go to x: (-225) y: (-70)\n show\nelse\n hide\nend\n\nwhen I receive [back to the river v]\nif <(you) = [8]> then\n hide\n go to x: (-225) y: (-70)\n show\nelse\n hide\nend\n\nwhen I receive [climb up the gorge v]\nif <(you) = [8]> then\n hide\n go to x: (-225) y: (-70)\n show\nelse\n hide\nend\n\nwhen I receive [fox! v]\nif <(you) = [8]> then\n hide\n go to x: (-225) y: (-70)\n show\nelse\n hide\nend\n\nwhen flag clicked\nforever\n if <<touching (670px-draw-a-fox-step-18 v)?> and <not <key (space v) pressed?>>> then\n wait (0.07) seconds\n go to x: (-242) y: (-85)\n say [ouch!] for (2) seconds\n end\nend\n\nwhen I receive [sajlksh v]\nsay (join (join (item (random) of [prefix v]) (item (random) of [suffixes v])) [my deputy!]) for (2) seconds\n\nwhen I receive [end v]\nhide\n\n@Sprite14\n\nwhen flag clicked\nhide\n\nwhen I receive [aa v]\nshow\nforever\n if <touching (sprite5 v)?> then\n broadcast (next level v)\n hide\n end\n if <touching (sprite6 v)?> then\n broadcast (next level v)\n hide\n end\n if <touching (sprite7 v)?> then\n broadcast (next level v)\n hide\n end\n if <touching (sprite8 v)?> then\n broadcast (next level v)\n hide\n end\n if <touching (sprite9 v)?> then\n broadcast (next level v)\n hide\n end\n if <touching (sprite10 v)?> then\n broadcast (next level v)\n hide\n end\n if <touching (sprite11 v)?> then\n broadcast (next level v)\n hide\n end\n if <touching (sprite12 v)?> then\n broadcast (next level v)\n hide\n end\n if <touching (sprite13 v)?> then\n broadcast (next level v)\n hide\n end\nend\n\n@Sprite15\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nshow\nforever\n if <(backdrop [name v]) = [backdrop5]> then\n if <touching (sprite5 v)?> then\n broadcast (aaaaa v)\n hide\n end\n if <touching (sprite6 v)?> then\n broadcast (aaaaa v)\n hide\n end\n if <touching (sprite7 v)?> then\n broadcast (aaaaa v)\n hide\n end\n if <touching (sprite8 v)?> then\n broadcast (aaaaa v)\n hide\n end\n if <touching (sprite9 v)?> then\n broadcast (aaaaa v)\n hide\n end\n if <touching (sprite10 v)?> then\n broadcast (aaaaa v)\n hide\n end\n if <touching (sprite11 v)?> then\n broadcast (aaaaa v)\n hide\n end\n if <touching (sprite12 v)?> then\n broadcast (aaaaa v)\n hide\n end\n if <touching (sprite13 v)?> then\n broadcast (aaaaa v)\n hide\n end\n end\nend\n\n@Sprite16\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nsay (item (random) of [stuff to say v]) for (2) seconds\n\nwhen I receive [aaaaa v]\nswitch costume to (pick random (1) to (8))\nset size to (70) %\nshow\n\nwhen I receive [b v]\nhide\n\n@Sprite17\n\nwhen flag clicked\nhide\n\nwhen I receive [aaaaa v]\ngo to x: (261) y: (-54)\nshow\nforever\n if <(backdrop [name v]) = [backdrop6]> then\n if <touching (sprite5 v)?> then\n broadcast (b v)\n hide\n end\n if <touching (sprite6 v)?> then\n broadcast (b v)\n hide\n end\n if <touching (sprite7 v)?> then\n broadcast (b v)\n hide\n end\n if <touching (sprite8 v)?> then\n broadcast (b v)\n hide\n end\n if <touching (sprite9 v)?> then\n broadcast (b v)\n hide\n end\n if <touching (sprite10 v)?> then\n broadcast (b v)\n hide\n end\n if <touching (sprite11 v)?> then\n broadcast (b v)\n hide\n end\n if <touching (sprite12 v)?> then\n broadcast (b v)\n hide\n end\n if <touching (sprite13 v)?> then\n broadcast (b v)\n hide\n end\n end\nend\n\nchange [color v] effect by (80)\nshow\n\nshow\n\n@Sprite18\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <(backdrop [name v]) = [backdrop7]> then\n if <<touching (sprite5 v)?> and <key (space v) pressed?>> then\n set [dog gone v] to [YES]\n hide\n end\n if <<touching (sprite13 v)?> and <key (space v) pressed?>> then\n hide\n end\n if <<touching (sprite12 v)?> and <key (space v) pressed?>> then\n set [dog gone v] to [YES]\n hide\n hide\n end\n if <<touching (sprite11 v)?> and <key (space v) pressed?>> then\n set [dog gone v] to [YES]\n hide\n hide\n hide\n end\n if <<touching (sprite10 v)?> and <key (space v) pressed?>> then\n set [dog gone v] to [YES]\n hide\n hide\n hide\n hide\n end\n if <<touching (sprite9 v)?> and <key (space v) pressed?>> then\n set [dog gone v] to [YES]\n hide\n hide\n hide\n hide\n hide\n end\n if <<touching (sprite8 v)?> and <key (space v) pressed?>> then\n set [dog gone v] to [YES]\n hide\n hide\n hide\n hide\n hide\n hide\n end\n if <<touching (sprite7 v)?> and <key (space v) pressed?>> then\n set [dog gone v] to [YES]\n hide\n hide\n hide\n hide\n hide\n hide\n hide\n end\n if <<touching (sprite6 v)?> and <key (space v) pressed?>> then\n set [dog gone v] to [YES]\n hide\n hide\n hide\n hide\n hide\n hide\n hide\n hide\n end\n end\nend\n\nwhen I receive [b v]\nset [dog gone v] to [NO]\nswitch costume to (pick random (1) to (5))\nset size to (70) %\nshow\n\nwhen I receive [bb v]\nhide\n\n@Sprite19\n\nwhen flag clicked\nhide\n\nwhen I receive [b v]\nshow\nforever\n if <(backdrop [name v]) = [backdrop7]> then\n if <touching (sprite5 v)?> then\n broadcast (bb v)\n hide\n end\n if <touching (sprite6 v)?> then\n broadcast (bb v)\n hide\n end\n if <touching (sprite7 v)?> then\n broadcast (bb v)\n hide\n end\n if <touching (sprite8 v)?> then\n broadcast (bb v)\n hide\n end\n if <touching (sprite9 v)?> then\n broadcast (bb v)\n hide\n end\n if <touching (sprite10 v)?> then\n broadcast (bb v)\n hide\n end\n if <touching (sprite11 v)?> then\n broadcast (bb v)\n hide\n end\n if <touching (sprite12 v)?> then\n broadcast (bb v)\n hide\n end\n if <touching (sprite13 v)?> then\n broadcast (bb v)\n hide\n end\n end\nend\n\n@Sprite20\n\nwhen flag clicked\nhide\n\nwhen I receive [bb v]\nshow\nforever\n if <(backdrop [name v]) = [backdrop8]> then\n if <touching (sprite5 v)?> then\n broadcast (Start v)\n hide\n end\n if <touching (sprite6 v)?> then\n broadcast (Start v)\n hide\n end\n if <touching (sprite7 v)?> then\n broadcast (Start v)\n hide\n end\n if <touching (sprite8 v)?> then\n broadcast (Start v)\n hide\n end\n if <touching (sprite9 v)?> then\n broadcast (Start v)\n hide\n end\n if <touching (sprite10 v)?> then\n broadcast (Start v)\n hide\n end\n if <touching (sprite11 v)?> then\n broadcast (Start v)\n hide\n end\n if <touching (sprite12 v)?> then\n broadcast (Start v)\n hide\n end\n if <touching (sprite13 v)?> then\n broadcast (Start v)\n hide\n end\n end\nend\n\nshow\n\n@gato-c%C3%B3mico-35242128\n\nwhen this sprite clicked\nbroadcast (ask v)\nwait (2) seconds\nsay [Well the river is really close by just keep walking straight.] for (3) seconds\n\nwhen I receive [start v]\nshow\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n wait (0.07) seconds\n next costume\n wait (0.07) seconds\n if <(costume [number v]) = [1]> then\n wait (1) seconds\n end\nend\n\nwhen I receive [starting v]\nhide\n\n@Sprite21\n\nwhen this sprite clicked\nbroadcast (ask v)\nwait (2) seconds\nsay [What river???] for (2) seconds\n\nwhen I receive [start v]\nswitch costume to (pick random (1) to (7))\nshow\n\nwhen flag clicked\nhide\n\nwhen I receive [starting v]\nhide\n\n@Sprite22\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\nforever\n if <(backdrop [name v]) = [backdrop9]> then\n if <touching (sprite5 v)?> then\n broadcast (starting v)\n hide\n end\n if <touching (sprite6 v)?> then\n broadcast (starting v)\n hide\n end\n if <touching (sprite7 v)?> then\n broadcast (starting v)\n hide\n end\n if <touching (sprite8 v)?> then\n broadcast (starting v)\n hide\n end\n if <touching (sprite9 v)?> then\n broadcast (starting v)\n hide\n end\n if <touching (sprite10 v)?> then\n broadcast (starting v)\n hide\n end\n if <touching (sprite11 v)?> then\n broadcast (starting v)\n hide\n end\n if <touching (sprite12 v)?> then\n broadcast (starting v)\n hide\n end\n if <touching (sprite13 v)?> then\n broadcast (starting v)\n hide\n end\n end\nend\n\nshow\n\n@Sprite23\n\nwhen flag clicked\nhide\n\nwhen I receive [starting v]\nshow\nforever\n if <(backdrop [name v]) = [backdrop10]> then\n if <touching (sprite5 v)?> then\n broadcast (river v)\n hide\n end\n if <touching (sprite6 v)?> then\n broadcast (river v)\n hide\n end\n if <touching (sprite7 v)?> then\n broadcast (river v)\n hide\n end\n if <touching (sprite8 v)?> then\n broadcast (river v)\n hide\n end\n if <touching (sprite9 v)?> then\n broadcast (river v)\n hide\n end\n if <touching (sprite10 v)?> then\n broadcast (river v)\n hide\n end\n if <touching (sprite11 v)?> then\n broadcast (river v)\n hide\n end\n if <touching (sprite12 v)?> then\n broadcast (river v)\n hide\n end\n if <touching (sprite13 v)?> then\n broadcast (river v)\n hide\n end\n end\nend\n\nshow\n\n@Sprite24\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <(backdrop [name v]) = [backdrop11]> then\n if <<touching (sprite5 v)?> and <key (space v) pressed?>> then\n set [dog gone v] to [YES]\n hide\n end\n if <<touching (sprite13 v)?> and <key (space v) pressed?>> then\n hide\n end\n if <<touching (sprite12 v)?> and <key (space v) pressed?>> then\n set [dog gone v] to [YES]\n hide\n hide\n end\n if <<touching (sprite11 v)?> and <key (space v) pressed?>> then\n set [dog gone v] to [YES]\n hide\n hide\n hide\n end\n if <<touching (sprite10 v)?> and <key (space v) pressed?>> then\n set [dog gone v] to [YES]\n hide\n hide\n hide\n hide\n end\n if <<touching (sprite9 v)?> and <key (space v) pressed?>> then\n set [dog gone v] to [YES]\n hide\n hide\n hide\n hide\n hide\n end\n if <<touching (sprite8 v)?> and <key (space v) pressed?>> then\n set [dog gone v] to [YES]\n hide\n hide\n hide\n hide\n hide\n hide\n end\n if <<touching (sprite7 v)?> and <key (space v) pressed?>> then\n set [dog gone v] to [YES]\n hide\n hide\n hide\n hide\n hide\n hide\n hide\n end\n if <<touching (sprite6 v)?> and <key (space v) pressed?>> then\n set [dog gone v] to [YES]\n hide\n hide\n hide\n hide\n hide\n hide\n hide\n hide\n end\n end\nend\n\nwhen I receive [river v]\nset [dog gone v] to [NO]\nswitch costume to (pick random (1) to (5))\nset size to (70) %\nshow\n\n@Sprite25\n\nwhen flag clicked\nhide\n\nwhen I receive [river v]\nshow\nforever\n if <(backdrop [name v]) = [backdrop11]> then\n if <touching (sprite5 v)?> then\n broadcast (Stepping stones v)\n hide\n end\n if <touching (sprite6 v)?> then\n broadcast (Stepping stones v)\n hide\n end\n if <touching (sprite7 v)?> then\n broadcast (Stepping stones v)\n hide\n end\n if <touching (sprite8 v)?> then\n broadcast (Stepping stones v)\n hide\n end\n if <touching (sprite9 v)?> then\n broadcast (Stepping stones v)\n hide\n end\n if <touching (sprite10 v)?> then\n broadcast (Stepping stones v)\n hide\n end\n if <touching (sprite11 v)?> then\n broadcast (Stepping stones v)\n hide\n end\n if <touching (sprite12 v)?> then\n broadcast (Stepping stones v)\n hide\n end\n if <touching (sprite13 v)?> then\n broadcast (Stepping stones v)\n hide\n end\n end\nend\n\nshow\n\n@Sprite26\n\nwhen flag clicked\nhide\n\nwhen I receive [stepping stones v]\nshow\nforever\n if <(backdrop [name v]) = [backdrop12]> then\n if <touching (sprite5 v)?> then\n broadcast (Thunderpath v)\n hide\n end\n if <touching (sprite6 v)?> then\n broadcast (Thunderpath v)\n hide\n end\n if <touching (sprite7 v)?> then\n broadcast (Thunderpath v)\n hide\n end\n if <touching (sprite8 v)?> then\n broadcast (Thunderpath v)\n hide\n end\n if <touching (sprite9 v)?> then\n broadcast (Thunderpath v)\n hide\n end\n if <touching (sprite10 v)?> then\n broadcast (Thunderpath v)\n hide\n end\n if <touching (sprite11 v)?> then\n broadcast (Thunderpath v)\n hide\n end\n if <touching (sprite12 v)?> then\n broadcast (Thunderpath v)\n hide\n end\n if <touching (sprite13 v)?> then\n broadcast (Thunderpath v)\n hide\n end\n end\nend\n\nshow\n\n@front-view-of-cars_62147503207\n\nwhen flag clicked\nhide\n\nwhen I receive [rouge alert v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [thunderpath v]\nforever\n if <(backdrop [name v]) = [backdrop13]> then\n hide\n wait (pick random (1) to (3)) seconds\n switch costume to (pick random (1) to (10))\n set size to (80) %\n go to x: (161) y: (-90)\n show\n glide (1) secs to x: (162) y: (-157)\n hide\n end\nend\n\n@front-view-of-cars_2\n\nwhen flag clicked\nhide\n\nwhen I receive [thunderpath v]\nforever\n if <(backdrop [name v]) = [backdrop13]> then\n hide\n wait (pick random (1) to (8)) seconds\n switch costume to (pick random (1) to (10))\n set size to (60) %\n go to x: (-51) y: (-80)\n show\n glide (1) secs to x: (-55) y: (-164)\n hide\n end\nend\n\nwhen I receive [rouge alert v]\nstop [other scripts in sprite v]\nhide\n\n@Sprite27\n\nwhen I receive [thunderpath v]\nshow\nforever\n if <(backdrop [name v]) = [backdrop13]> then\n if <touching (sprite5 v)?> then\n broadcast (Rouge alert v)\n hide\n end\n if <touching (sprite6 v)?> then\n broadcast (Rouge alert v)\n hide\n end\n if <touching (sprite7 v)?> then\n broadcast (Rouge alert v)\n hide\n end\n if <touching (sprite8 v)?> then\n broadcast (Rouge alert v)\n hide\n end\n if <touching (sprite9 v)?> then\n broadcast (Rouge alert v)\n hide\n end\n if <touching (sprite10 v)?> then\n broadcast (Rouge alert v)\n hide\n end\n if <touching (sprite11 v)?> then\n broadcast (Rouge alert v)\n hide\n end\n if <touching (sprite12 v)?> then\n broadcast (Rouge alert v)\n hide\n end\n if <touching (sprite13 v)?> then\n broadcast (Rouge alert v)\n hide\n end\n end\nend\n\nshow\n\nwhen flag clicked\nhide\n\n@Sprite28\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <(backdrop [name v]) = [backdrop14]> then\n if <<touching (sprite5 v)?> and <key (space v) pressed?>> then\n think [Uh oh ...] for (2) seconds\n hide\n broadcast (twolegplace v)\n end\n if <<touching (sprite13 v)?> and <key (space v) pressed?>> then\n think [Uh oh ...] for (2) seconds\n hide\n hide\n broadcast (twolegplace v)\n end\n if <<touching (sprite12 v)?> and <key (space v) pressed?>> then\n think [Uh oh ...] for (2) seconds\n hide\n hide\n hide\n broadcast (twolegplace v)\n end\n if <<touching (sprite11 v)?> and <key (space v) pressed?>> then\n think [Uh oh ...] for (2) seconds\n hide\n hide\n hide\n hide\n broadcast (twolegplace v)\n end\n if <<touching (sprite10 v)?> and <key (space v) pressed?>> then\n think [Uh oh ...] for (2) seconds\n hide\n hide\n hide\n hide\n set [dog gone v] to [YES]\n hide\n hide\n hide\n hide\n broadcast (twolegplace v)\n end\n if <<touching (sprite9 v)?> and <key (space v) pressed?>> then\n think [Uh oh ...] for (2) seconds\n hide\n hide\n hide\n hide\n set [dog gone v] to [YES]\n hide\n hide\n hide\n hide\n set [dog gone v] to [YES]\n hide\n hide\n hide\n hide\n hide\n broadcast (twolegplace v)\n end\n if <<touching (sprite8 v)?> and <key (space v) pressed?>> then\n think [Uh oh ...] for (2) seconds\n hide\n hide\n hide\n hide\n set [dog gone v] to [YES]\n hide\n hide\n hide\n hide\n set [dog gone v] to [YES]\n hide\n hide\n hide\n hide\n hide\n set [dog gone v] to [YES]\n hide\n hide\n hide\n hide\n hide\n hide\n broadcast (twolegplace v)\n end\n if <<touching (sprite7 v)?> and <key (space v) pressed?>> then\n think [Uh oh ...] for (2) seconds\n set [dog gone v] to [YES]\n hide\n hide\n hide\n hide\n hide\n hide\n hide\n broadcast (twolegplace v)\n end\n if <<touching (sprite6 v)?> and <key (space v) pressed?>> then\n think [Uh oh ...] for (2) seconds\n set [dog gone v] to [YES]\n hide\n hide\n hide\n hide\n hide\n hide\n hide\n set [dog gone v] to [YES]\n hide\n hide\n hide\n hide\n hide\n hide\n hide\n hide\n broadcast (twolegplace v)\n end\n end\nend\n\nwhen I receive [rouge alert v]\nswitch costume to (pick random (1) to (6))\nset size to (80) %\nshow\nwait (1) seconds\nsay [What are doing here stranger?] for (2) seconds\nbroadcast (reply v)\nwait (2) seconds\nsay (join [Hmm, I don't like strangers so ......... I won't let u pass no one gets pass ] (join (item (random) of [prefix v]) [])) for (4) seconds\n\n@Sprite29\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nsay (join [Hello my name is ] (item (random) of [prefix v])) for (2) seconds\nask [Do you want to play a game of hide and seek? yes/no] and wait\nif <(answer) = [yes]> then\n say [Ok ! Get ready cause you won't find me that easy!] for (2) seconds\n broadcast (Hide and seek v)\nelse\n say [Aww! Next time then!] for (2) seconds\nend\n\nwhen I receive [hide and seek v]\nhide\n\nwhen I receive [twolegplace v]\nshow\n\nwhen I receive [finish hide and seek v]\nshow\n\nwhen I receive [back to the river v]\nhide\n\n@cat local\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nsay (join [Hello my name is ] [Reena]) for (2) seconds\nask [Say do you want to play a quiz ? I'll ask you questions you have to answer them. \( yes/no\)] and wait\nif <(answer) = [yes]> then\n say [Ok! Get ready!] for (2) seconds\n broadcast (quiz v)\nelse\n say [Oh ok! But if you want to take the quiz I'll always be here!] for (2) seconds\nend\n\nwhen I receive [quiz v]\nask [What is my name? Reena or Bess?] and wait\nif <(answer) = [Reena]> then\n say [Correct.] for (2) seconds\n say [Next question.] for (2) seconds\n ask [Am I a kittypet, rouge or loner?] and wait\n if <(answer) = [loner]> then\n say [Correct! But just to say I used to be a kittypet.] for (3) seconds\n else\n say [Wrong I wasn't a rouge or a kittypet but I used to be a kittypet.] for (3) seconds\n end\nelse\n say [Wrong! Well next question..] for (2) seconds\n ask [Am I a kittypet, rouge or loner?] and wait\n if <(answer) = [loner]> then\n say [Correct! But just to say I used to be a kittypet.] for (3) seconds\n else\n say [Wrong I wasn't a rouge or a kittypet but I used to be a kittypet.] for (3) seconds\n end\nend\n\nwhen I receive [twolegplace v]\nswitch costume to (pick random (1) to (5))\nshow\n\nwhen I receive [hide and seek v]\nhide\n\nwhen I receive [finish hide and seek v]\nshow\n\nwhen I receive [back to the river v]\nhide\n\n@Sprite30\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n forever\n if <(costume [number v]) = [1]> then\n point in direction (90)\n go to x: (199) y: (-79)\n end\n end\nend\n\nwhen I receive [hide and seek v]\nswitch costume to (pick random (1) to (4))\nshow\n\nwhen flag clicked\nforever\n forever\n if <(costume [number v]) = [2]> then\n point in direction (90)\n go to x: (-140) y: (10)\n end\n end\nend\n\nwhen flag clicked\nforever\n forever\n if <(costume [number v]) = [3]> then\n point in direction (90)\n go to x: (174) y: (-91)\n end\n end\nend\n\nwhen this sprite clicked\nsay [Grrg! You found me!] for (2) seconds\nbroadcast (finish hide and seek v)\n\nwhen I receive [finish hide and seek v]\nhide\n\nshow\n\nwhen flag clicked\nforever\n forever\n if <(costume [number v]) = [4]> then\n point in direction (0)\n go to x: (97) y: (-113)\n end\n end\nend\n\n@Sprite31\n\nwhen flag clicked\nhide\n\nwhen I receive [hide and seek v]\nhide\n\nwhen I receive [finish hide and seek v]\nshow\n\nwhen I receive [twolegplace v]\nshow\n\nwhen I receive [twolegplace v]\nshow\nforever\n if <(backdrop [name v]) = [backdrop15]> then\n if <touching (sprite5 v)?> then\n broadcast (Back to the river v)\n hide\n end\n if <touching (sprite6 v)?> then\n broadcast (Back to the river v)\n hide\n end\n if <touching (sprite7 v)?> then\n broadcast (Back to the river v)\n hide\n end\n if <touching (sprite8 v)?> then\n broadcast (Back to the river v)\n hide\n end\n if <touching (sprite9 v)?> then\n broadcast (Back to the river v)\n hide\n end\n if <touching (sprite10 v)?> then\n broadcast (Back to the river v)\n hide\n end\n if <touching (sprite11 v)?> then\n broadcast (Back to the river v)\n hide\n end\n if <touching (sprite12 v)?> then\n broadcast (Back to the river v)\n hide\n end\n if <touching (sprite13 v)?> then\n broadcast (Back to the river v)\n hide\n end\n end\nend\n\n@Sprite32\n\nwhen flag clicked\nhide\n\nwhen I receive [back to the river v]\nshow\n\nwhen I receive [back to the river v]\nshow\nforever\n if <(backdrop [name v]) = [backdrop17]> then\n if <touching (sprite5 v)?> then\n broadcast (Climb up the gorge v)\n hide\n end\n if <touching (sprite6 v)?> then\n broadcast (Climb up the gorge v)\n hide\n end\n if <touching (sprite7 v)?> then\n broadcast (Climb up the gorge v)\n hide\n end\n if <touching (sprite8 v)?> then\n broadcast (Climb up the gorge v)\n hide\n end\n if <touching (sprite9 v)?> then\n broadcast (Climb up the gorge v)\n hide\n end\n if <touching (sprite10 v)?> then\n broadcast (Climb up the gorge v)\n hide\n end\n if <touching (sprite11 v)?> then\n broadcast (Climb up the gorge v)\n hide\n end\n if <touching (sprite12 v)?> then\n broadcast (Climb up the gorge v)\n hide\n end\n if <touching (sprite13 v)?> then\n broadcast (Climb up the gorge v)\n hide\n end\n end\nend\n\n@Sprite33\n\nwhen I receive [climb up the gorge v]\nshow\n\nwhen I receive [climb up the gorge v]\nshow\nforever\n if <(backdrop [name v]) = [backdrop18]> then\n if <touching (sprite5 v)?> then\n broadcast (FOX! v)\n hide\n end\n if <touching (sprite6 v)?> then\n broadcast (FOX! v)\n hide\n end\n if <touching (sprite7 v)?> then\n broadcast (FOX! v)\n hide\n end\n if <touching (sprite8 v)?> then\n broadcast (FOX! v)\n hide\n end\n if <touching (sprite9 v)?> then\n broadcast (FOX! v)\n hide\n end\n if <touching (sprite10 v)?> then\n broadcast (FOX! v)\n hide\n end\n if <touching (sprite11 v)?> then\n broadcast (FOX! v)\n hide\n end\n if <touching (sprite12 v)?> then\n broadcast (FOX! v)\n hide\n end\n if <touching (sprite13 v)?> then\n broadcast (FOX! v)\n hide\n end\n end\nend\n\nwhen flag clicked\nhide\n\n@670px-Draw-a-Fox-Step-18\n\nwhen flag clicked\nforever\n set size to (60) %\nend\n\nwhen flag clicked\nforever\n hide variable [fox health v]\nend\n\nwhen flag clicked\nforever\n if <(backdrop [name v]) = [backdrop19]> then\n if <key (space v) pressed?> then\n think [...] for (2) seconds\n hide\n broadcast (Skyclan v)\n end\n if < and <key (space v) pressed?>> then\n think [...] for (2) seconds\n hide\n hide\n broadcast (Skyclan v)\n end\n if < and <key (space v) pressed?>> then\n think [Uh oh ...] for (2) seconds\n hide\n hide\n hide\n broadcast (Skyclan v)\n end\n if < and <key (space v) pressed?>> then\n think [Uh oh ...] for (2) seconds\n hide\n hide\n hide\n hide\n broadcast (Skyclan v)\n end\n if < and <key (space v) pressed?>> then\n think [Uh oh ...] for (2) seconds\n hide\n hide\n hide\n hide\n set [dog gone v] to [YES]\n hide\n hide\n hide\n hide\n broadcast (Skyclan v)\n end\n if < and <key (space v) pressed?>> then\n think [Uh oh ...] for (2) seconds\n hide\n hide\n hide\n hide\n set [dog gone v] to [YES]\n hide\n hide\n hide\n hide\n set [dog gone v] to [YES]\n hide\n hide\n hide\n hide\n hide\n broadcast (Skyclan v)\n end\n if < and <key (space v) pressed?>> then\n think [Uh oh ...] for (2) seconds\n hide\n hide\n hide\n hide\n set [dog gone v] to [YES]\n hide\n hide\n hide\n hide\n set [dog gone v] to [YES]\n hide\n hide\n hide\n hide\n hide\n set [dog gone v] to [YES]\n hide\n hide\n hide\n hide\n hide\n hide\n broadcast (Skyclan v)\n end\n if < and <key (space v) pressed?>> then\n think [Uh oh ...] for (2) seconds\n set [dog gone v] to [YES]\n hide\n hide\n hide\n hide\n hide\n hide\n hide\n broadcast (Skyclan v)\n end\n if < and <key (space v) pressed?>> then\n think [Uh oh ...] for (2) seconds\n set [dog gone v] to [YES]\n hide\n hide\n hide\n hide\n hide\n hide\n hide\n set [dog gone v] to [YES]\n hide\n hide\n hide\n hide\n hide\n hide\n hide\n hide\n broadcast (Skyclan v)\n end\n if <(backdrop [name v]) = [backdrop19]> then\n end\n end\nend\n\nwhen flag clicked\nforever\n if <key (space v) pressed?> then\n change [fox health v] by (-1)\n switch costume to (fox2 v)\n wait (0.4) seconds\n switch costume to (fox3 v)\n wait (0.4) seconds\n switch costume to (fox2 v)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [fox! v]\nshow\n\n@Sprite34\n\nwhen flag clicked\nhide\n\nwhen I receive [b v]\nhide\n\nwhen I receive [skyclan v]\nset size to (70) %\nswitch costume to (pick random (1) to (8))\nshow\nwait (1) seconds\nsay (join (join (name) [star]) [ I thought you would never come back!]) for (2) seconds\nbroadcast (sajlksh v)\nwait (2) seconds\nsay [Well lets tell the others that your back!] for (2) seconds\nbroadcast (End v)\nhide\nhide\n\n
Made entirely in Scratch 1.4 and 3.0, but not in 2.0.\n\nUSE THE ARROW KEY
Ice Bridger - A platformer -
@Stage\n\n@player\n\ndefine engine\nif <(x position) > [220]> then\n broadcast (go in v)\n wait (1) seconds\n go to x: (-200) y: (-139)\n change [level v] by (1)\nend\nif <<(y position) < [-170]> or <<touching color (#ff2525)?> or <touching color (#951616)?>>> then\n broadcast (2 v)\n go to x: (-200) y: (-139)\n start sound [Bonk v]\n set [vx v] to [0]\n set [vy v] to [0]\nend\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<(mouse x) > (x position)> and <mouse down?>>> then\n change [vx v] by (1)\nend\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<(x position) > (mouse x)> and <mouse down?>>> then\n change [vx v] by (-1)\nend\nset [vx v] to ((vx) * (0.84))\nchange x by (vx)\nif <touching color (#000000)?> then\n change y by (-2)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (-5)\n change x by ((-1) * (vx))\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<(mouse y) > (y position)> and <mouse down?>>> and <not <(vx) = [0]>>> then\n set [m v] to [walljump]\n set [vy v] to [6]\n set [vx v] to (((vx) / ([abs v] of (vx) )) * (-8))\n if <<(y position) < [-170]> or <<touching color (#ff2525)?> or <touching color (#951616)?>>> then\n broadcast (2 v)\n go to x: (-200) y: (-139)\n start sound [Bonk v]\n set [vx v] to [0]\n set [vy v] to [0]\n end\n else\n set [m v] to [wallslide]\n set [vx v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (2)\nend\nchange y by (-3)\nif <touching color (#000000)?> then\n if <(vy) = [-3]> then\n if <<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <<key (d v) pressed?> or <key (right arrow v) pressed?>>> then\n set [m v] to [run]\n else\n if <([abs v] of (vx) ) > [.1]> then\n set [m v] to [slide]\n else\n set [m v] to [stand]\n end\n end\n end\n if <<<<(mouse y) > (y position)> and <mouse down?>> or <<key (w v) pressed?> or <key (up arrow v) pressed?>>> and <not <touching color (#ffac39)?>>> then\n set [m v] to [jump]\n set [vy v] to [15]\n end\nend\nif <<<<(m) = [jump]> or <(m) = [walljump]>> and <(vy) < [0]>> or <<<(m) = [run]> or <(m) = [slide]>> and <(vy) < [-3]>>> then\n set [m v] to [fall]\nend\nchange y by (3)\nif <(vy) > [-15]> then\n change [vy v] by (-0.5)\nend\nchange y by (-2)\nif <not <touching color (#000000)?>> then\n change y by (-1)\n if <not <touching color (#000000)?>> then\n change y by (-1)\n if <not <touching color (#000000)?>> then\n change y by (-1)\n if <not <touching color (#000000)?>> then\n change y by (-1)\n if <not <touching color (#000000)?>> then\n change y by (-1)\n if <not <touching color (#000000)?>> then\n change y by (5)\n end\n end\n end\n end\n end\nend\nchange y by (2)\nchange y by (vy)\nif <touching color (#000000)?> then\n change y by (-2)\n if <touching color (#000000)?> then\n change y by ((-1) * (vy))\n set [vy v] to [-3]\n end\n change y by (2)\nend\nif <touching color (#ffac39)?> then\n set [vy v] to [7]\nend\nif <touching color (#77fff5)?> then\n set [vx v] to [35]\nend\nif <touching color (#be00ff)?> then\n set [vx v] to [-35]\nend\n\nclones\n\nwhen I receive [redinchoose v]\nset [color v] effect to (0)\n\nwhen I receive [blue v]\nset [color v] effect to (100)\n\nwhen I receive [darkblue v]\nset [color v] effect to (120)\n\nwhen I receive [darkgreen v]\nset [color v] effect to (70)\n\nwhen I receive [green v]\nset [color v] effect to (40)\n\nwhen I receive [orange v]\nset [color v] effect to (30)\n\nwhen I receive [red v]\nset [color v] effect to (0)\n\nwhen I receive [yellow v]\nset [color v] effect to (30)\n\nwhen I receive [blueinchoose v]\nset [color v] effect to (100)\n\nwhen I receive [orange v]\nset [color v] effect to (20)\n\nwhen I receive [darkblueinchoose v]\nset [color v] effect to (120)\n\nwhen I receive [darkgreeninchoose v]\nset [color v] effect to (70)\n\nwhen I receive [orangeinchoose v]\nset [color v] effect to (20)\n\nwhen I receive [yellowinchoose v]\nset [color v] effect to (30)\n\nwhen I receive [greeninchoose v]\nset [color v] effect to (40)\n\nwhen I receive [start v]\nset [done? v] to [0]\nshow\nset [vx v] to [0]\nset [vy v] to [0]\nif <not <(sellected?) = [1]>> then\n repeat until <(done?) = [1]>\n go to x: (0) y: (75)\n set size to (400) %\n end\nend\nset size to (150) %\ngo to x: (-200) y: (-139)\nshow\nforever\n if <(level) = [15]> then\n hide\n else\n engine\n end\nend\n\nwhen I receive [start v]\nstop all sounds\nset volume to (75) %\nplay sound [vexento-masked-heroes-1-AHM56EBq6 \(1\) v] until done\n\nwhen flag clicked\nhide\n\nwhen I receive [to start v]\ngo to x: (-200) y: (-100)\n\ndefine clones\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\ngo to [back v] layer\nset size to (150) %\nset [ghost v] effect to (50)\nwait (0.1) seconds\nrepeat (10)\n go to [back v] layer\n change size by (-10)\n change [ghost v] effect by (6)\nend\ndelete this clone\n\nturn right (15) degrees\n\nif <touching color (#c3ff36)?> then\n set [vy v] to [-3]\nend\nif <[-230] > (x position)> then\n set x to (-230)\nend\n\n@color choose\n\nwhen I start as a clone\nshow\nset size to (100) %\ngo to x: (-75) y: (-200)\nif <(whichcolor?) = [1]> then\n set [color v] effect to (0)\n repeat (25)\n change y by ((y position) / (-7))\n end\n repeat until <(done?) = [1]>\n if <touching (mouse-pointer v)?> then\n set size to (110) %\n broadcast (redinchoose v)\n end\n if <not <touching (mouse-pointer v)?>> then\n set size to (100) %\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (red v)\n set [done? v] to [1]\n end\n end\n hide\n go to x: (1000) y: (1000)\nend\n\nwhen I start as a clone\nshow\nset size to (100) %\nif <(whichcolor?) = [2]> then\n set [color v] effect to (20)\n go to x: (-50) y: (-200)\n repeat (25)\n change y by ((y position) / (-7))\n end\n repeat until <(done?) = [1]>\n if <touching (mouse-pointer v)?> then\n set size to (110) %\n broadcast (orangeinchoose v)\n end\n if <not <touching (mouse-pointer v)?>> then\n set size to (100) %\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (orange v)\n set [done? v] to [1]\n end\n end\n hide\n go to x: (1000) y: (1000)\nend\n\nwhen I start as a clone\nshow\nset size to (100) %\nif <(whichcolor?) = [3]> then\n set [color v] effect to (30)\n go to x: (-25) y: (-200)\n repeat (25)\n change y by ((y position) / (-7))\n end\n repeat until <(done?) = [1]>\n if <touching (mouse-pointer v)?> then\n set size to (110) %\n broadcast (yellowinchoose v)\n end\n if <not <touching (mouse-pointer v)?>> then\n set size to (100) %\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (yellow v)\n set [done? v] to [1]\n end\n end\n hide\n go to x: (1000) y: (1000)\nend\n\nwhen I start as a clone\nshow\nset size to (100) %\nif <(whichcolor?) = [4]> then\n set [color v] effect to (40)\n go to x: (0) y: (-200)\n repeat (25)\n change y by ((y position) / (-7))\n end\n repeat until <(done?) = [1]>\n if <touching (mouse-pointer v)?> then\n set size to (110) %\n broadcast (greeninchoose v)\n end\n if <not <touching (mouse-pointer v)?>> then\n set size to (100) %\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (green v)\n set [done? v] to [1]\n end\n end\n hide\n go to x: (1000) y: (1000)\nend\n\nwhen I start as a clone\nshow\nset size to (100) %\nif <(whichcolor?) = [5]> then\n set [color v] effect to (70)\n go to x: (25) y: (-200)\n repeat (25)\n change y by ((y position) / (-7))\n end\n repeat until <(done?) = [1]>\n if <touching (mouse-pointer v)?> then\n set size to (110) %\n broadcast (darkgreeninchoose v)\n end\n if <not <touching (mouse-pointer v)?>> then\n set size to (100) %\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (darkgreen v)\n set [done? v] to [1]\n end\n end\n hide\n go to x: (1000) y: (1000)\nend\n\nwhen I start as a clone\nshow\nset size to (100) %\nif <(whichcolor?) = [6]> then\n set [color v] effect to (100)\n go to x: (50) y: (-200)\n repeat (25)\n change y by ((y position) / (-7))\n end\n repeat until <(done?) = [1]>\n if <touching (mouse-pointer v)?> then\n set size to (110) %\n broadcast (blueinchoose v)\n end\n if <not <touching (mouse-pointer v)?>> then\n set size to (100) %\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (blue v)\n set [done? v] to [1]\n end\n end\n hide\n go to x: (1000) y: (1000)\nend\n\nwhen I start as a clone\nshow\nset size to (100) %\nif <(whichcolor?) = [7]> then\n set [color v] effect to (120)\n go to x: (75) y: (-200)\n repeat (25)\n change y by ((y position) / (-7))\n end\n repeat until <(done?) = [1]>\n if <touching (mouse-pointer v)?> then\n set size to (110) %\n broadcast (darkblueinchoose v)\n end\n if <not <touching (mouse-pointer v)?>> then\n set size to (100) %\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (darkblue v)\n set [done? v] to [1]\n end\n end\n hide\n go to x: (1000) y: (1000)\nend\n\nwhen I receive [start v]\nset [whichcolor? v] to [0]\nhide\ngo to x: (1000) y: (1000)\nif <not <(sellected?) = [1]>> then\n repeat (7)\n create clone of (_myself_ v)\n change [whichcolor? v] by (1)\n wait (0.1) seconds\n end\n change [sellected? v] by (1)\nend\n\nwhen I receive [start v]\nforever\n if <(done?) = [1]> then\n hide\n end\nend\n\nwhen flag clicked\nset [sellected? v] to [0]\n\n@thumbnail\n\nwhen flag clicked\nswitch costume to (kostüm2 v)\nset size to (100) %\nswitch costume to (thumbnail v)\nforever\n show\n go to x: (0) y: (0)\n set [ghost v] effect to (100)\n switch costume to (thumbnail v)\n go to [front v] layer\n if <<key (x v) pressed?> and <not <(level) > [19]>>> then\n set [level v] to ((level) + (1))\n wait until <not <key (x v) pressed?>>\n set [vx v] to [0]\n set [vy v] to [0]\n broadcast (to start v)\n end\nend\n\n@black\n\nwhen I receive [go in v]\nset [brightness v] effect to (4)\ngo to x: (-465) y: (0)\nshow\ngo to [front v] layer\nset [ghost v] effect to (0)\nrepeat until <([abs v] of (x position) ) < [2]>\n change x by (((0) - (x position)) / (6))\nend\nset x to (0)\ngo to x: (0) y: (0)\nbroadcast (to start v)\nrepeat (32)\n change x by (((465) - (x position)) / (8))\nend\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen flag clicked\nhide\n\n@Intro\n\nwhen flag clicked\nstart sound [Zaza - Be Together v]\nset volume to (75) %\nset size to (100) %\npoint in direction (90)\ncreate clone of (_myself_ v)\nswitch costume to (d v)\nshow\nset [ghost v] effect to (100)\ngo to x: (-180) y: (0)\nrepeat (9)\n change x by ((5) - ((x position) * (0.2)))\n change [ghost v] effect by (-10)\n wait (0.03) seconds\nend\ngo to x: (0) y: (0)\nswitch costume to (logo v)\nwait (3) seconds\nrepeat (100)\n turn right ((3.45) - ((direction) * (0.2))) degrees\n change size by ((-2) - ((size) / (5)))\n change [ghost v] effect by (10)\n change volume by (-1)\nend\nhide\npoint in direction (90)\nbroadcast (start v)\n\nwhen I start as a clone\nswitch costume to (n v)\nshow\nset [ghost v] effect to (100)\ngo to x: (180) y: (0)\nrepeat (9)\n change x by ((-5) - ((x position) * (0.2)))\n change [ghost v] effect by (-10)\n wait (0.03) seconds\nend\ngo to x: (0) y: (0)\ndelete this clone\n\n@outro\n\nwhen flag clicked\nset [level v] to [1]\nhide\nwait until <(level) = [15]>\nstop all sounds\nshow\nstart sound [Zaza - Be Together v]\nset volume to (100) %\nset size to (100) %\npoint in direction (90)\nswitch costume to (n v)\ncreate clone of (_myself_ v)\nswitch costume to (d v)\nshow\nset [ghost v] effect to (100)\ngo to x: (-180) y: (0)\nrepeat (9)\n change x by ((5) - ((x position) * (0.2)))\n change [ghost v] effect by (-10)\n wait (0.03) seconds\nend\ngo to x: (0) y: (0)\nswitch costume to (logo v)\nwait (2) seconds\nrepeat (10)\n change y by ((5) - ((y position) * (0.2)))\n change [ghost v] effect by (-10)\n wait (0.03) seconds\nend\nwait (1) seconds\nswitch costume to (luv fav fuloe v)\ncreate clone of (_myself_ v)\nswitch costume to (logo v)\nwait (1) seconds\nforever\n set size to ((100) + ((10) * ([cos v] of (((timer) - (1)) * (200)) ))) %\n point in direction ((90) + ((15) * ([cos v] of (((timer) - (2)) * (275)) )))\nend\n\nwhen I start as a clone\nif <(costume [name v]) = [n]> then\n switch costume to (n v)\n show\n set [ghost v] effect to (100)\n go to x: (180) y: (0)\n repeat (9)\n change x by ((-5) - ((x position) * (0.2)))\n change [ghost v] effect by (-10)\n wait (0.03) seconds\n end\n go to x: (0) y: (0)\n delete this clone\nend\nif <(costume [number v]) = [4]> then\n go to x: (0) y: (-50)\n repeat (10)\n change y by ((5) - ((y position) * (0.2)))\n change [ghost v] effect by (-10)\n wait (0.03) seconds\n end\n wait (1) seconds\n forever\n set size to ((75) + ((10) * ([cos v] of (((timer) - (1)) * (200)) ))) %\n point in direction ((90) + ((15) * ([cos v] of (((timer) - (2)) * (275)) )))\n end\nend\n\n@hitbox\n\nwhen flag clicked\ngo to x: (0) y: (-2)\nset [done? v] to [0]\nset [level v] to [1]\nset size to (100) %\nrepeat until <(done?) = [1]>\n switch costume to (0 v)\nend\nshow\nforever\n switch costume to ((level) + (1))\n if <(level) = [15]> then\n hide\n stop [this script v]\n end\nend\n\nwhen flag clicked\nhide\ngo to x: (0) y: (-2)\nset [done? v] to [0]\nset [level v] to [1]\nset size to (100) %\n\nwhen I receive [menu v]\nswitch costume to (0 v)\n\nset [ghost v] effect to (0)\n\n@Figur1\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nset size to (300) %\nshow\nforever\n go to [back v] layer\n if <(level) = [15]> then\n hide\n else\n go to (player v)\n end\nend\n\nwhen I receive [redinchoose v]\nset [color v] effect to (0)\n\nwhen I receive [darkblue v]\nset [color v] effect to (120)\n\nwhen I receive [blue v]\nset [color v] effect to (100)\n\nwhen I receive [blueinchoose v]\nset [color v] effect to (100)\n\nwhen I receive [darkgreen v]\nset [color v] effect to (70)\n\nwhen I receive [darkblueinchoose v]\nset [color v] effect to (120)\n\nwhen I receive [green v]\nset [color v] effect to (40)\n\nwhen I receive [darkgreeninchoose v]\nset [color v] effect to (70)\n\nwhen I receive [orangeinchoose v]\nset [color v] effect to (20)\n\nwhen I receive [orange v]\nset [color v] effect to (30)\n\nwhen I receive [red v]\nset [color v] effect to (0)\n\nwhen I receive [yellowinchoose v]\nset [color v] effect to (30)\n\nwhen I receive [yellow v]\nset [color v] effect to (30)\n\nwhen I receive [greeninchoose v]\nset [color v] effect to (40)\n\nwhen I receive [orange v]\nset [color v] effect to (20)\n\n
Use the arrow keys to move (sadly, it's not mobile friendly)\nR to reset if you get stuck\nM to mute and N to unmute\nS to skip (has a 3 second cool-down)\n\nAvoid the venus fly-traps, sharp crystals, and the protruding rocks.\nYou can swim in water, but not in the acidic mineral-chocked pools in the caves.\nAll of the levels are possible.\nsorry if the graphics look bad...\n\nUsing the down arrow in water is helpful, you figure it out ;)\n\nFor the haters: I didn't ask for your opinion ;w;
Caved || A Mobile Platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to ( v)\nforever\n play sound [ v] until done\nend\n\n@軽量化\n\nwhen flag clicked\nset [fps v] to []\nhide variable [情報 v]\nset [情報 v] to []\nset [mode v] to []\n\nwhen I receive [🎌 v]\nset [fps v] to [loading...]\nwait (1) seconds\nset [fps v] to [go!]\nforever\n set [fps v] to [0]\n wait (1) seconds\n set [fps v] to (Fps)\n wait (1) seconds\nend\n\nwhen I receive [🎌 v]\nif <[Creative] = (mode)> then\n show variable [情報 v]\n set [情報 v] to [このモードは現在メンテナンス中ですバグが少しありますが気にしないでください]\n wait (5) seconds\nend\nhide variable [情報 v]\n\ndefine riset\nset [☁ world v] to [10000]\n\nriset\n\n@Player\n\ndefine 動作\nif <(mode) = [survival]> then\n if <touching (mizu v)?> then\n change [yの力 v] by (-0.2)\n else\n change [yの力 v] by (-1)\n end\nend\nif <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<(mouse x) > [0]> and <mouse down?>>>> then\n point in direction (90)\n if <touching (mizu v)?> then\n change [xの力 v] by (0.8)\n else\n change [xの力 v] by (1)\n end\nend\nif <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<[0] > (mouse x)> and <mouse down?>>>> then\n point in direction (-90)\n if <touching (mizu v)?> then\n change [xの力 v] by (-0.8)\n else\n change [xの力 v] by (-1)\n end\nend\nset [xの力 v] to ((xの力) * (0.88))\nchange x by (xの力)\nrepeat (6)\n if <touching (ステージ v)?> then\n change y by (1)\n end\n if <touching (ステージ v)?> then\n change y by (-6)\n 位置補正x (() - ((xの力) / ([abs v] of (xの力) ))) ([ceiling v] of ([abs v] of (xの力) ) )\n if <not <touching (mizu v)?>> then\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > [0]> and <mouse down?>>>> then\n set [yの力 v] to [12]\n set [xの力 v] to ((7) - (<(xの力) > [0]> * (14)))\n else\n set [xの力 v] to [0]\n end\n end\n end\nend\nchange y by (yの力)\nif <touching (ステージ v)?> then\n 位置補正y (() - ((yの力) / ([abs v] of (yの力) ))) ([ceiling v] of ([abs v] of (yの力) ) )\nend\nif <touching (mizu v)?> then\n change y by (-0.2)\nelse\n change y by (-1.1)\nend\nif <(mode) = [survival]> then\n if <not <touching (mizu v)?>> then\n if <<touching (ステージ v)?> and <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > [0]> and <mouse down?>>>>> then\n change [☁ セカイのジャンプ数 v] by (1)\n change [jump 何回 v] by (1)\n set [yの力 v] to [15]\n end\n else\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > [0]> and <mouse down?>>>> then\n set [yの力 v] to [6]\n end\n end\n change y by (1.1)\n if <touching (teki1 v)?> then\n set [yの力 v] to [1]\n if <(direction) = [90]> then\n set [xの力 v] to [2]\n else\n set [xの力 v] to [-2]\n end\n end\n if <touching (チェックポイント3 v)?> then\n set [yの力 v] to [15]\n end\nelse\n if <not <touching (mizu v)?>> then\n if <<key (down arrow v) pressed?> or <<key (s v) pressed?> or <<[0] > (mouse y)> and <mouse down?>>>> then\n set [yの力 v] to [-1]\n end\n else\n if <<key (down arrow v) pressed?> or <<key (s v) pressed?> or <<[0] > (mouse y)> and <mouse down?>>>> then\n set [yの力 v] to [-0.5]\n end\n end\n if <not <touching (mizu v)?>> then\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > [0]> and <mouse down?>>>> then\n set [yの力 v] to [1]\n end\n else\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > [0]> and <mouse down?>>>> then\n set [yの力 v] to [0.5]\n end\n if <touching (チェックポイント3 v)?> then\n set [yの力 v] to [2]\n end\n end\n change y by (1.1)\nend\nif <(mode) = [survival]> then\n if <<<(Y) < [-400]> or <touching (障害物 v)?>> or <touching (teki1 v)?>> then\n if <(無敵・) = [0]> then\n broadcast (333 v)\n set [無敵・ v] to [1]\n start sound [A Elec Bass v]\n if <<<touching color (#ffff54)?> or <touching color (#f3c633)?>> or <<touching color (#b92601)?> or <touching color (#a70f00)?>>> then\n change [ライフ v] by (-2.5)\n broadcast (111 v)\n if <(ライフ) < [0.5]> then\n broadcast (死んだ v)\n change [☁ セカイの死亡数 v] by (1)\n 初期位置\n end\n else\n change [ライフ v] by (-1.5)\n broadcast (222 v)\n if <(ライフ) < [0.5]> then\n broadcast (死んだ v)\n change [☁ セカイの死亡数 v] by (1)\n 初期位置\n end\n end\n end\n end\n 処理\n broadcast (プログラム2 v)\nelse\n set [ライフ v] to [20]\n 処理\n broadcast (プログラム2 v)\nend\n\ndefine 処理\nchange [x v] by ((x position) - ((X) - (Camera_x)))\nchange [y v] by ((y position) - (((Y) - (Camera _y)) - (20)))\nchange [camera_x v] by ([floor v] of (((X) - (Camera_x)) * (0.1)) )\nchange [camera _y v] by ([floor v] of (((Y) - (Camera _y)) * (0.2)) )\nset x to ((X) - (Camera_x))\nset y to (((Y) - (Camera _y)) - (20))\n\ndefine 位置補正x (向き) (回数)\nif <(xの力) = [0]> then\n stop [this script v]\nend\nset [i v] to [0]\nrepeat until <<not <touching (ステージ v)?>> or <(i) = ((回数) + (1))>>\n change [i v] by (1)\n change x by (向き)\nend\nchange x by (() - ((向き) * (((回数) + (1)) * <<(i) = ((回数) + (1))> and <touching (ステージ v)?>>)))\n\ndefine 位置補正y (向き) (回数)\nif <(yの力) = [0]> then\n stop [this script v]\nend\nset [i v] to [0]\nrepeat until <<not <touching (ステージ v)?>> or <(i) = ((回数) + (1))>>\n change [i v] by (1)\n change y by (向き)\nend\nchange y by (() - ((向き) * (((回数) + (1)) * <<(i) = ((回数) + (1))> and <touching (ステージ v)?>>)))\nset [yの力 v] to [0]\n\ndefine 初期位置\nset rotation style [left-right v]\nstart sound [_oof v]\nclear graphic effects\nrepeat (10)\n change size by (10)\n change [ghost v] effect by (5)\nend\nset size to (500) %\nclear graphic effects\nhide\nwait (1) seconds\nshow\nset rotation style [left-right v]\nset [ghost v] effect to (0)\nswitch costume to (idle v)\ngo to x: (0) y: (-20)\nset [ライフ v] to [20]\nset [xの力 v] to [0]\nset [yの力 v] to [0]\nset [camera_x v] to (復活x)\nset [camera _y v] to (復活y)\nset [x v] to (復活x)\nset [y v] to (復活y)\nbroadcast (555 v)\n\nwhen I receive [111 v]\n無敵判定 [0.3]\n\nwhen I receive [222 v]\n無敵判定 [0.1]\n\nwhen I receive [333 v]\nset [brightness v] effect to (-20)\nwait (0.1) seconds\nset [brightness v] effect to (0)\n\nwhen [timer v] > (1)\nset [ghost v] effect to (100)\nswitch costume to (idle v)\nshow\npoint in direction (90)\ngo to x: (-205) y: (-42)\nset size to (700) %\nrepeat (20)\n change [ghost v] effect by (-5)\nend\n\ndefine 無敵判定 (何秒)\nwait (何秒) seconds\nset [無敵・ v] to [0]\n\nwhen I receive [555 v]\n無敵判定 [2]\n\nwhen I receive [🎌 v]\nshow\nif <(mode) = [survival]> then\n forever\n wait (1) seconds\n if <<(ライフ) < [19.5]> and <not <touching (障害物 v)?>>> then\n change [ライフ v] by (1)\n end\n end\nend\n\nwhen I receive [🎌 v]\nset [水に触れた v] to [0]\nforever\n if <(mode) = [survival]> then\n if <<touching (チェックポイント v)?> or <touching (チェックポイント2 v)?>> then\n set [yの力 v] to [15]\n end\n else\n if <<touching (チェックポイント v)?> or <touching (チェックポイント2 v)?>> then\n set [yの力 v] to [1]\n end\n end\n if <not <(mode) = [Creative]>> then\n if <not <(yの力) = [0]>> then\n switch costume to (jump v)\n end\n end\n if <touching (mizu v)?> then\n set [水に触れた v] to [1]\n forever\n if <touching (mizu v)?> then\n set [水に触れた v] to [1]\n else\n set [水に触れた v] to [0]\n end\n end\n end\nend\n\nwhen I receive [🎌 v]\nset size to (500) %\nforever\n wait (0.1) seconds\n set [y 過去 v] to (yの力)\n if <touching (mizu v)?> then\n play sound [Swim3 v] until done\n end\n reset timer\n if <(mode) = [survival]> then\n if <touching (障害物 v)?> then\n set [yの力 v] to [7]\n if <(direction) = [90]> then\n change [xの力 v] by (1)\n else\n change [xの力 v] by (-1)\n end\n end\n end\nend\n\nwhen I receive [🎌 v]\nforever\n wait (0.1) seconds\n if <not <<<touching (ステージ v)?> and <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > [0]> and <mouse down?>>>>> or <<<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<[0] > (mouse x)> and <mouse down?>>>> or <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<(mouse x) > [0]> and <mouse down?>>>>>>> then\n if <<not <touching (ステージ v)?>> and <not <(yの力) = [0]>>> then\nend\n\nwhen I receive [🎌 v]\nforever\n if <<<touching (ステージ v)?> and <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > [0]> and <mouse down?>>>>> or <<<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<[0] > (mouse x)> and <mouse down?>>>> or <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<(mouse x) > [0]> and <mouse down?>>>>>> then\nend\n\nwhen I receive [🎌 v]\nset [無敵・ v] to [0]\nswitch costume to (idle v)\nset rotation style [left-right v]\ngo to x: (0) y: (-20)\nset [xの力 v] to [0]\nset [yの力 v] to [0]\nset [camera_x v] to [-200]\nset [camera _y v] to [-20]\nset [x v] to [-200]\nset [y v] to [-20]\nset [復活x v] to [-200]\nset [復活y v] to [-20]\nforever\n if <not <(y 過去) = [0]>> then\n switch costume to (jump v)\n end\n if <not <touching (mizu v)?>> then\n if <<<<touching (ステージ v)?> and <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > [0]> and <mouse down?>>>>> or <<<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<[0] > (mouse x)> and <mouse down?>>>> or <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<(mouse x) > [0]> and <mouse down?>>>>>> and <not <touching (障害物 v)?>>> then\n if <not <[7] = (costume [number v])>> then\n wait (pick random (2) to (4)) seconds\n start sound [A Bass3 v]\n end\n end\n end\nend\n\nwhen I receive [🎌 v]\nset [jump 何回 v] to [0]\n\nwhen flag clicked\nhide\nrepeat until <(えらんだ?) = [1]>\n set [camera _y v] to [0]\n set [camera_x v] to [0]\n hide\nend\n\nwhen I receive [🎌 v]\nchange [☁ 参照 v] by (1)\nshow\n\nwhen I receive [プログラム v]\nforever\n change [fps v] by (1)\n if <(えらんだ?) = [1]> then\n 動作\n else\n hide\n end\nend\n\nset [camera _y v] to [20]\nset [camera_x v] to [20]\n\nwhen I receive [🎌 v]\nset volume to (0) %\nrepeat (4)\n 初期位置\nend\nset volume to (100) %\n\n@ステージ\n\ndefine ステージ配置 (x座標) (y座標) (ステージ番号)\nswitch costume to (none v)\nset [my_x v] to (x座標)\nset [my_y v] to (y座標)\nswitch costume to ((ステージ番号) + (1))\nset [my_n v] to ((ステージ番号) + (1))\ncreate clone of (_myself_ v)\n\ndefine 移動 (x) (y)\nswitch costume to (none v)\ngo to x: (x) y: (y)\nif <<([abs v] of (x) ) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n hide\nelse\n show\nend\nswitch costume to (My_n)\n\nwhen I receive [プログラム2 v]\nif <(costume [number v]) = [1]> then\n broadcast (プログラム v)\nelse\n 移動 ((My_x) - (Camera_x)) ((My_y) - (Camera _y))\nend\n\nwhen I start as a clone\nshow\n\nchange [camera _y v] by (1000)\n\nwhen I receive [🎌 v]\nhide\nステージ配置 [0] [0] [1]\nステージ配置 [239] [0] [1]\nステージ配置 [478] [0] [1]\nステージ配置 [717] [0] [1]\nステージ配置 [1195] [0] [1]\nステージ配置 [1396] [0] [2]\nステージ配置 [1686] [0] [2]\nステージ配置 [1924] [0] [2]\nステージ配置 [2150] [0] [2]\nステージ配置 [2300] [0] [2]\nステージ配置 [2500] [100] [2]\nステージ配置 [2800] [200] [2]\nステージ配置 [3100] [300] [2]\nステージ配置 [3300] [400] [2]\nステージ配置 [3500] [500] [2]\nステージ配置 [3800] [500] [2]\nステージ配置 [4100] [500] [2]\nステージ配置 [4600] [450] [4]\nステージ配置 [4800] [480] [4]\nステージ配置 [5100] [500] [2]\nステージ配置 [5500] [600] [2]\nステージ配置 [5800] [500] [2]\nステージ配置 [6100] [400] [2]\nステージ配置 [6400] [300] [2]\nswitch costume to (none v)\nbroadcast (プログラム v)\n\nset [camera_x v] to [5000]\nchange [camera _y v] by (2000)\n\n@障害物\n\ndefine ステージ配置 (x座標) (y座標) (ステージ番号)\nswitch costume to (none v)\nset [my_x v] to (x座標)\nset [my_y v] to (y座標)\nswitch costume to ((ステージ番号) + (1))\nset [my_n v] to ((ステージ番号) + (1))\ncreate clone of (_myself_ v)\n\ndefine 移動 (x) (y)\nswitch costume to (none v)\ngo to x: (x) y: (y)\nif <<([abs v] of (x) ) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n hide\nelse\n show\nend\nswitch costume to (My_n)\n\nwhen I receive [プログラム2 v]\nif <not <(costume [number v]) = [1]>> then\n 移動 ((My_x) - (Camera_x)) ((My_y) - (Camera _y))\nend\n\nwhen I start as a clone\nshow\n\nwhen I receive [🎌 v]\nhide\nステージ配置 [-340] [-220] [1]\nステージ配置 [-550] [-220] [1]\nステージ配置 [-760] [-220] [1]\nステージ配置 [800] [-220] [1]\nswitch costume to (none v)\n\n@サムネ\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen [timer v] > (1)\nset [ghost v] effect to (100)\nshow\nrepeat (20)\n change [ghost v] effect by (-5)\nend\n\n@ステージ(背面)\n\ndefine ステージ配置 (x座標) (y座標) (ステージ番号)\ngo to [back v] layer\nswitch costume to (none v)\nset [my_x v] to (x座標)\nset [my_y v] to (y座標)\nswitch costume to ((ステージ番号) + (1))\nset [my_n v] to ((ステージ番号) + (1))\ncreate clone of (_myself_ v)\n\nwhen I receive [プログラム2 v]\nif <(costume [number v]) = [1]> then\n broadcast (プログラム v)\nelse\n 移動 ((My_x) - (Camera_x)) ((My_y) - (Camera _y))\n set [brightness v] effect to (7)\nend\n\nwhen I start as a clone\ngo to [back v] layer\nshow\n\ndefine 移動 (x) (y)\nswitch costume to (none v)\ngo to x: (x) y: (y)\nif <<([abs v] of (x) ) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n hide\nelse\n show\nend\nswitch costume to (My_n)\n\nwhen I receive [🎌 v]\nhide\nステージ配置 [-218] [-20] [4]\nステージ配置 [269] [-60] [4]\nステージ配置 [0] [0] [1]\nステージ配置 [600] [0] [2]\nステージ配置 [870] [-100] [3]\nステージ配置 [1000] [-20] [4]\nステージ配置 [1300] [-100] [5]\nステージ配置 [1760] [0] [2]\nステージ配置 [2100] [-77] [8]\nswitch costume to (none v)\nbroadcast (プログラム v)\n\n@Health2\n\nwhen flag clicked\ngo to x: (0) y: (-160)\nset [ライフ v] to [20]\ngo to [front v] layer\nhide\nforever\n switch costume to ((ライフ) + (1))\nend\n\nwhen flag clicked\nforever\n set [前ライフ v] to (ライフ)\n wait (0.2) seconds\nend\n\nwhen flag clicked\nforever\n if <(ライフ) < [4]> then\n change y by (3)\n wait (0.07) seconds\n change y by (-3)\n end\nend\n\nwhen [timer v] > (1)\nhide\n\nwhen I receive [🎌 v]\nshow\n\n@チェックポイント2\n\nwhen flag clicked\nswitch costume to (a v)\nhide\n\nwhen I receive [プログラム2 v]\n移動 ((1825) - (Camera_x)) ((-80) - (Camera _y))\n\ndefine 移動 (x) (y)\nswitch costume to ((チェックポイント) + (1))\ngo to x: (x) y: (y)\nif <<([abs v] of (x) ) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n hide\nelse\n show\n if <<touching (player v)?> and <(チェックポイント) = [1]>> then\n start sound [ v]\n set [チェックポイント v] to [2]\n set [復活x v] to [1825]\n set [復活y v] to [0]\n broadcast (スポーン地点設定 v)\n switch costume to (b v)\n end\nend\n\n@チェックポイント\n\nwhen flag clicked\nset [チェックポイント v] to [0]\nswitch costume to (a v)\nhide\n\nwhen I receive [プログラム2 v]\n移動 ((1127) - (Camera_x)) ((-80) - (Camera _y))\n\ndefine 移動 (x) (y)\nswitch costume to (none v)\ngo to x: (x) y: (y)\nswitch costume to ((チェックポイント) + (2))\nif <<([abs v] of (x) ) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n hide\nelse\n show\n if <<touching (player v)?> and <(チェックポイント) = [0]>> then\n start sound [levelup v]\n set [チェックポイント v] to [1]\n set [復活x v] to [1127]\n set [復活y v] to [0]\n broadcast (スポーン地点設定 v)\n switch costume to (b v)\n end\nend\n\n@mizu\n\nwhen flag clicked\nhide\nswitch costume to (none v)\nbroadcast (プログラム v)\n\ndefine ステージ配置 (x座標) (y座標) (ステージ番号)\ngo to [back v] layer\nswitch costume to (none v)\nset [my_x v] to (x座標)\nset [my_y v] to (y座標)\nswitch costume to ((ステージ番号) + (1))\nset [my_n v] to ((ステージ番号) + (1))\ncreate clone of (_myself_ v)\n\ndefine 移動 (x) (y)\nswitch costume to (none v)\ngo to x: (x) y: (y)\nif <<([abs v] of (x) ) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n hide\nelse\n go to [back v] layer\n show\nend\nswitch costume to (My_n)\n\nwhen I receive [プログラム2 v]\nif <(costume [number v]) = [1]> then\n broadcast (プログラム v)\nelse\n go to [back v] layer\n 移動 ((My_x) - (Camera_x)) ((My_y) - (Camera _y))\nend\n\nwhen I start as a clone\ngo to [back v] layer\nshow\n\n@Timer\n\nwhen flag clicked\nhide variable [time: v]\nreset timer\nset [time: v] to [0]\nforever\n change [タイマー v] by (1)\n wait (1) seconds\nend\n\nwhen I receive [クリア v]\nset [time: v] to (join (タイマー) [s])\nshow variable [time: v]\nforever\n \nend\n\ndefine \nif <(タイマー) < (☁ world)> then\n set [☁ world v] to (タイマー)\nend\n\n@お知らせ\n\nwhen flag clicked\nhide\n\nwhen I receive [スポーン地点設定 v]\nswitch costume to (1 v)\ngo to x: (-100) y: (192)\nshow\nglide (1) secs to x: (-100) y: (153)\nwait (1) seconds\nglide (1) secs to x: (-100) y: (200)\nhide\n\n@お知らせ2\n\nwhen flag clicked\nhide\nwait until <(Jump 何回) = [10]>\nstart sound [ v]\nshow\ngo to x: (-90) y: (192)\nswitch costume to (1 v)\nglide (1) secs to x: (-90) y: (153)\nwait (1) seconds\nglide (1) secs to x: (-90) y: (200)\nhide\nwait until <(Jump 何回) = [30]>\nstart sound [ v]\nshow\ngo to x: (-90) y: (192)\nswitch costume to (4 v)\nglide (1) secs to x: (-90) y: (153)\nwait (1) seconds\nglide (1) secs to x: (-90) y: (200)\nhide\nwait until <(Jump 何回) = [50]>\nstart sound [ v]\nshow\ngo to x: (-90) y: (192)\nswitch costume to (3 v)\nglide (1) secs to x: (-90) y: (153)\nwait (1) seconds\nglide (1) secs to x: (-90) y: (200)\nhide\nwait until <(Jump 何回) = [100]>\nstart sound [ v]\nshow\ngo to x: (-90) y: (192)\nswitch costume to (2 v)\nglide (1) secs to x: (-90) y: (153)\nwait (1) seconds\nglide (1) secs to x: (-90) y: (200)\nhide\n\n@お知らせ3\n\nwhen flag clicked\nhide\nwait (1) seconds\nwait until <(水に触れた) = [1]>\nstart sound [ v]\nswitch costume to (1 v)\ngo to x: (-90) y: (192)\nshow\nglide (1) secs to x: (-90) y: (153)\nwait (1) seconds\nglide (1) secs to x: (-90) y: (200)\nhide\n\n@ネザー\n\nwhen flag clicked\nhide\nswitch costume to (a v)\n\nwhen I receive [プログラム2 v]\n移動 ((0) - (Camera_x)) ((30) - (Camera _y))\n\ndefine 移動 (x) (y)\nif <(えらんだ?) = [1]> then\n go to x: (x) y: (y)\n if <<([abs v] of (x) ) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n hide\n else\n show\n end\nelse\n hide\nend\n\nif <touching (player v)?> then\nbroadcast (クリア v)\n\nwhen [timer v] > (0.2)\nhide\n\n@クリア\n\nwhen flag clicked\nset [a v] to [0]\nset [jump 何回 v] to [0]\nhide\n\nwhen I receive [クリア v]\nset [a v] to [0]\nset size to (80) %\ngo to x: (0) y: (0)\ngo to [front v] layer\nshow\nforever\n change [a v] by (1)\n point in direction (([sin v] of ((a) * (5)) ) + (90))\nend\n\n@武器\n\nset size to (80) %\npoint in direction (90)\nshow\ngo to [back v] layer\ngo [forward v] (2) layers\nswitch costume to (_sword6 v)\nforever\n if <(costume [number v]) = [1]> then\n if <<key (space v) pressed?> or <<touching (mouse-pointer v)?> and <mouse down?>>> then\n repeat (5)\n turn right (10) degrees\n if <([direction v] of [player v]) = [90]> then\n go to x: (([x position v] of [player v]) + (30)) y: ([y position v] of [player v])\n switch costume to (_sword6 v)\n else\n go to x: (([x position v] of [player v]) + (-30)) y: ([y position v] of [player v])\n switch costume to (_sword2 v)\n end\n end\n repeat (5)\n turn right (-10) degrees\n if <([direction v] of [player v]) = [90]> then\n go to x: (([x position v] of [player v]) + (30)) y: ([y position v] of [player v])\n switch costume to (_sword6 v)\n else\n go to x: (([x position v] of [player v]) + (-30)) y: ([y position v] of [player v])\n switch costume to (_sword2 v)\n end\n if <([direction v] of [player v]) = [90]> then\n go to x: (([x position v] of [player v]) + (30)) y: ([y position v] of [player v])\n switch costume to (_sword6 v)\n else\n go to x: (([x position v] of [player v]) + (-30)) y: ([y position v] of [player v])\n switch costume to (_sword2 v)\n end\n end\n end\n if <([direction v] of [player v]) = [90]> then\n go to x: (([x position v] of [player v]) + (30)) y: ([y position v] of [player v])\n switch costume to (_sword6 v)\n else\n go to x: (([x position v] of [player v]) + (-30)) y: ([y position v] of [player v])\n switch costume to (_sword2 v)\n end\n else\n if <<key (space v) pressed?> or <<touching (mouse-pointer v)?> and <mouse down?>>> then\n repeat (5)\n turn right (-10) degrees\n if <([direction v] of [player v]) = [90]> then\n go to x: (([x position v] of [player v]) + (30)) y: ([y position v] of [player v])\n switch costume to (_sword6 v)\n else\n go to x: (([x position v] of [player v]) + (-30)) y: ([y position v] of [player v])\n switch costume to (_sword2 v)\n end\n end\n repeat (5)\n turn right (10) degrees\n if <([direction v] of [player v]) = [90]> then\n go to x: (([x position v] of [player v]) + (30)) y: ([y position v] of [player v])\n switch costume to (_sword6 v)\n else\n go to x: (([x position v] of [player v]) + (-30)) y: ([y position v] of [player v])\n switch costume to (_sword2 v)\n end\n if <([direction v] of [player v]) = [90]> then\n go to x: (([x position v] of [player v]) + (30)) y: ([y position v] of [player v])\n switch costume to (_sword6 v)\n else\n go to x: (([x position v] of [player v]) + (-30)) y: ([y position v] of [player v])\n switch costume to (_sword2 v)\n end\n end\n end\n if <([direction v] of [player v]) = [90]> then\n go to x: (([x position v] of [player v]) + (30)) y: ([y position v] of [player v])\n switch costume to (_sword6 v)\n else\n go to x: (([x position v] of [player v]) + (-30)) y: ([y position v] of [player v])\n switch costume to (_sword2 v)\n end\n end\nend\n\nwhen I receive [isonoken womotu v]\nforever\n hide\nend\n\nwhen [timer v] > (1)\nset [ghost v] effect to (100)\nswitch costume to (_sword6 v)\npoint in direction (90)\nset size to (150) %\ngo to x: (([x position v] of [player v]) + (60)) y: (130)\nrepeat (20)\n change [ghost v] effect by (-5)\nend\n\nwhen I receive [🎌 v]\n\nwhen flag clicked\nhide\n\n@isinoken\n\nwhen I receive [プログラム2 v]\nforever\n 移動 ((2955) - (Camera_x)) ((259) - (Camera _y))\nend\n\nwhen flag clicked\n\nset [敵1hp v] to [30]\nset [brightness v] effect to (0)\nswitch costume to (2 v)\nhide\n\ndefine 移動 (x) (y)\n\nchange [s2 v] by (8)\ngo to x: (x) y: (y)\nset size to ((([sin v] of (s2) ) * (9)) + (100)) %\nif <<([abs v] of (x) ) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n hide\nelse\n show\nend\nif <touching (player v)?> then\n switch costume to (1 v)\n broadcast (isonoken womotu v)\nend\n\nwhen [timer v] > (1)\nhide\n\n@武器2\n\nwhen I receive [て v]\nforever\n hide\nend\n\nwhen I receive [isonoken womotu v]\n\nshow\nforever\n if <(costume [number v]) = [1]> then\n if <<key (space v) pressed?> or <<touching (mouse-pointer v)?> and <mouse down?>>> then\n repeat (5)\n turn right (10) degrees\n if <([direction v] of [player v]) = [90]> then\n go to x: (([x position v] of [player v]) + (30)) y: ([y position v] of [player v])\n switch costume to (_sword6 v)\n else\n go to x: (([x position v] of [player v]) + (-30)) y: ([y position v] of [player v])\n switch costume to (_sword2 v)\n end\n end\n repeat (5)\n turn right (-10) degrees\n if <([direction v] of [player v]) = [90]> then\n go to x: (([x position v] of [player v]) + (30)) y: ([y position v] of [player v])\n switch costume to (_sword6 v)\n else\n go to x: (([x position v] of [player v]) + (-30)) y: ([y position v] of [player v])\n switch costume to (_sword2 v)\n end\n if <([direction v] of [player v]) = [90]> then\n go to x: (([x position v] of [player v]) + (30)) y: ([y position v] of [player v])\n switch costume to (_sword6 v)\n else\n go to x: (([x position v] of [player v]) + (-30)) y: ([y position v] of [player v])\n switch costume to (_sword2 v)\n end\n end\n end\n if <([direction v] of [player v]) = [90]> then\n go to x: (([x position v] of [player v]) + (30)) y: ([y position v] of [player v])\n switch costume to (_sword6 v)\n else\n go to x: (([x position v] of [player v]) + (-30)) y: ([y position v] of [player v])\n switch costume to (_sword2 v)\n end\n else\n if <<key (space v) pressed?> or <<touching (mouse-pointer v)?> and <mouse down?>>> then\n repeat (5)\n turn right (-10) degrees\n if <([direction v] of [player v]) = [90]> then\n go to x: (([x position v] of [player v]) + (30)) y: ([y position v] of [player v])\n switch costume to (_sword6 v)\n else\n go to x: (([x position v] of [player v]) + (-30)) y: ([y position v] of [player v])\n switch costume to (_sword2 v)\n end\n end\n repeat (5)\n turn right (10) degrees\n if <([direction v] of [player v]) = [90]> then\n go to x: (([x position v] of [player v]) + (30)) y: ([y position v] of [player v])\n switch costume to (_sword6 v)\n else\n go to x: (([x position v] of [player v]) + (-30)) y: ([y position v] of [player v])\n switch costume to (_sword2 v)\n end\n if <([direction v] of [player v]) = [90]> then\n go to x: (([x position v] of [player v]) + (30)) y: ([y position v] of [player v])\n switch costume to (_sword6 v)\n else\n go to x: (([x position v] of [player v]) + (-30)) y: ([y position v] of [player v])\n switch costume to (_sword2 v)\n end\n end\n end\n if <([direction v] of [player v]) = [90]> then\n go to x: (([x position v] of [player v]) + (30)) y: ([y position v] of [player v])\n switch costume to (_sword6 v)\n else\n go to x: (([x position v] of [player v]) + (-30)) y: ([y position v] of [player v])\n switch costume to (_sword2 v)\n end\n end\nend\n\nwhen [timer v] > (1)\nhide\n\nwhen flag clicked\nset size to (80) %\npoint in direction (90)\nhide\ngo to [back v] layer\ngo [forward v] (2) layers\nswitch costume to (_sword6 v)\n\n@最初の画面\n\nwhen flag clicked\nset [えらんだ? v] to [0]\ngo to [front v] layer\nswitch costume to ( v)\nshow\ngo to x: (0) y: (0)\nwait (1) seconds\nrepeat (20)\n change [ghost v] effect by (5)\n go to x: (0) y: (0)\nend\ngo to x: (0) y: (0)\nset [ghost v] effect to (0)\ngo to [back v] layer\ngo [backward v] (9999) layers\nhide\nwait until <(えらんだ?) = [2]>\nbroadcast (🎌 v)\n\nwhen [timer v] > (1)\ngo to x: (0) y: (0)\ngo to [back v] layer\nhide\n\nwhen flag clicked\nrepeat until <(えらんだ?) = [2]>\n reset timer\nend\n\n@チェックポイント3\n\nwhen flag clicked\nset [チェックポイント v] to [0]\nswitch costume to (a v)\nhide\n\nwhen I receive [プログラム2 v]\n移動 ((5000) - (Camera_x)) ((420) - (Camera _y))\n\ndefine 移動 (x) (y)\nswitch costume to (none v)\ngo to x: (x) y: (y)\nswitch costume to ((チェックポイント) + (0))\nif <<([abs v] of (x) ) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n hide\nelse\n show\n if <<touching (player v)?> and <(チェックポイント) = [2]>> then\n start sound [ v]\n set [チェックポイント v] to [3]\n set [復活x v] to [5000]\n set [復活y v] to [500]\n broadcast (スポーン地点設定 v)\n switch costume to (b v)\n end\nend\n\n@宣伝\n\nwhen flag clicked\nswitch costume to ( v)\ngo to x: (-114) y: (250)\nhide\ngo to [front v] layer\nforever\n wait (pick random (10) to (30)) seconds\n show\n if <<touching (お知らせ v)?> or <<touching (お知らせ3 v)?> or <touching (お知らせ2 v)?>>> then\n hide\n wait (1) seconds\n show\n if <<touching (お知らせ v)?> or <<touching (お知らせ3 v)?> or <touching (お知らせ2 v)?>>> then\n hide\n wait (1) seconds\n show\n if <<touching (お知らせ v)?> or <<touching (お知らせ3 v)?> or <touching (お知らせ2 v)?>>> then\n hide\n wait (1) seconds\n show\n if <<touching (お知らせ v)?> or <<touching (お知らせ3 v)?> or <touching (お知らせ2 v)?>>> then\n hide\n wait (1) seconds\n show\n if <<touching (お知らせ v)?> or <<touching (お知らせ3 v)?> or <touching (お知らせ2 v)?>>> then\n hide\n wait (1) seconds\n show\n if <<touching (お知らせ v)?> or <<touching (お知らせ3 v)?> or <touching (お知らせ2 v)?>>> then\n hide\n wait (1) seconds\n show\n end\n end\n end\n end\n end\n end\n glide (1) secs to x: (-114) y: (153)\n wait (1) seconds\n if <<touching (お知らせ v)?> or <<touching (お知らせ3 v)?> or <touching (お知らせ2 v)?>>> then\n hide\n end\n glide (1) secs to x: (-114) y: (250)\n hide\nend\n\nwhen [timer v] > (0.5)\nhide\n\n@teki1\n\nwhen I receive [プログラム2 v]\n\nforever\n if <(えらんだ?) = [1]> then\n 移動 (((1500) - (Camera_x)) + (huttobi 1)) ((-70) - (Camera _y))\n end\nend\n\nwhen flag clicked\n\nset size to (120) %\npoint in direction (90)\nset [敵1hp v] to [30]\nshow variable [fps v]\nset [敵一 エフェクト v] to [0]\nset [brightness v] effect to (0)\nswitch costume to (1 v)\nhide\n\nwhen I receive [444 v]\nset [brightness v] effect to (30)\nwait (0.1) seconds\nset [brightness v] effect to (0)\n\ndefine 移動 (x) (y)\n\ngo to x: (x) y: (y)\nif <<([abs v] of (x) ) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n hide\nelse\n show\n if <(敵1hp) < [1]> then\n if <(敵一 エフェクト) = [0]> then\n set [敵一 エフェクト v] to [1]\n broadcast (666 v)\n wait (1) seconds\n end\n hide\n end\nend\nif <touching (障害物 v)?> then\n change [敵1hp v] by (-1)\n broadcast (444 v)\n start sound (pick random (1) to (4))\nend\nif <<touching (武器 v)?> and <not <([direction v] of [武器 v]) = [90]>>> then\n if <touching (武器 v)?> then\n change [敵1hp v] by (-1)\n end\n if <[90] = ([direction v] of [player v])> then\n change [huttobi 1 v] by (pick random (1) to (5))\n else\n change [huttobi 1 v] by (pick random (-1) to (-5))\n end\n broadcast (444 v)\n if <(敵1hp) < [1]> then\nend\nif <<<touching (武器 v)?> and <not <([direction v] of [武器 v]) = [90]>>> or <<touching (武器2 v)?> and <not <([x position v] of [武器2 v]) = [90]>>>> then\n repeat (4)\n start sound (pick random (1) to (4))\n end\nend\nif <<touching (武器2 v)?> and <not <([direction v] of [武器2 v]) = [90]>>> then\n if <touching (武器2 v)?> then\n change [敵1hp v] by (-5)\n end\n if <[90] = ([direction v] of [player v])> then\n change [huttobi 1 v] by (pick random (1) to (6))\n else\n change [huttobi 1 v] by (pick random (-1) to (-6))\n end\n broadcast (444 v)\n if <(敵1hp) < [1]> then\nend\nif <<<touching (武器 v)?> and <not <([direction v] of [武器 v]) = [90]>>> or <<touching (武器2 v)?> and <not <([x position v] of [武器2 v]) = [90]>>>> then\n repeat (4)\n start sound (pick random (1) to (4))\n end\nend\n\nwhen flag clicked\nset [huttobi 1 v] to [0]\n\nwhen flag clicked\n\nforever\n if <not <touching (ステージ v)?>> then\n if <<not <touching (player v)?>> and <(distance to [player v]) < [150]>> then\n repeat (100)\n change [huttobi 1 v] by (1)\n end\n wait (1) seconds\n repeat (100)\n change [huttobi 1 v] by (-1)\n end\n wait (1) seconds\n end\n end\nend\n\nwhen I receive [666 v]\nrepeat (18)\n turn right (5) degrees\nend\n\n@saisyo\n\nwhen flag clicked\nshow\nset [えらんだ? v] to [0]\ngo to x: (-710) y: (0)\ngo to [back v] layer\nrepeat until <(えらんだ?) = [1]>\n change x by (3)\n if <[1200] < (x position)> then\n go to x: (-710) y: (0)\n end\nend\n\nwhen I receive [🎌 v]\nhide\n\nwhen [timer v] > (1)\nhide\n\n@saba\n\nwhen flag clicked\nhide\nwait (3) seconds\ngo to x: (-90) y: (-70)\nset size to (0) %\nshow\nrepeat until <(えらんだ?) = [1]>\n if <touching (mouse-pointer v)?> then\n change size by (((115) - (size)) * (0.2))\n if <mouse down?> then\n if <(えらんだ?) = [0]> then\n change [えらんだ? v] by (1)\n set [mode v] to [survival]\n broadcast (サバ v)\n hide\n play sound [Click v] until done\n end\n end\n else\n change size by (((100) - (size)) * (0.2))\n end\nend\n\nwhen [timer v] > (1)\nhide\n\nwhen I receive [クリ v]\nbroadcast (🎌 v)\nhide\n\n@saba2\n\nwhen flag clicked\nhide\nwait (3) seconds\nset size to (0) %\ngo to x: (90) y: (70)\nshow\nrepeat until <(えらんだ?) = [1]>\n if <touching (mouse-pointer v)?> then\n change size by (((115) - (size)) * (0.2))\n if <mouse down?> then\n if <(えらんだ?) = [0]> then\n change [えらんだ? v] by (1)\n set [mode v] to [Creative]\n broadcast (クリ v)\n hide\n play sound [Click v] until done\n end\n end\n else\n change size by (((100) - (size)) * (0.2))\n end\nend\n\nwhen [timer v] > (1)\nhide\n\nwhen I receive [サバ v]\nbroadcast (🎌 v)\nhide\n\n@背景\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\n\nwhen I receive [🎌 v]\nbroadcast (h v)\ngo to [front v] layer\nshow\nset [ライフ v] to [20]\nset [xの力 v] to [0]\nset [yの力 v] to [0]\nset [camera_x v] to (復活x)\nset [camera _y v] to (復活y)\nset [x v] to (復活x)\nset [y v] to (復活y)\nbroadcast (555 v)\nwait (6) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\nif <[20] < (FPS)> then\n set [ライフ v] to [20]\n set [xの力 v] to [0]\n set [yの力 v] to [0]\n set [camera_x v] to (復活x)\n set [camera _y v] to (復活y)\n set [x v] to (復活x)\n set [y v] to (復活y)\n set [タイマー v] to [0]\n broadcast (555 v)\nelse\n set [ライフ v] to [20]\n set [xの力 v] to [0]\n set [yの力 v] to [0]\n set [camera_x v] to (復活x)\n set [camera _y v] to (復活y)\n set [x v] to (復活x)\n set [y v] to (復活y)\n show variable [情報 v]\n if <(mode) = [Creative]> then\n set [タイマー v] to [0]\n broadcast (555 v)\n wait (8) seconds\n set [情報 v] to [FPSが極端に低いです...]\n else\n set [情報 v] to [FPSが極端に低いです...]\n end\n wait (4) seconds\n hide variable [情報 v]\nend\n\nwhen [timer v] > (0.1)\nhide\n\nwhen flag clicked\nset [\[1000 o 1\] v] to [0]\nforever\n if <<(☁ セカイのジャンプ数) = [1000]> and <[0] = (\[1000 o 1\])>> then\n set [\[1000 o 1\] v] to [1]\n speak [世界のジャンプ数が1000を達成しました!]::tts\n end\n if <<(☁ セカイのジャンプ数) = [2000]> and <[0] = (\[2000 o 1\])>> then\n set [\[2000 o 1\] v] to [1]\n speak [世界のジャンプ数が2000を達成しました!]::tts\n end\n if <<(☁ セカイのジャンプ数) = [3000]> and <[0] = (\[3000 o 1\])>> then\n set [\[3000 o 1\] v] to [1]\n speak [世界のジャンプ数が3000を達成しました!]::tts\n end\n if <<(☁ セカイのジャンプ数) = [4000]> and <[0] = (\[4000 o 1\])>> then\n set [\[4000 o 1\] v] to [1]\n speak [世界のジャンプ数が5000を達成しました!]::tts\n end\n if <<(☁ セカイのジャンプ数) = [5000]> and <[0] = (\[5000 o 1\])>> then\n set [\[5000 o 1\] v] to [1]\n speak [世界のジャンプ数が5000を達成しました!]::tts\n end\n if <<(☁ セカイのジャンプ数) = [6000]> and <[0] = (\[6000 o 1\])>> then\n set [\[6000 o 1\] v] to [1]\n speak [世界のジャンプ数が6000を達成しました!]::tts\n end\n if <<(☁ セカイのジャンプ数) = [7000]> and <[0] = (\[7000 o 1\])>> then\n set [\[7000 o 1\] v] to [1]\n speak [世界のジャンプ数が7000を達成しました!]::tts\n end\n if <<(☁ セカイのジャンプ数) = [8000]> and <[0] = (\[8000 o 1\])>> then\n set [\[8000 o 1\] v] to [1]\n speak [世界のジャンプ数が8000を達成しました!]::tts\n end\n if <<(☁ セカイのジャンプ数) = [9000]> and <[0] = (\[9000 o 1\])>> then\n set [\[9000 o 1\] v] to [1]\n speak [世界のジャンプ数が9000を達成しました!]::tts\n end\n if <<(☁ セカイのジャンプ数) = [10000]> and <[0] = (\[10000 o 1\])>> then\n set [\[10000 o 1\] v] to [1]\n speak [世界のジャンプ数が10000を達成しました!]::tts\n end\n if <<(☁ セカイのジャンプ数) = [100000]> and <[0] = (\[10000 o 1\])>> then\n set [\[100000 o 1\] v] to [1]\n speak [世界のジャンプ数が100000を達成しました!]::tts\n end\nend\n\n@ネザー2\n\nwhen flag clicked\nhide\nswitch costume to (a v)\n\nwhen I receive [プログラム2 v]\n移動 ((6303) - (Camera_x)) ((330) - (Camera _y))\n\ndefine 移動 (x) (y)\nif <(えらんだ?) = [1]> then\n go to x: (x) y: (y)\n if <<([abs v] of (x) ) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n hide\n else\n show\n if <touching (player v)?> then\n broadcast (クリア v)\n end\n end\nelse\n hide\nend\n\nwhen [timer v] > (0.2)\nhide\n\n
I think it's a good engine what do you think\nComment what you think :D\n✔️ Crouching ✔️ Levels\n✔️ Wall jumping ✔️ Fairly easy to re-code if you \n✔️ Spikes happen to be making a platformer\n✔️ Lava
Mystic Valley || multiplayer platformer   #games #stratfordjames
@Stage\n\nwhen flag clicked\nswitch backdrop to (tutorial {2} v)\nrepeat (10)\n play sound [Village Vibe \(online-audio-converter v] until done\nend\n\n@Level\n\nwhen I receive [tick v]\ngo to x: (0) y: (0)\nswitch costume to (LEVEL)\n\nwhen flag clicked\nshow\n\n@Sprite1\n\nwhen flag clicked\nhide\n\n@Player\n\nwhen flag clicked\nshow\nbroadcast (Green Flag v) and wait\nbroadcast (Play Game v) and wait\n\nwhen I receive [play game v]\nset [level v] to [1]\nforever\n Reset\n repeat until <(EXIT) > []>\n broadcast (Tick v) and wait\n end\n if <(EXIT) = [die]> then\nend\n\nwhen I receive [tick v]\nTick\n\ndefine Tick\nif <<<key (w v) pressed?> or <key (up arrow v) pressed?>> and <(in air) < [4]>> then\n set [yv v] to [12]\nend\nif <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n change [xv v] by (-2)\n point in direction (-90)\nelse\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n change [xv v] by (2)\n point in direction (90)\n end\nend\nif <(yv) > [-12]> then\n change [yv v] by (-1)\nend\nMove Y (yv)\nMove X (xv)\nset [xv v] to ((xv) * (.8))\nif <touching (danger v)?> then\n set [exit v] to [die]\nend\nif <(x position) > [230]> then\n set [exit v] to [win]\nend\n\ndefine Reset\ngo to x: (-200) y: (-75)\npoint in direction (90)\nset [exit v] to []\n\ndefine Move Y (y)\nchange [in air v] by (1)\nchange y by (y)\nif <touching (level v)?> then\n repeat until <not <touching (level v)?>>\n if <(yv) > [0]> then\n change y by (-1)\n else\n change y by (1)\n end\n end\n set [yv v] to [0]\n change y by (-5)\n if <touching (level v)?> then\n set [in air v] to [0]\n end\n change y by (5)\nend\n\ndefine Move X (x)\nchange x by (x)\nif <touching (level v)?> then\n repeat (10)\n change y by (1)\n if <not <touching (level v)?>> then\n stop [this script v]\n end\n end\n change y by (-10)\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n if <(x) > [0]> then\n set [xv v] to [-16]\n else\n set [xv v] to [16]\n end\n set [in air v] to [0]\n else\n set [xv v] to [0]\n end\n set [n v] to [0]\n repeat until <<not <touching (level v)?>> or <(n) = [50]>>\n if <(x) > [0]> then\n change x by (-1)\n else\n change x by (1)\n end\n change [n v] by (1)\n end\nend\n\nwhen flag clicked\nshow\n\n
The grassland ◈ A mulitplayer platformer\n\nArrow keys or tap (mobile) to move\nDon't fall into the water\n\nto chat, press t and then select one of the 11 phrases\n\nas long as you are not "New Scratcher" you can see other players and chat with them\n\nif you stay inactive longer than 60 seconds or your FPS drops lower than 10, the system will kick you out
Mello 2 // A Platformer #games
@Stage\n\nwhen [m v] key pressed\nif <(volume) = [100]> then\n set volume to (0) %\nelse\n set volume to (100) %\nend\n\nwhen flag clicked\nset volume to (100) %\nforever\n play sound [2Everyone Is Gay - A Great Big World \(Piano\) v] until done\nend\n\nset [mouse v] to (join ((mouse x) + (SCROLL X)) (join [,] ((mouse y) + (SCROLL Y))))\nshow variable [mouse v]\n\n@Player\n\nwhen I receive [start v]\nbroadcast (Green Flag v) and wait\nbroadcast (Play Game v) and wait\n\nwhen I receive [play game v]\nswitch costume to (LEVEL)\nswitch backdrop to (platforming screen v)\nrepeat until <(LEVEL) = [Home]>\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 if <(EXIT) = [skip]> then\n Game - Skip\n else\n Game - Die\n end\n end\nend\nhide\n\ndefine Game On\nif <(CHECKPOINT HIT) = [Yes]> then\n set [x v] to (CHECKPOINT X)\n set [y v] to (CHECKPOINT Y)\n set [scroll x v] to (CHECKPOINT X)\n set [scroll y v] to (CHECKPOINT Y)\nelse\n set [x v] to [0]\n set [y v] to [0]\n set [scroll x v] to [0]\n set [scroll y v] to [0]\nend\nset [sx v] to [0]\nset [sy v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nset [ghost v] effect to (0)\nshow\n\ndefine Tick\nif <key (left arrow v) pressed?> then\n switch costume to (join (LEVEL) [2])\n change [sx v] by (-2)\nend\nif <key (right arrow v) pressed?> then\n switch costume to (LEVEL)\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\nchange [sy v] by (-2)\nChange Player y by (sy)\nPosition\nTest - Die\nset [scroll x v] to (x)\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nchange [scroll y v] by (round (((y) - (SCROLL Y)) / (10)))\nif <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\nend\nPosition\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 (8)\n change [y v] by (1)\n Position\n if <not <touching (platforms v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-8)\n repeat until <not <touching (platforms v)?>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n Position\n end\nend\n\ndefine Game - Die\nset [exit v] to []\nrepeat (5)\n change [ghost v] effect by (20)\nend\nhide\nwait (.3) seconds\n\ndefine Test - Die\nif <touching (danger v)?> then\n set [exit v] to [die]\nend\n\ndefine Game - Win\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\nwait (.01) seconds\nset [level v] to [Home]\nswitch backdrop to (home v)\nbroadcast (Home Screen v)\n\nwhen flag clicked\nhide\nset [ghost v] effect to (0)\ngo to [front v] layer\nset [checkpoint y v] to [0]\nset [checkpoint x v] to [0]\n\ndefine Game - Skip\nhide\nset [level v] to [Home]\nswitch backdrop to (home v)\nbroadcast (Home Screen v)\nstop [other scripts in sprite v]\n\nwhen I receive [skip v]\nhide\n\nset [scroll x v] to [0]\nset [scroll y v] to [0]\n\n@Platforms\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [Home]> then\n switch backdrop to (home v)\n hide\n delete this clone\nelse\n if <(LEVEL) = [Pan]> then\n switch costume to (pan1 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) = [Demirom]> then\n switch costume to (demirom1 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 else\n if <(LEVEL) = [Genderfluid]> then\n switch costume to (genderfluid1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n else\n if <(LEVEL) = [Genderqueer]> then\n switch costume to (genderqueer1 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) = [Demisex]> then\n switch costume to (demisex1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [220]\n Clone at x: [360] y: [220]\n Clone at x: [360] y: [220]\n Clone at x: [360] y: [220]\n Clone at x: [360] y: [220]\n Clone at x: [360] y: [0]\n else\n if <(LEVEL) = [Nb]> then\n switch costume to (nb1 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 else\n if <(LEVEL) = [Poly]> then\n switch costume to (poly1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n else\n if <(LEVEL) = [Gay]> then\n switch costume to (gay1 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 else\n if <(LEVEL) = [Bi]> then\n switch costume to (bi1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n else\n if <(LEVEL) = [Agender]> then\n switch costume to (agender1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n else\n if <(LEVEL) = [Lesbian]> then\n switch costume to (lesbian1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n else\n if <(LEVEL) = [Trans]> then\n switch costume to (trans1 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) = [Ace]> then\n switch costume to (ace1 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 else\n switch costume to (aro1 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 end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine 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 backdrop switches to [home v]\nhide\ndelete this clone\n\n@Danger\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) = [Home]> then\n hide\n delete this clone\nelse\n if <(LEVEL) = [Pan]> then\n hide\n switch costume to (pan1 v)\n Clone at x: [360] y: [-70]\n Clone at x: [360] y: [70]\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) = [Demirom]> then\n set [x v] to [9999]\n hide\n delete this clone\n else\n if <(LEVEL) = [Genderfluid]> then\n switch costume to (genderfluid1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n else\n if <(LEVEL) = [Genderqueer]> then\n switch costume to (genderqueer1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n else\n if <(LEVEL) = [Demisex]> then\n switch costume to (demisex1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [220]\n Clone at x: [360] y: [220]\n Clone at x: [360] y: [220]\n Clone at x: [360] y: [220]\n Clone at x: [360] y: [220]\n Clone at x: [360] y: [0]\n else\n if <(LEVEL) = [Nb]> then\n switch costume to (nb1 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 else\n if <(LEVEL) = [Poly]> then\n switch costume to (poly1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n else\n if <(LEVEL) = [Gay]> then\n switch costume to (gay1 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 else\n if <(LEVEL) = [Bi]> then\n switch costume to (bi1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n else\n if <(LEVEL) = [Agender]> then\n switch costume to (agender1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n else\n if <(LEVEL) = [Lesbian]> then\n switch costume to (lesbian1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n else\n if <(LEVEL) = [Trans]> then\n switch costume to (trans1 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) = [Ace]> then\n switch costume to (ace1 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 else\n switch costume to (aro1 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 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\nset [x v] to [9999]\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 backdrop switches to [home v]\nhide\ndelete this clone\n\n@Checkpoint\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <touching (player v)?> then\n set [checkpoint hit v] to [Yes]\nend\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [Home]> then\n hide\n delete this clone\nelse\n if <(LEVEL) = [Pan]> then\n switch costume to (pan v)\n change [x v] by (1560)\n change [y v] by (-48)\n set [checkpoint x v] to (x)\n set [checkpoint y v] to (y)\n else\n if <(LEVEL) = [Demirom]> then\n hide\n set [x v] to [99999]\n else\n if <(LEVEL) = [Genderfluid]> then\n switch costume to (genderfluid v)\n change [x v] by (2258)\n change [y v] by (-48)\n set [checkpoint x v] to (x)\n set [checkpoint y v] to (y)\n else\n if <(LEVEL) = [Genderqueer]> then\n switch costume to (genderqueer v)\n change [x v] by (1897)\n change [y v] by (-48)\n set [checkpoint x v] to (x)\n set [checkpoint y v] to (y)\n else\n if <(LEVEL) = [Demisex]> then\n switch costume to (demisex v)\n change [x v] by (1429)\n change [y v] by (742)\n set [checkpoint x v] to (x)\n set [checkpoint y v] to (y)\n else\n if <(LEVEL) = [Nb]> then\n switch costume to (nb v)\n change [x v] by (1440)\n change [y v] by (-48)\n set [checkpoint x v] to (x)\n set [checkpoint y v] to (y)\n else\n if <(LEVEL) = [Poly]> then\n switch costume to (poly v)\n change [x v] by (1982)\n change [y v] by (290)\n set [checkpoint x v] to (x)\n set [checkpoint y v] to (y)\n else\n if <(LEVEL) = [Gay]> then\n switch costume to (gay v)\n change [x v] by (1437)\n change [y v] by (50)\n set [checkpoint x v] to (x)\n set [checkpoint y v] to (y)\n else\n if <(LEVEL) = [Bi]> then\n switch costume to (bi v)\n change [x v] by (1796)\n change [y v] by (-48)\n set [checkpoint x v] to (x)\n set [checkpoint y v] to (y)\n else\n if <(LEVEL) = [Agender]> then\n switch costume to (agender v)\n change [x v] by (1780)\n change [y v] by (-48)\n set [checkpoint x v] to (x)\n set [checkpoint y v] to (y)\n else\n if <(LEVEL) = [Lesbian]> then\n switch costume to (lesbian v)\n change [x v] by (1885)\n change [y v] by (-48)\n set [checkpoint x v] to (x)\n set [checkpoint y v] to (y)\n else\n if <(LEVEL) = [Trans]> then\n switch costume to (trans v)\n change [x v] by (2136)\n change [y v] by (-48)\n set [checkpoint x v] to (x)\n set [checkpoint y v] to (y)\n else\n if <(LEVEL) = [Ace]> then\n switch costume to (ace v)\n change [x v] by (1444)\n change [y v] by (85)\n set [checkpoint x v] to (x)\n set [checkpoint y v] to (y)\n else\n switch costume to (aro v)\n change [x v] by (1434)\n change [y v] by (-48)\n set [checkpoint x v] to (x)\n set [checkpoint y v] to (y)\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine 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 backdrop switches to [home v]\nset [checkpoint hit v] to [No]\nhide\ndelete this clone\n\n@Exit\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nset [ghost v] effect to (0)\nset size to (20) %\nif <(LEVEL) = [Home]> then\n hide\nelse\n if <(LEVEL) = [Pan]> then\n show\n switch costume to (pan v)\n Clone at x: [3360] y: [-63]\n hide\n else\n if <(LEVEL) = [Demirom]> then\n show\n switch costume to (demirom v)\n Clone at x: [2550] y: [-65]\n hide\n else\n if <(LEVEL) = [Genderfluid]> then\n show\n switch costume to (genderfluid v)\n Clone at x: [3725] y: [-65]\n hide\n else\n if <(LEVEL) = [Genderqueer]> then\n show\n switch costume to (genderqueer v)\n Clone at x: [3355] y: [-65]\n hide\n else\n if <(LEVEL) = [Demisex]> then\n show\n switch costume to (demisex v)\n Clone at x: [2485] y: [1020]\n hide\n else\n if <(LEVEL) = [Nb]> then\n show\n switch costume to (nb v)\n Clone at x: [2636] y: [-65]\n hide\n else\n if <(LEVEL) = [Poly]> then\n show\n switch costume to (poly v)\n Clone at x: [3710] y: [-65]\n hide\n else\n if <(LEVEL) = [Gay]> then\n show\n switch costume to (gay v)\n Clone at x: [3000] y: [-65]\n hide\n else\n if <(LEVEL) = [Bi]> then\n show\n switch costume to (bi v)\n Clone at x: [3715] y: [-65]\n hide\n else\n if <(LEVEL) = [Agender]> then\n show\n switch costume to (agender v)\n Clone at x: [3705] y: [-65]\n hide\n else\n if <(LEVEL) = [Lesbian]> then\n show\n switch costume to (lesbian v)\n Clone at x: [3710] y: [-65]\n hide\n else\n if <(LEVEL) = [Trans]> then\n show\n switch costume to (trans v)\n Clone at x: [3339] y: [-65]\n hide\n else\n if <(LEVEL) = [Ace]> then\n show\n switch costume to (ace v)\n Clone at x: [2619] y: [-65]\n hide\n else\n show\n switch costume to (aro v)\n Clone at x: [3358] y: [-65]\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\nend\nset [x v] to [-99999]\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <touching (player v)?> then\n set [exit v] to [win]\n broadcast (Flag Hit! v)\nend\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [home v]\nhide\n\nwhen I receive [flag hit! v]\nif <(costume [name v]) = [Ace]> then\n change [ace v] by (1)\nelse\n if <(costume [name v]) = [Aro]> then\n change [aro v] by (1)\n else\n if <(costume [name v]) = [Demisex]> then\n change [demisex v] by (1)\n else\n if <(costume [name v]) = [Demirom]> then\n change [demirom v] by (1)\n else\n if <(costume [name v]) = [Nb]> then\n change [nb v] by (1)\n else\n if <(costume [name v]) = [Poly]> then\n change [poly v] by (1)\n else\n if <(costume [name v]) = [Pan]> then\n change [pan v] by (1)\n else\n if <(costume [name v]) = [Genderqueer]> then\n change [genderqueer v] by (1)\n else\n if <(costume [name v]) = [Agender]> then\n change [agender v] by (1)\n else\n if <(costume [name v]) = [Genderfluid]> then\n change [genderfluid v] by (1)\n else\n if <(costume [name v]) = [Gay]> then\n change [gay v] by (1)\n else\n if <(costume [name v]) = [Lesbian]> then\n change [lesbian v] by (1)\n else\n if <(costume [name v]) = [Bi]> then\n change [bi v] by (1)\n else\n change [trans v] by (1)\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@Button Ace\n\nwhen flag clicked\ngo to x: (-190) y: (145)\nshow\nforever\n if <(Ace) = [0]> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\nend\n\nwhen this sprite clicked\nbroadcast (Start v)\nset [level v] to [Ace]\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set size to (107) %\n else\n set size to (100) %\n end\nend\n\nwhen I receive [start v]\nhide\n\nwhen backdrop switches to [home v]\nshow\n\n@Button Aro\n\nwhen flag clicked\ngo to x: (-95) y: (145)\nshow\nforever\n if <(Aro) = [0]> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\nend\n\nwhen this sprite clicked\nbroadcast (Start v)\nset [level v] to [Aro]\n\nwhen I receive [start v]\nhide\n\nwhen backdrop switches to [home v]\nshow\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set size to (107) %\n else\n set size to (100) %\n end\nend\n\n@Button Demisexual\n\nwhen flag clicked\ngo to x: (0) y: (145)\nshow\nforever\n if <(Demisex) = [0]> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\nend\n\nwhen this sprite clicked\nbroadcast (Start v)\nset [level v] to [Demisex]\n\nwhen I receive [start v]\nhide\n\nwhen backdrop switches to [home v]\nshow\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set size to (107) %\n else\n set size to (100) %\n end\nend\n\n@Button Demiromantic\n\nwhen flag clicked\ngo to x: (95) y: (145)\nshow\nforever\n if <(Demirom) = [0]> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\nend\n\nwhen this sprite clicked\nbroadcast (Start v)\nset [level v] to [Demirom]\n\nwhen I receive [start v]\nhide\n\nwhen backdrop switches to [home v]\nshow\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set size to (107) %\n else\n set size to (100) %\n end\nend\n\n@Button Nb\n\nwhen flag clicked\ngo to x: (190) y: (145)\nshow\nforever\n if <(Nb) = [0]> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\nend\n\nwhen this sprite clicked\nbroadcast (Start v)\nset [level v] to [Nb]\n\nwhen I receive [start v]\nhide\n\nwhen backdrop switches to [home v]\nshow\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set size to (107) %\n else\n set size to (100) %\n end\nend\n\n@Button Poly\n\nwhen flag clicked\ngo to x: (-190) y: (82)\nshow\nforever\n if <(Poly) = [0]> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\nend\n\nwhen this sprite clicked\nbroadcast (Start v)\nset [level v] to [Poly]\n\nwhen I receive [start v]\nhide\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set size to (107) %\n else\n set size to (100) %\n end\nend\n\nwhen backdrop switches to [home v]\nshow\n\n@Button Pan\n\nwhen flag clicked\ngo to x: (-95) y: (82)\nshow\nforever\n if <(Pan) = [0]> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\nend\n\nwhen this sprite clicked\nbroadcast (Start v)\nset [level v] to [Pan]\n\nwhen I receive [start v]\nhide\n\nwhen backdrop switches to [home v]\nshow\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set size to (107) %\n else\n set size to (100) %\n end\nend\n\n@Button Genderqueer\n\nwhen flag clicked\ngo to x: (0) y: (82)\nshow\nforever\n if <(Genderqueer) = [0]> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\nend\n\nwhen this sprite clicked\nbroadcast (Start v)\nset [level v] to [Genderqueer]\n\nwhen I receive [start v]\nhide\n\nwhen backdrop switches to [home v]\nshow\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set size to (107) %\n else\n set size to (100) %\n end\nend\n\n@Button Agender\n\nwhen flag clicked\ngo to x: (95) y: (82)\nshow\nforever\n if <(Agender) = [0]> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\nend\n\nwhen this sprite clicked\nbroadcast (Start v)\nset [level v] to [Agender]\n\nwhen backdrop switches to [home v]\nshow\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set size to (107) %\n else\n set size to (100) %\n end\nend\n\nwhen I receive [start v]\nhide\n\n@Button Genderfluid\n\nwhen flag clicked\ngo to x: (190) y: (82)\nshow\nforever\n if <(Genderfluid) = [0]> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\nend\n\nwhen this sprite clicked\nbroadcast (Start v)\nset [level v] to [Genderfluid]\n\nwhen I receive [start v]\nhide\n\nwhen backdrop switches to [home v]\nshow\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set size to (107) %\n else\n set size to (100) %\n end\nend\n\n@Button Gay\n\nwhen flag clicked\ngo to x: (-140) y: (18)\nshow\nforever\n if <(Gay) = [0]> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\nend\n\nwhen this sprite clicked\nbroadcast (Start v)\nset [level v] to [Gay]\n\nwhen I receive [start v]\nhide\n\nwhen backdrop switches to [home v]\nshow\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set size to (107) %\n else\n set size to (100) %\n end\nend\n\n@Button Lesbian\n\nwhen flag clicked\ngo to x: (-47) y: (18)\nshow\nforever\n if <(Lesbian) = [0]> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\nend\n\nwhen this sprite clicked\nbroadcast (Start v)\nset [level v] to [Lesbian]\n\nwhen I receive [start v]\nhide\n\nwhen backdrop switches to [home v]\nshow\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set size to (107) %\n else\n set size to (100) %\n end\nend\n\n@Button Bi\n\nwhen flag clicked\ngo to x: (47) y: (18)\nshow\nforever\n if <(Bi) = [0]> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\nend\n\nwhen this sprite clicked\nbroadcast (Start v)\nset [level v] to [Bi]\n\nwhen I receive [start v]\nhide\n\nwhen backdrop switches to [home v]\nshow\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set size to (107) %\n else\n set size to (100) %\n end\nend\n\n@Button Trans\n\nwhen flag clicked\ngo to x: (140) y: (18)\nshow\nforever\n if <(Trans) = [0]> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\nend\n\nwhen this sprite clicked\nbroadcast (Start v)\nset [level v] to [Trans]\n\nwhen I receive [start v]\nhide\n\nwhen backdrop switches to [home v]\nshow\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set size to (107) %\n else\n set size to (100) %\n end\nend\n\n@Thumbnail/Front Page\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (front page v)\nset [ghost v] effect to (0)\ngo to [front v] layer\nshow\n\nwhen this sprite clicked\nbroadcast (Home Screen v)\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nswitch costume to (thumbnail v)\nclear graphic effects\ngo to [front v] layer\nshow\n\nwhen flag clicked\nhide variable [ace v]\nhide variable [aro v]\nhide variable [agender v]\nhide variable [bi v]\nhide variable [demirom v]\nhide variable [demisex v]\nhide variable [gay v]\nhide variable [genderfluid v]\nhide variable [genderqueer v]\nhide variable [lesbian v]\nhide variable [nb v]\nhide variable [pan v]\nhide variable [poly v]\nhide variable [trans v]\nset [ace v] to [0]\nset [agender v] to [0]\nset [aro v] to [0]\nset [bi v] to [0]\nset [demirom v] to [0]\nset [demisex v] to [0]\nset [gay v] to [0]\nset [genderfluid v] to [0]\nset [genderqueer v] to [0]\nset [lesbian v] to [0]\nset [nb v] to [0]\nset [pan v] to [0]\nset [poly v] to [0]\nset [trans v] to [0]\nhide variable [exit v]\nhide variable [level v]\nhide variable [mouse v]\nhide variable [scroll x v]\nhide variable [scroll y v]\nhide variable [checkpoint hit v]\nhide variable [checkpoint x v]\nset [level v] to [Home]\n\nwhen I receive [home screen v]\nswitch backdrop to (home v)\n\nchange [ace v] by (1)\nchange [agender v] by (1)\nchange [aro v] by (1)\n\nchange [bi v] by (1)\nchange [demirom v] by (1)\nchange [demisex v] by (1)\nchange [gay v] by (1)\nchange [genderfluid v] by (1)\nchange [genderqueer v] by (1)\nchange [lesbian v] by (1)\nchange [nb v] by (1)\nchange [pan v] by (1)\nchange [poly v] by (1)\nchange [trans v] by (1)\n\n@Ace Eliza\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n if <(Ace) = [0]> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\nend\n\nwhen backdrop switches to [home v]\nshow\n\nwhen I receive [start v]\nhide\n\nwhen I receive [endingstart v]\nwait (.1) seconds\nrepeat (3)\n wait (.3) seconds\n repeat (5)\n change y by (4)\n end\n repeat (4)\n change y by (3)\n end\n repeat (3)\n change y by (2)\n end\n repeat (2)\n change y by (1)\n end\n repeat (2)\n change y by (-1)\n end\n repeat (3)\n change y by (-2)\n end\n repeat (4)\n change y by (-3)\n end\n repeat (5)\n change y by (-4)\n end\nend\n\nwhen flag clicked\ngo to [front v] layer\n\n@Aro George\n\nwhen flag clicked\nhide\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n if <(Aro) = [0]> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\nend\n\nwhen backdrop switches to [home v]\nshow\n\nwhen I receive [start v]\nhide\n\nwhen I receive [endingstart v]\nwait (.2) seconds\nrepeat (3)\n wait (.2) seconds\n repeat (5)\n change y by (4)\n end\n repeat (4)\n change y by (3)\n end\n repeat (3)\n change y by (2)\n end\n repeat (2)\n change y by (1)\n end\n repeat (2)\n change y by (-1)\n end\n repeat (3)\n change y by (-2)\n end\n repeat (4)\n change y by (-3)\n end\n repeat (5)\n change y by (-4)\n end\nend\n\nwhen flag clicked\nwait (.2) seconds\ngo to [front v] layer\n\n@Demisexual Madison\n\nwhen flag clicked\nhide\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n if <(Demisex) = [0]> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\nend\n\nwhen I receive [start v]\nhide\n\nwhen backdrop switches to [home v]\nshow\n\nwhen I receive [endingstart v]\nwait (.3) seconds\nrepeat (3)\n wait (.4) seconds\n repeat (5)\n change y by (4)\n end\n repeat (4)\n change y by (3)\n end\n repeat (3)\n change y by (2)\n end\n repeat (2)\n change y by (1)\n end\n repeat (2)\n change y by (-1)\n end\n repeat (3)\n change y by (-2)\n end\n repeat (4)\n change y by (-3)\n end\n repeat (5)\n change y by (-4)\n end\nend\n\nwhen flag clicked\ngo to [front v] layer\n\n@Demiromantic Noah\n\nwhen flag clicked\nhide\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n if <(Demirom) = [0]> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\nend\n\nwhen I receive [start v]\nhide\n\nwhen backdrop switches to [home v]\nshow\n\nwhen I receive [endingstart v]\nwait (.4) seconds\nrepeat (3)\n wait (.1) seconds\n repeat (5)\n change y by (4)\n end\n repeat (4)\n change y by (3)\n end\n repeat (3)\n change y by (2)\n end\n repeat (2)\n change y by (1)\n end\n repeat (2)\n change y by (-1)\n end\n repeat (3)\n change y by (-2)\n end\n repeat (4)\n change y by (-3)\n end\n repeat (5)\n change y by (-4)\n end\nend\n\nwhen flag clicked\nwait (.2) seconds\ngo to [front v] layer\n\n@Nb Piper\n\nwhen backdrop switches to [home v]\nshow\n\nwhen I receive [start v]\nhide\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n if <(Nb) = [0]> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\nend\n\nwhen I receive [endingstart v]\nwait (.5) seconds\nrepeat (3)\n wait (.2) seconds\n repeat (5)\n change y by (4)\n end\n repeat (4)\n change y by (3)\n end\n repeat (3)\n change y by (2)\n end\n repeat (2)\n change y by (1)\n end\n repeat (2)\n change y by (-1)\n end\n repeat (3)\n change y by (-2)\n end\n repeat (4)\n change y by (-3)\n end\n repeat (5)\n change y by (-4)\n end\nend\n\nwhen flag clicked\nwait (.2) seconds\ngo to [front v] layer\n\n@Poly Gunnar\n\nwhen flag clicked\nhide\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n if <(Poly) = [0]> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\nend\n\nwhen I receive [start v]\nhide\n\nwhen backdrop switches to [home v]\nshow\n\nwhen I receive [endingstart v]\nwait (.6) seconds\nrepeat (3)\n wait (.5) seconds\n repeat (5)\n change y by (4)\n end\n repeat (4)\n change y by (3)\n end\n repeat (3)\n change y by (2)\n end\n repeat (2)\n change y by (1)\n end\n repeat (2)\n change y by (-1)\n end\n repeat (3)\n change y by (-2)\n end\n repeat (4)\n change y by (-3)\n end\n repeat (5)\n change y by (-4)\n end\nend\n\nwhen flag clicked\nwait (.1) seconds\ngo to [front v] layer\n\n@Pan Athena\n\nwhen flag clicked\nhide\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n if <(Pan) = [0]> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\nend\n\nwhen I receive [start v]\nhide\n\nwhen backdrop switches to [home v]\nshow\n\nwhen I receive [endingstart v]\nwait (.7) seconds\nrepeat (3)\n wait (.6) seconds\n repeat (5)\n change y by (4)\n end\n repeat (4)\n change y by (3)\n end\n repeat (3)\n change y by (2)\n end\n repeat (2)\n change y by (1)\n end\n repeat (2)\n change y by (-1)\n end\n repeat (3)\n change y by (-2)\n end\n repeat (4)\n change y by (-3)\n end\n repeat (5)\n change y by (-4)\n end\nend\n\nwhen flag clicked\ngo to [front v] layer\n\n@Genderqueer Indigo\n\nwhen flag clicked\nhide\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n if <(Genderqueer) = [0]> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\nend\n\nwhen I receive [start v]\nhide\n\nwhen backdrop switches to [home v]\nshow\n\nwhen I receive [endingstart v]\nwait (.8) seconds\nrepeat (3)\n wait (.2) seconds\n repeat (5)\n change y by (4)\n end\n repeat (4)\n change y by (3)\n end\n repeat (3)\n change y by (2)\n end\n repeat (2)\n change y by (1)\n end\n repeat (2)\n change y by (-1)\n end\n repeat (3)\n change y by (-2)\n end\n repeat (4)\n change y by (-3)\n end\n repeat (5)\n change y by (-4)\n end\nend\n\nwhen flag clicked\ngo to [front v] layer\n\n@Agender Quinn\n\nwhen flag clicked\nhide\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n if <(Agender) = [0]> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\nend\n\nwhen I receive [start v]\nhide\n\nwhen backdrop switches to [home v]\nshow\n\nwhen I receive [endingstart v]\nwait (.9) seconds\nrepeat (3)\n wait (.3) seconds\n repeat (5)\n change y by (4)\n end\n repeat (4)\n change y by (3)\n end\n repeat (3)\n change y by (2)\n end\n repeat (2)\n change y by (1)\n end\n repeat (2)\n change y by (-1)\n end\n repeat (3)\n change y by (-2)\n end\n repeat (4)\n change y by (-3)\n end\n repeat (5)\n change y by (-4)\n end\nend\n\nwhen flag clicked\nwait (.1) seconds\ngo to [front v] layer\n\n@Genderfluid Sam\n\nwhen flag clicked\nhide\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n if <(Genderfluid) = [0]> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\nend\n\nwhen backdrop switches to [home v]\nshow\n\nwhen I receive [start v]\nhide\n\nwhen I receive [endingstart v]\nwait (1) seconds\nrepeat (3)\n wait (.5) seconds\n repeat (5)\n change y by (4)\n end\n repeat (4)\n change y by (3)\n end\n repeat (3)\n change y by (2)\n end\n repeat (2)\n change y by (1)\n end\n repeat (2)\n change y by (-1)\n end\n repeat (3)\n change y by (-2)\n end\n repeat (4)\n change y by (-3)\n end\n repeat (5)\n change y by (-4)\n end\nend\n\nwhen flag clicked\nwait (.2) seconds\ngo to [front v] layer\n\n@Gay Vincent\n\nwhen I receive [start v]\nhide\n\nwhen backdrop switches to [home v]\nshow\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n if <(Gay) = [0]> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\nend\n\nwhen I receive [endingstart v]\nwait (1.1) seconds\nrepeat (3)\n wait (.1) seconds\n repeat (5)\n change y by (4)\n end\n repeat (4)\n change y by (3)\n end\n repeat (3)\n change y by (2)\n end\n repeat (2)\n change y by (1)\n end\n repeat (2)\n change y by (-1)\n end\n repeat (3)\n change y by (-2)\n end\n repeat (4)\n change y by (-3)\n end\n repeat (5)\n change y by (-4)\n end\nend\n\nwhen flag clicked\nwait (.1) seconds\ngo to [front v] layer\n\n@Lesbian Grace\n\nwhen backdrop switches to [home v]\nshow\n\nwhen I receive [start v]\nhide\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n if <(Lesbian) = [0]> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\nend\n\nwhen I receive [endingstart v]\nwait (1.2) seconds\nrepeat (3)\n wait (.2) seconds\n repeat (5)\n change y by (4)\n end\n repeat (4)\n change y by (3)\n end\n repeat (3)\n change y by (2)\n end\n repeat (2)\n change y by (1)\n end\n repeat (2)\n change y by (-1)\n end\n repeat (3)\n change y by (-2)\n end\n repeat (4)\n change y by (-3)\n end\n repeat (5)\n change y by (-4)\n end\nend\n\nwhen flag clicked\nwait (.1) seconds\ngo to [front v] layer\n\n@Bi Lina\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n if <(Bi) = [0]> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\nend\n\nwhen backdrop switches to [home v]\nshow\n\nwhen I receive [start v]\nhide\n\nwhen I receive [endingstart v]\nwait (1.3) seconds\nrepeat (3)\n wait (.4) seconds\n repeat (5)\n change y by (4)\n end\n repeat (4)\n change y by (3)\n end\n repeat (3)\n change y by (2)\n end\n repeat (2)\n change y by (1)\n end\n repeat (2)\n change y by (-1)\n end\n repeat (3)\n change y by (-2)\n end\n repeat (4)\n change y by (-3)\n end\n repeat (5)\n change y by (-4)\n end\nend\n\nwhen flag clicked\ngo to [front v] layer\n\n@Trans Sean\n\nwhen I receive [start v]\nhide\n\nwhen backdrop switches to [home v]\nshow\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n if <(Trans) = [0]> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\nend\n\nwhen I receive [endingstart v]\nwait (1.4) seconds\nrepeat (3)\n wait (.3) seconds\n repeat (5)\n change y by (4)\n end\n repeat (4)\n change y by (3)\n end\n repeat (3)\n change y by (2)\n end\n repeat (2)\n change y by (1)\n end\n repeat (2)\n change y by (-1)\n end\n repeat (3)\n change y by (-2)\n end\n repeat (4)\n change y by (-3)\n end\n repeat (5)\n change y by (-4)\n end\nend\n\nbroadcast (EndingStart v)\n\nwhen flag clicked\ngo to [front v] layer\n\n@Parade\n\nwhen flag clicked\nhide\nwait (.4) seconds\ngo to [front v] layer\n\nwhen I receive [paradetime v]\ngo to x: (-455) y: (-50)\nswitch costume to (parade4 v)\nshow\nglide (2.5) secs to x: (-5) y: (-50)\n\n@Text\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) = [Home]> then\n hide\n delete this clone\nelse\n if <(LEVEL) = [Pan]> then\n switch costume to (pan1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [40]\n Clone at x: [360] y: [-40]\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) = [Demirom]> then\n switch costume to (demirom1 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 else\n if <(LEVEL) = [Genderfluid]> then\n switch costume to (genderfluid1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n else\n if <(LEVEL) = [Genderqueer]> then\n switch costume to (genderqueer1 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) = [Demisex]> then\n switch costume to (demisex1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [220]\n Clone at x: [360] y: [220]\n Clone at x: [360] y: [220]\n Clone at x: [360] y: [220]\n Clone at x: [360] y: [220]\n Clone at x: [360] y: [0]\n else\n if <(LEVEL) = [Nb]> then\n switch costume to (nb1 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 else\n if <(LEVEL) = [Poly]> then\n switch costume to (poly1 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: [150]\n Clone at x: [360] y: [-150]\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) = [Gay]> then\n switch costume to (gay1 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 else\n if <(LEVEL) = [Bi]> then\n switch costume to (bi1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n else\n if <(LEVEL) = [Agender]> then\n switch costume to (agender1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n else\n if <(LEVEL) = [Lesbian]> then\n switch costume to (lesbian1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n else\n if <(LEVEL) = [Trans]> then\n switch costume to (trans1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n else\n if <(LEVEL) = [Ace]> then\n switch costume to (ace1 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 else\n switch costume to (aro1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ngo to [back v] layer\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [home v]\nhide\ndelete this clone\n\ngo to [front v] layer\n\n@Skip Button\n\nwhen flag clicked\nhide\ngo to x: (216) y: (156)\nforever\n if <touching (mouse-pointer v)?> then\n set size to (110) %\n else\n set size to (100) %\n end\n go to [front v] layer\nend\n\nwhen backdrop switches to [platforming screen v]\nshow\n\nwhen I receive [start v]\nshow\n\nwhen backdrop switches to [home v]\nhide\n\nwhen this sprite clicked\nset [exit v] to [Skip]\nbroadcast (Skip v)\nswitch backdrop to (home v)\n\n@Parade Background\n\nwhen flag clicked\nhide\nwait (.3) seconds\ngo to [front v] layer\n\nwhen I receive [endingstart v]\nwait (3) seconds\nswitch costume to (parade2 v)\nshow\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\n wait (.005) seconds\nend\nset [ghost v] effect to (0)\nbroadcast (ParadeTime v)\n\n@End Button\n\nwhen this sprite clicked\nif <<(Ace) > [0]> and <<(Agender) > [0]> and <<(Aro) > [0]> and <<(Bi) > [0]> and <<(Demirom) > [0]> and <<(Demisex) > [0]> and <<(Gay) > [0]> and <<(Genderfluid) > [0]> and <<(Genderqueer) > [0]> and <<(Lesbian) > [0]> and <<(Nb) > [0]> and <<(Pan) > [0]> and <<(Poly) > [0]> and <<(Trans) > [0]> and <(LEVEL) = [Home]>>>>>>>>>>>>>>> then\n broadcast (EndingStart v)\nend\n\nwhen flag clicked\ngo to x: (210) y: (17)\nforever\n if <touching (mouse-pointer v)?> then\n set size to (107) %\n else\n set size to (100) %\n end\nend\n\nwhen backdrop switches to [home v]\nshow\n\nwhen I receive [start v]\nhide\n\nwhen flag clicked\nswitch costume to (costume1 v)\nwait until <<(Ace) > [0]> and <<(Agender) > [0]> and <<(Aro) > [0]> and <<(Bi) > [0]> and <<(Demirom) > [0]> and <<(Demisex) > [0]> and <<(Gay) > [0]> and <<(Genderfluid) > [0]> and <<(Genderqueer) > [0]> and <<(Lesbian) > [0]> and <<(Nb) > [0]> and <<(Pan) > [0]> and <<(Poly) > [0]> and <<(Trans) > [0]> and <(LEVEL) = [Home]>>>>>>>>>>>>>>>\nswitch costume to (costume2 v)\n\n@Instructions Button\n\nwhen flag clicked\ngo to x: (-210) y: (17)\nforever\n if <touching (mouse-pointer v)?> then\n set size to (107) %\n else\n set size to (100) %\n end\nend\n\nwhen backdrop switches to [home v]\nshow\n\nwhen I receive [start v]\nhide\n\nwhen this sprite clicked\nbroadcast (Instructions v)\n\n@Instructions\n\nwhen flag clicked\nhide\nforever\n go to [front v] layer\nend\n\nwhen I receive [setup v]\nhide\n\nwhen I receive [instructions v]\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen this sprite clicked\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\n
have fun and maybe check out the the third https://scratch.mit.edu/projects/803336605\n\nif you don't like generic platformers here is a non generic platformer https://scratch.mit.edu/projects/803536204/ \n\n
Lava - Platformer
@Stage\n\nwhen I receive [reset v]\nswitch backdrop to (backdrop1 v)\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [dark v]\nswitch backdrop to (backdrop2 v)\n\nwhen I receive [transition to white v]\nwait (0.2) seconds\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [end v]\nswitch backdrop to (backdrop2 v)\n\n@blank\n\nwhen flag clicked\nwait until <key (r v) pressed?>\nif <key (r v) pressed?> then\n wait (0.1) seconds\n if <key (r v) pressed?> then\n wait (0.1) seconds\n if <key (r v) pressed?> then\n wait (0.1) seconds\n if <key (r v) pressed?> then\n wait (0.1) seconds\n if <key (r v) pressed?> then\n wait (0.1) seconds\n if <key (r v) pressed?> then\n wait (0.1) seconds\n if <key (r v) pressed?> then\n wait (0.1) seconds\n if <key (r v) pressed?> then\n wait (0.1) seconds\n if <key (r v) pressed?> then\n wait (0.1) seconds\n if <key (r v) pressed?> then\n broadcast (hard reset v)\n wait until <not <key (r v) pressed?>>\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nbroadcast (hard reset v)\n\nbroadcast (hard reset v)\n\n@intro\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\nif <(first time?) = [1]> then\n wait (1) seconds\n show\n repeat until < (costume [name v]) contains [stop]?>\n next costume\n wait (0.13) seconds\n end\n wait (3) seconds\n next costume\n repeat until < (costume [name v]) contains [stop]?>\n next costume\n wait (0.13) seconds\n end\n wait (4) seconds\n next costume\n repeat until < (costume [name v]) contains [stop]?>\n next costume\n wait (0.13) seconds\n end\n wait (4) seconds\n next costume\n repeat until < (costume [name v]) contains [stop]?>\n next costume\n wait (0.13) seconds\n end\n wait (1) seconds\n next costume\n repeat until < (costume [name v]) contains [stop]?>\n next costume\n wait (0.13) seconds\n end\n wait (0) seconds\n next costume\n repeat until < (costume [name v]) contains [stop]?>\n next costume\n wait (0.13) seconds\n end\n hide\n set [first time? v] to [0]\nend\nbroadcast (reset v)\n\nwhen flag clicked\nwait (0.03) seconds\nif <(first time?) = [1]> then\n wait until <mouse down?>\n stop [other scripts in sprite v]\n repeat until <[28] < (costume [number v])>\n switch costume to ((costume [number v]) + (2))\n wait (0.07) seconds\n end\n repeat until < (costume [name v]) contains [stop]?>\n next costume\n wait (0.13) seconds\n end\n wait (1) seconds\n next costume\n repeat until <[48] < (costume [number v])>\n next costume\n wait (0.13) seconds\n end\n hide\n set [first time? v] to [0]\n broadcast (reset v)\nend\n\nwhen I receive [hard reset v]\nset [first time? v] to [1]\n\n@player\n\ndefine yay\nif <(delay) = [0]> then\n if <(y) < [0]> then\n repeat until <not <touching color (#000000)?>>\n change y by (1)\n end\n set [y v] to [0]\n else\n repeat until <not <touching color (#000000)?>>\n change y by ((y) * (-1))\n end\n set [y v] to [0]\n end\nend\n\nwhen I receive [reset v]\nbroadcast (startdetecting v)\nset [ghost v] effect to (0)\nshow\nswitch costume to (1 v)\nset [y v] to [0]\nset [x v] to [0]\ngo to x: (-214) y: (-100)\nforever\n go to [front v] layer\n if <(delay) = [0]> then\n change [y v] by (-1)\n if <(mirror?) = [0]> then\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x v] by (-1.1)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x v] by (1.1)\n end\n else\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x v] by (1.1)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x v] by (-1.1)\n end\n end\n set [x v] to ((x) * (0.85))\n change x by (x)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n 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 (-8)\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 end\n end\n change y by (y)\n if <touching color (#000000)?> then\n yay\n end\n change y by (-1)\n if <<touching color (#000000)?> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [y v] to [11]\n end\n change y by (1)\n if <(y position) < [-178]> then\n if <(do not die) = [0]> then\n wait (0.1) seconds\n start sound [pop v]\n repeat (5)\n change [ghost v] effect by (20)\n end\n hide\n broadcast (reset v)\n end\n end\n end\nend\n\nchange y by ((y) * (-1))\nset [y v] to [0]\n\nwhen flag clicked\nset [delay v] to [0]\nhide\n\nwhen I receive [reset v]\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\n wait (0.01) seconds\nend\n\nwhen I receive [reset v]\nforever\n if <(do not die) = [0]> then\n if <touching color (#0e0000)?> then\n wait (0.1) seconds\n if <touching color (#0e0000)?> then\n start sound [pop v]\n repeat (5)\n change [ghost v] effect by (20)\n end\n hide\n wait (0.5) seconds\n broadcast (reset v)\n end\n end\n end\nend\n\nwhen I receive [in staff room v]\nrepeat (20)\n change x by (((210) - (x position)) / (5))\nend\n\nwhen I receive [reset v]\nforever\n if <touching color (#ff0000)?> then\n set [red button touched :o v] to [1]\n stop [this script v]\n else\n set [red button touched :o v] to [0]\n end\nend\n\nwhen I receive [escape scroll v]\nset [delay v] to [1]\nrepeat (30)\n change x by (((220) - (x position)) / (4))\nend\nset [delay v] to [0]\n\nwhen I receive [reset v]\nforever\n set [player x v] to (x position)\n set [player y v] to (y position)\nend\n\nwhen I receive [dark v]\nset y to (0)\n\nwhen I receive [transition to white v]\nset [delay v] to [1]\nhide\n\nwhen I receive [fail v]\nset [delay v] to [1]\nhide\n\n@tutorial\n\nwhen I receive [startdetecting v]\nset [mirror? v] to [0]\nhide\nset [cloneid v] to [1]\nswitch costume to (1 v)\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\ncreate clone of (_myself_ v)\nwait (0.2) seconds\nset [cloneid v] to [2]\nset [ghost v] effect to (0)\nswitch costume to (2 v)\ngo to x: (0) y: (-1000)\ncreate clone of (_myself_ v)\nwait until <<[-200] < (player x)> or <<(player x) < [-237]> and <(tutorial complete?) = [1]>>>\nif <<(player x) < [-237]> and <(tutorial complete?) = [1]>> then\n broadcast (in staff room v)\n stop [this script v]\nend\nset [cloneid v] to [3]\nswitch costume to (3 v)\ngo to x: (0) y: (-1000)\ncreate clone of (_myself_ v)\nwait until <<[180] < (player x)> and <(player y) < [-20]>>\nset [cloneid v] to [4]\nswitch costume to (4 v)\ngo to x: (10000) y: (0)\ncreate clone of (_myself_ v)\nwait (0.3) seconds\nbroadcast (cutscene \(interesting\) v) and wait\nif <not <[175] < (player x)>> then\n set [cloneid v] to [5]\n switch costume to (5 v)\n go to x: (0) y: (-1000)\n create clone of (_myself_ v)\n wait until <[175] < (player x)>\n wait (0.3) seconds\nend\nwait (0.1) seconds\nset [cloneid v] to [5]\nswitch costume to (5 v)\nrepeat (4)\n change [cloneid v] by (1)\n next costume\n go to x: (0) y: (1000)\n create clone of (_myself_ v)\n wait (0.1) seconds\nend\nreset timer\nwait until <<<[0.8] < (timer)> and <[131] < (player x)>> or <<<[20] < (player x)> and <(player x) < [131]>> and <(player y) < [-60]>>>\nif <<[0.8] < (timer)> and <[131] < (player x)>> then\n switch costume to (10 v)\n set [cloneid v] to [10]\n go to x: (0) y: (1000)\n create clone of (_myself_ v)\nelse\n switch costume to (11 v)\n set [cloneid v] to [11]\n go to x: (0) y: (-50)\n create clone of (_myself_ v)\nend\nwait until <(player x) < [-50]>\nswitch costume to (12 v)\nset [cloneid v] to [12]\ngo to x: (-1000) y: (0)\ncreate clone of (_myself_ v)\nwait until <<(player x) < [-181]> and <[-10] < (player y)>>\nwait (1.5) seconds\nswitch costume to (13 v)\nset [cloneid v] to [13]\ngo to x: (1000) y: (0)\ncreate clone of (_myself_ v)\nswitch costume to (14 v)\nset [cloneid v] to [14]\ngo to x: (1000) y: (0)\ncreate clone of (_myself_ v)\nswitch costume to (15 v)\nset [cloneid v] to [15]\ngo to x: (1000) y: (0)\ncreate clone of (_myself_ v)\nwait until <[-30] < (player x)>\nreset timer\nwait until <<[5] < (timer)> or <[200] < (player x)>>\nswitch costume to (16 v)\nset [cloneid v] to [16]\ngo to x: (-1000) y: (0)\ncreate clone of (_myself_ v)\nswitch costume to (17 v)\nset [cloneid v] to [17]\ngo to x: (-1000) y: (0)\ncreate clone of (_myself_ v)\nwait until <<[0] < (player y)> and <(player x) < [-169]>>\nwait (0.5) seconds\nset [mirror? v] to [1]\nswitch costume to (18 v)\nset [cloneid v] to [18]\ngo to x: (1000) y: (0)\ncreate clone of (_myself_ v)\nwait until <<<key (right arrow v) pressed?> or <key (left arrow v) pressed?>> or <<key (a v) pressed?> or <key (d v) pressed?>>>\nwait (0.5) seconds\nswitch costume to (19 v)\nset [cloneid v] to [19]\ngo to x: (0) y: (-1000)\ncreate clone of (_myself_ v)\nwait until <<[15] < (player y)> and <[0] < (player x)>>\nset [mirror? v] to [0]\nwait (0.3) seconds\nswitch costume to (20 v)\nset [cloneid v] to [20]\ngo to x: (0) y: (-1000)\ncreate clone of (_myself_ v)\nwait until <<[30] < (player y)> and <[159] < (player x)>>\nswitch costume to (21 v)\nset [cloneid v] to [21]\ngo to x: (1000) y: (0)\ncreate clone of (_myself_ v)\nwait until <(player y) < [-100]>\nswitch costume to (22 v)\nset [cloneid v] to [22]\ngo to x: (1000) y: (0)\ncreate clone of (_myself_ v)\nwait (0.8) seconds\nbroadcast (cutscene \(end?\) v)\n\nwhen I start as a clone\nshow\nif <(cloneID) = [1]> then\n go to [front v] layer\n repeat (10)\n change [ghost v] effect by (-10)\n end\n wait until <<[180] < (player x)> and <(player y) < [-20]>>\n wait (1) seconds\n delete this clone\nelse\n if <(cloneID) = [2]> then\n repeat (20)\n change y by (((0) - (y position)) / (5))\n end\n wait until <<[-200] < (player x)> or <<(player x) < [-237]> and <(tutorial complete?) = [1]>>>\n if <[-200] < (player x)> then\n change y by (-1)\n repeat (30)\n change y by (((0) - (y position)) / (-5))\n end\n delete this clone\n else\n repeat (30)\n change x by (((440) - (x position)) / (5))\n end\n delete this clone\n end\n else\n if <(cloneID) = [3]> then\n repeat (60)\n change y by (((0) - (y position)) / (5))\n end\n wait until <<[180] < (player x)> and <(player y) < [-20]>>\n repeat (35)\n change y by (((-30) - (y position)) / (5))\n end\n delete this clone\n else\n if <(cloneID) = [4]> then\n go to [front v] layer\n repeat (10)\n change x by (((0) - (x position)) / (5))\n end\n repeat until <[175] < (player x)>\n change x by (((0) - (x position)) / (5))\n end\n repeat (30)\n change x by (((0) - (x position)) / (5))\n end\n go to x: (0) y: (0)\n wait until <<(player x) < [-181]> and <[-10] < (player y)>>\n set x to (0.5)\n repeat (5)\n change x by (((0) - (x position)) / (-2))\n end\n repeat (20)\n change x by (((500) - (x position)) / (5))\n end\n delete this clone\n else\n if <(cloneID) = [5]> then\n repeat (30)\n change y by (((0) - (y position)) / (5))\n end\n wait until <[175] < (player x)>\n repeat (30)\n change y by (((0) - (y position)) / (-5))\n end\n delete this clone\n else\n if <(cloneID) = [6]> then\n go to [front v] layer\n repeat (40)\n change y by (((0) - (y position)) / (5))\n end\n wait until <<(player x) < [-181]> and <[-10] < (player y)>>\n repeat (30)\n change y by (((215) - (y position)) / (5))\n end\n delete this clone\n else\n if <(cloneID) = [7]> then\n go to [front v] layer\n repeat (30)\n change y by (((0) - (y position)) / (5))\n end\n wait until <<(player x) < [-181]> and <[-10] < (player y)>>\n wait (0.5) seconds\n delete this clone\n else\n if <(cloneID) = [8]> then\n go to [front v] layer\n repeat (30)\n change y by (((0) - (y position)) / (5))\n end\n wait until <(player x) < [-50]>\n repeat (20)\n change x by (((-170) - (x position)) / (5))\n end\n delete this clone\n else\n if <(cloneID) = [9]> then\n go to [front v] layer\n repeat (30)\n change y by (((0) - (y position)) / (5))\n end\n wait until <<(player x) < [-181]> and <[-10] < (player y)>>\n wait (0.5) seconds\n set y to (-0.5)\n repeat (10)\n change y by (((0) - (y position)) / (-2))\n end\n repeat (30)\n change y by (((-100) - (y position)) / (5))\n end\n wait (1) seconds\n wait until <[-187] < (player x)>\n set x to (-0.5)\n repeat (8)\n change x by (((0) - (x position)) / (-2))\n end\n repeat (30)\n change x by (((-60) - (x position)) / (5))\n end\n delete this clone\n else\n if <(cloneID) = [10]> then\n go to [front v] layer\n repeat (30)\n change y by (((0) - (y position)) / (5))\n end\n else\n if <(cloneID) = [11]> then\n go to [front v] layer\n repeat (30)\n change y by (((0) - (y position)) / (5))\n end\n wait until <<(player x) < [-181]> and <[-10] < (player y)>>\n repeat (20)\n change y by (((-40) - (y position)) / (5))\n end\n delete this clone\n else\n if <(cloneID) = [12]> then\n go to [front v] layer\n repeat (40)\n change x by (((0) - (x position)) / (5))\n end\n wait until <<(player x) < [-181]> and <[-10] < (player y)>>\n repeat (20)\n change y by (((-190) - (y position)) / (5))\n end\n delete this clone\n else\n if <(cloneID) = [13]> then\n go to [front v] layer\n repeat (40)\n change x by (((0) - (x position)) / (5))\n end\n wait until <[-30] < (player x)>\n wait (0.5) seconds\n wait until <<[5] < (timer)> or <[200] < (player x)>>\n set y to (-0.5)\n repeat (10)\n change y by (((0) - (y position)) / (-2))\n end\n if <[5] < (timer)> then\n repeat (15)\n change y by (((-120) - (y position)) / (5))\n end\n delete this clone\n end\n repeat (30)\n change y by (((-480) - (y position)) / (5))\n end\n else\n if <(cloneID) = [14]> then\n set rotation style [left-right v]\n go to [front v] layer\n repeat (40)\n change x by (((0) - (x position)) / (5))\n end\n wait until <[-30] < (player x)>\n wait (0.1) seconds\n wait until <<[5] < (timer)> or <[200] < (player x)>>\n turn left (180) degrees\n wait until <<[0] < (player y)> or <(player x) < [-149]>>\n wait (0.8) seconds\n repeat (3)\n change y by (((100) - (y position)) / (5))\n end\n turn left (180) degrees\n repeat (20)\n change y by (((100) - (y position)) / (5))\n end\n wait until <<[30] < (player y)> and <[40] < (player x)>>\n set x to (-0.5)\n repeat (20)\n change x by (((0) - (x position)) / (-2))\n end\n delete this clone\n else\n if <(cloneID) = [15]> then\n go to [front v] layer\n repeat (40)\n change x by (((0) - (x position)) / (5))\n end\n wait until <[-30] < (player x)>\n wait (0.5) seconds\n wait until <<[5] < (timer)> or <[200] < (player x)>>\n if <[200] < (player x)> then\n wait (5) seconds\n end\n set x to (0.5)\n repeat (15)\n change x by (((0) - (x position)) / (-2))\n end\n delete this clone\n else\n if <(cloneID) = [16]> then\n go to [front v] layer\n repeat (40)\n change x by (((0) - (x position)) / (5))\n end\n wait until <<[0] < (player y)> or <(player x) < [-149]>>\n wait (0.7) seconds\n repeat (40)\n change y by (((50) - (y position)) / (5))\n end\n wait until <<[30] < (player y)> and <[40] < (player x)>>\n set x to (-0.5)\n repeat (20)\n change x by (((0) - (x position)) / (-2))\n end\n delete this clone\n else\n if <(cloneID) = [17]> then\n go to [front v] layer\n repeat (40)\n change x by (((0) - (x position)) / (5))\n end\n wait until <<[30] < (player y)> and <[40] < (player x)>>\n set x to (-0.5)\n repeat (20)\n change x by (((0) - (x position)) / (-2))\n end\n delete this clone\n else\n if <(cloneID) = [18]> then\n wait (0.4) seconds\n go to [front v] layer\n repeat (40)\n change x by (((0) - (x position)) / (5))\n end\n wait until <<[30] < (player y)> and <[159] < (player x)>>\n set x to (-0.5)\n repeat (20)\n change x by (((0) - (x position)) / (-2))\n end\n delete this clone\n else\n if <(cloneID) = [19]> then\n go to [front v] layer\n repeat (20)\n change y by (((0) - (y position)) / (5))\n end\n wait (0.5) seconds\n set y to (-0.5)\n repeat (10)\n change y by (((0) - (y position)) / (-2))\n end\n repeat (20)\n change y by (((-120) - (y position)) / (5))\n end\n delete this clone\n else\n if <(cloneID) = [20]> then\n go to [front v] layer\n repeat (40)\n change y by (((0) - (y position)) / (5))\n end\n wait (0.5) seconds\n set y to (-0.5)\n repeat (10)\n change y by (((0) - (y position)) / (-2))\n end\n repeat (20)\n change y by (((-120) - (y position)) / (5))\n end\n delete this clone\n else\n if <(cloneID) = [21]> then\n go to [front v] layer\n repeat (40)\n change x by (((0) - (x position)) / (5))\n end\n else\n if <(cloneID) = [22]> then\n go to [front v] layer\n repeat (40)\n change x by (((0) - (x position)) / (5))\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 I receive [startdetecting v]\ndelete this clone\n\nwhen I start as a clone\nif <(cloneID) = [2]> then\n wait until <<[-200] < (player x)> or <<(player x) < [-237]> and <(tutorial complete?) = [1]>>>\n repeat (33)\n change [ghost v] effect by (3)\n end\nend\n\nwhen I start as a clone\nif <(cloneID) = [5]> then\n wait until <[175] < (player x)>\n repeat (33)\n change [ghost v] effect by (3)\n end\nend\n\nwait until <[175] < (player x)>\n\n\n\nrepeat (30)\n change y by (((0) - (y position)) / (5))\nend\n\nrepeat (30)\n change y by (((215) - (y position)) / (5))\nend\ndelete this clone\n\nreset timer\n\nwait (2) seconds\n\nwait (2) seconds\n\nwait (2) seconds\n\n@cutscene (interesting)\n\nwhen I receive [cutscene \(interesting\) v]\nif <(first time?) = [1]> then\n wait (1) seconds\n show\n switch costume to (costume2 v)\n repeat until < (costume [name v]) contains [stop]?>\n next costume\n wait (0.1) seconds\n end\n wait (1) seconds\n next costume\n wait (0.1) seconds\n repeat until < (costume [name v]) contains [stop]?>\n next costume\n wait (0.1) seconds\n end\n wait (1) seconds\n next costume\n wait (0.1) seconds\n repeat until < (costume [name v]) contains [stop]?>\n next costume\n wait (0.1) seconds\n end\n wait (1) seconds\n next costume\n wait (0.1) seconds\n repeat until < (costume [name v]) contains [stop]?>\n next costume\n wait (0.1) seconds\n end\n hide\n set [first time? v] to [0]\nend\n\nwhen I receive [reset v]\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [hard reset v]\nset [first time? v] to [1]\n\n@cutscene (end?)\n\nwhen I receive [cutscene \(end?\) v]\nset [tutorial complete? v] to [1]\nswitch costume to (costume1 v)\nwait (1) seconds\ngo to [front v] layer\nshow\nrepeat (14)\n repeat until < (costume [name v]) contains [stop]?>\n next costume\n wait (0.1) seconds\n end\n wait (1.2) seconds\n next costume\n wait (0.1) seconds\nend\n\nwhen I receive [reset v]\nhide\n\nwhen I receive [hard reset v]\nset [tutorial complete? v] to [0]\n\nbroadcast (hard reset v)\n\n@staff room\n\nwhen I receive [in staff room v]\nswitch costume to (transition v)\ngo to x: (-1000000) y: (0)\nshow\nrepeat (30)\n change x by (((0) - (x position)) / (4))\nend\nswitch costume to (standard v)\nwait (0.3) seconds\nbroadcast (cutscene \(staff\) v) and wait\nwait until <(red button touched :O) = [1]>\nbroadcast (red button touched :O v) and wait\nwait until <(player x) < [-235]>\nbroadcast (escape v)\nhide\n\nwhen I receive [reset v]\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [in staff room v]\nwait until <(red button touched :O) = [1]>\nswitch costume to (red button activated v)\n\n@cutscene (staff room)\n\nwhen I receive [cutscene \(staff\) v]\nif <(first time?) = [1]> then\n switch costume to (costume1 v)\n show\n repeat (8)\n repeat until < (costume [name v]) contains [stop]?>\n next costume\n wait (0.1) seconds\n end\n wait (1.5) seconds\n next costume\n wait (0.1) seconds\n end\n set [first time? v] to [0]\nend\n\nwhen I receive [reset v]\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [hard reset v]\nset [first time? v] to [1]\n\n@cutscene (red button)\n\nwhen I receive [cutscene \(red button\) v]\nif <(first time?) = [1]> then\n switch costume to (costume2 v)\n show\n repeat (15)\n repeat until < (costume [name v]) contains [stop]?>\n next costume\n wait (0.1) seconds\n end\n wait (0.3) seconds\n next costume\n wait (0.1) seconds\n end\n set [first time? v] to [0]\nend\n\nwhen flag clicked\nhide\n\nwhen [x v] key pressed\n\nwhen I receive [reset v]\nhide\n\nwhen I receive [hard reset v]\nset [first time? v] to [1]\n\n@self destruct\n\nwhen I receive [red button touched :o v]\nset [ghost v] effect to (100)\nswitch costume to (costume1 v)\ngo to x: (0) y: (1000)\nshow\nrepeat (25)\n change y by (((0) - (y position)) / (5))\n change [ghost v] effect by (-4)\nend\nwait (0.5) seconds\nrepeat (25)\n change y by (((0) - (y position)) / (-5))\n change [ghost v] effect by (4)\nend\nbroadcast (cutscene \(red button\) v) and wait\nbroadcast (countdown v)\n\nwhen I receive [reset v]\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [countdown v]\nset [ghost v] effect to (100)\nswitch costume to (costume32 v)\ngo to x: (0) y: (1000)\nshow\nrepeat (25)\n change y by (((0) - (y position)) / (5))\n change [ghost v] effect by (-4)\nend\nwait (0.3) seconds\nrepeat (10)\n next costume\n wait (1) seconds\nend\nrepeat (25)\n change y by (((0) - (y position)) / (-5))\n change [ghost v] effect by (4)\nend\nhide\nwait (39) seconds\nbroadcast (fail v)\n\nwhen I receive [countdown v]\nforever\n go to [front v] layer\nend\n\n@escape\n\nwhen I receive [escape v]\nset [brightness v] effect to (0)\nset [do not die v] to [1]\nswitch costume to (level 1 v)\ngo to x: (-480) y: (0)\ngo to [front v] layer\nshow\nbroadcast (escape scroll v)\nrepeat (30)\n change x by (((0) - (x position)) / (4))\nend\nwait until <(player x) < [-235]>\nbroadcast (escape scroll v)\ngo to x: (-480) y: (0)\nswitch costume to (level 2 transition v)\nrepeat (30)\n change x by (((0) - (x position)) / (4))\nend\ncreate clone of (_myself_ v)\nswitch costume to (level 2 v)\nwait until <(player y) < [-175]>\nrepeat (10)\n change y by (((60) - (y position)) / (2))\n change [brightness v] effect by (-7)\nend\nbroadcast (dark v)\nswitch costume to (dark 1 v)\nset [brightness v] effect to (0)\ngo to x: (0) y: (0)\nwait (0.1) seconds\ngo to [front v] layer\nwait until <(player x) < [-235]>\nswitch costume to (dark 2 v)\nbroadcast (escape scroll v)\ngo to x: (-480) y: (0)\nrepeat (30)\n change x by (((0) - (x position)) / (4))\nend\nwait until <(player x) < [-235]>\nswitch costume to (dark 3 v)\nbroadcast (escape scroll v)\ngo to x: (-480) y: (0)\nrepeat (30)\n change x by (((0) - (x position)) / (4))\nend\nwait until <(player x) < [-235]>\nswitch costume to (dark 4 v)\nbroadcast (escape scroll v)\ngo to x: (-480) y: (0)\nrepeat (30)\n change x by (((0) - (x position)) / (4))\nend\nwait until <<(player x) < [-158]> and <[170] < (player y)>>\nbroadcast (transition to white v)\nswitch costume to (transition v)\ngo to x: (0) y: (812)\nrepeat (20)\n change y by (((0) - (y position)) / (5))\nend\nhide\nbroadcast (cutscene \(ending 1\) v)\n\nwhen I receive [reset v]\nhide\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nswitch costume to (falling platform v)\ngo to [front v] layer\nwait until <<(player x) < [-111]> and <[-20] < (player y)>>\nchange y by (-0.5)\nrepeat (15)\n change y by (((0) - (y position)) / (-2))\nend\ndelete this clone\n\nwhen I receive [reset v]\nset [do not die v] to [0]\n\n@light\n\nwhen I receive [dark v]\ngo to [front v] layer\nshow\nset [ghost v] effect to (100)\nwait (0.5) seconds\nrepeat (25)\n go to x: (player x) y: (player y)\n change [ghost v] effect by (-4)\nend\nforever\n go to x: (player x) y: (player y)\nend\n\nwhen I receive [reset v]\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [dark v]\nset size to (100) %\nset [var v] to [0]\nforever\n repeat (314)\n change size by ((0.1) * ([sin v] of (var) ))\n change [var v] by (1)\n end\n set size to (100) %\n set [var v] to [0]\nend\n\nwhen I receive [transition to white v]\nhide\n\n@cutscene (ending 1)\n\nwhen I receive [cutscene \(ending 1\) v]\nset [ended v] to [1]\ngo to [front v] layer\nset [brightness v] effect to (0)\ngo to x: (0) y: (-10000)\nswitch costume to (costume1 v)\nshow\nrepeat (30)\n change y by (((0) - (y position)) / (5))\nend\nwait (1) seconds\nrepeat until < (costume [name v]) contains [stop]?>\n next costume\n wait (0.05) seconds\nend\nwait (0.5) seconds\nnext costume\nwait (0.05) seconds\nrepeat until < (costume [name v]) contains [stop]?>\n next costume\n wait (0.05) seconds\nend\nwait (2) seconds\nnext costume\nwait (0.05) seconds\nstart sound [explode v]\nrepeat until < (costume [name v]) contains [stop]?>\n next costume\n wait (0.1) seconds\nend\nwait (2) seconds\nbroadcast (end v)\nwait (5) seconds\nhide\n\nwhen I receive [reset v]\nset [ended v] to [0]\nhide\n\nwhen flag clicked\nset [ended v] to [0]\nhide\n\nwhen I receive [fail v]\nif <(ended) = [0]> then\n go to [front v] layer\n set [brightness v] effect to (0)\n go to x: (0) y: (-100000)\n switch costume to (stop 4 v)\n show\n repeat (30)\n change y by (((0) - (y position)) / (5))\n end\n wait (1) seconds\n if <(ended) = [0]> then\n next costume\n wait (0.05) seconds\n start sound [explode v]\n repeat until < (costume [name v]) contains [stop]?>\n next costume\n wait (0.1) seconds\n end\n set [brightness v] effect to (-100)\n wait (0.5) seconds\n switch costume to (costume31 v)\n repeat (10)\n change [brightness v] effect by (10)\n wait (0.05) seconds\n end\n end\nend\n\nrepeat (30)\n change y by (((0) - (y position)) / (5))\nend\nwait (1) seconds\nrepeat until < (costume [name v]) contains [stop]?>\n next costume\n wait (0.05) seconds\nend\nwait (0.5) seconds\nnext costume\nwait (0.05) seconds\nrepeat until < (costume [name v]) contains [stop]?>\n next costume\n wait (0.05) seconds\nend\nwait (2) seconds\nnext costume\nwait (0.05) seconds\nstart sound [explode v]\nrepeat until < (costume [name v]) contains [stop]?>\n next costume\n wait (0.1) seconds\nend\nwait (2) seconds\nbroadcast (end v)\nwait (5) seconds\nhide\n\n@end\n\nwhen I receive [end v]\ngo to [front v] layer\ngo to x: (0) y: (-10000)\nswitch costume to (costume1 v)\nshow\nrepeat (30)\n change y by (((0) - (y position)) / (5))\nend\nrepeat (10)\n wait until <mouse down?>\n wait until <not <mouse down?>>\n set x to (-0.5)\n repeat (20)\n change x by (((0) - (x position)) / (-2))\n end\n next costume\n set x to (1000000)\n repeat (40)\n change x by (((0) - (x position)) / (5))\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [reset v]\nhide\n\n@bg music\n\nwhen flag clicked\nset volume to (100) %\nforever\n play sound [Nighttime Strol v] until done\nend\n\nwhen I receive [in staff room v]\nrepeat (10)\n change volume by (-10)\n wait (0.2) seconds\nend\nset volume to (0) %\n\nwhen I receive [dark v]\nstop [other scripts in sprite v]\nset volume to (50) %\nplay sound [Nyoko - Flowing Into The Darkness v] until done\n\nwhen I receive [fail v]\nrepeat (10)\n change volume by (-10)\n wait (0.2) seconds\nend\nset volume to (0) %\nstop [other scripts in sprite v]\n\nwhen I receive [cutscene \(ending 1\) v]\nrepeat (10)\n change volume by (-10)\n wait (0.2) seconds\nend\nset volume to (0) %\nstop [other scripts in sprite v]\n\n@tn\n\nwhen flag clicked\nhide\n\ngo to [front v] layer\nclear graphic effects\nshow\n\n
Sequel for my game https://scratch.mit.edu/projects/358908469/\n\npretty self explanitary.\nArrow keys, or mobile controls \nSPACE TO USE SWORD\nget the portion of the planespheric disk\nI watch scooby doo\nthere will be a sequel if this gets top loved\nI worked hard on this :3\nAdvertising gets reported
The Ninja 3
@Stage\n\nwhen flag clicked\nforever\n play sound [Vexento - Tevo v] until done\nend\n\n@Blue\n\nwhen flag clicked\ngo to x: (-210) y: (0)\nwait (1) seconds\nforever\n change [speed y v] by (-1)\n change y by (Speed Y)\n change [falling? v] by (1)\n Touch Ground <(Speed Y) > [0]>\n set [speed x v] to ((Speed X) * (0.9))\n if <key (right arrow v) pressed?> then\n change [speed x v] by (0.6)\n end\n if <key (left arrow v) pressed?> then\n change [speed x v] by (-0.6)\n end\n if <(Speed X) < [-0.5]> then\n Walk [-90] (Speed X)\n else\n if <(Speed X) > [0.5]> then\n Walk [90] (Speed X)\n end\n end\n if <<key (up arrow v) pressed?> and <(Falling?) < [6]>> then\n set [speed y v] to [9]\n end\n if <touching (spikes v)?> then\n broadcast (Death v)\n end\nend\n\ndefine Touch Ground <up?>\nrepeat until <not <<touching color (#66e646)?> or <touching color (#339fff)?>>>\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 [steep v] to [0]\nrepeat until <<(Steep) = [8]> or <not <<touching color (#66e646)?> or <touching color (#339fff)?>>>>\n change y by (1)\n change [steep v] by (1)\nend\nif <(Steep) = [8]> then\n change x by ((-1) * (speed))\n change y by (-8)\nend\n\nwhen I receive [next level v]\ngo to x: (-210) y: (0)\n\nwhen I receive [death v]\ngo to x: (-210) y: (0)\nset [falling? v] to [6]\n\n@Red\n\nwhen flag clicked\ngo to x: (-190) y: (0)\nwait (1) seconds\nforever\n change [speed y v] by (-1)\n change y by (Speed Y)\n change [falling? v] by (1)\n Touch Ground <(Speed Y) > [0]>\n set [speed x v] to ((Speed X) * (0.9))\n if <key (d v) pressed?> then\n change [speed x v] by (0.6)\n end\n if <key (a v) pressed?> then\n change [speed x v] by (-0.6)\n end\n if <(Speed X) < [-0.5]> then\n Walk [-90] (Speed X)\n else\n if <(Speed X) > [0.5]> then\n Walk [90] (Speed X)\n end\n end\n if <<key (w v) pressed?> and <(Falling?) < [6]>> then\n set [speed y v] to [9]\n end\n if <touching (spikes v)?> then\n broadcast (Death v)\n end\nend\n\ndefine Touch Ground <up?>\nrepeat until <not <<touching color (#66e646)?> or <touching color (#ff3232)?>>>\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 [steep v] to [0]\nrepeat until <<(Steep) = [8]> or <not <<touching color (#66e646)?> or <touching color (#ff3232)?>>>>\n change y by (1)\n change [steep v] by (1)\nend\nif <(Steep) = [8]> then\n change x by ((-1) * (speed))\n change y by (-8)\nend\n\nwhen I receive [next level v]\ngo to x: (-190) y: (0)\n\nwhen I receive [death v]\ngo to x: (-190) y: (0)\nset [falling? v] to [6]\n\n@Platform\n\nwhen I receive [next level v]\nif < (costume [name v]) contains [Red]?> then\n repeat (2)\n next costume\n end\nelse\n next costume\nend\n\nwhen flag clicked\nswitch costume to (red 1 v)\nforever\n set [level v] to (costume [number v])\nend\n\nwhen I receive [change v]\nif < (costume [name v]) contains [Red]?> then\n next costume\nelse\n switch costume to ((costume [number v]) - (1))\nend\n\n@Spikes\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (1 v)\n\n@Goal\n\nwhen flag clicked\nswitch costume to (1 v)\nforever\n if <<touching (blue v)?> and <touching (red v)?>> then\n broadcast (Next Level v)\n end\nend\n\nwhen I receive [next level v]\nnext costume\n\n@Button\n\nwhen flag clicked\nswitch costume to (1 v)\nforever\n if <<touching (blue v)?> or <touching (red v)?>> then\n say [Press Space] for (0) seconds\n end\nend\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (1 v)\nforever\n if <<<touching (blue v)?> or <touching (red v)?>> and <key (space v) pressed?>> then\n broadcast (Change v)\n wait until <not <key (space v) pressed?>>\n end\nend\n\n@Moving Platforms\n\ndefine Move (speed) (times) (mode) (limit)\nrepeat (times)\n if <(Level) < (limit)> then\n if <(mode) = [X]> then\n change x by (speed)\n else\n change y by (speed)\n end\n else\n hide\n end\nend\n\nwhen flag clicked\nhide\nswitch costume to (1 v)\nforever\n if <<(Level) = [7]> or <(Level) = [8]>> then\n show\n go to x: (-75) y: (-100)\n Move [3] [50] [X] [9]\n Move [-3] [50] [X] [9]\n end\n if <<(Level) = [13]> or <(Level) = [14]>> then\n show\n go to x: (-75) y: (-100)\n Move [3] [50] [Y] [15]\n Move [-3] [50] [Y] [15]\n end\n if <<(Level) = [15]> or <(Level) = [16]>> then\n switch costume to (2 v)\n show\n go to x: (-130) y: (-30)\n Move [3] [18] [Y] [17]\n Move [-3] [18] [Y] [17]\n end\nend\n\n@Thumbnail\n\nwhen flag clicked\nrepeat (40)\n change [ghost v] effect by (2.5)\nend\n\nwhen I receive [next level v]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\ngo to x: (-999) y: (0)\nswitch costume to (2 v)\nclear graphic effects\nset [speed v] to [44]\nrepeat (22)\n change x by (Speed)\n change [speed v] by (-2)\nend\nrepeat (22)\n change x by (Speed)\n change [speed v] by (2)\nend\ndelete this clone\n\n@Buttons\n\nwhen flag clicked\ncreate clone of (_myself_ v)\nforever\n if <touching (mouse-pointer v)?> then\n repeat until <(size) = [120]>\n change size by (4)\n end\n if <mouse down?> then\n set size to (100) %\n if <(Level) < [17]> then\n broadcast (Next Level v)\n end\n wait (1) seconds\n end\n else\n repeat until <(size) = [100]>\n change size by (-4)\n end\n end\nend\n\nwhen I start as a clone\nswitch costume to (2 v)\ngo to x: (-200) y: (-150)\nforever\n if <touching (mouse-pointer v)?> then\n repeat until <(size) = [120]>\n change size by (4)\n end\n if <mouse down?> then\n set size to (100) %\n broadcast (Death v)\n wait (0.1) seconds\n end\n else\n repeat until <(size) = [100]>\n change size by (-4)\n end\n end\nend\n\n
Love + Fave + Follow = Me Happy\n
My Scratch Journey— A Platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (joined v)\nforever\n wait until <(Music Off On?) = [On]>\n play sound [Show Yourself - Among Us Original Song \(Instrumental v] until done\nend\n\nwhen I receive [startwiringtask v]\nswitch backdrop to (wiring v)\n\nwhen I receive [endwiring task v]\nswitch backdrop to (blank v)\n\nwhen I receive [startsequence v]\nif <(Music Off On?) = [On]> then\n set [music off on? v] to [Paused]\n stop all sounds\nend\n\nwhen I receive [endreactortask v]\nif <(Music Off On?) = [Paused]> then\n set [music off on? v] to [On]\nend\n\nset [☁ hardcore cloud time v] to [9999]\n\nset [☁ hardcore cloud time v] to [9999]\n\n@Player\n\nwhen I receive [#hardcoredeath v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen flag clicked\nhide\nclear graphic effects\ngo to x: (0) y: (0)\nset [max players v] to [8]\nset [hero y velocity v] to [0]\nset [hero x velocity v] to [0]\nset [my player # v] to [0]\n\nbroadcast (begin v)\n\ndefine write (val) to encoded\nset [letter# v] to [1]\nrepeat (length of (val))\n set [encoded v] to (join (encoded) (item # of (letter (letter#) of (val)) in [code v]))\n change [letter# v] by (1)\nend\nset [encoded v] to (join (encoded) [00])\n\nwhen I receive [begin v]\nshow\nbroadcast (SwitchToTask v)\nforever\n Player Tick\n send cloud data\nend\n\nreplace item (player #) of [player usernames v] with (value)\n\ndefine set cloud # (player) (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 end\n end\n end\n end\n end\n end\n end\nend\n\ndefine send cloud data\nif <(MY PLAYER #) < [1]> then\n stop [this script v]\nend\nchange [cloud timer v] by (1)\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 ([costume # v] of [mycostumes v]) to encoded\nwrite ([direction v] of [mycostumes v]) to encoded\nset cloud # (MY PLAYER #) (encoded)\n\nreplace item (MY PLAYER #) of [player usernames v] with (username)\n\ndefine Player Tick\nchange [hero y velocity v] by (1)\nGravity\nJumpSensing\nLeft right sensing\nif <(Hero y velocity) > [14]> then\n set [hero y velocity v] to [14]\nend\nif <(Hero y velocity) < [-14]> then\n set [hero y velocity v] to [-14]\nend\n\nwrite [] to encoded\nwrite [] to encoded\nset cloud # (MY PLAYER #) (encoded)\n\ndefine Gravity\nif <(Hero y velocity) > [0]> then\n change y by (1)\n repeat (Hero y velocity)\n if <not <touching (herosensor v)?>> then\n change y by (1)\n end\n end\n if <touching (herosensor v)?> then\n set [hero y velocity v] to [0]\n change y by (-1)\n end\nend\nif <(Hero y velocity) < [0]> then\n change y by (-1)\n repeat ([abs v] of (Hero y velocity) )\n if <not <touching (herosensor v)?>> then\n change y by (-1)\n else\n set [hero y velocity v] to [1]\n end\n end\n change y by (1)\nend\n\ndefine JumpSensing\nif <<<key (space v) pressed?> or <key (up arrow v) pressed?>> or <<key (w v) pressed?> or <(JumpingYes_or_No) = [Yes]>>> then\n change y by (1)\n if <<touching (herosensor v)?> or <(LiftJumpReady?) = [Yes]>> then\n set [hero y velocity v] to [-13]\n end\n change y by (-1)\nend\n\ndefine Left right sensing\nif <(Joypad Disabled?) = [Yes]> then\n set [hero x velocity v] to [0]\n stop [this script v]\nend\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <(JoyPadLeft/Right/Still) = [Right]>> then\n change [hero x velocity v] by (-1)\nend\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <(JoyPadLeft/Right/Still) = [Left]>> then\n change [hero x velocity v] by (1)\nend\nif <(Hero x velocity) < [-8]> then\n set [hero x velocity v] to [-8]\nend\nif <(Hero x velocity) > [8]> then\n set [hero x velocity v] to [8]\nend\nif <(Hero x velocity) > [0]> then\n repeat (Hero x velocity)\n if <not <touching (herosensor v)?>> then\n change x by (1)\n end\n end\n change [hero x velocity v] by (-0.5)\n if <touching (herosensor v)?> then\n change x by (-1)\n set [hero x velocity v] to [0]\n end\nend\nif <(Hero x velocity) < [0]> then\n repeat ([abs v] of (Hero x velocity) )\n if <not <touching (herosensor v)?>> then\n change x by (-1)\n end\n end\n change [hero x velocity v] by (0.5)\n if <touching (herosensor v)?> then\n change x by (1)\n set [hero x velocity v] to [0]\n end\nend\n\nwhen I receive [respawn v]\nrepeat (3)\n go to x: (0) y: (0)\n set [hero y velocity v] to [0]\n set [hero x velocity v] to [0]\nend\n\nwhen I receive [startthecloud v]\nbroadcast (setup - opponents v) and wait\nswitch backdrop to (joining v)\nbroadcast (join game v) and wait\nif <(MY PLAYER #) > [0]> then\n switch backdrop to (joined v)\nelse\n switch backdrop to (full v)\nend\nbroadcast (begin v)\n\nwhen I receive [#gameover v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [switchtotask v]\nbroadcast (MapGlitchFix v)\nforever\n switch costume to (SwitchToTask)\n if <(SwitchToTask) = [MedBay]> then\n repeat until <not <(SwitchToTask) = [MedBay]>>\n if <<(x position) > [-320]> and <<(x position) < [-305]> and <<(y position) > [-225]> and <(y position) < [-215]>>>> then\n broadcast (StartHealthScan v)\n wait (0.2) seconds\n wait until <<not <<(x position) > [-320]> and <<(x position) < [-305]> and <<(y position) > [-225]> and <(y position) < [-215]>>>>> or <not <(SwitchToTask) = [Medbay]>>>\n wait (0.2) seconds\n broadcast (StopHealthScan v)\n end\n end\n end\n if <(SwitchToTask) = [Admin]> then\n repeat until <not <(SwitchToTask) = [Admin]>>\n if <<<(x position) > [258]> and <<(x position) < [275]> and <<(y position) > [-385]> and <(y position) < [-379]>>>> and <(SwitchToTask) = [Admin]>> then\n broadcast (LaunchSwipeCard v)\n set [joypad disabled? v] to [Yes]\n wait until <<not <<(x position) > [258]> and <<(x position) < [275]> and <<(y position) > [-385]> and <(y position) < [-379]>>>>> or <not <(SwitchToTask) = [Admin]>>>\n broadcast (CloseSwipeCard v)\n set [joypad disabled? v] to [No]\n end\n end\n end\n if <(SwitchToTask) = [Storage]> then\n repeat until <not <(SwitchToTask) = [Storage]>>\n if <<<(x position) < [-495]> and <<(y position) > [194]> and <(y position) < [202]>>> and <(SwitchToTask) = [Storage]>> then\n broadcast (StartWiringTask v)\n set [joypad disabled? v] to [Yes]\n wait until <<not <<(x position) < [-495]> and <<(y position) > [194]> and <(y position) < [202]>>>> or <not <(SwitchToTask) = [Storage]>>>\n broadcast (EndWiring Task v)\n set [joypad disabled? v] to [No]\n end\n end\n end\n if <(SwitchToTask) = [Reactor]> then\n repeat until <not <(SwitchToTask) = [Reactor]>>\n if <<<<(x position) < [105]> and <(x position) > [94]>> and <<(y position) > [354]> and <(y position) < [360]>>> and <(SwitchToTask) = [Reactor]>> then\n broadcast (StartSequence v)\n set [joypad disabled? v] to [Yes]\n wait until <<not <<<(x position) < [105]> and <(x position) > [94]>> and <<(y position) > [354]> and <(y position) < [360]>>>> or <not <(SwitchToTask) = [Reactor]>>>\n broadcast (EndReactorTask v)\n set [joypad disabled? v] to [No]\n end\n end\n end\nend\n\nrepeat (5)\nend\n\nwait until \n\nwait until \n\nwait until \n\nwhen I receive [-hideeverything v]\nset [ghost v] effect to (99)\n\nwhen I receive [-showeverything v]\nclear graphic effects\n\nshow\n\nswitch costume to (SwitchToTask)\n\nswitch costume to (SwitchToTask)\n\nwhen I receive [mapglitchfix v]\nforever\n switch costume to (SwitchToTask)\n wait (0.1) seconds\nend\n\n@Opponents\n\nwhen I receive [#hardcoredeath v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [-hideeverything v]\nset [hideeverythingyes/no? v] to [Yes]\n\nwhen I receive [#gameover v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen flag clicked\n\ndefine begin decode of (encoded)\nset [encoded v] to (encoded)\nset [letter# v] to [1]\n\ndefine value = read from encoded\nset [value v] to []\nforever\n set [idx v] to (join (letter (letter#) of (encoded)) (letter ((letter#) + (1)) of (encoded)))\n change [letter# v] by (2)\n if <(idx) < [1]> then\n stop [this script v]\n end\n set [value v] to (join (value) (item (idx) of [code v]))\nend\n\ndefine setup players\ndelete all of [buffer v]\nhide\nset [ghost v] effect to (50)\nset [offline v] to [100]\nset [player # v] to [1]\nrepeat ((MAX PLAYERS) - (1))\n create clone of (_myself_ v)\n change [color v] effect by (25)\n change [player # v] by (1)\nend\n\nwhen I receive [begin v]\nset [hideeverythingyes/no? v] to [No]\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)\nelse\n if <(player) = [2]> then\n set [value v] to (☁ P2)\n else\n if <(player) = [3]> then\n set [value v] to (☁ P3)\n else\n if <(player) = [4]> then\n set [value v] to (☁ P4)\n else\n if <(player) = [5]> then\n set [value v] to (☁ P5)\n else\n if <(player) = [6]> then\n set [value v] to (☁ P6)\n else\n if <(player) = [7]> then\n set [value v] to (☁ P7)\n else\n if <(player) = [8]> then\n set [value v] to (☁ P8)\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\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 <(offline) > [99]> then\n show\n end\n set [offline v] to [0]\n begin decode of (value)\n value = read from encoded\n if <(SFX on of off?) = [On]> then\n say (value)\n end\n value = read from encoded\n value = read from encoded\n set x to (([x position v] of [player v]) - (value))\n value = read from encoded\n set y to (([y position v] of [player v]) - ((value) - (-30)))\n if <<([abs v] of (x position) ) > [235]> or <([abs v] of (y position) ) > [175]>> then\n hide\n else\n value = read from encoded\n switch costume to (value)\n value = read from encoded\n point in direction (value)\n if <(HideEverythingYes/No?) = [Yes]> then\n hide\n else\n end\n end\nend\nvalue = cloud # (player #)\n\nshow\n\n\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\nerase all\n\nshow\nclear graphic effects\n\nif <(length of [buffer v]) > [0]> then\n set x to (item (1) of [buffer v])\n replace item (player #) of [player x - for usernames v] with (item (1) of [buffer v])\n delete (1) of [buffer v]\n set y to (item (1) of [buffer v])\n replace item (player #) of [player y - for usernames v] with (item (1) of [buffer v])\n delete (1) of [buffer v]\nend\n\nrepeat until <(value) = []>\n add (value) to [buffer v]\n value = read from encoded\nend\n\nset x to (130)\n\nset [color v] effect to (90)\n\nif <[] = [50]> then\n\nwhen I receive [-showeverything v]\nset [hideeverythingyes/no? v] to [No]\n\nshow\n\nif <(HideEverythingYes/No?) = [Yes]> then\n hide\nelse\n show\nend\n\nvalue = read from encoded\nswitch costume to (value)\nvalue = read from encoded\npoint in direction (value)\n\n@HeroSensor\n\nwhen I receive [#hardcoredeath v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [#gameover v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [begin v]\nset [ghost v] effect to (99)\nshow\ngo to x: (0) y: (-30)\n\nwhen flag clicked\nhide\n\n@Sprite1\n\nwhen I receive [#hardcoredeath v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [#gameover v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [begin v]\nset [joypad disabled? v] to [No]\nset [ghost v] effect to (100)\nforever\n if <(Joypad Disabled?) = [Yes]> then\n hide\n set [joypadleft/right/still v] to [Still]\n wait until <(Joypad Disabled?) = [No]>\n show\n end\n if <mouse down?> then\n set [ghost v] effect to (50)\n if <(mouse x) > [0]> then\n set x to (181)\n else\n set x to (-181)\n end\n point towards (mouse-pointer v)\n if <<(direction) > [25]> and <(direction) < [125]>> then\n set [joypadleft/right/still v] to [Right]\n else\n if <<(direction) > [-125]> and <(direction) < [-25]>> then\n set [joypadleft/right/still v] to [Left]\n else\n set [joypadleft/right/still v] to [Still]\n end\n end\n if <<(direction) > [-50]> and <(direction) < [50]>> then\n set [jumpingyes_or_no v] to [Yes]\n else\n set [jumpingyes_or_no v] to [No]\n end\n else\n change [ghost v] effect by (0.4)\n set [jumpingyes_or_no v] to [No]\n set [joypadleft/right/still v] to [Still]\n end\nend\n\nwhen flag clicked\nset [ghost v] effect to (100)\nshow\n\nif <<(direction) > [-125]> and <(direction) < [-25]>> then\n set [leftorrightorstill? v] to [Left]\nelse\n set [leftorrightorstill? v] to [Still]\nend\n\nhide\n\nhide\n\n@MyCostumes\n\nwhen I receive [-hideeverything v]\nhide\n\nwhen I receive [-showeverything v]\nshow\n\nwhen I receive [begin v]\nshow\ngo to x: (0) y: (-32)\nforever\n if <(Hero x velocity) > [0.5]> then\n point in direction (-90)\n next costume\n else\n if <(Hero x velocity) < [-0.5]> then\n next costume\n point in direction (90)\n else\n switch costume to (e1 v)\n end\n end\n if <not <(#MODE) = [Easy]>> then\n wait until <not <(HideEverythingYes/No?) = [Yes]>>\n if <touching color (#ff0000)?> then\n if <(#MODE) = [Hardcore]> then\n broadcast (#HardcoreDeath v)\n else\n broadcast (Respawn v)\n end\n end\n end\nend\n\nwhen flag clicked\nhide\n\ngo to x: (0) y: (-30)\n\nwhen I receive [#gameover v]\nrepeat (10)\n stop [other scripts in sprite v]\n hide\nend\n\nwhen I receive [#hardcoredeath v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n\n\n@Parallax background\n\nwhen I receive [-showeverything v]\nshow\n\nwhen I receive [-hideeverything v]\nhide\n\nwhen flag clicked\ngo to [back v] layer\nhide\nswitch costume to (blank for stretching v)\ncreate clone of (_myself_ v)\nset size to (100) %\nshow\nswitch costume to (starbackdrop v)\ngo to [back v] layer\nforever\n wait until <(Graphics High or Low) = [High]>\n go to x: (([x position v] of [player v]) / (5)) y: (([y position v] of [player v]) / (5))\nend\n\nwhen I start as a clone\nset size to (125) %\nswitch costume to (paralax background 2 v)\nshow\nforever\n wait until <(Graphics High or Low) = [High]>\n go to x: (([x position v] of [player v]) / (3)) y: (([y position v] of [player v]) / (3))\nend\n\n@Attackers\n\nwhen I receive [#hardcoredeath v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [-showeverything v]\nshow\n\nwhen I receive [-hideeverything v]\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [begin v]\ngo to [front v] layer\nshow\nforever\n repeat until <(((round ((days since 2000) * (10000))) * (100)) - (round ((days since 2000) * (1000000)))) > [0]>\n go to x: ([x position v] of [player v]) y: (([y position v] of [player v]) + ((Hero y velocity) / (2)))\n end\n repeat until <(((round ((days since 2000) * (10000))) * (100)) - (round ((days since 2000) * (1000000)))) = [0]>\n go to x: ([x position v] of [player v]) y: (([y position v] of [player v]) + ((Hero y velocity) / (2)))\n end\n set [baddiesxposition v] to [0]\n switch costume to (right v)\n repeat (100)\n change [baddiesxposition v] by (1)\n go to x: (([x position v] of [player v]) + (BaddiesXposition)) y: (([y position v] of [player v]) + ((Hero y velocity) / (2)))\n end\n switch costume to (left v)\n repeat (100)\n change [baddiesxposition v] by (-1)\n go to x: (([x position v] of [player v]) + (BaddiesXposition)) y: (([y position v] of [player v]) + ((Hero y velocity) / (2)))\n end\nend\n\nclear graphic effects\ngo to [front v] layer\n\nwhen I receive [#gameover v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@IntroScreens]\n\nwhen flag clicked\nset [music off on? v] to [On]\nset [graphics high or low v] to [High]\nset [sfx on of off? v] to [On]\ngo to [front v] layer\nswitch costume to (titlepage v)\nclear graphic effects\ngo to x: (0) y: (0)\nshow\nwait (0) seconds\nrepeat (20)\n change [brightness v] effect by (-5)\nend\nbroadcast (ShowMask v)\nCloneMenu\nswitch costume to (justlogo v)\ngo to x: (0) y: (0)\nshow\nbroadcast (ShowAllMenuButtons v)\nforever\n wait (0.5) seconds\n create clone of (floaters v)\nend\n\nwhen I receive [begin v]\nhide\n\nwhen I receive [showallmenubuttons v]\nrepeat (20)\n go to [front v] layer\n change [brightness v] effect by (5)\nend\n\ndefine CloneMenu\ngo to [front v] layer\nswitch costume to (starteasy v)\ngo to x: (-58) y: (-67)\ncreate clone of (_myself_ v)\nswitch costume to (startnormal v)\ngo to x: (58) y: (-67)\ncreate clone of (_myself_ v)\nswitch costume to (taskmenu v)\ngo to x: (58) y: (-112)\ncreate clone of (_myself_ v)\nswitch costume to (starthardcore v)\ngo to x: (-58) y: (-112)\ncreate clone of (_myself_ v)\nswitch costume to (showsettingsbutton v)\ngo to x: (-58) y: (-156)\ncreate clone of (_myself_ v)\nswitch costume to (showcredits v)\ngo to x: (0) y: (-156)\ncreate clone of (_myself_ v)\nswitch costume to (showmap v)\ngo to x: (58) y: (-156)\ncreate clone of (_myself_ v)\n\nwhen this sprite clicked\nif <(costume [name v]) = [Map]> then\n switch costume to (showmap v)\n go to x: (58) y: (-156)\n go to [front v] layer\n stop [this script v]\nend\nif <(costume [name v]) = [ShowMap]> then\n switch costume to (map v)\n go to x: (0) y: (0)\n go to [front v] layer\n stop [this script v]\nend\nif <(costume [name v]) = [ShowCredits]> then\n switch costume to (credits v)\n go to x: (0) y: (0)\n go to [front v] layer\n stop [this script v]\nend\nif <(costume [name v]) = [Credits]> then\n switch costume to (showcredits v)\n go to x: (0) y: (-156)\n go to [front v] layer\n stop [this script v]\nend\nif <(costume [name v]) = [ShowSettingsButton]> then\n switch costume to (switchescostume v)\n go to [front v] layer\n go to x: (0) y: (0)\n broadcast (ShowSettings v)\n stop [this script v]\nend\nif <(costume [name v]) = [SwitchesCostume]> then\n switch costume to (showsettingsbutton v)\n broadcast (DeleteSwitchesButtons v)\n go to x: (-58) y: (-156)\n stop [this script v]\nend\nif <(costume [name v]) = [TaskMenu]> then\n broadcast (LaunchTaskPicker v)\n stop [this script v]\nend\nif <(costume [name v]) = [StartEasy]> then\n set [#mode v] to [Easy]\n hide\n broadcast (Unclone and hide intro screen v)\n broadcast (StartTheCloud v)\n stop [this script v]\nend\nif <(costume [name v]) = [StartNormal]> then\n set [#mode v] to [Normal]\n hide\n broadcast (Unclone and hide intro screen v)\n broadcast (StartTheCloud v)\n stop [this script v]\nend\nif <(costume [name v]) = [StartHardcore]> then\n set [#mode v] to [Hardcore]\n hide\n broadcast (Unclone and hide intro screen v)\n broadcast (StartTheCloud v)\n stop [this script v]\nend\n\nstop [other scripts in sprite v]\nwait (0.1) seconds\nwait (0.1) seconds\n\nstop [other scripts in sprite v]\nwait (0.1) seconds\n\nstop [other scripts in sprite v]\nwait (0.1) seconds\n\nstop [this script v]\n\nswitch costume to (showsettingsbutton v)\ngo to x: (-58) y: (-156)\n\nwhen I receive [unclone and hide intro screen v]\nhide\ndelete this clone\n\nwhen I start as a clone\ngo to [front v] layer\n\nstop [other scripts in sprite v]\n\nset [#mode v] to [Easy]\nhide\nstop [other scripts in sprite v]\nbroadcast (Unclone and hide intro screen v)\nbroadcast (StartTheCloud v)\nstop [this script v]\n\nwhen I receive [startthecloud v]\nstop [other scripts in sprite v]\n\nforever\n wait (0.5) seconds\n create clone of (floaters v)\nend\n\nset [☁ p7 v] to [0]\n\n@Mask\n\nwhen I receive [showmask v]\ngo to x: (0) y: (0)\ngo to [back v] layer\n\ngo [backward v] (1) layers\nshow\n\nwhen I receive [hidemask v]\nhide\n\nwhen I receive [begin v]\nhide\n\n@MenuSwitches\n\nwhen I receive [showsettings v]\nif <[1] = [1]> then\n delete this clone\nend\nset [ghost v] effect to (99)\ngo to x: (0) y: (0)\nshow\ngo to [front v] layer\nCloneMe\nhide\n\ndefine CloneMe\nswitch costume to (music v)\nrepeat (3)\n create clone of (_myself_ v)\n next costume\nend\n\nwhen this sprite clicked\nif <(costume [name v]) = [Music]> then\n if <(Music Off On?) = [On]> then\n set [music off on? v] to [Off]\n stop all sounds\n set [ghost v] effect to (1)\n else\n set [music off on? v] to [On]\n set [ghost v] effect to (99)\n end\nend\nif <(costume [name v]) = [Graphics]> then\n if <(Graphics High or Low) = [High]> then\n set [graphics high or low v] to [Low]\n set [ghost v] effect to (1)\n else\n set [graphics high or low v] to [High]\n set [ghost v] effect to (99)\n end\nend\nif <(costume [name v]) = [SFX]> then\n if <(SFX on of off?) = [On]> then\n set [sfx on of off? v] to [Off]\n set [ghost v] effect to (1)\n else\n set [sfx on of off? v] to [On]\n set [ghost v] effect to (99)\n end\nend\n\nset size to (100) %\n\nwhen I start as a clone\nif <(Music Off On?) = [On]> then\n set [ghost v] effect to (99)\nelse\n set [ghost v] effect to (1)\nend\nif <(Graphics High or Low) = [High]> then\n set [ghost v] effect to (99)\nelse\n set [ghost v] effect to (1)\nend\nif <(SFX on of off?) = [On]> then\n set [ghost v] effect to (99)\nelse\n set [ghost v] effect to (1)\nend\n\nwhen I receive [deleteswitchesbuttons v]\nhide\ndelete this clone\n\n@TaskLauncher\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (pick v)\nhide\n\nwhen this sprite clicked\nif <(mouse y) < [-129]> then\n hide\n stop [this script v]\nend\nif <<(mouse x) > [0]> and <(mouse y) > [0]>> then\n switch costume to (reactor v)\n stop [this script v]\nend\nif <<(mouse x) > [0]> and <(mouse y) < [0]>> then\n switch costume to (swipe v)\n stop [this script v]\nend\nif <<(mouse x) < [0]> and <(mouse y) > [0]>> then\n switch costume to (wiring v)\n stop [this script v]\nend\nif <<(mouse x) < [0]> and <(mouse y) < [0]>> then\n switch costume to (scan v)\n stop [this script v]\nend\n\nwhen I receive [launchtaskpicker v]\ngo to [front v] layer\nshow\n\nif <<(mouse x) > [0]> and <(mouse y) > [0]>> then\n broadcast (LaunchLOCALReactorTask v)\n broadcast (Unclone and hide intro screen v)\n stop [this script v]\nend\nif <<(mouse x) > [0]> and <(mouse y) < [0]>> then\n broadcast (LaunchLOCALSwipeTask v)\n broadcast (Unclone and hide intro screen v)\n stop [this script v]\nend\nif <<(mouse x) < [0]> and <(mouse y) > [0]>> then\n broadcast (LaunchLOCALwiringTask v)\n broadcast (Unclone and hide intro screen v)\n stop [this script v]\nend\nif <<(mouse x) < [0]> and <(mouse y) < [0]>> then\n broadcast (LaunchLocalSwipeTask v)\n broadcast (Unclone and hide intro screen v)\n stop [this script v]\nend\n\nswitch backdrop to (wiring v)\n\n@Floaters\n\nwhen flag clicked\ngo to [front v] layer\nhide\n\nwhen I start as a clone\nclear graphic effects\ngo to x: (-254) y: (pick random (-150) to (150))\nset [rotation v] to ((pick random (-3) to (3)) + (0.5))\nset [costumecounter v] to [1]\nset [costumestartnumber v] to (((pick random (1) to (3)) * (8)) - (7))\nset [color v] effect to ((pick random (1) to (7)) * (25))\nswitch costume to (costumestartnumber)\nshow\nrepeat until <(x position) > [-230]>\n change [costumecounter v] by (1)\n if <(costumecounter) = [8]> then\n switch costume to (costumestartnumber)\n set [costumecounter v] to [0]\n else\n next costume\n end\n turn right (rotation) degrees\n change x by (3)\n change y by (0.35)\nend\nif <<(y position) > [-50]> and <(y position) < [50]>> then\n if <(pick random (1) to (4)) = [1]> then\n say (item (pick random (1) to (length of [end credits v])) of [end credits v])\n repeat until <(x position) > [75]>\n change x by (2)\n end\n end\nend\nsay []\nrepeat until <(x position) > [236]>\n change [costumecounter v] by (1)\n if <(costumecounter) = [8]> then\n switch costume to (costumestartnumber)\n set [costumecounter v] to [0]\n else\n next costume\n end\n turn right (rotation) degrees\n change x by (2)\n change y by (0.35)\nend\ndelete this clone\n\ngo [backward v] (20) layers\n\nbroadcast (begin v)\n\nwhen I receive [startthecloud v]\nhide\ndelete this clone\n\nwait (1) seconds\n\n\n wait (0.7) seconds\nend\n\nthink [Hmm...] for (2) seconds\n\nchange [costumecounter v] by (1)\nif <(costumecounter) = [8]> then\n switch costume to (costumestartnumber)\n set [costumecounter v] to [0]\nelse\n next costume\nend\n\nturn right (rotation) degrees\n\nchange y by (0.5)\n\ndelete this clone\n\n@#GameOver\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [#gameover v]\nswitch costume to (top v)\ngo to [front v] layer\nset size to (100) %\npoint in direction (90)\nshow\ncreate clone of (_myself_ v)\nforever\n wait (0.5) seconds\n create clone of (floaters v)\nend\n\nwhen I start as a clone\nswitch costume to (winner v)\nforever\n set size to (100) %\n show\n go to x: (0) y: (-185)\n glide (1) secs to x: (0) y: (10)\n glide (0.5) secs to x: (0) y: (-5)\n glide (0.2) secs to x: (0) y: (0)\n repeat (10)\n change size by (1)\n turn right (1) degrees\n end\n repeat (20)\n change size by (1)\n turn right (-1) degrees\n end\n repeat (20)\n change size by (-1)\n turn right (1) degrees\n end\n repeat (10)\n change size by (-1)\n turn right (-1) degrees\n end\n glide (1) secs to x: (0) y: (-185)\n hide\n wait (0.5) seconds\n next costume\n if <(costume [number v]) = [1]> then\n switch costume to (winner v)\n end\nend\n\nbroadcast (#GameOver v)\n\n@#HardcoreDeath\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [#hardcoredeath v]\nswitch costume to (top v)\ngo to [front v] layer\nset size to (100) %\npoint in direction (90)\nshow\ncreate clone of (_myself_ v)\nforever\n wait (0.5) seconds\n create clone of (floaters v)\nend\n\nwhen I start as a clone\nswitch costume to (hardcore is hard v)\nforever\n set size to (100) %\n show\n go to x: (0) y: (-185)\n glide (1) secs to x: (0) y: (10)\n glide (0.5) secs to x: (0) y: (-5)\n glide (0.2) secs to x: (0) y: (0)\n repeat (10)\n change size by (1)\n turn right (1) degrees\n end\n repeat (20)\n change size by (1)\n turn right (-1) degrees\n end\n repeat (20)\n change size by (-1)\n turn right (1) degrees\n end\n repeat (10)\n change size by (-1)\n turn right (-1) degrees\n end\n glide (1) secs to x: (0) y: (-185)\n hide\n wait (0.5) seconds\n next costume\n if <(costume [number v]) = [1]> then\n switch costume to (hardcore is hard v)\n end\nend\n\nbroadcast (#GameOver v)\n\n@ExampleHeroOnly\n\ngo to x: (0) y: (0)\n\nbroadcast (-HideEverything v)\n\nbroadcast (-ShowEverything v)\n\n@Body Scan Exit\n\nwhen this sprite clicked\nstart sound [ExitScanner v]\nbroadcast (StopHealthScan v)\n\nwhen flag clicked\nhide\n\nwhen I receive [starthealthscan v]\nshow\ngo to [front v] layer\ngo to x: (0) y: (-256)\nglide (0.7) secs to x: (0) y: (0)\n\nwhen I receive [stophealthscan v]\nwait (0.2) seconds\nglide (0.7) secs to x: (0) y: (-256)\nhide\n\n@Body Scan Green thing\n\nwhen I receive [starthealthscan v]\nwait (1) seconds\nhide\ngo to x: (0) y: (-28)\nset [ghost v] effect to (40)\nswitch costume to (front v)\nFastClone\n\nwhen I start as a clone\nshow\nrepeat (5)\n glide (1) secs to x: (0) y: (-47)\n glide (1) secs to x: (0) y: (-19)\nend\n\nrepeat (2)\nend\n\ndefine FastClone\ngo to [front v] layer\ncreate clone of (_myself_ v)\nnext costume\ngo to [front v] layer\ngo [backward v] (55) layers\ncreate clone of (_myself_ v)\n\ngo to [back v] layer\n\nwhen I receive [stophealthscan v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nnext costume\n\nbroadcast (StartHealthScan v)\n\n@Body Scan Lettering\n\ndefine DisplayText (texttoshow) (x) (y)\ngo to x: (x) y: (y)\nset [letternumber v] to [1]\nstart sound [FunWin v]\nrepeat (length of (texttoshow))\n set [costumetoswitchto v] to (letter (LetterNumber) of (texttoshow))\n switch costume to (CostumeToSwitchTo)\n if <not <(CostumeToSwitchTo) = [ ]>> then\n create clone of (_myself_ v)\n end\n change x by ((size) * (0.19))\n wait (0.1) seconds\n change [letternumber v] by (1)\nend\ngo to x: (0) y: (300)\n\nwhen I start as a clone\nshow\nrepeat (4)\n go to [front v] layer\nend\n\nwhen I receive [starthealthscan v]\nwait (1.5) seconds\nswitch costume to (a v)\nset size to (50) %\nset [brightness v] effect to (100)\nhide\nif <[1] = [1]> then\n delete this clone\nend\ngo to [front v] layer\nDisplayText (join [id:] (username)) [-90] [25]\nDisplayText [Status: Awesome] [-90] [10]\n\nwhen flag clicked\nhide\n\nwhen I receive [stophealthscan v]\nrepeat (1)\n hide\n stop [other scripts in sprite v]\n delete this clone\nend\nbroadcast (StopHealthScanLetterBugsShowing v)\n\nwhen I receive [stophealthscanletterbugsshowing v]\nrepeat (1)\n hide\n stop [other scripts in sprite v]\n delete this clone\nend\n\n@Body Scan Main Sprite\n\nwhen I receive [starthealthscan v]\ngo to x: (0) y: (-256)\nshow\nswitch costume to (1 v)\nglide (0.7) secs to x: (0) y: (-28)\nstart sound [Among us medbay scan sound v]\ngo to [front v] layer\nrepeat until <(costume [number v]) = [17]>\n wait (0.54) seconds\n next costume\nend\nreplace item (1) of [taskscompleted v] with [Completed]\nchange [numberoftaskscompleted v] by (1)\nset [switchtotask v] to [NewTask]\nstop [other scripts in sprite v]\nstart sound [Finish v]\nbroadcast (StopHealthScan v)\n\nwhen flag clicked\nhide\nswitch costume to (1 v)\n\nwhen I receive [stophealthscan v]\nwait (0.2) seconds\nglide (0.7) secs to x: (0) y: (-256)\nhide\nif <not <(costume [number v]) = [17]>> then\n stop [other scripts in sprite v]\n stop all sounds\n start sound [ExitScanner v]\nend\n\nwhen I receive [stophealthscanearly v]\nglide (0.7) secs to x: (0) y: (-256)\nhide\n\n@TaskBar\n\nwhen I receive [#hardcoredeath v]\nwait (1) seconds\nglide (1) secs to x: (-341) y: (163)\nhide\n\nwhen I receive [#hardcoredeath v]\nglide (1) secs to x: (-341) y: (163)\nhide\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [-showeverything v]\nshow\n\nwhen I receive [-hideeverything v]\nhide\n\nwhen I receive [begin v]\ndelete all of [taskscompleted v]\nrepeat (4)\n add [Not Done] to [taskscompleted v]\nend\nset [numberoftaskscompleted v] to [0]\nset [switchtotask v] to [NewTask]\ngo to x: (-118) y: (163)\nshow\nswitch costume to (zero! v)\ngo to [front v] layer\nset [tasknumbertotry v] to (pick random (1) to (4))\nforever\n switch costume to ((NumberOfTasksCompleted) + (1))\n if <(SwitchToTask) = [NewTask]> then\n repeat until <(item (TaskNumberToTry) of [taskscompleted v]) = [Not Done]>\n set [tasknumbertotry v] to (pick random (1) to (4))\n if <(NumberOfTasksCompleted) = [4]> then\n broadcast (#GameOver v)\n stop [this script v]\n end\n end\n set [switchtotask v] to (item (TaskNumberToTry) of [task names v])\n end\nend\n\nwhen I receive [#gameover v]\nwait (1) seconds\nglide (1) secs to x: (-341) y: (163)\nhide\n\nwhen flag clicked\nhide\n\nwait (0.5) seconds\n\nreplace item (TaskNumberToTry) of [taskscompleted v] with [Completed]\n\nif <(NumberOfTasksCompleted) = [4]> then\n broadcast (#GameOver v)\nend\n\nbroadcast (#GameOver v)\n\n@Sprite2\n\nwhen I receive [-showeverything v]\nshow\n\nwhen I receive [-hideeverything v]\nhide\n\nwhen I receive [begin v]\nshow\nwait (0.1) seconds\ngo to [front v] layer\nforever\n switch costume to (SwitchToTask)\n if <(NumberOfTasksCompleted) = [4]> then\n hide\n stop [this script v]\n end\n wait (0.5) seconds\nend\n\nif <(#MODE) = [Easy]> then\n switch costume to (SwitchToTask)\n switch costume to ((costume [number v]) + (4))\nelse\nend\n\nwhen flag clicked\ngo to x: (-130) y: (136)\nhide\n\nwhen I receive [#gameover v]\nhide\n\n@Card\n\nwhen I receive [closeswipecard v]\nstop [other scripts in sprite v]\nglide (0.2) secs to x: (-67) y: (-200)\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [launchswipecard v]\nbroadcast (CardSwipeLayers v)\ngo to x: (-67) y: (-200)\nwait (0.47) seconds\nshow\nglide (0.2) secs to x: (-67) y: (-91)\nforever\n wait until <<touching (mouse-pointer v)?> and <mouse down?>>\n start sound [Picking up the card v]\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n glide (1) secs to x: (-162) y: (53)\n wait until <<touching (mouse-pointer v)?> and <mouse down?>>\n start sound [Starting Swiping card task v]\n set [cardtimer v] to (timer)\n end\n repeat until <(mouse x) > [128]>\n set x to (mouse x)\n end\n if <((timer) - (CardTimer)) > [2.1]> then\n broadcast (CardTooSlow v)\n play sound [Fail v] until done\n glide (1) secs to x: (-67) y: (-90)\n else\n if <((timer) - (CardTimer)) < [0.9]> then\n broadcast (CardTooFast v)\n play sound [Fail v] until done\n glide (1) secs to x: (-67) y: (-90)\n else\n broadcast (CardJustRight v)\n start sound [Good swipe v]\n wait (1) seconds\n glide (0.8) secs to x: (x position) y: (-200)\n hide\n stop [this script v]\n end\n end\nend\n\nshow\n\nwhen I receive [cardswipelayers v]\nforever\n go to [front v] layer\n go [backward v] (2) layers\nend\n\nbroadcast (#GameOver v)\n\n@Card Top Layer\n\nwhen flag clicked\nhide\n\nwhen I receive [launchswipecard v]\ngo to x: (0) y: (-300)\nshow\nswitch costume to (please swipe v)\nglide (0.7) secs to x: (0) y: (0)\nforever\n go to [front v] layer\nend\n\nwhen I receive [cardtoofast v]\nswitch costume to (too fast v)\nwait (2) seconds\nswitch costume to (please swipe v)\n\nwhen I receive [cardtooslow v]\nswitch costume to (too slow v)\nwait (2) seconds\nswitch costume to (please swipe v)\n\nwhen I receive [cardjustright v]\nswitch costume to (accepted v)\nwait (1) seconds\nglide (0.9) secs to x: (0) y: (-319)\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [closeswipecard v]\nstop [other scripts in sprite v]\nglide (0.7) secs to x: (0) y: (-300)\nhide\n\n@Sprite3\n\nwhen I receive [launchswipecard v]\nshow\nwait (0.7) seconds\n\nwhen this sprite clicked\nhide\nbroadcast (CloseSwipeCard v)\nstop [other scripts in sprite v]\n\nwhen I receive [cardjustright v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [closeswipecard v]\nhide\nstop [other scripts in sprite v]\n\nwhen flag clicked\nhide\n\nwhen I receive [cardswipelayers v]\nshow\nforever\n go to [front v] layer\nend\n\nwait (0.7) seconds\n\n@Card Back Layer\n\nwhen I receive [closeswipecard v]\nstop [other scripts in sprite v]\nglide (0.7) secs to x: (0) y: (-300)\nhide\n\nwhen I receive [launchswipecard v]\ngo to x: (0) y: (-300)\nglide (0.7) secs to x: (0) y: (0)\n\nwhen I receive [cardjustright v]\nwait (1) seconds\nglide (0.9) secs to x: (0) y: (-319)\nset [switchtotask v] to [NewTask]\nchange [numberoftaskscompleted v] by (1)\nreplace item (2) of [taskscompleted v] with [Completed]\nhide\nstop [other scripts in sprite v]\n\nwhen flag clicked\nhide\n\nwhen I receive [cardswipelayers v]\nshow\nforever\n go to [front v] layer\n go [backward v] (3) layers\nend\n\n@WiringExit\n\nwhen I receive [startwiringtask v]\ngo to x: (-197) y: (154)\nshow\nbroadcast (-HideEverything v)\nset [hideeverythingyes/no? v] to [Yes]\n\nwhen flag clicked\nhide\n\nwhen I receive [endwiring task v]\nhide\nbroadcast (-ShowEverything v)\nset [hideeverythingyes/no? v] to [No]\n\nwhen this sprite clicked\nbroadcast (EndWiring Task v)\n\n@Wiring Pink\n\nwhen I receive [endwiring task v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [startwiringtask v]\ngo to x: (-160) y: (-124)\nset [ghost v] effect to (99)\ngo to [front v] layer\nswitch costume to (costume1 v)\nshow\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nrepeat until <not <mouse down?>>\n go to (mouse-pointer v)\n set [wiringpinkx v] to (mouse x)\n set [wiringpinky v] to (mouse y)\n switch costume to (barewire2 v)\nend\nswitch costume to (costume1 v)\nif <<(mouse x) < [77]> or <(mouse x) > [200]>> then\n set [wiringpinkx v] to [-160]\n set [wiringpinky v] to [-124]\n replace item (4) of [wiringsuccessfullist v] with [Blank]\n go to x: (Wiringpinkx) y: (Wiringpinky)\n stop [this script v]\nend\nif <(mouse y) > [75]> then\n set [wiringpinkx v] to [148]\n set [wiringpinky v] to [108]\n replace item (4) of [wiringsuccessfullist v] with [Yes]\n go to x: (Wiringpinkx) y: (Wiringpinky)\n start sound [WireConnectedFuzz v]\n stop [this script v]\nelse\n if <(mouse y) > [-2]> then\n set [wiringpinkx v] to [148]\n set [wiringpinky v] to [30]\n replace item (4) of [wiringsuccessfullist v] with [No]\n go to x: (Wiringpinkx) y: (Wiringpinky)\n start sound [WireConnectedFuzz v]\n stop [this script v]\n else\n if <(mouse y) > [-78]> then\n set [wiringpinkx v] to [148]\n set [wiringpinky v] to [-47]\n replace item (4) of [wiringsuccessfullist v] with [No]\n go to x: (Wiringpinkx) y: (Wiringpinky)\n start sound [WireConnectedFuzz v]\n stop [this script v]\n else\n set [wiringpinkx v] to [145]\n set [wiringpinky v] to [-124]\n replace item (4) of [wiringsuccessfullist v] with [No]\n start sound [WireConnectedFuzz v]\n go to x: (Wiringpinkx) y: (Wiringpinky)\n stop [this script v]\n end\n end\nend\n\nstart sound [WireConnectedFuzz v]\n\n@Wiring Yellow\n\nwhen I receive [endwiring task v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [startwiringtask v]\ngo to x: (-160) y: (-47)\nswitch costume to (costume1 v)\ngo to [front v] layer\nset [ghost v] effect to (99)\nshow\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nrepeat until <not <mouse down?>>\n go to (mouse-pointer v)\n set [wiringyellowx v] to (mouse x)\n set [wiringyellowy v] to (mouse y)\n switch costume to (barewire v)\nend\nswitch costume to (costume1 v)\ngo to [front v] layer\nif <<(mouse x) < [77]> or <(mouse x) > [200]>> then\n set [wiringyellowx v] to [-160]\n set [wiringyellowy v] to [-47]\n replace item (3) of [wiringsuccessfullist v] with [Blank]\n go to x: (Wiringyellowx) y: (Wiringyellowy)\n stop [this script v]\nend\nif <(mouse y) > [75]> then\n set [wiringyellowx v] to [148]\n set [wiringyellowy v] to [108]\n replace item (3) of [wiringsuccessfullist v] with [No]\n go to x: (Wiringyellowx) y: (Wiringyellowy)\n start sound [WireConnectedFuzz v]\n stop [this script v]\nelse\n if <(mouse y) > [-2]> then\n set [wiringyellowx v] to [148]\n set [wiringyellowy v] to [30]\n go to x: (Wiringyellowx) y: (Wiringyellowy)\n replace item (3) of [wiringsuccessfullist v] with [No]\n start sound [WireConnectedFuzz v]\n stop [this script v]\n else\n if <(mouse y) > [-78]> then\n set [wiringyellowx v] to [148]\n set [wiringyellowy v] to [-47]\n replace item (3) of [wiringsuccessfullist v] with [Yes]\n go to x: (Wiringyellowx) y: (Wiringyellowy)\n start sound [WireConnectedFuzz v]\n stop [this script v]\n else\n set [wiringyellowx v] to [145]\n set [wiringyellowy v] to [-124]\n replace item (3) of [wiringsuccessfullist v] with [No]\n go to x: (Wiringyellowx) y: (Wiringyellowy)\n start sound [WireConnectedFuzz v]\n stop [this script v]\n end\n end\nend\n\n@Wiring Blue\n\nwhen I receive [endwiring task v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [startwiringtask v]\ngo to x: (-160) y: (30)\ngo to [front v] layer\nset [ghost v] effect to (99)\nswitch costume to (costume1 v)\nshow\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nrepeat until <not <mouse down?>>\n go to (mouse-pointer v)\n switch costume to (barewire v)\n set [wiringbluex v] to (mouse x)\n set [wiringbluey v] to (mouse y)\nend\nswitch costume to (costume1 v)\ngo to [front v] layer\nif <<(mouse x) < [77]> or <(mouse x) > [200]>> then\n set [wiringbluex v] to [-160]\n set [wiringbluey v] to [30]\n replace item (2) of [wiringsuccessfullist v] with [Blank]\n go to x: (WiringBluex) y: (Wiringbluey)\n stop [this script v]\nend\nif <(mouse y) > [75]> then\n set [wiringbluex v] to [148]\n set [wiringbluey v] to [108]\n replace item (2) of [wiringsuccessfullist v] with [No]\n go to x: (WiringBluex) y: (Wiringbluey)\n start sound [WireConnectedFuzz v]\n stop [this script v]\nelse\n if <(mouse y) > [-2]> then\n set [wiringbluex v] to [148]\n set [wiringbluey v] to [30]\n go to x: (WiringBluex) y: (Wiringbluey)\n replace item (2) of [wiringsuccessfullist v] with [Yes]\n start sound [WireConnectedFuzz v]\n stop [this script v]\n else\n if <(mouse y) > [-78]> then\n set [wiringbluex v] to [148]\n set [wiringbluey v] to [-45]\n go to x: (WiringBluex) y: (Wiringbluey)\n replace item (2) of [wiringsuccessfullist v] with [No]\n start sound [WireConnectedFuzz v]\n stop [this script v]\n else\n set [wiringbluex v] to [145]\n set [wiringbluey v] to [-124]\n go to x: (WiringBluex) y: (Wiringbluey)\n replace item (2) of [wiringsuccessfullist v] with [No]\n start sound [WireConnectedFuzz v]\n stop [this script v]\n end\n end\nend\n\n@Wiring Red\n\nwhen I receive [endwiring task v]\nstop [other scripts in sprite v]\nhide\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nrepeat until <not <mouse down?>>\n go to (mouse-pointer v)\n set [wiringredx v] to (mouse x)\n set [wiringredy v] to (mouse y)\n switch costume to (barewire v)\nend\nswitch costume to (costume1 v)\ngo to [front v] layer\nif <<(mouse x) < [77]> or <(mouse x) > [200]>> then\n set [wiringredx v] to [-160]\n set [wiringredy v] to [108]\n replace item (1) of [wiringsuccessfullist v] with [Blank]\n go to x: (WiringRedx) y: (WiringRedy)\n stop [this script v]\nend\nif <(mouse y) > [75]> then\n set [wiringredx v] to [148]\n set [wiringredy v] to [108]\n replace item (1) of [wiringsuccessfullist v] with [No]\n start sound [WireConnectedFuzz v]\n go to x: (WiringRedx) y: (WiringRedy)\n stop [this script v]\nelse\n if <(mouse y) > [-2]> then\n set [wiringredx v] to [148]\n set [wiringredy v] to [30]\n replace item (1) of [wiringsuccessfullist v] with [No]\n start sound [WireConnectedFuzz v]\n go to x: (WiringRedx) y: (WiringRedy)\n stop [this script v]\n else\n if <(mouse y) > [-78]> then\n set [wiringredx v] to [148]\n set [wiringredy v] to [-45]\n replace item (1) of [wiringsuccessfullist v] with [No]\n start sound [WireConnectedFuzz v]\n go to x: (WiringRedx) y: (WiringRedy)\n stop [this script v]\n else\n set [wiringredx v] to [145]\n set [wiringredy v] to [-124]\n replace item (1) of [wiringsuccessfullist v] with [Yes]\n start sound [WireConnectedFuzz v]\n go to x: (WiringRedx) y: (WiringRedy)\n stop [this script v]\n end\n end\nend\n\nwhen I receive [startwiringtask v]\ngo to x: (-160) y: (102)\nset [ghost v] effect to (99)\ngo to [front v] layer\nswitch costume to (costume1 v)\nshow\n\n@Wiring - Pen\n\nwhen flag clicked\nhide\n\nbroadcast (StartWiringTask v)\n\nwhen I receive [startwiringtask v]\nset [wiringredx v] to [-160]\nset [wiringyellowx v] to [-160]\nset [wiringbluex v] to [-160]\nset [wiringpinkx v] to [-160]\nset [wiringbluey v] to [30]\nset [wiringyellowy v] to [-45]\nset [wiringpinky v] to [-124]\nset [wiringredy v] to [108]\ndelete all of [wiringsuccessfullist v]\nrepeat (4)\n add [Blank] to [wiringsuccessfullist v]\nend\nswitch backdrop to (wiring v)\nstart sound [Open v]\nswitch backdrop to (wiring v)\nset pen size to (13)\nforever\n erase all\n go to [front v] layer\n if <not <(WiringRedx) = [-160]>> then\n set pen color to (#ff0000)\n pen up\n go to x: (-160) y: (108)\n pen down\n go to x: (WiringRedx) y: (WiringRedy)\n end\n if <not <(WiringBluex) = [-160]>> then\n set pen color to (#0000ff)\n pen up\n go to x: (-160) y: (30)\n pen down\n go to x: (WiringBluex) y: (Wiringbluey)\n end\n if <not <(Wiringyellowx) = [-160]>> then\n set pen color to (#ffeb04)\n pen up\n go to x: (-160) y: (-47)\n pen down\n go to x: (Wiringyellowx) y: (Wiringyellowy)\n end\n if <not <(Wiringpinkx) = [-160]>> then\n set pen color to (#ff00ff)\n pen up\n go to x: (-160) y: (-124)\n pen down\n go to x: (Wiringpinkx) y: (Wiringpinky)\n end\nend\n\nwhen I receive [endwiring task v]\nstop [other scripts in sprite v]\nerase all\nhide\n\n@Wiring - Markscheme\n\nwhen I receive [endwiring task v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I receive [startwiringtask v]\ngo to x: (0) y: (0)\nif <[1] = [1]> then\n delete this clone\nend\nswitch costume to (1 red v)\nrepeat (4)\n create clone of (_myself_ v)\n next costume\nend\nshow\nforever\n set [ghost v] effect to (pick random (1) to (20))\n if <<(item (1) of [wiringsuccessfullist v]) = [Yes]> and <<(item (2) of [wiringsuccessfullist v]) = [Yes]> and <<(item (3) of [wiringsuccessfullist v]) = [Yes]> and <(item (4) of [wiringsuccessfullist v]) = [Yes]>>>> then\n play sound [FinishedWiring v] until done\n broadcast (EndWiring Task v)\n set [switchtotask v] to [NewTask]\n change [numberoftaskscompleted v] by (1)\n replace item (3) of [taskscompleted v] with [Completed]\n hide\n stop [other scripts in sprite v]\n else\n if <<not <(item (1) of [wiringsuccessfullist v]) = [Blank]>> and <<not <(item (2) of [wiringsuccessfullist v]) = [Blank]>> and <<not <(item (3) of [wiringsuccessfullist v]) = [Blank]>> and <not <(item (4) of [wiringsuccessfullist v]) = [Blank]>>>>> then\n play sound [Fail v] until done\n wait (0.3) seconds\n broadcast (StartWiringTask v)\n end\n end\nend\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (100)\nforever\n if <(item (costume [number v]) of [wiringsuccessfullist v]) = [Yes]> then\n set [ghost v] effect to (pick random (1) to (20))\n else\n set [ghost v] effect to (100)\n end\nend\n\nwhen flag clicked\nhide\n\n@ReactorLights\n\nwhen I receive [endreactortask v]\nbroadcast (-ShowEverything v)\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I receive [startsequence v]\nbroadcast (-HideEverything v)\nif <[1] = [1]> then\n delete this clone\nend\nswitch costume to (1 v)\ngo to x: (0) y: (0)\ngo to [front v] layer\nrepeat (9)\n create clone of (_myself_ v)\n next costume\nend\nhide\ndelete all of [reactorcorrectsequence v]\nrepeat (4)\n repeat until <not <(TempRandomNumber) = (item (length of [reactorcorrectsequence v]) of [reactorcorrectsequence v])>>\n set [temprandomnumber v] to (pick random (1) to (9))\n end\n add (TempRandomNumber) to [reactorcorrectsequence v]\nend\nset [reactor list item number v] to [1]\nset [reactor-show this many steps v] to [1]\nbroadcast (Reactor - Show sequence v)\n\nwhen I receive [reactor-show-sequence-costume v]\nif <(costume [number v]) = (item (Reactor list item number) of [reactorcorrectsequence v])> then\n show\n go to [front v] layer\n start sound (costume [number v])\n wait (0.6) seconds\n hide\nend\n\nwhen flag clicked\nhide\n\nbroadcast (StartSequence v)\n\nstop [all v]\n\n@ReactorButtons\n\nwhen I receive [endreactortask v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I receive [startsequence v]\nif <[1] = [1]> then\n delete this clone\nend\nswitch costume to (1 v)\ngo to x: (0) y: (0)\ngo to [front v] layer\nrepeat (9)\n create clone of (_myself_ v)\n next costume\nend\nhide\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nset [ghost v] effect to (99)\nshow\n\nwhen this sprite clicked\nbroadcast (ReactorButtonMaskOn v)\nif <(costume [number v]) = (item (Reactor list item number) of [reactorcorrectsequence v])> then\n set [ghost v] effect to (0)\n start sound (costume [number v])\n change [reactornumberofrightlights v] by (1)\n wait (0.5) seconds\n set [ghost v] effect to (99)\n if <(Reactor list item number) = (Reactor-show this many steps)> then\n set [reactornumberofrightlights v] to [0]\n StartNextLoop\n else\n ContinueLoop\n end\nelse\n set [reactornumberofrightlights v] to [0]\n ResetLoops\nend\nbroadcast (HideButtonMask v)\n\nwhen I receive [reactor - show sequence v]\ngo to [front v] layer\ngo [backward v] (1) layers\nhide\n\nwhen I receive [reactor-show-sequence-costume v]\nshow\nset [ghost v] effect to (99)\n\nthink [Hmm...] for (2) seconds\n\ndefine StartNextLoop\nchange [reactor-show this many steps v] by (1)\nset [reactor list item number v] to [1]\nif <(Reactor-show this many steps) = [5]> then\n set [switchtotask v] to [NewTask]\n change [numberoftaskscompleted v] by (1)\n replace item (4) of [taskscompleted v] with [Completed]\n hide\n stop [other scripts in sprite v]\n broadcast (EndReactorTask v)\n stop [this script v]\nend\nbroadcast (Reactor - Show sequence v)\n\nthink [Finished] for (2) seconds\n\ndefine ResetLoops\nset [reactor-show this many steps v] to [1]\nset [reactor list item number v] to [1]\nbroadcast (ReactorError v)\nwait (0.8) seconds\nbroadcast (Reactor - Show sequence v)\n\ndefine ContinueLoop\nchange [reactor list item number v] by (1)\nif <(Reactor-show this many steps) = [5]> then\n broadcast (EndReactorTask v)\n stop [other scripts in sprite v]\n stop [this script v]\nend\n\nthink [Finished] for (2) seconds\n\nthink [Starting next loop] for (2) seconds\n\n@Reactor Background\n\nwhen I receive [endreactortask v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [reactor - show sequence v]\nrepeat (Reactor-show this many steps)\n broadcast (Reactor-Show-Sequence-Costume v) and wait\n change [reactor list item number v] by (1)\nend\nset [reactor list item number v] to [1]\nbroadcast (HideButtonMask v)\n\ngo to [back v] layer\n\nwhen I receive [startsequence v]\nshow\n\nwhen flag clicked\nhide\n\n@ReactorButton Mask\n\nwhen I receive [endreactortask v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [reactor - show sequence v]\nclear graphic effects\nrepeat (20)\n go to [front v] layer\n show\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [hidebuttonmask v]\nhide\n\nwhen I receive [reactorbuttonmaskon v]\nset [ghost v] effect to (99)\nrepeat (10)\n go to [front v] layer\n show\nend\n\n@ReactorLeftlights\n\nwhen I receive [endreactortask v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [reactor - show sequence v]\ngo to x: (17) y: (0)\ngo to [front v] layer\nrepeat until <(Reactor list item number) = (Reactor-show this many steps)>\n switch costume to (Reactor list item number)\n show\nend\nshow\nswitch costume to (Reactor list item number)\n\nwhen flag clicked\nhide\n\nwhen I receive [startsequence v]\nswitch costume to (zero! v)\n\nwhen I receive [reactorerror v]\nswitch costume to (error v)\nwait (0.5) seconds\nswitch costume to (zero! v)\n\n@ReactorRightLights\n\nwhen I receive [endreactortask v]\nstop [other scripts in sprite v]\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [reactorerror v]\nstop [other scripts in sprite v]\ngo to [front v] layer\nswitch costume to (error v)\nstart sound [Among us - The Start Reactor Task be Like2 v]\nwait (0.5) seconds\nshow\nswitch costume to (zero! v)\nset [reactornumberofrightlights v] to [0]\nforever\n go to [front v] layer\n switch costume to (ReactorNumberOfRightLights)\n show\nend\n\nwhen I receive [startsequence v]\ngo to x: (239) y: (0)\nset [reactornumberofrightlights v] to [0]\nforever\n go to [front v] layer\n switch costume to (ReactorNumberOfRightLights)\n show\nend\n\n@Reactor ExitButton\n\nwhen flag clicked\nhide\n\nwhen I receive [startsequence v]\ngo to x: (-205) y: (158)\nrepeat (10)\n go to [front v] layer\n show\nend\n\nwhen this sprite clicked\nbroadcast (EndReactorTask v)\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [#gameover v]\nhide\n\nwhen I receive [endreactortask v]\nhide\n\n@Best!\n\nwhen I receive ['pausetimetokencollected v]\nset [ghost v] effect to (99)\nwait (1) seconds\nwait until <(GamePaused?) = [No]>\nclear graphic effects\n\nwhen I start as a clone\ngo to [front v] layer\nwait until <not <(#MODE) = [0]>>\nif <(#MODE) = [Normal]> then\n switch costume to (10 v)\n switch costume to (letter ((length of (☁ Normal Cloud Time)) - (Numeral)) of (☁ Normal Cloud Time))\nend\nif <(#MODE) = [Hardcore]> then\n switch costume to (10 v)\n switch costume to (letter ((length of (☁ Hardcore Cloud Time)) - (Numeral)) of (☁ Hardcore Cloud Time))\nend\n\nwhen flag clicked\nif <[1] = [1]> then\n delete this clone\nend\nhide\nwait (0.5) seconds\nswitch costume to (0 v)\nset size to (65) %\ngo to x: (225) y: (145)\nset [numeral v] to [0]\ncreate clone of (_myself_ v)\nchange x by (-10)\nchange [numeral v] by (1)\ncreate clone of (_myself_ v)\nchange x by (-14)\nchange [numeral v] by (1)\ncreate clone of (_myself_ v)\nchange x by (-10)\nchange [numeral v] by (1)\ncreate clone of (_myself_ v)\nchange x by (-15)\nchange [numeral v] by (1)\nswitch costume to (clock v)\n\nwhen I receive [begin v]\nif <(costume [number v]) = [11]> then\n show\n if <(#MODE) = [Easy]> then\n hide\n delete this clone\n end\n stop [this script v]\nend\nif <(#MODE) = [Normal]> then\n show\n go to [front v] layer\nend\nif <(#MODE) = [Hardcore]> then\n show\n go to [front v] layer\nend\nif <(#MODE) = [Easy]> then\n hide\n delete this clone\nend\n\nwhen I receive [#gameover v]\nwait (1) seconds\nif <(#MODE) = [Easy]> then\n hide\n delete this clone\nend\nif <(#MODE) = [Normal]> then\n if <(SecondsTaken) < (☁ Normal Cloud Time)> then\n set [☁ normal cloud time v] to (SecondsTaken)\n end\nend\nif <(#MODE) = [Hardcore]> then\n if <(NumberOfTasksCompleted) > [3]> then\n if <(SecondsTaken) < (☁ Hardcore Cloud Time)> then\n set [☁ hardcore cloud time v] to (SecondsTaken)\n end\n end\nend\n\nshow\n\nset [☁ normal cloud time v] to [8888]\nset [☁ hardcore cloud time v] to [9999]\n\nwhen I receive [#gameover v]\nclear graphic effects\ngo to [front v] layer\n\n@Connecting logo\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\n\nwhen I receive [startthecloud v]\ngo to [front v] layer\nshow\n\nwhen I receive [begin v]\nhide\n\ngo to [front v] layer\nshow\n\n@Timer\n\nwhen I receive [#gameover v]\nclear graphic effects\ngo to [front v] layer\nstop [other scripts in sprite v]\n\nwhen I start as a clone\ngo to [front v] layer\nforever\n switch costume to (10 v)\n switch costume to (letter ((length of (SecondsTaken)) - (Numeral)) of (SecondsTaken))\nend\n\nwhen flag clicked\nclear graphic effects\nif <[1] = [1]> then\n delete this clone\nend\nhide\nwait (0.5) seconds\nswitch costume to (0 v)\nset size to (100) %\ngo to x: (232) y: (165)\nset [numeral v] to [0]\ncreate clone of (_myself_ v)\nchange x by (-13)\nchange [numeral v] by (1)\ncreate clone of (_myself_ v)\nchange x by (-19)\nchange [numeral v] by (1)\ncreate clone of (_myself_ v)\nchange x by (-13)\nchange [numeral v] by (1)\ncreate clone of (_myself_ v)\nchange x by (-13)\nchange [numeral v] by (1)\nset [#mode v] to [0]\nwait until <not <(#MODE) = [0]>>\nif <(#MODE) = [Easy]> then\n switch costume to (clock easy v)\nend\nif <(#MODE) = [Normal]> then\n switch costume to (clock normal v)\nend\nif <(#MODE) = [Hardcore]> then\n switch costume to (hardcore v)\nend\n\nwhen I receive [begin v]\nshow\ngo to [front v] layer\nset [secondstaken v] to [0]\nset [localsecondscounter v] to [0]\nwait (1) seconds\nif <<(costume [number v]) > [10]> and <(costume [number v]) < [14]>> then\n forever\n change [secondstaken v] by (1)\n change [localsecondscounter v] by (1)\n if <(LocalSecondsCounter) = [60]> then\n change [secondstaken v] by (40)\n set [localsecondscounter v] to [0]\n end\n wait (1) seconds\n wait until <(GamePaused?) = [No]>\n end\nend\n\nwhen I receive ['pausetimetokencollected v]\nset [ghost v] effect to (99)\nwait (1) seconds\nwait until <(GamePaused?) = [No]>\nclear graphic effects\n\nwhen I receive [#hardcoredeath v]\nstop [other scripts in sprite v]\n\nswitch costume to (clock easy v)\n\n@BonusTimeItems\n\nwhen I receive [#hardcoredeath v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [-showeverything v]\nshow\n\nwhen I receive [-hideeverything v]\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [begin v]\ngo to [front v] layer\nswitch costume to (storage v)\nshow\nrepeat (4)\n next costume\n create clone of (_myself_ v)\nend\n\nwhen I receive [#gameover v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I start as a clone\nforever\n go to (player v)\n if <touching (herosensor v)?> then\n broadcast ('PauseTimeTokenCollected v)\n delete this clone\n end\nend\n\n@Untitled\n\nwhen I receive ['pausetimetokencollected v]\nstart sound [Among Us- Crewmate Victory Sound! v]\nset [gamepaused? v] to [Yes]\nset [ghost v] effect to (10)\ngo to x: (204) y: (147)\nswitch costume to (frost2 v)\nshow\nrepeat (11)\n switch costume to ((costume [number v]) - (1))\n go to [front v] layer\n wait (0.8) seconds\nend\nset [gamepaused? v] to [No]\nhide\n\nwhen I receive [-hideeverything v]\nhide\n\nwhen I receive [#gameover v]\nhide\n\nwhen flag clicked\nset [gamepaused? v] to [No]\nhide\n\nset [ghost v] effect to (30)\ngo to x: (207) y: (159)\nswitch costume to (10 v)\nshow\nrepeat (10)\n wait (0.7) seconds\n next costume\nend\n\nwhen I receive [-showeverything v]\nif <(GamePaused?) = [Yes]> then\n show\nend\n\nhide\n\n@DeathSensor\n\nwhen I receive [#hardcoredeath v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [#gameover v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [begin v]\nset [ghost v] effect to (99)\nshow\ngo to x: (0) y: (-30)\nif <(#MODE) = [Easy]> then\n stop [this script v]\nend\nforever\n wait until <not <(HideEverythingYes/No?) = [Yes]>>\n if <touching color (#ff0000)?> then\n if <(#MODE) = [Hardcore]> then\n broadcast (#HardcoreDeath v)\n else\n broadcast (Respawn v)\n end\n end\nend\n\nwhen flag clicked\nhide\n\n@TaskCompletedBonusSound\n\nwhen flag clicked\nhide\n\nwhen I receive [begin v]\nwait (3) seconds\nswitch costume to (costume1 v)\nrepeat (4)\n wait until <not <(costume [number v]) = ((NumberOfTasksCompleted) + (1))>>\n switch costume to ((NumberOfTasksCompleted) + (1))\n if <(NumberOfTasksCompleted) < [4]> then\n create clone of (taskcompleteblag v)\n end\nend\n\n@TaskCompleteBlag\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I start as a clone\npoint in direction (90)\nclear graphic effects\ngo to [front v] layer\nset size to (100) %\nshow\ngo to x: (0) y: (-185)\nglide (1) secs to x: (0) y: (10)\nglide (0.5) secs to x: (0) y: (-5)\nglide (0.2) secs to x: (0) y: (0)\nrepeat (10)\n change size by (1)\n turn right (1) degrees\nend\nrepeat (20)\n change size by (1)\n turn right (-1) degrees\nend\nrepeat (20)\n change size by (-1)\n turn right (1) degrees\nend\nrepeat (10)\n change size by (-1)\n turn right (-1) degrees\nend\nglide (1) secs to x: (0) y: (-185)\nhide\n\n
Join my intro contest! Winner gets 32+ follows: https://scratch.mit.edu/projects/491886314/\nNO ADVERTISING OR SHARING THE CHEAT CODE!!!\nFINALLY! After 15+ hours of work over 2 weeks, countless minutes spent programming and fixing bugs, it's finally finished: The valley- a multiplayer scrolling platformer!\nThis is a collab between me and @WorkshopX.\n\nCONTROLS:\n-Arrow keys to move\n-Avoid spikes\n-Collect coins to buy things from the shop\n-T to open chat\n-Love and favorite to get 10 coins for free!\n-There is a little cheat that you can activate to get 500 coins, just for fun ;)\nIf you enjoyed, don't forget to ❤️, ⭐, and follow @MXNHD!\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nIf you see this, go comment "fish sticks"
The Miner || A Platformer #games
@Stage\n\nwhen flag clicked\nset [brightness v] effect to (10)\n\nwhen I receive [start v]\nforever\n play sound [Vexento - Pixel Party v] until done\nend\n\n@Sprite\n\nwhen flag clicked\nforever\n if <(x position) > [220]> then\n broadcast (NEXT LEVEL v)\n set [xv v] to [0]\n set [yv v] to [0]\n go to x: (-193) y: (-30)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [lvl start v]\ngo to x: (-193) y: (-30)\n\nwhen I receive [next level v]\ngo to x: (-193) y: (-30)\nchange [level v] by (1)\n\nwhen I receive [start v]\nset [yv v] to [0]\nset [xv v] to [0]\nset [level v] to [1]\nset [change? v] to [0]\nswitch costume to (costume1 v)\nshow\ngo to x: (-193) y: (-30)\nforever\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [xv v] by (1)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [xv v] by (-1)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching (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 [-8]\n else\n set [xv v] to [8]\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 (sprite3 v)?> then\n start sound [Crunch v]\n go to x: (-193) y: (-30)\n end\n if <(y position) < [-180]> then\n go to x: (-193) y: (-30)\n end\nend\n\n@Sprite1\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [start v]\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nshow\n\n@Sprite2\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\nset y to (pick random (50) to (150))\nset x to (-220)\ngo to [back v] layer\nrepeat until <(x position) > [220]>\n change x by (1.5)\nend\ndelete this clone\n\nwhen I receive [start v]\nforever\n create clone of (_myself_ v)\n wait (pick random (3) to (8)) seconds\nend\n\n@Sprite3\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nshow\n\nwhen I receive [next level v]\nnext costume\n\n@Sprite4\n\n@Sprite5\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\nwhen I receive [start v]\nrepeat (10)\n erase all\nend\n\n@intro\n\nwhen flag clicked\nset volume to (100) %\nstart sound [Super intro v]\nswitch costume to (costume2 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@Skip\n\nwhen flag clicked\ngo to x: (-192) y: (140)\nhide\nrepeat (3)\n go to [front v] layer\nend\n\nwhen I receive [start v]\nshow\nset size to (100) %\nforever\n point in direction ((([sin v] of ((timer) * (100)) ) * (10)) + (90))\nend\n\nwhen I receive [start v]\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (NEXT LEVEL v)\n wait (.2) seconds\n end\n if <touching (mouse-pointer v)?> then\n repeat until <(size) = [120]>\n change size by (5)\n end\n else\n repeat until <(size) = [100]>\n change size by (-5)\n end\n end\nend\n\n
====⇒ Among Us Flappy Game ⇐=====\nhttps://scratch.mit.edu/projects/434895986/\n————————————————————\nFortnite Platformer Game. MOBILE AND IPAD READY!\n\n10 levels of Fortnite Platform AWESOMENESS!\n\nMove using use arrow keys or ASDW\n(Use touchscreen for phones and tablets)\nAvoid traps and enemies.\nCollect V-Bucks from chests.\nCollect V-Bucks after each finished level.\n\nIf you get stuck:\n After 3 attempts hints appear.\n After 5 attempts a skip button appears.\n\nTags \n2019 games game fortnite platformer iphone ipad platform atomicmagicnumber \n#games \n#game \n#fortnite \n#platformer \n
Glitch -A Scrolling Platformer-
@Stage\n\nwhen flag clicked\nforever\n play sound [River v] until done\n play sound [Vexento - Happy Robot v] until done\nend\n\n@PLAYER \n\ndefine Run Engine\nchange [y v] by (-0.5)\nif <<key (left arrow v) pressed?> or <<(x position) > (mouse x)> and <mouse down?>>> then\n change [x v] by (-0.9)\nend\nif <<key (right arrow v) pressed?> or <<(mouse x) > (x position)> and <mouse down?>>> then\n change [x v] by (0.9)\nend\nset [x v] to ((x) * (0.9))\nchange x by (x)\nif <<touching color (#58ff00)?> or <touching color (#ce9418)?>> then\n change y by (1)\n if <<touching color (#58ff00)?> or <touching color (#ce9418)?>> then\n change y by (1)\n if <<touching color (#58ff00)?> or <touching color (#ce9418)?>> then\n change y by (1)\n if <<touching color (#58ff00)?> or <touching color (#ce9418)?>> then\n change y by (1)\n if <<touching color (#58ff00)?> or <touching color (#ce9418)?>> then\n change y by (1)\n if <<touching color (#58ff00)?> or <touching color (#ce9418)?>> then\n change y by (1)\n if <<touching color (#58ff00)?> or <touching color (#ce9418)?>> then\n change y by (-6)\n change x by ((x) * (-1))\n if <<key (up arrow v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>> then\n set [y v] to [9]\n if <(x) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\nend\nchange y by (y)\nif <<touching color (#58ff00)?> or <touching color (#ce9418)?>> then\n change y by ((y) * (-1))\n set [y v] to [0]\nend\nchange y by (-0.5)\nif <<<<touching color (#58ff00)?> or <touching color (#ce9418)?>> and <key (up arrow v) pressed?>> or <<<touching color (#58ff00)?> or <touching color (#ce9418)?>> and <<(mouse y) > (y position)> and <mouse down?>>>> then\n set [y v] to [9.5]\nend\nchange y by (0.5)\nif <touching color (#ff0000)?> then\n repeat (20)\n change [ghost v] effect by (5)\n end\n go to x: (X Spawn) y: (Y Spawn)\n repeat (20)\n change [ghost v] effect by (-5)\n end\n set [x v] to [0]\n set [y v] to [0]\nend\nif <(x position) > [233]> then\n go to x: (X Spawn) y: (Y Spawn)\n broadcast (NextLevel v)\n set [x v] to [0]\n set [y v] to [0]\nend\n\nwhen flag clicked\nset [y spawn v] to [-20]\nset [x spawn v] to [-218]\ngo to x: (X Spawn) y: (Y Spawn)\nswitch costume to (player v)\nswitch backdrop to (cavesbackround v)\nshow\nset size to (50) %\nset [x v] to [0]\nset [y v] to [0]\n\ndefine Run block\nRun Engine\n\nwhen flag clicked\nset [max players v] to [4]\nset [my player # v] to [0]\nbroadcast (setups v) and wait\nswitch backdrop to (joining v)\nbroadcast (join game v) and wait\nif <(My Player #) > [0]> then\nelse\nend\nbroadcast (begin v)\n\ndefine write (val) to encoded\nset [letter # v] to [1]\nrepeat (length of (val))\n set [encodied v] to (join (encodied) (item # of (letter (letter #) of (val)) in [code v]))\n change [letter # v] by (1)\nend\nset [encodied v] to (join (encodied) [00])\n\nwhen I receive [begin v]\nforever\n Run block\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 set [☁ p10 v] to (value)\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine send cloud data\nset [encodied v] to []\nwrite (username) to encoded\nwrite (round ((timer) * (10))) to encoded\nwrite (round (x position)) to encoded\nwrite (round (y position)) to encoded\nwrite (costume [number v]) to encoded\nwrite (Level) to encoded\nset cloud # (My Player #) to (encodied)\n\nwhen flag clicked\nset [connecting v] to [1]\n\nwhen flag clicked\nforever\n set [timer v] to ((timer) + (1))\nend\n\nwhen [timer v] > (Timer)\nif <(My Player #) = [1]> then\n set [☁ p1 v] to []\n set [my player # v] to []\nelse\n if <(My Player #) = [2]> then\n set [☁ p2 v] to []\n set [my player # v] to []\n else\n if <(My Player #) = [3]> then\n set [☁ p3 v] to []\n set [my player # v] to []\n else\n if <(My Player #) = [4]> then\n set [☁ p4 v] to []\n set [my player # v] to []\n else\n if <(My Player #) = [5]> then\n set [☁ p5 v] to []\n set [my player # v] to []\n else\n if <(My Player #) = [6]> then\n set [☁ p6 v] to []\n set [my player # v] to []\n else\n if <(My Player #) = [7]> then\n set [☁ p7 v] to []\n set [my player # v] to []\n else\n if <(My Player #) = [8]> then\n set [☁ p8 v] to []\n set [my player # v] to []\n else\n if <(My Player #) = [9]> then\n set [☁ p9 v] to []\n set [my player # v] to []\n else\n set [☁ p10 v] to []\n set [my player # v] to []\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nreset timer\nset [timer v] to [0]\n\nwhen I receive [begin v]\nrepeat (60)\n if <<<key (left arrow v) pressed?> or <<(x position) > (mouse x)> and <mouse down?>>> or <<<key (right arrow v) pressed?> or <<(mouse x) > (x position)> and <mouse down?>>> or <<<key (up arrow v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>> or <<<<touching (ground v)?> or <touching color (#00ff2c)?>> and <key (up arrow v) pressed?>> or <<<touching (ground v)?> or <touching color (#00ff2c)?>> and <<(mouse y) > (y position)> and <mouse down?>>>>>>> then\n set [kickout v] to [0]\n else\n change [kickout v] by (1)\n end\n wait (1) seconds\nend\nif <(Kickout) = [60]> then\n stop [all v]\nend\n\n@OPPONENTS\n\ndefine begin decode of (encode)\nset [encodied v] to (encode)\nset [letter # v] to [1]\n\ndefine value=read from encode\nset [value v] to []\nforever\n set [idx v] to (join (letter (letter #) of (encodied)) (letter ((letter #) + (1)) of (encodied)))\n change [letter # v] by (2)\n if <(idx) < [1]> then\n stop [this script v]\n end\n set [value v] to (join (value) (item (idx) of [code v]))\nend\n\ndefine setup players\nset [color v] effect to (90)\nset [offline v] to [100]\nhide\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 hide\n set [offline v] to [100]\n else\n tick\n end\nend\n\ndefine value=Cloud # (player)\nif <(player) = [1]> then\n set [value v] to (☁ P1)\nelse\n if <(player) = [2]> then\n set [value v] to (☁ P2)\n else\n if <(player) = [3]> then\n set [value v] to (☁ P3)\n else\n if <(player) = [4]> then\n set [value v] to (☁ P4)\n else\n if <(player) = [5]> then\n set [value v] to (☁ P5)\n else\n if <(player) = [6]> then\n set [value v] to (☁ P6)\n else\n if <(player) = [7]> then\n set [value v] to (☁ P7)\n else\n if <(player) = [8]> then\n set [value v] to (☁ P8)\n else\n if <(player) = [9]> then\n set [value v] to (☁ P9)\n else\n set [value v] to (☁ P10)\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [setups v]\nsetup players\n\ndefine tick\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 <(offline) > [99]> then\n show\n end\n set [offline v] to [0]\nend\nbegin decode of (value)\nvalue=read from encode\nsay (value)\nvalue=read from encode\nvalue=read from encode\nset x to (value)\nvalue=read from encode\nset y to (value)\nvalue=read from encode\nswitch costume to (value)\nvalue=read from encode\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\nset size to (50) %\n\n@CONNECTING\n\nwhen flag clicked\nforever\n switch costume to (Connecting)\nend\n\nwhen I receive [begin v]\nhide\n\nwhen flag clicked\nshow\n\n@THUMBNAIL\n\nwhen I receive [stopsignpressed :\( v]\ngo to x: (0) y: (0)\ngo to [front v] layer\nshow\nset y to (350)\npoint in direction (90)\nswitch costume to (dot v)\nset size to (100) %\nswitch costume to (fingernail v)\nrepeat until <(round (y position)) = [5]>\n change y by (((0) - (y position)) / (7))\nend\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\nwhen [timer v] > (Timer)\nbroadcast (StopSignPressed :\( v)\n\n@(PEN)\n\ndefine Draw Line From (x) (y) To (x2) (y2) Size (size)\npen up\nset pen size to (size)\ngo to x: (x) y: (y)\npen down\ngo to x: (x2) y: (y2)\npen up\n\ndefine Level 1\nset pen color to (#59ff00)\nDraw Line From [0] [-175] To [0] [0] Size [15]\nDraw Line From [-235] [-150] To [235] [-150] Size [10]\nset pen color to (#ce9418)\nDraw Line From [-235] [-175] To [235] [-175] Size [40]\n\nwhen I receive [nextlevel v]\nset [level v] to ((Level) + (1))\n\ndefine Level 2\nset pen color to (#59ff00)\nDraw Line From [-235] [-150] To [235] [-150] Size [10]\nDraw Line From [70] [-175] To [70] [0] Size [15]\nDraw Line From [-100] [-175] To [-100] [0] Size [15]\nDraw Line From [-235] [-150] To [235] [-150] Size [10]\nset pen color to (#ff0000)\nDraw Line From [-90] [-140] To [60] [-140] Size [10]\nset pen color to (#ce9418)\nDraw Line From [-235] [-175] To [235] [-175] Size [40]\n\ndefine Level 3\nset pen color to (#59ff00)\nDraw Line From [-235] [-150] To [235] [-150] Size [10]\nDraw Line From [33] [-175] To [33] [0] Size [15]\nset pen color to (#ce9418)\nDraw Line From [-235] [-175] To [235] [-175] Size [40]\nset pen color to (#ff0000)\nDraw Line From [-60] [-140] To [20] [-140] Size [10]\nDraw Line From [46] [-140] To [235] [-140] Size [10]\nset pen color to (#58ff00)\nDraw Line From [200] [-20] To [150] [-20] Size [10]\n\ndefine Level 4\nset pen color to (#59ff00)\nDraw Line From [0] [-175] To [0] [0] Size [20]\nDraw Line From [-235] [-150] To [235] [-150] Size [10]\nset pen color to (#ce9418)\nDraw Line From [-235] [-175] To [235] [-175] Size [40]\nset pen color to (#58ff00)\nDraw Line From [0] [2] To [150] [2] Size [20]\nDraw Line From [150] [2] To [150] [130] Size [20]\nset pen color to (#ff0000)\nDraw Line From [138] [15] To [138] [134] Size [10]\nset pen color to (#58ff00)\nDraw Line From [-81] [73] To [-151] [73] Size [15]\nDraw Line From [10] [126] To [40] [126] Size [15]\nset pen color to (#ff0000)\nDraw Line From [10] [-140] To [235] [-140] Size [10]\n\ndefine Level 5\nset pen color to (#59ff00)\nDraw Line From [-235] [-150] To [235] [-150] Size [10]\nset pen color to (#ce9418)\nDraw Line From [-235] [-175] To [235] [-175] Size [40]\nset pen color to (#ff0000)\nDraw Line From [-100] [-140] To [235] [-140] Size [10]\nset pen color to (#59ff00)\nDraw Line From [-77] [-85] To [-60] [-85] Size [10]\nDraw Line From [0] [-50] To [-17] [-50] Size [10]\nDraw Line From [29] [-5] To [235] [-5] Size [10]\nset pen color to (#ff0000)\nDraw Line From [109] [3] To [190] [3] Size [10]\n\ndefine Level 6\nset pen color to (#59ff00)\nDraw Line From [159] [-175] To [159] [1] Size [15]\nDraw Line From [-235] [-150] To [235] [-150] Size [10]\nset pen color to (#ce9418)\nDraw Line From [-235] [-175] To [235] [-175] Size [40]\nset pen color to (#ff0000)\nDraw Line From [-60] [-140] To [20] [-140] Size [10]\nDraw Line From [64] [-140] To [150] [-140] Size [10]\nset pen color to (#59ff00)\n\ndefine Level 7\nset pen color to (#ff0000)\nDraw Line From [0] [-175] To [0] [0] Size [15]\nset pen color to (#59ff00)\nDraw Line From [-235] [-150] To [235] [-150] Size [10]\nset pen color to (#ce9418)\nDraw Line From [-235] [-175] To [235] [-175] Size [40]\nset pen color to (#59ff00)\nDraw Line From [-128] [-80] To [-100] [-80] Size [20]\n\ndefine Level 8 \nset pen color to (#59ff00)\nDraw Line From [-235] [-150] To [235] [-150] Size [10]\nset pen color to (#ce9418)\nDraw Line From [120] [-150] To [235] [-150] Size [40]\nDraw Line From [120] [-120] To [235] [-120] Size [40]\nDraw Line From [120] [-100] To [235] [-100] Size [40]\nDraw Line From [120] [-70] To [235] [-70] Size [40]\nDraw Line From [120] [-40] To [235] [-40] Size [40]\nDraw Line From [120] [-20] To [235] [-20] Size [40]\nset pen color to (#ce9418)\nDraw Line From [-235] [-175] To [235] [-175] Size [40]\nset pen color to (#59ff00)\nDraw Line From [-10] [4] To [-235] [4] Size [15]\nDraw Line From [100] [-147] To [100] [0] Size [15]\nDraw Line From [100] [4] To [235] [4] Size [15]\nset pen color to (#ff0000)\nDraw Line From [5] [-150] To [90] [-150] Size [10]\nDraw Line From [-235] [11] To [-100] [11] Size [10]\nDraw Line From [99] [11] To [235] [11] Size [10]\n\nwhen I receive [begin v]\nset [level v] to [1]\nforever\n if <(Level) = [1]> then\n erase all\n Level 1\n else\n if <(Level) = [2]> then\n erase all\n Level 2\n else\n if <(Level) = [3]> then\n erase all\n Level 3\n else\n if <(Level) = [4]> then\n erase all\n Level 4\n else\n if <(Level) = [5]> then\n erase all\n Level 5\n else\n if <(Level) = [6]> then\n erase all\n Level 6\n else\n if <(Level) = [7]> then\n erase all\n Level 7\n else\n if <(Level) = [8]> then\n erase all\n Level 8 \n else\n if <(Level) = [9]> then\n erase all\n Level 9\n else\n if <(Level) = [10]> then\n erase all\n Level 10 END\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine Level 9\nset pen color to (#59ff00)\nDraw Line From [0] [-175] To [0] [0] Size [15]\nDraw Line From [-150] [175] To [-150] [0] Size [15]\nDraw Line From [150] [175] To [150] [0] Size [15]\nset pen color to (#59ff00)\nDraw Line From [-235] [-150] To [235] [-150] Size [10]\nset pen color to (#ce9418)\nDraw Line From [-235] [-175] To [235] [-175] Size [40]\nset pen color to (#59ff00)\nDraw Line From [-235] [150] To [235] [150] Size [10]\nset pen color to (#ce9418)\nDraw Line From [-235] [175] To [235] [175] Size [40]\nset pen color to (#ff0000)\nDraw Line From [7] [-142] To [150] [-142] Size [10]\n\ndefine Level 10 END\nset pen color to (#59ff00)\nDraw Line From [235] [-175] To [235] [170] Size [15]\nDraw Line From [-235] [-150] To [235] [-150] Size [10]\nset pen color to (#ce9418)\nDraw Line From [-235] [-175] To [235] [-175] Size [40]\n\n
Play my new 3D game, 3D Tennis:\nhttps://scratch.mit.edu/projects/520716879/\n\nSubmit custom level codes here:\nhttps://scratch.mit.edu/discuss/topic/409187/\n\nInstructions:\nArrow Keys or WASD to move.\nAvoid falling into space.\nTouch a wall to begin running on it.\nPlay in fullscreen.\n\nIf it lags, try playing on Forkphorus:\nhttps://forkphorus.github.io/#398255333\n\nRun.\nDo not slow down.\nDo not fall off.\nDo not give up.\n
Super Mario World Scrolling Platformer ★★★★ [MOBILE FRIENDLY]
@Stage\n\nwhen I receive [gamestart v]\nforever\n set volume to ((200) - ([x position v] of [entry v])) %\n set [pan left/right v] effect to ((x position) - ([x position v] of [3d engine v]))\nend\n\nwhen I receive [gamestart v]\nforever\n play sound [Vexento_-_Where_We_Belong v] until done\nend\n\nset volume to (100) %\n\n@Stage\n\nwhen I receive [reset v]\nif <(ゴール) = [1]> then\n switch costume to (ゴール v)\nelse\n next costume\n if <(costume [number v]) = [9]> then\n set [ゴール v] to [1]\n end\nend\n\nwhen flag clicked\nset [ゴール v] to [0]\nhide\n\nwhen I receive [gamestart v]\nshow\nswitch costume to (1 v)\n\n@attraction\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\nhide\n\nwhen I receive [reset v]\nif <(ゴール) = [1]> then\n switch costume to (コスチューム5 v)\nelse\n next costume\nend\n\nwhen I receive [gamestart v]\nshow\nswitch costume to (1 v)\n\n@スプライト1\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [gamestart v]\nshow\nswitch costume to (コスチューム2 v)\n\nwhen I receive [reset v]\nif <(ゴール) = [1]> then\n switch costume to (コスチューム9 v)\nelse\n next costume\nend\n\n@ピコばーじょん\n\n@スプライト2\n\nwhen I start as a clone\nif <(costume [number v]) = [1]> then\n set x to (-223)\n repeat (50)\n change x by (((0) - (x position)) / (5))\n end\n wait (1) seconds\n delete this clone\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [2]> then\n set x to (223)\n repeat (50)\n change x by (((0) - (x position)) / (5))\n end\n wait (1) seconds\n delete this clone\nend\n\nwhen I start as a clone\nshow\ngo to [front v] layer\n\nwhen I start as a clone\nif <(costume [number v]) = [3]> then\n go to x: (253) y: (-180)\n point in direction (0)\n repeat (50)\n turn right (((90) - (direction)) / (10)) degrees\n go to [front v] layer\n end\n wait (1) seconds\n set [next v] to [0]\n delete this clone\nend\n\ndefine cc\nclear graphic effects\nset [ghost v] effect to (0)\nset [brightness v] effect to (30)\nswitch costume to (コスチューム3 v)\ncreate clone of (_myself_ v)\nwait (0.2) seconds\nset [ghost v] effect to (0)\nset [brightness v] effect to (100)\nswitch costume to (コスチューム3 v)\ncreate clone of (_myself_ v)\nwait (0.2) seconds\nset [ghost v] effect to (30)\nclear graphic effects\nset [color v] effect to (100)\nswitch costume to (コスチューム3 v)\ncreate clone of (_myself_ v)\nwait (0.2) seconds\n\ndefine cc1\nclear graphic effects\nset [ghost v] effect to (0)\nset [brightness v] effect to (30)\nswitch costume to (コスチューム1 v)\ncreate clone of (_myself_ v)\nswitch costume to (コスチューム2 v)\ncreate clone of (_myself_ v)\nwait (0.2) seconds\nset [ghost v] effect to (0)\nset [brightness v] effect to (100)\nswitch costume to (コスチューム1 v)\ncreate clone of (_myself_ v)\nswitch costume to (コスチューム2 v)\ncreate clone of (_myself_ v)\nwait (0.2) seconds\nset [ghost v] effect to (30)\nclear graphic effects\nset [color v] effect to (100)\nswitch costume to (コスチューム1 v)\ncreate clone of (_myself_ v)\nswitch costume to (コスチューム2 v)\ncreate clone of (_myself_ v)\nwait (0.2) seconds\n\nwhen I start as a clone\nif <(costume [number v]) = [6]> then\n set size to (0) %\n repeat (70)\n switch costume to (コスチューム5 v)\n change size by (((2500) - (size)) / (10))\n switch costume to (コスチューム6 v)\n end\n delete this clone\nend\n\ndefine cc3\nclear graphic effects\nset [ghost v] effect to (0)\nset [brightness v] effect to (30)\nswitch costume to (コスチューム6 v)\ncreate clone of (_myself_ v)\nwait (0.2) seconds\nset [ghost v] effect to (0)\nset [brightness v] effect to (100)\nswitch costume to (コスチューム6 v)\ncreate clone of (_myself_ v)\nwait (0.2) seconds\nset [ghost v] effect to (30)\nclear graphic effects\nset [color v] effect to (100)\nswitch costume to (コスチューム6 v)\ncreate clone of (_myself_ v)\nwait (0.2) seconds\n\nwhen I receive [next v]\nset [next v] to [1]\ngo to x: (0) y: (0)\npoint in direction (90)\ncc1\ncc3\ncc\n\n@スプライト3\n\nwhen flag clicked\nset [next v] to [0]\nwait (1) seconds\nset [ghost v] effect to (100)\ngo to [front v] layer\ngo to x: (0) y: (0)\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\n\nwhen I start as a clone\nif <(costume [number v]) = [4]> then\n go to [front v] layer\n switch costume to (コスチューム5 v)\n show\n clear graphic effects\n go to x: (0) y: (0)\nend\nif <(costume [number v]) = [5]> then\n go to x: (0) y: (0)\n go to [front v] layer\n switch costume to (コスチューム4 v)\n show\n clear graphic effects\nend\n\nswitch costume to (コスチューム5 v)\ncreate clone of (_myself_ v)\nswitch costume to (コスチューム2 v)\n\nswitch costume to (ダウンロード v)\n\ncreate clone of (_myself_ v)\n\n@3D engine\n\ndefine Fill Tri (x1) (y1) (x2) (y2) (x3) (y3) Res (res)\nset pen size to (res)\npen up\ngo to x: (x1) y: (y1)\npen down\ngo to x: (x2) y: (y2)\ngo to x: (x3) y: (y3)\ngo to x: (x1) y: (y1)\npen up\n#tri distance (x2) (y2) , (x3) (y3)\nset [a v] to (output)\n#tri distance (x3) (y3) , (x1) (y1)\nset [b v] to (output)\n#tri distance (x2) (y2) , (x1) (y1)\nset [c v] to (output)\n#tri calculation2 (x1) (x2) (x3)\nset [ix v] to (output)\n#tri calculation2 (y1) (y2) (y3)\nset [iy v] to (output)\nset [perimiter v] to ((1) / ((a) + ((b) + (c))))\nset [in-center diameter v] to ([sqrt v] of ((perimiter) * ((((a) + (b)) - (c)) * ((((b) + (c)) - (a)) * (((c) + (a)) - (b))))) )\nset [ic v] to [32]\n#tri pen\npen up\n#tri calculation (x1) (y1)\npen down\n#tri calculation (x2) (y2)\n#tri calculation (x3) (y3)\n#tri calculation (x1) (y1)\npen up\nset [ic v] to [10]\n#tri pen\npen up\n#tri calculation (x1) (y1)\npen down\n#tri calculation (x2) (y2)\n#tri calculation (x3) (y3)\n#tri calculation (x1) (y1)\npen up\nset [ic v] to [5]\n#tri pen\npen up\n#tri calculation (x1) (y1)\npen down\n#tri calculation (x2) (y2)\n#tri calculation (x3) (y3)\n#tri calculation (x1) (y1)\npen up\nset [ic v] to [2]\n#tri pen\npen up\n#tri calculation (x1) (y1)\npen down\n#tri calculation (x2) (y2)\n#tri calculation (x3) (y3)\n#tri calculation (x1) (y1)\npen up\n\ndefine ■ (x0) (y0) (x1) (y1) (x2) (y2) (x3) (y3) (z0) (z1) (z2) (z3)\nadd ((length of [script no. v]) + (1)) to [script no. v]\nadd (x0) to [tri2 v]\nadd (y0) to [tri2 v]\nadd (z0) to [tri2 v]\nadd (x1) to [tri2 v]\nadd (y1) to [tri2 v]\nadd (z1) to [tri2 v]\nadd (x2) to [tri2 v]\nadd (y2) to [tri2 v]\nadd (z2) to [tri2 v]\nadd (x3) to [tri2 v]\nadd (y3) to [tri2 v]\nadd (z3) to [tri2 v]\n\ndefine render\nrepeat ((length of [tri2 v]) / (12))\n set [highest v] to [-100000000]\n set [highest spot v] to [0]\n set [count v] to [1]\n repeat ((length of [tri2 v]) / (12))\n set [total z v] to [0]\n go to (item ((count) + (0)) of [tri2 v]) (item ((count) + (1)) of [tri2 v]) (item ((count) + (2)) of [tri2 v])\n change [total z v] by (Z)\n go to (item ((count) + (3)) of [tri2 v]) (item ((count) + (4)) of [tri2 v]) (item ((count) + (5)) of [tri2 v])\n change [total z v] by (Z)\n go to (item ((count) + (6)) of [tri2 v]) (item ((count) + (7)) of [tri2 v]) (item ((count) + (8)) of [tri2 v])\n change [total z v] by (Z)\n go to (item ((count) + (9)) of [tri2 v]) (item ((count) + (10)) of [tri2 v]) (item ((count) + (11)) of [tri2 v])\n change [total z v] by (Z)\n set [total z v] to ((total z) / (4))\n if <(total z) > (Highest)> then\n set [highest v] to (total z)\n set [highest spot v] to (count)\n end\n change [count v] by (12)\n end\n set pen color to (item (item ((1) + (((Highest spot) - (1)) / (12))) of [script no. v]) of [color v])\n set pen (brightness v) to ((50) + ((Highest) * (-50)))\n go to (item ((Highest spot) + (0)) of [tri2 v]) (item ((Highest spot) + (1)) of [tri2 v]) (item ((Highest spot) + (2)) of [tri2 v])\n delete all of [tri3 v]\n add (x position) to [tri3 v]\n add (y position) to [tri3 v]\n go to (item ((Highest spot) + (3)) of [tri2 v]) (item ((Highest spot) + (4)) of [tri2 v]) (item ((Highest spot) + (5)) of [tri2 v])\n add (x position) to [tri3 v]\n add (y position) to [tri3 v]\n go to (item ((Highest spot) + (6)) of [tri2 v]) (item ((Highest spot) + (7)) of [tri2 v]) (item ((Highest spot) + (8)) of [tri2 v])\n add (x position) to [tri3 v]\n add (y position) to [tri3 v]\n go to (item ((Highest spot) + (9)) of [tri2 v]) (item ((Highest spot) + (10)) of [tri2 v]) (item ((Highest spot) + (11)) of [tri2 v])\n add (x position) to [tri3 v]\n add (y position) to [tri3 v]\n Fill Tri (item (1) of [tri3 v]) (item (2) of [tri3 v]) (item (3) of [tri3 v]) (item (4) of [tri3 v]) (item (5) of [tri3 v]) (item (6) of [tri3 v]) Res []\n Fill Tri (item (1) of [tri3 v]) (item (2) of [tri3 v]) (item (7) of [tri3 v]) (item (8) of [tri3 v]) (item (5) of [tri3 v]) (item (6) of [tri3 v]) Res []\n pen up\n delete ((Highest spot) + (11)) of [tri2 v]\n delete ((Highest spot) + (10)) of [tri2 v]\n delete ((Highest spot) + (9)) of [tri2 v]\n delete ((Highest spot) + (8)) of [tri2 v]\n delete ((Highest spot) + (7)) of [tri2 v]\n delete ((Highest spot) + (6)) of [tri2 v]\n delete ((Highest spot) + (5)) of [tri2 v]\n delete ((Highest spot) + (4)) of [tri2 v]\n delete ((Highest spot) + (3)) of [tri2 v]\n delete ((Highest spot) + (2)) of [tri2 v]\n delete ((Highest spot) + (1)) of [tri2 v]\n delete ((Highest spot) + (0)) of [tri2 v]\n delete ((1) + (((Highest spot) - (1)) / (12))) of [script no. v]\nend\n\ndefine cube\n■ [-50] [50] [50] [50] [50] [-50] [-50] [-50] [-50] [-50] [-50] [-50]\n■ [-50] [50] [50] [50] [50] [50] [-50] [50] [50] [50] [-50] [-50]\n■ [-50] [50] [-50] [-50] [-50] [-50] [-50] [50] [50] [50] [-50] [-50]\n■ [50] [50] [50] [-50] [50] [-50] [50] [50] [50] [50] [-50] [-50]\n■ [-50] [-50] [50] [-50] [50] [-50] [-50] [-50] [50] [50] [-50] [-50]\n■ [-50] [50] [50] [50] [50] [-50] [-50] [-50] [50] [50] [50] [50]\n\ndefine Line from (x) (y) (z) to (x2) (y2) (z2)\npen up\ngo to (x) (y) (z)\npen down\ngo to (x2) (y2) (z2)\n\ndefine go to (x1) (y1) (z1)\nRotate2 ((x1) / (40)) ((y1) / (40)) ((z1) / (40))\nset [multiplier v] to ((240) / (((Z) + (5)) * ([tan v] of (50) )))\ngo to x: (((camera x) + ((Z) * ((camera x) / (-5)))) + (((X) * ((camera z) / (200))) * (Multiplier))) y: (((camera y) + ((Z) * ((camera y) / (-5)))) + ((camera y) + (((Y) * ((camera z) / (200))) * (Multiplier))))\n\ndefine Rotate2 (x) (y) (z)\nRotate (x) (y) ((0) - (z dir))\nset [x v] to (item (1) of [rotate v])\nset [y v] to (item (2) of [rotate v])\nRotate (X) (z) ((0) - (y dir))\nset [x v] to (item (1) of [rotate v])\nset [z v] to (item (2) of [rotate v])\nRotate (Z) (Y) (x dir)\nset [z v] to (item (1) of [rotate v])\nset [y v] to (item (2) of [rotate v])\n\ndefine Rotate (x) (y) (angle)\ndelete all of [rotate v]\nadd (((x) * ([cos v] of (angle) )) + ((y) * ([sin v] of (angle) ))) to [rotate v]\nadd (((y) * ([cos v] of (angle) )) - ((x) * ([sin v] of (angle) ))) to [rotate v]\n\ndefine #tri calculation2 (#1) (#2) (#3)\nset [output v] to ((((a) * (#1)) + (((b) * (#2)) + ((c) * (#3)))) / ((a) + ((b) + (c))))\n\ndefine #tri distance (x1) (y1) , (x2) (y2)\nset [output v] to ([sqrt v] of ((((x1) - (x2)) * ((x1) - (x2))) + (((y1) - (y2)) * ((y1) - (y2)))) )\n\ndefine #tri calculation (1) (2)\ngo to x: ((1) - (((1) - (ix)) / (ic))) y: ((2) - (((2) - (iy)) / (ic)))\n\ndefine #tri pen\nset pen size to ((in-center diameter) / (ic))\n\ndefine intro\npoint in direction (90)\nset size to (100) %\nswitch costume to (コスチューム1 v)\ncreate clone of (_myself_ v)\nswitch costume to (text v)\ncreate clone of (_myself_ v)\nwait (0.1) seconds\nsw [100] [100] [2]\nsw [-100] [100] [2]\nwait (0.5) seconds\nsw [100] [-100] [2]\nsw [-100] [-100] [2]\nwait (0.5) seconds\nsw [100] [100] [2]\nsw [-100] [100] [2]\nwait (0.5) seconds\nsw [100] [-100] [2]\nsw [-100] [-100] [2]\nwait (0.1) seconds\nsw [0] [0] [24]\nwait (0.2) seconds\nsw [0] [0] [25]\nsw [0] [0] [2]\nwait (0.5) seconds\nswitch costume to (chevron2 v)\ncreate clone of (_myself_ v)\nsw [100] [100] [2]\nsw [-100] [100] [2]\nwait (0.5) seconds\nsw [100] [-100] [2]\nsw [-100] [-100] [2]\nwait (0.1) seconds\nsw [0] [0] [24]\nwait (0.2) seconds\nsw [0] [0] [25]\nwait (0.1) seconds\nsw [0] [0] [24]\nwait (0.2) seconds\nsw [0] [0] [25]\nswitch costume to (chevron2 v)\ncreate clone of (_myself_ v)\nwait (0.5) seconds\nsw [0] [0] [26]\nsw [100] [100] [2]\nsw [-100] [100] [2]\nwait (0.5) seconds\nsw [100] [-100] [2]\nsw [-100] [-100] [2]\nwait (0.1) seconds\nsw [0] [0] [24]\nwait (0.2) seconds\nsw [0] [0] [25]\nsw [0] [0] [26]\nout\nset [brightness v] effect to (100)\ncreate clone of (_myself_ v)\nwait (0.1) seconds\nswitch costume to (コスチューム2 v)\nclear graphic effects\ncreate clone of (_myself_ v)\nwait (3) seconds\nbroadcast (end v)\n\nwhen I receive [start v]\nswitch costume to (pen v)\ndelete all of [tri2 v]\ndelete all of [script no. v]\ndelete all of [color v]\nadd [] to [color v]\nadd [] to [color v]\nadd [] to [color v]\nadd [] to [color v]\nadd [] to [color v]\nadd [] to [color v]\nset size to (Infinity) %\nset [camera z v] to [0]\nrepeat (30)\n erase all\n change [camera z v] by (10)\n change [x dir v] by (5)\n change [y dir v] by (5)\n change [z dir v] by (5)\n render\n cube\nend\nrepeat (30)\n erase all\n change [camera z v] by (-10)\n change [x dir v] by (5)\n change [y dir v] by (5)\n change [z dir v] by (5)\n render\n cube\nend\nerase all\nintro\n\nwhen flag clicked\n\nbroadcast (start v)\n\ndefine sw\ngo to [front v] layer\nset size to (200) %\nset [fisheye v] effect to (0)\nset [あ v] to [0]\nrepeat (30)\n change size by ((あ) / (10000))\n set [fisheye v] effect to (あ)\n change [あ v] by ((10000000) / ((100000) - (あ)))\nend\nrepeat (5)\n change [ghost v] effect by (20)\nend\ndelete this clone\n\ndefine sw (x) (y) (c)\nswitch costume to (c)\nset [brightness v] effect to (-100)\nset [ghost v] effect to (70)\ngo to x: ((x) - (20)) y: ((y) - (20))\ncreate clone of (_myself_ v)\nclear graphic effects\nclear graphic effects\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <<[2] = (costume [number v])> or <<<[24] = (costume [number v])> or <[26] = (costume [number v])>> or <[25] = (costume [number v])>>> then\n sw\nend\n\nwhen I start as a clone\nshow\n\nwhen I start as a clone\nwait until <(round (timer)) = [3]>\nturn right (1) degrees\nrepeat until <(round (direction)) = [90]>\n turn right (([abs v] of ((90) - (direction)) ) / (7)) degrees\nend\nturn right (-1) degrees\nrepeat until <(round (direction)) = [90]>\n turn right (join [-] (([abs v] of ((90) - (direction)) ) / (7))) degrees\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [27]> then\n set size to (0) %\n repeat (10)\n switch costume to (pen v)\n change size by (20)\n switch costume to (chevron2 v)\n end\n delete this clone\nend\n\ndefine out\nswitch costume to (new piskel \(5\) v)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(costume [number v]) = [4]> then\n set [brightness v] effect to (-100)\n switch costume to (new piskel \(5\) v)\n set size to (200) %\n repeat (18)\n wait (0.0001) seconds\n next costume\n go to [front v] layer\n end\nend\n\nwhen I receive [end v]\ndelete this clone\n\nwhen I start as a clone\nif <(costume [number v]) = [28]> then\n show\n change x by (99999)\n forever\n go to [front v] layer\n change x by (((0) - (x position)) / (7))\n end\nend\n\nwhen I receive [start v]\nstart sound [Foxsky - Kirby Smash v]\n\nwhen I receive [start v]\nreset timer\n\n@character2\n\nwhen flag clicked\nhide\nwait (1) seconds\nif <(回数) = [1]> then\n change [回数 v] by (1)\n broadcast (start v) and wait\nend\nbroadcast (Gamestart v)\nerase all\n\ndefine 内部プログラム\nchange y by (y)\nchange [y v] by (-1)\nswitch costume to (1 v)\nif <touching (stage v)?> then\n point in direction (90)\n set [y v] to [0]\n repeat until <not <touching (stage v)?>>\n change y by (1)\n end\n change y by (-1)\n if <<key (up arrow v) pressed?> or <<(y position) < (mouse y)> and <mouse down?>>> then\n set [y v] to [12]\n end\nend\nswitch costume to (4 v)\nif <touching (stage v)?> then\n point in direction (90)\n set [y v] to [0]\n repeat until <not <touching (stage v)?>>\n change y by (-1)\n end\n change y by (-1)\nend\nswitch costume to (5 v)\nif <<key (right arrow v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>> then\n change [x v] by (1)\nend\nif <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [x v] by (-1)\nend\nchange x by (x)\nset [x v] to ((x) * (0.88))\nswitch costume to (2 v)\nif <touching (stage v)?> then\n point in direction (90)\n set [x v] to [0]\n repeat until <not <touching (stage v)?>>\n change x by (-1)\n end\n if <<<key (up arrow v) pressed?> or <<(y position) < (mouse y)> and <mouse down?>>> and <<key (right arrow v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>>> then\n set [x v] to [-5]\n set [y v] to [10]\n end\nend\nswitch costume to (3 v)\nif <touching (stage v)?> then\n point in direction (90)\n set [x v] to [0]\n repeat until <not <touching (stage v)?>>\n change x by (1)\n end\n if <<<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> and <<key (up arrow v) pressed?> or <<(y position) < (mouse y)> and <mouse down?>>>> then\n set [x v] to [5]\n set [y v] to [10]\n end\nend\nswitch costume to (5 v)\nif <[0] < (x)> then\n point in direction ((90) + ((x) + (() - (y))))\nend\nif <(x) < [0]> then\n point in direction ((90) + ((x) + (y)))\nend\nif <[238] < (x position)> then\n broadcast (reset v)\nend\nif <<(y position) < [-175]> or <touching (attraction v)?>> then\n broadcast (death v)\nend\nif <touching (スプライト1 v)?> then\n set [y v] to [15]\nend\nif <touching (attraction2 v)?> then\n set [x v] to [15]\nend\n\nwhen I receive [reset v]\ngo to x: (-200) y: (0)\nset [y v] to [0]\nset [x v] to [0]\n\nwhen I receive [death v]\ngo to x: (-200) y: (0)\nset [y v] to [0]\nset [x v] to [0]\n\nwhen I receive [gamestart v]\nswitch costume to (5 v)\nshow\ngo to x: (-200) y: (0)\nset [y v] to [0]\nset [x v] to [0]\nforever\n 内部プログラム\nend\n\nwhen flag clicked\n\nset [回数 v] to [1]\n\nwait (1) seconds\n\n@スプライト4\n\n
This is a simple starter project for a Platformer Game.\n\nCan you remix it, add new levels, a new character? new dangers, enemies, collectables? Try playing around with using different 'forces' and see how it changes the game!\n\nThis platforming engine (unlike my YouTube series on scrolling platformers) uses color sensing blocks to check for collisions - This makes it much easier to design your levels in the Scratch paint editor - However, if you want to know more then do check out my YouTube channel for more details on other types of platforming scripts.\n\nThis project was created as a learning resource for www.withprimer.com
Loop - Platformer
@Stage\n\nwhen I receive [color v]\nset [color v] effect to (0)\n\nwhen I receive [planet v]\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [spaaace v]\nswitch backdrop to (backdrop2 v)\n\nwhen I receive [spaaace v]\nclear graphic effects\ndelete this clone\n\nwhen flag clicked\nset [!!! v] to [0]\nset [!! v] to [0]\nHide\nswitch backdrop to (backdrop3 v)\n\nwhen I receive [start v]\nforever\n play sound [Avicii - Levels v] until done\n play sound [Vexento - Lights v] until done\n play sound [Masked Heroes v] until done\nend\n\ndefine Show\nshow variable [gravity v]\nshow variable [invincibility v]\nshow variable [planets unlocked v]\nshow variable [space borders? v]\nshow variable [space speed v]\nshow variable [xv speed v]\nshow variable [lps \(leaves per second\) v]\nset [!!! v] to [1]\n\ndefine Hide\nhide variable [gravity v]\nhide variable [invincibility v]\nhide variable [planets unlocked v]\nhide variable [space borders? v]\nhide variable [space speed v]\nhide variable [xv speed v]\nhide variable [lps \(leaves per second\) v]\nset [!!! v] to [0]\n\nwhen [h v] key pressed\nif <(!!) = [1]> then\n if <(!!!) = [0]> then\n Show\n else\n Hide\n end\nend\n\nwhen [l v] key pressed\nif <(lag?) = [1]> then\n set [lag? v] to [0]\nelse\n set [lag? v] to [1]\nend\n\nstart sound [Avicii - Levels v]\n\n@player\n\nwhen I receive [color v]\nset [color v] effect to (0)\n\nwhen I receive [spaaace v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I receive [planet v]\nshow\ngo to x: (-220) y: (-150)\nset rotation style [left-right v]\nset [yv v] to [0]\nset [xv v] to [0]\nset [gravity v] to (item ([ceiling v] of ((level#) / (5)) ) of [gravity v])\nset [xv speed v] to (item ([ceiling v] of ((level#) / (5)) ) of [speed v])\nforever\n if <key (space v) pressed?> then\n broadcast (SPAAACE v)\n end\n change [f v] by (1)\n change [yv v] by (gravity)\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n point in direction (90)\n change [xv v] by (Xv speed)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n point in direction (-90)\n change [xv v] by ((Xv speed) * (-1))\n end\n change x by (Xv)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change x by ((Xv) * (-1))\n change x by (-1)\n change y by (-5)\n change x by (1)\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <[0] > (Xv)> then\n set [xv v] to ((Xv speed) * (16))\n else\n set [xv v] to ((Xv speed) * (-16))\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 [-1]\n end\n change y by (-5)\n if <touching (ground v)?> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [yv v] to [10]\n end\n end\n if <<<touching (ded v)?> or <(y position) < [-180]>> and <(invincibility) = [0]>> then\n go to x: (-220) y: (-150)\n set rotation style [left-right v]\n set [yv v] to [0]\n set [xv v] to [0]\n end\n if <key (r v) pressed?> then\n go to x: (-220) y: (-150)\n set [yv v] to [0]\n set [xv v] to [0]\n end\n change y by (5)\n set [xv v] to ((Xv) * (0.93))\n if <<(x position) > [235]> and <not <[0] = ((level#) mod (5))>>> then\n go to x: (-220) y: (-150)\n set [yv v] to [0]\n set [xv v] to [0]\n change [level# v] by (1)\n broadcast (Planet v)\n end\n if <<key (j v) pressed?> and <not <[0] = ((level#) mod (5))>>> then\n go to x: (-220) y: (-150)\n set [yv v] to [0]\n set [xv v] to [0]\n change [level# v] by (1)\n broadcast (Planet v)\n end\n if <<[0] = ((level#) mod (5))> and <((level#) / (5)) = (planets unlocked)>> then\n change [planets unlocked v] by (1)\n end\nend\n\nwhen I receive [spaaace v]\nclear graphic effects\ndelete this clone\n\nset [color v] to [0]\nbroadcast (color v)\n\nwhen I receive [start v]\nset [lag? v] to [1]\nset [level# v] to [1]\nset [planets unlocked v] to [1]\nset [space borders? v] to [1]\nset [invincibility v] to [0]\nset [space speed v] to [0.22]\nbroadcast (Planet v)\n\nwhen flag clicked\n\nwhen flag clicked\nhide\n\n@Background Creator\n\ndefine generate\nshow\nswitch costume to (costume4 v)\ngo to x: (-240) y: (180)\nrepeat (pick random (3) to (4))\n change x by (pick random (50) to (150))\n repeat until <(y position) < [-176]>\n change y by (-10)\n if <touching (ground v)?> then\n set [! v] to [1]\n check\n switch costume to (costume1 v)\n if <(!) = [1]> then\n if <(pick random (1) to (10)) < [7]> then\n create clone of (_myself_ v)\n else\n switch costume to (costume2 v)\n create clone of (_myself_ v)\n end\n repeat until <<not <touching (ground v)?>> or <(y position) < [-179]>>\n change y by (-1)\n end\n change x by (pick random (-10) to (50))\n end\n end\n switch costume to (costume4 v)\n end\n set y to (180)\nend\nhide\n\nwhen I start as a clone\nrepeat (20)\n go to [back v] layer\nend\n\nwhen I receive [color v]\nset [color v] effect to (color)\n\nwhen I receive [spaaace v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I receive [generate v]\nif <not <(level#) = [30]>> then\n generate\nend\nset [color v] to (item ([ceiling v] of ((level#) / (5)) ) of [!c v])\nbroadcast (color v)\n\nwhen I receive [planet v]\ndelete this clone\n\nwhen I receive [spaaace v]\nclear graphic effects\ndelete this clone\n\ndefine check\nrepeat (25)\n change x by (-1)\n if <not <touching (ground v)?>> then\n set [! v] to [0]\n end\nend\nchange x by (25)\nrepeat (25)\n change x by (1)\n if <not <touching (ground v)?>> then\n set [! v] to [0]\n end\nend\nchange x by (-25)\n\nwhen flag clicked\nhide variable [lives: v]\nhide\n\n@ground\n\nwhen I receive [color v]\nset [color v] effect to (color)\n\nwhen I receive [spaaace v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I receive [planet v]\nshow\ngo to x: (0) y: (0)\nswitch costume to (level#)\nbroadcast (generate v)\n\nwhen I receive [spaaace v]\nclear graphic effects\ndelete this clone\n\nwhen flag clicked\nhide\n\nset [level# v] to [29]\nbroadcast (Planet v)\n\n@Ded\n\nwhen I receive [spaaace v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I receive [spaaace v]\n\nwhen I receive [spaaace v]\nclear graphic effects\ndelete this clone\n\nwhen I receive [planet v]\ngo to x: (0) y: (0)\nshow\nswitch costume to (level#)\nrepeat (10)\n go to [back v] layer\nend\n\nwhen I receive [color v]\nset [color v] effect to (color)\n\nwhen I receive [spaaace v]\nhide\n\nwhen flag clicked\nhide\n\n@Text\n\nwhen I receive [color v]\nset [color v] effect to (color)\n\nwhen I receive [spaaace v]\nhide\n\nwhen I receive [planet v]\ngo to x: (0) y: (0)\ngo to [back v] layer\nshow\nswitch costume to (level#)\n\nwhen flag clicked\nhide\n\n@leaves\n\nwhen I start as a clone\nshow\ngo to [front v] layer\ngo to x: (2408) y: (pick random (-130) to (180))\nset size to (pick random (80.) to (200)) %\nset [ghost v] effect to ((size) / (10))\nset [turn v] to (pick random (-5.) to (5))\nset [y v] to (pick random (-1.3) to (0.25))\nset [x v] to (pick random (-3.3) to (-1))\nset [xv v] to [0]\nset [yv v] to [0]\nrepeat until <<not <touching (_edge_ v)?>> or <(x position) < [-239]>>\n turn right (turn) degrees\n change y by (y)\n change x by (x)\n if <touching (player v)?> then\n set [xv v] to (([xv v] of [player v]) * (0.5))\n set [yv v] to (([yv v] of [player v]) * (0.5))\n end\n change y by (yv)\n change x by (xv)\n set [xv v] to ((xv) * (0.9))\n set [yv v] to ((yv) * (0.9))\nend\nrepeat until <<touching (_edge_ v)?> or <(x position) < [-239]>>\n turn right (turn) degrees\n change y by (y)\n change x by (x)\n if <touching (player v)?> then\n set [xv v] to (([xv v] of [player v]) * (0.5))\n set [yv v] to (([yv v] of [player v]) * (0.5))\n end\n change y by (yv)\n change x by (xv)\n set [xv v] to ((xv) * (0.9))\n set [yv v] to ((yv) * (0.9))\nend\ndelete this clone\n\nwhen I receive [color v]\nset [color v] effect to (color)\n\nforever\n change [color v] by (1)\nend\n\nbroadcast (color v)\n\nwhen I receive [generate v]\nrepeat (10)\n delete this clone\nend\nhide\nforever\n if <(lag?) = [1]> then\n create clone of (_myself_ v)\n wait ((1) / (LPS \(leaves per second\))) seconds\n end\nend\n\nwhen I receive [spaaace v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I receive [planet v]\n\ncreate clone of (_myself_ v)\n\nwhen I receive [spaaace v]\nclear graphic effects\ndelete this clone\n\nwhen flag clicked\nset [lps \(leaves per second\) v] to [1.6]\nhide\n\n@fps\n\nwhen flag clicked\nforever\n wait (1) seconds\n set [fps v] to (f)\n set [f v] to [0]\nend\n\nwhen flag clicked\nhide\n\n@Enemies\n\ndefine (x1) , y: (y1) and x: (x2) , y: (y2)\nset [d v] to ([sqrt v] of ((((x1) - (x2)) * ((x1) - (x2))) + (((y1) - (y2)) * ((y1) - (y2)))) )\n\ndefine point towards x: (x) y: (y)\nif <not <(y) < (y position)>> then\n point in direction ([atan v] of (((x) - (x position)) / ((y) - (y position))) )\nelse\n point in direction ((180) + ([atan v] of (((x) - (x position)) / ((y) - (y position))) ))\nend\n\nwhen I start as a clone\nset [d v] to [0]\nrepeat until <(d) > [500]>\n set [ship x v] to (pick random (-2400) to (2400))\n set [ship y v] to (pick random (-1800) to (1800))\n (ship x) , y: (ship y) and x: (x pos) , y: (y pos)\nend\nforever\n (ship x) , y: (ship y) and x: (x pos) , y: (y pos)\n if <(d) < [500]> then\n move [5] [999]\n else\n move [5] [5]\n end\n Show? ((ship x) - (x pos)) ((ship y) - (y pos))\nend\n\ndefine move (steps) (turn)\nif <(turn) = [999]> then\n go to x: ((ship x) / (10)) y: ((ship y) / (10))\n point towards x: ((x pos) / (10)) y: ((y pos) / (10))\n move ((steps) / (10)) steps\n set [ship x v] to ((x position) * (10))\n set [ship y v] to ((y position) * (10))\nelse\n go to x: ((ship x) / (10)) y: ((ship y) / (10))\n turn right (turn) degrees\n move ((steps) / (10)) steps\n set [ship x v] to ((x position) * (10))\n set [ship y v] to ((y position) * (10))\nend\n\ndefine Show? (x) (y)\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n show\nelse\n hide\nend\n\ndefine shoot\nadd (ship x) to [bx v]\nadd (ship y) to [by v]\nadd (direction) to [bd v]\nadd [0] to [runs v]\nadd [1] to [bc v]\n\nwhen I start as a clone\nforever\n wait (3) seconds\n if <(d) < [500]> then\n shoot\n end\nend\n\nif <touching color (join [#FF0000] [])?> then\n delete this clone\nend\n\nwhen I receive [spaaace v]\nrepeat (1)\n delete this clone\nend\nrepeat (10)\n create clone of (_myself_ v)\nend\n\nwhen I receive [planet v]\nerase all\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen flag clicked\nhide\n\n@Space and Player\n\ndefine Set 'Distance:' variable to the distance between x: (x1) , y: (y1) and x: (x2) , y: (y2)\nset [distance: v] to ([sqrt v] of ((((x1) - (x2)) * ((x1) - (x2))) + (((y1) - (y2)) * ((y1) - (y2)))) )\n\ndefine Show? (x) (y)\nset pen color to (#ffffff)\nset pen size to (5)\nSet 'Distance:' variable to the distance between x: (item (2) of [x v]) , y: (item (2) of [y v]) and x: (x pos) , y: (y pos)\nif <(Distance:) < [500]> then\n go to x: (x) y: (y)\n pen down\nend\npen up\n\ndefine render\nerase all\nswitch costume to (costume1 v)\nset [2 v] to [1]\nrepeat (length of [x v])\n Show? ((item (2) of [x v]) - (x pos)) ((item (2) of [y v]) - (y pos))\n change [2 v] by (1)\nend\ndraw planets\npoint in direction (90)\ngo to x: ((0) - (x pos)) y: ((50) - (y pos))\nif <<(x position) = ((0) - (x pos))> and <(y position) = ((50) - (y pos))>> then\n switch costume to (costume4 v)\n stamp\nend\nswitch costume to (costume1 v)\ndraw minimap\nbullets\ngo to x: (0) y: (0)\n\ndefine lal\ndelete all of [x v]\ndelete all of [y v]\ndelete all of [planetx v]\ndelete all of [planety v]\ndelete all of [c v]\ndelete all of [s v]\ndelete all of [bx v]\ndelete all of [bd v]\ndelete all of [by v]\ndelete all of [runs v]\ndelete all of [bc v]\ndelete all of [gravity v]\ndelete all of [speed v]\nrepeat (300)\n add (pick random (-2400) to (2400)) to [x v]\n add (pick random (-2400) to (2400)) to [y v]\nend\nplanet at [0] [0] Size [200] Color [130] Gravity [-0.5] Speed [0.5]\nplanet at [-2000] [500] Size [450] Color [10] Gravity [-1] Speed [2]\nplanet at [1500] [1000] Size [100] Color [60] Gravity [-0.25] Speed [4]\nplanet at [-500] [-1500] Size [250] Color [30] Gravity [-0.75] Speed [0.25]\nplanet at [-1000] [1300] Size [150] Color [150] Gravity [-0.3] Speed [1]\nplanet at [1000] [-1200] Size [1000] Color [170] Gravity [-2] Speed [1]\n\ndefine draw minimap\nset pen (saturation v) to (0)\nset pen (brightness v) to (100)\nset pen size to (5)\nif <(Space Borders?) = [1]> then\n pen up\n go to x: (115) y: (-180)\n pen down\n go to x: (115) y: (-85)\n go to x: (240) y: (-85)\nend\npen up\nset [# v] to [1]\nrepeat (planets unlocked)\n planet\n change [# v] by (1)\nend\ngo to x: (((x pos) / (40)) + (180)) y: (((y pos) / (40)) + (-135))\nset pen (brightness v) to (100)\nset pen (saturation v) to (0)\nset pen size to (5)\npen down\npen up\n\ndefine planet\nset pen (brightness v) to (100)\nset pen (saturation v) to (75)\ngo to x: (((item (#) of [planetx v]) / (40)) + (180)) y: (((item (#) of [planety v]) / (40)) + (-135))\nset pen (color v) to ((item (#) of [c v]) / (2))\nset pen (brightness v) to (50)\nset pen size to (((item (#) of [s v]) / (40)) + (4))\npen down\npen up\nset pen (brightness v) to (100)\nset pen size to ((item (#) of [s v]) / (40))\npen down\npen up\n\ndefine draw planets\nset [# v] to [1]\nrepeat (planets unlocked)\n pen up\n set pen (brightness v) to (100)\n set pen (saturation v) to (75)\n go to x: ((item (#) of [planetx v]) - (x pos)) y: ((item (#) of [planety v]) - (y pos))\n if <<(x position) = ((item (#) of [planetx v]) - (x pos))> and <(y position) = ((item (#) of [planety v]) - (y pos))>> then\n set pen (color v) to ((item (#) of [c v]) / (2))\n set pen (brightness v) to (50)\n set pen size to ((item (#) of [s v]) + (40))\n pen down\n pen up\n set pen (brightness v) to (100)\n set pen size to (item (#) of [s v])\n pen down\n pen up\n end\n change [# v] by (1)\nend\n\ndefine planet at (x) (y) Size (s) Color (c) Gravity (g) Speed (ss)\nadd (s) to [s v]\nadd (c) to [c v]\nadd (x) to [planetx v]\nadd (y) to [planety v]\nadd (g) to [gravity v]\nadd (ss) to [speed v]\n\ndefine chreck\nif <(Space Borders?) = [1]> then\n if <(x pos) < [-2400]> then\n set [x pos v] to [-2400]\n end\n if <(x pos) > [2400]> then\n set [x pos v] to [2400]\n end\n if <(y pos) < [-1800]> then\n set [y pos v] to [-1800]\n end\n if <(y pos) > [1800]> then\n set [y pos v] to [1800]\n end\nend\n\ndefine shoot\nadd (x pos) to [bx v]\nadd (y pos) to [by v]\nadd (direction) to [bd v]\nadd [0] to [runs v]\nadd [1] to [bc v]\n\ndefine bullets\nset [touching? v] to [0]\nset [# v] to [1]\nrepeat (length of [bd v])\n go to x: ((item (#) of [bx v]) / (10)) y: ((item (#) of [by v]) / (10))\n point in direction (item (#) of [bd v])\n move (1.5) steps\n replace item (#) of [bx v] with ((x position) * (10))\n replace item (#) of [by v] with ((y position) * (10))\n replace item (#) of [runs v] with ((item (#) of [runs v]) + (1))\n go to x: ((item (#) of [bx v]) - (x pos)) y: ((item (#) of [by v]) - (y pos))\n if <<(x position) = ((item (#) of [bx v]) - (x pos))> and <(y position) = ((item (#) of [by v]) - (y pos))>> then\n if <(item (#) of [bc v]) = [1]> then\n set pen color to (join [#FF0000] [])\n Set 'Distance:' variable to the distance between x: (item (#) of [bx v]) , y: (item (#) of [by v]) and x: (x pos) , y: (y pos)\n if <<(Distance:) < [50]> and <(invincibility) < [1]>> then\n set [touching? v] to [1]\n end\n else\n set pen color to (#ff0404)\n end\n set pen size to (10)\n pen down\n end\n pen up\n if <(item (#) of [runs v]) = [100]> then\n delete (#) of [bd v]\n delete (#) of [bx v]\n delete (#) of [by v]\n delete (#) of [bc v]\n delete (#) of [runs v]\n else\n change [# v] by (1)\n end\nend\n\nwhen I receive [spaaace v]\nswitch costume to (costume2 v)\nset size to (100) %\nshow\npoint in direction (0)\ngo to x: (0) y: (0)\nshow variable [lives: v]\nset [turn2 v] to [0]\nset [x pos v] to (item ([ceiling v] of ((level#) / (5)) ) of [planetx v])\nset [y pos v] to (item ([ceiling v] of ((level#) / (5)) ) of [planety v])\nset [accel v] to [0]\nset [lives: v] to [3]\nset [xv v] to [0]\nset [yv v] to [0]\nlal\nrender\nswitch costume to (costume2 v)\nwait until <not <key (space v) pressed?>>\nout of planet\nset [direction v] to (direction)\nset [touched? v] to [0]\nforever\n change [f v] by (1)\n render\n change [direction v] by (turn2)\n point in direction (direction)\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n change [turn2 v] by (0.4)\n end\n if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n change [turn2 v] by (-0.4)\n end\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n change [accel v] by (Space speed)\n change [xv v] by (([sin v] of (direction) ) * ((accel) / (10)))\n change [yv v] by (([cos v] of (direction) ) * ((accel) / (10)))\n switch costume to (costume3 v)\n else\n switch costume to (costume2 v)\n end\n if <<key (s v) pressed?> or <key (down arrow v) pressed?>> then\n set [accel v] to ((accel) * (0.9))\n end\n set [accel v] to ((accel) * (0.99))\n set [turn2 v] to ((turn2) * (0.97))\n change [x pos v] by (xv)\n change [y pos v] by (yv)\n if <(planets unlocked) = [7]> then\n set [planets unlocked v] to [6]\n end\n chreck\n if <(touching?) = [1]> then\n if <<touching color (join [#FF0000] [])?> and <(touched?) = [0]>> then\n set [touched? v] to [1]\n change [lives: v] by (-1)\n else\n if <not <touching color (join [#FF0000] [])?>> then\n set [touched? v] to [0]\n end\n end\n end\n if <key (space v) pressed?> then\n what planet\n end\n if <(Lives:) = [0]> then\n broadcast (SPAAACE v)\n end\nend\n\nwhen I receive [planet v]\nerase all\nhide variable [lives: v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\ndefine what planet\nif <touching color (#3f52ff)?> then\n set [level# v] to [1]\n to the planet\nelse\n if <touching color (#ff793f)?> then\n set [level# v] to [6]\n to the planet\n else\n if <touching color (#65ff3f)?> then\n set [level# v] to [11]\n to the planet\n else\n if <touching color (#ffeb3f)?> then\n set [level# v] to [16]\n to the planet\n else\n if <touching color (#9f3fff)?> then\n set [level# v] to [21]\n to the planet\n else\n if <touching color (#ff3feb)?> then\n set [level# v] to [26]\n to the planet\n end\n end\n end\n end\n end\nend\n\ndefine to the planet\nset size to (100) %\nrepeat (40)\n change size by (-2)\n turn right (15) degrees\nend\nbroadcast (Planet v)\n\nadd (color) to [!c v]\nbroadcast (SPAAACE v)\n\nwhen flag clicked\ndelete all of [!c v]\nadd [0] to [!c v]\nadd [104] to [!c v]\nadd [158] to [!c v]\nadd [128] to [!c v]\nadd [26] to [!c v]\nadd [69] to [!c v]\n\ndefine out of planet\nset size to (20) %\nrepeat (40)\n change size by (2)\n turn right (-19) degrees\nend\n\nrepeat (10)\n planet at (pick random (-2400) to (2400)) (pick random (-1800) to (1800)) Size (pick random (50) to (1000)) Color (pick random (0) to (200)) Gravity [-2] Speed [1]\nend\n\nwhen flag clicked\nhide\n\n@Intro1\n\nwhen flag clicked\npoint in direction (90)\nrepeat (12)\n turn left (30) degrees\nend\n\nwhen flag clicked\ngo to x: (223) y: (0)\nrepeat (12)\n glide (.3) secs to x: (0) y: (0)\nend\n\nwhen flag clicked\nshow\nreset timer\nset [button color v] to [0]\nset size to (100) %\nwait (.45) seconds\nbroadcast (1 v)\nrepeat (10)\n change [button color v] by (1)\n change size by (button color)\nend\nrepeat until <(timer) > [4]>\n repeat (20)\n change [button color v] by (-1)\n change size by (button color)\n end\n repeat (20)\n change [button color v] by (1)\n change size by (button color)\n end\nend\nbroadcast (2 v)\n\nwhen I start as a clone\nrepeat (50)\n change size by (5)\n change [ghost v] effect by (2)\nend\ndelete this clone\n\nwhen flag clicked\nset size to (100) %\nwait (.45) seconds\nrepeat until <(timer) > [4]>\n create clone of (_myself_ v)\n wait (0.6) seconds\nend\n\nwhen flag clicked\nset volume to (100) %\nreset timer\nset [button color v] to [0]\nset size to (100) %\nwait (.45) seconds\nstart sound [Jackpot! The fat rat2 v]\nwait until <(timer) > [9.5]>\nrepeat (16)\n change volume by (-5)\nend\nrepeat (20)\n change volume by (-1)\nend\nstop all sounds\nbroadcast (Start v)\n\nwhen flag clicked\nerase all\n\nwhen I receive [start v]\nstop [other scripts in sprite v]\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\ndelete this clone\n\n@Intro2\n\nwhen flag clicked\npoint in direction (90)\nrepeat (12)\n turn left (30) degrees\nend\n\nwhen flag clicked\nset size to (0) %\ngo to x: (0) y: (0)\nrepeat (12)\n change size by (8.333)\nend\n\nwhen flag clicked\nshow\nwait (.45) seconds\nrepeat until <(timer) > [4]>\n repeat (10)\n change size by (3)\n end\n repeat (10)\n change size by (-3)\n end\nend\nset size to (150) %\n\nwhen I receive [start v]\nstop [other scripts in sprite v]\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\ndelete this clone\n\n@Intro3\n\nwhen flag clicked\nset size to (300) %\ngo to x: (0) y: (0)\npoint in direction (75)\nhide\nrepeat (10)\n create clone of (_myself_ v)\n turn left (15) degrees\nend\n\nwhen I receive [2 v]\nset [momentum v] to (pick random (10) to (15))\nset [yv v] to (pick random (2) to (3))\nchange size by (pick random (-150) to (0))\nchange [brightness v] effect by (pick random (-20) to (20))\nturn right (pick random (-10) to (10)) degrees\nshow\nrepeat until <touching (_edge_ v)?>\n go to [back v] layer\n move (Momentum) steps\n change y by (Yv)\n change [yv v] by (-0.4)\n set [momentum v] to ((Momentum) * (0.95))\nend\nhide\ndelete this clone\n\nwhen I receive [start v]\nstop [other scripts in sprite v]\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\ndelete this clone\n\n@Intro4\n\nwhen flag clicked\npoint in direction (90)\nrepeat (12)\n turn left (30) degrees\nend\n\nwhen flag clicked\nshow\ngo to x: (0) y: (-300)\nglide (.3) secs to x: (0) y: (0)\n\nwhen flag clicked\nset size to (100) %\nwait (.45) seconds\nrepeat (10)\n change size by (6)\nend\nrepeat until <(timer) > [4]>\n repeat (10)\n change size by (-6)\n end\n repeat (10)\n change size by (6)\n end\nend\n\nwhen I receive [start v]\nstop [other scripts in sprite v]\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\ndelete this clone\n\n@Thumbnail\n\nwhen flag clicked\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\n
How To Make A Platformer On Scratch! :D \nhttps://scratch.mit.edu/discuss/youtube/-fTrmte3LCQ/\n\nHow To Make A Clicker Game On Scratch! :D \nhttps://scratch.mit.edu/discuss/youtube/bfTXxRX_CQw\n\n\nCheck Out My Best Ever Fifa 23 Goals And Saves Youtube Video! :D https://scratch.mit.edu/discuss/youtube/ZRyV9PBylbU/\n\nNew Game Out! :D https://scratch.mit.edu/projects/850524404/\n\nDodge Toxic Green Slime Saws And Machines Climb Across The Boxes And Complete The Levels\n\nPlease love and fav this! :D\nThanks Fatrat For The Music! :D
Quarantine | Platformer
@Stage\n\nwhen flag clicked\nset volume to (66) %\nforever\n play sound [Jensation - Delicious \[NCS Release\] v] until done\nend\n\n@player\n\nwhen flag clicked\nset [size v] to [76]\nset size to (76) %\n初期\nforever\n code [1] [14] <<key (right arrow v) pressed?> or <<(x position) < (mouse x)> and <mouse down?>>> <<key (left arrow v) pressed?> or <<(mouse x) < (x position)> and <mouse down?>>> <<key (up arrow v) pressed?> or <<(y position) < (mouse y)> and <mouse down?>>>\nend\n\ndefine code (x) (y) <→> <←> <↑>\nset rotation style [left-right v]\nif <→> then\n change [x v] by (x)\n point in direction (90)\nend\nif <←> then\n change [x v] by ((x) - ((x) + (x)))\n point in direction (-90)\nend\nset [x v] to ((X) * (.9))\nchange x by (X)\nif <<touching (地面 v)?> or <<touching (3 v)?> or <touching (スプライト1 v)?>>> then\n change y by (x)\n if <<touching (地面 v)?> or <<touching (3 v)?> or <touching (スプライト1 v)?>>> then\n change y by (x)\n if <<touching (地面 v)?> or <<touching (3 v)?> or <touching (スプライト1 v)?>>> then\n change y by (x)\n if <<touching (地面 v)?> or <<touching (3 v)?> or <touching (スプライト1 v)?>>> then\n change y by (x)\n if <<touching (地面 v)?> or <<touching (3 v)?> or <touching (スプライト1 v)?>>> then\n change x by ((X) * (-1))\n change y by (-4)\n if <↑> then\n start sound [ジャンプ2 v]\n set [y v] to [13]\n if <(X) < [0]> then\n set [x v] to [7]\n else\n set [x v] to [-7]\n end\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\nend\nchange [y v] by (-1)\nchange y by (Y)\nif <<touching (地面 v)?> or > then\n set [飛んだんじゃないヵ v] to [0]\n change y by ((Y) * (-1))\n set [y v] to [0]\nend\nchange y by (-1)\nif <<<touching (地面 v)?> or <touching (スプライト1 v)?>> and <↑>> then\n set [飛んだんじゃないヵ v] to [1]\n start sound [ジャンプ2 v]\n set [y v] to (y)\nend\nchange y by (1)\n\ndefine 初期\nshow\ngo to x: (-230) y: (0)\nset [ghost v] effect to (100)\nset [x v] to [0]\nset [y v] to [0]\n\nwhen flag clicked\nset [花を食べるの? v] to [0]\nset [攻撃って何かいまだなの v] to [0]\nset [クリボーのナ v] to [0]\nset [飛んだんじゃないヵ v] to [0]\nset [きのこの山不味い嘘です v] to [0]\nforever\n if <[230] < (x position)> then\n 初期\n set [攻撃って何かいまだなの v] to [0]\n change [st v] by (1)\n broadcast (aaaaaa v)\n end\n if <<touching (mushroom v)?> and <(きのこの山不味い嘘です) = [1]>> then\n start sound [smb_powerup v]\n set [クリボーのナ v] to [1]\n set [y v] to [5]\n set size to (90) %\n set [きのこの山不味い嘘です v] to [2]\n end\n if <<touching (fireflower v)?> and <(花を食べるの?) = [1]>> then\n start sound [smb_powerup v]\n set [クリボーのナ v] to [1]\n set [y v] to [5]\n set size to (90) %\n set [花を食べるの? v] to [2]\n end\n if <<(飛んだんじゃないヵ) = [0]> and <<(クリボーのナ) = [0]> and <<touching (goomba2 v)?> or <<touching (手ぉ v)?> or <touching (goomba3 v)?>>>>> then\n start sound [smb_mariodies v]\n 初期\n else\n if <<[10] < (coin)> and <<(♥) = [1]> and <(★) = [1]>>> then\n end\nend\n\nwhen flag clicked\nforever\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1 v)\n else\n switch costume to (コスチューム3 v)\n end\nend\n\nwhen flag clicked\n\n@行くやつ\n\nwhen flag clicked\nset rotation style [left-right v]\nswitch costume to (コスチューム1 v)\nforever\n set size to ([size v] of [player v]) %\n go to x: ([x position v] of [player v]) y: ([y position v] of [player v])\n point in direction ([direction v] of [player v])\nend\n\nwhen flag clicked\nset [ステージ制限 v] to [0]\nforever\n if <<<mouse down?> and <(mouse y) < (y position)>> or <key (down arrow v) pressed?>> then\n if <(花を食べるの?) = [2]> then\n switch costume to (コスチューム4 v)\n else\n switch costume to (コスチューム3 v)\n end\n else\n if <(花を食べるの?) = [2]> then\n switch costume to (コスチューム2 v)\n else\n switch costume to (コスチューム1 v)\n end\n end\nend\n\nwhen flag clicked\nclear graphic effects\n\n@地面\n\nwhen flag clicked\nset [st v] to [1]\nforever\n switch costume to (ST)\nend\n\n@スプライト1\n\nwhen flag clicked\nswitch costume to (コスチューム1こ v)\nforever\n if <<(ST) = [14]> or <(ST) = [3]>> then\n show\n else\n hide\n end\n if <touching (行くやつ v)?> then\n if <(ST) = [3]> then\n if <(きのこの山不味い嘘です) = [0]> then\n broadcast (あひゃ v)\n set [きのこの山不味い嘘です v] to [1]\n else\n broadcast (ばーか v)\n end\n else\n if <(ST) = [14]> then\n if <(花を食べるの?) = [0]> then\n broadcast (中島野球しようぜ v)\n set [花を食べるの? v] to [1]\n else\n broadcast (ばーか v)\n end\n end\n end\n end\nend\n\nwhen I receive [あひゃ v]\nstart sound [Vine v]\nswitch costume to (1 \(2\) v)\n\nwhen I receive [中島野球しようぜ v]\nstart sound [Vine v]\nswitch costume to (1 \(2\) v)\n\nwhen flag clicked\nwait until <(ST) = [14]>\nset [花を食べるの? v] to [0]\nswitch costume to (コスチューム1こ v)\n\n@Mushroom\n\nwhen flag clicked\ngo to x: (0) y: ()\nhide\n\nwhen I receive [あひゃ v]\nset [kinoko y v] to [0]\nset [kinokox v] to [0]\nshow\npoint in direction (90)\nrepeat (8)\n change y by (6)\nend\nforever\n move (5) steps\n if on edge, bounce\n set rotation style [don't rotate v]\n change [kinoko y v] by (-1)\n change y by (kinoko Y)\n if <touching (地面 v)?> then\n change y by ((kinoko Y) * (-1))\n set [kinoko y v] to [0]\n end\n if <(きのこの山不味い嘘です) = [2]> then\n hide\n stop [this script v]\n end\nend\n\nwhen flag clicked\n\n@Goomba3\n\nwhen flag clicked\nhide\nswitch costume to (goomba3 v)\nset [これを v] to [0]\nwait until <(ST) = [4]>\ncreate clone of (_myself_ v)\nset [これを v] to [0]\nwait until <(ST) = [6]>\ncreate clone of (_myself_ v)\nset [これを v] to [0]\nwait until <(ST) = [13]>\ncreate clone of (_myself_ v)\nwait until <(ST) = [15]>\ncreate clone of (_myself_ v)\nwait until <(ST) = [16]>\ncreate clone of (_myself_ v)\nwait until <(ST) = [17]>\ncreate clone of (_myself_ v)\nwait until <(ST) = [19]>\ncreate clone of (_myself_ v)\n\nwhen I receive [niujk v]\nif <<(これを) = [2]> or <(これを) = [0]>> then\n start sound [Squish v]\n switch costume to (squished v)\n wait () seconds\n delete this clone\nend\n\nwhen I start as a clone\nset [クリボーはy v] to [0]\nswitch costume to (goomba3 v)\nshow\nforever\n move (4) steps\n if on edge, bounce\n set rotation style [left-right v]\n change [クリボーはy v] by (-1)\n change y by (クリボーはY)\n if <touching (地面 v)?> then\n change y by ((クリボーはY) * (-1))\n set [クリボーはy v] to [0]\n end\n if <touching (fireball v)?> then\n delete this clone\n end\nend\n\nwhen I receive [aaaaaa v]\ndelete this clone\n\nif <<(飛んだんじゃないヵ) = [1]> and <touching (行くやつ v)?>> then\n set [これを v] to [2]\nend\n\n@手ぉ\n\nwhen flag clicked\nforever\n switch costume to (ST)\nend\n\n@スプライト2\n\nwhen flag clicked\nhide\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\n reset timer\nend\n\nwhen [timer v] > (0)\nshow\nhide variable [coin v]\n\n@Detector\n\nwhen flag clicked\nhide\nset [★ v] to [0]\nset [♥ v] to [0]\nset [どっち v] to [0]\ncreate clone of (_myself_ v)\nwait (0.2) seconds\nset [どっち v] to [1]\ncreate clone of (_myself_ v)\nwait until <<(♥) = [1]> and <(★) = [1]>>\nbroadcast (♥と★ v)\n\nwhen I start as a clone\nif <(どっち) = [0]> then\n go to x: (-15) y: (0)\n set [♥ v] to [0]\n switch costume to (love v)\n forever\n set [♥? v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [♥ v] to [1]\n end\n end\nend\nif <(どっち) = [1]> then\n go to x: (0) y: (0)\n switch costume to (fave v)\n set [★ v] to [0]\n forever\n set [星? v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [★ v] to [1]\n end\n end\nend\n\n@Goomba2\n\nwhen flag clicked\nset [gakkuriaaa v] to [0]\nset [これを v] to [0]\nhide\nswitch costume to (goomba3 v)\nwait until <(ST) = [12]>\ncreate clone of (_myself_ v)\nwait until <(ST) = [13]>\ncreate clone of (_myself_ v)\nwait until <(ST) = [15]>\ncreate clone of (_myself_ v)\nwait until <(ST) = [16]>\ncreate clone of (_myself_ v)\nwait until <(ST) = [17]>\ncreate clone of (_myself_ v)\nwait until <(ST) = [19]>\ncreate clone of (_myself_ v)\nwait until <(ST) = [11111]>\n\nwhen I receive [niujk v]\nif <<(ST) = [13]> or <(ST) = [12]>> then\n set [これを v] to [1]\n start sound [Squish v]\n switch costume to (just shell v)\n wait () seconds\n forever\n if <<(飛んだんじゃないヵ) = [1]> and <touching (player v)?>> then\n set [これを v] to [0]\n set [gakkuriaaa v] to [1]\n end\n end\nelse\nend\n\nwhen I start as a clone\nset [のこのーこのy v] to [0]\nswitch costume to (k walk 2 v)\npoint in direction (90)\nshow\nforever\n if <(costume [number v]) = [2]> then\n if <(gakkuriaaa) = [1]> then\n move (10) steps\n else\n move () steps\n end\n else\n move (2) steps\n end\n if on edge, bounce\n set rotation style [left-right v]\n change [のこのーこのy v] by (-1)\n change y by (のこのーこのY)\n if <touching (地面 v)?> then\n change y by ((のこのーこのY) * (-1))\n set [のこのーこのy v] to [0]\n end\n if <touching (fireball v)?> then\n delete this clone\n end\nend\n\nwhen I receive [aaaaaa v]\ndelete this clone\n\nif on edge, bounce\nset rotation style [left-right v]\n\n@Fireball\n\nwhen flag clicked\nhide\nforever\n go to (player v)\nend\n\nif then\n\nwhen [space v] key pressed\nif <(花を食べるの?) = [2]> then\n create clone of (_myself_ v)\n wait (0.5) seconds\nend\n\nwhen I start as a clone\nstart sound [smb_fireball v]\nshow\nif <([direction v] of [player v]) = [90]> then\n set [xv v] to (pick random (5) to (18))\nelse\n set [xv v] to (pick random (-5) to (-18))\nend\nset [yv v] to (pick random (1) to (10))\nrepeat until <<touching (地面 v)?> or <<touching (goomba3 v)?> or <<touching (goomba2 v)?> or <<touching (スプライト1 v)?> or <<touching (手ぉ v)?> or <touching (_edge_ v)?>>>>>>\n change [yv v] by (-1)\n change x by (xv)\n change y by (yv)\nend\ndelete this clone\n\n@Fireflower\n\nwhen flag clicked\ngo to x: () y: ()\nhide\n\nwhen I receive [中島野球しようぜ v]\nshow\nrepeat (8)\n change y by (5.5)\nend\nwait until <(花を食べるの?) = [2]>\nhide\n\n@コイン\n\nwhen flag clicked\nset [coin v] to [0]\nshow variable [coin v]\nhide\nwait [1] [0] [-100]\nwait [3] [0] [-100]\nwait [3] [100] [-100]\nwait [5] [0] [20]\nwait [6] [0] [20]\nwait [8] [0] [-20]\nwait [8] [-145] [-20]\nwait [8] [165] [-20]\nwait [9] [0] [-20]\nwait [10] [0] [-20]\nwait [10] [-145] [-20]\nwait [10] [145] [-20]\nwait [11] [0] [-20]\nwait [11] [-145] [-20]\nwait [11] [145] [-20]\nwait [13] [0] [20]\nwait [14] [0] [-100]\nwait [14] [100] [-100]\nwait [16] [0] [20]\nwait [17] [0] [-20]\nwait [17] [-140] [-20]\nwait [17] [140] [-20]\nwait [18] [0] [-20]\nwait [18] [-140] [-20]\nwait [18] [140] [-20]\nwait [19] [0] [-20]\nwait [19] [-140] [-20]\nwait [19] [140] [-20]\n\ndefine wait (stage) (x) (y)\nwait until <(ST) = (stage)>\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nforever\n if <touching (行くやつ v)?> then\n start sound [Coin v]\n change [coin v] by (1)\n repeat (3)\n change y by (10)\n end\n delete this clone\n end\nend\n\nif <(ST) = [1]> then\nend\nif <(ST) = [2]> then\n\nwhen I receive [aaaaaa v]\ndelete this clone\n\n
I know it's a really short and easy game. I originally made this game as a filler project and I never expected it to be so successful. \n_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_\nINSTRUCTIONS\n\nWelcome to The Cave - A Platformer! Use either the arrow keys or WASD to move. Don't touch red. \n_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_\nSTORY\n\nOne day, you were walking down a path and saw a cave. It was large and looked man-made. Curiosity got the best of you, and you went in. You searched the cave for a while, but found nothing. Now you need to find your way out.\n_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_\nQUESTION OF THE PROJECT\n\nWould you go into a cave if you found one? Why/Why not? Comment your answer below!!!\n_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_\nUPDATES\n\n12/17/16 Project Released\n12/17/16 This is going to be curated on 12/22\n12/19/16 New level added \n12/21/16 This was curated by @Wonderlust\n12/22/16 TOP LOVED!!!\n12/24/16 Top Remixed!\n_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_
Ninja Cat 3 - Platformer Game
@Stage\n\n@Player\n\nwhen I receive [play v]\nReset Player\nshow\nforever\n Platform Engine [5] [13] [-1] [0.5]\n if <<touching (portal v)?> and <(CC) = [5]>> then\n wait (1) seconds\n repeat (12)\n change size by (2)\n change [ghost v] effect by ((100) / (12))\n end\n hide\n set size to (25) %\n clear graphic effects\n broadcast (Transition In v) and wait\n Reset Player\n broadcast (@NEXTLEVEL v) and wait\n end\n if <(y position) < [-179]> then\n play sound [fall v] until done\n Reset Player\n show\n end\n if <key (r v) pressed?> then\n wait until <not <key (r v) pressed?>>\n Reset Player\n show\n end\nend\n\ndefine Reset Player\nshow\nset size to (25) %\nset rotation style [left-right v]\npoint in direction (90)\ngo to x: (0) y: (100)\nset [slope v] to [0]\nset [touchingfloor? v] to [false]\nset [walk v] to [0]\nset [xv v] to [0]\nset [yv v] to [0]\nset [playerx v] to (item (LEVEL) of [respawnsx v])\nset [camx v] to (playerX)\nclear graphic effects\nhide\n\ndefine Scrolling Blocks\nchange [camx v] by (x position)\nset x to (0)\n\nwhen flag clicked\nhide\ndelete all of [respawnsx v]\nadd [60] to [respawnsx v]\nadd [-120] to [respawnsx v]\nadd [-165] to [respawnsx v]\nadd [-95] to [respawnsx v]\nadd [0] to [respawnsx v]\n\ndefine Quick Scroll\nif <key (right arrow v) pressed?> then\n change [camx v] by (100)\nend\nif <key (left arrow v) pressed?> then\n change [camx v] by (-100)\nend\n\ndefine Platform Engine (speed) (jumpheight) (gravity) (friction)\nswitch costume to (hitbox v)\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xv v] by (speed)\n point in direction (90)\n switch costume to (join [Walk] (((Walk) mod (4)) + (1)))\nelse\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xv v] by ((speed) * (-1))\n point in direction (-90)\n switch costume to (join [Walk] (((Walk) mod (4)) + (1)))\n else\n switch costume to (stand v)\n end\nend\nchange [walk v] by (1)\nif <(Walk) > [9000]> then\n set [walk v] to [0]\nend\nset [xv v] to ((XV) * (friction))\nchange x by (XV)\nif <touching (hitbox v)?> then\n set [slope v] to [0]\n repeat until <<not <touching (hitbox v)?>> or <(Slope) = [8]>>\n change [slope v] by (1)\n change y by (1)\n end\n if <touching (hitbox v)?> then\n change y by ((Slope) * (-1))\n repeat ([ceiling v] of ([abs v] of (XV) ) )\n if <touching (hitbox 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 (hitbox v)?> then\n repeat ([ceiling v] of ([abs v] of (YV) ) )\n if <touching (hitbox v)?> then\n change y by ((([abs v] of (YV) ) / (YV)) * (-1))\n end\n end\n Touching Floor?\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <key (space v) pressed?>> and <(TouchingFloor?) = [true]>> then\n set [yv v] to (jumpheight)\n switch costume to (jump v)\n start sound [jump v]\n else\n set [yv v] to [0]\n end\nelse\n Touching Floor?\n if <(YV) > [0]> then\n switch costume to (jump v)\n else\n if <(TouchingFloor?) = [false]> then\n switch costume to (fall v)\n end\n end\n change [yv v] by (gravity)\nend\nchange [playerx v] by (x position)\nchange [camx v] by (x position)\nset x to (0)\n\ndefine Touching Floor?\nchange y by (-3)\nset [touchingfloor? v] to <touching (hitbox v)?>\nchange y by (3)\n\n@HitBox\n\ndefine Create\nrepeat (2)\n create clone of (_myself_ v)\n change [level_x v] by (480)\n next costume\nend\n\nwhen I receive [level loop v]\nforever\n set x to ((Level_X) - (CamX))\n if <([abs v] of ((Level_X) - (CamX)) ) > [480]> then\n hide\n else\n show\n end\n set [ghost v] effect to (100)\nend\n\nwhen I receive [delete all clones v]\ndelete this clone\n\nwhen I receive [create level v]\nshow\nclear graphic effects\ngo to x: (0) y: (0)\nset [level_x v] to [0]\nswitch costume to (((LEVEL) * (3)) - (2))\nCreate\nhide\n\nwhen flag clicked\nswitch costume to (1 v)\nhide\n\n@Art\n\ndefine Create\nrepeat (2)\n create clone of (_myself_ v)\n change [level_x v] by (480)\n next costume\nend\n\nwhen I receive [level loop v]\nforever\n set x to ((Level_X) - (CamX))\n if <([abs v] of ((Level_X) - (CamX)) ) > [480]> then\n hide\n else\n show\n end\nend\n\nwhen I receive [delete all clones v]\ndelete this clone\n\nwhen I receive [create level v]\nshow\nclear graphic effects\ngo to x: (0) y: (0)\nset [level_x v] to [0]\nswitch costume to (((LEVEL) * (3)) - (2))\nCreate\nhide\n\nwhen flag clicked\nswitch costume to (1 v)\nhide\n\n@Transition\n\nwhen I receive [transition in v]\nswitch costume to (costume1 v)\nhide\nshow\nstart sound [Disconnect v]\nrepeat (16)\n go to [front v] layer\n next costume\nend\n\nwhen I receive [transition out v]\nswitch costume to (costume17 v)\nstart sound [Connect v]\nrepeat (16)\n go to [front v] layer\n switch costume to ((costume [number v]) - (1))\nend\nhide\n\nwhen flag clicked\nhide\n\n@Level Manager\n\nwhen I receive [game v]\nwait (1) seconds\nbroadcast (@NEXTLEVEL v)\n\nbroadcast (Transition In v) and wait\n\ndefine Level\nbroadcast (Delete All Clones v) and wait\nbroadcast (Create Level v) and wait\nbroadcast (Create Coins v) and wait\nbroadcast (Create Portal v) and wait\nbroadcast (Level Loop v)\nbroadcast (Play v)\n\nwhen flag clicked\nset [level v] to [0]\n\nwhen I receive [@nextlevel v]\nchange [level v] by (1)\nLevel\nbroadcast (Transition Out v) and wait\n\n@Play\n\nwhen flag clicked\nset [vanish? v] to [false]\nshow\nswitch costume to (title v)\ncreate clone of (_myself_ v)\nswitch costume to (play v)\ncreate clone of (_myself_ v)\nhide\n\nwhen I start as a clone\nif <(costume [number v]) = [1]> then\n set size to (130) %\n switch costume to (title v)\n go to [front v] layer\n go to x: (0) y: (90)\n set [sine v] to [0]\n forever\n change size by ([sin v] of (Sine) )\n change [sine v] by (10)\n if <(Vanish?) = [true]> then\n Vanish\n delete this clone\n end\n end\nelse\n if <(costume [number v]) = [2]> then\n go to x: (0) y: (-60)\n set size to (120) %\n forever\n if <(Vanish?) = [true]> then\n Vanish\n delete this clone\n end\n if <touching (mouse-pointer v)?> then\n change size by (((100) - (size)) / (4))\n if <mouse down?> then\n stop [other scripts in sprite v]\n Vanish\n broadcast (Transition In v) and wait\n broadcast (game v)\n delete this clone\n end\n else\n change size by (((80) - (size)) / (4))\n end\n end\n end\nend\n\ngo to x: (0) y: (-120)\nset size to (70) %\nforever\n if <(Vanish?) = [true]> then\n Vanish\n delete this clone\n end\n if <touching (mouse-pointer v)?> then\n change size by (((100) - (size)) / (4))\n if <mouse down?> then\n stop [other scripts in sprite v]\n Vanish\n delete this clone\n end\n else\n change size by (((70) - (size)) / (4))\n end\nend\n\nwhen I receive [vanish v]\nbroadcast (vanish v)\n\ndefine Vanish\nset [vanish? v] to [true]\nrepeat (10)\n change size by (((0) - (size)) / (4))\n change [ghost v] effect by (10)\nend\nhide\nstop [other scripts in sprite v]\n\nbroadcast (game v)\n\nchange size by (((120) - (size)) / (4))\nif <mouse down?> then\n stop [other scripts in sprite v]\n Vanish\n broadcast (game v)\n delete this clone\nend\n\n@Coins\n\nwhen flag clicked\nhide\nset [cc v] to [0]\ndelete all of [coinsx v]\ndelete all of [coiny v]\nadd [-193] to [coinsx v]\nadd [420] to [coinsx v]\nadd [655] to [coinsx v]\nadd [915] to [coinsx v]\nadd [1143] to [coinsx v]\nadd [-60] to [coiny v]\nadd [150] to [coiny v]\nadd [-60] to [coiny v]\nadd [25] to [coiny v]\nadd [152] to [coiny v]\nadd [110] to [coinsx v]\nadd [485] to [coinsx v]\nadd [947] to [coinsx v]\nadd [722] to [coinsx v]\nadd [-238] to [coinsx v]\nadd [35] to [coiny v]\nadd [-31] to [coiny v]\nadd [118] to [coiny v]\nadd [-9] to [coiny v]\nadd [-85] to [coiny v]\nadd [145] to [coinsx v]\nadd [636] to [coinsx v]\nadd [1017] to [coinsx v]\nadd [952] to [coinsx v]\nadd [398] to [coinsx v]\nadd [-50] to [coiny v]\nadd [134] to [coiny v]\nadd [150] to [coiny v]\nadd [150] to [coiny v]\nadd [-112] to [coiny v]\nadd [-228] to [coinsx v]\nadd [237] to [coinsx v]\nadd [674] to [coinsx v]\nadd [903] to [coinsx v]\nadd [495] to [coinsx v]\nadd [-18] to [coiny v]\nadd [44] to [coiny v]\nadd [-59] to [coiny v]\nadd [48] to [coiny v]\nadd [77] to [coiny v]\nadd [-257] to [coinsx v]\nadd [796] to [coinsx v]\nadd [889] to [coinsx v]\nadd [992] to [coinsx v]\nadd [1123] to [coinsx v]\nadd [-106] to [coiny v]\nadd [-107] to [coiny v]\nadd [-68] to [coiny v]\nadd [-34] to [coiny v]\nadd [3] to [coiny v]\n\nwhen [space v] key pressed\nadd ((round (CamX)) + (mouse x)) to [coinsx v]\nadd (mouse y) to [coiny v]\n\nwhen I receive [delete all clones v]\ndelete this clone\n\nwhen I receive [create coins v]\nif <(LEVEL) < [6]> then\n set [cloneid v] to [0]\n set [cc v] to [0]\n repeat (5)\n change [cloneid v] by (1)\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\nforever\n set x to ((item ((cloneID) + (((LEVEL) - (1)) * (5))) of [coinsx v]) - (CamX))\n set y to (item ((cloneID) + (((LEVEL) - (1)) * (5))) of [coiny v])\n if <([abs v] of ((item ((cloneID) + (((LEVEL) - (1)) * (5))) of [coinsx v]) - (CamX)) ) > [240]> then\n hide\n else\n show\n end\n if <touching (player v)?> then\n change [cc v] by (1)\n start sound (((cloneID) mod (2)) + (1))\n delete this clone\n end\nend\n\n@Portal\n\nwhen flag clicked\nhide\ndelete all of [portalsx v]\ndelete all of [portaly v]\nadd [908] to [portalsx v]\nadd [-103] to [portaly v]\nadd [1139] to [portalsx v]\nadd [-79] to [portaly v]\nadd [888] to [portalsx v]\nadd [-127] to [portaly v]\nadd [1128] to [portalsx v]\nadd [-35] to [portaly v]\nadd [1265] to [portalsx v]\nadd [-19] to [portaly v]\n\nwhen [z v] key pressed\nadd ((round (CamX)) + (mouse x)) to [portalsx v]\nadd (mouse y) to [portaly v]\n\nwhen I receive [delete all clones v]\ndelete this clone\n\nwhen I receive [create portal v]\nif <(LEVEL) < [6]> then\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nforever\n set x to ((item (LEVEL) of [portalsx v]) - (CamX))\n set y to (item (LEVEL) of [portaly v])\n if <([abs v] of ((item (LEVEL) of [portalsx v]) - (CamX)) ) > [260]> then\n hide\n else\n show\n end\n if <(CC) = [5]> then\n switch costume to (o v)\n else\n switch costume to (c v)\n end\nend\n\ngo to [front v] layer\n\n@Music\n\nwhen flag clicked\nforever\n play sound [cherry v] until done\nend\n\n@TN\n\nwhen flag clicked\nhide\n\nshow\ngo to [front v] layer\n\n
▶️ MMO Tutorial - https://youtu.be/1JTgg4WVAX8\n\nHey Fellow Scratchers, I've been re-working the MMO platformer test project to see what new features I could add. This is a work in progress level, not yet complete so it may feel a little abrupt. Still, I need to test how it is working so far! So here goes :D - Jump on board and see how many players we get on this thing before it breaks lol.\n\nRun the course - collect the flags, and then make it back to the beginning to collect the final flag to get your time.\n\nIf you see a yellow player... It's me guys :D\nThe rainbow player is the fastest player right now who is playing. Their name is shown at the top of the screen.\n\n*** CONTROLS ***\n* Use arrow keys or WASD to control the player\n* Z is alternative crouch, SPACE alternative jump\n* Press 'N' to show all players names\n* Hold E or R to open Emoji panels\n* Complete the speed run and back to the start will report your time and reward you with a parachute - use space to use it :)\n* Mouse over a player to see their individual name\n* Q + R to reset level for speed runs\n\n*** SPECIAL MOVES ***\nHigh Jump - Hold down then Up\nLong Jump - Run then quickly press Down, then Up\nSlide - On a slope press Down and Left or Right\nWall Jump - Jump against a wall, then press Up again\n\nChangelog:\n15 July 2022 - Removed Name of fastest player (due to hackers *sob*)\n31 Mar 2022 - Updated cloud code\n9 Dec 2021 - Trying to add current fastest + Fixes for slope sliding\n7 Dec 2021 - Bugfix - Stop end of buffer making players appear under level.\n6 Dec 2021 - Initial Release v1.0\n\nCredits:\nEmoji - Openmoji\nMusic - Twenty Six 0 Eight by Tripledigit
Outline || Scrolling Platformer
@Stage\n\n@Thumbail\n\nwhen flag clicked\nswitch costume to (costume1 v)\nshow\ngo to x: (36) y: (28)\nset [ghost v] effect to (0)\nset [pixelate v] effect to (0)\nwait (0.5) seconds\nrepeat (20)\n change [ghost v] effect by (5)\n change [pixelate v] effect by (5)\nend\nbroadcast (Start v)\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nforever\n play sound [Music v] until done\nend\n\n@Draw Logo\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nset [ghost v] effect to (0)\nshow\ngo to x: (0) y: (120)\nforever\n if <touching (mouse-pointer v)?> then\n set size to (((130) + (size)) / (2)) %\n if <mouse down?> then\n set size to (((120) + (size)) / (2)) %\n end\n else\n clear graphic effects\n set size to (((110) + (size)) / (2)) %\n end\n point in direction ((90) + (([sin v] of ((timer) * (100)) ) * (5)))\n switch costume to (costume1 v)\nend\n\nwhen flag clicked\ngo to [front v] layer\n\nwhen I receive [play v]\nhide\nstop [other scripts in sprite v]\n\n@Play Button\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\nforever\n glide (1.5) secs to x: (0) y: (5)\n glide (1.5) secs to x: (0) y: (-5)\nend\n\nwhen I receive [start v]\nforever\n if <touching (mouse-pointer v)?> then\n set size to (((120) + (size)) / (2)) %\n set [brightness v] effect to (20)\n if <mouse down?> then\n set size to (((110) + (size)) / (2)) %\n end\n else\n clear graphic effects\n set size to (((101) + (size)) / (2)) %\n end\nend\n\nwhen I receive [start v]\ngo to x: (0) y: (5)\n\nwhen this sprite clicked\nbroadcast (Play v)\nhide\nwait (0.1) seconds\nset [ink v] to [10]\nerase all\nstop [other scripts in sprite v]\n\n@Player\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\nshow\nswitch costume to (1 v)\nset size to (100) %\npoint in direction (90)\ngo to x: (-197) y: (-75)\nset [x v] to [0]\nset [y v] to [0]\nforever\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x v] by (0.9)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x v] by (-0.9)\n end\n set [x v] to ((X) * (0.9))\n change x by (X)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change x by ((X) * (-1))\n change y by (-1)\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(X) > [0]> then\n set [x v] to [-5]\n else\n set [x v] to [5]\n end\n set [y v] to [10]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [y v] by (-1)\n change y by (Y)\n if <touching color (#000000)?> then\n change y by ((Y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n if <touching color (#000000)?> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [y v] to [14]\n end\n end\n if <(x position) > [240]> then\n show\n switch costume to (1 v)\n set size to (100) %\n point in direction (90)\n go to x: (-197) y: (-75)\n set [x v] to [0]\n set [y v] to [0]\n broadcast (Next Level v)\n end\n if <key (e v) pressed?> then\n show\n switch costume to (1 v)\n set size to (100) %\n point in direction (90)\n go to x: (-197) y: (-75)\n set [x v] to [0]\n set [y v] to [0]\n end\n if <<touching (spikes v)?> or <<touching (enemy v)?> or <<touching (lava v)?> or <touching (laser v)?>>>> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n set [ghost v] effect to (0)\n switch costume to (1 v)\n set size to (100) %\n point in direction (90)\n go to x: (-197) y: (-75)\n set [x v] to [0]\n set [y v] to [0]\n end\nend\n\n@Pen\n\nwhen flag clicked\nerase all\nset [ink v] to [10]\nshow\nset pen color to (#000000)\nset pen size to (5)\n\nwhen [e v] key pressed\nset [ink v] to [10]\nerase all\n\nwhen flag clicked\nforever\n go to (mouse-pointer v)\n if <mouse down?> then\n pen down\n change [ink v] by (-1)\n wait (0.05) seconds\n else\n pen up\n end\n if <<(Ink) = [0]> or <(Ink) < [0]>> then\n set [ink v] to [0]\n repeat until <(Ink) > [0]>\n go to (mouse-pointer v)\n pen up\n end\n end\nend\n\nwhen flag clicked\nhide variable [ink v]\n\nwhen I receive [play v]\nshow variable [ink v]\n\nwhen I receive [next level v]\nerase all\nset [ink v] to [10]\n\n@? Button\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\nforever\n glide (1.5) secs to x: (0) y: (-95)\n glide (1.5) secs to x: (0) y: (-105)\nend\n\nwhen I receive [start v]\nforever\n if <touching (mouse-pointer v)?> then\n set size to (((120) + (size)) / (2)) %\n set [brightness v] effect to (20)\n if <mouse down?> then\n set size to (((110) + (size)) / (2)) %\n end\n else\n clear graphic effects\n set size to (((101) + (size)) / (2)) %\n end\nend\n\nwhen I receive [start v]\ngo to x: (0) y: (-95)\n\nwhen flag clicked\nforever\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n broadcast (Instruction v)\n wait until <not <<mouse down?> and <touching (mouse-pointer v)?>>>\n end\nend\n\nwhen I receive [play v]\nhide\nstop [other scripts in sprite v]\n\n@Instructions\n\nwhen flag clicked\nhide\ngo to x: (36) y: (28)\n\nwhen I receive [instruction v]\nshow\nset [ghost v] effect to (100)\ngo to [front v] layer\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nforever\n if <key (space v) pressed?> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n go to [back v] layer\n end\nend\n\n@Wall \n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\nset [ghost v] effect to (0)\ngo to x: (36) y: (28)\n\nwhen I receive [play v]\nhide\nstop [other scripts in sprite v]\n\n@Ground\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\nshow\nswitch costume to (1 v)\ngo to x: (36) y: (28)\n\nwhen I receive [next level v]\nchange [level v] by (1)\nnext costume\n\nwhen flag clicked\nset [level v] to [1]\n\n@Spikes\n\nwhen flag clicked\nhide\nforever\n go to [back v] layer\nend\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [play v]\nshow\nswitch costume to (1 v)\ngo to x: (36) y: (28)\n\n@Enemy \n\nwhen flag clicked\nhide\nforever\n if <(Level) = [3]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\ngo to x: (-79) y: (-86)\ngo to [back v] layer\nforever\n repeat (30)\n move (5) steps\n end\n wait (1) seconds\n repeat (30)\n move (-5) steps\n end\n wait (1) seconds\nend\n\n@Lava\n\nwhen flag clicked\nhide\ngo to x: (36) y: (28)\nforever\n if <(Level) = [4]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n glide (1) secs to x: (36) y: (28)\n wait (0.3) seconds\n glide (1) secs to x: (36) y: (24)\n wait (0.3) seconds\nend\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\n@Laser\n\nwhen flag clicked\nforever\n if <(Level) = [9]> then\n wait (1.5) seconds\n show\n wait (3) seconds\n hide\n wait (0.1) seconds\n show\n wait (0.1) seconds\n hide\n wait (0.1) seconds\n show\n wait (0.1) seconds\n hide\n else\n hide\n end\nend\n\nwhen flag clicked\nhide\nforever\n go to [back v] layer\nend\n\nwhen flag clicked\nforever\n if <(Level) > [9]> then\n stop [other scripts in sprite v]\n end\nend\n\n
新作できました!\n\n逃走中×Platformerという組み合わせとなっています!\n↑「逃走中×Platformer」と検索したときに出てくるというしょうもない目的で書いてみt(((\n\n・矢印キー、WASDキー、タッチで移動\n・rキーで最初の位置に戻る(埋まったとき用)\n・モバイル対応ですが、↑はできません。すみません…\n・マグマ(赤)に触れると戻される\n・オレンジのやつに触れると戻される\n\nていうわけで、世界記録目指してがんばってネ!\n\n世界記録はやく変わんないかなぁ\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nあ、ちなみに、作者は逃走中について全くといっていいほど知りません(((((は?
Love Hero ☆ Platformer Game
@Stage\n\n@Player\n\nwhen flag clicked\nset [ghost v] effect to (20)\nswitch costume to (idle v)\nshow\nforever\n if <touching (spikes v)?> then\n broadcast (Restart v)\n create clone of (_myself_ v)\n end\nend\n\nwhen [r v] key pressed\nbroadcast (Restart v)\n\nwhen I receive [restart v]\ngo to x: (-220) y: (-30)\nset [y v] to [0]\nset [x v] to [0]\nbroadcast (Setup Enemies v)\n\nwhen I start as a clone\nclear graphic effects\nset rotation style [all around v]\nrepeat (20)\n turn right (15) degrees\n change y by (10)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n if <touching (water v)?> then\n change [y v] by (1.5)\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n change [y v] by (1.5)\n end\n if <<key (down arrow v) pressed?> or <<mouse down?> and <(y position) > (mouse y)>>> then\n change [y v] by (-0.6)\n end\n end\nend\n\nwhen flag clicked\nbroadcast (Restart v)\nswitch costume to (idle v)\nshow\nset [x v] to [0]\nset [y v] to [0]\nforever\n go to [front v] layer\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 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 (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 <<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 (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 <<mouse down?> and <(mouse y) > (y position)>>> and <touching (level v)?>> then\n set [y v] to [15]\n end\n change y by (1)\nend\n\nclear graphic effects\nset rotation style [all around v]\nrepeat (20)\n turn right (15) degrees\n change y by (10)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n if <(x position) > [224]> then\n broadcast (Next level v)\n end\nend\n\n@Level\n\nwhen I receive [next level v]\nnext costume\nbroadcast (Restart v)\n\nwhen flag clicked\nswitch costume to (level 1 v)\nset [ghost v] effect to (7)\n\nwhen flag clicked\nforever\n play sound [2020-07-30_-_Conspiracy_Theory_-_David_Fesliyan v] until done\nend\n\n@spikes\n\nwhen I receive [next level v]\nnext costume\nbroadcast (Restart v)\n\nwhen flag clicked\nswitch costume to (level 1 v)\nset [ghost v] effect to (20)\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\n@Water\n\nwhen flag clicked\nswitch costume to (level 1 v)\nset [ghost v] effect to (60)\ngo to [back v] layer\n\nwhen I receive [next level v]\nnext costume\nbroadcast (Restart v)\n\n@Fog\n\nwhen flag clicked\nset [ghost v] effect to (70)\ngo to x: (0) y: (0)\nshow\ncreate clone of (_myself_ v)\nforever\n change x by (-1)\n if <(x position) = [-475]> then\n hide\n end\nend\n\nwhen I start as a clone\nset x to (475)\nforever\n change x by (-1)\n if <(x position) = [0]> then\n create clone of (_myself_ v)\n end\n if <(x position) = [-475]> then\n delete this clone\n end\nend\n\nwhen I start as a clone\nset [ghost v] effect to (70)\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@Sprite1\n\nwhen [timer v] > (0.01)\nswitch costume to (costume2 v)\nshow\ngo to x: (0) y: (100000)\nrepeat until <(round (y position)) = [0]>\n go to [front v] layer\n change y by (((0) - (y position)) / (4))\nend\ngo to [front v] layer\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nhide\nforever\n reset timer\nend\n\nshow\ngo to [front v] layer\n\n
Made entirely in Scratch 1.4.\n\nUSE THE LEFT AND RIGHT ARROW KEYS\n\nI told you guys I was making "A platformer that puts things in a whole new dimension"!\n\nI actually think this could be expanded into a cool idea, but I was too lazy and busy to continue with this concept. I'd love to see more ideas on a 1D Platformer if you have any!\n\nCheck these out for an even more immersive experience: https://scratch.mit.edu/projects/298916197/\nhttps://scratch.mit.edu/projects/299442633/\n#Games #TopLoved #Art #Music #Stories\n\nOMG GUYS @PADDLE2SEE LOVED AND FAVORITED NOW IT'S GOING TO BE POPULAR AND FEATURED!!!!!\n\nOMG GUYS IT GOT TOP LOVED FOR NO REASON EVEN THOUGH THIS PROJECT IS GARBAGE THANKS
cavern || platformer
@Stage\n\nwhen flag clicked\nforever\n play sound [A Lost Past_ - Lena Orsa \(1\) v] until done\nend\n\n@player\n\nwhen flag clicked\nset x to (-200)\nset y to (20)\nset [yv v] to [0]\nset [xv v] to [0]\nforever\n set rotation style [left-right v]\n change [yv v] by (-1)\n if <key (right arrow v) pressed?> then\n change [xv v] by (0.7)\n point in direction (90)\n end\n if <key (left arrow v) pressed?> then\n change [xv v] by (-0.7)\n point in direction (-90)\n end\n 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 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 (ground v)?> then\n change y by ((YV) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching (ground v)?> then\n if <key (up arrow v) pressed?> then\n set [yv v] to [15]\n end\n end\n change y by (1)\n if <touching (kill v)?> then\n broadcast (killed v)\n wait (0.3) seconds\n set [yv v] to [0]\n set [xv v] to [0]\n set x to (-200)\n set y to (20)\n end\n if <(x position) > [222]> then\n broadcast (killed v)\n wait (0.3) seconds\n set [yv v] to [0]\n set [xv v] to [0]\n change [_lvl v] by (1)\n set x to (-200)\n set y to (20)\n end\nend\n\n@ground\n\nwhen flag clicked\nset [_lvl v] to [1]\nforever\n switch costume to (_lvl)\nend\n\n@kill\n\nwhen flag clicked\nforever\n switch costume to (_lvl)\nend\n\n@screen cov\n\nwhen flag clicked\nhide\n\nwhen I receive [killed v]\ngo to x: (0) y: (0)\nshow\nrepeat until <(round (y position)) = [-360]>\n go to [front v] layer\n change y by (((-360) - (y position)) / (4))\nend\nwait (0.1) seconds\nrepeat until <(round (y position)) = [-15]>\n change y by (((-15) - (y position)) / (4))\nend\nhide\n\n@thumbnail\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\n show\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\n
I know, it's hard, mainly to make up for how short it is.\nPlease don't spam "generic" or that kind of stuff(I will report you!), this isn't generic at all.\n\nStats:\nBlocks: 826\nCostumes: 261 (Not all used)\nBackdrops: 2 (Not all used)\nSounds effects: none\n\n\n\n\n#games #all #platformer #wait #you #are #reading #the #tags #lol #more #tags #in #the #notes #and #credits #stds
Youtube || Platformer
@Stage\n\nwhen flag clicked\nset [brightness v] effect to (100)\nwait (1) seconds\nclear graphic effects\n\n@Blank\n\nwhen flag clicked\nhide\nforever\n forever\n if <key (r v) pressed?> then\n forever\n if <key (a v) pressed?> then\n forever\n if <key (t v) pressed?> then\n forever\n if <key (s v) pressed?> then\n forever\n if <key (4 v) pressed?> then\n forever\n if <key (l v) pressed?> then\n forever\n if <key (i v) pressed?> then\n forever\n if <key (f v) pressed?> then\n forever\n if <key (e v) pressed?> then\n stop all sounds\n forever\n start sound [MLG_Horns_Sound_Effect.mp3 v]\n broadcast (Delete All v)\n show\n repeat (50)\n go to [front v] layer\n go to x: (pick random (-10) to (8)) y: (pick random (-10) to (8))\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 [timer v] > (Checktimer)\nhide\nstop [other scripts in sprite v]\ndelete this clone\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]\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) = [Die]> then\n Game - Die\n end\nend\n\ndefine Game on\nset [x v] to [-200]\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 [speed v] to [1.5]\nset size to (40) %\nclear graphic effects\nshow\n\ndefine Tick\nchange [speed x v] by (2)\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 (any 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 Y) < [0]> then\n set [scroll y v] to [0]\nend\nPosition\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) - (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)\nend\nrepeat 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\nend\n\ndefine Game - Die\nset [exit v] to []\nrepeat (10)\n change size by (3)\n change [ghost v] effect by (10)\nend\nbroadcast (Dead v)\n\nwhen I receive [dead v]\nhide\nstop [other scripts in sprite v]\n\ndefine Test - Die\n\nwhen I receive [play game v]\nif <(username) = [-PickleAnimator-]> then\n switch costume to (rat boi v)\nelse\n if <(username) = [-Inkq]> then\n switch costume to (rat boi v)\n else\n if <(username) = [Sk0nk]> then\n switch costume to (rat boi v)\n else\n switch costume to (pumpkin v)\n end\n end\nend\n\nwhen I receive [delete all v]\nhide\nstop [other scripts in sprite v]\n\n@Platforms\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (ground v)\nrepeat (400)\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 [dead v]\nstop [other scripts in sprite v]\n\nwhen I receive [delete all v]\nstop [other scripts in sprite v]\ndelete this clone\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 [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (1 v)\nrepeat (400)\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)\nswitch costume to (pick random (1) to (3))\n\nwhen I receive [dead v]\nstop [other scripts in sprite v]\n\nwhen I receive [delete all v]\nstop [other scripts in sprite v]\ndelete this clone\n\n@Intro\n\nwhen I start as a clone\nif <(costume [number v]) = [10]> then\n show\n set [xx v] to (pick random (-5) to (5))\n set [yy v] to (pick random (-4) to (3))\n set size to (0) %\n set [ss v] to (pick random (5) to (11))\n repeat (10)\n change x by (Xx)\n change y by (Yy)\n change [yy v] by (0.05)\n turn right (Yy) degrees\n change size by (Ss)\n end\n repeat until <touching (_edge_ v)?>\n change x by (Xx)\n change y by (Yy)\n change [yy v] by (0.05)\n turn right (Yy) degrees\n end\n repeat (10)\n change x by (Xx)\n change y by (Yy)\n change [yy v] by (0.05)\n change [ghost v] effect by (10)\n turn right (Yy) degrees\n end\n delete this clone\nend\n\nwhen flag clicked\nset volume to (100) %\nstart sound [Au5 - Follow You ft v]\nhide\nset [intro# v] to [0]\nrepeat (5)\n set y to (250)\n set x to (-200)\n switch costume to (costume2 v)\n set [brightness v] effect to (-20)\n point in direction (45)\n repeat (7)\n set y to (250)\n create clone of (_myself_ v)\n change x by (75)\n end\n set y to (-250)\n set x to (210)\n set [brightness v] effect to (0)\n switch costume to (costume2 v)\n point in direction (90)\n repeat (7)\n set size to (0) %\n create clone of (_myself_ v)\n change x by (-75)\n end\nend\nset y to (250)\nset x to (-200)\nswitch costume to (costume3 v)\nset [brightness v] effect to (0)\npoint in direction (45)\nrepeat (7)\n create clone of (_myself_ v)\n change x by (75)\nend\nset x to (0)\nset y to (0)\nswitch costume to (costume7 v)\nrepeat (3)\n create clone of (_myself_ v)\n next costume\n wait (0.05) seconds\nend\nswitch costume to (buum v)\nrepeat (50)\n create clone of (_myself_ v)\nend\nwait (0) seconds\nset y to (-100)\nswitch costume to (font v)\ncreate clone of (_myself_ v)\nwait (2) seconds\nset y to (250)\nset x to (-200)\nswitch costume to (costume1 v)\nset [brightness v] effect to (-20)\npoint in direction (45)\nrepeat (7)\n set x to (-200)\n create clone of (_myself_ v)\n change y by (-75)\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [3]> then\n show\n set size to (0) %\n point in direction (90)\n repeat (30)\n set [i v] to (((I) * (0.1)) + (((0) - (y position)) / (7)))\n change y by (I)\n change size by (((100) - (size)) / (5))\n end\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [7]> then\n show\n go to [front v] layer\n set size to (0) %\n point in direction (90)\n repeat (30)\n set [i v] to (((I) * (0.1)) + (((0) - (y position)) / (5)))\n change y by (I)\n change size by (((100) - (size)) / (5))\n end\n wait (1) seconds\n broadcast (Up v)\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [8]> then\n go to [front v] layer\n show\n set size to (0) %\n point in direction (90)\n repeat (30)\n set [i v] to (((I) * (0.1)) + (((0) - (y position)) / (5)))\n change y by (I)\n change size by (((100) - (size)) / (5))\n end\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [9]> then\n show\n go to [front v] layer\n set size to (0) %\n point in direction (90)\n repeat (30)\n set [i v] to (((I) * (0.1)) + (((0) - (y position)) / (5)))\n change y by (I)\n change size by (((100) - (size)) / (5))\n end\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [3]> then\n show\n set size to (0) %\n point in direction (90)\n repeat (30)\n set [i v] to (((I) * (0.1)) + (((0) - (y position)) / (5)))\n change y by (I)\n change size by (((100) - (size)) / (5))\n end\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [5]> then\n show\n set size to (0) %\n point in direction (90)\n repeat (30)\n set [i v] to (((I) * (0.1)) + (((0) - (y position)) / (5)))\n change y by (I)\n change size by (((100) - (size)) / (5))\n end\n wait (3.6) seconds\n repeat (30)\n change y by ((y position) / (2))\n change size by (((0) - (size)) / (15))\n change [ghost v] effect by (4)\n end\nend\n\nwhen I receive [up v]\nif <<(costume [number v]) < [10]> and <(costume [number v]) > [6]>> then\n repeat (50)\n set [i v] to (((I) * (0.1)) + (((50) - (y position)) / (5)))\n change y by (I)\n change size by (((70) - (size)) / (5))\n end\n repeat (30)\n set [i v] to (((I) * (0.6)) + (((-) - (y position)) / (5)))\n change y by (I)\n change size by (((100) - (size)) / (5))\n end\n repeat (30)\n change y by (((y position) + (3)) / (3))\n change size by (-1)\n change [ghost v] effect by (4)\n end\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [11]> then\n show\n set size to (0) %\n point in direction (90)\n repeat (50)\n set [i v] to (((I) * (0.8)) + (((0) - (y position)) / (5)))\n change y by (I)\n change size by (((100) - (size)) / (5))\n end\n repeat (50)\n set [i v] to (((I) * (0.8)) + (((-100) - (y position)) / (5)))\n change y by (I)\n change size by (((0) - (size)) / (5))\n change [ghost v] effect by (5)\n end\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [2]> then\n show\n set size to (0) %\n point in direction (90)\n set x to (-300)\n repeat (50)\n set [i v] to (((I) * (0.1)) + (((0) - (x position)) / (8)))\n change x by (I)\n change size by (((100) - (size)) / (5))\n go to [front v] layer\n end\n broadcast (Intro over v)\n repeat (30)\n change x by (((x position) - (1)) / (3))\n change [ghost v] effect by (4)\n end\nend\n\nwhen I receive [intro over v]\nif <(costume [number v]) > [2]> then\n delete this clone\nend\n\nwhen I receive [intro over v]\nrepeat (100)\n change volume by (-1)\nend\n\nwhen I receive [delete all v]\nstop [other scripts in sprite v]\ndelete this clone\n\n@Menu\n\nwhen flag clicked\nset [weapon number v] to [1]\nset [no menu? v] to [0]\nhide\n\nwhen I receive [play game v]\nset [no menu? v] to [0]\nhide\nbroadcast (No Menu v)\n\nwhen I receive [dead v]\nset [no menu? v] to [0]\nhide\n\nwhen I receive [intro over v]\nbroadcast (No Menu v)\nset [no menu? v] to [0]\nset [play? v] to [0]\nclear graphic effects\nset drag mode [not draggable v]\nhide\ngo to x: (0) y: (0)\nswitch costume to (title v)\ncreate clone of (_myself_ v)\nswitch costume to (play v)\ncreate clone of (_myself_ v)\nswitch costume to (instructions v)\ncreate clone of (_myself_ v)\nrepeat until <(Play?) = [1]>\n if <(No Menu?) = [1]> then\n stop [other scripts in sprite v]\n wait until <(No Menu?) = [0]>\n end\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [1]> then\n go to x: (0) y: (300)\n set size to (100) %\n show\n repeat (20)\n change y by (((80) - (y position)) / (5))\n end\n repeat until <(Play?) = [1]>\n if <touching (mouse-pointer v)?> then\n change size by (((100) - (size)) / (5))\n else\n change size by (((80) - (size)) / (5))\n end\n end\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\nelse\n if <(costume [number v]) = [2]> then\n wait (0.5) seconds\n go to x: (0) y: (0)\n set size to (0) %\n show\n repeat until <(Play?) = [1]>\n repeat until <touching (mouse-pointer v)?>\n change size by (((100) - (size)) / (5))\n end\n repeat until <not <touching (mouse-pointer v)?>>\n change size by (((115) - (size)) / (5))\n if <mouse down?> then\n set [play? v] to [1]\n broadcast (Play Game v)\n end\n end\n end\n repeat (10)\n change [ghost v] effect by (10)\n change size by (((0) - (size)) / (5))\n end\n delete this clone\n end\nend\n\nwhen I receive [no menu v]\ndelete this clone\n\nwhen I receive [delete all v]\nstop [other scripts in sprite v]\ndelete this clone\n\n@Volume\n\nwhen I receive [volume toggle v]\nif <(costume [number v]) = [2]> then\n set volume to (0) %\nelse\n set volume to (100) %\nend\n\nwhen this sprite clicked\nbroadcast (volume toggle v)\nnext costume\n\nwhen I receive [intro over v]\nset size to (90) %\npoint in direction (90)\ngo to x: (180) y: (140)\ngo to [front v] layer\nclear graphic effects\nswitch costume to (1 v)\nshow\nforever\n forever\n repeat until <touching (mouse-pointer v)?>\n change size by (((150) - (size)) / (5))\n end\n repeat until <not <touching (mouse-pointer v)?>>\n change size by (((200) - (size)) / (5))\n end\n end\nend\n\nwhen flag clicked\nhide\nwait (12) seconds\nstop all sounds\nset volume to (100) %\nforever\n play sound [02. Main Titles v] until done\nend\n\nwhen I receive [play game v]\nhide\n\nwhen I receive [delete all v]\nhide\nset volume to (0) %\nstop [other scripts in sprite v]\n\n@You Died!\n\nwhen flag clicked\nset [ghost v] effect to (100)\nhide\n\nwhen I receive [dead v]\nwait (.5) seconds\ngo to x: (0) y: (0)\nswitch costume to (you lost v)\nset size to (100) %\nshow\ngo to [front v] layer\ncreate clone of (_myself_ v)\nrepeat (50)\n change [ghost v] effect by (-2)\nend\n\nwhen I receive [intro over v]\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\n\nwhen I receive [delete all v]\nhide\nstop [other scripts in sprite v]\n\n@Thumbnail\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\n reset timer\n hide\nend\n\nwhen [timer v] > (0.01)\nset [ghost v] effect to (100)\nrepeat (10)\n show\n change [ghost v] effect by (-10)\n go to [front v] layer\nend\n\n
[][]—[][]—[][]—[][]—[][] Fungi [][]—[][]—[][]—[][]—[][]\n_________________________________________________\nPlay as a mushroom who is unhappy just being a normal mushroom. Seek adventure by escaping hungry pigs, wierd roots, and of course spikes…\n___________\nControls:\n-W,A,S,D and arrow keys\n-N to skip\n-M to select Level\n-Z to progress text\n\nCredits:\nMusic by @CSpongeMusic please PLEASE sub to his youtube, he is an awesome music maker as well as an awesome friend. https://www.youtube.com/channel/UCVrgW-4dOv-gd9kWVr8c0lg\nCode & Art are by me and @Capt_Boanerges. \nThe text engine is by @Da_Emperor_Penguin go follow them now!\n_________________________________________________\n ✅ Please follow @Capt_Boanerges for \n more cool games!\n Also consider subbing to me on yt https://www.youtube.com/channel/UCNh18K3f8Xii1uf7rqFoOMQ\n\n\n
escape! (a platformer)
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop2 v)\n\nwhen I receive [\[intro\] over v]\nswitch backdrop to (backdrop1 v)\n\n@Player\n\ndefine reset\ngo to x: (-200) y: (-15)\n\nwhen flag clicked\ngo to x: (-200) y: (-15)\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 (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change x by ((Xv) * (-1))\n if <<<key (up arrow v) pressed?> 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 (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 <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 (trampoline variable 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 (glue v)?>> or <touching (scissors 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\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen I receive [\[intro\] over v]\nshow\ngo to [front v] layer\nswitch costume to (coustume1 v)\n\nwhen I receive [\[intro\] over v]\nforever\n play sound [Alan Walker - Spectre \[NCS Release\] v] until done\nend\n\nwhen flag clicked\nforever\n if <(level) = [16]> then\n broadcast (The end so ya v)\n end\nend\n\n@Ground\n\nwhen I receive [next level! v]\nnext costume\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen I receive [\[intro\] over v]\nshow\ngo to [front v] layer\nswitch costume to (costume1 v)\n\n@Words\n\nwhen I receive [next level! v]\nnext costume\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen I receive [\[intro\] over v]\nshow\ngo to [front v] layer\nswitch costume to (costume1 v)\n\n@Glue\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen flag clicked\nforever\n if <(level) = [3]> then\n show\n go to [front v] layer\n switch costume to (costume1 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [4]> then\n hide\n go to [back v] layer\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [8]> then\n show\n go to [front v] layer\n switch costume to (costume2 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [9]> then\n hide\n go to [back v] layer\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [11]> then\n hide\n go to [back v] layer\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [12]> then\n show\n go to [back v] layer\n switch costume to (costume3 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [13]> then\n show\n go to [back v] layer\n switch costume to (costume4 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [14]> then\n show\n go to [back v] layer\n switch costume to (costume5 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [15]> then\n show\n go to [back v] layer\n switch costume to (costume6 v)\n end\nend\n\n@Scissors\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen flag clicked\nforever\n if <(level) = [4]> then\n show\n go to [front v] layer\n switch costume to (costume2 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [5]> then\n show\n go to [front v] layer\n switch costume to (costume3 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [6]> then\n show\n go to [front v] layer\n switch costume to (costume4 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [7]> then\n show\n go to [front v] layer\n switch costume to (costume5 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [8]> then\n hide\n go to [back v] layer\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [11]> then\n show\n go to [front v] layer\n switch costume to (costume6 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [12]> then\n hide\n go to [back v] layer\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [15]> then\n show\n go to [front v] layer\n switch costume to (costume7 v)\n end\nend\n\n@Intro\n\nwhen I start as a clone\nif <(clone_id) = [0]> then\n set [costume v] to [blank]\n 🎥 Disable from Cam Control? \n set volume to (100) %\n reset timer\n Clone same sprite [controller] spec: [0] [0] [0]\n Clone sprites [SF] [1]\n ⏱ Frame [.3]\n start sound [Raven Kreyn - S2 v]\n Clone same sprite [2] [080]\n Clone sprites [1] [1]\n set [_v3 v] to [0]\n repeat (10)\n 🖼 Set effects c/b/g [24] ((100) * <(round ((_v3) / (2))) = ((_v3) / (2))>) [0]\n Clone same sprite [3] [1]\n wait (.05) seconds\n change [_v3 v] by (1)\n end\n Text\n set [direction v] to [22.5]\n set [_v3 v] to [0]\n set [_v4 v] to [0]\n Clone same sprite [P2] [50]\n Clone sprites [101] [2]\n repeat (3)\n 🖼 Set effects c/b/g [0] (_v3) [0]\n Clone sprites [4] [1]\n change [direction v] by (180)\n Clone sprites [4] [1]\n change [direction v] by (-180)\n wait (.2) seconds\n change [direction v] by (40)\n change [_v3 v] by (-10)\n change [_v4 v] by (1)\n end\n Clone sprites [103] [1]\n Clone sprites [5] [1]\n Clone sprites [6] [6]\nend\n\ndefine 🎥 Disable from Cam Control? <disable?>\nif <disable?> then\n set [enabled? v] to [0]\nelse\n set [enabled? v] to [1]\nend\n\ndefine Play Intro\nSet size to [100] %\npoint in direction (90)\ngo to x: (0) y: (0)\nset rotation style [all around v]\nswitch costume to (logo v)\nhide\ndelete all of [cam x/y/z/r v]\nrepeat (4)\n add [thing] to [cam x/y/z/r v]\nend\nClone same sprite [0] spec: [0] [0] [0]\n\ndefine ⏱ Frame (time)\nif <(timer) > (time)> then\n\ndefine Set pos zrot: (x) (y) rot: (r) trans: (tx) (ty) scalar: (c)\nset [x v] to ((tx) + ((c) * ((([cos v] of (r) ) * (x)) - (([sin v] of (r) ) * (y)))))\nset [y v] to ((ty) + ((c) * ((([sin v] of (r) ) * (x)) + (([cos v] of (r) ) * (y)))))\n\ndefine 🎥 Cam set x/y/z/r (item) to: (val)\nreplace item (item) of [cam x/y/z/r v] with (val)\n\ndefine ⏱ Keyframe (keyframe)\nif <(Keyframe) > (keyframe)> then\n\ndefine 🎥 Transition x/y/z/s/r (x) (y) (z) (s) (r) speed: (t)\nchange [x v] by (((round (x)) - (round (x))) / (t))\nchange [y v] by (((round (y)) - (round (y))) / (t))\nchange [z v] by (((round (z)) - (round (z))) / (t))\nchange [size v] by (((round (s)) - (round (size))) / (t))\nTransition direction (r) speed: (t)\n\nwhen I start as a clone\nif <(clone_id) = [controller]> then\n 🎥 Move cam to [0] [0] [0] [0]\n ⏱ Keyframe [1]\n repeat until <(Keyframe) > [9]>\n 🎥 Cam set x/y/z/r [1] to: ((_v1) * ([sin v] of (_v2) ))\n 🎥 Cam set x/y/z/r [2] to: ((_v1) * ([cos v] of (_v3) ))\n 🎥 Cam set x/y/z/r [3] to: ((item (3) of [cam x/y/z/r v]) * (.85))\n set [_v1 v] to ((_v1) * (.85))\n change [_v2 v] by (40)\n change [_v3 v] by (30)\n end\n ⏱ Keyframe [9]\n wait (.6) seconds\n set [_v1 v] to [0]\n set [_v2 v] to [1]\n repeat (35)\n 🎥 Cam set x/y/z/r [1] to: (_v1)\n change [_v1 v] by (_v2)\n change [_v2 v] by (4)\n end\nend\n\nwhen I receive [\[intro\] start v]\nPlay Intro\nset [keyframe v] to [1]\nrepeat until <(Keyframe) > (length of [keyframes v])>\n wait until <(timer) > ((.2) + (item (Keyframe) of [keyframes v]))>\n broadcast (\[Intro\] keyframe signal v)\n change [keyframe v] by (1)\nend\n\ndefine Clone sprites (id) (count)\nset [clone_id v] to (id)\nrepeat (count)\n create clone of (_myself_ v)\n change [clone_id v] by (1)\nend\nset [clone_id v] to [0]\n\ndefine Clone same sprite (id) (count)\nset [clone_id v] to (id)\nrepeat (count)\n create clone of (_myself_ v)\nend\nset [clone_id v] to [0]\n\nwhen I receive [\[intro\] keyframe signal v]\nif <(clone_id) = [controller]> then\n if <[hot] = (item ((Keyframe) - (1)) of [keyframe type v])> then\n set [_v1 v] to [5]\n 🎥 Cam set x/y/z/r [3] to: [.06]\n end\nend\n\nwhen I receive [\[intro\] start v]\nwait (1) seconds\n⏱ Keyframe [1]\n🖼 Set effects c/b/g [24] [100] [0]\n💥 Sparkle explosion [240] [180] [100] [0] [0] [0] [10] [30] [0] [31]\n💥 Line explosion [0] [0] [40] [70] [0] [360] [5] [5] [0] [14]\n🖼 Set effects c/b/g [24] [0] [50]\n💥 Gradient shockwave\n⏱ Keyframe [5]\n🖼 Set effects c/b/g [24] [100] [0]\n💥 Shockwave [0] [0] [0] [200] [0] [360] [5] [6] [0] [1]\n⏱ Keyframe [6]\nParticles [30]\n💥 Line explosion [-120] [-70] [50] [50] [0] [360] [6] [6] [0] [10]\n⏱ Keyframe [7]\n💥 Line explosion [60] [0] [30] [40] [58] [90] [6] [6] [0] [3]\n💥 Line explosion [-60] [0] [30] [40] [-58] [-90] [6] [6] [0] [3]\n⏱ Keyframe [9]\n🖼 Set effects c/b/g [22] [0] [0]\n💥 Line explosion [0] [0] [80] [130] [54] [360] [5] [5] [0] [5]\n🖼 Set effects c/b/g [24] [100] [0]\n💥 Line explosion [0] [0] [80] [130] [18] [360] [5] [5] [0] [5]\n💥 Shockwave [0] [0] [400] [7]\nwait (.2) seconds\n💥 Spline explosion [240] [50] [240] [400] [-90] [0] [7] [7] [0] [1]\nwait (.1) seconds\n💥 Spline explosion [240] [0] [240] [400] [-90] [0] [7] [7] [0] [1]\nwait (.1) seconds\n💥 Spline explosion [240] [-60] [240] [400] [-90] [0] [7] [7] [0] [1]\n\ndefine 💥 Gradient shockwave\nClone same sprite [GS] [1]\n\ndefine 💥 Shockwave (x) (y) (s) (speed)\nset [_v1 v] to (s)\nset [_v3 v] to (speed)\nClone same sprite [S] spec: (x) (y) [0]\n\nwhen I start as a clone\nif <(clone_id) = [SF]> then\n switch costume to (screen v)\n set [_v1 v] to [0]\n forever\n 🖼 Set effects c/b/g [0] [100] ((100) - (_v1))\n set [_v1 v] to ((_v1) * (.85))\n end\nend\n\nwhen I receive [\[intro\] keyframe signal v]\nif <(clone_id) = [SF]> then\n Transition positions [0] [0] [100] speed: [1]\n Transition direction [90] speed: [1]\n go to [front v] layer\n set [_v1 v] to [30]\nend\n\ndefine 🎥 Move cam to (x) (y) (z) (r)\nreplace item (1) of [cam x/y/z/r v] with (x)\nreplace item (2) of [cam x/y/z/r v] with (y)\nreplace item (3) of [cam x/y/z/r v] with (z)\nreplace item (4) of [cam x/y/z/r v] with (r)\n\n🖼 Set effects c/b/g [24] [100] [0]\n💥 Sparkle explosion [50] [50] [50] [0] [0] [0] [20] [30] [0] [19]\n💥 Rect explosion [0] [0] [40] [70] [0] [360] [9] [9] [5] [8]\n💥 Spline explosion [0] [0] [120] [120] [0] [360] [10] [10] [-2.5] [6]\n💥 Shockwave [0] [0] [400] [10]\n🖼 Set effects c/b/g [24] [0] [0]\n💥 Spline explosion [0] [0] [120] [120] [30] [360] [6] [6] [2.5] [6]\n💥 Shockwave [0] [0] [10] [200] [0] [45] [9] [9] [0] [1]\n💥 Shockwave [0] [0] [10] [200] [52] [45] [9] [9] [0] [1]\n💥 Shockwave [0] [0] [10] [200] [104] [45] [9] [9] [0] [1]\n💥 Shockwave [0] [0] [10] [200] [156] [45] [9] [9] [0] [1]\n💥 Shockwave [0] [0] [10] [200] [208] [45] [9] [9] [0] [1]\n💥 Shockwave [0] [0] [10] [200] [260] [45] [9] [9] [0] [1]\n💥 Shockwave [0] [0] [10] [200] [312] [45] [9] [9] [0] [1]\n\nwhen I start as a clone\nif <(clone_id) = [SW]> then\n Transition direction (direction) speed: [1]\n Set size to [0] %\n switch costume to (join [shockwave1/] ((360) / (_v2)))\n set [_v1 v] to [0]\n repeat ((3.6) * (costume))\n Transition positions (x) (y) (_v5) speed: (_v3)\n Transition direction ((direction) + (_v4)) speed: (_v3)\n set [fisheye v] effect to (([ceiling v] of (([tan v] of (_v1) ) * (68.6)) ) * (_v1))\n change [_v1 v] by ((25) / (costume))\n end\n repeat ((.8) * (costume))\n Transition positions (x) (y) (_v5) speed: (_v3)\n Transition direction ((direction) + (_v4)) speed: (_v3)\n change [ghost v] effect by ((5) * (costume))\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(clone_id) = [CE]> then\n switch costume to (circle v)\n set [_v2 v] to [0]\n repeat ((3.6) * (costume))\n Transition positions ((x) + ((_v2) * ([sin v] of (direction) ))) ((y) + ((_v2) * ([cos v] of (direction) ))) (size) speed: [1]\n Transition direction ((_v4) + (direction)) speed: (_v3)\n change [_v2 v] by (((_v5) - (_v2)) / (_v3))\n change [size v] by (((0) - (size)) / ((1.7) * (_v3)))\n end\n repeat ((.8) * (costume))\n Transition positions ((x) + ((_v2) * ([sin v] of (direction) ))) ((y) + ((_v2) * ([cos v] of (direction) ))) (size) speed: [1]\n Transition direction ((_v4) + (direction)) speed: (_v3)\n change [_v2 v] by (((_v5) - (_v2)) / (_v3))\n change [size v] by (((0) - (size)) / (_v3))\n change [ghost v] effect by ((125) / (_v3))\n end\n delete this clone\nend\n\ndefine Change size by: (s) costume ph: (ph)\nSet size to ((size) + (s)) %\nswitch costume to (ph)\n\nwhen I start as a clone\nhide\ngo to [front v] layer\nif <(clone_id) = ((clone_id) * (1))> then\n forever\n if <(enabled?) = [1]> then\n Set size to [99999999999] %\n set x to (((x) - (item (1) of [cam x/y/z/r v])) * (((item (3) of [cam x/y/z/r v]) / (z)) + (1)))\n set y to (((y) - (item (2) of [cam x/y/z/r v])) * (((item (3) of [cam x/y/z/r v]) / (z)) + (1)))\n Set size to ((size) * ((item (3) of [cam x/y/z/r v]) + (1))) %\n switch costume to (costume)\n else\n Set size to [99999999999] %\n set x to (x)\n set y to (y)\n Set size to (size) %\n switch costume to (costume)\n end\n 🖼 Set effects c/b/g (color) (brightness) (ghost)\n end\nelse\n Transition positions (x) (y) (size) speed: [1]\n Transition direction (direction) speed: [1]\n 🖼 Set effects c/b/g (color) (brightness) (ghost)\n 🎥 Disable from Cam Control? \n show\nend\n\ndefine Transition direction (r) speed: (t)\nturn right (((round (r)) - (round (direction))) / (t)) degrees\n\ndefine Set size to (size) %\nif <[100] > (size)> then\n switch costume to (screen v)\nelse\n switch costume to (blank v)\nend\nset size to (size) %\nswitch costume to (screen v)\n\ndefine Clone same sprite (id) spec: (x) (y) (s)\nset [clone_id v] to (id)\nset [x v] to (x)\nset [y v] to (y)\nset [size v] to (s)\ncreate clone of (_myself_ v)\nset [clone_id v] to [0]\n\ndefine 💥 Line explosion (x) (y) (s) (r) (zrot) (spread) (speed) (framespeed) (rot) (count)\nset [_v5 v] to (r)\nset [direction v] to (zrot)\nset [_v4 v] to (rot)\nset [_v3 v] to (speed)\nset [costume v] to (framespeed)\nrepeat (count)\n Clone same sprite [LE] spec: (x) (y) (s)\n change [direction v] by ((spread) / (count))\nend\n\nwhen I start as a clone\nif <(clone_id) = [LE]> then\n set [_v1 v] to [1]\n set [_v2 v] to [0]\n repeat ((3.6) * (costume))\n switch costume to (join [lineexplosion] (round (_v1)))\n Transition positions ((x) + ((_v2) * ([sin v] of (direction) ))) ((y) + ((_v2) * ([cos v] of (direction) ))) (size) speed: [1]\n Transition direction ((_v4) + (direction)) speed: (_v3)\n change [_v2 v] by (((_v5) - (_v2)) / (_v3))\n change [_v1 v] by ((2.5) / (costume))\n end\n repeat ((.8) * (costume))\n switch costume to (join [lineexplosion] (round (_v1)))\n Transition positions ((x) + ((_v2) * ([sin v] of (direction) ))) ((y) + ((_v2) * ([cos v] of (direction) ))) (size) speed: [1]\n Transition direction ((_v4) + (direction)) speed: (_v3)\n change [_v2 v] by (((_v5) - (_v2)) / (_v3))\n change [_v1 v] by ((2.5) / (costume))\n change [ghost v] effect by ((125) / (_v3))\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(clone_id) = [RE]> then\n set [_v1 v] to [1]\n set [_v2 v] to [0]\n repeat until <(round (_v1)) = [23]>\n switch costume to (join [rectexplosion] (round (_v1)))\n Transition direction ((_v4) + (direction)) speed: (_v3)\n Transition positions ((x) + ((_v2) * ([sin v] of (direction) ))) ((y) + ((_v2) * ([cos v] of (direction) ))) (size) speed: [1]\n change [_v1 v] by ((2.5) / (costume))\n change [_v2 v] by ((((_v5) - (_v2)) / (_v3)) + (1))\n end\n delete this clone\nend\n\ndefine 💥 Rect explosion (x) (y) (s) (r) (zrot) (spread) (speed) (framespeed) (rot) (count)\nset [_v5 v] to (r)\nset [direction v] to (zrot)\nset [_v4 v] to (rot)\nset [_v3 v] to (speed)\nset [costume v] to (framespeed)\nrepeat (count)\n Clone same sprite [RE] spec: (x) (y) (s)\n change [direction v] by ((spread) / (count))\nend\n\nwhen I start as a clone\nif <(clone_id) = [SE]> then\n set [_v1 v] to [1]\n set [_v2 v] to [0]\n repeat until <(round (_v1)) = [22]>\n switch costume to (join [splineexplosion] (round (_v1)))\n Transition positions ((x) + ((_v2) * ([sin v] of (direction) ))) ((y) + ((_v2) * ([cos v] of (direction) ))) (size) speed: [1]\n Transition direction ((_v4) + (direction)) speed: (_v3)\n change [_v1 v] by ((5) / (costume))\n change [_v2 v] by (((_v5) - (_v2)) / (_v3))\n end\n delete this clone\nend\n\ndefine 💥 Spline explosion (x) (y) (s) (r) (zrot) (spread) (speed) (framespeed) (rot) (count)\nset [_v5 v] to (r)\nset [direction v] to (zrot)\nset [_v4 v] to (rot)\nset [_v3 v] to (speed)\nset [costume v] to (framespeed)\nrepeat (count)\n Clone same sprite [SE] spec: (x) (y) ((s) / (5))\n change [direction v] by ((spread) / (count))\nend\n\ndefine 🖼 Set effects c/b/g (c) (b) (g)\nset [color v] to (c)\nset [brightness v] to (b)\nset [ghost v] to (g)\nset [color v] effect to (color)\nset [brightness v] effect to (brightness)\nset [ghost v] effect to (ghost)\n\ndefine 💥 Circle explosion (x) (y) (s) (r) (zrot) (spread) (speed) (framespeed) (rot) (count)\nset [_v5 v] to (r)\nset [direction v] to (zrot)\nset [_v4 v] to (rot)\nset [_v3 v] to (speed)\nset [costume v] to (framespeed)\nrepeat (count)\n Clone same sprite [CE] spec: (x) (y) (s)\n change [direction v] by ((spread) / (count))\nend\n\ndefine Transition positions (x) (y) (z) speed: (t)\nchange x by (((round (x)) - (round (x position))) / (t))\nchange y by (((round (y)) - (round (y position))) / (t))\nChange size by: (((round (z)) - (round (size))) / (t)) costume ph: (costume [name v])\n\ndefine 💥 Shockwave (x) (y) (s) (r) (zrot) (spread) (speed) (framespeed) (rot) (count)\nset [_v5 v] to (r)\nset [direction v] to (zrot)\nset [_v4 v] to (rot)\nset [_v3 v] to (speed)\nset [_v2 v] to (spread)\nset [costume v] to (framespeed)\nClone same sprite [SW] spec: (x) (y) (s)\n\nwhen I start as a clone\nif <(clone_id) = [GS]> then\n 🖼 Set effects c/b/g (color) [50] (ghost)\n Transition positions [0] [0] [0] speed: [1]\n switch costume to (gradientshock v)\n repeat (25)\n change [ghost v] effect by (4)\n Transition positions [0] [0] [575] speed: [7]\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(clone_id) = [S]> then\n switch costume to (shock v)\n repeat until <(ghost) > [99]>\n set [ghost v] effect to (ghost)\n change [ghost v] by (((100) - (round (ghost))) / (_v3))\n Transition positions (x) (y) (_v1) speed: (_v3)\n end\n delete this clone\nend\n\ndefine 💥 Sparkle explosion (x) (y) (s) (r) (zrot) (spread) (speed) (framespeed) (rot) (count)\nrepeat (count)\n set [_v3 v] to (pick random (5) to (speed))\n set [_v4 v] to (pick random (20) to (40))\n set [costume v] to (pick random (10) to (30))\n Clone same sprite [SP] spec: (pick random ((0) - (x)) to (x)) (pick random ((0) - (y)) to (y)) (pick random ((s) / (2.5)) to ((s) * (1.1)))\nend\n\nwhen I start as a clone\nif <(clone_id) = [SP]> then\n Transition positions [0] [0] (size) speed: [1]\n Transition direction [90] speed: [1]\n switch costume to (sparkle v)\n set [_v1 v] to [10]\n set [_v2 v] to [0]\n set [_v5 v] to [0]\n set [z v] to [.9]\n repeat until <[1] > (_v1)>\n set [fisheye v] effect to ((5) * (round (((-45) + ((-45) * ([abs v] of ([sin v] of (_v2) ) ))) / (5))))\n change [_v1 v] by (((0) - (round (_v1))) / (costume))\n change [_v2 v] by (_v4)\n Transition positions (x) (y) (((size) / (100)) * (((50) * ([sin v] of (_v2) )) + ([abs v] of (([sin v] of (_v2) ) * ((_v1) * (costume))) ))) speed: (_v3)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(clone_id) = [3]> then\n 🎥 Transition x/y/z/s/r [241] [-181] [1] [0] [90] speed: [1]\n 🎥 Disable from Cam Control? \n 🖼 Set effects c/b/g [24] (brightness) [0]\n set [costume v] to [circle]\n wait (1.6) seconds\n show\n set [_v1 v] to [0]\n set [_v2 v] to [30]\n repeat (45)\n 🎥 Transition x/y/z/s/r [241] [-181] [1] (_v1) [90] speed: [1]\n change [_v1 v] by (_v2)\n change [_v2 v] by (40)\n end\n ⏱ Keyframe [10]\n delete this clone\nend\n\ndefine Text\nset [brightness v] to [0]\nrepeat (2)\n set [_v1 v] to [1]\n set [clone_id v] to [100]\n repeat (15)\n create clone of (_myself_ v)\n change [_v1 v] by (1)\n end\n set [clone_id v] to [0]\n set [brightness v] to [100]\nend\n\nwhen I start as a clone\nif <(clone_id) = [100]> then\n 🎥 Transition x/y/z/s/r [0] [0] [1] [0] [0] speed: [1]\n 🎥 Disable from Cam Control? <>\n 🖼 Set effects c/b/g [22] (brightness) [0]\n ⏱ Frame ((.6) + (pick random (-.00000000001) to (.888999)))\n set [costume v] to (join [name] (_v1))\n set [_v4 v] to ((brightness) / (-20))\n ⏱ Keyframe [1]\n show\n set [_v2 v] to [0]\n set [_v3 v] to [50]\n repeat until <(round (0)) = (round (_v3))>\n 🎥 Transition x/y/z/s/r ((_v4) + ((-177.5) + ((_v1) * (22)))) [0] [1] [80] [90] speed: [3]\n set [y v] to (((_v3) * ([abs v] of ([sin v] of ((_v2) + ((10) * (_v1))) ) )) - (_v4))\n change [_v2 v] by (15)\n set [_v3 v] to ((_v3) * (.9))\n end\n set [y v] to (() - (_v4))\n set [_v2 v] to [0]\n ⏱ Keyframe [5]\n delete this clone\nend\n\nwhen I start as a clone\nif <(clone_id) = [1]> then\n 🎥 Transition x/y/z/s/r [0] [0] [1] [0] [130] speed: [1]\n 🎥 Disable from Cam Control? \n 🖼 Set effects c/b/g [0] [0] [0]\n set [costume v] to [logo]\n show\n set [_v1 v] to [0]\n set [_v2 v] to [-50]\n repeat (25)\n Transition direction [90] speed: [5]\n set [size v] to ((100) + ((_v2) * ([sin v] of (_v1) )))\n change [_v1 v] by (35)\n set [_v2 v] to ((.8) * (_v2))\n end\n repeat (10)\n 🎥 Move cam to (x) (y) [0] [0]\n 🎥 Transition x/y/z/s/r [50] [-45] [1] [98] [44] speed: [4]\n end\n set [_v1 v] to (x)\n set [_v2 v] to (y)\n set [_v3 v] to [2]\n set [_v4 v] to [5]\n repeat (50)\n 🎥 Move cam to (x) (y) [0] [0]\n 🎥 Transition x/y/z/s/r (_v1) (_v2) [1] [98] [44] speed: [1]\n change [_v1 v] by (() - (_v3))\n change [_v2 v] by (_v4)\n change [_v3 v] by (3)\n change [_v4 v] by (2.45)\n end\nend\n\nwhen I start as a clone\nif <(clone_id) = [2]> then\n 🎥 Transition x/y/z/s/r [0] [0] [0] [0] [0] speed: [1]\n 🎥 Disable from Cam Control? \n 🖼 Set effects c/b/g [24] [100] (pick random (0) to (80))\n set [costume v] to [circle]\n wait ((1.1) + (pick random (0) to (1.111111))) seconds\n 🎥 Transition x/y/z/s/r ((pick random (-14.99999) to (14.99999)) + (item (1) of [cam x/y/z/r v])) ((pick random (-14.99999) to (14.99999)) + (item (2) of [cam x/y/z/r v])) [1] (pick random (50) to (100)) [90] speed: [1]\n set [_v1 v] to (pick random (7.99999) to (12.99999))\n show\n repeat until <(Keyframe) > [1]>\n change [x v] by (_v1)\n change [y v] by ((0) - (_v1))\n set [_v1 v] to ((_v1) * (.99))\n change [size v] by ((0) - ((_v1) / (10)))\n change [ghost v] by (.5)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(clone_id) = [101]> then\n 🎥 Transition x/y/z/s/r [0] [0] [1] [0] [90] speed: [1]\n 🎥 Disable from Cam Control? <>\n 🖼 Set effects c/b/g [24] [100] [0]\n set [costume v] to [name_1]\n ⏱ Keyframe [5]\n show\n repeat (10)\n 🎥 Transition x/y/z/s/r [0] [0] [1] [150] [90] speed: [4]\n end\n set [_v1 v] to [20]\n repeat until <(Keyframe) > [6]>\n turn right (_v1) degrees\n change [_v1 v] by (20)\n end\n set [costume v] to [name_2]\n repeat until <(Keyframe) > [7]>\n 🎥 Transition x/y/z/s/r [0] [0] [1] [150] [90] speed: [5]\n end\n repeat until <(Keyframe) > [9]>\n 🎥 Transition x/y/z/s/r [0] [40] [1] [150] [90] speed: [5]\n end\n delete this clone\nend\n\nwhen flag clicked\nLag reducer\n\ndefine Lag reducer\nreset timer\nset [clone_id v] to [LAG]\nrepeat (200)\n create clone of (_myself_ v)\nend\nset [clone_id v] to [0]\n\nwhen I start as a clone\nif <(clone_id) = [LAG]> then\n delete this clone\nend\n\nwhen I start as a clone\nif <(clone_id) = [103]> then\n 🎥 Transition x/y/z/s/r [0] [0] [1] [0] [90] speed: [1]\n 🎥 Disable from Cam Control? <>\n 🖼 Set effects c/b/g [0] [0] [0]\n set [costume v] to [OC]\n ⏱ Keyframe [9]\n show\n set [_v1 v] to [90]\n set [_v2 v] to [0]\n set [_v3 v] to [110]\n repeat (10)\n 🎥 Transition x/y/z/s/r [0] [0] [1] [110] [90] speed: [6]\n end\n \n 🎥 Transition x/y/z/s/r [0] [0] [1] (_v3) (_v1) speed: [6]\n change [_v1 v] by (_v2)\n change [_v3 v] by (_v2)\n change [_v2 v] by (-.5)\n end\nend\n\nwhen I start as a clone\nif <(clone_id) = [102]> then\n 🎥 Transition x/y/z/s/r [0] [0] [1] [0] [90] speed: [1]\n 🎥 Disable from Cam Control? \n 🖼 Set effects c/b/g [24] [100] [0]\n set [costume v] to [name_3]\n ⏱ Keyframe [7]\n show\n repeat until <(Keyframe) > [9]>\n 🎥 Transition x/y/z/s/r [0] [-50] [1] [180] [90] speed: [5]\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(clone_id) = [4]> then\n 🎥 Transition x/y/z/s/r [10000000] [0] [1] [200] ((0) - (direction)) speed: [1]\n 🎥 Disable from Cam Control? \n 🖼 Set effects c/b/g [0] (brightness) [0]\n set [costume v] to [screen]\n ⏱ Keyframe [8]\n wait ((0) + ((_v4) / (5))) seconds\n set [_v1 v] to [960]\n show\n repeat (24)\n Set pos zrot: [0] (_v1) rot: (direction) trans: [0] [0] scalar: [1]\n change [_v1 v] by (((round (480)) - (round (_v1))) / (4))\n end\n 🎥 Transition x/y/z/s/r [-120] [0] [1] [300] [90] speed: [1]\n set [costume v] to [screenangled]\n \n 🎥 Transition x/y/z/s/r [-670] [0] [1] [200] [90] speed: [7]\n end\nend\n\nwhen I start as a clone\nif <(clone_id) = [5]> then\n 🎥 Transition x/y/z/s/r [900] [0] [1] [200] [-90] speed: [1]\n 🎥 Disable from Cam Control? \n 🖼 Set effects c/b/g [22] [0] [0]\n set [costume v] to [screenangled]\n ⏱ Keyframe [9]\n wait (.8) seconds\n show\n \n 🎥 Transition x/y/z/s/r [280] [0] [1] [200] [-90] speed: [7]\n end\nend\n\ndefine Particles (count)\nset [clone_id v] to [P]\nrepeat (count)\n create clone of (_myself_ v)\nend\nset [clone_id v] to [0]\n\nwhen I start as a clone\nif <(clone_id) = [P]> then\n set [size v] to (pick random (10) to (40))\n Transition positions [0] [0] (size) speed: [1]\n Transition direction (pick random (1) to (360)) speed: [1]\n 🖼 Set effects c/b/g [0] [100] [50]\n switch costume to (join [particle] [1])\n set [x v] to (pick random (-15.5) to (15.5))\n set [y v] to (pick random (0) to (20))\n set [_v1 v] to (pick random (1.555555) to (2.3333333))\n repeat until <[-220] > (y position)>\n Set size to [9999] %\n change x by (x)\n change y by (y)\n turn right ([abs v] of (x) ) degrees\n change [y v] by (() - (_v1))\n set [x v] to ((.9) * (x))\n Set size to (size) %\n switch costume to (join [particle] [1])\n end\n delete this clone\nend\n\nwhen I receive [\[intro\] over v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I start as a clone\nif <(clone_id) = [6]> then\n 🎥 Transition x/y/z/s/r [0] [0] [1] [0] [90] speed: [1]\n 🎥 Disable from Cam Control? \n 🖼 Set effects c/b/g [0] [100] [0]\n set [costume v] to [text]\n ⏱ Keyframe [9]\n wait (.8) seconds\n show\n set [_v1 v] to [0]\n \n 🎥 Transition x/y/z/s/r [0] [22] [1] ((80) + (_v1)) [90] speed: [12]\n change [_v1 v] by (.4)\n end\nend\n\nwhen I start as a clone\nif <(clone_id) = [7]> then\n 🎥 Transition x/y/z/s/r [-40] [0] [1] [0] [90] speed: [1]\n 🎥 Disable from Cam Control? \n 🖼 Set effects c/b/g [0] [100] [0]\n set [costume v] to [star]\n ⏱ Keyframe [9]\n wait (.8) seconds\n show\n set [_v1 v] to [0]\n \n 🎥 Transition x/y/z/s/r [-40] [-22] [1] ((80) + (_v1)) [90] speed: [12]\n change [_v1 v] by (.4)\n end\nend\n\nwhen I start as a clone\nif <(clone_id) = [8]> then\n 🎥 Transition x/y/z/s/r [40] [0] [1] [0] [90] speed: [1]\n 🎥 Disable from Cam Control? \n 🖼 Set effects c/b/g [0] [100] [0]\n set [costume v] to [heart]\n ⏱ Keyframe [9]\n wait (.8) seconds\n show\n set [_v1 v] to [0]\n \n 🎥 Transition x/y/z/s/r [40] [-22] [1] ((80) + (_v1)) [90] speed: [12]\n change [_v1 v] by (.4)\n end\nend\n\nwhen I start as a clone\nif <(clone_id) = [9]> then\n 🎥 Transition x/y/z/s/r [0] [0] [1] [0] [90] speed: [1]\n 🎥 Disable from Cam Control? \n 🖼 Set effects c/b/g [0] [100] [0]\n set [costume v] to [follow]\n ⏱ Keyframe [9]\n wait (.8) seconds\n show\n set [_v1 v] to [0]\n \n 🎥 Transition x/y/z/s/r [0] [-22] [1] ((80) + (_v1)) [90] speed: [12]\n change [_v1 v] by (.4)\n end\nend\n\nwhen I start as a clone\nif <(clone_id) = [10]> then\n 🎥 Transition x/y/z/s/r [0] [0] [1] [100] [90] speed: [1]\n 🎥 Disable from Cam Control? \n 🖼 Set effects c/b/g [0] [100] [100]\n set [costume v] to [screen]\n show\n ⏱ Keyframe [9]\n wait (2) seconds\n repeat until <[2] > (ghost)>\n change [ghost v] by (-5)\n end\n broadcast (\[Intro\] delete clones v)\n repeat until <(ghost) > [99]>\n change [ghost v] by (2.5)\n end\nend\n\nwhen I start as a clone\nif <(clone_id) = [P2]> then\n ⏱ Keyframe [1]\n \n if <(timer) > ((item (9) of [keyframes v]) + (.8))> then\n go to [front v] layer\n end\n set [size v] to (pick random (10) to (25))\n Transition positions (pick random (-240) to (240)) (pick random (-180) to (180)) (size) speed: [1]\n Transition direction (pick random (1) to (360)) speed: [1]\n 🖼 Set effects c/b/g [0] [100] [100]\n set [costume v] to (join [particle] (pick random (2) to (3)))\n set [x v] to (pick random (-1.99999) to (1.99999))\n set [y v] to (pick random (-1.99999) to (1.99999))\n set [_v1 v] to (pick random (5) to (10))\n repeat until <[52] > (ghost)>\n Set size to [9999] %\n change x by (x)\n change y by (y)\n turn right ([abs v] of (x) ) degrees\n set [x v] to ((.99) * (x))\n set [y v] to ((.99) * (y))\n change [ghost v] by (((50) - (ghost)) / (_v1))\n Set size to (size) %\n switch costume to (costume)\n set [ghost v] effect to (ghost)\n end\n set [_v1 v] to (pick random (.25) to (4))\n repeat until <(ghost) > [98]>\n Set size to [9999] %\n change x by (x)\n change y by (y)\n turn right ([abs v] of (x) ) degrees\n set [x v] to ((.99) * (x))\n set [y v] to ((.99) * (y))\n change [ghost v] by (_v1)\n Set size to (size) %\n switch costume to (costume)\n set [ghost v] effect to (ghost)\n end\n end\nend\n\nwhen I receive [\[intro\] delete clones v]\nif <(clone_id) = [11]> then\n show\n repeat until <(ghost) > [99]>\n change [ghost v] by (2)\n end\n broadcast (\[Intro\] over v)\nelse\n if <not <(clone_id) = [10]>> then\n stop [other scripts in sprite v]\n delete this clone\n end\nend\n\nwhen I start as a clone\nif <(clone_id) = [11]> then\n 🎥 Transition x/y/z/s/r [0] [0] [1] [100] [90] speed: [1]\n 🎥 Disable from Cam Control? \n 🖼 Set effects c/b/g [0] [100] [0]\n set [costume v] to [shade-out]\nend\n\nwhen flag clicked\nbroadcast (\[Intro\] start v)\n\n@You win\n\ndefine Smooth glide to x: (x:) y: (y) size: (size) direction (direction) smoothness: (speed)\nrepeat until <<(round (x position)) = (x:)> and <<(round (y position)) = (y)> and <<(round (size)) = (size)> and <(round (direction)) = (direction)>>>>\n change x by (((x:) - (x position)) / (speed))\n change y by (((y) - (y position)) / (speed))\n change size by (((size) - (size)) / (speed))\n turn right (((direction) - (direction)) / (speed)) degrees\nend\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen I receive [the end so ya v]\nshow\ngo to [front v] layer\nswitch costume to (costume1 v)\nSmooth glide to x: [89] y: [25] size: [100] direction [90] smoothness: [10]\n\nwhen flag clicked\ngo to x: (89) y: (-374)\n\n@Thumbnail\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\n
★★ Platformer - Dino ★★ \nThe theme of this platformer is dino. I have tried my best to make it less generic lol. Every levels are possible, you can search me up on YT to see a demo on this game.\n\n★★ Instructions ★★\nUse arrow keys / WASD to control the dino. Remember to utilise the down / s key •ᴗ• Avoid spikes and saws. Try to collect as many oranges as possible if you want to challenge yourself heheheheh\n\n★★ Credits ★★\nTiles, dinos, spikes and saws downloaded from itch.io (Days Bygone)\n\nA basic platformer tutorial from @Outspire's website\n\nOriginal Music by @CauchySheep - \nUtopia / Happiness (You can use it if you want, just rmb to give credit ^^)\n\n★★ Tags ★★\n#games #platformers #dino #dinosaurs
AMONG US PLATFORMER
@Stage\n\n@3D\n\nwhen flag clicked\nswitch costume to (blank v)\nset size to (500) %\nset [map # v] to [1]\ninit\ncreate map (map #)\nhide\nrespawn\nbroadcast (gogogo v)\npoint in direction (90)\nforever\n erase all\n if <(map #) = [1]> then\n draw an isometric grid\n else\n if <(map #) = [3]> then\n draw a grid\n else\n if <(map #) = [4]> then\n draw an isometric grid\n else\n if <<(map #) = [2]> or <(map #) = [5]>> then\n draw a circular grid\n else\n if <(map #) = [6]> then\n draw a grid\n else\n if <(map #) = [7]> then\n draw an isometric grid\n else\n draw a grid\n end\n end\n end\n end\n end\n end\n stamp\nend\n\ndefine go to x: (x) y: (y) z: (z)\nset [length v] to ((z) + ((0.075) * ([sqrt v] of ((((x) - (x cam)) * ((x) - (x cam))) + (((y) - (y cam)) * ((y) - (y cam)))) )))\ngo to x: (((Size) * ((x) - (x cam))) / ((length) / (1))) y: (((Size) * ((y) - (y cam))) / ((length) / (1)))\n\ndefine add trampoline from x: (x) y: (y) to x: (x2) y: (y2)\nadd (x) to [hazard x v]\nadd ((y) - (50)) to [hazard y v]\nadd (x2) to [hazard x2 v]\nadd ((y2) - (50)) to [hazard y2 v]\n\ndefine smarts\nchange [y vel v] by (-0.16)\ntouching\nif <(touching?) = [1]> then\n set [y vel v] to ((() - (y vel)) / (4))\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [y vel v] to [3.5]\n end\nend\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x vel v] by (1)\nend\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x vel v] by (-1)\nend\nset [x vel v] to ((x vel) * (0.8))\nchange [x v] by (x vel)\nchange [y v] by (y vel)\nslope\n\ndefine slope\nchange [y v] by (2)\ntouching\nif <(touching?) = [1]> then\n change [y v] by (1)\n touching\n if <(touching?) = [1]> then\n change [y v] by (1)\n touching\n if <(touching?) = [1]> then\n change [y v] by (1)\n touching\n if <(touching?) = [1]> then\n change [y v] by (1)\n end\n end\n end\nend\nchange [y v] by (-2)\n\ndefine touching\nset [touching? v] to [0]\nset [touch.run v] to [0]\nrepeat (length of [x1 v])\n change [touch.run v] by (1)\n touching part (touch.run) of slope?\nend\n\ndefine respawn\nset [size v] to [70]\nset [length v] to [30]\nset [x vel v] to [0]\nset [y vel v] to [0]\nset [x v] to [0]\nset [y v] to [20]\nset [x cam v] to [0]\nset [y cam v] to [60]\nset [size v] to [3]\nset [boat movement ⛵⚓ v] to [0]\nset [we're going on a trip, in our little rocket ship 🚀🌟 v] to [-50]\n\nwhen I receive [gogogo v]\nforever\n render\n smarts\n touching bad?\nend\n\ndefine draw an isometric grid\nswitch costume to (isometric v)\ngo to x: ((x) / (5)) y: ((y) / (5))\n\ndefine draw a circular grid\nswitch costume to (circular v)\nturn right (([abs v] of (x vel) ) / (8)) degrees\ngo to x: ((x) / (5)) y: ((y) / (5))\n\ndefine render\nset [render.run v] to [0]\nset [x cam v] to ((x cam) + (((x) - (x cam)) / (3)))\nset [y cam v] to ((y cam) + (((y) - (y cam)) / (3)))\nset [size v] to ((Size) + (((40) - (Size)) / (15)))\nrepeat (length of [hazard x v])\n change [render.run v] by (1)\n pen up\n set pen size to (1)\n go to x: (item (render.run) of [hazard x v]) y: (item (render.run) of [hazard y v]) z: (17)\n set pen color to (#a07812)\n pen down\n set pen size to (4)\n go to x: (item (render.run) of [hazard x v]) y: (item (render.run) of [hazard y v]) z: (27)\n go to x: (item (render.run) of [hazard x2 v]) y: (item (render.run) of [hazard y2 v]) z: (27)\n go to x: (item (render.run) of [hazard x2 v]) y: (item (render.run) of [hazard y2 v]) z: (17)\n go to x: (item (render.run) of [hazard x v]) y: (item (render.run) of [hazard y v]) z: (17)\nend\nset [render.run v] to [0]\nrepeat (length of [x1 v])\n change [render.run v] by (1)\n pen up\n set pen size to (1)\n go to x: (item (render.run) of [x1 v]) y: (item (render.run) of [y1 v]) z: (17)\n set pen color to (#e3bc5e)\n pen down\n set pen size to (5)\n go to x: (item (render.run) of [x1 v]) y: (item (render.run) of [y1 v]) z: (27)\n go to x: (item (render.run) of [x2 v]) y: (item (render.run) of [y2 v]) z: (27)\n go to x: (item (render.run) of [x2 v]) y: (item (render.run) of [y2 v]) z: (17)\n go to x: (item (render.run) of [x1 v]) y: (item (render.run) of [y1 v]) z: (17)\nend\ncreate player\n\ndefine touching bad?\nset [bad.touch.run v] to [0]\nrepeat (length of [hazard x v])\n change [bad.touch.run v] by (1)\n if <<<(((y) + (-6)) + (-13)) < (((x) * (((item (bad.touch.run) of [hazard y v]) - (item (bad.touch.run) of [hazard y2 v])) / ((item (bad.touch.run) of [hazard x v]) - (item (bad.touch.run) of [hazard x2 v])))) + ((item (bad.touch.run) of [hazard y v]) - ((((item (bad.touch.run) of [hazard y v]) - (item (bad.touch.run) of [hazard y2 v])) / ((item (bad.touch.run) of [hazard x v]) - (item (bad.touch.run) of [hazard x2 v]))) * (item (bad.touch.run) of [hazard x v]))))> and <(((x) * (((item (bad.touch.run) of [hazard y v]) - (item (bad.touch.run) of [hazard y2 v])) / ((item (bad.touch.run) of [hazard x v]) - (item (bad.touch.run) of [hazard x2 v])))) + ((item (bad.touch.run) of [hazard y v]) - ((((item (bad.touch.run) of [hazard y2 v]) - (item (bad.touch.run) of [hazard y v])) / ((item (bad.touch.run) of [hazard x v]) - (item (bad.touch.run) of [hazard x2 v]))) * (item (bad.touch.run) of [hazard x v])))) < (((y) + (6)) + (-13))>> and <<(item (bad.touch.run) of [hazard x v]) < (x)> and <(x) < (item (bad.touch.run) of [hazard x2 v])>>> then\n set [y vel v] to [7]\n end\nend\n\ndefine add platform from x: (x) y: (y) to x: (x2) y: (y2)\nadd (x) to [x1 v]\nadd ((y) - (50)) to [y1 v]\nadd (x2) to [x2 v]\nadd ((y2) - (50)) to [y2 v]\n\ndefine touching part (slo) of slope?\nif <<<(((y) + (-6)) + (-13)) < (((x) * (((item (slo) of [y1 v]) - (item (slo) of [y2 v])) / ((item (slo) of [x1 v]) - (item (slo) of [x2 v])))) + ((item (slo) of [y1 v]) - ((((item (slo) of [y1 v]) - (item (slo) of [y2 v])) / ((item (slo) of [x1 v]) - (item (slo) of [x2 v]))) * (item (slo) of [x1 v]))))> and <(((x) * (((item (slo) of [y1 v]) - (item (slo) of [y2 v])) / ((item (slo) of [x1 v]) - (item (slo) of [x2 v])))) + ((item (slo) of [y1 v]) - ((((item (slo) of [y1 v]) - (item (slo) of [y2 v])) / ((item (slo) of [x1 v]) - (item (slo) of [x2 v]))) * (item (slo) of [x1 v])))) < (((y) + (6)) + (-13))>> and <<(item (slo) of [x1 v]) < (x)> and <(x) < (item (slo) of [x2 v])>>> then\n set [touching? v] to [1]\nend\n\nwhen flag clicked\nset [space elevator super controller ̿̿ ̿̿ ̿̿ ̿'̿'\̵͇̿̿\= \( ▀ ͜͞ʖ▀\) =/̵͇̿̿/’̿’̿ ̿ ̿̿ ̿̿ ̿̿ v] to [-50]\nwait until <(map #) = [3]>\nwait until <(x) > [250]>\nwait (1) seconds\nforever\n if <(map #) = [3]> then\n repeat (100)\n change [space elevator super controller ̿̿ ̿̿ ̿̿ ̿'̿'\̵͇̿̿\= \( ▀ ͜͞ʖ▀\) =/̵͇̿̿/’̿’̿ ̿ ̿̿ ̿̿ ̿̿ v] by (4)\n end\n wait (2) seconds\n repeat (100)\n change [space elevator super controller ̿̿ ̿̿ ̿̿ ̿'̿'\̵͇̿̿\= \( ▀ ͜͞ʖ▀\) =/̵͇̿̿/’̿’̿ ̿ ̿̿ ̿̿ ̿̿ v] by (-4)\n end\n wait (2) seconds\n end\nend\n\nwhen flag clicked\nwait until <(x) > [250]>\nforever\n if <(map #) = [3]> then\n replace item (3) of [y1 v] with (SPACE ELEVATOR SUPER CONTROLLER ̿̿ ̿̿ ̿̿ ̿'̿'\̵͇̿̿\= \( ▀ ͜͞ʖ▀\) =/̵͇̿̿/’̿’̿ ̿ ̿̿ ̿̿ ̿̿)\n replace item (3) of [y2 v] with (SPACE ELEVATOR SUPER CONTROLLER ̿̿ ̿̿ ̿̿ ̿'̿'\̵͇̿̿\= \( ▀ ͜͞ʖ▀\) =/̵͇̿̿/’̿’̿ ̿ ̿̿ ̿̿ ̿̿)\n end\nend\n\ndefine draw a wall at x: (x)\nadd trampoline from x: (x) y: (-100) to x: (x) y: (-200)\nadd trampoline from x: (x) y: (-100) to x: (x) y: (0)\nadd trampoline from x: (x) y: (100) to x: (x) y: (0)\nadd trampoline from x: (x) y: (100) to x: (x) y: (200)\n\nwhen flag clicked\nwait until <(map #) = [4]>\nreset timer\nforever\n if <(map #) = [4]> then\n replace item (1) of [y1 v] with ((([sin v] of ((timer) * (20)) ) * (200)) - (50))\n replace item (1) of [y2 v] with ((([sin v] of ((timer) * (20)) ) * (200)) - (50))\n replace item (2) of [y1 v] with ((([cos v] of ((timer) * (15)) ) * (200)) - (50))\n replace item (2) of [y2 v] with ((([cos v] of ((timer) * (15)) ) * (200)) - (50))\n replace item (3) of [y1 v] with ((([sin v] of ((timer) * (25)) ) * (200)) - (50))\n replace item (3) of [y2 v] with ((([sin v] of ((timer) * (25)) ) * (200)) - (50))\n replace item (4) of [y1 v] with ((([cos v] of ((timer) * (20)) ) * (200)) - (50))\n replace item (4) of [y2 v] with ((([cos v] of ((timer) * (20)) ) * (200)) - (50))\n end\nend\n\ndefine draw a grid\npoint in direction (90)\nswitch costume to (grid v)\ngo to x: ((x) / (25)) y: ((y) / (25))\n\ndefine draw a [C8H10N4O2] Caffeine molecule ☕\nadd platform from x: (-120) y: (250) to x: (-120) y: (210)\nadd platform from x: (-90) y: (250) to x: (-120) y: (250)\nadd trampoline from x: (-120) y: (210) to x: (-90) y: (210)\nadd platform from x: (-70) y: (200) to x: (-70) y: (220)\nadd platform from x: (-80) y: (200) to x: (-80) y: (220)\nadd platform from x: (-80) y: (210) to x: (-70) y: (210)\nadd platform from x: (-80) y: (200) to x: (-70) y: (200)\nadd platform from x: (-80) y: (220) to x: (-70) y: (220)\nadd platform from x: (-30) y: (250) to x: (-30) y: (210)\nadd platform from x: (-60) y: (210) to x: (-60) y: (250)\nadd platform from x: (-30) y: (230) to x: (-60) y: (230)\nadd platform from x: (0) y: (200) to x: (0) y: (220)\nadd platform from x: (-10) y: (200) to x: (-10) y: (220)\nadd platform from x: (0) y: (200) to x: (-10) y: (200)\nadd platform from x: (0) y: (220) to x: (-10) y: (220)\nadd platform from x: (-20) y: (200) to x: (-20) y: (220)\nadd platform from x: (10) y: (250) to x: (40) y: (210)\nadd platform from x: (10) y: (210) to x: (10) y: (250)\nadd platform from x: (40) y: (210) to x: (40) y: (250)\nadd platform from x: (60) y: (200) to x: (60) y: (220)\nadd platform from x: (50) y: (210) to x: (50) y: (220)\nadd platform from x: (50) y: (210) to x: (60) y: (210)\nadd platform from x: (100) y: (210) to x: (70) y: (210)\nadd platform from x: (70) y: (210) to x: (70) y: (250)\nadd platform from x: (100) y: (250) to x: (70) y: (250)\nadd platform from x: (100) y: (210) to x: (100) y: (250)\nadd platform from x: (110) y: (200) to x: (120) y: (200)\nadd platform from x: (110) y: (210) to x: (120) y: (210)\nadd platform from x: (110) y: (220) to x: (120) y: (220)\nadd platform from x: (120) y: (220) to x: (120) y: (210)\nadd platform from x: (110) y: (200) to x: (110) y: (210)\n\ndefine create player\npen up\nset pen size to (1)\ngo to x: (x) y: ((y) - (4)) z: (14)\nset pen color to (#d0d0d0)\nset pen size to (20)\npen down\npen up\nif <(y) < [-300]> then\n respawn\nend\nif <(map #) = [1]> then\n if <(y) > [400]> then\n change [map # v] by (1)\n respawn\n init\n create map (map #)\n end\nelse\n if <(map #) = [2]> then\n if <(y) > [350]> then\n change [map # v] by (1)\n respawn\n init\n create map (map #)\n end\n else\n if <(map #) = [3]> then\n if <<(y) > [360]> and <(x) > [515]>> then\n change [map # v] by (1)\n respawn\n init\n create map (map #)\n end\n else\n if <(map #) = [4]> then\n if <(x) > [1350]> then\n change [map # v] by (1)\n respawn\n init\n create map (map #)\n end\n else\n if <(map #) = [5]> then\n if <(y) > [300]> then\n change [map # v] by (1)\n respawn\n init\n create map (map #)\n end\n else\n if <(map #) = [6]> then\n if <<<(x) > [1455]> and <(x) < [1555]>> and <<(y) < [-31]> and <(craneload) = [-50]>>> then\n change [map # v] by (1)\n respawn\n init\n create map (map #)\n end\n else\n if <(map #) = [7]> then\n if <<(x) < [-70]> and <(y) > [350]>> then\n change [map # v] by (1)\n respawn\n init\n create map (map #)\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nset [\) v] to [50]\nset [\)\) v] to [50]\nwait until <(map #) = [6]>\nforever\n wait (1) seconds\n repeat (20)\n change [\)\) v] by (10)\n end\n wait (0.2) seconds\n repeat (20)\n change [\) v] by (10)\n end\n set [\) v] to [50]\n set [\)\) v] to [50]\nend\n\nwhen flag clicked\nwait until <(map #) = [6]>\nforever\n if <(map #) = [6]> then\n replace item (1) of [x1 v] with (\))\n replace item (1) of [x2 v] with (\)\))\n replace item (2) of [x1 v] with ((\)) + (300))\n replace item (2) of [x2 v] with ((\)\)) + (300))\n replace item (3) of [x1 v] with ((\)) + (600))\n replace item (3) of [x2 v] with ((\)\)) + (600))\n replace item (1) of [hazard y2 v] with (craneload)\n replace item (4) of [y1 v] with (craneload)\n replace item (4) of [y2 v] with (craneload)\n replace item (5) of [y1 v] with ((craneload) - (100))\n replace item (5) of [y2 v] with ((craneload) - (100))\n replace item (6) of [y1 v] with ((craneload) - (100))\n replace item (6) of [y2 v] with (craneload)\n replace item (7) of [y1 v] with ((craneload) - (100))\n replace item (7) of [y2 v] with (craneload)\n end\nend\n\ndefine draw a crane 👷🏗\nadd platform from x: (1050) y: (0) to x: (1150) y: (0)\nadd platform from x: (1050) y: (100) to x: (1150) y: (100)\nadd platform from x: (1050) y: (200) to x: (1150) y: (200)\nadd platform from x: (1050) y: (300) to x: (1150) y: (300)\nadd platform from x: (1050) y: (400) to x: (1150) y: (400)\nadd platform from x: (1050) y: (0) to x: (1050) y: (200)\nadd platform from x: (1050) y: (200) to x: (1050) y: (400)\nadd platform from x: (1150) y: (0) to x: (1150) y: (200)\nadd platform from x: (1150) y: (200) to x: (1150) y: (400)\nadd platform from x: (1050) y: (0) to x: (1150) y: (100)\nadd platform from x: (1050) y: (200) to x: (1150) y: (100)\nadd platform from x: (1050) y: (200) to x: (1150) y: (300)\nadd platform from x: (1050) y: (300) to x: (1150) y: (400)\nadd platform from x: (1050) y: (400) to x: (1100) y: (500)\nadd platform from x: (1150) y: (400) to x: (1100) y: (500)\nadd platform from x: (1050) y: (400) to x: (950) y: (400)\nadd platform from x: (1050) y: (300) to x: (950) y: (300)\nadd platform from x: (950) y: (300) to x: (950) y: (400)\nadd platform from x: (950) y: (300) to x: (1050) y: (400)\nadd platform from x: (1150) y: (400) to x: (1250) y: (400)\nadd platform from x: (1150) y: (300) to x: (1250) y: (300)\nadd platform from x: (1150) y: (300) to x: (1250) y: (400)\nadd platform from x: (1250) y: (300) to x: (1250) y: (400)\nadd platform from x: (1250) y: (400) to x: (1350) y: (400)\nadd platform from x: (1250) y: (300) to x: (1350) y: (300)\nadd platform from x: (1250) y: (300) to x: (1350) y: (400)\nadd platform from x: (1350) y: (300) to x: (1350) y: (400)\nadd platform from x: (1350) y: (400) to x: (1450) y: (400)\nadd platform from x: (1350) y: (300) to x: (1450) y: (300)\nadd platform from x: (1350) y: (300) to x: (1450) y: (400)\nadd platform from x: (1450) y: (300) to x: (1450) y: (400)\nadd platform from x: (1450) y: (400) to x: (1550) y: (400)\nadd platform from x: (1450) y: (300) to x: (1550) y: (300)\nadd platform from x: (1450) y: (300) to x: (1550) y: (400)\nadd platform from x: (1550) y: (300) to x: (1550) y: (400)\n\nwhen flag clicked\nset [craneload v] to [200]\nwait until <(map #) = [6]>\nforever\n wait (1) seconds\n repeat (100)\n change [craneload v] by (-2.5)\n end\n wait (3) seconds\n repeat (100)\n change [craneload v] by (2.5)\n end\nend\n\nwhen flag clicked\nset [boat movement ⛵⚓ v] to [0]\nwait until <(map #) = [7]>\nforever\n wait until <(boat movement ⛵⚓) = [0]>\n wait (2) seconds\n repeat until <(boat movement ⛵⚓) = [510]>\n change [boat movement ⛵⚓ v] by (3)\n end\nend\n\ndefine create map (#)\nif <(#) = [1]> then\n add platform from x: (-20) y: (0) to x: (380) y: (0)\n add platform from x: (-20) y: (0) to x: (-20) y: (400)\n add platform from x: (-20) y: (400) to x: (380) y: (400)\n add platform from x: (380) y: (0) to x: (380) y: (400)\n add trampoline from x: (130) y: (150) to x: (230) y: (150)\n add platform from x: (130) y: (250) to x: (230) y: (250)\n add platform from x: (130) y: (150) to x: (130) y: (250)\n add platform from x: (230) y: (150) to x: (230) y: (250)\n add platform from x: (-20) y: (0) to x: (130) y: (150)\n add platform from x: (380) y: (0) to x: (230) y: (150)\n add platform from x: (-20) y: (400) to x: (130) y: (250)\n add platform from x: (380) y: (400) to x: (230) y: (250)\nend\nif <(#) = [2]> then\n add trampoline from x: (-50) y: (0) to x: (50) y: (0)\n add platform from x: (-150) y: (100) to x: (-50) y: (0)\n add platform from x: (150) y: (100) to x: (50) y: (0)\n add platform from x: (-150) y: (100) to x: (-150) y: (200)\n add platform from x: (150) y: (100) to x: (150) y: (200)\n add platform from x: (-150) y: (200) to x: (-50) y: (300)\n add platform from x: (50) y: (300) to x: (150) y: (200)\n add platform from x: (-50) y: (300) to x: (50) y: (300)\n add platform from x: (0) y: (150) to x: (-60) y: (250)\n add trampoline from x: (0) y: (150) to x: (60) y: (200)\n add platform from x: (-50) y: (350) to x: (50) y: (350)\n add platform from x: (0) y: (300) to x: (0) y: (350)\nend\nif <(#) = [3]> then\n add platform from x: (-50) y: (0) to x: (50) y: (0)\n add platform from x: (100) y: (0) to x: (225) y: (0)\n add platform from x: (225) y: (0) to x: (300) y: (0)\n add trampoline from x: (-15) y: (0) to x: (-15) y: (70)\n add trampoline from x: (15) y: (0) to x: (15) y: (70)\n add trampoline from x: (-35) y: (70) to x: (25) y: (70)\n add trampoline from x: (-35) y: (100) to x: (25) y: (100)\n add trampoline from x: (-35) y: (70) to x: (-35) y: (100)\n add trampoline from x: (25) y: (70) to x: (25) y: (60)\n add trampoline from x: (50) y: (85) to x: (25) y: (60)\n add trampoline from x: (50) y: (85) to x: (25) y: (110)\n add trampoline from x: (25) y: (100) to x: (25) y: (110)\n add trampoline from x: (225) y: (0) to x: (300) y: (0)\n add trampoline from x: (225) y: (0) to x: (225) y: (100)\n add trampoline from x: (300) y: (0) to x: (300) y: (100)\n add trampoline from x: (225) y: (100) to x: (225) y: (200)\n add trampoline from x: (300) y: (100) to x: (300) y: (200)\n add trampoline from x: (225) y: (300) to x: (225) y: (200)\n add trampoline from x: (300) y: (300) to x: (300) y: (200)\n add trampoline from x: (225) y: (300) to x: (225) y: (400)\n add trampoline from x: (300) y: (300) to x: (300) y: (400)\n add trampoline from x: (225) y: (400) to x: (300) y: (400)\n add platform from x: (300) y: (0) to x: (550) y: (0)\n add platform from x: (300) y: (100) to x: (550) y: (100)\n add platform from x: (300) y: (200) to x: (550) y: (200)\n add platform from x: (300) y: (300) to x: (550) y: (300)\n add platform from x: (300) y: (400) to x: (550) y: (400)\n add platform from x: (550) y: (0) to x: (550) y: (100)\n add platform from x: (550) y: (200) to x: (550) y: (100)\n add platform from x: (550) y: (200) to x: (550) y: (300)\n add platform from x: (550) y: (400) to x: (550) y: (300)\nend\nif <(#) = [4]> then\n add platform from x: (250) y: (0) to x: (350) y: (0)\n add platform from x: (450) y: (0) to x: (550) y: (0)\n add platform from x: (650) y: (0) to x: (750) y: (0)\n add platform from x: (850) y: (0) to x: (950) y: (0)\n add platform from x: (-20) y: (0) to x: (150) y: (0)\n draw a wall at x: (300)\n draw a wall at x: (500)\n draw a wall at x: (700)\n draw a wall at x: (900)\n add platform from x: (1050) y: (0) to x: (1400) y: (0)\nend\nif <(#) = [5]> then\n add platform from x: (-40) y: (50) to x: (-95) y: (55)\n add platform from x: (-10) y: (0) to x: (-40) y: (50)\n add platform from x: (-10) y: (0) to x: (40) y: (10)\n add platform from x: (50) y: (70) to x: (40) y: (10)\n add platform from x: (50) y: (70) to x: (-5) y: (110)\n add platform from x: (-40) y: (50) to x: (-5) y: (110)\n add platform from x: (40) y: (10) to x: (90) y: (-15)\n add platform from x: (140) y: (10) to x: (90) y: (-15)\n add platform from x: (140) y: (10) to x: (150) y: (70)\n add platform from x: (100) y: (95) to x: (150) y: (70)\n add platform from x: (100) y: (95) to x: (50) y: (70)\n add trampoline from x: (140) y: (10) to x: (190) y: (-15)\n add platform from x: (240) y: (10) to x: (190) y: (-15)\n add platform from x: (-10) y: (0) to x: (-20) y: (-40)\n add platform from x: (-70) y: (-40) to x: (-20) y: (-40)\n add platform from x: (0) y: (-80) to x: (-20) y: (-40)\n add platform from x: (90) y: (-15) to x: (90) y: (-65)\n add platform from x: (200) y: (-50) to x: (190) y: (-15)\n add platform from x: (200) y: (95) to x: (150) y: (70)\n add platform from x: (100) y: (95) to x: (100) y: (140)\n add platform from x: (100) y: (140) to x: (60) y: (165)\n add platform from x: (100) y: (140) to x: (140) y: (165)\n draw a [C8H10N4O2] Caffeine molecule ☕\nend\nif <(#) = [6]> then\n add platform from x: (50) y: (0) to x: (50) y: (0)\n add platform from x: (350) y: (0) to x: (350) y: (0)\n add platform from x: (650) y: (0) to x: (650) y: (0)\n add trampoline from x: (1500) y: (300) to x: (1500) y: (300)\n add platform from x: (1450) y: (260) to x: (1550) y: (260)\n add platform from x: (1450) y: (160) to x: (1550) y: (160)\n add platform from x: (1450) y: (160) to x: (1450) y: (260)\n add platform from x: (1550) y: (160) to x: (1550) y: (260)\n add trampoline from x: (0) y: (0) to x: (0) y: (-100)\n add trampoline from x: (300) y: (0) to x: (300) y: (-100)\n add trampoline from x: (600) y: (0) to x: (600) y: (-100)\n add platform from x: (-50) y: (0) to x: (50) y: (0)\n add platform from x: (250) y: (0) to x: (350) y: (0)\n add platform from x: (550) y: (0) to x: (650) y: (0)\n add platform from x: (850) y: (0) to x: (1050) y: (0)\n draw a crane 👷🏗\nend\nif <(#) = [7]> then\n add platform from x: (-50) y: (0) to x: (200) y: (0)\n add platform from x: (-30) y: (-30) to x: (150) y: (-30)\n add platform from x: (-30) y: (-30) to x: (-50) y: (0)\n add platform from x: (200) y: (0) to x: (150) y: (-30)\n add platform from x: (-30) y: (0) to x: (0) y: (40)\n add platform from x: (75) y: (40) to x: (120) y: (0)\n add platform from x: (75) y: (40) to x: (0) y: (40)\n add platform from x: (37.5) y: (40) to x: (37.5) y: (0)\n add trampoline from x: (150) y: (80) to x: (150) y: (0)\n add trampoline from x: (150) y: (80) to x: (180) y: (65)\n add trampoline from x: (150) y: (50) to x: (180) y: (65)\n draw a rocket 🚀🌟\n add trampoline from x: (0) y: (-61) to x: (-100) y: (-61)\n add trampoline from x: (-200) y: (-61) to x: (-100) y: (-61)\n add trampoline from x: (0) y: (-61) to x: (100) y: (-61)\n add trampoline from x: (200) y: (-61) to x: (100) y: (-61)\n add trampoline from x: (200) y: (-61) to x: (300) y: (-61)\n add trampoline from x: (300) y: (-61) to x: (400) y: (-61)\n add trampoline from x: (500) y: (-61) to x: (400) y: (-61)\n add trampoline from x: (500) y: (-61) to x: (600) y: (-61)\n add trampoline from x: (700) y: (-61) to x: (600) y: (-61)\n add platform from x: (550) y: (390) to x: (750) y: (390)\n add platform from x: (350) y: (390) to x: (550) y: (390)\n add platform from x: (150) y: (390) to x: (350) y: (390)\n add platform from x: (-100) y: (390) to x: (150) y: (390)\n P\n R\n O\n T\n ◯\n ㄒ\n Y\n 𝒫\n E\n by Chirple\nend\nif <(#) = [8]> then\n add platform from x: (-90) y: (0) to x: (90) y: (0)\n add platform from x: (-90) y: (0) to x: (-90) y: (120)\n add platform from x: (-90) y: (120) to x: (-90) y: (240)\n add platform from x: (90) y: (0) to x: (90) y: (120)\n credits list\n ⁽♡⁾\nend\n\nwhen flag clicked\nset [we're going on a trip, in our little rocket ship 🚀🌟 v] to [-50]\nwait until <(map #) = [7]>\nwait until <<(x) > [850]> and <(x) < [950]>>\nforever\n wait until <(we're going on a trip, in our little rocket ship 🚀🌟) = [-50]>\n wait until <<(x) > [850]> and <(x) < [950]>>\n wait (2) seconds\n repeat (133)\n change [we're going on a trip, in our little rocket ship 🚀🌟 v] by (3)\n end\nend\n\ndefine draw a rocket 🚀🌟\nadd platform from x: (800) y: (100) to x: (800) y: (-50)\nadd platform from x: (850) y: (0) to x: (800) y: (-50)\nadd platform from x: (800) y: (100) to x: (850) y: (150)\nadd platform from x: (850) y: (0) to x: (950) y: (0)\nadd platform from x: (950) y: (0) to x: (950) y: (150)\nadd platform from x: (850) y: (0) to x: (850) y: (150)\nadd platform from x: (1000) y: (100) to x: (1000) y: (-50)\nadd platform from x: (950) y: (0) to x: (1000) y: (-50)\nadd platform from x: (1000) y: (100) to x: (950) y: (150)\nadd platform from x: (850) y: (150) to x: (850) y: (250)\nadd platform from x: (950) y: (150) to x: (950) y: (250)\nadd platform from x: (850) y: (250) to x: (900) y: (350)\nadd platform from x: (950) y: (250) to x: (900) y: (350)\nadd platform from x: (885) y: (165) to x: (915) y: (165)\nadd platform from x: (885) y: (215) to x: (915) y: (215)\nadd platform from x: (885) y: (165) to x: (885) y: (215)\nadd platform from x: (915) y: (165) to x: (915) y: (215)\nadd trampoline from x: (850) y: (0) to x: (820) y: (-100)\nadd trampoline from x: (820) y: (-100) to x: (870) y: (-50)\nadd trampoline from x: (950) y: (0) to x: (980) y: (-100)\nadd trampoline from x: (980) y: (-100) to x: (930) y: (-50)\nadd trampoline from x: (870) y: (-50) to x: (900) y: (-150)\nadd trampoline from x: (900) y: (-150) to x: (930) y: (-50)\n\ndefine R\nadd platform from x: (50) y: (420) to x: (50) y: (500)\nadd platform from x: (50) y: (500) to x: (110) y: (500)\nadd platform from x: (110) y: (450) to x: (110) y: (500)\nadd platform from x: (90) y: (450) to x: (110) y: (450)\nadd platform from x: (90) y: (450) to x: (110) y: (420)\nadd platform from x: (70) y: (450) to x: (90) y: (420)\nadd platform from x: (90) y: (420) to x: (110) y: (420)\nadd platform from x: (70) y: (450) to x: (70) y: (420)\nadd platform from x: (50) y: (420) to x: (70) y: (420)\nadd platform from x: (70) y: (480) to x: (90) y: (480)\nadd platform from x: (70) y: (470) to x: (90) y: (470)\nadd platform from x: (70) y: (470) to x: (70) y: (480)\nadd platform from x: (90) y: (470) to x: (90) y: (480)\n\ndefine ㄒ\nadd platform from x: (370) y: (500) to x: (430) y: (500)\nadd platform from x: (370) y: (480) to x: (370) y: (500)\nadd platform from x: (430) y: (480) to x: (430) y: (500)\nadd platform from x: (370) y: (480) to x: (390) y: (480)\nadd platform from x: (410) y: (480) to x: (430) y: (480)\nadd platform from x: (390) y: (420) to x: (390) y: (480)\nadd platform from x: (410) y: (420) to x: (410) y: (480)\nadd platform from x: (390) y: (420) to x: (410) y: (420)\n\ndefine E\nadd platform from x: (630) y: (500) to x: (690) y: (500)\nadd platform from x: (630) y: (420) to x: (630) y: (500)\nadd platform from x: (630) y: (420) to x: (690) y: (420)\nadd platform from x: (690) y: (420) to x: (690) y: (436)\nadd platform from x: (690) y: (452) to x: (690) y: (468)\nadd platform from x: (690) y: (484) to x: (690) y: (500)\nadd platform from x: (650) y: (436) to x: (650) y: (452)\nadd platform from x: (650) y: (468) to x: (650) y: (484)\nadd platform from x: (650) y: (436) to x: (690) y: (436)\nadd platform from x: (650) y: (452) to x: (690) y: (452)\nadd platform from x: (650) y: (468) to x: (690) y: (468)\nadd platform from x: (650) y: (484) to x: (690) y: (484)\n\ndefine 𝒫\nadd platform from x: (550) y: (420) to x: (550) y: (500)\nadd platform from x: (550) y: (500) to x: (610) y: (500)\nadd platform from x: (570) y: (450) to x: (610) y: (450)\nadd platform from x: (610) y: (450) to x: (610) y: (500)\nadd platform from x: (570) y: (450) to x: (570) y: (420)\nadd platform from x: (550) y: (420) to x: (570) y: (420)\nadd platform from x: (570) y: (480) to x: (590) y: (480)\nadd platform from x: (570) y: (470) to x: (590) y: (470)\nadd platform from x: (570) y: (470) to x: (570) y: (480)\nadd platform from x: (590) y: (470) to x: (590) y: (480)\n\ndefine ◯\nadd platform from x: (290) y: (420) to x: (290) y: (500)\nadd platform from x: (350) y: (420) to x: (350) y: (500)\nadd platform from x: (290) y: (500) to x: (350) y: (500)\nadd platform from x: (290) y: (420) to x: (350) y: (420)\nadd platform from x: (310) y: (440) to x: (310) y: (480)\nadd platform from x: (330) y: (440) to x: (330) y: (480)\nadd platform from x: (310) y: (480) to x: (330) y: (480)\nadd platform from x: (310) y: (440) to x: (330) y: (440)\n\ndefine by Chirple\nadd platform from x: (690) y: (360) to x: (670) y: (360)\nadd platform from x: (670) y: (360) to x: (670) y: (340)\nadd platform from x: (690) y: (360) to x: (690) y: (350)\nadd platform from x: (690) y: (350) to x: (670) y: (350)\nadd platform from x: (690) y: (340) to x: (670) y: (340)\nadd platform from x: (660) y: (340) to x: (660) y: (375)\nadd platform from x: (650) y: (360) to x: (650) y: (340)\nadd platform from x: (630) y: (360) to x: (630) y: (325)\nadd platform from x: (630) y: (360) to x: (650) y: (360)\nadd platform from x: (630) y: (340) to x: (650) y: (340)\nadd platform from x: (600) y: (360) to x: (620) y: (360)\nadd platform from x: (600) y: (360) to x: (600) y: (340)\nadd platform from x: (590) y: (360) to x: (590) y: (340)\nadd platform from x: (590) y: (375) to x: (590) y: (375)\nadd platform from x: (580) y: (360) to x: (580) y: (340)\nadd platform from x: (560) y: (375) to x: (560) y: (340)\nadd platform from x: (560) y: (360) to x: (580) y: (360)\nadd platform from x: (530) y: (375) to x: (550) y: (375)\nadd platform from x: (530) y: (375) to x: (530) y: (340)\nadd platform from x: (530) y: (340) to x: (550) y: (340)\nadd platform from x: (500) y: (360) to x: (500) y: (320)\nadd platform from x: (480) y: (360) to x: (480) y: (340)\nadd platform from x: (480) y: (340) to x: (500) y: (340)\nadd platform from x: (480) y: (320) to x: (500) y: (320)\nadd platform from x: (470) y: (360) to x: (470) y: (340)\nadd platform from x: (450) y: (375) to x: (450) y: (340)\nadd platform from x: (450) y: (340) to x: (470) y: (340)\nadd platform from x: (450) y: (360) to x: (470) y: (360)\n\ndefine O\nadd platform from x: (130) y: (420) to x: (130) y: (500)\nadd platform from x: (190) y: (420) to x: (190) y: (500)\nadd platform from x: (130) y: (500) to x: (190) y: (500)\nadd platform from x: (130) y: (420) to x: (190) y: (420)\nadd platform from x: (150) y: (440) to x: (150) y: (480)\nadd platform from x: (170) y: (440) to x: (170) y: (480)\nadd platform from x: (150) y: (480) to x: (170) y: (480)\nadd platform from x: (150) y: (440) to x: (170) y: (440)\n\ndefine P\nadd platform from x: (-30) y: (420) to x: (-30) y: (500)\nadd platform from x: (-30) y: (500) to x: (30) y: (500)\nadd platform from x: (-10) y: (450) to x: (30) y: (450)\nadd platform from x: (30) y: (450) to x: (30) y: (500)\nadd platform from x: (-10) y: (450) to x: (-10) y: (420)\nadd platform from x: (-30) y: (420) to x: (-10) y: (420)\nadd platform from x: (-10) y: (480) to x: (10) y: (480)\nadd platform from x: (-10) y: (470) to x: (10) y: (470)\nadd platform from x: (-10) y: (470) to x: (-10) y: (480)\nadd platform from x: (10) y: (470) to x: (10) y: (480)\n\nwhen flag clicked\nwait until <(map #) = [7]>\nforever\n if <(map #) = [7]> then\n replace item (1) of [x1 v] with ((boat movement ⛵⚓) - (50))\n replace item (1) of [x2 v] with ((boat movement ⛵⚓) + (200))\n replace item (2) of [x1 v] with ((boat movement ⛵⚓) - (30))\n replace item (2) of [x2 v] with ((boat movement ⛵⚓) + (150))\n replace item (3) of [x1 v] with ((boat movement ⛵⚓) - (30))\n replace item (3) of [x2 v] with ((boat movement ⛵⚓) - (50))\n replace item (4) of [x1 v] with ((boat movement ⛵⚓) + (200))\n replace item (4) of [x2 v] with ((boat movement ⛵⚓) + (150))\n replace item (5) of [x1 v] with ((boat movement ⛵⚓) - (30))\n replace item (5) of [x2 v] with (boat movement ⛵⚓)\n replace item (6) of [x1 v] with ((boat movement ⛵⚓) + (75))\n replace item (6) of [x2 v] with ((boat movement ⛵⚓) + (120))\n replace item (7) of [x1 v] with ((boat movement ⛵⚓) + (75))\n replace item (7) of [x2 v] with ((boat movement ⛵⚓) + (0))\n replace item (8) of [x1 v] with ((boat movement ⛵⚓) + (37.5))\n replace item (8) of [x2 v] with ((boat movement ⛵⚓) + (37.5))\n replace item (1) of [hazard x v] with ((boat movement ⛵⚓) + (150))\n replace item (1) of [hazard x2 v] with ((boat movement ⛵⚓) + (150))\n replace item (2) of [hazard x v] with ((boat movement ⛵⚓) + (150))\n replace item (2) of [hazard x2 v] with ((boat movement ⛵⚓) + (180))\n replace item (3) of [hazard x v] with ((boat movement ⛵⚓) + (150))\n replace item (3) of [hazard x2 v] with ((boat movement ⛵⚓) + (180))\n replace item (3) of [hazard x2 v] with ((boat movement ⛵⚓) + (180))\n replace item (9) of [y1 v] with ((we're going on a trip, in our little rocket ship 🚀🌟) + (100))\n replace item (9) of [y2 v] with ((we're going on a trip, in our little rocket ship 🚀🌟) - (50))\n replace item (10) of [y1 v] with ((we're going on a trip, in our little rocket ship 🚀🌟) + (0))\n replace item (10) of [y2 v] with ((we're going on a trip, in our little rocket ship 🚀🌟) - (50))\n replace item (11) of [y1 v] with ((we're going on a trip, in our little rocket ship 🚀🌟) + (100))\n replace item (11) of [y2 v] with ((we're going on a trip, in our little rocket ship 🚀🌟) + (150))\n replace item (12) of [y1 v] with ((we're going on a trip, in our little rocket ship 🚀🌟) + (0))\n replace item (12) of [y2 v] with ((we're going on a trip, in our little rocket ship 🚀🌟) + (0))\n replace item (13) of [y1 v] with ((we're going on a trip, in our little rocket ship 🚀🌟) + (0))\n replace item (13) of [y2 v] with ((we're going on a trip, in our little rocket ship 🚀🌟) + (150))\n replace item (14) of [y1 v] with ((we're going on a trip, in our little rocket ship 🚀🌟) + (0))\n replace item (14) of [y2 v] with ((we're going on a trip, in our little rocket ship 🚀🌟) + (150))\n replace item (15) of [y1 v] with ((we're going on a trip, in our little rocket ship 🚀🌟) + (100))\n replace item (15) of [y2 v] with ((we're going on a trip, in our little rocket ship 🚀🌟) - (50))\n replace item (16) of [y1 v] with ((we're going on a trip, in our little rocket ship 🚀🌟) + (0))\n replace item (16) of [y2 v] with ((we're going on a trip, in our little rocket ship 🚀🌟) - (50))\n replace item (17) of [y1 v] with ((we're going on a trip, in our little rocket ship 🚀🌟) + (100))\n replace item (17) of [y2 v] with ((we're going on a trip, in our little rocket ship 🚀🌟) + (150))\n replace item (18) of [y1 v] with ((we're going on a trip, in our little rocket ship 🚀🌟) + (150))\n replace item (18) of [y2 v] with ((we're going on a trip, in our little rocket ship 🚀🌟) + (250))\n replace item (19) of [y1 v] with ((we're going on a trip, in our little rocket ship 🚀🌟) + (150))\n replace item (19) of [y2 v] with ((we're going on a trip, in our little rocket ship 🚀🌟) + (250))\n replace item (20) of [y1 v] with ((we're going on a trip, in our little rocket ship 🚀🌟) + (250))\n replace item (20) of [y2 v] with ((we're going on a trip, in our little rocket ship 🚀🌟) + (350))\n replace item (21) of [y1 v] with ((we're going on a trip, in our little rocket ship 🚀🌟) + (250))\n replace item (21) of [y2 v] with ((we're going on a trip, in our little rocket ship 🚀🌟) + (350))\n replace item (22) of [y1 v] with ((we're going on a trip, in our little rocket ship 🚀🌟) + (165))\n replace item (22) of [y2 v] with ((we're going on a trip, in our little rocket ship 🚀🌟) + (165))\n replace item (23) of [y1 v] with ((we're going on a trip, in our little rocket ship 🚀🌟) + (215))\n replace item (23) of [y2 v] with ((we're going on a trip, in our little rocket ship 🚀🌟) + (215))\n replace item (24) of [y1 v] with ((we're going on a trip, in our little rocket ship 🚀🌟) + (165))\n replace item (24) of [y2 v] with ((we're going on a trip, in our little rocket ship 🚀🌟) + (215))\n replace item (25) of [y1 v] with ((we're going on a trip, in our little rocket ship 🚀🌟) + (165))\n replace item (25) of [y2 v] with ((we're going on a trip, in our little rocket ship 🚀🌟) + (215))\n replace item (4) of [hazard y v] with ((we're going on a trip, in our little rocket ship 🚀🌟) + (0))\n replace item (4) of [hazard y2 v] with ((we're going on a trip, in our little rocket ship 🚀🌟) - (100))\n replace item (5) of [hazard y v] with ((we're going on a trip, in our little rocket ship 🚀🌟) - (100))\n replace item (5) of [hazard y2 v] with ((we're going on a trip, in our little rocket ship 🚀🌟) - (50))\n replace item (6) of [hazard y v] with ((we're going on a trip, in our little rocket ship 🚀🌟) + (0))\n replace item (6) of [hazard y2 v] with ((we're going on a trip, in our little rocket ship 🚀🌟) - (100))\n replace item (7) of [hazard y v] with ((we're going on a trip, in our little rocket ship 🚀🌟) - (100))\n replace item (7) of [hazard y2 v] with ((we're going on a trip, in our little rocket ship 🚀🌟) - (50))\n replace item (8) of [hazard y v] with ((we're going on a trip, in our little rocket ship 🚀🌟) - (50))\n replace item (8) of [hazard y2 v] with ((we're going on a trip, in our little rocket ship 🚀🌟) - (150))\n replace item (9) of [hazard y v] with ((we're going on a trip, in our little rocket ship 🚀🌟) - (150))\n replace item (9) of [hazard y2 v] with ((we're going on a trip, in our little rocket ship 🚀🌟) - (50))\n end\nend\n\ndefine Y\nadd platform from x: (450) y: (500) to x: (470) y: (500)\nadd platform from x: (470) y: (500) to x: (490) y: (480)\nadd platform from x: (510) y: (500) to x: (490) y: (480)\nadd platform from x: (510) y: (500) to x: (530) y: (500)\nadd platform from x: (450) y: (500) to x: (480) y: (460)\nadd platform from x: (530) y: (500) to x: (500) y: (460)\nadd platform from x: (480) y: (460) to x: (480) y: (420)\nadd platform from x: (500) y: (460) to x: (500) y: (420)\nadd platform from x: (480) y: (420) to x: (500) y: (420)\n\ndefine credits list\nadd platform from x: (90) y: (120) to x: (90) y: (240)\nadd platform from x: (-90) y: (240) to x: (90) y: (240)\nadd platform from x: (-10) y: (20) to x: (10) y: (20)\nadd platform from x: (-10) y: (40) to x: (10) y: (40)\nadd platform from x: (-10) y: (20) to x: (-10) y: (40)\nadd platform from x: (10) y: (20) to x: (10) y: (40)\nadd platform from x: (-30) y: (20) to x: (-30) y: (30)\nadd platform from x: (-30) y: (30) to x: (-20) y: (40)\nadd platform from x: (-30) y: (30) to x: (-40) y: (40)\nadd platform from x: (20) y: (20) to x: (40) y: (20)\nadd platform from x: (20) y: (20) to x: (20) y: (40)\nadd platform from x: (40) y: (20) to x: (40) y: (40)\nadd platform from x: (-10) y: (60) to x: (-10) y: (80)\nadd platform from x: (10) y: (60) to x: (10) y: (80)\nadd platform from x: (-10) y: (80) to x: (10) y: (60)\nadd platform from x: (-20) y: (60) to x: (-20) y: (80)\nadd platform from x: (-40) y: (60) to x: (-40) y: (80)\nadd platform from x: (-40) y: (80) to x: (-20) y: (80)\nadd platform from x: (-40) y: (70) to x: (-20) y: (70)\nadd platform from x: (20) y: (60) to x: (20) y: (80)\nadd platform from x: (30) y: (80) to x: (40) y: (70)\nadd platform from x: (30) y: (60) to x: (40) y: (70)\nadd platform from x: (20) y: (80) to x: (30) y: (80)\nadd platform from x: (20) y: (60) to x: (30) y: (60)\nadd platform from x: (-10) y: (100) to x: (10) y: (100)\nadd platform from x: (-10) y: (100) to x: (-10) y: (120)\nadd platform from x: (-40) y: (100) to x: (-20) y: (100)\nadd platform from x: (-40) y: (110) to x: (-20) y: (110)\nadd platform from x: (-40) y: (120) to x: (-20) y: (120)\nadd platform from x: (-40) y: (100) to x: (-40) y: (120)\nadd platform from x: (-70) y: (120) to x: (-50) y: (120)\nadd platform from x: (-70) y: (100) to x: (-50) y: (120)\nadd platform from x: (-70) y: (100) to x: (-50) y: (100)\nadd platform from x: (20) y: (100) to x: (20) y: (120)\nadd platform from x: (30) y: (120) to x: (40) y: (110)\nadd platform from x: (30) y: (100) to x: (40) y: (110)\nadd platform from x: (20) y: (120) to x: (30) y: (120)\nadd platform from x: (20) y: (100) to x: (30) y: (100)\nadd platform from x: (50) y: (120) to x: (70) y: (120)\nadd platform from x: (70) y: (100) to x: (70) y: (120)\nadd platform from x: (50) y: (110) to x: (70) y: (110)\nadd platform from x: (50) y: (100) to x: (50) y: (120)\nadd platform from x: (-10) y: (140) to x: (-10) y: (160)\nadd platform from x: (-10) y: (140) to x: (10) y: (140)\nadd platform from x: (-10) y: (150) to x: (10) y: (150)\nadd platform from x: (-10) y: (160) to x: (10) y: (160)\nadd platform from x: (-40) y: (160) to x: (-20) y: (160)\nadd platform from x: (-40) y: (140) to x: (-40) y: (160)\nadd platform from x: (-40) y: (140) to x: (-20) y: (140)\nadd platform from x: (-20) y: (140) to x: (-20) y: (150)\nadd platform from x: (-30) y: (150) to x: (-20) y: (150)\nadd platform from x: (20) y: (140) to x: (40) y: (140)\nadd platform from x: (20) y: (160) to x: (40) y: (160)\nadd platform from x: (20) y: (140) to x: (20) y: (160)\nadd platform from x: (40) y: (140) to x: (40) y: (160)\nadd platform from x: (-70) y: (180) to x: (70) y: (180)\nadd platform from x: (-65) y: (220) to x: (-55) y: (220)\nadd platform from x: (-60) y: (220) to x: (-60) y: (200)\nadd platform from x: (-40) y: (200) to x: (-40) y: (220)\nadd platform from x: (-30) y: (200) to x: (-30) y: (220)\nadd platform from x: (-30) y: (210) to x: (-40) y: (210)\nadd platform from x: (-15) y: (200) to x: (-5) y: (220)\nadd platform from x: (-15) y: (220) to x: (-5) y: (200)\nadd platform from x: (20) y: (220) to x: (30) y: (220)\nadd platform from x: (25) y: (220) to x: (25) y: (200)\nadd platform from x: (45) y: (220) to x: (55) y: (220)\nadd platform from x: (45) y: (200) to x: (55) y: (200)\nadd platform from x: (45) y: (200) to x: (45) y: (220)\nadd platform from x: (55) y: (200) to x: (55) y: (220)\nadd platform from x: (65) y: (220) to x: (65) y: (220)\nadd platform from x: (65) y: (200) to x: (65) y: (200)\n\ndefine T\nadd platform from x: (210) y: (500) to x: (270) y: (500)\nadd platform from x: (210) y: (480) to x: (210) y: (500)\nadd platform from x: (270) y: (480) to x: (270) y: (500)\nadd platform from x: (210) y: (480) to x: (230) y: (480)\nadd platform from x: (250) y: (480) to x: (270) y: (480)\nadd platform from x: (230) y: (420) to x: (230) y: (480)\nadd platform from x: (250) y: (420) to x: (250) y: (480)\nadd platform from x: (230) y: (420) to x: (250) y: (420)\n\ndefine ⁽♡⁾\nadd trampoline from x: (0) y: (280) to x: (60) y: (320)\nadd trampoline from x: (90) y: (400) to x: (60) y: (320)\nadd trampoline from x: (90) y: (400) to x: (50) y: (440)\nadd trampoline from x: (0) y: (410) to x: (50) y: (440)\nadd trampoline from x: (0) y: (280) to x: (-60) y: (320)\nadd trampoline from x: (-90) y: (400) to x: (-60) y: (320)\nadd trampoline from x: (-90) y: (400) to x: (-50) y: (440)\nadd trampoline from x: (0) y: (410) to x: (-50) y: (440)\nadd platform from x: (-40) y: (390) to x: (-20) y: (390)\nadd platform from x: (-30) y: (390) to x: (-30) y: (360)\nadd platform from x: (-10) y: (390) to x: (-10) y: (360)\nadd platform from x: (10) y: (390) to x: (10) y: (360)\nadd platform from x: (-10) y: (375) to x: (10) y: (375)\nadd platform from x: (20) y: (390) to x: (20) y: (360)\nadd platform from x: (20) y: (390) to x: (40) y: (390)\nadd platform from x: (20) y: (360) to x: (40) y: (360)\nadd platform from x: (20) y: (375) to x: (40) y: (375)\nadd platform from x: (-40) y: (350) to x: (-40) y: (320)\nadd platform from x: (-20) y: (320) to x: (-40) y: (320)\nadd platform from x: (-20) y: (350) to x: (-40) y: (350)\nadd platform from x: (-20) y: (335) to x: (-40) y: (335)\nadd platform from x: (-10) y: (320) to x: (-10) y: (350)\nadd platform from x: (-10) y: (350) to x: (10) y: (320)\nadd platform from x: (10) y: (320) to x: (10) y: (350)\nadd platform from x: (20) y: (320) to x: (20) y: (350)\nadd platform from x: (20) y: (350) to x: (30) y: (350)\nadd platform from x: (20) y: (320) to x: (30) y: (320)\nadd platform from x: (40) y: (340) to x: (30) y: (350)\nadd platform from x: (40) y: (330) to x: (30) y: (320)\nadd platform from x: (40) y: (330) to x: (40) y: (340)\n\ndefine init\ndelete (all) of [x1 v]\ndelete (all) of [x2 v]\ndelete (all) of [y1 v]\ndelete (all) of [y2 v]\ndelete (all) of [hazard x v]\ndelete (all) of [hazard y v]\ndelete (all) of [hazard x2 v]\ndelete (all) of [hazard y2 v]\n\n@Prototype\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\n
Darkness to Rise (Platformer)
@Stage\n\nwhen flag clicked\nforever\n play sound [1-31 Cloudy Court Galaxy v] until done\nend\n\n@level\n\ndefine Add Block (type) key (key) at (x) (y)\nadd (type) to [blocks v]\nadd (key) to [blocks v]\nadd (x) to [blocks v]\nadd (y) to [blocks v]\n\nwhen flag clicked\nhide\nset [level v] to [1]\nLevel (level)\n\ndefine Generate\nset [i v] to [1]\nrepeat until <(i) > (length of [blocks v])>\n set [type v] to (item (i) of [blocks v])\n change [i v] by (1)\n set [key v] to (item (i) of [blocks v])\n change [i v] by (1)\n go to x: (((item (i) of [blocks v]) * (30)) - (240)) y: (((item ((i) + (1)) of [blocks v]) * (30)) - (180))\n create clone of (_myself_ v)\n change [i v] by (2)\nend\n\nwhen I start as a clone\nswitch costume to (join (type) (join [ - ] (key)))\nshow\n\nwhen I receive [tick v]\nif <(key) > [0]> then\n if <touching (player v)?> then\n switch costume to (join ((type) - (1)) (join [ - ] (key)))\n else\n if <<(key) = [1]> and <key (up arrow v) pressed?>> then\n switch costume to (join (type) (join [ - ] [1]))\n else\n if <<(key) = [2]> and <key (right arrow v) pressed?>> then\n switch costume to (join (type) (join [ - ] [2]))\n else\n if <<(key) = [3]> and <key (down arrow v) pressed?>> then\n switch costume to (join (type) (join [ - ] [3]))\n else\n if <<(key) = [4]> and <key (left arrow v) pressed?>> then\n switch costume to (join (type) (join [ - ] [4]))\n else\n switch costume to (join ((type) - (1)) (join [ - ] (key)))\n end\n end\n end\n end\n end\nend\n\ndefine Level (level)\ndelete all of [blocks v]\nif <(level) = [1]> then\n Level 1\nend\nif <(level) = [2]> then\n Level 2\nend\nif <(level) = [3]> then\n Level 3\nend\nif <(level) = [4]> then\n Level 4\nend\nif <(level) = [5]> then\n Level 5\nend\nif <(level) = [6]> then\n Level 6\nend\nif <(level) = [7]> then\n Level 7\nend\nif <(level) = [8]> then\n Level 8\nend\nif <(level) = [9]> then\n Level 9\nend\nif <(level) = [10]> then\n Level 10\nend\nGenerate\n\ndefine Level 1\nAdd Block [1] key [4] at [1] [9]\nAdd Block [1] key [3] at [2] [9]\nAdd Block [1] key [2] at [3] [9]\nAdd Block [1] key [1] at [2] [10]\nAdd Block [1] key [0] at [1] [1]\nAdd Block [1] key [0] at [2] [1]\nAdd Block [1] key [0] at [3] [1]\nAdd Block [1] key [0] at [4] [1]\nAdd Block [1] key [0] at [6] [3]\nAdd Block [1] key [0] at [7] [3]\nAdd Block [1] key [0] at [8] [3]\nAdd Block [1] key [0] at [9] [3]\nAdd Block [3] key [0] at [9] [4]\nAdd Block [1] key [0] at [10] [3]\nAdd Block [1] key [0] at [11] [3]\nAdd Block [7] key [0] at [13] [6]\n\nwhen I receive [next level v]\nbroadcast (Delete Clones v) and wait\nchange [level v] by (1)\nLevel (level)\n\ndefine Level 2\nAdd Block [1] key [0] at [1] [1]\nAdd Block [1] key [0] at [2] [1]\nAdd Block [1] key [0] at [3] [1]\nAdd Block [1] key [0] at [4] [1]\nAdd Block [1] key [1] at [6] [2]\nAdd Block [1] key [1] at [7] [2]\nAdd Block [1] key [1] at [8] [2]\nAdd Block [1] key [1] at [9] [2]\nAdd Block [1] key [0] at [11] [1]\nAdd Block [1] key [0] at [12] [1]\nAdd Block [1] key [0] at [13] [1]\nAdd Block [1] key [0] at [14] [1]\nAdd Block [7] key [0] at [14] [4]\n\nwhen I receive [delete clones v]\ndelete this clone\n\nwhen [r v] key pressed\nbroadcast (Delete Clones v) and wait\nLevel (level)\n\ndefine Level 3\nAdd Block [1] key [0] at [1] [1]\nAdd Block [1] key [0] at [2] [1]\nAdd Block [1] key [0] at [3] [1]\nAdd Block [1] key [0] at [4] [1]\nAdd Block [1] key [0] at [5] [1]\nAdd Block [1] key [0] at [6] [1]\nAdd Block [1] key [0] at [7] [1]\nAdd Block [1] key [0] at [8] [1]\nAdd Block [1] key [0] at [9] [1]\nAdd Block [1] key [0] at [10] [1]\nAdd Block [1] key [0] at [11] [1]\nAdd Block [3] key [2] at [4] [2]\nAdd Block [3] key [2] at [4] [3]\nAdd Block [3] key [4] at [4] [4]\nAdd Block [3] key [4] at [4] [5]\nAdd Block [3] key [4] at [4] [6]\nAdd Block [3] key [2] at [4] [7]\nAdd Block [3] key [2] at [4] [8]\nAdd Block [3] key [4] at [8] [2]\nAdd Block [3] key [4] at [8] [3]\nAdd Block [3] key [2] at [8] [4]\nAdd Block [3] key [2] at [8] [5]\nAdd Block [3] key [2] at [8] [6]\nAdd Block [3] key [4] at [8] [7]\nAdd Block [3] key [4] at [8] [8]\nAdd Block [7] key [0] at [13] [1]\nAdd Block [7] key [0] at [14] [1]\n\ndefine Level 4\nAdd Block [1] key [0] at [1] [3]\nAdd Block [1] key [0] at [2] [3]\nAdd Block [1] key [0] at [3] [3]\nAdd Block [1] key [0] at [4] [3]\nAdd Block [1] key [1] at [6] [4]\nAdd Block [1] key [1] at [7] [4]\nAdd Block [1] key [1] at [8] [4]\nAdd Block [1] key [1] at [9] [4]\nAdd Block [1] key [0] at [10] [4]\nAdd Block [1] key [0] at [10] [5]\nAdd Block [1] key [0] at [10] [6]\nAdd Block [1] key [0] at [10] [7]\nAdd Block [1] key [0] at [10] [8]\nAdd Block [1] key [1] at [8] [1]\nAdd Block [1] key [1] at [9] [1]\nAdd Block [1] key [1] at [10] [1]\nAdd Block [1] key [1] at [11] [1]\nAdd Block [7] key [1] at [13] [1]\nAdd Block [7] key [1] at [14] [1]\n\ndefine Level 5\nAdd Block [1] key [0] at [1] [3]\nAdd Block [1] key [0] at [2] [3]\nAdd Block [1] key [0] at [3] [3]\nAdd Block [1] key [0] at [4] [3]\nAdd Block [1] key [4] at [6] [5]\nAdd Block [1] key [4] at [7] [5]\nAdd Block [1] key [4] at [8] [5]\nAdd Block [1] key [4] at [9] [5]\nAdd Block [1] key [2] at [11] [7]\nAdd Block [1] key [2] at [12] [7]\nAdd Block [1] key [2] at [13] [7]\nAdd Block [1] key [2] at [14] [7]\nAdd Block [7] key [0] at [15] [11]\n\ndefine Level 6\nAdd Block [1] key [0] at [1] [3]\nAdd Block [1] key [0] at [2] [3]\nAdd Block [5] key [0] at [3] [3]\nAdd Block [5] key [0] at [4] [3]\nAdd Block [3] key [0] at [5] [1]\nAdd Block [3] key [0] at [5] [2]\nAdd Block [3] key [0] at [5] [3]\nAdd Block [3] key [0] at [5] [3]\nAdd Block [3] key [0] at [5] [4]\nAdd Block [3] key [0] at [5] [5]\nAdd Block [3] key [0] at [5] [6]\nAdd Block [3] key [0] at [5] [7]\nAdd Block [3] key [0] at [5] [8]\nAdd Block [5] key [2] at [6] [3]\nAdd Block [5] key [2] at [7] [3]\nAdd Block [1] key [0] at [8] [3]\nAdd Block [1] key [0] at [9] [3]\nAdd Block [7] key [0] at [3] [1]\nAdd Block [7] key [0] at [4] [1]\nAdd Block [7] key [0] at [6] [1]\nAdd Block [7] key [0] at [7] [1]\n\ndefine Level 7\nAdd Block [1] key [0] at [1] [3]\nAdd Block [1] key [0] at [2] [3]\nAdd Block [5] key [1] at [3] [3]\nAdd Block [5] key [1] at [3] [3]\nAdd Block [5] key [1] at [4] [3]\nAdd Block [3] key [0] at [5] [3]\nAdd Block [5] key [1] at [6] [3]\nAdd Block [5] key [1] at [7] [3]\nAdd Block [5] key [1] at [8] [3]\nAdd Block [5] key [1] at [9] [3]\nAdd Block [5] key [1] at [10] [3]\nAdd Block [3] key [0] at [11] [3]\nAdd Block [5] key [1] at [12] [3]\nAdd Block [7] key [0] at [13] [3]\nAdd Block [7] key [0] at [14] [3]\nAdd Block [1] key [2] at [3] [2]\nAdd Block [1] key [2] at [4] [2]\nAdd Block [1] key [2] at [5] [2]\nAdd Block [1] key [2] at [6] [2]\nAdd Block [1] key [2] at [7] [2]\nAdd Block [1] key [2] at [8] [2]\nAdd Block [1] key [2] at [9] [2]\nAdd Block [1] key [2] at [10] [2]\nAdd Block [1] key [2] at [11] [2]\nAdd Block [1] key [2] at [12] [2]\nAdd Block [3] key [0] at [5] [4]\nAdd Block [3] key [0] at [5] [5]\nAdd Block [3] key [0] at [5] [6]\nAdd Block [3] key [0] at [5] [7]\nAdd Block [3] key [0] at [8] [6]\nAdd Block [3] key [0] at [8] [7]\nAdd Block [3] key [0] at [8] [8]\nAdd Block [3] key [0] at [8] [9]\nAdd Block [3] key [0] at [11] [4]\nAdd Block [3] key [0] at [11] [5]\nAdd Block [3] key [0] at [11] [6]\nAdd Block [3] key [0] at [11] [7]\nAdd Block [5] key [1] at [4] [3]\nAdd Block [3] key [0] at [5] [3]\nAdd Block [5] key [1] at [6] [3]\nAdd Block [5] key [1] at [7] [3]\nAdd Block [5] key [1] at [8] [3]\nAdd Block [5] key [1] at [9] [3]\nAdd Block [5] key [1] at [10] [3]\nAdd Block [3] key [0] at [11] [3]\nAdd Block [5] key [1] at [12] [3]\nAdd Block [7] key [0] at [13] [3]\nAdd Block [7] key [0] at [14] [3]\nAdd Block [1] key [2] at [3] [2]\nAdd Block [1] key [2] at [4] [2]\nAdd Block [1] key [2] at [5] [2]\nAdd Block [1] key [2] at [6] [2]\nAdd Block [1] key [2] at [7] [2]\nAdd Block [1] key [2] at [8] [2]\nAdd Block [1] key [2] at [9] [2]\nAdd Block [1] key [2] at [10] [2]\nAdd Block [1] key [2] at [11] [2]\nAdd Block [1] key [2] at [12] [2]\nAdd Block [3] key [0] at [5] [4]\nAdd Block [3] key [0] at [5] [5]\nAdd Block [3] key [0] at [5] [6]\nAdd Block [3] key [0] at [5] [7]\nAdd Block [3] key [0] at [8] [6]\nAdd Block [3] key [0] at [8] [7]\nAdd Block [3] key [0] at [8] [8]\nAdd Block [3] key [0] at [8] [9]\nAdd Block [3] key [0] at [11] [4]\nAdd Block [3] key [0] at [11] [5]\nAdd Block [3] key [0] at [11] [6]\nAdd Block [3] key [0] at [11] [7]\n\ndefine Level 8\nAdd Block [1] key [0] at [1] [1]\nAdd Block [1] key [0] at [2] [1]\nAdd Block [1] key [0] at [3] [1]\nAdd Block [3] key [2] at [3] [2]\nAdd Block [3] key [2] at [3] [3]\nAdd Block [3] key [0] at [3] [4]\nAdd Block [3] key [0] at [3] [5]\nAdd Block [3] key [0] at [3] [6]\nAdd Block [1] key [0] at [4] [1]\nAdd Block [1] key [0] at [5] [1]\nAdd Block [1] key [4] at [9] [3]\nAdd Block [1] key [4] at [10] [3]\nAdd Block [1] key [0] at [14] [5]\nAdd Block [7] key [0] at [14] [8]\n\ndefine Level 9\nAdd Block [1] key [0] at [1] [1]\nAdd Block [1] key [0] at [2] [1]\nAdd Block [1] key [1] at [3] [1]\nAdd Block [1] key [2] at [4] [1]\nAdd Block [1] key [3] at [5] [1]\nAdd Block [1] key [4] at [6] [1]\nAdd Block [1] key [3] at [7] [1]\nAdd Block [1] key [2] at [8] [1]\nAdd Block [1] key [2] at [9] [1]\nAdd Block [1] key [1] at [10] [1]\nAdd Block [1] key [3] at [11] [1]\nAdd Block [1] key [4] at [12] [1]\nAdd Block [1] key [4] at [13] [1]\nAdd Block [1] key [1] at [14] [1]\nAdd Block [1] key [2] at [3] [2]\nAdd Block [1] key [3] at [4] [2]\nAdd Block [1] key [4] at [5] [2]\nAdd Block [1] key [3] at [6] [2]\nAdd Block [1] key [3] at [7] [2]\nAdd Block [1] key [1] at [8] [2]\nAdd Block [1] key [2] at [9] [2]\nAdd Block [1] key [1] at [10] [2]\nAdd Block [1] key [3] at [11] [2]\nAdd Block [1] key [3] at [12] [2]\nAdd Block [1] key [1] at [13] [2]\nAdd Block [1] key [4] at [14] [2]\nAdd Block [1] key [2] at [3] [2]\nAdd Block [1] key [3] at [4] [2]\nAdd Block [1] key [4] at [5] [2]\nAdd Block [1] key [3] at [6] [2]\nAdd Block [1] key [3] at [7] [2]\nAdd Block [1] key [1] at [8] [2]\nAdd Block [1] key [2] at [9] [2]\nAdd Block [1] key [1] at [10] [2]\nAdd Block [1] key [3] at [11] [2]\nAdd Block [1] key [3] at [12] [2]\nAdd Block [1] key [1] at [13] [2]\nAdd Block [1] key [4] at [14] [2]\nAdd Block [1] key [3] at [3] [3]\nAdd Block [1] key [2] at [4] [3]\nAdd Block [1] key [4] at [5] [3]\nAdd Block [1] key [1] at [6] [3]\nAdd Block [1] key [3] at [7] [3]\nAdd Block [1] key [2] at [8] [3]\nAdd Block [1] key [4] at [9] [3]\nAdd Block [1] key [4] at [10] [3]\nAdd Block [1] key [1] at [11] [3]\nAdd Block [1] key [2] at [12] [3]\nAdd Block [1] key [4] at [13] [3]\nAdd Block [1] key [3] at [14] [3]\nAdd Block [1] key [2] at [3] [4]\nAdd Block [1] key [4] at [4] [4]\nAdd Block [1] key [1] at [5] [4]\nAdd Block [1] key [2] at [6] [4]\nAdd Block [1] key [2] at [7] [4]\nAdd Block [1] key [3] at [8] [4]\nAdd Block [1] key [1] at [9] [4]\nAdd Block [1] key [3] at [10] [4]\nAdd Block [1] key [4] at [11] [4]\nAdd Block [1] key [2] at [12] [4]\nAdd Block [1] key [2] at [13] [4]\nAdd Block [1] key [1] at [14] [4]\nAdd Block [1] key [3] at [3] [5]\nAdd Block [1] key [4] at [4] [5]\nAdd Block [1] key [1] at [5] [5]\nAdd Block [1] key [2] at [6] [5]\nAdd Block [1] key [4] at [7] [5]\nAdd Block [1] key [1] at [8] [5]\nAdd Block [1] key [3] at [9] [5]\nAdd Block [1] key [2] at [10] [5]\nAdd Block [1] key [1] at [11] [5]\nAdd Block [1] key [1] at [12] [5]\nAdd Block [1] key [4] at [13] [5]\nAdd Block [1] key [3] at [14] [5]\nAdd Block [1] key [4] at [3] [6]\nAdd Block [1] key [1] at [4] [6]\nAdd Block [1] key [2] at [5] [6]\nAdd Block [1] key [3] at [6] [6]\nAdd Block [1] key [1] at [7] [6]\nAdd Block [1] key [2] at [8] [6]\nAdd Block [1] key [2] at [9] [6]\nAdd Block [1] key [3] at [10] [6]\nAdd Block [1] key [4] at [11] [6]\nAdd Block [1] key [4] at [12] [6]\nAdd Block [1] key [1] at [13] [6]\nAdd Block [1] key [2] at [14] [6]\nAdd Block [1] key [1] at [3] [7]\nAdd Block [1] key [2] at [4] [7]\nAdd Block [1] key [3] at [5] [7]\nAdd Block [1] key [1] at [6] [7]\nAdd Block [1] key [3] at [7] [7]\nAdd Block [1] key [4] at [8] [7]\nAdd Block [1] key [2] at [9] [7]\nAdd Block [1] key [3] at [10] [7]\nAdd Block [1] key [4] at [11] [7]\nAdd Block [1] key [1] at [12] [7]\nAdd Block [1] key [2] at [13] [7]\nAdd Block [1] key [4] at [14] [7]\nAdd Block [7] key [2] at [13] [9]\nAdd Block [7] key [4] at [14] [9]\n\ndefine Level 10\nAdd Block [1] key [0] at [1] [1]\nAdd Block [1] key [0] at [2] [1]\nAdd Block [1] key [3] at [3] [10]\nAdd Block [1] key [3] at [5] [10]\nAdd Block [1] key [3] at [3] [9]\nAdd Block [1] key [3] at [4] [9]\nAdd Block [1] key [3] at [5] [9]\nAdd Block [1] key [3] at [4] [8]\nAdd Block [1] key [3] at [4] [7]\nAdd Block [1] key [3] at [7] [7]\nAdd Block [1] key [3] at [7] [8]\nAdd Block [1] key [3] at [7] [9]\nAdd Block [1] key [3] at [7] [10]\nAdd Block [1] key [3] at [8] [7]\nAdd Block [1] key [3] at [8] [10]\nAdd Block [1] key [3] at [9] [7]\nAdd Block [1] key [3] at [9] [8]\nAdd Block [1] key [3] at [9] [9]\nAdd Block [1] key [3] at [9] [10]\nAdd Block [1] key [3] at [11] [7]\nAdd Block [1] key [3] at [11] [8]\nAdd Block [1] key [3] at [11] [9]\nAdd Block [1] key [3] at [11] [10]\nAdd Block [1] key [3] at [12] [7]\nAdd Block [1] key [3] at [13] [7]\nAdd Block [1] key [3] at [13] [8]\nAdd Block [1] key [3] at [13] [9]\nAdd Block [1] key [3] at [13] [10]\nAdd Block [1] key [1] at [3] [5]\nAdd Block [1] key [1] at [3] [4]\nAdd Block [1] key [1] at [4] [3]\nAdd Block [1] key [1] at [5] [5]\nAdd Block [1] key [1] at [5] [4]\nAdd Block [1] key [1] at [6] [3]\nAdd Block [1] key [1] at [7] [5]\nAdd Block [1] key [1] at [7] [4]\nAdd Block [1] key [1] at [9] [3]\nAdd Block [1] key [1] at [9] [4]\nAdd Block [1] key [1] at [9] [5]\nAdd Block [1] key [1] at [11] [3]\nAdd Block [1] key [1] at [11] [4]\nAdd Block [1] key [1] at [11] [5]\nAdd Block [1] key [1] at [12] [4]\nAdd Block [1] key [1] at [13] [3]\nAdd Block [1] key [1] at [13] [4]\nAdd Block [1] key [1] at [13] [5]\n\n@player\n\nwhen flag clicked\nshow\ngo to x: (-200) y: (0)\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 Move X (round (xv))\n change [yv v] by (-1)\n set [can jump v] to [0]\n Move Y (yv)\n if <<(can jump) = [1]> and <key (up arrow v) pressed?>> then\n set [yv v] to [15]\n end\n if <<<[-190] > (y position)> or <touching color (#ff0000)?>> or <key (r v) pressed?>> then\n go to x: (-200) y: (0)\n set [xv v] to [0]\n set [yv v] to [0]\n end\n if <touching color (#a200ff)?> then\n set [yv v] to [21]\n end\n if <touching color (#ffe600)?> then\n broadcast (Next Level v) and wait\n go to x: (-200) y: (0)\n set [xv v] to [0]\n set [yv v] to [0]\n end\n broadcast (Tick v) and wait\nend\n\ndefine Move X (xv)\nchange x by (xv)\nrepeat until <not <touching color (#000000)?>>\n set [xv v] to [0]\n change x by (() - ((xv) / ([abs v] of (xv) )))\nend\nchange x by (() - ((xv) / ([abs v] of (xv) )))\n\ndefine Move Y (yv)\nchange y by (yv)\nrepeat until <not <touching color (#000000)?>>\n if <(yv) < [0]> then\n set [can jump v] to [1]\n end\n set [yv v] to [0]\n change y by (() - ((yv) / ([abs v] of (yv) )))\nend\nchange y by (() - ((yv) / ([abs v] of (yv) )))\n\nwhen [r v] key pressed\ngo to x: (-200) y: (0)\nset [xv v] to [0]\nset [yv v] to [0]\n\nhide\n\n@Sprite1\n\ngo to x: (0) y: (20)\nshow\ngo to [front v] layer\n\nwhen flag clicked\nhide\n\n
ㅤㅤㅤㅤㅤㅤㅤㅤ- Dark Place -\n\n▸ One day , you wake up in a jungle full of cruel monsters !\n▸ You need to get out of here ! \n\nInstructions: \n▸ Arrow keys to move , tap on mobile !\n▸ Don't touch spikes (duh)\n▸ Like and fav !\n\nCredits :\n▸ @001409 for platforming engine\n▸ Rest all by me !\n▸ Top loved !\n\nI spent a lot of time on this, so a love and favourite will be appreciated!\n\nFollow for more cool projects\n\nI would really appreciate it if you propose this project to be featured . You can do that here ! -\nhttps://scratch.mit.edu/studios/4228481/\n\n#Games #Trending #Dark #FrontPage #TopLoved